1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
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110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
113 | |
104 | |
114 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
108 | </attribute> |
118 | "> |
109 | "> |
119 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
113 | </attribute> |
123 | "> |
114 | "> |
124 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
128 | </attribute> |
119 | </attribute> |
129 | "> |
120 | "> |
130 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
124 | </attribute> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
126 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
127 | precedence over 'blocked movements'. |
137 | </attribute> |
128 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
131 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
133 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
134 | creatures matching 'slow move' will be slower than normal on this spot. |
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155 | The speed left to the object. On every tick, if this value is higher |
146 | The speed left to the object. On every tick, if this value is higher |
156 | than 0, the object acts/triggers/moves etc. and the value gets |
147 | than 0, the object acts/triggers/moves etc. and the value gets |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
149 | every tick. |
159 | </attribute> |
150 | </attribute> |
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151 | "> |
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152 | <!ENTITY activate_on " |
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153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
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154 | Whether the teleporter should only be activated on push. |
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155 | </attribute> |
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156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
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157 | Whether the teleporter should only be activated on release. |
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158 | </attribute> |
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159 | "> |
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160 | |
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161 | <!ENTITY resistances_flesh_desc " |
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162 | Resistances on flesh items make them more durable against spellcraft |
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163 | of the appropriate kind. It also allows dragon players to eventually gain |
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164 | resistance by eating it. Usually resistance should only be set for flesh |
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165 | items in a monster's inventory. |
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166 | "> |
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167 | |
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168 | <!ENTITY resistances_flesh_section " |
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169 | <section name='resistance'> |
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170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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171 | &resistances_flesh_desc; |
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172 | </attribute> |
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173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | </section> |
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225 | "> |
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226 | |
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227 | <!ENTITY resistances_basic " |
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228 | <section name='resistance'> |
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229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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249 | </section> |
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250 | "> |
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251 | |
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252 | <!ENTITY player_stat_desc " |
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253 | The player's strentgh will rise/fall by the given value for permanent |
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254 | (of course there is an upper limit). Generally there shouldn't be stat |
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255 | potions granting more than one stat. Cursed potions will subtract the |
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256 | stats if positive. |
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257 | "> |
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258 | |
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259 | <!ENTITY player_res_desc " |
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260 | The player's resistance to physical will rise by this value in percent |
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261 | (range -100 till +100). The effect is only temporare, and it does NOT |
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262 | add on the values from the player's equipment. |
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263 | Cursed potions will make negative resistance.. very nasty in combat! |
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264 | "> |
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265 | |
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266 | <!ENTITY player_stat_resist_sections " |
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267 | <section name='stats'> |
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268 | <attribute arch='Str' editor='strength' type='int'> |
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269 | &player_stat_desc; |
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270 | </attribute> |
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271 | <attribute arch='Dex' editor='dexterity' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Con' editor='constitution' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Int' editor='intelligence' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Pow' editor='power' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Wis' editor='wisdom' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Cha' editor='charisma' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | </section> |
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290 | <section name='resistance'> |
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291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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292 | &player_res_desc; |
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293 | </attribute> |
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294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | </section> |
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352 | "> |
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353 | |
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354 | <!ENTITY match_compat " |
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355 | If the string starts with 'match ', then it is interpreted |
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356 | as a match expression (e.g. 'match type=POTION', or 'match type=SPELL |
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357 | in applied type=CONTAINER in inv in originator'). For details, see |
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358 | http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm |
160 | "> |
359 | "> |
161 | ]> |
360 | ]> |
162 | |
361 | |
163 | <types> |
362 | <types> |
164 | |
363 | |
… | |
… | |
400 | <entry value="9" name="throw" /> |
599 | <entry value="9" name="throw" /> |
401 | <entry value="10" name="trigger" /> |
600 | <entry value="10" name="trigger" /> |
402 | <entry value="11" name="close" /> |
601 | <entry value="11" name="close" /> |
403 | <entry value="12" name="timer" /> |
602 | <entry value="12" name="timer" /> |
404 | <entry value="28" name="move" /> |
603 | <entry value="28" name="move" /> |
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604 | <entry value="41" name="drop_on" /> |
405 | </list> |
605 | </list> |
406 | |
606 | |
407 | <list name="attack_movement_bits_0_3"> |
607 | <list name="attack_movement_bits_0_3"> |
408 | <entry value="0" name="default" /> |
608 | <entry value="0" name="default" /> |
409 | <entry value="1" name="attack from distance" /> |
609 | <entry value="1" name="attack from distance" /> |
… | |
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447 | <attribute arch="title" editor="title" type="string"> |
647 | <attribute arch="title" editor="title" type="string"> |
448 | This is the object's title. Once an object is identified the title is |
648 | This is the object's title. Once an object is identified the title is |
449 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
649 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
450 | </attribute> |
650 | </attribute> |
451 | <attribute arch="face" editor="image" type="string"> |
651 | <attribute arch="face" editor="image" type="string"> |
452 | The image-name defines what image is displayed for this object in-game. |
652 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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653 | object has an animation! See also the 'animation' attribute. |
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654 | </attribute> |
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655 | <attribute arch="animation" editor="animation" type="string"> |
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656 | The animation-name of the object. If you assign custom faces and the archetype |
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657 | defines an animation you can disable the animation of an archetype by setting this |
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658 | field to NONE. |
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659 | </attribute> |
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660 | <attribute arch="tag" editor="tag" type="string"> |
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661 | You can tag objects with an identifier. Tagged objects can be found quickly |
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662 | from their tag, which makes them useful to tag exits and refer to those by |
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663 | their name. |
453 | </attribute> |
664 | </attribute> |
454 | <attribute arch="nrof" editor="number" type="int"> |
665 | <attribute arch="nrof" editor="number" type="int"> |
455 | This value determines the number of objects in one stack (for example: |
666 | This value determines the number of objects in one stack (for example: |
456 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
667 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
457 | any pickable object - otherwise it won't be mergeable into a stack. |
668 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
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469 | usually inevitable. |
680 | usually inevitable. |
470 | </attribute> |
681 | </attribute> |
471 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
682 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
472 | If <glow radius> is set to a value greater zero, the object |
683 | If <glow radius> is set to a value greater zero, the object |
473 | appears lit up on dark maps. <glow radius> can be a value |
684 | appears lit up on dark maps. <glow radius> can be a value |
474 | between 0 and 4, the higher, the more light does the object emit. |
685 | between 0 and 9, the higher, the more light does the object emit. |
475 | </attribute> |
686 | </attribute> |
476 | <attribute arch="material" editor="material" type="bitmask_material"> |
687 | <attribute arch="material" editor="material" type="bitmask_material"> |
477 | This bitmask-value informs the player of which material(s) the |
688 | This bitmask-value informs the player of which material(s) the |
478 | object consists. Material does also affect how likely the object |
689 | object consists. Material does also affect how likely the object |
479 | can be destroyed by hazardous spell-effects. |
690 | can be destroyed by hazardous spell-effects. |
… | |
… | |
487 | Putting an invisible object under the floor always prevents it from being |
698 | Putting an invisible object under the floor always prevents it from being |
488 | shown. |
699 | shown. |
489 | </attribute> |
700 | </attribute> |
490 | <attribute arch="blocksview" editor="block view" type="bool"> |
701 | <attribute arch="blocksview" editor="block view" type="bool"> |
491 | If an item is set to block view, players (and monsters) cannot |
702 | If an item is set to block view, players (and monsters) cannot |
492 | see byond it unless they cross it or manage to stand ontop. |
703 | see beyond it unless they cross it or manage to stand ontop. |
493 | </attribute> |
704 | </attribute> |
494 | <attribute arch="identified" editor="identified" type="bool"> |
705 | <attribute arch="identified" editor="identified" type="bool"> |
495 | If an item is identified, the player has full knowledge about it. |
706 | If an item is identified, the player has full knowledge about it. |
496 | </attribute> |
707 | </attribute> |
497 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
708 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
498 | An <unpaid> item cannot be used unless a player carried it over |
709 | An <unpaid> item cannot be used unless a player carried it over |
499 | a shop mat, paying the demanded price. Setting this flag makes sense |
710 | a shop mat, paying the demanded price. Setting this flag makes sense |
500 | only for pickable items inside shops. |
711 | only for pickable items inside shops. |
|
|
712 | </attribute> |
|
|
713 | <attribute arch="sound" editor="sound" type="string"> |
|
|
714 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
715 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
716 | field it will point to sound/<path>.ext |
|
|
717 | </attribute> |
|
|
718 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
719 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
720 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
721 | field it will point to sound/<path>.ext |
501 | </attribute> |
722 | </attribute> |
502 | </default_type> |
723 | </default_type> |
503 | |
724 | |
504 | <!-- This ignorelist is for all system objects which are non pickable |
725 | <!-- This ignorelist is for all system objects which are non pickable |
505 | and invisible. They don't interact with players at all. --> |
726 | and invisible. They don't interact with players at all. --> |
… | |
… | |
563 | This text may describe the object. |
784 | This text may describe the object. |
564 | </attribute> |
785 | </attribute> |
565 | </type> |
786 | </type> |
566 | |
787 | |
567 | <!--####################################################################--> |
788 | <!--####################################################################--> |
|
|
789 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
568 | <type number="110" name="Ability"> |
790 | <type number="999" name="Ability"> |
569 | <ignore> |
791 | <ignore> |
570 | <ignore_list name="system_object" /> |
792 | <ignore_list name="system_object" /> |
571 | </ignore> |
793 | </ignore> |
572 | <description><![CDATA[ |
794 | <description><![CDATA[ |
573 | Abilities are to be put in a monster's inventory. They grant monsters the |
795 | Abilities are to be put in a monster's inventory. They grant monsters the |
574 | knowledge to cast spells. Spells from abilities are usually magical in |
796 | knowledge to cast spells. Spells from abilities are usually magical in |
575 | nature, thus adding magic attacktype to the spell-damage they produce. |
797 | nature, thus adding magic attacktype to the spell-damage they produce. |
576 | <br><br> |
798 | <br><br> |
577 | A particularly nice feature of abilities is that they can hold two |
799 | A particularly nice feature of abilities is that they can hold two |
578 | spells: One for short range- and one for long range use. |
800 | spells: One for short range - and one for long range use. |
579 | \n\n |
801 | \n\n |
580 | You should know that spellcasting monsters receive abilities via |
802 | You should know that spellcasting monsters receive abilities via |
581 | <treasurelist>. ]]> |
803 | <treasurelist>.]]> |
582 | </description> |
804 | </description> |
583 | <use><![CDATA[ |
805 | <use><![CDATA[ |
584 | If you want to create "customized" spellcasting monsters, you |
806 | If you want to create "customized" spellcasting monsters, you |
585 | should use abilities (rather than spellbooks/wands or something). |
807 | should use abilities (rather than spellbooks/wands or something). |
586 | The long/short-range spell feature can make boss-monsters more |
808 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
588 | <br><br> |
810 | <br><br> |
589 | You should keep in mind that magic abilities allow players |
811 | You should keep in mind that magic abilities allow players |
590 | to get better resistance. You can turn off the magic part to |
812 | to get better resistance. You can turn off the magic part to |
591 | make the spells more dangerous. However, this really shouldn't |
813 | make the spells more dangerous. However, this really shouldn't |
592 | be neccessary unless you work on very high level maps. |
814 | be neccessary unless you work on very high level maps. |
593 | And what fun is a magic resistance cloak when it has no effect? ]]> |
815 | And what fun is a magic resistance cloak when it has no effect?]]> |
594 | </use> |
816 | </use> |
595 | <attribute arch="invisible" value="1" type="fixed" /> |
817 | <attribute arch="invisible" value="1" type="fixed" /> |
596 | <attribute arch="no_drop" value="1" type="fixed" /> |
818 | <attribute arch="no_drop" value="1" type="fixed" /> |
597 | <attribute arch="sp" editor="short range spell" type="spell"> |
819 | <attribute arch="sp" editor="short range spell" type="spell"> |
598 | The monster will use the specified <short range spell> |
820 | The monster will use the specified <short range spell> |
… | |
… | |
627 | Note that non-magical abilities are more dangerous because |
849 | Note that non-magical abilities are more dangerous because |
628 | magic resistance does not protect from those.</attribute> |
850 | magic resistance does not protect from those.</attribute> |
629 | </type> |
851 | </type> |
630 | |
852 | |
631 | <!--####################################################################--> |
853 | <!--####################################################################--> |
|
|
854 | |
|
|
855 | <type number="81" name="Torch"> |
|
|
856 | <description><![CDATA[ |
|
|
857 | Torches are a special kind of Lamp, they are worn out by repeatedly |
|
|
858 | lightening them up (when the is_lightable flag is set) and otherwise |
|
|
859 | they can only be used once.]]> |
|
|
860 | </description> |
|
|
861 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
862 | This field specifies the burning duration of the torch. |
|
|
863 | </attribute> |
|
|
864 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
865 | This field sets the glow radius of the torch if it is enabled. |
|
|
866 | If you want to make a torch that is already burning set the |
|
|
867 | "glow radius" field. |
|
|
868 | </attribute> |
|
|
869 | <attribute arch="level" editor="level" type="int"> |
|
|
870 | If this field specyfies the cursed effect's level. If it is |
|
|
871 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
872 | </attribute> |
|
|
873 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
874 | Cursed torches, which have a level above 0, explode if the |
|
|
875 | player applies them. |
|
|
876 | </attribute> |
|
|
877 | </type> |
|
|
878 | |
|
|
879 | <type number="82" name="Lamp"> |
|
|
880 | <description><![CDATA[ |
|
|
881 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
882 | </description> |
|
|
883 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
884 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
885 | here the fuel field will specify the burning duration in minutes.) |
|
|
886 | </attribute> |
|
|
887 | <attribute arch="food" editor="fuel" type="int"> |
|
|
888 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
889 | field of this object. |
|
|
890 | </attribute> |
|
|
891 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
892 | This field sets the glow radius of the lamp if it is enabled. |
|
|
893 | If you want to make a lamp that is already burning set the |
|
|
894 | "glow radius" field. |
|
|
895 | </attribute> |
|
|
896 | <attribute arch="level" editor="level" type="int"> |
|
|
897 | If this field specyfies the cursed effect's level. If it is |
|
|
898 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
899 | </attribute> |
|
|
900 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
901 | Cursed lamps, which have a level above 0, explode if the |
|
|
902 | player applies them. |
|
|
903 | </attribute> |
|
|
904 | </type> |
|
|
905 | |
|
|
906 | <!--####################################################################--> |
632 | <type number="18" name="Altar"> |
907 | <type number="18" name="Altar"> |
633 | <ignore> |
908 | <ignore> |
634 | <ignore_list name="non_pickable" /> |
909 | <ignore_list name="non_pickable" /> |
635 | </ignore> |
910 | </ignore> |
636 | <description><![CDATA[ |
911 | <description><![CDATA[ |
637 | When a player puts a defined number of certain items on the altar, |
912 | When a player puts a defined number of certain items on the altar, |
638 | then either a spell is casted (on the player) or a connector is |
913 | then either a spell is casted (on the player) or a connector is |
639 | triggered. If the latter is the case, the altar works only once. |
914 | triggered. If the latter is the case, the altar works only once. |
640 | Either way, the sacrificed item disappears. ]]> |
915 | Either way, the sacrificed item disappears.]]> |
641 | </description> |
916 | </description> |
642 | <attribute arch="no_pick" value="1" type="fixed" /> |
917 | <attribute arch="no_pick" value="1" type="fixed" /> |
643 | &move_on; |
918 | &move_on; |
644 | <attribute arch="slaying" editor="match item name" type="string"> |
919 | <attribute arch="slaying" editor="match item name" type="string"> |
645 | This string specifies the item that must be put on the altar to |
920 | This string specifies the item that must be put on the altar to |
646 | activate it. It can either be the name of an archetype, or directly |
921 | activate it. It can either be the name of an archetype, or directly |
647 | the name of an object. Yet, titles are not recognized by altars. |
922 | the name of an object. Yet, titles are not recognized by altars. |
648 | Remember to put a note somewhere, telling the player what he is |
923 | If you want the player to have to drop a specific amount of money use "money". |
649 | expected to drop on the altar. (Often this is put in the altar's |
924 | See also the "drop amount" attribute. |
650 | name: E.g. "drop 100 platinums") |
925 | &match_compat; |
651 | </attribute> |
926 | </attribute> |
652 | <attribute arch="food" editor="drop amount" type="int"> |
927 | <attribute arch="food" editor="drop amount" type="int"> |
653 | The drop amount specifies the amount of items (specified |
928 | The drop amount specifies the amount of items (specified |
654 | in <match item name>) that must be dropped to activate the altar. |
929 | in <match item name>) that must be dropped to activate the altar. |
655 | |
930 | |
… | |
… | |
657 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
932 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
658 | 200 silver, 20 gold, or 4 platinum will all work.) |
933 | 200 silver, 20 gold, or 4 platinum will all work.) |
659 | |
934 | |
660 | Note that the maximum possible for <drop amount> is 32767. |
935 | Note that the maximum possible for <drop amount> is 32767. |
661 | </attribute> |
936 | </attribute> |
662 | <attribute arch="connected" editor="connection" type="int"> |
937 | <attribute arch="connected" editor="connection" type="string"> |
663 | If a connection value is set, the altar will trigger all objects |
938 | If a connection value is set, the altar will trigger all objects |
664 | with the same value, when activated. This will only work once. |
939 | with the same value, when activated. This will only work once. |
665 | </attribute> |
940 | </attribute> |
666 | <attribute arch="sp" editor="spell" type="spell"> |
941 | <attribute arch="sp" editor="spell" type="spell"> |
667 | When activated, the selected <spell> will be casted (once, on the |
942 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
681 | <ignore_list name="non_pickable" /> |
956 | <ignore_list name="non_pickable" /> |
682 | </ignore> |
957 | </ignore> |
683 | <description><![CDATA[ |
958 | <description><![CDATA[ |
684 | Altar_triggers work pretty much like normal altars |
959 | Altar_triggers work pretty much like normal altars |
685 | (drop sacrifice -> connection activated), except for the fact that |
960 | (drop sacrifice -> connection activated), except for the fact that |
686 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
961 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
687 | </description> |
962 | </description> |
688 | <use><![CDATA[ |
963 | <use><![CDATA[ |
689 | Altar_triggers are very useful if you want to charge a price for... |
964 | Altar_triggers are very useful if you want to charge a price for... |
690 | <UL> |
965 | <UL> |
691 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
966 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
692 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
967 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
693 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
968 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
694 | </UL> |
969 | </UL> |
695 | The big advantage over normal altars is the infinite usability |
970 | The big advantage over normal altars is the infinite usability |
696 | of altar_triggers! If there are ten players on one server, they're |
971 | of altar_triggers! If there are ten players on one server, they're |
697 | quite grateful if things work more than once. =) ]]> |
972 | quite grateful if things work more than once. =)]]> |
698 | </use> |
973 | </use> |
699 | <attribute arch="no_pick" value="1" type="fixed" /> |
974 | <attribute arch="no_pick" value="1" type="fixed" /> |
700 | <attribute arch="slaying" editor="match item name" type="string"> |
975 | <attribute arch="slaying" editor="match item name" type="string"> |
701 | This string specifies the item that must be put on the altar to |
976 | This string specifies the item that must be put on the altar to |
702 | activate it. It can either be the name of an archetype, or directly |
977 | activate it. It can either be the name of an archetype, or directly |
703 | the name of an object. Yet, titles are not recognized by altars. |
978 | the name of an object. Yet, titles are not recognized by altars. |
704 | Remember to put a note somewhere, telling the player what he is |
979 | If you want the player to have to drop a specific amount of money use "money". |
705 | expected to drop on the altar. (Often this is put in the altar's |
980 | See also the "drop amount" attribute. |
706 | name: E.g. "drop 100 platinums") |
981 | &match_compat; |
707 | </attribute> |
982 | </attribute> |
708 | <attribute arch="food" editor="drop amount" type="int"> |
983 | <attribute arch="food" editor="drop amount" type="int"> |
709 | The drop amount specifies the amount of items (specified |
984 | The drop amount specifies the amount of items (specified |
710 | in <match item name>) that must be dropped to activate the altar. |
985 | in <match item name>) that must be dropped to activate the altar. |
711 | |
986 | |
… | |
… | |
713 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
988 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
714 | 200 silver, 20 gold, or 4 platinum will all work.) |
989 | 200 silver, 20 gold, or 4 platinum will all work.) |
715 | |
990 | |
716 | Note that the maximum possible for <drop amount> is 32767. |
991 | Note that the maximum possible for <drop amount> is 32767. |
717 | </attribute> |
992 | </attribute> |
718 | <attribute arch="connected" editor="connection" type="int"> |
993 | <attribute arch="connected" editor="connection" type="string"> |
719 | If a connection value is set, the altar will trigger all objects |
994 | If a connection value is set, the altar will trigger all objects |
720 | with the same value, when activated. This will only work once. |
995 | with the same value, when activated. This will only work once. |
721 | </attribute> |
996 | </attribute> |
722 | <attribute arch="sp" editor="spell" type="spell"> |
997 | <attribute arch="sp" editor="spell" type="spell"> |
723 | When activated, this <spell> will be casted (once, on the player). |
998 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
747 | in the exact moment when the altar is activated. |
1022 | in the exact moment when the altar is activated. |
748 | </attribute> |
1023 | </attribute> |
749 | </type> |
1024 | </type> |
750 | |
1025 | |
751 | <!--####################################################################--> |
1026 | <!--####################################################################--> |
|
|
1027 | <type number="74" name="Skill Tool"> |
|
|
1028 | <description><![CDATA[ |
|
|
1029 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
1030 | ]]> |
|
|
1031 | </description> |
|
|
1032 | <use><![CDATA[ |
|
|
1033 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
1034 | the skill that is given. |
|
|
1035 | ]]> |
|
|
1036 | </use> |
|
|
1037 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
1038 | This field describes which skill the player will be able to use wearing this item. |
|
|
1039 | </attribute> |
|
|
1040 | &player_stat_resist_sections; |
|
|
1041 | </type> |
|
|
1042 | <!--####################################################################--> |
752 | <type number="39" name="Amulet"> |
1043 | <type number="39" name="Amulet"> |
753 | <description><![CDATA[ |
1044 | <description><![CDATA[ |
754 | Wearing an amulet, the object's stats will directly be inherited to |
1045 | Wearing an amulet, the object's stats will directly be inherited to |
755 | the player. Amulets are usually meant for protection and defense. ]]> |
1046 | the player. Amulets are usually meant for protection and defense.]]> |
756 | </description> |
1047 | </description> |
757 | <use><![CDATA[ |
1048 | <use><![CDATA[ |
758 | Feel free to create your own special artifacts. However, it is very |
1049 | Feel free to create your own special artifacts. However, it is very |
759 | important that you keep your artifact in balance with existing maps. ]]> |
1050 | important that you keep your artifact in balance with existing maps.]]> |
760 | </use> |
1051 | </use> |
761 | <attribute arch="ac" editor="armour class" type="int"> |
1052 | <attribute arch="ac" editor="armour class" type="int"> |
762 | This value defines the amount of armour-class bonus for wearing |
1053 | This value defines the amount of armour-class bonus for wearing |
763 | this item. <Armour class> lessens the chance of being hit. Lower |
1054 | this item. <Armour class> lessens the chance of being hit. Lower |
764 | values are better. It should usually be set only for armour-like equipment. |
1055 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
775 | amount of <item power>, depending on their own level. This is the |
1066 | amount of <item power>, depending on their own level. This is the |
776 | only way to prevent low level players to wear "undeserved" equipment |
1067 | only way to prevent low level players to wear "undeserved" equipment |
777 | (like gifts from other players or cheated items). |
1068 | (like gifts from other players or cheated items). |
778 | |
1069 | |
779 | It is very important to adjust the <item power> value carefully |
1070 | It is very important to adjust the <item power> value carefully |
780 | for every artifact you create! If zero/unset, the CF server will |
1071 | for every artifact you create! If zero/unset, the Deliantra server will |
781 | calculate a provisional value at runtime, but this is never |
1072 | calculate a provisional value at runtime, but this is never |
782 | going to be an accurate measurement of <item power>. |
1073 | going to be an accurate measurement of <item power>. |
783 | </attribute> |
1074 | </attribute> |
784 | <attribute arch="damned" editor="damnation" type="bool"> |
1075 | <attribute arch="damned" editor="damnation" type="bool"> |
785 | A damned piece of equipment cannot be unwielded unless the curse |
1076 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
811 | you want the monster to use/wear the item - you must set |
1102 | you want the monster to use/wear the item - you must set |
812 | <is applied>. |
1103 | <is applied>. |
813 | Enabling this flag doesn't make any sense if the item |
1104 | Enabling this flag doesn't make any sense if the item |
814 | is NOT in a monster's inventory. |
1105 | is NOT in a monster's inventory. |
815 | </attribute> |
1106 | </attribute> |
816 | <section name="resistance"> |
1107 | &player_stat_resist_sections; |
817 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
818 | This adds physical resistance to the item (= armour value). The number is |
|
|
819 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
820 | and what they require to do for getting this-and-that artifact. |
|
|
821 | </attribute> |
|
|
822 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
823 | This adds magic resistance to the item. The number is a percent-value in |
|
|
824 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
825 | require to do for getting this-and-that artifact. |
|
|
826 | </attribute> |
|
|
827 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
828 | This adds fire resistance to the item. The number is a percent-value in |
|
|
829 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
830 | require to do for getting this-and-that artifact. |
|
|
831 | </attribute> |
|
|
832 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
833 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
834 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
835 | require to do for getting this-and-that artifact. |
|
|
836 | </attribute> |
|
|
837 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
838 | This adds fire resistance to the item. The number is a percent-value in |
|
|
839 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
840 | require to do for getting this-and-that artifact. |
|
|
841 | </attribute> |
|
|
842 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
843 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
844 | the range 0-100. Confusion resistance is not very effective |
|
|
845 | unless the value comes close to 100 (= perfect immunity). |
|
|
846 | </attribute> |
|
|
847 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
848 | This adds acid resistance to the item. The number is a percent-value in |
|
|
849 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
850 | require to do for getting this-and-that artifact. |
|
|
851 | </attribute> |
|
|
852 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
853 | This adds draining resistance to the item. The number is a percent-value |
|
|
854 | in the range 0-100. Draining resistance is little effective |
|
|
855 | unless the value is 100 (= perfect immunity). |
|
|
856 | </attribute> |
|
|
857 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
858 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
859 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
860 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
861 | are not meant to be easily resisted. |
|
|
862 | </attribute> |
|
|
863 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
864 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
865 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
866 | require to do for getting this-and-that artifact. |
|
|
867 | </attribute> |
|
|
868 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
869 | This adds poison resistance to the item. The number is a percent-value in |
|
|
870 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
871 | require to do for getting this-and-that artifact. |
|
|
872 | </attribute> |
|
|
873 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
874 | This adds fear resistance to the item. The number is a percent-value in |
|
|
875 | the range 0-100. Resistance to fear is pretty useless. |
|
|
876 | </attribute> |
|
|
877 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
878 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
879 | the range 0-100. Paralyze resistance is little effective |
|
|
880 | unless the value is 100 (= perfect immunity). |
|
|
881 | </attribute> |
|
|
882 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
883 | This adds fear resistance to the item. The number is a percent-value in |
|
|
884 | the range 0-100. Resistance to fear is pretty useless. |
|
|
885 | </attribute> |
|
|
886 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
887 | This adds depletion resistance to the item. The number is a percent-value |
|
|
888 | in the range 0-100. Depletion resistance is little effective |
|
|
889 | unless the value is 100 (= perfect immunity). |
|
|
890 | </attribute> |
|
|
891 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
892 | This adds death-attack resistance to the item. The number is a |
|
|
893 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
894 | effective unless the value is 100 (= perfect immunity). |
|
|
895 | Generally, resistance to death-attack is not supposed to be |
|
|
896 | available to players! |
|
|
897 | </attribute> |
|
|
898 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
899 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
900 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
901 | require to do for getting this-and-that artifact. |
|
|
902 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
903 | combination of other attacktypes. |
|
|
904 | </attribute> |
|
|
905 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
906 | This adds blinding resistance to the item. The number is a percent-value |
|
|
907 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
908 | require to do for getting this-and-that artifact. |
|
|
909 | </attribute> |
|
|
910 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
911 | This adds holy power resistance to the item. The number is a percent-value |
|
|
912 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
913 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
914 | for undead players (wraith or devourer cult). |
|
|
915 | Generally, resistance to holy word should not be available for players. |
|
|
916 | </attribute> |
|
|
917 | </section> |
|
|
918 | <section name="stats"> |
|
|
919 | <attribute arch="Str" editor="strength" type="int"> |
|
|
920 | The player's strentgh will rise/fall by the given value |
|
|
921 | while wearing this piece of equipment. |
|
|
922 | </attribute> |
|
|
923 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
924 | The player's dexterity will rise/fall by the given value |
|
|
925 | while wearing this piece of equipment. |
|
|
926 | </attribute> |
|
|
927 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
928 | The player's constitution will rise/fall by the given value |
|
|
929 | while wearing this piece of equipment. |
|
|
930 | </attribute> |
|
|
931 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
932 | The player's intelligence will rise/fall by the given value |
|
|
933 | while wearing this piece of equipment. |
|
|
934 | </attribute> |
|
|
935 | <attribute arch="Pow" editor="power" type="int"> |
|
|
936 | The player's power will rise/fall by the given value |
|
|
937 | while wearing this piece of equipment. |
|
|
938 | </attribute> |
|
|
939 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
940 | The player's wisdom will rise/fall by the given value while |
|
|
941 | wearing this piece of equipment. |
|
|
942 | </attribute> |
|
|
943 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
944 | The player's charisma will rise/fall by the given value |
|
|
945 | while wearing this piece of equipment. |
|
|
946 | </attribute> |
|
|
947 | </section> |
|
|
948 | <section name="misc"> |
1108 | <section name="misc"> |
949 | <attribute arch="luck" editor="luck bonus" type="int"> |
1109 | <attribute arch="luck" editor="luck bonus" type="int"> |
950 | With positive luck bonus, the player is more likely to |
1110 | With positive luck bonus, the player is more likely to |
951 | succeed in all sorts of things (spellcasting, praying,...). |
1111 | succeed in all sorts of things (spellcasting, praying,...). |
952 | Unless the <luck bonus> is very high, the effect will be |
1112 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1040 | Battleground is very special: In short, players can die on battleground |
1200 | Battleground is very special: In short, players can die on battleground |
1041 | without any death penalties. They don't loose or gain experience |
1201 | without any death penalties. They don't loose or gain experience |
1042 | while on battleground. Acid, draining and depletion effects don't |
1202 | while on battleground. Acid, draining and depletion effects don't |
1043 | work either. |
1203 | work either. |
1044 | When a player dies on battleground, he gets teleported to an exit |
1204 | When a player dies on battleground, he gets teleported to an exit |
1045 | location which is defined in the battleground object. ]]> |
1205 | location which is defined in the battleground object.]]> |
1046 | </description> |
1206 | </description> |
1047 | <use><![CDATA[ |
1207 | <use><![CDATA[ |
1048 | Battleground is only meant for player vs. player duels. You can |
1208 | Battleground is only meant for player vs. player duels. You can |
1049 | design combat arenas similiar to the one in scorn.<br> |
1209 | design combat arenas similiar to the one in scorn.<br> |
1050 | What should NEVER be done is placing battleground tiles in |
1210 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1052 | It must not be possible to gain significant treasure for fighting |
1212 | It must not be possible to gain significant treasure for fighting |
1053 | on battleground, because it bears no risk.<br><br> |
1213 | on battleground, because it bears no risk.<br><br> |
1054 | (Battleground will cease to work when the image or name is changed, |
1214 | (Battleground will cease to work when the image or name is changed, |
1055 | or when it is placed beneath another floor tile. |
1215 | or when it is placed beneath another floor tile. |
1056 | This is not a bug, it is there to prevent any attempts of placing |
1216 | This is not a bug, it is there to prevent any attempts of placing |
1057 | "hidden" battleground tiles anywhere.) ]]> |
1217 | "hidden" battleground tiles anywhere.)]]> |
1058 | </use> |
1218 | </use> |
1059 | <attribute arch="no_pick" value="1" type="fixed" /> |
1219 | <attribute arch="no_pick" value="1" type="fixed" /> |
1060 | <attribute arch="is_floor" value="1" type="fixed" /> |
1220 | <attribute arch="is_floor" value="1" type="fixed" /> |
1061 | <attribute arch="hp" editor="destination X" type="int"> |
1221 | <attribute arch="hp" editor="destination X" type="int"> |
1062 | The exit destinations define the (x, y)-coordinates where players |
1222 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1067 | get teleported after they died on this battleground. |
1227 | get teleported after they died on this battleground. |
1068 | </attribute> |
1228 | </attribute> |
1069 | </type> |
1229 | </type> |
1070 | |
1230 | |
1071 | <!--####################################################################--> |
1231 | <!--####################################################################--> |
|
|
1232 | <type number="165" name="Safe ground"> |
|
|
1233 | <ignore> |
|
|
1234 | <ignore_list name="non_pickable" /> |
|
|
1235 | </ignore> |
|
|
1236 | <description><![CDATA[ |
|
|
1237 | Safe ground is a special object that prevents any effects that might |
|
|
1238 | be harmful for the map, other players or items on the map. |
|
|
1239 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1240 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1241 | do cast spells still work. |
|
|
1242 | ]]> |
|
|
1243 | </description> |
|
|
1244 | <use><![CDATA[ |
|
|
1245 | Safe ground can be used to prevents any means of burning |
|
|
1246 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1247 | in your map and your shop will be safe. It's generally useful for making |
|
|
1248 | areas where really no kind of spell should be invoked by a player. |
|
|
1249 | ]]> |
|
|
1250 | </use> |
|
|
1251 | &movement_types_terrain; |
|
|
1252 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1253 | </type> |
|
|
1254 | |
|
|
1255 | <!--####################################################################--> |
1072 | <type number="8" name="Book"> |
1256 | <type number="8" name="Book"> |
1073 | <description><![CDATA[ |
1257 | <description><![CDATA[ |
1074 | Applying a book, the containing message is displayed to the player. ]]> |
1258 | Applying a book, the containing message is displayed to the player.]]> |
1075 | </description> |
1259 | </description> |
1076 | <attribute arch="level" editor="literacy level" type="int"> |
1260 | <attribute arch="level" editor="literacy level" type="int"> |
1077 | If this value is set to be greater than zero, the player needs a |
1261 | If this value is set to be greater than zero, the player needs a |
1078 | certain literacy level to succeed reading the book. The book can be |
1262 | certain literacy level to succeed reading the book. The book can be |
1079 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1263 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1095 | </attribute> |
1279 | </attribute> |
1096 | <attribute arch="slaying" editor="key string" type="string"> |
1280 | <attribute arch="slaying" editor="key string" type="string"> |
1097 | This is the key string of the book. The key string is checked by an inventory checker. |
1281 | This is the key string of the book. The key string is checked by an inventory checker. |
1098 | (This is used eg. for the gate/port passes in scorn) |
1282 | (This is used eg. for the gate/port passes in scorn) |
1099 | </attribute> |
1283 | </attribute> |
|
|
1284 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1285 | If this flag is true the player won't be able to identify this |
|
|
1286 | item with by using a skill. |
|
|
1287 | </attribute> |
|
|
1288 | </type> |
|
|
1289 | |
|
|
1290 | <!--####################################################################--> |
|
|
1291 | <type number="110" name="Inscribable"> |
|
|
1292 | <description><![CDATA[ |
|
|
1293 | Inscribable Item - when inscribed, it becomes another object.]]> |
|
|
1294 | </description> |
|
|
1295 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
1296 | A godgiven item vanishes as soon as the player |
|
|
1297 | drops it to the ground. |
|
|
1298 | </attribute> |
|
|
1299 | <attribute arch="unique" editor="unique item" type="bool"> |
|
|
1300 | Unique items exist only one time on a server. If the item |
|
|
1301 | is taken, lost or destroyed - it's gone for good. |
|
|
1302 | </attribute> |
|
|
1303 | <attribute arch="other_arch" editor="book/scroll arch" type="string"> |
|
|
1304 | This is the item created after being inscribed - scrolls are treated |
|
|
1305 | like spell scrolls, all else will have it's message replaced. |
|
|
1306 | </attribute> |
1100 | </type> |
1307 | </type> |
1101 | |
1308 | |
1102 | <!--####################################################################--> |
1309 | <!--####################################################################--> |
1103 | <type number="99" name="Boots"> |
1310 | <type number="99" name="Boots"> |
1104 | <import_type name="Amulet" /> |
1311 | <import_type name="Amulet" /> |
1105 | <description><![CDATA[ |
1312 | <description><![CDATA[ |
1106 | Wearing boots, the object's stats will directly be inherited to |
1313 | Wearing boots, the object's stats will directly be inherited to |
1107 | the player. Usually enhancing his speed, or granting some minor |
1314 | the player. Usually enhancing his speed, or granting some minor |
1108 | protection bonus. ]]> |
1315 | protection bonus.]]> |
1109 | </description> |
1316 | </description> |
1110 | <use><![CDATA[ |
1317 | <use><![CDATA[ |
1111 | Feel free to create your own special artifacts. However, it is very |
1318 | Feel free to create your own special artifacts. However, it is very |
1112 | important that you keep your artifact in balance with existing maps. ]]> |
1319 | important that you keep your artifact in balance with existing maps.]]> |
1113 | </use> |
1320 | </use> |
1114 | <attribute arch="exp" editor="speed bonus" type="int"> |
1321 | <attribute arch="exp" editor="speed bonus" type="int"> |
1115 | Boots with <speed bonus> will increase the player's walking speed |
1322 | Boots with <speed bonus> will increase the player's walking speed |
1116 | while worn. This kind of bonus is quite desirable for players of low- |
1323 | while worn. This kind of bonus is quite desirable for players of low- |
1117 | and medium level. High level players usually have fastest possible |
1324 | and medium level. High level players usually have fastest possible |
… | |
… | |
1133 | <type number="104" name="Bracers"> |
1340 | <type number="104" name="Bracers"> |
1134 | <import_type name="Amulet" /> |
1341 | <import_type name="Amulet" /> |
1135 | <description><![CDATA[ |
1342 | <description><![CDATA[ |
1136 | Bracers are armour-plates worn around the wrists. |
1343 | Bracers are armour-plates worn around the wrists. |
1137 | Wearing bracer, the object's stats will directly be inherited to |
1344 | Wearing bracer, the object's stats will directly be inherited to |
1138 | the player. Usually enhancing his defense. ]]> |
1345 | the player. Usually enhancing his defense.]]> |
1139 | </description> |
1346 | </description> |
1140 | <use><![CDATA[ |
1347 | <use><![CDATA[ |
1141 | Feel free to create your own special artifacts. However, it is very |
1348 | Feel free to create your own special artifacts. However, it is very |
1142 | important that you keep your artifact in balance with existing maps. ]]> |
1349 | important that you keep your artifact in balance with existing maps.]]> |
1143 | </use> |
1350 | </use> |
1144 | <attribute arch="magic" editor="magic bonus" type="int"> |
1351 | <attribute arch="magic" editor="magic bonus" type="int"> |
1145 | <magic bonus> works just like ac, except that it can be improved by |
1352 | <magic bonus> works just like ac, except that it can be improved by |
1146 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1353 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1147 | than direct armour-class bonus on the bracers. |
1354 | than direct armour-class bonus on the bracers. |
… | |
… | |
1151 | <!--####################################################################--> |
1358 | <!--####################################################################--> |
1152 | <type number="16" name="Brestplate Armour"> |
1359 | <type number="16" name="Brestplate Armour"> |
1153 | <import_type name="Amulet" /> |
1360 | <import_type name="Amulet" /> |
1154 | <description><![CDATA[ |
1361 | <description><![CDATA[ |
1155 | Wearing an armour, the object's stats will directly be inherited to |
1362 | Wearing an armour, the object's stats will directly be inherited to |
1156 | the player. Usually enhancing his defense. ]]> |
1363 | the player. Usually enhancing his defense.]]> |
1157 | </description> |
1364 | </description> |
1158 | <use><![CDATA[ |
1365 | <use><![CDATA[ |
1159 | Feel free to create your own special artifacts. However, it is very |
1366 | Feel free to create your own special artifacts. However, it is very |
1160 | important that you keep your artifact in balance with existing maps. ]]> |
1367 | important that you keep your artifact in balance with existing maps.]]> |
1161 | </use> |
1368 | </use> |
1162 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1369 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1163 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1370 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1164 | The bigger the spellpoint penalty, the worse. |
1371 | The bigger the spellpoint penalty, the worse. |
1165 | </attribute> |
1372 | </attribute> |
… | |
… | |
1181 | </ignore> |
1388 | </ignore> |
1182 | <description><![CDATA[ |
1389 | <description><![CDATA[ |
1183 | When a predefined amount of weigh is placed on a button, the |
1390 | When a predefined amount of weigh is placed on a button, the |
1184 | <connection> value is triggered. In most cases this happens when a |
1391 | <connection> value is triggered. In most cases this happens when a |
1185 | player or monster steps on it. When the button is "released", the |
1392 | player or monster steps on it. When the button is "released", the |
1186 | <connection> value get's triggered a second time. ]]> |
1393 | <connection> value get's triggered a second time.]]> |
1187 | </description> |
1394 | </description> |
1188 | &move_on; |
1395 | &move_on; |
1189 | &move_off; |
1396 | &move_off; |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1397 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | <attribute arch="weight" editor="press weight" type="int"> |
1398 | <attribute arch="weight" editor="press weight" type="int"> |
1192 | The button is pressed (triggered), as soon as |
1399 | The button is pressed (triggered), as soon as |
1193 | <press weigh> gram are placed ontop of it. |
1400 | <press weigh> gram are placed ontop of it. |
1194 | </attribute> |
1401 | </attribute> |
1195 | <attribute arch="connected" editor="connection" type="int"> |
1402 | <attribute arch="connected" editor="connection" type="string"> |
1196 | Every time the button is pressed or released, all objects |
1403 | Every time the button is pressed or released, all objects |
1197 | with the same <connection> value are activated. |
1404 | with the same <connection> value are activated. |
1198 | </attribute> |
1405 | </attribute> |
1199 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1406 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1200 | This text may describe the item. You can use this |
1407 | This text may describe the item. You can use this |
… | |
… | |
1209 | <ignore_list name="non_pickable" /> |
1416 | <ignore_list name="non_pickable" /> |
1210 | </ignore> |
1417 | </ignore> |
1211 | <description><![CDATA[ |
1418 | <description><![CDATA[ |
1212 | Handle buttons are buttons which reset after a short period |
1419 | Handle buttons are buttons which reset after a short period |
1213 | of time. Every time it is either applied or reset, the |
1420 | of time. Every time it is either applied or reset, the |
1214 | <connection> value is triggered. ]]> |
1421 | <connection> value is triggered.]]> |
1215 | </description> |
1422 | </description> |
1216 | </type> |
1423 | </type> |
1217 | |
1424 | |
1218 | <!--####################################################################--> |
1425 | <!--####################################################################--> |
1219 | <type number="37" name="Class Changer"> |
1426 | <type number="37" name="Class Changer"> |
1220 | <ignore> |
1427 | <ignore> |
1221 | <ignore_list name="non_pickable" /> |
1428 | <ignore_list name="non_pickable" /> |
1222 | </ignore> |
1429 | </ignore> |
1223 | <description><![CDATA[ |
1430 | <description><![CDATA[ |
1224 | Class changer are used while creating a character. ]]> |
1431 | Class changer are used while creating a character.]]> |
1225 | </description> |
1432 | </description> |
1226 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1433 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1227 | This entry determines which initial items the character receives. |
1434 | This entry determines which initial items the character receives. |
1228 | </attribute> |
1435 | </attribute> |
1229 | <section name="stats"> |
1436 | <section name="stats"> |
… | |
… | |
1262 | <type number="87" name="Cloak"> |
1469 | <type number="87" name="Cloak"> |
1263 | <import_type name="Amulet" /> |
1470 | <import_type name="Amulet" /> |
1264 | <description><![CDATA[ |
1471 | <description><![CDATA[ |
1265 | Wearing a cloak, the object's stats will directly be inherited to |
1472 | Wearing a cloak, the object's stats will directly be inherited to |
1266 | the player. Cloaks usually add minor <armour class> and |
1473 | the player. Cloaks usually add minor <armour class> and |
1267 | sometimes a bit of resistance. ]]> |
1474 | sometimes a bit of resistance.]]> |
1268 | </description> |
1475 | </description> |
1269 | <use><![CDATA[ |
1476 | <use><![CDATA[ |
1270 | Feel free to create your own special artifacts. However, it is very |
1477 | Feel free to create your own special artifacts. However, it is very |
1271 | important that you keep your artifact in balance with existing maps. ]]> |
1478 | important that you keep your artifact in balance with existing maps.]]> |
1272 | </use> |
1479 | </use> |
1273 | <attribute arch="magic" editor="magic bonus" type="int"> |
1480 | <attribute arch="magic" editor="magic bonus" type="int"> |
1274 | <magic bonus> works just like ac, except that it can be improved by |
1481 | <magic bonus> works just like ac, except that it can be improved by |
1275 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1482 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1276 | than direct armour-class bonus on the cloak. |
1483 | than direct armour-class bonus on the cloak. |
… | |
… | |
1281 | </type> |
1488 | </type> |
1282 | |
1489 | |
1283 | <!--####################################################################--> |
1490 | <!--####################################################################--> |
1284 | <type number="9" name="Clock"> |
1491 | <type number="9" name="Clock"> |
1285 | <description><![CDATA[ |
1492 | <description><![CDATA[ |
1286 | Applying a clock, the time is displayed to the player. ]]> |
1493 | Applying a clock, the time is displayed to the player.]]> |
1287 | </description> |
1494 | </description> |
1288 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1495 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1289 | This text may describe the item |
1496 | This text may describe the item |
1290 | </attribute> |
1497 | </attribute> |
1291 | </type> |
1498 | </type> |
… | |
… | |
1296 | A player can put (certain kinds of) items in the container. |
1503 | A player can put (certain kinds of) items in the container. |
1297 | The overall weight of items is reduced when put inside a |
1504 | The overall weight of items is reduced when put inside a |
1298 | container, depending on the settings. |
1505 | container, depending on the settings. |
1299 | <br><br> |
1506 | <br><br> |
1300 | A special feature of containers is the "cauldron", |
1507 | A special feature of containers is the "cauldron", |
1301 | capable of mixing alchemical receipes. ]]> |
1508 | capable of mixing alchemical receipes.]]> |
1302 | </description> |
1509 | </description> |
1303 | <use><![CDATA[ |
1510 | <use><![CDATA[ |
1304 | Note on chests - There are two types of chests: |
1511 | Note on chests - There are two types of chests: |
1305 | <UL> |
1512 | <UL> |
1306 | <LI> First the random treasure chests - Those are NOT containers |
1513 | <LI> First the random treasure chests - Those are NOT containers |
1307 | (but object type Treasure), they create random treasures when |
1514 | (but object type Treasure), they create random treasures when |
1308 | applied. Archetype name is "chest". |
1515 | applied. Archetype name is "chest". |
1309 | <LI> Second there are the permanent chests - Those are containers, |
1516 | <LI> Second there are the permanent chests - Those are containers, |
1310 | they can be opened and closed again. Archetype name is "chest_2". |
1517 | they can be opened and closed again. Archetype name is "chest_2". |
1311 | </UL> ]]> |
1518 | </UL>]]> |
1312 | </use> |
1519 | </use> |
1313 | <attribute arch="race" editor="container class" type="string"> |
1520 | <attribute arch="race" editor="container class" type="string"> |
1314 | If set, the container will hold only certain types of objects. |
1521 | If set, the container will hold only certain types of objects. |
1315 | Possible choices for <container class> are: "gold and jewels", |
1522 | Possible choices for <container class> are: "gold and jewels", |
1316 | "arrows" and "keys". |
1523 | "arrows" and "keys". |
… | |
… | |
1371 | <attribute arch="title" /> |
1578 | <attribute arch="title" /> |
1372 | </ignore> |
1579 | </ignore> |
1373 | <description><![CDATA[ |
1580 | <description><![CDATA[ |
1374 | Converters are like "exchange tables". When the player drops a |
1581 | Converters are like "exchange tables". When the player drops a |
1375 | specific type of items, they get converted into other items, at a |
1582 | specific type of items, they get converted into other items, at a |
1376 | predefined exchange-ratio. ]]> |
1583 | predefined exchange-ratio.]]> |
1377 | </description> |
1584 | </description> |
1378 | <use><![CDATA[ |
1585 | <use><![CDATA[ |
1379 | Converters are better than shopping with doormats, because the |
1586 | Converters are better than shopping with doormats, because the |
1380 | converters never get sold out. For some items like food or jewels |
1587 | converters never get sold out. For some items like food or jewels |
1381 | those "exchange tables" are really nice, while for the more important |
1588 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1383 | <br><br> |
1590 | <br><br> |
1384 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1591 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1385 | items on a converter, the stuff you get must be of equal or lesser |
1592 | items on a converter, the stuff you get must be of equal or lesser |
1386 | value than before! (Except if you are using "rare" items like |
1593 | value than before! (Except if you are using "rare" items like |
1387 | dragonscales for payment). The code will not check if your ratio is |
1594 | dragonscales for payment). The code will not check if your ratio is |
1388 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1595 | sane, so the player could gain infinite wealth by using your converter.]]> |
1389 | </use> |
1596 | </use> |
1390 | <attribute arch="no_pick" value="1" type="fixed" /> |
1597 | <attribute arch="no_pick" value="1" type="fixed" /> |
1391 | <attribute arch="slaying" editor="cost arch" type="string"> |
1598 | <attribute arch="slaying" editor="cost arch" type="string"> |
1392 | <cost arch> is the name of the archetype the player has to |
1599 | <cost arch> is the name of the archetype the player has to |
1393 | put on the converter, as payment. |
1600 | put on the converter, as payment. |
… | |
… | |
1409 | of <receive arch>. |
1616 | of <receive arch>. |
1410 | </attribute> |
1617 | </attribute> |
1411 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1618 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1412 | This text may contain a description of the converter. |
1619 | This text may contain a description of the converter. |
1413 | </attribute> |
1620 | </attribute> |
|
|
1621 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1622 | If the converter has this flag set the generated items will |
|
|
1623 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1624 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1625 | armour shops.) |
|
|
1626 | </attribute> |
1414 | </type> |
1627 | </type> |
1415 | |
1628 | |
1416 | <!--####################################################################--> |
1629 | <!--####################################################################--> |
1417 | <type number="42" name="Creator"> |
1630 | <type number="42" name="Creator"> |
1418 | <ignore> |
1631 | <ignore> |
1419 | <ignore_list name="system_object" /> |
1632 | <ignore_list name="system_object" /> |
1420 | </ignore> |
1633 | </ignore> |
1421 | <description><![CDATA[ |
1634 | <description><![CDATA[ |
1422 | A creator is an object which creates another object when it |
1635 | A creator is an object which creates another object when it |
1423 | is triggered. The child object can be anything. Creators are |
1636 | is triggered. The child object can be anything. Creators are |
1424 | VERY useful for all kinds of map-mechanisms. ]]> |
1637 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1638 | periodically create things.]]> |
1425 | </description> |
1639 | </description> |
1426 | <use><![CDATA[ |
1640 | <use><![CDATA[ |
1427 | Don't hesitate to hide your creators under the floor. |
1641 | Don't hesitate to hide your creators under the floor. |
1428 | The created items will still always appear ontop of the floor. ]]> |
1642 | The created items will still always appear ontop of the floor.]]> |
1429 | </use> |
1643 | </use> |
1430 | <attribute arch="no_pick" value="1" type="fixed" /> |
1644 | <attribute arch="no_pick" value="1" type="fixed" /> |
1431 | <attribute arch="other_arch" editor="create arch" type="string"> |
1645 | <attribute arch="other_arch" editor="create arch" type="string"> |
1432 | This string defines the object that will be created. |
1646 | This string defines the object that will be created. |
1433 | You can choose any of the existing arches. |
1647 | You can choose any of the existing arches. |
1434 | This field is ignored if the creator has items in inventory. In this case |
1648 | This field is ignored if the creator has items in inventory. In this case |
1435 | one of the inventory items is duplicated. The duplicated item is randomly |
1649 | one of the inventory items is duplicated. The duplicated item is randomly |
1436 | chosen from all items present. |
1650 | chosen from all items present. |
1437 | </attribute> |
1651 | </attribute> |
1438 | <attribute arch="connected" editor="connection" type="int"> |
1652 | <attribute arch="connected" editor="connection" type="string"> |
1439 | Whenever the connection value is activated, |
1653 | Whenever the connection value is activated, |
1440 | the creator gets triggered. |
1654 | the creator gets triggered. |
1441 | </attribute> |
1655 | </attribute> |
|
|
1656 | &activate_on; |
1442 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1657 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1443 | If <infinit uses> is set, the creator will work |
1658 | If <infinit uses> is set, the creator will work |
1444 | infinitely, regardless of the value in <number of uses>. |
1659 | infinitely, regardless of the value in <number of uses>. |
|
|
1660 | </attribute> |
|
|
1661 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1662 | When this field is set the creator will periodically create stuff |
|
|
1663 | (and will still do so when the connection is triggered). |
|
|
1664 | A value of 1 means roughly 8 times a second. |
1445 | </attribute> |
1665 | </attribute> |
1446 | <attribute arch="hp" editor="number of uses" type="int"> |
1666 | <attribute arch="hp" editor="number of uses" type="int"> |
1447 | The creator can be triggered <number of uses> times, thus |
1667 | The creator can be triggered <number of uses> times, thus |
1448 | creating that many objects, before it dissappears. |
1668 | creating that many objects, before it dissappears. |
1449 | Default is <number of uses> 1 (-> one-time usage). |
1669 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1469 | finds a specific object, it toggles its connected value. |
1689 | finds a specific object, it toggles its connected value. |
1470 | <br><br> |
1690 | <br><br> |
1471 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1691 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1472 | - First, detectors check their square for a match periodically, not |
1692 | - First, detectors check their square for a match periodically, not |
1473 | instantly. Second, detectors check directly for object names. Third, |
1693 | instantly. Second, detectors check directly for object names. Third, |
1474 | detectors do not check the inventory of players/monsters. ]]> |
1694 | detectors do not check the inventory of players/monsters.]]> |
1475 | </description> |
1695 | </description> |
1476 | <use><![CDATA[ |
1696 | <use><![CDATA[ |
1477 | There is one major speciality about detectors: You can detect spells |
1697 | There is one major speciality about detectors: You can detect spells |
1478 | blown over a detector! To detect a lighting bolt for example, set |
1698 | blown over a detector! To detect a lighting bolt for example, set |
1479 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1699 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1480 | walls, this can be very useful for map-mechanisms. ]]> |
1700 | walls, this can be very useful for map-mechanisms.]]> |
1481 | </use> |
1701 | </use> |
1482 | <attribute arch="no_pick" value="1" type="fixed" /> |
1702 | <attribute arch="no_pick" value="1" type="fixed" /> |
1483 | <attribute arch="slaying" editor="match name" type="string"> |
1703 | <attribute arch="slaying" editor="match name" type="string"> |
1484 | <match name> specifies the name of the object we are looking for. |
1704 | <match name> specifies the name of the object we are looking for. |
1485 | Actually it does also check for the <key string> in key-objects, |
1705 | Actually it does also check for the <key string> in key-objects, |
1486 | but for this case inventory checkers are often more powerful to use. |
1706 | but for this case inventory checkers are often more powerful to use. |
1487 | </attribute> |
1707 | </attribute> |
1488 | <attribute arch="connected" editor="connection" type="int"> |
1708 | <attribute arch="connected" editor="connection" type="string"> |
1489 | When the detector is triggered, all objects with the same |
1709 | When the detector is triggered, all objects with the same |
1490 | connection value get activated. |
1710 | connection value get activated. |
1491 | </attribute> |
1711 | </attribute> |
1492 | <attribute arch="speed" editor="detection speed" type="float"> |
1712 | <attribute arch="speed" editor="detection speed" type="float"> |
1493 | This value defines the time between two detector-checks. |
1713 | This value defines the time between two detector-checks. |
… | |
… | |
1501 | by 1. |
1721 | by 1. |
1502 | </attribute> |
1722 | </attribute> |
1503 | </type> |
1723 | </type> |
1504 | |
1724 | |
1505 | <!--####################################################################--> |
1725 | <!--####################################################################--> |
|
|
1726 | <type number="164" name="Map Script"> |
|
|
1727 | <ignore> |
|
|
1728 | <ignore_list name="system_object" /> |
|
|
1729 | </ignore> |
|
|
1730 | <description><![CDATA[ |
|
|
1731 | The map script object is a very special object that can react to connected |
|
|
1732 | events and executes a perl script. |
|
|
1733 | ]]> |
|
|
1734 | </description> |
|
|
1735 | <use><![CDATA[ |
|
|
1736 | The perl script gets passed an $activator object and can use the set/get/find/timer functions |
|
|
1737 | to react to/trigger other objects. |
|
|
1738 | ]]> |
|
|
1739 | </use> |
|
|
1740 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1741 | When the map script object is triggered, it will execute |
|
|
1742 | the perl script with the triggering object as $activator. |
|
|
1743 | </attribute> |
|
|
1744 | &activate_on; |
|
|
1745 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1746 | This perl script will be executed each time the objetc is triggered. |
|
|
1747 | </attribute> |
|
|
1748 | </type> |
|
|
1749 | |
|
|
1750 | <!--####################################################################--> |
1506 | <type number="112" name="Director"> |
1751 | <type number="112" name="Director"> |
1507 | <ignore> |
1752 | <ignore> |
1508 | <ignore_list name="non_pickable" /> |
1753 | <ignore_list name="non_pickable" /> |
1509 | </ignore> |
1754 | </ignore> |
1510 | <description><![CDATA[ |
1755 | <description><![CDATA[ |
1511 | Directors change the direction of spell objects and other projectiles |
1756 | Directors change the direction of spell objects and other projectiles |
1512 | that fly past. Unlike spinners, directors always move objects in the |
1757 | that fly past. Unlike spinners, directors always move objects in the |
1513 | same direction. It does not make a difference from what angle you |
1758 | same direction. It does not make a difference from what angle you |
1514 | shoot into it.<br> |
1759 | shoot into it.<br> |
1515 | Directors are visible per default. ]]> |
1760 | Directors are visible per default.]]> |
1516 | </description> |
1761 | </description> |
1517 | <use><![CDATA[ |
1762 | <use><![CDATA[ |
1518 | Directors are rarely used in maps. Sometimes they are placed to |
1763 | Directors are rarely used in maps. Sometimes they are placed to |
1519 | change the direction of spells coming out of magic walls, |
1764 | change the direction of spells coming out of magic walls, |
1520 | "channeling" spell-projectiles in some direction. When doing this, |
1765 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1522 | into them!</B> The spell-projectiles bouncing between the directors |
1767 | into them!</B> The spell-projectiles bouncing between the directors |
1523 | would accumulate to huge numbers and at some point slow down the |
1768 | would accumulate to huge numbers and at some point slow down the |
1524 | server by eating memory- and CPU-time. |
1769 | server by eating memory- and CPU-time. |
1525 | <br><br> |
1770 | <br><br> |
1526 | You'd better not place directors in monster vs. player combat |
1771 | You'd better not place directors in monster vs. player combat |
1527 | areas too much, because that freaks out wizard-type players. ]]> |
1772 | areas too much, because that freaks out wizard-type players.]]> |
1528 | </use> |
1773 | </use> |
1529 | <attribute arch="sp" editor="direction" type="list_direction"> |
1774 | <attribute arch="sp" editor="direction" type="list_direction"> |
1530 | Projectiles will leave the director flying in the selected <direction>. |
1775 | Projectiles will leave the director flying in the selected <direction>. |
1531 | A director with direction <none> simply stops projectiles. |
1776 | A director with direction <none> simply stops projectiles. |
1532 | (The latter works out a bit strange for some spells). |
1777 | (The latter works out a bit strange for some spells). |
… | |
… | |
1538 | <type number="158" name="Disease"> |
1783 | <type number="158" name="Disease"> |
1539 | <ignore> |
1784 | <ignore> |
1540 | <ignore_list name="system_object" /> |
1785 | <ignore_list name="system_object" /> |
1541 | </ignore> |
1786 | </ignore> |
1542 | <description><![CDATA[ |
1787 | <description><![CDATA[ |
1543 | Diseases are an intersting form of spellcraft in Crossfire. |
1788 | Diseases are an intersting form of spellcraft in Deliantra. |
1544 | Once casted, they can spread out and infect creatures in a large |
1789 | Once casted, they can spread out and infect creatures in a large |
1545 | area. Being infected can have various effects, from amusing farts |
1790 | area. Being infected can have various effects, from amusing farts |
1546 | to horrible damage - almost everything is possible. ]]> |
1791 | to horrible damage - almost everything is possible.]]> |
1547 | </description> |
1792 | </description> |
1548 | <use><![CDATA[ |
1793 | <use><![CDATA[ |
1549 | Diseases are extremely flexible and usable in a many ways. |
1794 | Diseases are extremely flexible and usable in a many ways. |
1550 | So far they are mostly used for causing bad, unwanted effects. |
1795 | So far they are mostly used for causing bad, unwanted effects. |
1551 | You could just as well create a disease which helps the player |
1796 | You could just as well create a disease which helps the player |
1552 | (recharging mana for example). |
1797 | (recharging mana for example). |
1553 | Infection with a "positive disease" could even be a quest reward. ]]> |
1798 | Infection with a "positive disease" could even be a quest reward.]]> |
1554 | </use> |
1799 | </use> |
1555 | <attribute arch="invisible" value="1" type="fixed" /> |
1800 | <attribute arch="invisible" value="1" type="fixed" /> |
1556 | <attribute arch="level" editor="plaque level" type="int"> |
1801 | <attribute arch="level" editor="plaque level" type="int"> |
1557 | The <plaque level> is proportional to the disease's deadliness. |
1802 | The <plaque level> is proportional to the disease's deadliness. |
1558 | This mainly reflects in the <damage>. It has no effect on |
1803 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1703 | </ignore> |
1948 | </ignore> |
1704 | <description><![CDATA[ |
1949 | <description><![CDATA[ |
1705 | A door can be opened with a normal key. It also can be broken by attacking |
1950 | A door can be opened with a normal key. It also can be broken by attacking |
1706 | it, and it can be defeated with the lockpicking skill. If a door is |
1951 | it, and it can be defeated with the lockpicking skill. If a door is |
1707 | defeated, horizontally and vertically adjacent doors are automatically |
1952 | defeated, horizontally and vertically adjacent doors are automatically |
1708 | removed. ]]> |
1953 | removed.]]> |
1709 | </description> |
1954 | </description> |
1710 | <attribute arch="no_pick" value="1" type="fixed" /> |
1955 | <attribute arch="no_pick" value="1" type="fixed" /> |
1711 | <attribute arch="alive" value="1" type="fixed" /> |
1956 | <attribute arch="alive" value="1" type="fixed" /> |
1712 | &movement_types_terrain; |
1957 | &movement_types_terrain; |
1713 | <attribute arch="hp" editor="hitpoints" type="int"> |
1958 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1723 | defeated. |
1968 | defeated. |
1724 | </attribute> |
1969 | </attribute> |
1725 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1970 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1726 | This entry determines what kind of traps will appear in the door. |
1971 | This entry determines what kind of traps will appear in the door. |
1727 | </attribute> |
1972 | </attribute> |
|
|
1973 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1974 | Set this flag to move treasure items created into the environment (map) |
|
|
1975 | instead of putting them into the object. |
|
|
1976 | </attribute> |
1728 | </type> |
1977 | </type> |
1729 | |
1978 | |
1730 | <!--####################################################################--> |
1979 | <!--####################################################################--> |
1731 | <type number="83" name="Duplicator"> |
1980 | <type number="83" name="Duplicator"> |
1732 | <ignore> |
1981 | <ignore> |
… | |
… | |
1736 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1985 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1737 | objects which lies somewhere on top of the duplicator. |
1986 | objects which lies somewhere on top of the duplicator. |
1738 | The duplicator has one arch name specified as <target arch>, |
1987 | The duplicator has one arch name specified as <target arch>, |
1739 | and only objects of this archetype can be affected.<br> |
1988 | and only objects of this archetype can be affected.<br> |
1740 | It will multiply the number of items in the pile, by the <multiply factor>. |
1989 | It will multiply the number of items in the pile, by the <multiply factor>. |
1741 | If the latter is set to zero, it will destroy objects. ]]> |
1990 | If the latter is set to zero, it will destroy objects.]]> |
1742 | </description> |
1991 | </description> |
1743 | <use><![CDATA[ |
1992 | <use><![CDATA[ |
1744 | I hope it is clear that one must be very cautious when inserting a duplicator |
1993 | I hope it is clear that one must be very cautious when inserting a duplicator |
1745 | anywhere with <multiply factor> greater than one. |
1994 | anywhere with <multiply factor> greater than one. |
1746 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1995 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1747 | It is <b>not acceptable</b> to allow duplication of anything other than |
1996 | It is <b>not acceptable</b> to allow duplication of anything other than |
1748 | coins, gold and jewels. Besides, it is very important that the chance to |
1997 | coins, gold and jewels. Besides, it is very important that the chance to |
1749 | loose the input matches the chance to earn winnings.<br> |
1998 | loose the input matches the chance to earn winnings.<br> |
1750 | A duplicator with <multiply factor> 3 for example should have a |
1999 | A duplicator with <multiply factor> 3 for example should have a |
1751 | loosing rate of 2/3 = 67%. ]]> |
2000 | loosing rate of 2/3 = 67%.]]> |
1752 | </use> |
2001 | </use> |
1753 | <attribute arch="other_arch" editor="target arch" type="string"> |
2002 | <attribute arch="other_arch" editor="target arch" type="string"> |
1754 | Only objects of matching archtype, lying ontop of the dublicator will be |
2003 | Only objects of matching archtype, lying ontop of the duplicator will be |
1755 | dublicated, multiplied or removed. All other objects will be ignored. |
2004 | duplicated, multiplied or removed. All other objects will be ignored. |
1756 | </attribute> |
2005 | </attribute> |
1757 | <attribute arch="level" editor="multiply factor" type="int"> |
2006 | <attribute arch="level" editor="multiply factor" type="int"> |
1758 | The number of items in the target pile will be multiplied by the |
2007 | The number of items in the target pile will be multiplied by the |
1759 | <multiply factor>. If it is set to zero, all target objects |
2008 | <multiply factor>. If it is set to zero, all target objects |
1760 | will be destroyed. |
2009 | will be destroyed. |
1761 | </attribute> |
2010 | </attribute> |
1762 | <attribute arch="connected" editor="connection" type="int"> |
2011 | <attribute arch="connected" editor="connection" type="string"> |
1763 | An activator (lever, altar, button, etc) with matching connection value |
2012 | An activator (lever, altar, button, etc) with matching connection value |
1764 | is able to trigger this duplicator. Be very careful that players cannot |
2013 | is able to trigger this duplicator. Be very careful that players cannot |
1765 | abuse it to create endless amounts of money or other valuable stuff! |
2014 | abuse it to create endless amounts of money or other valuable stuff! |
1766 | </attribute> |
2015 | </attribute> |
|
|
2016 | &activate_on; |
1767 | </type> |
2017 | </type> |
1768 | |
2018 | |
1769 | <!--####################################################################--> |
2019 | <!--####################################################################--> |
1770 | <type number="66" name="Exit"> |
2020 | <type number="66" name="Exit"> |
1771 | <ignore> |
2021 | <ignore> |
… | |
… | |
1773 | </ignore> |
2023 | </ignore> |
1774 | <description><![CDATA[ |
2024 | <description><![CDATA[ |
1775 | When the player applies an exit, he is transferred to a different location. |
2025 | When the player applies an exit, he is transferred to a different location. |
1776 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
2026 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1777 | the exit just by walking into it, or by pressing <a>pply when standing on |
2027 | the exit just by walking into it, or by pressing <a>pply when standing on |
1778 | the exit. ]]> |
2028 | the exit. ]]> |
1779 | </description> |
2029 | </description> |
1780 | <use><![CDATA[ |
2030 | <use><![CDATA[ |
1781 | If you want to have an invisible exit, set <invisible> (, of course |
2031 | If you want to have an invisible exit, set <invisible> (, of course |
1782 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
2032 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1783 | detected with the show_invisible spell. |
2033 | detected with the show_invisible spell. |
1784 | <br><br> |
2034 | <br><br> |
1785 | You can be quite creative with the outlook of secret exits (their "face"). |
2035 | You can be quite creative with the outlook of secret exits (their "face"). |
1786 | Don't forget to give the player relyable hints about them though. ]]> |
2036 | Don't forget to give the player relyable hints about them though.]]> |
1787 | </use> |
2037 | </use> |
1788 | <attribute arch="slaying" editor="exit path" type="string"> |
2038 | <attribute arch="slaying" editor="exit path" type="string"> |
1789 | The exit path defines the map that the player is transferred to. |
2039 | The exit path defines the map that the player is transferred to. |
1790 | You can enter an absolute path, beginning with '/' (for example |
2040 | You can enter an absolute path, beginning with '/' (for example |
1791 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
2041 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1818 | If set, this message will be displayed to the player when he applies the exit. |
2068 | If set, this message will be displayed to the player when he applies the exit. |
1819 | This is quite useful to throw in some "role-play feeling": "As you enter the |
2069 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1820 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
2070 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1821 | is poor, but you get the point. =) |
2071 | is poor, but you get the point. =) |
1822 | </attribute> |
2072 | </attribute> |
1823 | <attribute arch="unique" editor="unique destination" type="bool"> |
2073 | <attribute arch="damned" editor="set savebed" type="bool"> |
1824 | This flag defines the destined map as "personal unique map". If set, |
2074 | If set, then players using this exit will have their savebed position |
1825 | there will be a seperate version of that map for every player out there. |
2075 | set to the destination of the exit when passing through. |
1826 | This feature is used for the permanent apartments |
|
|
1827 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1828 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1829 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1830 | (see floors). |
|
|
1831 | An exit pointing outside of a personal unique map must have the |
|
|
1832 | "unique destination"-flag unset. |
|
|
1833 | </attribute> |
2076 | </attribute> |
1834 | </type> |
2077 | </type> |
1835 | |
2078 | |
1836 | <!--####################################################################--> |
2079 | <!--####################################################################--> |
1837 | <type number="72" name="Flesh"> |
2080 | <type number="72" name="Flesh"> |
… | |
… | |
1840 | little health by eating flesh-objects. <br> |
2083 | little health by eating flesh-objects. <br> |
1841 | For dragon players, flesh plays a very special role though: If the |
2084 | For dragon players, flesh plays a very special role though: If the |
1842 | flesh has resistances set, a dragon player has a chance to gain resistance in |
2085 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1843 | those categories. The only constraint to this process is the <flesh level>. |
2086 | those categories. The only constraint to this process is the <flesh level>. |
1844 | Don't forget that flesh items with resistances have to be balanced |
2087 | Don't forget that flesh items with resistances have to be balanced |
1845 | according to map/monster difficulty. ]]> |
2088 | according to map/monster difficulty.]]> |
1846 | </description> |
2089 | </description> |
1847 | <use><![CDATA[ |
2090 | <use><![CDATA[ |
1848 | For dragon players, flesh items can be highly valuable. Note that many |
2091 | For dragon players, flesh items can be highly valuable. Note that many |
1849 | standard monsters carry flesh items from their <treasurelist>. |
2092 | standard monsters carry flesh items from their <treasurelist>. |
1850 | These flesh items "inherit" resistances and level from the monster they belong to. |
2093 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1852 | not the case - so you have to set it manually. |
2095 | not the case - so you have to set it manually. |
1853 | <br><br> |
2096 | <br><br> |
1854 | Generally adding special flesh-treaties for dragon players is a great thing |
2097 | Generally adding special flesh-treaties for dragon players is a great thing |
1855 | to do. Always consider that dragon players might really not be interested |
2098 | to do. Always consider that dragon players might really not be interested |
1856 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
2099 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1857 | out on the reward completely. ]]> |
2100 | out on the reward completely.]]> |
1858 | </use> |
2101 | </use> |
1859 | <attribute arch="food" editor="foodpoints" type="int"> |
2102 | <attribute arch="food" editor="foodpoints" type="int"> |
1860 | The player's stomache will get filled with this amount of foodpoints. |
2103 | The player's stomache will get filled with this amount of foodpoints. |
1861 | The player's health will increase by <foodpoints>/50 hp. |
2104 | The player's health will increase by <foodpoints>/50 hp. |
1862 | </attribute> |
2105 | </attribute> |
… | |
… | |
1869 | </attribute> |
2112 | </attribute> |
1870 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2113 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1871 | A godgiven item vanishes as soon as the player |
2114 | A godgiven item vanishes as soon as the player |
1872 | drops it to the ground. |
2115 | drops it to the ground. |
1873 | </attribute> |
2116 | </attribute> |
1874 | <section name="resistance"> |
2117 | &resistances_flesh_section; |
1875 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1876 | Resistances on flesh items make them more durable against spellcraft |
|
|
1877 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1878 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1879 | items in a monster's inventory. |
|
|
1880 | </attribute> |
|
|
1881 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1882 | Resistances on flesh items make them more durable against spellcraft |
|
|
1883 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1884 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1885 | items in a monster's inventory. |
|
|
1886 | </attribute> |
|
|
1887 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1888 | Resistances on flesh items make them more durable against spellcraft |
|
|
1889 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1890 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1891 | items in a monster's inventory. |
|
|
1892 | </attribute> |
|
|
1893 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1894 | Resistances on flesh items make them more durable against spellcraft |
|
|
1895 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1896 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1897 | items in a monster's inventory. |
|
|
1898 | </attribute> |
|
|
1899 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1900 | Resistances on flesh items make them more durable against spellcraft |
|
|
1901 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1902 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1903 | items in a monster's inventory. |
|
|
1904 | </attribute> |
|
|
1905 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1906 | Resistances on flesh items make them more durable against spellcraft |
|
|
1907 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1908 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1909 | items in a monster's inventory. |
|
|
1910 | </attribute> |
|
|
1911 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1912 | Resistances on flesh items make them more durable against spellcraft |
|
|
1913 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1914 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1915 | items in a monster's inventory. |
|
|
1916 | </attribute> |
|
|
1917 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1918 | Resistances on flesh items make them more durable against spellcraft |
|
|
1919 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1920 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1921 | items in a monster's inventory. |
|
|
1922 | </attribute> |
|
|
1923 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1924 | Resistances on flesh items make them more durable against spellcraft |
|
|
1925 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1926 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1927 | items in a monster's inventory. |
|
|
1928 | </attribute> |
|
|
1929 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1930 | Resistances on flesh items make them more durable against spellcraft |
|
|
1931 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1932 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1933 | items in a monster's inventory. |
|
|
1934 | </attribute> |
|
|
1935 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1936 | Resistances on flesh items make them more durable against spellcraft |
|
|
1937 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1938 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1939 | items in a monster's inventory. |
|
|
1940 | </attribute> |
|
|
1941 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1942 | Resistances on flesh items make them more durable against spellcraft |
|
|
1943 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1944 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1945 | items in a monster's inventory. |
|
|
1946 | </attribute> |
|
|
1947 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1948 | Resistances on flesh items make them more durable against spellcraft |
|
|
1949 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1950 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1951 | items in a monster's inventory. |
|
|
1952 | </attribute> |
|
|
1953 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1954 | Resistances on flesh items make them more durable against spellcraft |
|
|
1955 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1956 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1957 | items in a monster's inventory. |
|
|
1958 | </attribute> |
|
|
1959 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1960 | Resistances on flesh items make them more durable against spellcraft |
|
|
1961 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1962 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1963 | items in a monster's inventory. |
|
|
1964 | </attribute> |
|
|
1965 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1966 | RResistances on flesh items make them more durable against spellcraft |
|
|
1967 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1968 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1969 | items in a monster's inventory. |
|
|
1970 | </attribute> |
|
|
1971 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1972 | Resistances on flesh items make them more durable against spellcraft |
|
|
1973 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1974 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1975 | items in a monster's inventory. |
|
|
1976 | </attribute> |
|
|
1977 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1978 | Resistances on flesh items make them more durable against spellcraft |
|
|
1979 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1980 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1981 | items in a monster's inventory. |
|
|
1982 | </attribute> |
|
|
1983 | </section> |
|
|
1984 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2118 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1985 | This text may describe the item. |
2119 | This text may describe the item. |
1986 | </attribute> |
2120 | </attribute> |
1987 | </type> |
2121 | </type> |
1988 | |
2122 | |
… | |
… | |
1995 | <ignore> |
2129 | <ignore> |
1996 | <ignore_list name="non_pickable" /> |
2130 | <ignore_list name="non_pickable" /> |
1997 | </ignore> |
2131 | </ignore> |
1998 | <description><![CDATA[ |
2132 | <description><![CDATA[ |
1999 | Floor is a very basic thing whithout too much |
2133 | Floor is a very basic thing whithout too much |
2000 | functionality. It's a floor - you stand on it. ]]> |
2134 | functionality. It's a floor - you stand on it.]]> |
2001 | </description> |
2135 | </description> |
2002 | <attribute arch="is_floor" value="1" type="fixed" /> |
2136 | <attribute arch="is_floor" value="1" type="fixed" /> |
2003 | <attribute arch="no_pick" value="1" type="fixed" /> |
2137 | <attribute arch="no_pick" value="1" type="fixed" /> |
2004 | <section name="terrain"> |
2138 | <section name="terrain"> |
2005 | &movement_types_terrain; |
2139 | &movement_types_terrain; |
… | |
… | |
2020 | If enabled, it is impossible for players to use prayers |
2154 | If enabled, it is impossible for players to use prayers |
2021 | on that spot. It also prevents players from saving. |
2155 | on that spot. It also prevents players from saving. |
2022 | </attribute> |
2156 | </attribute> |
2023 | <attribute arch="unique" editor="unique map" type="bool"> |
2157 | <attribute arch="unique" editor="unique map" type="bool"> |
2024 | Unique floor means that any items dropped on that spot |
2158 | Unique floor means that any items dropped on that spot |
2025 | will be saved byond map reset. For permanent apartments, |
2159 | will be saved beyond map reset. For permanent apartments, |
2026 | all floor tiles must be set <unique map>. |
2160 | all floor tiles must be set <unique map>. |
2027 | </attribute> |
2161 | </attribute> |
2028 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2162 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2029 | This text may describe the object. |
2163 | This text may describe the object. |
2030 | </attribute> |
2164 | </attribute> |
… | |
… | |
2039 | Encounter-Floor is pretty much the same as normal floor. |
2173 | Encounter-Floor is pretty much the same as normal floor. |
2040 | Most outdoor floor/ground-arches are set to be "encounters". |
2174 | Most outdoor floor/ground-arches are set to be "encounters". |
2041 | That is kind of a relict from former code: When walking over |
2175 | That is kind of a relict from former code: When walking over |
2042 | encounter-floor, players sometimes got beamed to little maps |
2176 | encounter-floor, players sometimes got beamed to little maps |
2043 | with monsters on them. Nowadays this feature is disabled - |
2177 | with monsters on them. Nowadays this feature is disabled - |
2044 | Hence encounter floor is not different from normal floor. ]]> |
2178 | Hence encounter floor is not different from normal floor.]]> |
2045 | </description> |
2179 | </description> |
2046 | <attribute arch="is_floor" value="1" type="fixed" /> |
2180 | <attribute arch="is_floor" value="1" type="fixed" /> |
2047 | <attribute arch="no_pick" value="1" type="fixed" /> |
2181 | <attribute arch="no_pick" value="1" type="fixed" /> |
2048 | <section name="terrain"> |
2182 | <section name="terrain"> |
2049 | &movement_types_terrain; |
2183 | &movement_types_terrain; |
… | |
… | |
2064 | If enabled, it is impossible for players to use prayers |
2198 | If enabled, it is impossible for players to use prayers |
2065 | on that spot. It also prevents players from saving. |
2199 | on that spot. It also prevents players from saving. |
2066 | </attribute> |
2200 | </attribute> |
2067 | <attribute arch="unique" editor="unique map" type="bool"> |
2201 | <attribute arch="unique" editor="unique map" type="bool"> |
2068 | Unique floor means that any items dropped on that spot |
2202 | Unique floor means that any items dropped on that spot |
2069 | will be saved byond map reset. For permanent apartments, |
2203 | will be saved beyond map reset. For permanent apartments, |
2070 | all floor tiles must be set <unique map>. |
2204 | all floor tiles must be set <unique map>. |
2071 | </attribute> |
2205 | </attribute> |
2072 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2206 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2073 | This text may describe the object. |
2207 | This text may describe the object. |
2074 | </attribute> |
2208 | </attribute> |
… | |
… | |
2076 | |
2210 | |
2077 | <!--####################################################################--> |
2211 | <!--####################################################################--> |
2078 | <type number="6" name="Food"> |
2212 | <type number="6" name="Food"> |
2079 | <description><![CDATA[ |
2213 | <description><![CDATA[ |
2080 | By eating/drinking food-objects, the player can fill his |
2214 | By eating/drinking food-objects, the player can fill his |
2081 | stomache and gain a little health. ]]> |
2215 | stomache and gain a little health.]]> |
2082 | </description> |
2216 | </description> |
2083 | <attribute arch="food" editor="foodpoints" type="int"> |
2217 | <attribute arch="food" editor="foodpoints" type="int"> |
2084 | The player's stomache will get filled with this amount of foodpoints. |
2218 | The player's stomache will get filled with this amount of foodpoints. |
2085 | The player's health will increase by <foodpoints>/50 hp. |
2219 | The player's health will increase by <foodpoints>/50 hp. |
2086 | </attribute> |
2220 | </attribute> |
… | |
… | |
2094 | <type number="91" name="Gate"> |
2228 | <type number="91" name="Gate"> |
2095 | <ignore> |
2229 | <ignore> |
2096 | <ignore_list name="non_pickable" /> |
2230 | <ignore_list name="non_pickable" /> |
2097 | </ignore> |
2231 | </ignore> |
2098 | <description><![CDATA[ |
2232 | <description><![CDATA[ |
2099 | Gates play an important role in Crossfire. Gates can be opened |
2233 | Gates play an important role in Deliantra. Gates can be opened |
2100 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2234 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2101 | or carrying special key-objects (-> inventory checker). |
2235 | or carrying special key-objects (-> inventory checker). |
2102 | Unlike locked doors, gates can get shut again after a player has |
2236 | Unlike locked doors, gates can get shut again after a player has |
2103 | passed, which makes them more practical in many cases. ]]> |
2237 | passed, which makes them more practical in many cases.]]> |
2104 | </description> |
2238 | </description> |
2105 | <use><![CDATA[ |
2239 | <use><![CDATA[ |
2106 | Use gates to divide your maps into seperated areas. After solving |
2240 | Use gates to divide your maps into seperated areas. After solving |
2107 | area A, the player gains access to area B, and so on. Make your |
2241 | area A, the player gains access to area B, and so on. Make your |
2108 | maps more complex than "one-way". ]]> |
2242 | maps more complex than "one-way".]]> |
2109 | </use> |
2243 | </use> |
2110 | <attribute arch="no_pick" value="1" type="fixed" /> |
2244 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2245 | <attribute arch="speed" value="1" type="float"> |
|
|
2246 | The speed of the gate affects how fast it is closing/opening. |
|
|
2247 | </attribute> |
2111 | <attribute arch="connected" editor="connection" type="int"> |
2248 | <attribute arch="connected" editor="connection" type="string"> |
2112 | Whenever the inventory checker is triggered, all objects with identical |
2249 | Whenever the inventory checker is triggered, all objects with identical |
2113 | <connection> value get activated. This only makes sense together with |
2250 | <connection> value get activated. This only makes sense together with |
2114 | <blocking passage> disabled. |
2251 | <blocking passage> disabled. |
2115 | </attribute> |
2252 | </attribute> |
2116 | <attribute arch="wc" editor="position state" type="int"> |
2253 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2134 | <type number="113" name="Girdle"> |
2271 | <type number="113" name="Girdle"> |
2135 | <import_type name="Amulet" /> |
2272 | <import_type name="Amulet" /> |
2136 | <description><![CDATA[ |
2273 | <description><![CDATA[ |
2137 | Wearing a girdle, the object's stats will directly be inherited to |
2274 | Wearing a girdle, the object's stats will directly be inherited to |
2138 | the player. Girdles usually provide stats- or damage bonuses and no |
2275 | the player. Girdles usually provide stats- or damage bonuses and no |
2139 | defense. ]]> |
2276 | defense.]]> |
2140 | </description> |
2277 | </description> |
2141 | <use><![CDATA[ |
2278 | <use><![CDATA[ |
2142 | Feel free to create your own special artifacts. However, it is very |
2279 | Feel free to create your own special artifacts. However, it is very |
2143 | important that you keep your artifact in balance with existing maps. ]]> |
2280 | important that you keep your artifact in balance with existing maps.]]> |
2144 | </use> |
2281 | </use> |
2145 | <attribute arch="magic" editor="magic bonus" type="int"> |
2282 | <attribute arch="magic" editor="magic bonus" type="int"> |
2146 | <magic bonus> works just like ac, except that it can be improved by |
2283 | <magic bonus> works just like ac, except that it can be improved by |
2147 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2284 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2148 | than direct armour-class bonus on the helmet. |
2285 | than direct armour-class bonus on the helmet. |
… | |
… | |
2156 | <!--####################################################################--> |
2293 | <!--####################################################################--> |
2157 | <type number="100" name="Gloves"> |
2294 | <type number="100" name="Gloves"> |
2158 | <import_type name="Amulet" /> |
2295 | <import_type name="Amulet" /> |
2159 | <description><![CDATA[ |
2296 | <description><![CDATA[ |
2160 | Wearing gloves, the object's stats will directly be inherited to |
2297 | Wearing gloves, the object's stats will directly be inherited to |
2161 | the player. Gloves can add defense or damage bonuses. ]]> |
2298 | the player. Gloves can add defense or damage bonuses.]]> |
2162 | </description> |
2299 | </description> |
2163 | <use><![CDATA[ |
2300 | <use><![CDATA[ |
2164 | Feel free to create your own special artifacts. However, it is very |
2301 | Feel free to create your own special artifacts. However, it is very |
2165 | important that you keep your artifact in balance with existing maps. ]]> |
2302 | important that you keep your artifact in balance with existing maps.]]> |
2166 | </use> |
2303 | </use> |
2167 | <attribute arch="magic" editor="magic bonus" type="int"> |
2304 | <attribute arch="magic" editor="magic bonus" type="int"> |
2168 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2305 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2169 | If the gloves have <weapon class> instead, then <magic bonus> |
2306 | If the gloves have <weapon class> instead, then <magic bonus> |
2170 | will increase that. |
2307 | will increase that. |
… | |
… | |
2176 | <ignore> |
2313 | <ignore> |
2177 | <ignore_list name="non_pickable" /> |
2314 | <ignore_list name="non_pickable" /> |
2178 | </ignore> |
2315 | </ignore> |
2179 | <description><![CDATA[ |
2316 | <description><![CDATA[ |
2180 | A handle can be applied by players and (certain) monsters. |
2317 | A handle can be applied by players and (certain) monsters. |
2181 | Every time it is applied, the <connection> value is triggered. ]]> |
2318 | Every time it is applied, the <connection> value is triggered.]]> |
2182 | </description> |
2319 | </description> |
2183 | <use><![CDATA[ |
2320 | <use><![CDATA[ |
2184 | Handles are commonly used to move gates. When placing your lever, |
2321 | Handles are commonly used to move gates. When placing your lever, |
2185 | don't forget that some monsters are able to apply it. |
2322 | don't forget that some monsters are able to apply it. |
2186 | The ability to apply levers is rare among monsters - |
2323 | The ability to apply levers is rare among monsters - |
2187 | but vampires can do it for example. ]]> |
2324 | but vampires can do it for example.]]> |
2188 | </use> |
2325 | </use> |
2189 | <attribute arch="no_pick" value="1" type="fixed" /> |
2326 | <attribute arch="no_pick" value="1" type="fixed" /> |
2190 | <attribute arch="connected" editor="connection" type="int"> |
2327 | <attribute arch="connected" editor="connection" type="string"> |
2191 | Every time the handle is applied, all objects |
2328 | Every time the handle is applied, all objects |
2192 | with the same <connection> value are activated. |
2329 | with the same <connection> value are activated. |
2193 | </attribute> |
2330 | </attribute> |
2194 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2331 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2195 | This text may describe the item. You can use this |
2332 | This text may describe the item. You can use this |
… | |
… | |
2204 | <ignore_list name="non_pickable" /> |
2341 | <ignore_list name="non_pickable" /> |
2205 | </ignore> |
2342 | </ignore> |
2206 | <description><![CDATA[ |
2343 | <description><![CDATA[ |
2207 | Handle triggers are handles which reset after a short period |
2344 | Handle triggers are handles which reset after a short period |
2208 | of time. Every time it is either applied or reset, the |
2345 | of time. Every time it is either applied or reset, the |
2209 | <connection> value is triggered. ]]> |
2346 | <connection> value is triggered.]]> |
2210 | </description> |
2347 | </description> |
2211 | <use><![CDATA[ |
2348 | <use><![CDATA[ |
2212 | When you connect an ordinary handle to a gate, the gate normally remains |
2349 | When you connect an ordinary handle to a gate, the gate normally remains |
2213 | opened after the first player passed. If you want to keep the gate shut, |
2350 | opened after the first player passed. If you want to keep the gate shut, |
2214 | connecting it to a handle trigger is an easy solution. ]]> |
2351 | connecting it to a handle trigger is an easy solution. ]]> |
2215 | </use> |
2352 | </use> |
2216 | </type> |
2353 | </type> |
2217 | |
2354 | |
2218 | <!--####################################################################--> |
2355 | <!--####################################################################--> |
2219 | <type number="88" name="Hazard Floor"> |
2356 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2224 | <ignore_list name="non_pickable" /> |
2361 | <ignore_list name="non_pickable" /> |
2225 | </ignore> |
2362 | </ignore> |
2226 | <description><![CDATA[ |
2363 | <description><![CDATA[ |
2227 | The best example for Hazard Floor is lava. It works like standard |
2364 | The best example for Hazard Floor is lava. It works like standard |
2228 | floor, but damages all creatures standing on it. |
2365 | floor, but damages all creatures standing on it. |
2229 | Damage is taken in regular time intervals. ]]> |
2366 | Damage is taken in regular time intervals.]]> |
2230 | </description> |
2367 | </description> |
2231 | <use><![CDATA[ |
2368 | <use><![CDATA[ |
2232 | The default lava for example does minor damage. But you can turn |
2369 | The default lava for example does minor damage. But you can turn |
2233 | it up so that your hazard floor poses a real threat.<br> |
2370 | it up so that your hazard floor poses a real threat.<br> |
2234 | Like magic walls, such floors add a permanent thrill to your map. |
2371 | Like magic walls, such floors add a permanent thrill to your map. |
2235 | You can use that to safely chase off too-weak players, or just |
2372 | You can use that to safely chase off too-weak players, or just |
2236 | to have something different. ]]> |
2373 | to have something different.]]> |
2237 | </use> |
2374 | </use> |
2238 | <attribute arch="is_floor" value="1" type="fixed" /> |
2375 | <attribute arch="is_floor" value="1" type="fixed" /> |
2239 | <attribute arch="lifesave" value="1" type="fixed" /> |
2376 | <attribute arch="lifesave" value="1" type="fixed" /> |
2240 | &move_on; |
2377 | &move_on; |
2241 | <attribute arch="no_pick" value="1" type="fixed" /> |
2378 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2280 | If enabled, it is impossible for players to use prayers |
2417 | If enabled, it is impossible for players to use prayers |
2281 | on that spot. It also prevents players from saving. |
2418 | on that spot. It also prevents players from saving. |
2282 | </attribute> |
2419 | </attribute> |
2283 | <attribute arch="unique" editor="unique map" type="bool"> |
2420 | <attribute arch="unique" editor="unique map" type="bool"> |
2284 | Unique floor means that any items dropped on that spot |
2421 | Unique floor means that any items dropped on that spot |
2285 | will be saved byond map reset. For permanent apartments, |
2422 | will be saved beyond map reset. For permanent apartments, |
2286 | all floor tiles must be set <unique map>. |
2423 | all floor tiles must be set <unique map>. |
2287 | </attribute> |
2424 | </attribute> |
2288 | </type> |
2425 | </type> |
2289 | |
2426 | |
2290 | <!--####################################################################--> |
2427 | <!--####################################################################--> |
… | |
… | |
2292 | <import_type name="Amulet" /> |
2429 | <import_type name="Amulet" /> |
2293 | <description><![CDATA[ |
2430 | <description><![CDATA[ |
2294 | Wearing a helmet, the object's stats will directly be inherited to |
2431 | Wearing a helmet, the object's stats will directly be inherited to |
2295 | the player. Normal helmets usually increase defense, while crowns |
2432 | the player. Normal helmets usually increase defense, while crowns |
2296 | add more special bonuses like stats/resistances paired with |
2433 | add more special bonuses like stats/resistances paired with |
2297 | low defense. ]]> |
2434 | low defense.]]> |
2298 | </description> |
2435 | </description> |
2299 | <use><![CDATA[ |
2436 | <use><![CDATA[ |
2300 | Feel free to create your own special artifacts. However, it is very |
2437 | Feel free to create your own special artifacts. However, it is very |
2301 | important that you keep your artifact in balance with existing maps. ]]> |
2438 | important that you keep your artifact in balance with existing maps.]]> |
2302 | </use> |
2439 | </use> |
2303 | <attribute arch="magic" editor="magic bonus" type="int"> |
2440 | <attribute arch="magic" editor="magic bonus" type="int"> |
2304 | <magic bonus> works just like ac, except that it can be improved by |
2441 | <magic bonus> works just like ac, except that it can be improved by |
2305 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2442 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2306 | than direct armour-class bonus on the helmet. |
2443 | than direct armour-class bonus on the helmet. |
… | |
… | |
2315 | <type number="56" name="Holy Altar"> |
2452 | <type number="56" name="Holy Altar"> |
2316 | <ignore> |
2453 | <ignore> |
2317 | <ignore_list name="non_pickable" /> |
2454 | <ignore_list name="non_pickable" /> |
2318 | </ignore> |
2455 | </ignore> |
2319 | <description><![CDATA[ |
2456 | <description><![CDATA[ |
2320 | Holy_altars are altars for the various religions. Praying |
2457 | Holy Altars are altars for the various religions. Praying |
2321 | at a Holy_altar will make you a follower of that god, and |
2458 | at a Holy_altar will make you a follower of that god, and |
2322 | if you already follow that god, you may get some extra bonus. ]]> |
2459 | if you already follow that god, you may get some extra bonus.]]> |
2323 | </description> |
2460 | </description> |
2324 | <attribute arch="no_pick" value="1" type="fixed" /> |
2461 | <attribute arch="no_pick" value="1" type="fixed" /> |
2325 | <attribute arch="other_arch" editor="god name" type="string"> |
2462 | <attribute arch="other_arch" editor="god name" type="string"> |
2326 | The altar belongs to the god of the given name. Possible options for |
2463 | The altar belongs to the god of the given name. Possible options for |
2327 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2464 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2333 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2470 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2334 | To re-consecrate an altar, the player's wisdom level must be as |
2471 | To re-consecrate an altar, the player's wisdom level must be as |
2335 | high or higher than this value. In that way, some altars can not |
2472 | high or higher than this value. In that way, some altars can not |
2336 | be re-consecrated, while other altars, like those in dungeons, could be. |
2473 | be re-consecrated, while other altars, like those in dungeons, could be. |
2337 | |
2474 | |
2338 | Altars located in temples should have at least <reconsecrate level> 100. |
2475 | Altars located in temples should have at least <reconsecrate level> 120. |
2339 | Some characters might need those altars, they would be very unhappy to |
2476 | Some characters might need those altars, they would be very unhappy to |
2340 | see them re-consecrated to another cult. |
2477 | see them re-consecrated to another cult. |
2341 | </attribute> |
2478 | </attribute> |
2342 | </type> |
2479 | </type> |
2343 | |
2480 | |
… | |
… | |
2350 | Horns are very similar to rods. The difference is that horns regenerate |
2487 | Horns are very similar to rods. The difference is that horns regenerate |
2351 | spellpoints faster and thus are more valuable than rods. |
2488 | spellpoints faster and thus are more valuable than rods. |
2352 | <br><br> |
2489 | <br><br> |
2353 | A horn contains a spell. The player can use this spell by applying and |
2490 | A horn contains a spell. The player can use this spell by applying and |
2354 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2491 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2355 | used endlessly. ]]> |
2492 | used endlessly.]]> |
2356 | </description> |
2493 | </description> |
2357 | <use><![CDATA[ |
2494 | <use><![CDATA[ |
2358 | Horns are powerful due to their fast recharge rate. They should |
2495 | Horns are powerful due to their fast recharge rate. They should |
2359 | never contain high level attacking spells. Even curing/healing spells |
2496 | never contain high level attacking spells. Even curing/healing spells |
2360 | are almost too good on a horn. ]]> |
2497 | are almost too good on a horn.]]> |
2361 | </use> |
2498 | </use> |
2362 | <attribute arch="sp" editor="spell" type="spell"> |
2499 | <attribute arch="sp" editor="spell" type="spell"> |
2363 | Sets the <spell> of the horn. Consider twice before handing out any |
2500 | Sets the <spell> of the horn. Consider twice before handing out any |
2364 | horns to players, since they can be used endlessly without any mana cost! |
2501 | horns to players, since they can be used endlessly without any mana cost! |
2365 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2502 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2391 | <!--####################################################################--> |
2528 | <!--####################################################################--> |
2392 | <type number="73" name="Inorganic"> |
2529 | <type number="73" name="Inorganic"> |
2393 | <description><![CDATA[ |
2530 | <description><![CDATA[ |
2394 | Inorganic materials are generally used as ingredients for |
2531 | Inorganic materials are generally used as ingredients for |
2395 | alchemical receipes. By themselves, they have no special |
2532 | alchemical receipes. By themselves, they have no special |
2396 | functionalities. ]]> |
2533 | functionalities.]]> |
2397 | </description> |
2534 | </description> |
2398 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2535 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2399 | </attribute> |
2536 | </attribute> |
2400 | <section name="resistance"> |
2537 | &resistances_basic; |
2401 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2402 | </attribute> |
|
|
2403 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2404 | </attribute> |
|
|
2405 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2406 | </attribute> |
|
|
2407 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2408 | </attribute> |
|
|
2409 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2410 | </attribute> |
|
|
2411 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2412 | </attribute> |
|
|
2413 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2414 | </attribute> |
|
|
2415 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2416 | </attribute> |
|
|
2417 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2418 | </attribute> |
|
|
2419 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2420 | </attribute> |
|
|
2421 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2422 | </attribute> |
|
|
2423 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2424 | </attribute> |
|
|
2425 | </section> |
|
|
2426 | </type> |
2538 | </type> |
2427 | |
2539 | |
2428 | <!--####################################################################--> |
2540 | <!--####################################################################--> |
2429 | <type number="64" name="Inventory Checker"> |
2541 | <type number="64" name="Inventory Checker"> |
2430 | <ignore> |
2542 | <ignore> |
… | |
… | |
2439 | <br><br> |
2551 | <br><br> |
2440 | Alternatively, you can set your inv. checker to block all players |
2552 | Alternatively, you can set your inv. checker to block all players |
2441 | that do/don't carry the matching object. |
2553 | that do/don't carry the matching object. |
2442 | <br><br> |
2554 | <br><br> |
2443 | As you can see, inv. checkers are quite powerful, holding a |
2555 | As you can see, inv. checkers are quite powerful, holding a |
2444 | great variety of possibilities. ]]> |
2556 | great variety of possibilities.]]> |
2445 | </description> |
2557 | </description> |
2446 | <use><![CDATA[ |
2558 | <use><![CDATA[ |
2447 | Putting a check_inventory space in front of a gate (one below) and |
2559 | Putting a check_inventory space in front of a gate (one below) and |
2448 | one on the opposite side works reasonably well as a control mechanism. |
2560 | one on the opposite side works reasonably well as a control mechanism. |
2449 | Unlike the key/door-combo, this one works infinite since it is |
2561 | Unlike the key/door-combo, this one works infinite since it is |
2450 | independant from map reset. Use it to put a "structure" into your |
2562 | independant from map reset. Use it to put a "structure" into your |
2451 | maps: Player must solve area A to gain access to area B. This concept |
2563 | maps: Player must solve area A to gain access to area B. This concept |
2452 | can be found in nearly every RPG - simple but effective. ]]> |
2564 | can be found in nearly every RPG - simple but effective.]]> |
2453 | </use> |
2565 | </use> |
2454 | <attribute arch="no_pick" value="1" type="fixed" /> |
2566 | <attribute arch="no_pick" value="1" type="fixed" /> |
2455 | <attribute arch="slaying" editor="match key string" type="string"> |
2567 | <attribute arch="slaying" editor="match key string" type="string"> |
2456 | This string specifies the object we are looking for: We have a match |
2568 | This string specifies the object we are looking for: We have a match |
2457 | if the player does/don't carry a key object or a mark with identical |
2569 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2473 | </attribute> |
2585 | </attribute> |
2474 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2586 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2475 | Enabled means having that object is a match. |
2587 | Enabled means having that object is a match. |
2476 | Disabled means not having that object is a match. |
2588 | Disabled means not having that object is a match. |
2477 | </attribute> |
2589 | </attribute> |
2478 | <attribute arch="connected" editor="connection" type="int"> |
2590 | <attribute arch="connected" editor="connection" type="string"> |
2479 | Whenever the inventory checker is triggered, all objects with identical |
2591 | Whenever the inventory checker is triggered, all objects with identical |
2480 | <connection> value get activated. This only makes sense together with |
2592 | <connection> value get activated. This only makes sense together with |
2481 | <blocking passage> disabled. |
2593 | <blocking passage> disabled. |
2482 | </attribute> |
2594 | </attribute> |
2483 | &movement_types_terrain; |
2595 | &movement_types_terrain; |
… | |
… | |
2533 | <!--####################################################################--> |
2645 | <!--####################################################################--> |
2534 | <type number="60" name="Jewel"> |
2646 | <type number="60" name="Jewel"> |
2535 | <description><![CDATA[ |
2647 | <description><![CDATA[ |
2536 | Items of the type Gold & Jewels are handled like a currency. |
2648 | Items of the type Gold & Jewels are handled like a currency. |
2537 | Unlike for any other type of item, in shops, the buy- and selling |
2649 | Unlike for any other type of item, in shops, the buy- and selling |
2538 | prices differ only marginally. ]]> |
2650 | prices differ only marginally.]]> |
2539 | </description> |
2651 | </description> |
2540 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2652 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2541 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2653 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2542 | This text may describe the object. |
2654 | This text may describe the object. |
2543 | </attribute> |
2655 | </attribute> |
… | |
… | |
2545 | |
2657 | |
2546 | <!--####################################################################--> |
2658 | <!--####################################################################--> |
2547 | <type number="24" name="Key"> |
2659 | <type number="24" name="Key"> |
2548 | <description><![CDATA[ |
2660 | <description><![CDATA[ |
2549 | When carrying a key, a normal door can be opened. The key will |
2661 | When carrying a key, a normal door can be opened. The key will |
2550 | disappear. ]]> |
2662 | disappear.]]> |
2551 | </description> |
2663 | </description> |
2552 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2664 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2553 | A godgiven item vanishes as soon as the player |
2665 | A godgiven item vanishes as soon as the player |
2554 | drops it to the ground. |
2666 | drops it to the ground. |
2555 | </attribute> |
2667 | </attribute> |
… | |
… | |
2560 | <ignore> |
2672 | <ignore> |
2561 | <ignore_list name="non_pickable" /> |
2673 | <ignore_list name="non_pickable" /> |
2562 | </ignore> |
2674 | </ignore> |
2563 | <description><![CDATA[ |
2675 | <description><![CDATA[ |
2564 | A locked door can be opened only when carrying |
2676 | A locked door can be opened only when carrying |
2565 | the appropriate special key. ]]> |
2677 | the appropriate special key.]]> |
2566 | </description> |
2678 | </description> |
2567 | <use><![CDATA[ |
2679 | <use><![CDATA[ |
2568 | If you want to create a locked door that cannot be opened (no key), |
2680 | If you want to create a locked door that cannot be opened (no key), |
2569 | set a <key string> like "no_key_available". This will clearify things |
2681 | set a <key string> like "no_key_available". This will clearify things |
2570 | and only a fool would create a key matching that string. |
2682 | and only a fool would create a key matching that string. |
… | |
… | |
2572 | Door-objects can not only be used for "doors". In many maps these |
2684 | Door-objects can not only be used for "doors". In many maps these |
2573 | are used with all kinds of faces/names, especially often as |
2685 | are used with all kinds of faces/names, especially often as |
2574 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2686 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2575 | There you have magic forces (door objects) put under certain artifact |
2687 | There you have magic forces (door objects) put under certain artifact |
2576 | items. To get your hands on the artifacts, you need to bring up the |
2688 | items. To get your hands on the artifacts, you need to bring up the |
2577 | appropriate quest items (key objects). ]]> |
2689 | appropriate quest items (key objects).]]> |
2578 | </use> |
2690 | </use> |
2579 | <attribute arch="move_type" value="0" type="fixed" /> |
2691 | <attribute arch="move_type" value="0" type="fixed" /> |
2580 | <attribute arch="no_pick" value="1" type="fixed" /> |
2692 | <attribute arch="no_pick" value="1" type="fixed" /> |
2581 | <attribute arch="slaying" editor="key string" type="string"> |
2693 | <attribute arch="slaying" editor="key string" type="string"> |
2582 | The <key string> in the door must be identical with the |
2694 | The <key string> in the door must be identical with the |
2583 | <key string> in the special key, then the door is unlocked. |
2695 | <key string> in the special key, then the door is unlocked. |
2584 | It is VERY important to set the <key string> to something that |
2696 | It is VERY important to set the <key string> to something that |
2585 | is unique among the CF mapset. |
2697 | is unique among the Deliantra mapset. |
2586 | |
2698 | |
2587 | DONT EVER USE the default string "set_individual_value". |
2699 | DONT EVER USE the default string "set_individual_value". |
2588 | </attribute> |
2700 | </attribute> |
2589 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2701 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2590 | Restricting the use of spells to pass this door. |
2702 | Restricting the use of spells to pass this door. |
… | |
… | |
2609 | <ignore> |
2721 | <ignore> |
2610 | <ignore_list name="system_object" /> |
2722 | <ignore_list name="system_object" /> |
2611 | </ignore> |
2723 | </ignore> |
2612 | <description><![CDATA[ |
2724 | <description><![CDATA[ |
2613 | Magic_ears trigger a connected value |
2725 | Magic_ears trigger a connected value |
2614 | when the player speaks a specific keyword. ]]> |
2726 | when the player speaks a specific keyword.]]> |
2615 | </description> |
2727 | </description> |
2616 | <use><![CDATA[ |
2728 | <use><![CDATA[ |
2617 | Whenever you put magic_ears on your maps, make sure there are |
2729 | Whenever you put magic_ears on your maps, make sure there are |
2618 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2730 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2619 | something like a gate that is opened by speaking "open" or |
2731 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2621 | <br><br> |
2733 | <br><br> |
2622 | Magic_ears are typically used for interaction with NPCs. You |
2734 | Magic_ears are typically used for interaction with NPCs. You |
2623 | can create the impression that the NPC actually *does* something |
2735 | can create the impression that the NPC actually *does* something |
2624 | according to his conversation with a player. Mostly this means |
2736 | according to his conversation with a player. Mostly this means |
2625 | opening a gate or handing out some item, but you could be quite |
2737 | opening a gate or handing out some item, but you could be quite |
2626 | creative here. ]]> |
2738 | creative here.]]> |
2627 | </use> |
2739 | </use> |
2628 | <attribute arch="no_pick" value="1" type="fixed" /> |
2740 | <attribute arch="no_pick" value="1" type="fixed" /> |
2629 | <attribute arch="connected" editor="connection" type="int"> |
2741 | <attribute arch="connected" editor="connection" type="string"> |
2630 | The Magic_ear will trigger all objects with the |
2742 | The Magic_ear will trigger all objects with the |
2631 | same connection value, every time it is activated. |
2743 | same connection value, every time it is activated. |
2632 | </attribute> |
2744 | </attribute> |
2633 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2745 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2634 | This textfield contains the keyword-matching-syntax. The text should |
2746 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2653 | Magic walls can contain any spell. However, some spells do not |
2765 | Magic walls can contain any spell. However, some spells do not |
2654 | operate very successfully in them. The only way to know is to test |
2766 | operate very successfully in them. The only way to know is to test |
2655 | the spell you want to use with a wall. |
2767 | the spell you want to use with a wall. |
2656 | <br><br> |
2768 | <br><br> |
2657 | Several types of magical walls are predefined for you in the |
2769 | Several types of magical walls are predefined for you in the |
2658 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2770 | archetypes, and can be found on the "connected" Pickmap.]]> |
2659 | </description> |
2771 | </description> |
2660 | <use><![CDATA[ |
2772 | <use><![CDATA[ |
2661 | Spellcasting walls pose an interesting alternative to monsters. |
2773 | Spellcasting walls pose an interesting alternative to monsters. |
2662 | Usually they are set to be undestroyable. Thus, while monsters |
2774 | Usually they are set to be undestroyable. Thus, while monsters |
2663 | in a map can be cleared out, the magic walls remain. Low level |
2775 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2674 | walls' spell(s). |
2786 | walls' spell(s). |
2675 | <br><br> |
2787 | <br><br> |
2676 | It is possible to make walls rotate when triggered. But that is so |
2788 | It is possible to make walls rotate when triggered. But that is so |
2677 | confusing (and useless IMHO) that I did not mention it above. You |
2789 | confusing (and useless IMHO) that I did not mention it above. You |
2678 | can find a working example on the map |
2790 | can find a working example on the map |
2679 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2791 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2680 | </use> |
2792 | </use> |
2681 | <attribute arch="dam" editor="spell" type="spell"> |
2793 | <attribute arch="dam" editor="spell" type="spell"> |
2682 | The magic wall will cast this <spell>. |
2794 | The magic wall will cast this <spell>. |
2683 | </attribute> |
2795 | </attribute> |
2684 | <attribute arch="level" editor="spell level" type="int"> |
2796 | <attribute arch="level" editor="spell level" type="int"> |
2685 | The wall will cast it's spells at level <spell level>. "level 1" |
2797 | The wall will cast it's spells at level <spell level>. "level 1" |
2686 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2798 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2687 | spells. Arch default is level 1 - you should always set this value |
2799 | spells. Arch default is level 1 - you should always set this value |
2688 | to meet the overall difficulty of your map. |
2800 | to meet the overall difficulty of your map. |
2689 | </attribute> |
2801 | </attribute> |
2690 | <attribute arch="connected" editor="connection" type="int"> |
2802 | <attribute arch="connected" editor="connection" type="string"> |
2691 | Every time the <connection> value is triggered, the wall will cast |
2803 | Every time the <connection> value is triggered, the wall will cast |
2692 | it's spell. You should set <casting speed> to zero, or this won't |
2804 | it's spell. You should set <casting speed> to zero, or this won't |
2693 | have much visible effect. |
2805 | have much visible effect. |
2694 | </attribute> |
2806 | </attribute> |
|
|
2807 | &activate_on; |
2695 | <attribute arch="speed" editor="casting speed" type="float"> |
2808 | <attribute arch="speed" editor="casting speed" type="float"> |
2696 | The <casting speed> defines the spellcasting speed of the wall. |
2809 | The <casting speed> defines the spellcasting speed of the wall. |
2697 | You can fine-tune how long the duration between two casts shall |
2810 | You can fine-tune how long the duration between two casts shall |
2698 | be. If you want to create a wall that can be activated (cast per |
2811 | be. If you want to create a wall that can be activated (cast per |
2699 | trigger) via connected lever/button/etc, you must set "speed 0". |
2812 | trigger) via connected lever/button/etc, you must set "speed 0". |
… | |
… | |
2723 | A magic wall of high <armour class> is less likely to get hit from |
2836 | A magic wall of high <armour class> is less likely to get hit from |
2724 | an opponent. <armour class> can be considered the "counterpiece" |
2837 | an opponent. <armour class> can be considered the "counterpiece" |
2725 | to <weapon class>. |
2838 | to <weapon class>. |
2726 | </attribute> |
2839 | </attribute> |
2727 | </section> |
2840 | </section> |
2728 | <section name="resistance"> |
2841 | &resistances_basic; |
2729 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2730 | </attribute> |
|
|
2731 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2732 | </attribute> |
|
|
2733 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2734 | </attribute> |
|
|
2735 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2736 | </attribute> |
|
|
2737 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2738 | </attribute> |
|
|
2739 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2740 | </attribute> |
|
|
2741 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2742 | </attribute> |
|
|
2743 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2744 | </attribute> |
|
|
2745 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2746 | </attribute> |
|
|
2747 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2748 | </attribute> |
|
|
2749 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2750 | </attribute> |
|
|
2751 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2752 | </attribute> |
|
|
2753 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2754 | </attribute> |
|
|
2755 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2756 | </attribute> |
|
|
2757 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2758 | </attribute> |
|
|
2759 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2760 | </attribute> |
|
|
2761 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2762 | </attribute> |
|
|
2763 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2764 | </attribute> |
|
|
2765 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2766 | </attribute> |
|
|
2767 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2768 | </attribute> |
|
|
2769 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2770 | </attribute> |
|
|
2771 | </section> |
|
|
2772 | </type> |
2842 | </type> |
2773 | |
2843 | |
2774 | <!--####################################################################--> |
2844 | <!--####################################################################--> |
2775 | <type number="55" name="Marker"> |
2845 | <type number="55" name="Marker"> |
2776 | <ignore> |
2846 | <ignore> |
… | |
… | |
2781 | player stepping on it. This force does nothing except containing a |
2851 | player stepping on it. This force does nothing except containing a |
2782 | <key string> which can be discovered by detectors or inventory |
2852 | <key string> which can be discovered by detectors or inventory |
2783 | checkers. It is also possible to use markers for removing marks again. |
2853 | checkers. It is also possible to use markers for removing marks again. |
2784 | <br><br> |
2854 | <br><br> |
2785 | Note that the player has no possibility to "see" his own marks, |
2855 | Note that the player has no possibility to "see" his own marks, |
2786 | except by the effect that they cause on the maps. ]]> |
2856 | except by the effect that they cause on the maps.]]> |
2787 | </description> |
2857 | </description> |
2788 | <use><![CDATA[ |
2858 | <use><![CDATA[ |
2789 | Markers hold real cool possibilities for map-making. I encourage |
2859 | Markers hold real cool possibilities for map-making. I encourage |
2790 | you to use them frequently. However there is one negative point |
2860 | you to use them frequently. However there is one negative point |
2791 | about markers: Players don't "see" what's going on with them. It is |
2861 | about markers: Players don't "see" what's going on with them. It is |
2792 | your task, as map-creator, to make sure the player is always well |
2862 | your task, as map-creator, to make sure the player is always well |
2793 | informed and never confused. |
2863 | informed and never confused. |
2794 | <br><br> |
2864 | <br><br> |
2795 | Please avoid infinite markers when they aren't needed. They're |
2865 | Please avoid infinite markers when they aren't needed. They're |
2796 | using a little space in the player file after all, so if there |
2866 | using a little space in the player file after all, so if there |
2797 | is no real purpose, set an expire time. ]]> |
2867 | is no real purpose, set an expire time.]]> |
2798 | </use> |
2868 | </use> |
2799 | <attribute arch="no_pick" value="1" type="fixed" /> |
2869 | <attribute arch="no_pick" value="1" type="fixed" /> |
2800 | <attribute arch="slaying" editor="key string" type="string"> |
2870 | <attribute arch="slaying" editor="key string" type="string"> |
2801 | The <key string> can be detected by inv. checkers/detectors. |
2871 | The <key string> can be detected by inv. checkers/detectors. |
2802 | If the player already has a force with that <key string>, |
2872 | If the player already has a force with that <key string>, |
2803 | there won't be inserted a second one. |
2873 | there won't be inserted a second one. |
2804 | </attribute> |
2874 | </attribute> |
2805 | <attribute arch="connected" editor="connection" type="int"> |
2875 | <attribute arch="connected" editor="connection" type="string"> |
2806 | When the detector is triggered, all objects with the same |
2876 | When the detector is triggered, all objects with the same |
2807 | connection value get activated. |
2877 | connection value get activated. |
2808 | </attribute> |
2878 | </attribute> |
2809 | <attribute arch="speed" editor="marking speed" type="float"> |
2879 | <attribute arch="speed" editor="marking speed" type="float"> |
2810 | The <marking speed> defines how quickly it will mark something |
2880 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2848 | When a player picks an item from a shop and attempts to |
2918 | When a player picks an item from a shop and attempts to |
2849 | walk over the shop mat, the item's selling-price is automatically |
2919 | walk over the shop mat, the item's selling-price is automatically |
2850 | subtracted from the player's money. |
2920 | subtracted from the player's money. |
2851 | <br><br> |
2921 | <br><br> |
2852 | For money, always use the default arches. |
2922 | For money, always use the default arches. |
2853 | Don't modify them. ]]> |
2923 | Don't modify them.]]> |
2854 | </description> |
2924 | </description> |
2855 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2925 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2856 | </type> |
2926 | </type> |
2857 | |
2927 | |
2858 | <!--####################################################################--> |
2928 | <!--####################################################################--> |
… | |
… | |
2873 | Monsters can behave in various kinds of ways. |
2943 | Monsters can behave in various kinds of ways. |
2874 | They can be aggressive, attacking the player. Or peaceful, |
2944 | They can be aggressive, attacking the player. Or peaceful, |
2875 | helping the player - maybe joining him as pet. |
2945 | helping the player - maybe joining him as pet. |
2876 | The unagressive creatures who communicate with players are |
2946 | The unagressive creatures who communicate with players are |
2877 | usually called "NPCs" (Non Player Character), a well-known |
2947 | usually called "NPCs" (Non Player Character), a well-known |
2878 | term in role-play environments. ]]> |
2948 | term in role-play environments.]]> |
2879 | </description> |
2949 | </description> |
2880 | <use><![CDATA[ |
2950 | <use><![CDATA[ |
2881 | Monsters play a central role in most maps. Choosing the right |
2951 | Monsters play a central role in most maps. Choosing the right |
2882 | combination of monsters for your map is vital: |
2952 | combination of monsters for your map is vital: |
2883 | <UL> |
2953 | <UL> |
… | |
… | |
2908 | can use. |
2978 | can use. |
2909 | </UL> |
2979 | </UL> |
2910 | I know it's impossible to make the perfectly balanced map. There's always |
2980 | I know it's impossible to make the perfectly balanced map. There's always |
2911 | some part which is found too easy or too hard for a certain kind of player. |
2981 | some part which is found too easy or too hard for a certain kind of player. |
2912 | Just give it your best shot. And listen to feedback from players if you |
2982 | Just give it your best shot. And listen to feedback from players if you |
2913 | receive some. :-) ]]> |
2983 | receive some. :-)]]> |
2914 | </use> |
2984 | </use> |
2915 | <attribute arch="alive" value="1" type="fixed" /> |
2985 | <attribute arch="alive" value="1" type="fixed" /> |
2916 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2986 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2917 | When the monster is killed, items from the treasurelist will |
2987 | When the monster is killed, items from the treasurelist will |
2918 | drop to the ground. This is a common way to reward players |
2988 | drop to the ground. This is a common way to reward players |
2919 | for killing (masses of) monsters. |
2989 | for killing (masses of) monsters. |
2920 | |
2990 | |
2921 | Note that you can always put items into the monster's |
2991 | Note that you can always put items into the monster's |
2922 | inventory. Those will drop-at-kill just like the stuff |
2992 | inventory. Those will drop-at-kill just like the stuff |
2923 | from the <treasurelist>. |
2993 | from the <treasurelist>. |
|
|
2994 | </attribute> |
|
|
2995 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2996 | Set this flag to move treasure items created into the environment (map) |
|
|
2997 | instead of putting them into the object. |
2924 | </attribute> |
2998 | </attribute> |
2925 | <attribute arch="level" editor="level" type="int"> |
2999 | <attribute arch="level" editor="level" type="int"> |
2926 | A monster's <level> is the most important attribute. |
3000 | A monster's <level> is the most important attribute. |
2927 | <level> affects the power of a monster in various ways. |
3001 | <level> affects the power of a monster in various ways. |
2928 | </attribute> |
3002 | </attribute> |
… | |
… | |
2975 | </attribute> |
3049 | </attribute> |
2976 | <attribute arch="carrying" editor="carries weight" type="int"> |
3050 | <attribute arch="carrying" editor="carries weight" type="int"> |
2977 | If a monster has something in the inventory, this |
3051 | If a monster has something in the inventory, this |
2978 | value can be set to reflect the slowdown due to |
3052 | value can be set to reflect the slowdown due to |
2979 | the carried weight. |
3053 | the carried weight. |
|
|
3054 | </attribute> |
|
|
3055 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
3056 | Set this flag to indicate that this monster is precious, i.e. |
|
|
3057 | it should not be lightly destroyed. This is most useful on pets and |
|
|
3058 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
3059 | and will try to save them when the player logs out. |
2980 | </attribute> |
3060 | </attribute> |
2981 | |
3061 | |
2982 | <section name="melee"> |
3062 | <section name="melee"> |
2983 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3063 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2984 | This number is a bitmask, specifying the monster's attacktypes |
3064 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3156 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3236 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3157 | Monsters which <stand still> won't move to leave their position. |
3237 | Monsters which <stand still> won't move to leave their position. |
3158 | When agressive, they will attack all enemies who get close to |
3238 | When agressive, they will attack all enemies who get close to |
3159 | them. This behaviour is commonly known from castle guards. |
3239 | them. This behaviour is commonly known from castle guards. |
3160 | |
3240 | |
3161 | In older versions of Crossfire it was possible to eventually |
3241 | In older versions of Deliantra it was possible to eventually |
3162 | push a <stand still>-monster out of position by force. |
3242 | push a <stand still>-monster out of position by force. |
3163 | I believe this is no longer possible. Neverthless, you should |
3243 | I believe this is no longer possible. Neverthless, you should |
3164 | still be cautious when lining up <stand still>-monster in order |
3244 | still be cautious when lining up <stand still>-monster in order |
3165 | to "defend" something: Such monsters are rather easy to kill. |
3245 | to "defend" something: Such monsters are rather easy to kill. |
3166 | It's good for low level maps, but not much more. |
3246 | It's good for low level maps, but not much more. |
… | |
… | |
3202 | When the monster's health points drop below this percentage |
3282 | When the monster's health points drop below this percentage |
3203 | (relative to max health), it attempts to run away from the |
3283 | (relative to max health), it attempts to run away from the |
3204 | attacker. |
3284 | attacker. |
3205 | </attribute> |
3285 | </attribute> |
3206 | </section> |
3286 | </section> |
3207 | |
3287 | &resistances_basic; |
3208 | <section name="resistance"> |
|
|
3209 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3210 | </attribute> |
|
|
3211 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3212 | </attribute> |
|
|
3213 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3214 | </attribute> |
|
|
3215 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3216 | </attribute> |
|
|
3217 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3218 | </attribute> |
|
|
3219 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3220 | </attribute> |
|
|
3221 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3222 | </attribute> |
|
|
3223 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3224 | </attribute> |
|
|
3225 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3226 | </attribute> |
|
|
3227 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3228 | </attribute> |
|
|
3229 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3230 | </attribute> |
|
|
3231 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3232 | </attribute> |
|
|
3233 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3234 | </attribute> |
|
|
3235 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3236 | </attribute> |
|
|
3237 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3238 | </attribute> |
|
|
3239 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3240 | </attribute> |
|
|
3241 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3242 | </attribute> |
|
|
3243 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3244 | </attribute> |
|
|
3245 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3246 | </attribute> |
|
|
3247 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3248 | </attribute> |
|
|
3249 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3250 | </attribute> |
|
|
3251 | </section> |
|
|
3252 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3288 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3253 | </attribute> |
3289 | </attribute> |
3254 | </type> |
3290 | </type> |
3255 | |
3291 | |
3256 | <!--####################################################################--> |
3292 | <!--####################################################################--> |
… | |
… | |
3261 | <attribute arch="name_pl" /> |
3297 | <attribute arch="name_pl" /> |
3262 | <attribute arch="nrof" /> |
3298 | <attribute arch="nrof" /> |
3263 | <attribute arch="value" /> |
3299 | <attribute arch="value" /> |
3264 | <attribute arch="unpaid" /> |
3300 | <attribute arch="unpaid" /> |
3265 | </ignore> |
3301 | </ignore> |
3266 | <description><![CDATA[ |
3302 | <description> |
3267 | A grimreaper is a monster that vanishes after it did some number of |
3303 | A grimreaper is a monster that vanishes after it did some number of |
3268 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3304 | draining attacks. |
3269 | </description> |
3305 | </description> |
3270 | <section name="grimreaper"> |
3306 | <section name="grimreaper"> |
3271 | <attribute arch="value" editor="attacks" type="int"> |
3307 | <attribute arch="value" editor="attacks" type="int"> |
3272 | The object vanishes after this number of draining attacks. |
3308 | The object vanishes after this number of draining attacks. |
3273 | </attribute> |
3309 | </attribute> |
… | |
… | |
3281 | </ignore> |
3317 | </ignore> |
3282 | <description><![CDATA[ |
3318 | <description><![CDATA[ |
3283 | As the name implies, mood floors can change the "mood" of |
3319 | As the name implies, mood floors can change the "mood" of |
3284 | a monsters/NPC. For example, an unagressive monster could be |
3320 | a monsters/NPC. For example, an unagressive monster could be |
3285 | turned mad to start attacking. Similar, an agressive monster |
3321 | turned mad to start attacking. Similar, an agressive monster |
3286 | could be calmed. ]]> |
3322 | could be calmed.]]> |
3287 | </description> |
3323 | </description> |
3288 | <use><![CDATA[ |
3324 | <use><![CDATA[ |
3289 | Mood floors are absolutely cool for NPC interaction. To make an |
3325 | Mood floors are absolutely cool for NPC interaction. To make an |
3290 | unaggressive monster/NPC attack, put a creator with "other_arch |
3326 | unaggressive monster/NPC attack, put a creator with "other_arch |
3291 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3327 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3295 | it directly to a magic_ear. Then the player speaks a keyword like |
3331 | it directly to a magic_ear. Then the player speaks a keyword like |
3296 | "help me" - and the NPC joins him as pet. |
3332 | "help me" - and the NPC joins him as pet. |
3297 | <br><br> |
3333 | <br><br> |
3298 | (Of course you must always give clear hints about keywords! |
3334 | (Of course you must always give clear hints about keywords! |
3299 | And there is no reason why you couldn't use a button/lever/pedestal |
3335 | And there is no reason why you couldn't use a button/lever/pedestal |
3300 | etc. instead of a magic_ear.) ]]> |
3336 | etc. instead of a magic_ear.)]]> |
3301 | </use> |
3337 | </use> |
3302 | <attribute arch="no_pick" value="1" type="fixed" /> |
3338 | <attribute arch="no_pick" value="1" type="fixed" /> |
3303 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3339 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3304 | <mood> is used to determine what will happen to the |
3340 | <mood> is used to determine what will happen to the |
3305 | monster when affected by the mood floor: |
3341 | monster when affected by the mood floor: |
… | |
… | |
3315 | <mood> 'charm': Turns monster into a pet of person |
3351 | <mood> 'charm': Turns monster into a pet of person |
3316 | who triggers the square. This setting is not |
3352 | who triggers the square. This setting is not |
3317 | enabled for continous operation, you need to |
3353 | enabled for continous operation, you need to |
3318 | insert a <connection> value! |
3354 | insert a <connection> value! |
3319 | </attribute> |
3355 | </attribute> |
3320 | <attribute arch="connected" editor="connection" type="int"> |
3356 | <attribute arch="connected" editor="connection" type="string"> |
3321 | This should only be set in combination with <mood number> 4. |
3357 | This should only be set in combination with <mood number> 4. |
3322 | Normally, monsters are affected by the mood floor as soon as they |
3358 | Normally, monsters are affected by the mood floor as soon as they |
3323 | step on it. But charming (monster -> pet) is too powerful, |
3359 | step on it. But charming (monster -> pet) is too powerful, |
3324 | so it needs to be activated. |
3360 | so it needs to be activated. |
3325 | |
3361 | |
… | |
… | |
3349 | can monsters. Motion is involuntary. Additionally, players or |
3385 | can monsters. Motion is involuntary. Additionally, players or |
3350 | monsters can be "frozen" while ontop of movers so that they MUST |
3386 | monsters can be "frozen" while ontop of movers so that they MUST |
3351 | move along a chain of them. |
3387 | move along a chain of them. |
3352 | <br><br> |
3388 | <br><br> |
3353 | Multisquare monsters can be moved as well, given |
3389 | Multisquare monsters can be moved as well, given |
3354 | enough space. Movers are usually invisible. ]]> |
3390 | enough space. Movers are usually invisible.]]> |
3355 | </description> |
3391 | </description> |
3356 | <use><![CDATA[ |
3392 | <use><![CDATA[ |
3357 | NEVER EVER consider a mover being unpassable in the backwards |
3393 | NEVER EVER consider a mover being unpassable in the backwards |
3358 | direction. Setting "forced movement" makes it seemingly impossible |
3394 | direction. Setting "forced movement" makes it seemingly impossible |
3359 | but there is still a trick: One player can push a second player |
3395 | but there is still a trick: One player can push a second player |
… | |
… | |
3366 | cannot be discovered with the show_invisible spell. |
3402 | cannot be discovered with the show_invisible spell. |
3367 | <br><br> |
3403 | <br><br> |
3368 | Note that Movers and Directors are seperate objects, even though |
3404 | Note that Movers and Directors are seperate objects, even though |
3369 | they look and act similar. Directors only do spells/missiles, |
3405 | they look and act similar. Directors only do spells/missiles, |
3370 | while movers only do living creatures (depending on how it |
3406 | while movers only do living creatures (depending on how it |
3371 | is set: monsters and players). ]]> |
3407 | is set: monsters and players).]]> |
3372 | </use> |
3408 | </use> |
3373 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3409 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3374 | If forced movement is enabled, the mover "freezes" anyone it |
3410 | If forced movement is enabled, the mover "freezes" anyone it |
3375 | moves (so they are forced to move along a chain). |
3411 | moves (so they are forced to move along a chain). |
3376 | For players there is no way to escape this forced movement, |
3412 | For players there is no way to escape this forced movement, |
… | |
… | |
3428 | <ignore_list name="non_pickable" /> |
3464 | <ignore_list name="non_pickable" /> |
3429 | </ignore> |
3465 | </ignore> |
3430 | <description><![CDATA[ |
3466 | <description><![CDATA[ |
3431 | Pedestals are designed to detect certain types of living objects. |
3467 | Pedestals are designed to detect certain types of living objects. |
3432 | When a predefined type of living creature steps on the pedestal, the |
3468 | When a predefined type of living creature steps on the pedestal, the |
3433 | connected value is triggered. ]]> |
3469 | connected value is triggered.]]> |
3434 | </description> |
3470 | </description> |
3435 | <use><![CDATA[ |
3471 | <use><![CDATA[ |
3436 | If you want to create a place where only players of a certain race |
3472 | If you want to create a place where only players of a certain race |
3437 | can enter, put a teleporter over your pedestal. So the teleporter is |
3473 | can enter, put a teleporter over your pedestal. So the teleporter is |
3438 | only activated for players of the matching race. Do not use gates, |
3474 | only activated for players of the matching race. Do not use gates, |
3439 | because many other players could sneak in. If you put powerful |
3475 | because many other players could sneak in. If you put powerful |
3440 | artifacts into such places, generally set "startequip 1", so that |
3476 | artifacts into such places, generally set "startequip 1", so that |
3441 | they are preserved for that one race and can't be traded to others. ]]> |
3477 | they are preserved for that one race and can't be traded to others.]]> |
3442 | </use> |
3478 | </use> |
3443 | <attribute arch="no_pick" value="1" type="fixed" /> |
3479 | <attribute arch="no_pick" value="1" type="fixed" /> |
3444 | <attribute arch="slaying" editor="match race" type="string"> |
3480 | <attribute arch="slaying" editor="match race" type="string"> |
3445 | the <match race> defines the object we're looking for. If <match race> |
3481 | the <match race> defines the object we're looking for. If <match race> |
3446 | matches the monster's or the player's race, we have a match. |
3482 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3449 | |
3485 | |
3450 | If it is set to "player", any player stepping on the pedestal |
3486 | If it is set to "player", any player stepping on the pedestal |
3451 | is a match. Very useful if you want to open a gate for players |
3487 | is a match. Very useful if you want to open a gate for players |
3452 | but not for monsters. |
3488 | but not for monsters. |
3453 | </attribute> |
3489 | </attribute> |
3454 | <attribute arch="connected" editor="connection" type="int"> |
3490 | <attribute arch="connected" editor="connection" type="string"> |
3455 | When the pedestal is triggered, all objects with the same |
3491 | When the pedestal is triggered, all objects with the same |
3456 | connection value get activated. |
3492 | connection value get activated. |
3457 | </attribute> |
3493 | </attribute> |
3458 | &move_on; |
3494 | &move_on; |
3459 | </type> |
3495 | </type> |
… | |
… | |
3464 | <ignore_list name="non_pickable" /> |
3500 | <ignore_list name="non_pickable" /> |
3465 | </ignore> |
3501 | </ignore> |
3466 | <description><![CDATA[ |
3502 | <description><![CDATA[ |
3467 | Pits are holes, transporting the player when he walks (and falls) into them. |
3503 | Pits are holes, transporting the player when he walks (and falls) into them. |
3468 | A speciality about pits is that they don't transport the player to |
3504 | A speciality about pits is that they don't transport the player to |
3469 | the exact destination, but within a two-square radius of the destination |
3505 | the exact destination, but within a configurable radius of the destination |
3470 | (never on blocked squares).<br> |
3506 | (never on blocked squares).<br> |
3471 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3507 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3472 | Monsters and items are affected by pits just as well as players. |
3508 | Monsters and items are affected by pits just as well as players. |
3473 | Even multipart monsters can fall through them, given enough space. ]]> |
3509 | Even multipart monsters can fall through them, given enough space.]]> |
3474 | </description> |
3510 | </description> |
3475 | <use><![CDATA[ |
3511 | <use><![CDATA[ |
3476 | Pits can add interesting effects to your map. When using them, make |
3512 | Pits can add interesting effects to your map. When using them, make |
3477 | sure to use them in a "logical way": Pits should always drop the |
3513 | sure to use them in a "logical way": Pits should always drop the |
3478 | player to some kind of lower level. They should not be used to |
3514 | player to some kind of lower level. They should not be used to |
3479 | randomly interconnect maps like teleporters do. ]]> |
3515 | randomly interconnect maps like teleporters do.]]> |
3480 | </use> |
3516 | </use> |
3481 | <attribute arch="no_pick" value="1" type="fixed" /> |
3517 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3518 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3519 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3520 | </attribute> |
3482 | <attribute arch="connected" editor="connection" type="int"> |
3521 | <attribute arch="connected" editor="connection" type="string"> |
3483 | When a <connection> value is set, the pit can be opened/closed |
3522 | When a <connection> value is set, the pit can be opened/closed |
3484 | by activating the connection. |
3523 | by activating the connection. |
3485 | </attribute> |
3524 | </attribute> |
|
|
3525 | &activate_on; |
3486 | <attribute arch="hp" editor="destination X" type="int"> |
3526 | <attribute arch="hp" editor="destination X" type="int"> |
3487 | The pit will transport creatures (and items) randomly into a two-square |
3527 | The pit will transport creatures (and items) randomly into a two-square |
3488 | radius of the destination coordinates. |
3528 | radius of the destination coordinates. |
3489 | If the destination square becomes blocked, the pit will act like |
3529 | If the destination square becomes blocked, the pit will act like |
3490 | being filled up and not work anymore! |
3530 | being filled up and not work anymore! |
… | |
… | |
3506 | |
3546 | |
3507 | <!--####################################################################--> |
3547 | <!--####################################################################--> |
3508 | <type number="7" name="Poison Food"> |
3548 | <type number="7" name="Poison Food"> |
3509 | <description><![CDATA[ |
3549 | <description><![CDATA[ |
3510 | When eating, the player's stomache is drained by 1/4 of food. |
3550 | When eating, the player's stomache is drained by 1/4 of food. |
3511 | If his food drops to zero, the player might even die. ]]> |
3551 | If his food drops to zero, the player might even die.]]> |
3512 | </description> |
3552 | </description> |
3513 | </type> |
3553 | </type> |
3514 | |
3554 | |
3515 | <!--####################################################################--> |
3555 | <!--####################################################################--> |
3516 | <type number="5" name="Potion"> |
3556 | <type number="5" name="Potion"> |
3517 | <description><![CDATA[ |
3557 | <description><![CDATA[ |
3518 | The player can drink these and gain various kinds of benefits |
3558 | The player can drink these and gain various kinds of benefits |
3519 | (/penalties) by doing so. ]]> |
3559 | (/penalties) by doing so.]]> |
3520 | </description> |
3560 | </description> |
3521 | <use><![CDATA[ |
3561 | <use><![CDATA[ |
3522 | One potion should never give multiple benefits at once. ]]> |
3562 | One potion should never give multiple benefits at once.]]> |
3523 | </use> |
3563 | </use> |
3524 | <attribute arch="level" editor="potion level" type="int"> |
3564 | <attribute arch="level" editor="potion level" type="int"> |
3525 | If the potion contains a spell, the spell is cast at this level. |
3565 | If the potion contains a spell, the spell is cast at this level. |
3526 | For other potions it should be set at least to 1. |
3566 | For other potions it should be set at least to 1. |
3527 | </attribute> |
3567 | </attribute> |
… | |
… | |
3545 | </attribute> |
3585 | </attribute> |
3546 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3586 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3547 | A godgiven item vanishes as soon as the player |
3587 | A godgiven item vanishes as soon as the player |
3548 | drops it to the ground. |
3588 | drops it to the ground. |
3549 | </attribute> |
3589 | </attribute> |
3550 | <section name="stats"> |
3590 | &player_stat_resist_sections; |
3551 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3552 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3553 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3554 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3555 | stats if positive. |
|
|
3556 | </attribute> |
|
|
3557 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3558 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3559 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3560 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3561 | stats if positive. |
|
|
3562 | </attribute> |
|
|
3563 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3564 | The player's constitution will rise/fall by the given value for permanent |
|
|
3565 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3566 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3567 | stats if positive. |
|
|
3568 | </attribute> |
|
|
3569 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3570 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3571 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3572 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3573 | stats if positive. |
|
|
3574 | </attribute> |
|
|
3575 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3576 | The player's power will rise/fall by the given value for permanent |
|
|
3577 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3578 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3579 | stats if positive. |
|
|
3580 | </attribute> |
|
|
3581 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3582 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3583 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3584 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3585 | stats if positive. |
|
|
3586 | </attribute> |
|
|
3587 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3588 | The player's charisma will rise/fall by the given value for permanent |
|
|
3589 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3590 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3591 | stats if positive. |
|
|
3592 | </attribute> |
|
|
3593 | </section> |
|
|
3594 | <section name="resistance"> |
|
|
3595 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3596 | The player's resistance to physical will rise by this value in percent |
|
|
3597 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3598 | add on the values from the player's equipment. |
|
|
3599 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3600 | </attribute> |
|
|
3601 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3602 | The player's resistance to magic will rise by this value in percent |
|
|
3603 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3604 | add on the values from the player's equipment. |
|
|
3605 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3606 | </attribute> |
|
|
3607 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3608 | The player's resistance to fire will rise by this value in percent |
|
|
3609 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3610 | add on the values from the player's equipment. |
|
|
3611 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3612 | </attribute> |
|
|
3613 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3614 | The player's resistance to electricity will rise by this value in percent |
|
|
3615 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3616 | add on the values from the player's equipment. |
|
|
3617 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3618 | </attribute> |
|
|
3619 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3620 | The player's resistance to cold will rise by this value in percent |
|
|
3621 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3622 | add on the values from the player's equipment. |
|
|
3623 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3624 | </attribute> |
|
|
3625 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3626 | The player's resistance to acid will rise by this value in percent |
|
|
3627 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3628 | add on the values from the player's equipment. |
|
|
3629 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3630 | </attribute> |
|
|
3631 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3632 | The player's resistance to confusion will rise by this value in percent |
|
|
3633 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3634 | add on the values from the player's equipment. |
|
|
3635 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3636 | </attribute> |
|
|
3637 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3638 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3639 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3640 | add on the values from the player's equipment. |
|
|
3641 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3642 | </attribute> |
|
|
3643 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3644 | The player's resistance to paralyze will rise by this value in percent |
|
|
3645 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3646 | add on the values from the player's equipment. |
|
|
3647 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3648 | </attribute> |
|
|
3649 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3650 | The player's resistance to draining will rise by this value in percent |
|
|
3651 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3652 | add on the values from the player's equipment. |
|
|
3653 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3654 | </attribute> |
|
|
3655 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3656 | The player's resistance to depletion will rise by this value in percent |
|
|
3657 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3658 | add on the values from the player's equipment. |
|
|
3659 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3660 | </attribute> |
|
|
3661 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3662 | The player's resistance to poison will rise by this value in percent |
|
|
3663 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3664 | add on the values from the player's equipment. |
|
|
3665 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3666 | </attribute> |
|
|
3667 | </section> |
|
|
3668 | </type> |
3591 | </type> |
3669 | |
3592 | |
3670 | <!--####################################################################--> |
3593 | <!--####################################################################--> |
3671 | <type number="156" name="Power Crystal"> |
3594 | <type number="156" name="Power Crystal"> |
3672 | <description><![CDATA[ |
3595 | <description><![CDATA[ |
3673 | Power crystals can store a player's mana: |
3596 | Power crystals can store a player's mana: |
3674 | When the player applies the crystal with full mana, half of |
3597 | When the player applies the crystal with full mana, half of |
3675 | it flows into the crystal. When the player applies it with |
3598 | it flows into the crystal. When the player applies it with |
3676 | lacking mana, the crystal replenishes the player's mana. ]]> |
3599 | lacking mana, the crystal replenishes the player's mana.]]> |
3677 | </description> |
3600 | </description> |
3678 | <attribute arch="sp" editor="initial mana" type="int"> |
3601 | <attribute arch="sp" editor="initial mana" type="int"> |
3679 | <initial mana> is the amount of spellpoints that the |
3602 | <initial mana> is the amount of spellpoints that the |
3680 | crystal holds when the map is loaded. |
3603 | crystal holds when the map is loaded. |
3681 | </attribute> |
3604 | </attribute> |
… | |
… | |
3693 | Projectiles like arrows/crossbow bolts are used as ammunition |
3616 | Projectiles like arrows/crossbow bolts are used as ammunition |
3694 | for shooting weapons. |
3617 | for shooting weapons. |
3695 | <br><br> |
3618 | <br><br> |
3696 | It's very easy to add new pairs of weapons & projectiles. |
3619 | It's very easy to add new pairs of weapons & projectiles. |
3697 | Just set matching <ammunition class> both for shooting |
3620 | Just set matching <ammunition class> both for shooting |
3698 | weapon and projectile. ]]> |
3621 | weapon and projectile.]]> |
3699 | </description> |
3622 | </description> |
3700 | <use><![CDATA[ |
3623 | <use><![CDATA[ |
3701 | If you want to create new kinds of projectiles, you could |
3624 | If you want to create new kinds of projectiles, you could |
3702 | add an alchemical receipe to create these. |
3625 | add an alchemical receipe to create these. |
3703 | |
3626 | |
3704 | Don't create new pairs of weapons & projectiles unless |
3627 | Don't create new pairs of weapons & projectiles unless |
3705 | they really fullfill a useful purpose. In fact, even bows |
3628 | they really fullfill a useful purpose. In fact, even bows |
3706 | and crossbows are rarely ever used. ]]> |
3629 | and crossbows are rarely ever used.]]> |
3707 | </use> |
3630 | </use> |
3708 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3631 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3709 | This number is a bitmask, specifying the projectile's attacktypes. |
3632 | This number is a bitmask, specifying the projectile's attacktypes. |
3710 | Attacktypes are: physical, magical, fire, cold.. etc. |
3633 | Attacktypes are: physical, magical, fire, cold.. etc. |
3711 | This works identical to melee weapons. Note that shooting |
3634 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3773 | <type number="70" name="Ring"> |
3696 | <type number="70" name="Ring"> |
3774 | <import_type name="Amulet" /> |
3697 | <import_type name="Amulet" /> |
3775 | <description><![CDATA[ |
3698 | <description><![CDATA[ |
3776 | Rings are worn on the hands - one ring each. |
3699 | Rings are worn on the hands - one ring each. |
3777 | Wearing rings, the object's stats will directly be inherited to |
3700 | Wearing rings, the object's stats will directly be inherited to |
3778 | the player. Usually enhancing his spellcasting potential. ]]> |
3701 | the player. Usually enhancing his spellcasting potential.]]> |
3779 | </description> |
3702 | </description> |
3780 | <use><![CDATA[ |
3703 | <use><![CDATA[ |
3781 | When you create an artifact ring, never forget that players can |
3704 | When you create an artifact ring, never forget that players can |
3782 | wear <B>two</B> rings! Due to that it is extremely important to |
3705 | wear <B>two</B> rings! Due to that it is extremely important to |
3783 | keep rings in balance with the game. |
3706 | keep rings in balance with the game. |
3784 | <br><br> |
3707 | <br><br> |
3785 | Also keep in mind that rings are generally the wizard's tools. |
3708 | Also keep in mind that rings are generally the wizard's tools. |
3786 | They should primarily grant bonuses to spellcasting abilities |
3709 | They should primarily grant bonuses to spellcasting abilities |
3787 | and non-physical resistances. ]]> |
3710 | and non-physical resistances.]]> |
3788 | </use> |
3711 | </use> |
3789 | </type> |
3712 | </type> |
3790 | |
3713 | |
3791 | <!--####################################################################--> |
3714 | <!--####################################################################--> |
3792 | <type number="3" name="Rod"> |
3715 | <type number="3" name="Rod"> |
… | |
… | |
3795 | </ignore> |
3718 | </ignore> |
3796 | <description><![CDATA[ |
3719 | <description><![CDATA[ |
3797 | A rod contains a spell. The player can use this spell by applying and |
3720 | A rod contains a spell. The player can use this spell by applying and |
3798 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3721 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3799 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3722 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3800 | used endlessly. ]]> |
3723 | used endlessly.]]> |
3801 | </description> |
3724 | </description> |
3802 | <use><![CDATA[ |
3725 | <use><![CDATA[ |
3803 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3726 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3804 | to be used for that purpose. Though, potions are expensive and only good for |
3727 | to be used for that purpose. Though, potions are expensive and only good for |
3805 | one-time-use.<br> ]]> |
3728 | one-time-use.<br>]]> |
3806 | </use> |
3729 | </use> |
3807 | <attribute arch="sp" editor="spell" type="spell"> |
3730 | <attribute arch="sp" editor="spell" type="spell"> |
3808 | Sets the <spell> of the rod. Consider twice before handing out special |
3731 | Sets the <spell> of the rod. Consider twice before handing out special |
3809 | rods to players, since they can be used endlessly without any mana cost! |
3732 | rods to players, since they can be used endlessly without any mana cost! |
3810 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3733 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3850 | Runes hit any monster or person who steps on them for 'dam' damage in |
3773 | Runes hit any monster or person who steps on them for 'dam' damage in |
3851 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3774 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3852 | and will cast this spell when it detonates. Yet another kind is the |
3775 | and will cast this spell when it detonates. Yet another kind is the |
3853 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3776 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3854 | <br><br> |
3777 | <br><br> |
3855 | Many runes are already defined in the archetypes. ]]> |
3778 | Many runes are already defined in the archetypes.]]> |
3856 | </description> |
3779 | </description> |
3857 | <use><![CDATA[ |
3780 | <use><![CDATA[ |
3858 | Avoid monsters stepping on your runes. For example, summoning runes |
3781 | Avoid monsters stepping on your runes. For example, summoning runes |
3859 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3782 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3860 | </use> |
3783 | </use> |
3861 | <attribute arch="no_pick" value="1" type="fixed" /> |
3784 | <attribute arch="no_pick" value="1" type="fixed" /> |
3862 | &move_on; |
3785 | &move_on; |
3863 | <attribute arch="level" editor="rune level" type="int"> |
3786 | <attribute arch="level" editor="rune level" type="int"> |
3864 | This value sets the level the rune will cast the spell it contains at, |
3787 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3932 | <ignore_list name="non_pickable" /> |
3855 | <ignore_list name="non_pickable" /> |
3933 | </ignore> |
3856 | </ignore> |
3934 | <description><![CDATA[ |
3857 | <description><![CDATA[ |
3935 | When the player applies a savebed, he is not only saved. Both his |
3858 | When the player applies a savebed, he is not only saved. Both his |
3936 | respawn-after-death and his word-of-recall positions are pointing |
3859 | respawn-after-death and his word-of-recall positions are pointing |
3937 | to the last-applied savebed. ]]> |
3860 | to the last-applied savebed.]]> |
3938 | </description> |
3861 | </description> |
3939 | <use><![CDATA[ |
3862 | <use><![CDATA[ |
3940 | Put savebed locations in towns, do not put them into dungeons. |
3863 | Put savebed locations in towns, do not put them into dungeons. |
3941 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3864 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3942 | That means: |
3865 | That means: |
3943 | <UL> |
3866 | <UL> |
3944 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3867 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3945 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3868 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3946 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3869 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3947 | players get trapped in a savebed location. |
3870 | players get trapped in a savebed location. |
3948 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3871 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3949 | arch called "dungeon_magic" everywhere). This is not required, |
3872 | arch called "dungeon_magic" everywhere). This is not required, |
3950 | but it makes the place much more safe. |
3873 | but it makes the place much more safe. |
3951 | </UL> ]]> |
3874 | </UL>]]> |
3952 | </use> |
3875 | </use> |
3953 | <attribute arch="no_pick" value="1" type="fixed" /> |
3876 | <attribute arch="no_pick" value="1" type="fixed" /> |
3954 | <attribute arch="no_magic" value="1" type="fixed" /> |
3877 | <attribute arch="no_magic" value="1" type="fixed" /> |
3955 | <attribute arch="damned" value="1" type="fixed" /> |
3878 | <attribute arch="damned" value="1" type="fixed" /> |
3956 | </type> |
3879 | </type> |
… | |
… | |
3963 | <description><![CDATA[ |
3886 | <description><![CDATA[ |
3964 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3887 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3965 | scrolls require a certain literacy skill to read successfully. |
3888 | scrolls require a certain literacy skill to read successfully. |
3966 | Accordingly, for a successful reading, a small amount of |
3889 | Accordingly, for a successful reading, a small amount of |
3967 | experience is gained. Scrolls allow only one time usage, but |
3890 | experience is gained. Scrolls allow only one time usage, but |
3968 | usually they are sold in bulks. ]]> |
3891 | usually they are sold in bulks.]]> |
3969 | </description> |
3892 | </description> |
3970 | <use><![CDATA[ |
3893 | <use><![CDATA[ |
3971 | For low level quests, scrolls of healing/curing-spells |
3894 | For low level quests, scrolls of healing/curing-spells |
3972 | can be a nice reward. At higher levels, scrolls become less |
3895 | can be a nice reward. At higher levels, scrolls become less |
3973 | and less useful. ]]> |
3896 | and less useful.]]> |
3974 | </use> |
3897 | </use> |
3975 | <attribute arch="level" editor="casting level" type="int"> |
3898 | <attribute arch="level" editor="casting level" type="int"> |
3976 | The spell of the scroll will be casted at this level. |
3899 | The spell of the scroll will be casted at this level. |
3977 | This value should always be set, at least to 1. |
3900 | This value should always be set, at least to 1. |
3978 | </attribute> |
3901 | </attribute> |
… | |
… | |
3990 | <type number="33" name="Shield"> |
3913 | <type number="33" name="Shield"> |
3991 | <import_type name="Amulet" /> |
3914 | <import_type name="Amulet" /> |
3992 | <description><![CDATA[ |
3915 | <description><![CDATA[ |
3993 | Wearing a shield, the object's stats will directly be inherited to |
3916 | Wearing a shield, the object's stats will directly be inherited to |
3994 | the player. Shields usually provide good defense, only surpassed |
3917 | the player. Shields usually provide good defense, only surpassed |
3995 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3918 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3996 | </description> |
3919 | </description> |
3997 | <use><![CDATA[ |
3920 | <use><![CDATA[ |
3998 | Feel free to create your own special artifacts. However, it is very |
3921 | Feel free to create your own special artifacts. However, it is very |
3999 | important that you keep your artifact in balance with existing maps. ]]> |
3922 | important that you keep your artifact in balance with existing maps.]]> |
4000 | </use> |
3923 | </use> |
4001 | <attribute arch="magic" editor="magic bonus" type="int"> |
3924 | <attribute arch="magic" editor="magic bonus" type="int"> |
4002 | <magic bonus> works just like ac, except that it can be improved by |
3925 | <magic bonus> works just like ac, except that it can be improved by |
4003 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3926 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
4004 | than direct armour-class bonus on the shield. |
3927 | than direct armour-class bonus on the shield. |
… | |
… | |
4006 | </type> |
3929 | </type> |
4007 | |
3930 | |
4008 | <!--####################################################################--> |
3931 | <!--####################################################################--> |
4009 | <type number="14" name="Shooting Weapon"> |
3932 | <type number="14" name="Shooting Weapon"> |
4010 | <description><![CDATA[ |
3933 | <description><![CDATA[ |
4011 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3934 | Shooting weapons like bows/crossbows are used to shoot projectiles |
4012 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3935 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4013 | wielded both at the same time. Like with any other equipment, |
3936 | wielded both at the same time. Like with any other equipment, |
4014 | stats/bonuses from shooting weapons are directly inherited to the player. |
3937 | stats/bonuses from shooting weapons are directly inherited to the player. |
4015 | <br><br> |
3938 | <br><br> |
4016 | It's very easy to add new pairs of weapons & projectiles. |
3939 | It's very easy to add new pairs of weapons & projectiles. |
4017 | Just set matching <ammunition class> both for shooting |
3940 | Just set matching <ammunition class> both for shooting |
4018 | weapon and projectile. ]]> |
3941 | weapon and projectile.]]> |
4019 | </description> |
3942 | </description> |
4020 | <use><![CDATA[ |
3943 | <use><![CDATA[ |
4021 | Shooting weapons should not add bonuses in general. There's already |
3944 | Shooting weapons should not add bonuses in general. There's already |
4022 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3945 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4023 | Schooting weapons should especially not add bonuses to the player |
3946 | Shooting weapons should especially not add bonuses to the player |
4024 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3947 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4025 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3948 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4026 | - still crap. ]]> |
3949 | - still crap.]]> |
4027 | </use> |
3950 | </use> |
4028 | <attribute arch="race" editor="ammunition class" type="string"> |
3951 | <attribute arch="race" editor="ammunition class" type="string"> |
4029 | Only projectiles with matching <ammunition class> can be fired |
3952 | Only projectiles with matching <ammunition class> can be fired |
4030 | with this weapon. For normal bows set "arrows", for normal |
3953 | with this weapon. For normal bows set "arrows", for normal |
4031 | crossbows set "crossbow bolts". |
3954 | crossbows set "crossbow bolts". |
… | |
… | |
4060 | amount of <item power>, depending on their own level. This is the |
3983 | amount of <item power>, depending on their own level. This is the |
4061 | only way to prevent low level players to wear "undeserved" equipment |
3984 | only way to prevent low level players to wear "undeserved" equipment |
4062 | (like gifts from other players or cheated items). |
3985 | (like gifts from other players or cheated items). |
4063 | |
3986 | |
4064 | It is very important to adjust the <item power> value carefully |
3987 | It is very important to adjust the <item power> value carefully |
4065 | for every artifact you create! If zero/unset, the CF server will |
3988 | for every artifact you create! If zero/unset, the Deliantra server will |
4066 | calculate a provisional value at runtime, but this is never |
3989 | calculate a provisional value at runtime, but this is never |
4067 | going to be an accurate measurement of <item power>. |
3990 | going to be an accurate measurement of <item power>. |
4068 | </attribute> |
3991 | </attribute> |
4069 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3992 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4070 | Usually the player's strentgh takes effect on the damage |
3993 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4152 | These items are all flagged as unpaid. |
4075 | These items are all flagged as unpaid. |
4153 | When a player drops an item onto shop floor, the item becomes |
4076 | When a player drops an item onto shop floor, the item becomes |
4154 | unpaid and the player receives payment according to the item's |
4077 | unpaid and the player receives payment according to the item's |
4155 | selling-value. |
4078 | selling-value. |
4156 | Shopfloor always prevents magic (To hinder players from burning |
4079 | Shopfloor always prevents magic (To hinder players from burning |
4157 | or freezing the goods). ]]> |
4080 | or freezing the goods).]]> |
4158 | </description> |
4081 | </description> |
4159 | <use><![CDATA[ |
4082 | <use><![CDATA[ |
4160 | Tile your whole shop-interior space which shop floor. |
4083 | Tile your whole shop-interior space which shop floor. |
4161 | (That assures players receive payment for dropping items). |
4084 | (That assures players receive payment for dropping items). |
4162 | Place shop mats to enter/leave the shop, and make sure |
4085 | Place shop mats to enter/leave the shop, and make sure |
4163 | there is no other exit than the shop mat. ]]> |
4086 | there is no other exit than the shop mat.]]> |
4164 | </use> |
4087 | </use> |
4165 | <attribute arch="is_floor" value="1" type="fixed" /> |
4088 | <attribute arch="is_floor" value="1" type="fixed" /> |
4166 | <attribute arch="no_pick" value="1" type="fixed" /> |
4089 | <attribute arch="no_pick" value="1" type="fixed" /> |
4167 | <attribute arch="no_magic" value="1" type="fixed" /> |
4090 | <attribute arch="no_magic" value="1" type="fixed" /> |
4168 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4091 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4202 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4125 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4203 | or -destinations. When stepping onto a shopmat the player gets beamed |
4126 | or -destinations. When stepping onto a shopmat the player gets beamed |
4204 | to the nearest other mat. If the player has unpaid items in his |
4127 | to the nearest other mat. If the player has unpaid items in his |
4205 | inventory, the price gets charged from his coins automatically. |
4128 | inventory, the price gets charged from his coins automatically. |
4206 | If the player has insufficient coins to buy his unpaid items, he |
4129 | If the player has insufficient coins to buy his unpaid items, he |
4207 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4130 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4208 | </description> |
4131 | </description> |
4209 | <use><![CDATA[ |
4132 | <use><![CDATA[ |
4210 | As stated above, always place TWO shop mats into your shop. |
4133 | As stated above, always place TWO shop mats into your shop. |
4211 | Not more and not less than that. ]]> |
4134 | Not more and not less than that.]]> |
4212 | </use> |
4135 | </use> |
4213 | <attribute arch="no_pick" value="1" type="fixed" /> |
4136 | <attribute arch="no_pick" value="1" type="fixed" /> |
4214 | &move_on; |
4137 | &move_on; |
4215 | </type> |
4138 | </type> |
4216 | |
4139 | |
… | |
… | |
4221 | </ignore> |
4144 | </ignore> |
4222 | <description><![CDATA[ |
4145 | <description><![CDATA[ |
4223 | The purpose of a sign or magic_mouth is to display a certain message to |
4146 | The purpose of a sign or magic_mouth is to display a certain message to |
4224 | the player. There are three ways to have the player get this message: |
4147 | the player. There are three ways to have the player get this message: |
4225 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4148 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4226 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4149 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4227 | </description> |
4150 | </description> |
4228 | <use><![CDATA[ |
4151 | <use><![CDATA[ |
4229 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4152 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4230 | some true roleplay feeling to your maps, support your storyline or give |
4153 | some true roleplay feeling to your maps, support your storyline or give |
4231 | hints about hidden secrets/dangers. Place signs to provide the player |
4154 | hints about hidden secrets/dangers. Place signs to provide the player |
4232 | with all kinds of useful information for getting along in your maps. ]]> |
4155 | with all kinds of useful information for getting along in your maps.]]> |
4233 | </use> |
4156 | </use> |
4234 | <attribute arch="connected" editor="connection" type="int"> |
4157 | <attribute arch="connected" editor="connection" type="string"> |
4235 | When a connection value is set, the message will be printed whenever |
4158 | When a connection value is set, the message will be printed whenever |
4236 | the connection is triggered. This should be used in combination with |
4159 | the connection is triggered. This should be used in combination with |
4237 | <invisible> enabled and <activate by walking/flying> disabled. |
4160 | <invisible> enabled and <activate by walking/flying> disabled. |
4238 | If activating your magic_mouth this way, the message will not only be |
4161 | If activating your magic_mouth this way, the message will not only be |
4239 | printed to one player, but all players on the current map. |
4162 | printed to one player, but all players on the current map. |
4240 | </attribute> |
4163 | </attribute> |
|
|
4164 | &activate_on; |
4241 | &move_on; |
4165 | &move_on; |
4242 | <attribute arch="food" editor="counter" type="int"> |
4166 | <attribute arch="food" editor="counter" type="int"> |
4243 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4167 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4244 | (printing the message) only that many times. For signs this really shouldn't |
4168 | (printing the message) only that many times. For signs this really shouldn't |
4245 | be used, while for magic_mouths it is extremely helpful. |
4169 | be used, while for magic_mouths it is extremely helpful. |
… | |
… | |
4255 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4179 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4256 | This text will be displayed to the player. |
4180 | This text will be displayed to the player. |
4257 | </attribute> |
4181 | </attribute> |
4258 | </type> |
4182 | </type> |
4259 | |
4183 | |
|
|
4184 | <type number="150" name="Shop Inventory"> |
|
|
4185 | <ignore> |
|
|
4186 | <ignore_list name="non_pickable" /> |
|
|
4187 | </ignore> |
|
|
4188 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4189 | </description> |
|
|
4190 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4191 | </use> |
|
|
4192 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4193 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4194 | the map that will be searched for unpaid items. |
|
|
4195 | </attribute> |
|
|
4196 | </type> |
|
|
4197 | |
4260 | <!--####################################################################--> |
4198 | <!--####################################################################--> |
4261 | <type number="43" name="Skill"> |
4199 | <type number="43" name="Skill"> |
4262 | <ignore> |
4200 | <ignore> |
4263 | <ignore_list name="system_object" /> |
4201 | <ignore_list name="system_object" /> |
4264 | </ignore> |
4202 | </ignore> |
4265 | <description><![CDATA[ |
4203 | <description><![CDATA[ |
4266 | Skills are objects which exist in the player/monster inventory. |
4204 | Skills are objects which exist in the player/monster inventory. |
4267 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4205 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4268 | are enabled for monster use however. ]]> |
4206 | are enabled for monster use however.]]> |
4269 | </description> |
4207 | </description> |
4270 | <use><![CDATA[ |
4208 | <use><![CDATA[ |
4271 | For mapmaking, Skill objects serve two purposes: |
4209 | For mapmaking, Skill objects serve two purposes: |
4272 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4210 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4273 | can be seen as the global skill definitions. A skill which doesn't |
4211 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4278 | </p><p> |
4216 | </p><p> |
4279 | Secondly, in order to enable monsters to use skills, you will need to |
4217 | Secondly, in order to enable monsters to use skills, you will need to |
4280 | copy default skill archtypes into the monsters' inventories. |
4218 | copy default skill archtypes into the monsters' inventories. |
4281 | You can even customize the skills by changing stats. It is not |
4219 | You can even customize the skills by changing stats. It is not |
4282 | recommended however, to use skills in your maps which are totally |
4220 | recommended however, to use skills in your maps which are totally |
4283 | unrelated to any predefined skill archtype.</p> ]]> |
4221 | unrelated to any predefined skill archtype.</p>]]> |
4284 | </use> |
4222 | </use> |
4285 | <attribute arch="invisible" value="1" type="fixed" /> |
4223 | <attribute arch="invisible" value="1" type="fixed" /> |
4286 | <attribute arch="no_drop" value="1" type="fixed" /> |
4224 | <attribute arch="no_drop" value="1" type="fixed" /> |
4287 | <attribute arch="skill" editor="skill name" type="string"> |
4225 | <attribute arch="skill" editor="skill name" type="string"> |
4288 | The <skill name> is used for matchings. When a usable |
4226 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4298 | expmul is 1, the player will get 500 added to that skill as well as |
4236 | expmul is 1, the player will get 500 added to that skill as well as |
4299 | 500 to their total. |
4237 | 500 to their total. |
4300 | </attribute> |
4238 | </attribute> |
4301 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4239 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4302 | The <skill type> defines the base functionality of the skill. |
4240 | The <skill type> defines the base functionality of the skill. |
4303 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4241 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4304 | create new skill types, but it requires a bit of server-coding. |
4242 | create new skill types, but it requires a bit of server-coding. |
4305 | </attribute> |
4243 | </attribute> |
4306 | <attribute arch="level" editor="level" type="int"> |
4244 | <attribute arch="level" editor="level" type="int"> |
4307 | </attribute> |
4245 | </attribute> |
4308 | <attribute arch="exp" editor="experience" type="int"> |
4246 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4317 | |
4255 | |
4318 | <!--####################################################################--> |
4256 | <!--####################################################################--> |
4319 | <type number="130" name="Skill Scroll"> |
4257 | <type number="130" name="Skill Scroll"> |
4320 | <description><![CDATA[ |
4258 | <description><![CDATA[ |
4321 | By reading a skill scroll, a player has a chance to learn the |
4259 | By reading a skill scroll, a player has a chance to learn the |
4322 | contained skill. ]]> |
4260 | contained skill.]]> |
4323 | </description> |
4261 | </description> |
4324 | <use><![CDATA[ |
4262 | <use><![CDATA[ |
4325 | Skill scrolls are very much sought for by players. Currently, |
4263 | Skill scrolls are very much sought for by players. Currently, |
4326 | all skill scrolls are sold in shops randomly, which is in fact not |
4264 | all skill scrolls are sold in shops randomly, which is in fact not |
4327 | a good system. It would be nice to have some cool quests with |
4265 | a good system. It would be nice to have some cool quests with |
4328 | skill scrolls rewarded at the end. ]]> |
4266 | skill scrolls rewarded at the end.]]> |
4329 | </use> |
4267 | </use> |
4330 | <attribute arch="race" value="scrolls" type="fixed" /> |
4268 | <attribute arch="race" value="scrolls" type="fixed" /> |
4331 | <attribute arch="skill" editor="skill name" type="string"> |
4269 | <attribute arch="skill" editor="skill name" type="string"> |
4332 | The <skill name> matches the skill object that can |
4270 | The <skill name> matches the skill object that can |
4333 | be learned from this scroll. |
4271 | be learned from this scroll. |
… | |
… | |
4343 | When carrying the appropriate special key, a locked door can |
4281 | When carrying the appropriate special key, a locked door can |
4344 | be opened. The key will dissapear. |
4282 | be opened. The key will dissapear. |
4345 | <br><br> |
4283 | <br><br> |
4346 | This object-type can also be used for "passport"-like items: |
4284 | This object-type can also be used for "passport"-like items: |
4347 | When walking onto an invetory checker, a gate for example might |
4285 | When walking onto an invetory checker, a gate for example might |
4348 | get opened. The "passport" will stay in the player's inventory. ]]> |
4286 | get opened. The "passport" will stay in the player's inventory.]]> |
4349 | </description> |
4287 | </description> |
4350 | <use><![CDATA[ |
4288 | <use><![CDATA[ |
4351 | How to make a "passport": You take the special key arch |
4289 | How to make a "passport": You take the special key arch |
4352 | (archetype name is "key2"), set the face to something like |
4290 | (archetype name is "key2"), set the face to something like |
4353 | card.111 and the name to "passport" - that's all. The <key string> |
4291 | card.111 and the name to "passport" - that's all. The <key string> |
4354 | certainly must match with the appropiate inventory checker. |
4292 | certainly must match with the appropiate inventory checker. |
4355 | <br><br> |
4293 | <br><br> |
4356 | Of course you can be creative with names and faces of |
4294 | Of course you can be creative with names and faces of |
4357 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4295 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4358 | (with appropriate faces) appear more interesting than just |
4296 | (with appropriate faces) appear more interesting than just |
4359 | a "strange key", or "passport". ]]> |
4297 | a "strange key", or "passport".]]> |
4360 | </use> |
4298 | </use> |
4361 | <attribute arch="slaying" editor="key string" type="string"> |
4299 | <attribute arch="slaying" editor="key string" type="string"> |
4362 | This string must be identical with the <key string> in the |
4300 | This string must be identical with the <key string> in the |
4363 | locked door, then it can be unlocked. It can also be used |
4301 | locked door, then it can be unlocked. It can also be used |
4364 | to trigger inventory checkers. |
4302 | to trigger inventory checkers. |
… | |
… | |
4399 | players can learn it by reading the book. Once learned, players |
4337 | players can learn it by reading the book. Once learned, players |
4400 | can use the spell as often as they like. With increasing skill level |
4338 | can use the spell as often as they like. With increasing skill level |
4401 | of the player, spells may gain power but also increase cost.<br> |
4339 | of the player, spells may gain power but also increase cost.<br> |
4402 | Monsters can use spells which are put in their inventory (provided |
4340 | Monsters can use spells which are put in their inventory (provided |
4403 | that certain "enabling" settings are correct). The monster's |
4341 | that certain "enabling" settings are correct). The monster's |
4404 | <treasurelist> can also be used to provide it with spells. ]]> |
4342 | <treasurelist> can also be used to provide it with spells.]]> |
4405 | </description> |
4343 | </description> |
4406 | <use><![CDATA[ |
4344 | <use><![CDATA[ |
4407 | A lot of the spells' settings can be tuned and customized. |
4345 | A lot of the spells' settings can be tuned and customized. |
4408 | When creating new spells which are accessible to players, it is |
4346 | When creating new spells which are accessible to players, it is |
4409 | important to think about balance. A single spell which is too |
4347 | important to think about balance. A single spell which is too |
4410 | powerful and/or too easy to use can eventually toss the whole skill |
4348 | powerful and/or too easy to use can eventually toss the whole skill |
4411 | and magic school system out of whack. Testing new spells is |
4349 | and magic school system out of whack. Testing new spells is |
4412 | quite important therefore. ]]> |
4350 | quite important therefore.]]> |
4413 | </use> |
4351 | </use> |
4414 | <attribute arch="no_drop" value="1" type="fixed" /> |
4352 | <attribute arch="no_drop" value="1" type="fixed" /> |
4415 | <attribute arch="invisible" value="1" type="fixed" /> |
4353 | <attribute arch="invisible" value="1" type="fixed" /> |
4416 | <attribute arch="skill" editor="skill name" type="string"> |
4354 | <attribute arch="skill" editor="skill name" type="string"> |
4417 | The <skill name> matches the skill which is needed |
4355 | The <skill name> matches the skill which is needed |
… | |
… | |
4449 | to read.<br><br> |
4387 | to read.<br><br> |
4450 | You can create widely customized spells only by adjusting the |
4388 | You can create widely customized spells only by adjusting the |
4451 | spell object in the spellbooks inventory. Refer to the description |
4389 | spell object in the spellbooks inventory. Refer to the description |
4452 | of spell objects for detailed information how to customize spells.<br> |
4390 | of spell objects for detailed information how to customize spells.<br> |
4453 | If you want to have a random spellbook instead, choose a <treasurelist> |
4391 | If you want to have a random spellbook instead, choose a <treasurelist> |
4454 | with a compilation of spells that the book may contain. ]]> |
4392 | with a compilation of spells that the book may contain.]]> |
4455 | </description> |
4393 | </description> |
4456 | <use><![CDATA[ |
4394 | <use><![CDATA[ |
4457 | Don't put any of the godgiven spells into a spellbook! These are |
4395 | Don't put any of the godgiven spells into a spellbook! These are |
4458 | reserved for the followers of the appropriate cults. Handing them |
4396 | reserved for the followers of the appropriate cults. Handing them |
4459 | out in a spellbook would violate the balance between different religions. |
4397 | out in a spellbook would violate the balance between different religions. |
4460 | <br><br> |
4398 | <br><br> |
4461 | Note that there is no fundamental difference between the spellbooks |
4399 | Note that there is no fundamental difference between the spellbooks |
4462 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4400 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4463 | even praying). The difference lies only in the spells they contain. |
4401 | even praying). The difference lies only in the spells they contain. |
4464 | It is up to you, the mapmaker, to pick the right type of book |
4402 | It is up to you, the mapmaker, to pick the right type of book |
4465 | for your spells. ]]> |
4403 | for your spells.]]> |
4466 | </use> |
4404 | </use> |
4467 | <attribute arch="skill" value="literacy" type="fixed" /> |
4405 | <attribute arch="skill" value="literacy" type="fixed" /> |
4468 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4406 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4469 | There are two ways to put spells into a spellbook: |
4407 | There are two ways to put spells into a spellbook: |
4470 | 1. Put a spell object in the books inventory. In this case, |
4408 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4489 | </ignore> |
4427 | </ignore> |
4490 | <description><![CDATA[ |
4428 | <description><![CDATA[ |
4491 | Spinners change the direction of spell objects and other projectiles |
4429 | Spinners change the direction of spell objects and other projectiles |
4492 | that fly past. Unlike directors, it does make a difference from what |
4430 | that fly past. Unlike directors, it does make a difference from what |
4493 | angle you shoot into the spinner. The direction of objects flying past |
4431 | angle you shoot into the spinner. The direction of objects flying past |
4494 | is always changed by a certain degree. ]]> |
4432 | is always changed by a certain degree.]]> |
4495 | </description> |
4433 | </description> |
4496 | <use><![CDATA[ |
4434 | <use><![CDATA[ |
4497 | Spinners are very rarely used. I believe they are quite |
4435 | Spinners are very rarely used. I believe they are quite |
4498 | confusing and pointless. The only use I can think of is building |
4436 | confusing and pointless. The only use I can think of is building |
4499 | some puzzle about where to shoot into spinners to shoot somewhere you |
4437 | some puzzle about where to shoot into spinners to shoot somewhere you |
4500 | otherwise couldn't. |
4438 | otherwise couldn't. |
4501 | |
4439 | |
4502 | When placing spinners on a map with magic walls, make sure the spell- |
4440 | When placing spinners on a map with magic walls, make sure the spell- |
4503 | projectiles from magic walls don't get to fly in loops. ]]> |
4441 | projectiles from magic walls don't get to fly in loops.]]> |
4504 | </use> |
4442 | </use> |
4505 | <attribute arch="sp" editor="direction number" type="int"> |
4443 | <attribute arch="sp" editor="direction number" type="int"> |
4506 | The spinner will change the direction of flying objects by |
4444 | The spinner will change the direction of flying objects by |
4507 | 45 degrees per <direction number>. Negative values spin clockwise, |
4445 | 45 degrees per <direction number>. Negative values spin clockwise, |
4508 | positive values counter clockwise. |
4446 | positive values counter clockwise. |
… | |
… | |
4521 | Swamp areas show a special behaviour: |
4459 | Swamp areas show a special behaviour: |
4522 | When a player stands still on a swamp-square for too long, |
4460 | When a player stands still on a swamp-square for too long, |
4523 | he will start to sink in and eventually drown and die. |
4461 | he will start to sink in and eventually drown and die. |
4524 | Items dropped on the swamp sink in and dissapear. |
4462 | Items dropped on the swamp sink in and dissapear. |
4525 | Players with knowledge of the woodsman skill are a lot less likely |
4463 | Players with knowledge of the woodsman skill are a lot less likely |
4526 | to die in the swamp. ]]> |
4464 | to die in the swamp.]]> |
4527 | </description> |
4465 | </description> |
4528 | <attribute arch="is_floor" value="1" type="fixed" /> |
4466 | <attribute arch="is_floor" value="1" type="fixed" /> |
4529 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4467 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4530 | <attribute arch="speed" editor="drowning speed" type="float"> |
4468 | <attribute arch="speed" editor="drowning speed" type="float"> |
4531 | The higher the <drowning speed>, the faster will players and items |
4469 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4555 | different location. The main difference to the object-type exit |
4493 | different location. The main difference to the object-type exit |
4556 | is the possibility to have teleporters connected to levers/buttons/etc. |
4494 | is the possibility to have teleporters connected to levers/buttons/etc. |
4557 | Sometimes teleporters are activated even against the players will. |
4495 | Sometimes teleporters are activated even against the players will. |
4558 | <br><br> |
4496 | <br><br> |
4559 | Unlike exits, teleporters can also transfer items and |
4497 | Unlike exits, teleporters can also transfer items and |
4560 | monsters to different locations on the same map. ]]> |
4498 | monsters to different locations on the same map.]]> |
4561 | </description> |
4499 | </description> |
4562 | <use><![CDATA[ |
4500 | <use><![CDATA[ |
4563 | When creating maps, I guess sooner or later you'll want to have |
4501 | When creating maps, I guess sooner or later you'll want to have |
4564 | an invisible teleporter. If using "invisible 1", the teleporter |
4502 | an invisible teleporter. If using "invisible 1", the teleporter |
4565 | can still be discovered with the show_invisible spell. And in |
4503 | can still be discovered with the show_invisible spell. And in |
4566 | some cases you can't place it under the floor to prevent this. |
4504 | some cases you can't place it under the floor to prevent this. |
4567 | <br><br> |
4505 | <br><br> |
4568 | Fortunately, there is a cool trick to make a perfectly invisible |
4506 | Fortunately, there is a cool trick to make a perfectly invisible |
4569 | teleporter: You simply add teleporter functionality to the floor |
4507 | teleporter: You simply add teleporter functionality to the floor |
4570 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4508 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4571 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4509 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4572 | </use> |
4510 | </use> |
4573 | <attribute arch="slaying" editor="exit path" type="string"> |
4511 | <attribute arch="slaying" editor="exit path" type="string"> |
4574 | The exit path specifies the map that the player is transferred to. |
4512 | The exit path specifies the map that the player is transferred to. |
4575 | <exit path> can be an absolute path, beginning with '/' |
4513 | <exit path> can be an absolute path, beginning with '/' |
4576 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4514 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4612 | be transferred to the "default enter location" of the destined map. |
4550 | be transferred to the "default enter location" of the destined map. |
4613 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4551 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4614 | please DO NOT use that. It turned out to be a source for numerous |
4552 | please DO NOT use that. It turned out to be a source for numerous |
4615 | map-bugs. |
4553 | map-bugs. |
4616 | </attribute> |
4554 | </attribute> |
4617 | <attribute arch="connected" editor="connection" type="int"> |
4555 | <attribute arch="connected" editor="connection" type="string"> |
4618 | If a connection value is set, the teleporter will be activated |
4556 | If a connection value is set, the teleporter will be activated |
4619 | whenever the connection is triggered. To use this properly, |
4557 | whenever the connection is triggered. To use this properly, |
4620 | <activation speed> must be zero. |
4558 | <activation speed> must be zero. |
4621 | </attribute> |
4559 | </attribute> |
|
|
4560 | &activate_on; |
4622 | <attribute arch="speed" editor="activation speed" type="float"> |
4561 | <attribute arch="speed" editor="activation speed" type="float"> |
4623 | If the <activation speed> is nonzero, the teleporter will |
4562 | If the <activation speed> is nonzero, the teleporter will |
4624 | automatically be activated in regular time-intervals. Hence, the |
4563 | automatically be activated in regular time-intervals. Hence, the |
4625 | player can just step on it and gets teleported sooner or later. |
4564 | player can just step on it and gets teleported sooner or later. |
4626 | The duration between two activates depends on the given value. |
4565 | The duration between two activates depends on the given value. |
… | |
… | |
4636 | <type number="26" name="Timed Gate"> |
4575 | <type number="26" name="Timed Gate"> |
4637 | <ignore> |
4576 | <ignore> |
4638 | <ignore_list name="non_pickable" /> |
4577 | <ignore_list name="non_pickable" /> |
4639 | </ignore> |
4578 | </ignore> |
4640 | <description><![CDATA[ |
4579 | <description><![CDATA[ |
4641 | Gates play an important role in Crossfire. Gates can be opened |
4580 | Gates play an important role in Deliantra. Gates can be opened |
4642 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4581 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4643 | or carrying special key-objects (-> inventory checker). |
4582 | or carrying special key-objects (-> inventory checker). |
4644 | Unlike locked doors, gates can get shut again after a player has |
4583 | Unlike locked doors, gates can get shut again after a player has |
4645 | passed, which makes them more practical in many cases. Unlike normal |
4584 | passed, which makes them more practical in many cases. Unlike normal |
4646 | gates, timed gates open when triggered but automatically close again |
4585 | gates, timed gates open when triggered but automatically close again |
4647 | after some time.]]> |
4586 | after some time.]]> |
4648 | </description> |
4587 | </description> |
4649 | <use><![CDATA[ |
4588 | <use><![CDATA[ |
4650 | Use gates to divide your maps into separated areas. After solving |
4589 | Use gates to divide your maps into separated areas. After solving |
4651 | area A, the player gains access to area B, and so on. Make your |
4590 | area A, the player gains access to area B, and so on. Make your |
4652 | maps more complex than "one-way". ]]> |
4591 | maps more complex than "one-way".]]> |
4653 | </use> |
4592 | </use> |
4654 | <attribute arch="no_pick" value="1" type="fixed" /> |
4593 | <attribute arch="no_pick" value="1" type="fixed" /> |
4655 | <attribute arch="connected" editor="connection" type="int"> |
4594 | <attribute arch="connected" editor="connection" type="string"> |
4656 | Whenever the inventory checker is triggered, all objects with identical |
4595 | Whenever the inventory checker is triggered, all objects with identical |
4657 | <connection> value get activated. This only makes sense together with |
4596 | <connection> value get activated. This only makes sense together with |
4658 | <blocking passage> disabled. If unset, the gate opens automatically |
4597 | <blocking passage> disabled. If unset, the gate opens automatically |
4659 | after some time. |
4598 | after some time. |
4660 | </attribute> |
4599 | </attribute> |
|
|
4600 | &activate_on; |
4661 | <attribute arch="wc" editor="position state" type="int"> |
4601 | <attribute arch="wc" editor="position state" type="int"> |
4662 | The <position state> defines the position of the gate: |
4602 | The <position state> defines the position of the gate: |
4663 | Zero means completely open/down, the "number of animation-steps" (usually |
4603 | Zero means completely open/down, the "number of animation-steps" (usually |
4664 | about 6 or 7) means completely closed/up state. I suggest you don't |
4604 | about 6 or 7) means completely closed/up state. I suggest you don't |
4665 | mess with this value - Leave the default in place. |
4605 | mess with this value - Leave the default in place. |
… | |
… | |
4696 | and generally have either a physical attack or trigger a reaction. |
4636 | and generally have either a physical attack or trigger a reaction. |
4697 | <br><br> |
4637 | <br><br> |
4698 | Traps hit any monster or person who steps on them for 'dam' damage in |
4638 | Traps hit any monster or person who steps on them for 'dam' damage in |
4699 | 'attacktype' attacktype and/or trigger a reaction. |
4639 | 'attacktype' attacktype and/or trigger a reaction. |
4700 | <br><br> |
4640 | <br><br> |
4701 | Many traps are already defined in the archetypes. ]]> |
4641 | Many traps are already defined in the archetypes.]]> |
4702 | </description> |
4642 | </description> |
4703 | <use><![CDATA[ |
4643 | <use><![CDATA[ |
4704 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4644 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4705 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4645 | off your lightning wall and pit trap is usually a bad idea.]]> |
4706 | </use> |
4646 | </use> |
4707 | <attribute arch="no_pick" value="1" type="fixed" /> |
4647 | <attribute arch="no_pick" value="1" type="fixed" /> |
4708 | &move_on; |
4648 | &move_on; |
4709 | <attribute arch="level" editor="trap level" type="int"> |
4649 | <attribute arch="level" editor="trap level" type="int"> |
4710 | Level effects how easily a trap may be found and disarmed, and |
4650 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4726 | </attribute> |
4666 | </attribute> |
4727 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4667 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4728 | This attribute defines what attacktype to use for direct damage when |
4668 | This attribute defines what attacktype to use for direct damage when |
4729 | the trap detonates. |
4669 | the trap detonates. |
4730 | </attribute> |
4670 | </attribute> |
4731 | <attribute arch="connected" editor="connection" type="int"> |
4671 | <attribute arch="connected" editor="connection" type="string"> |
4732 | When the trap is detonated, all objects with the same |
4672 | When the trap is detonated, all objects with the same |
4733 | connection value get activated. |
4673 | connection value get activated. |
4734 | </attribute> |
4674 | </attribute> |
4735 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4675 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4736 | When the trap detonates, this text is displayed to the |
4676 | When the trap detonates, this text is displayed to the |
… | |
… | |
4748 | Trapdoors are very similar to pits. The difference is that they |
4688 | Trapdoors are very similar to pits. The difference is that they |
4749 | can not be closed. Instead, the weight of the object on the |
4689 | can not be closed. Instead, the weight of the object on the |
4750 | trapdoor determines weither it slams the trapdoor open and falls through |
4690 | trapdoor determines weither it slams the trapdoor open and falls through |
4751 | or not.<br> |
4691 | or not.<br> |
4752 | Once a trapdoor has been opened (by a creature or items of sufficient |
4692 | Once a trapdoor has been opened (by a creature or items of sufficient |
4753 | weight,) it remains open, acting like an opened pit. ]]> |
4693 | weight,) it remains open, acting like an opened pit.]]> |
4754 | </description> |
4694 | </description> |
4755 | <use><![CDATA[ |
4695 | <use><![CDATA[ |
4756 | Trapdoors should be used in the same fashion as pits: |
4696 | Trapdoors should be used in the same fashion as pits: |
4757 | They should always drop the victims to some kind of lower level. They |
4697 | They should always drop the victims to some kind of lower level. They |
4758 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4698 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4759 | </use> |
4699 | </use> |
4760 | <attribute arch="no_pick" value="1" type="fixed" /> |
4700 | <attribute arch="no_pick" value="1" type="fixed" /> |
4761 | &move_on; |
4701 | &move_on; |
4762 | <attribute arch="weight" editor="hold weight" type="int"> |
4702 | <attribute arch="weight" editor="hold weight" type="int"> |
4763 | This value defines how much weight the trapdoor can hold. |
4703 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4789 | <attribute arch="value" /> |
4729 | <attribute arch="value" /> |
4790 | <attribute arch="material" /> |
4730 | <attribute arch="material" /> |
4791 | </ignore> |
4731 | </ignore> |
4792 | <description><![CDATA[ |
4732 | <description><![CDATA[ |
4793 | A treasure-object turns into certain randomitems when the map is loaded |
4733 | A treasure-object turns into certain randomitems when the map is loaded |
4794 | into the game. ]]> |
4734 | into the game.]]> |
4795 | </description> |
4735 | </description> |
4796 | <use><![CDATA[ |
4736 | <use><![CDATA[ |
4797 | About usage of the "random-artifact" treasurelist: |
4737 | About usage of the "random-artifact" treasurelist: |
4798 | This will generate powerful stuff like girdles, xray helmets, special |
4738 | This will generate powerful stuff like girdles, xray helmets, special |
4799 | swords etc. If you put this as reward to your quest, players might be |
4739 | swords etc. If you put this as reward to your quest, players might be |
4800 | motivated to do it more than once. BUT, by doing so they will get a huge |
4740 | motivated to do it more than once. BUT, by doing so they will get a huge |
4801 | number of different artifacts! Besides, players will always seek the place |
4741 | number of different artifacts! Besides, players will always seek the place |
4802 | with the most easy-to-get random artifact and ignore all others. |
4742 | with the most easy-to-get random artifact and ignore all others. |
4803 | My advice: Don't use it! Attract players with good fighting experience |
4743 | My advice: Don't use it! Attract players with good fighting experience |
4804 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4744 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4805 | </use> |
4745 | </use> |
4806 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4746 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4807 | This entry determines what kind of treasure will appear. Look into |
4747 | This entry determines what kind of treasure will appear. Look into |
4808 | /crossfire/share/crossfire/treasures for details about existing |
4748 | /crossfire/share/crossfire/treasures for details about existing |
4809 | treasurelists. |
4749 | treasurelists. |
… | |
… | |
4840 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4780 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4841 | <key string> which can be discovered by detectors or inventory |
4781 | <key string> which can be discovered by detectors or inventory |
4842 | checkers. It is also possible to use markers for removing marks again. |
4782 | checkers. It is also possible to use markers for removing marks again. |
4843 | <br><br> |
4783 | <br><br> |
4844 | Note that the player has no possibility to "see" his own marks, |
4784 | Note that the player has no possibility to "see" his own marks, |
4845 | except by the effect that they cause on the maps. ]]> |
4785 | except by the effect that they cause on the maps.]]> |
4846 | </description> |
4786 | </description> |
4847 | <use><![CDATA[ |
4787 | <use><![CDATA[ |
4848 | Markers hold real cool possibilities for map-making. I encourage |
4788 | Markers hold real cool possibilities for map-making. I encourage |
4849 | you to use them frequently. However there is one negative point |
4789 | you to use them frequently. However there is one negative point |
4850 | about markers: Players don't "see" what's going on with them. It is |
4790 | about markers: Players don't "see" what's going on with them. It is |
4851 | your task, as map-creator, to make sure the player is always well |
4791 | your task, as map-creator, to make sure the player is always well |
4852 | informed and never confused. |
4792 | informed and never confused. |
4853 | <br><br> |
4793 | <br><br> |
4854 | Please avoid infinite markers when they aren't needed. They're |
4794 | Please avoid infinite markers when they aren't needed. They're |
4855 | using a little space in the player file after all, so if there |
4795 | using a little space in the player file after all, so if there |
4856 | is no real purpose, set an expire time. ]]> |
4796 | is no real purpose, set an expire time.]]> |
4857 | </use> |
4797 | </use> |
4858 | <attribute arch="no_pick" value="1" type="fixed" /> |
4798 | <attribute arch="no_pick" value="1" type="fixed" /> |
4859 | <attribute arch="slaying" editor="key string" type="string"> |
4799 | <attribute arch="slaying" editor="key string" type="string"> |
4860 | The <key string> can be detected by inv. checkers/detectors. |
4800 | The <key string> can be detected by inv. checkers/detectors. |
4861 | If the player already has a force with that <key string>, |
4801 | If the player already has a force with that <key string>, |
4862 | there won't be inserted a second one. |
4802 | there won't be inserted a second one. |
4863 | </attribute> |
4803 | </attribute> |
4864 | <attribute arch="connected" editor="connection" type="int"> |
4804 | <attribute arch="connected" editor="connection" type="string"> |
4865 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4805 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4866 | </attribute> |
4806 | </attribute> |
4867 | <attribute arch="food" editor="mark duration" type="int"> |
4807 | <attribute arch="food" editor="mark duration" type="int"> |
4868 | This value defines the duration of the force it inserts. |
4808 | This value defines the duration of the force it inserts. |
4869 | If nonzero, the duration of the player's mark is finite: |
4809 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4890 | <!--####################################################################--> |
4830 | <!--####################################################################--> |
4891 | <type number="0" name="Wall"> |
4831 | <type number="0" name="Wall"> |
4892 | <required> |
4832 | <required> |
4893 | <attribute arch="is_floor" value="0" /> |
4833 | <attribute arch="is_floor" value="0" /> |
4894 | <attribute arch="alive" value="0" /> |
4834 | <attribute arch="alive" value="0" /> |
4895 | <attribute arch="move_block" value="255" /> |
4835 | <attribute arch="no_pass" value="1" /> |
4896 | </required> |
4836 | </required> |
4897 | <ignore> |
4837 | <ignore> |
4898 | <attribute arch="nrof" /> |
4838 | <attribute arch="nrof" /> |
4899 | <attribute arch="title" /> |
4839 | <attribute arch="title" /> |
4900 | <attribute arch="name_pl" /> |
4840 | <attribute arch="name_pl" /> |
4901 | <attribute arch="value" /> |
4841 | <attribute arch="value" /> |
4902 | <attribute arch="unpaid" /> |
4842 | <attribute arch="unpaid" /> |
4903 | </ignore> |
4843 | </ignore> |
4904 | <description><![CDATA[ |
4844 | <description><![CDATA[ |
4905 | Walls usually block passage and sight. ]]> |
4845 | Walls usually block passage and sight.]]> |
4906 | </description> |
4846 | </description> |
4907 | &movement_types_terrain; |
4847 | &movement_types_terrain; |
4908 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4848 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4909 | If set, the object is able to "roll", so it can be pushed around. |
4849 | If set, the object is able to "roll", so it can be pushed around. |
4910 | This setting is used for boulders and barrels. |
4850 | This setting is used for boulders and barrels. |
… | |
… | |
4923 | <type number="109" name="Wand & Staff"> |
4863 | <type number="109" name="Wand & Staff"> |
4924 | <description><![CDATA[ |
4864 | <description><![CDATA[ |
4925 | Wands contain a certain spell. The player can apply (ready) and |
4865 | Wands contain a certain spell. The player can apply (ready) and |
4926 | fire the wand. After a defined number of casts, the wand is |
4866 | fire the wand. After a defined number of casts, the wand is |
4927 | "used up". It is possible to recharge a wand with scrolls of |
4867 | "used up". It is possible to recharge a wand with scrolls of |
4928 | charging, but usually that isn't worth the cost. ]]> |
4868 | charging, but usually that isn't worth the cost.]]> |
4929 | </description> |
4869 | </description> |
4930 | <use><![CDATA[ |
4870 | <use><![CDATA[ |
4931 | Wands are quite seldomly used. The reason prolly is that they're |
4871 | Wands are quite seldomly used. The reason prolly is that they're |
4932 | generally not cost-efficient. Handing out high-level wands with |
4872 | generally not cost-efficient. Handing out high-level wands with |
4933 | powerful special spells isn't a good idea either, because of |
4873 | powerful special spells isn't a good idea either, because of |
4934 | the recharge ability. |
4874 | the recharge ability. |
4935 | <br><br> |
4875 | <br><br> |
4936 | For low levels, staffs of healing/cure and word of recall are |
4876 | For low levels, staffs of healing/cure and word of recall are |
4937 | quite desirable though. Ideal rewards for low level quests. ]]> |
4877 | quite desirable though. Ideal rewards for low level quests.]]> |
4938 | </use> |
4878 | </use> |
4939 | <attribute arch="sp" editor="spell" type="spell"> |
4879 | <attribute arch="sp" editor="spell" type="spell"> |
4940 | The <spell> specifies the contained spell. |
4880 | The <spell> specifies the contained spell. |
4941 | </attribute> |
4881 | </attribute> |
4942 | <attribute arch="level" editor="casting level" type="int"> |
4882 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4967 | <ignore_list name="non_pickable" /> |
4907 | <ignore_list name="non_pickable" /> |
4968 | </ignore> |
4908 | </ignore> |
4969 | <description><![CDATA[ |
4909 | <description><![CDATA[ |
4970 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4910 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4971 | these weak walls look similar to their solid "relatives" except |
4911 | these weak walls look similar to their solid "relatives" except |
4972 | for a small crack or little chunks of wall on the ground. ]]> |
4912 | for a small crack or little chunks of wall on the ground.]]> |
4973 | </description> |
4913 | </description> |
4974 | <use><![CDATA[ |
4914 | <use><![CDATA[ |
4975 | If you want to create hidden rooms, using weak walls is alot |
4915 | If you want to create hidden rooms, using weak walls is alot |
4976 | better than completely indiscernible passages in a wall.<br> |
4916 | better than completely indiscernible passages in a wall.<br> |
4977 | Anyways, there can be a lot more to weak walls than just finding |
4917 | Anyways, there can be a lot more to weak walls than just finding |
4978 | them: Rising their defensive stats, weak walls can become a |
4918 | them: Rising their defensive stats, weak walls can become a |
4979 | serious obstacle. An ice wall might only be torn down by a fire |
4919 | serious obstacle. An ice wall might only be torn down by a fire |
4980 | attack for example. A granite wall for instance might be very |
4920 | attack for example. A granite wall for instance might be very |
4981 | hard to destroy. ]]> |
4921 | hard to destroy.]]> |
4982 | </use> |
4922 | </use> |
4983 | <attribute arch="alive" value="1" type="fixed" /> |
4923 | <attribute arch="alive" value="1" type="fixed" /> |
4984 | <attribute arch="no_pick" value="1" type="fixed" /> |
4924 | <attribute arch="no_pick" value="1" type="fixed" /> |
4985 | <attribute arch="tear_down" value="1" type="fixed" /> |
4925 | <attribute arch="tear_down" value="1" type="fixed" /> |
4986 | <attribute arch="race" editor="race" type="string"> |
4926 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
5007 | </attribute> |
4947 | </attribute> |
5008 | <attribute arch="ac" editor="armour class" type="int"> |
4948 | <attribute arch="ac" editor="armour class" type="int"> |
5009 | Weak walls of high <armour class> are less likely to get hit. |
4949 | Weak walls of high <armour class> are less likely to get hit. |
5010 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4950 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5011 | </attribute> |
4951 | </attribute> |
5012 | <section name="resistance"> |
4952 | &resistances_basic; |
5013 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5014 | </attribute> |
|
|
5015 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5016 | </attribute> |
|
|
5017 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5018 | </attribute> |
|
|
5019 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5020 | </attribute> |
|
|
5021 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5022 | </attribute> |
|
|
5023 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5024 | </attribute> |
|
|
5025 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5026 | </attribute> |
|
|
5027 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5028 | </attribute> |
|
|
5029 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5030 | </attribute> |
|
|
5031 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5032 | </attribute> |
|
|
5033 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5034 | </attribute> |
|
|
5035 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5036 | </attribute> |
|
|
5037 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5038 | </attribute> |
|
|
5039 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5040 | </attribute> |
|
|
5041 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5042 | </attribute> |
|
|
5043 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5044 | </attribute> |
|
|
5045 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5046 | </attribute> |
|
|
5047 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5048 | </attribute> |
|
|
5049 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5050 | </attribute> |
|
|
5051 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5052 | </attribute> |
|
|
5053 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5054 | </attribute> |
|
|
5055 | </section> |
|
|
5056 | </type> |
4953 | </type> |
5057 | |
4954 | |
5058 | <!--####################################################################--> |
4955 | <!--####################################################################--> |
5059 | <type number="15" name="Weapon"> |
4956 | <type number="15" name="Weapon"> |
5060 | <description><![CDATA[ |
4957 | <description><![CDATA[ |
5061 | Wielding a weapon, the object's stats will directly be inherited to the |
4958 | Wielding a weapon, the object's stats will directly be inherited to the |
5062 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4959 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5063 | be improved with scrolls. ]]> |
4960 | be improved with scrolls.]]> |
5064 | </description> |
4961 | </description> |
5065 | <use><![CDATA[ |
4962 | <use><![CDATA[ |
5066 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4963 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5067 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4964 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5068 | fighting AND questing. ]]> |
4965 | fighting AND questing.]]> |
5069 | </use> |
4966 | </use> |
5070 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4967 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5071 | This number is a bitmask, specifying the weapon's attacktypes. |
4968 | This number is a bitmask, specifying the weapon's attacktypes. |
5072 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4969 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5073 | have no more than one or two attacktypes. Keep in mind that all weapons |
4970 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5128 | amount of <item power>, depending on their own level. This is the |
5025 | amount of <item power>, depending on their own level. This is the |
5129 | only way to prevent low level players to wear "undeserved" equipment |
5026 | only way to prevent low level players to wear "undeserved" equipment |
5130 | (like gifts from other players or cheated items). |
5027 | (like gifts from other players or cheated items). |
5131 | |
5028 | |
5132 | It is very important to adjust the <item power> value carefully |
5029 | It is very important to adjust the <item power> value carefully |
5133 | for every artifact you create! If zero/unset, the CF server will |
5030 | for every artifact you create! If zero/unset, the Deliantra server will |
5134 | calculate a provisional value at runtime, but this is never |
5031 | calculate a provisional value at runtime, but this is never |
5135 | going to be an accurate measurement of <item power>. |
5032 | going to be an accurate measurement of <item power>. |
5136 | </attribute> |
5033 | </attribute> |
5137 | <attribute arch="damned" editor="damnation" type="bool"> |
5034 | <attribute arch="damned" editor="damnation" type="bool"> |
5138 | A damned weapon cannot be unwielded unless |
5035 | A damned weapon cannot be unwielded unless |
… | |
… | |
5158 | </attribute> |
5055 | </attribute> |
5159 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5056 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5160 | A godgiven item vanishes as soon as the player |
5057 | A godgiven item vanishes as soon as the player |
5161 | drops it to the ground. |
5058 | drops it to the ground. |
5162 | </attribute> |
5059 | </attribute> |
5163 | <section name="resistance"> |
5060 | &player_stat_resist_sections; |
5164 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5165 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5166 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5167 | and what they require to do for getting this-and-that artifact. |
|
|
5168 | </attribute> |
|
|
5169 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5170 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5171 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5172 | require to do for getting this-and-that artifact. |
|
|
5173 | </attribute> |
|
|
5174 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5175 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5176 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5177 | require to do for getting this-and-that artifact. |
|
|
5178 | </attribute> |
|
|
5179 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5180 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5181 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5182 | require to do for getting this-and-that artifact. |
|
|
5183 | </attribute> |
|
|
5184 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5185 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5186 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5187 | require to do for getting this-and-that artifact. |
|
|
5188 | </attribute> |
|
|
5189 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5190 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5191 | the range 0-100. Confusion resistance is not very effective |
|
|
5192 | unless the value comes close to 100 (= perfect immunity). |
|
|
5193 | </attribute> |
|
|
5194 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5195 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5196 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5197 | require to do for getting this-and-that artifact. |
|
|
5198 | </attribute> |
|
|
5199 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5200 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5201 | in the range 0-100. Draining resistance is little effective |
|
|
5202 | unless the value is 100 (= perfect immunity). |
|
|
5203 | </attribute> |
|
|
5204 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5205 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5206 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5207 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5208 | are not meant to be easily resisted. |
|
|
5209 | </attribute> |
|
|
5210 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5211 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5212 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5213 | require to do for getting this-and-that artifact. |
|
|
5214 | </attribute> |
|
|
5215 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5216 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5217 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5218 | require to do for getting this-and-that artifact. |
|
|
5219 | </attribute> |
|
|
5220 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5221 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5222 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5223 | </attribute> |
|
|
5224 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5225 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5226 | the range 0-100. Paralyze resistance is little effective |
|
|
5227 | unless the value is 100 (= perfect immunity). |
|
|
5228 | </attribute> |
|
|
5229 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5230 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5231 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5232 | </attribute> |
|
|
5233 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5234 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5235 | in the range 0-100. Depletion resistance is little effective |
|
|
5236 | unless the value is 100 (= perfect immunity). |
|
|
5237 | </attribute> |
|
|
5238 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5239 | This adds death-attack resistance to the weapon. The number is a |
|
|
5240 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5241 | effective unless the value is 100 (= perfect immunity). |
|
|
5242 | Generally, resistance to death-attack is not supposed to be |
|
|
5243 | available to players! |
|
|
5244 | </attribute> |
|
|
5245 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5246 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5247 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5248 | require to do for getting this-and-that artifact. |
|
|
5249 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5250 | combination of other attacktypes. |
|
|
5251 | </attribute> |
|
|
5252 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5253 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5254 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5255 | require to do for getting this-and-that artifact. |
|
|
5256 | </attribute> |
|
|
5257 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5258 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5259 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5260 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5261 | for undead players (wraith or devourer cult). |
|
|
5262 | Generally, resistance to holy word should not be available for players. |
|
|
5263 | </attribute> |
|
|
5264 | </section> |
|
|
5265 | <section name="stats"> |
|
|
5266 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5267 | The player's strentgh will rise/fall by the given value |
|
|
5268 | while wearing this weapon. |
|
|
5269 | </attribute> |
|
|
5270 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5271 | The player's dexterity will rise/fall by the given value |
|
|
5272 | while wearing this weapon. |
|
|
5273 | </attribute> |
|
|
5274 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5275 | The player's constitution will rise/fall by the given value |
|
|
5276 | while wearing this weapon. |
|
|
5277 | </attribute> |
|
|
5278 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5279 | The player's intelligence will rise/fall by the given value |
|
|
5280 | while wearing this weapon. |
|
|
5281 | </attribute> |
|
|
5282 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5283 | The player's power will rise/fall by the given value |
|
|
5284 | while wearing this weapon. |
|
|
5285 | </attribute> |
|
|
5286 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5287 | The player's wisdom will rise/fall by the given value while |
|
|
5288 | wearing this weapon. |
|
|
5289 | </attribute> |
|
|
5290 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5291 | The player's charisma will rise/fall by the given value |
|
|
5292 | while wearing this weapon. |
|
|
5293 | </attribute> |
|
|
5294 | </section> |
|
|
5295 | <section name="misc"> |
5061 | <section name="misc"> |
5296 | <attribute arch="luck" editor="luck bonus" type="int"> |
5062 | <attribute arch="luck" editor="luck bonus" type="int"> |
5297 | With positive luck bonus, the player is more likely to |
5063 | With positive luck bonus, the player is more likely to |
5298 | succeed in all sorts of things (spellcasting, praying,...). |
5064 | succeed in all sorts of things (spellcasting, praying,...). |
5299 | Unless the <luck bonus> is very high, the effect will be |
5065 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5378 | </type> |
5144 | </type> |
5379 | |
5145 | |
5380 | <type number="116" name="Event Connector"> |
5146 | <type number="116" name="Event Connector"> |
5381 | <description><![CDATA[ |
5147 | <description><![CDATA[ |
5382 | Event connectors link specific events that happen to objects to |
5148 | Event connectors link specific events that happen to objects to |
5383 | a crossfire plug-in. ]]> |
5149 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5384 | </description> |
5150 | </description> |
5385 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5386 | The type of event that triggers a notify to the plug-in. |
|
|
5387 | </attribute> |
|
|
5388 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5389 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5390 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5391 | </attribute> |
|
|
5392 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5393 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5394 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5395 | </attribute> |
|
|
5396 | <attribute arch="name" editor="options" type="string"> |
|
|
5397 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5398 | options to the extension that alter its behaviour. |
|
|
5399 | </attribute> |
|
|
5400 | </type> |
5151 | </type> |
5401 | |
5152 | |
5402 | </types> |
5153 | </types> |