… | |
… | |
1239 | on the converter, in order to get <receive number> items |
1239 | on the converter, in order to get <receive number> items |
1240 | of <receive arch>. |
1240 | of <receive arch>. |
1241 | </attribute> |
1241 | </attribute> |
1242 | <attribute arch="other_arch" editor="receive arch" type="string"> |
1242 | <attribute arch="other_arch" editor="receive arch" type="string"> |
1243 | <receive arch> is the name of the archetype to convert into. |
1243 | <receive arch> is the name of the archetype to convert into. |
|
|
1244 | This field is ignored if the converter has items in inventory. In this |
|
|
1245 | case one of the inventory items is duplicated. The duplicated item is |
|
|
1246 | randomly chosen from all items present. |
1244 | </attribute> |
1247 | </attribute> |
1245 | <attribute arch="sp" editor="receive number" type="int"> |
1248 | <attribute arch="sp" editor="receive number" type="int"> |
1246 | The player has to put <cost number> items of <cost arch> |
1249 | The player has to put <cost number> items of <cost arch> |
1247 | on the converter, in order to get <receive number> items |
1250 | on the converter, in order to get <receive number> items |
1248 | of <receive arch>. |
1251 | of <receive arch>. |
… | |
… | |
1268 | </use> |
1271 | </use> |
1269 | <attribute arch="no_pick" value="1" type="fixed" /> |
1272 | <attribute arch="no_pick" value="1" type="fixed" /> |
1270 | <attribute arch="other_arch" editor="create arch" type="string"> |
1273 | <attribute arch="other_arch" editor="create arch" type="string"> |
1271 | This string defines the object that will be created. |
1274 | This string defines the object that will be created. |
1272 | You can choose any of the existing arches. |
1275 | You can choose any of the existing arches. |
|
|
1276 | This field is ignored if the creator has items in inventory. In this case |
|
|
1277 | one of the inventory items is duplicated. The duplicated item is randomly |
|
|
1278 | chosen from all items present. |
1273 | </attribute> |
1279 | </attribute> |
1274 | <attribute arch="connected" editor="connection" type="int"> |
1280 | <attribute arch="connected" editor="connection" type="int"> |
1275 | Whenever the connection value is activated, |
1281 | Whenever the connection value is activated, |
1276 | the creator gets triggered. |
1282 | the creator gets triggered. |
1277 | </attribute> |
1283 | </attribute> |
… | |
… | |
1283 | The creator can be triggered <number of uses> times, thus |
1289 | The creator can be triggered <number of uses> times, thus |
1284 | creating that many objects, before it dissappears. |
1290 | creating that many objects, before it dissappears. |
1285 | Default is <number of uses> 1 (-> one-time usage). |
1291 | Default is <number of uses> 1 (-> one-time usage). |
1286 | </attribute> |
1292 | </attribute> |
1287 | <attribute arch="slaying" editor="name of creation" type="string"> |
1293 | <attribute arch="slaying" editor="name of creation" type="string"> |
1288 | The created object will bear the name specified in <name creation>. |
1294 | The created object will bear the name and title specified in <name of |
1289 | If nothing is set, the standard name of the archetype is used. |
1295 | creation>. If nothing is set, the standard name and title of the |
|
|
1296 | archetype is used. |
1290 | </attribute> |
1297 | </attribute> |
1291 | <attribute arch="level" editor="level of creation" type="int"> |
1298 | <attribute arch="level" editor="level of creation" type="int"> |
1292 | The created object will be of that level. If zero/unset, |
1299 | The created object will be of that level. If zero/unset, |
1293 | the standard level of the archetype is used. |
1300 | the standard level of the archetype is used. |
1294 | </attribute> |
1301 | </attribute> |
… | |
… | |
2330 | for altars/ locked doors, the player won't expect to lose an object when |
2337 | for altars/ locked doors, the player won't expect to lose an object when |
2331 | walking over that square. And he doesn't even get a message either. |
2338 | walking over that square. And he doesn't even get a message either. |
2332 | |
2339 | |
2333 | So, *if* you enable <remove match>, make sure |
2340 | So, *if* you enable <remove match>, make sure |
2334 | to inform the player what's going on! |
2341 | to inform the player what's going on! |
|
|
2342 | </attribute> |
|
|
2343 | </type> |
|
|
2344 | |
|
|
2345 | <!--####################################################################--> |
|
|
2346 | <type number="163" name="Item Transformer"> |
|
|
2347 | <description><![CDATA[ |
|
|
2348 | An item transformer is simply applied, after having marked a 'victim' |
|
|
2349 | item. If the victim is suitable, it will be transformed into something |
|
|
2350 | else.]]> |
|
|
2351 | </description> |
|
|
2352 | <use><![CDATA[ |
|
|
2353 | To make an item transformable, you just have to fill the 'slaying' field. |
|
|
2354 | The syntax is: |
|
|
2355 | <br> |
|
|
2356 | <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre> |
|
|
2357 | <br> |
|
|
2358 | with [] denoting optional part, and * any number of preceding []. |
|
|
2359 | 'new_item' must be the name of an existing archetype. |
|
|
2360 | <br><br> |
|
|
2361 | Example, for object apple: slaying knife:2 half_apple |
|
|
2362 | <br><br> |
|
|
2363 | This means that, when applying a knife (should be an Item Transformer), |
|
|
2364 | one 'apple' will be transformed into 2 'half_apple'.]]> |
|
|
2365 | </use> |
|
|
2366 | <attribute arch="food" editor="number of uses" type="int"> |
|
|
2367 | <number of uses> controls how many times the item transformer can |
|
|
2368 | be used. The value 0 means "unlimited" |
|
|
2369 | </attribute> |
|
|
2370 | <attribute arch="slaying" editor="verb" type="string"> |
|
|
2371 | Contains the verb that is used to construct a message to the player |
|
|
2372 | applying the item transformer. |
|
|
2373 | </attribute> |
|
|
2374 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
2375 | A godgiven item vanishes as soon as the player |
|
|
2376 | drops it to the ground. |
|
|
2377 | </attribute> |
|
|
2378 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
2379 | This text may contain a description of the item transformer. |
2335 | </attribute> |
2380 | </attribute> |
2336 | </type> |
2381 | </type> |
2337 | |
2382 | |
2338 | <!--####################################################################--> |
2383 | <!--####################################################################--> |
2339 | <type number="60" name="Jewel"> |
2384 | <type number="60" name="Jewel"> |
… | |
… | |
2626 | In the moment when the player gets marked, this text is displayed |
2671 | In the moment when the player gets marked, this text is displayed |
2627 | to him. You should really set a message in any marker you create, |
2672 | to him. You should really set a message in any marker you create, |
2628 | because it's the only way for the player to notice what's going on. |
2673 | because it's the only way for the player to notice what's going on. |
2629 | </attribute> |
2674 | </attribute> |
2630 | </type> |
2675 | </type> |
|
|
2676 | <!--####################################################################--> |
|
|
2677 | <type number="26" name="Timed Gate"> |
|
|
2678 | <ignore> |
|
|
2679 | <ignore_list name="non_pickable" /> |
|
|
2680 | </ignore> |
|
|
2681 | <description><![CDATA[ |
|
|
2682 | Gates play an important role in Crossfire. Gates can be opened |
|
|
2683 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
|
|
2684 | or carrying special key-objects (-> inventory checker). |
|
|
2685 | Unlike locked doors, gates can get shut again after a player has |
|
|
2686 | passed, which makes them more practical in many cases. Unlike normal |
|
|
2687 | gates, timed gates open when triggered but automatically close again |
|
|
2688 | after some time.]]> |
|
|
2689 | </description> |
|
|
2690 | <use><![CDATA[ |
|
|
2691 | Use gates to divide your maps into separated areas. After solving |
|
|
2692 | area A, the player gains access to area B, and so on. Make your |
|
|
2693 | maps more complex than "one-way". ]]> |
|
|
2694 | </use> |
|
|
2695 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2696 | <attribute arch="connected" editor="connection" type="int"> |
|
|
2697 | Whenever the inventory checker is triggered, all objects with identical |
|
|
2698 | <connection> value get activated. This only makes sense together with |
|
|
2699 | <blocking passage> disabled. If unset, the gate opens automatically |
|
|
2700 | after some time. |
|
|
2701 | </attribute> |
|
|
2702 | <attribute arch="wc" editor="position state" type="int"> |
|
|
2703 | The <position state> defines the position of the gate: |
|
|
2704 | Zero means completely open/down, the "number of animation-steps" (usually |
|
|
2705 | about 6 or 7) means completely closed/up state. I suggest you don't |
|
|
2706 | mess with this value - Leave the default in place. |
|
|
2707 | </attribute> |
|
|
2708 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
2709 | For open gates, <blocking passage> should be unset. |
|
|
2710 | For closed gates it must be set. |
|
|
2711 | </attribute> |
|
|
2712 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
|
|
2713 | Restricting the use of spells to pass this gate. This has |
|
|
2714 | an effect only if <block view> is disabled. |
|
|
2715 | </attribute> |
|
|
2716 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
|
|
2717 | Restricting the use of prayers to pass this door. This has |
|
|
2718 | an effect only if <block view> is disabled. |
|
|
2719 | </attribute> |
|
|
2720 | <attribute arch="hp" editor="open duration" type="int"> |
|
|
2721 | Defines the duration the gate remains closed. This only takes effect |
|
|
2722 | if the gate is not connected. |
|
|
2723 | </attribute> |
|
|
2724 | </type> |
|
|
2725 | |
2631 | <!--####################################################################--> |
2726 | <!--####################################################################--> |
2632 | <type number="52" name="Trigger Marker"> |
2727 | <type number="52" name="Trigger Marker"> |
2633 | <ignore> |
2728 | <ignore> |
2634 | <ignore_list name="system_object" /> |
2729 | <ignore_list name="system_object" /> |
2635 | </ignore> |
2730 | </ignore> |
… | |
… | |
2865 | their opponent. <armour class> can be considered the "counterpiece" |
2960 | their opponent. <armour class> can be considered the "counterpiece" |
2866 | to <weapon class>. |
2961 | to <weapon class>. |
2867 | Values typically range between +20 (very bad) to -20 (quite good). |
2962 | Values typically range between +20 (very bad) to -20 (quite good). |
2868 | </attribute> |
2963 | </attribute> |
2869 | <attribute arch="Con" editor="healing rate" type="int"> |
2964 | <attribute arch="Con" editor="healing rate" type="int"> |
2870 | Monsters regenerate this many hit points each move. Each time the |
2965 | Monsters regenerate this many health points each 4 ticks. Hence, the |
2871 | monster has a move, it gets <healing rate> health points back. |
2966 | healing rate is independent of <speed>. |
2872 | Hence, <movement speed> has great effect on the monster's healing |
|
|
2873 | rate as well. |
|
|
2874 | </attribute> |
2967 | </attribute> |
2875 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
2968 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
2876 | A monster with this flag has the ability to <reflect missiles>, |
2969 | A monster with this flag has the ability to <reflect missiles>, |
2877 | all kinds of projectiles (e.g. arrows, bolts, boulders) will |
2970 | all kinds of projectiles (e.g. arrows, bolts, boulders) will |
2878 | bounce off. |
2971 | bounce off. |
… | |
… | |
2916 | can hold. Setting this to high values has little effect unless |
3009 | can hold. Setting this to high values has little effect unless |
2917 | the monster has a decent <spellpoint regen.>, or the spell |
3010 | the monster has a decent <spellpoint regen.>, or the spell |
2918 | "regenerate mana" at it's disposal. |
3011 | "regenerate mana" at it's disposal. |
2919 | </attribute> |
3012 | </attribute> |
2920 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3013 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
2921 | Monsters regenerate this many spellpoints each move. Each time the |
3014 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
2922 | monster has a move, it gets <spellpoint regen.> spellpoints back. |
3015 | spellpoint regeneration rate is independent of <speed>. |
2923 | Hence, <movement speed> has great effect on the monster's |
|
|
2924 | spellpoint regeneration as well. |
|
|
2925 | |
3016 | |
2926 | To make a real tough spellcasting monster, the rate of spellpoint |
3017 | To make a real tough spellcasting monster, the rate of spellpoint |
2927 | regeneration is most important. If your monster is still not casting |
3018 | regeneration is most important. If your monster is still not casting |
2928 | fast enough, give it the spell-ability of "regenerate mana". |
3019 | fast enough, give it the spell-ability of "regenerate mana". |
2929 | That, paired with high <max spellpoints>, is the ultimate thing. |
3020 | That, paired with high <max spellpoints>, is the ultimate thing. |