… | |
… | |
148 | <slow movement> 5 - default for deep swamp |
148 | <slow movement> 5 - default for deep swamp |
149 | ... |
149 | ... |
150 | <slow movement> 7 - spider web (sticky as hell) |
150 | <slow movement> 7 - spider web (sticky as hell) |
151 | </attribute> |
151 | </attribute> |
152 | "> |
152 | "> |
|
|
153 | <!ENTITY speed_left " |
|
|
154 | <attribute arch='speed_left' editor='speed left' type='float'> |
|
|
155 | 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 |
|
|
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
|
|
158 | every tick. |
|
|
159 | </attribute> |
|
|
160 | "> |
|
|
161 | <!ENTITY activate_on " |
|
|
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
|
|
163 | Whether the teleporter should only be activated on push. |
|
|
164 | </attribute> |
|
|
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
|
|
166 | Whether the teleporter should only be activated on release. |
|
|
167 | </attribute> |
|
|
168 | "> |
153 | ]> |
169 | ]> |
154 | |
170 | |
155 | <types> |
171 | <types> |
156 | |
172 | |
157 | <!--###################### bitmask definitions ######################--> |
173 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
392 | <entry value="9" name="throw" /> |
408 | <entry value="9" name="throw" /> |
393 | <entry value="10" name="trigger" /> |
409 | <entry value="10" name="trigger" /> |
394 | <entry value="11" name="close" /> |
410 | <entry value="11" name="close" /> |
395 | <entry value="12" name="timer" /> |
411 | <entry value="12" name="timer" /> |
396 | <entry value="28" name="move" /> |
412 | <entry value="28" name="move" /> |
|
|
413 | <entry value="41" name="drop_on" /> |
397 | </list> |
414 | </list> |
398 | |
415 | |
399 | <list name="attack_movement_bits_0_3"> |
416 | <list name="attack_movement_bits_0_3"> |
400 | <entry value="0" name="default" /> |
417 | <entry value="0" name="default" /> |
401 | <entry value="1" name="attack from distance" /> |
418 | <entry value="1" name="attack from distance" /> |
… | |
… | |
453 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
470 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
454 | for explicitly non-pickable objects (hey, this is opensource.. you |
471 | for explicitly non-pickable objects (hey, this is opensource.. you |
455 | never know ;) ). |
472 | never know ;) ). |
456 | </attribute> |
473 | </attribute> |
457 | <attribute arch="value" editor="value" type="int"> |
474 | <attribute arch="value" editor="value" type="int"> |
458 | Adds a certain value to the object: It will be worth that many times the |
475 | Determines the value of the object, in units of silver coins (one |
459 | default value from it's archetype (E.g. "value = 3" means three times |
476 | platinum coin == 50 silver coins). Value for buying/selling will be |
460 | worth the default value). Value for buying/selling will be |
|
|
461 | further modified by various factors. Hence, testing values in-game is |
477 | further modified by various factors. Hence, testing values in-game is |
462 | usually inevitable. |
478 | usually inevitable. |
463 | </attribute> |
479 | </attribute> |
464 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
480 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
465 | If <glow radius> is set to a value greater zero, the object |
481 | If <glow radius> is set to a value greater zero, the object |
… | |
… | |
1430 | </attribute> |
1446 | </attribute> |
1431 | <attribute arch="connected" editor="connection" type="int"> |
1447 | <attribute arch="connected" editor="connection" type="int"> |
1432 | Whenever the connection value is activated, |
1448 | Whenever the connection value is activated, |
1433 | the creator gets triggered. |
1449 | the creator gets triggered. |
1434 | </attribute> |
1450 | </attribute> |
|
|
1451 | &activate_on; |
1435 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1452 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1436 | If <infinit uses> is set, the creator will work |
1453 | If <infinit uses> is set, the creator will work |
1437 | infinitely, regardless of the value in <number of uses>. |
1454 | infinitely, regardless of the value in <number of uses>. |
1438 | </attribute> |
1455 | </attribute> |
1439 | <attribute arch="hp" editor="number of uses" type="int"> |
1456 | <attribute arch="hp" editor="number of uses" type="int"> |
… | |
… | |
1484 | </attribute> |
1501 | </attribute> |
1485 | <attribute arch="speed" editor="detection speed" type="float"> |
1502 | <attribute arch="speed" editor="detection speed" type="float"> |
1486 | This value defines the time between two detector-checks. |
1503 | This value defines the time between two detector-checks. |
1487 | If you want the detector to behave almost like pedestals/buttons, |
1504 | If you want the detector to behave almost like pedestals/buttons, |
1488 | set speed rather high, like <detection speed> 1.0. |
1505 | set speed rather high, like <detection speed> 1.0. |
|
|
1506 | </attribute> |
|
|
1507 | &speed_left; |
|
|
1508 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1509 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1510 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1511 | by 1. |
1489 | </attribute> |
1512 | </attribute> |
1490 | </type> |
1513 | </type> |
1491 | |
1514 | |
1492 | <!--####################################################################--> |
1515 | <!--####################################################################--> |
1493 | <type number="112" name="Director"> |
1516 | <type number="112" name="Director"> |
… | |
… | |
1594 | </attribute> |
1617 | </attribute> |
1595 | <attribute arch="speed" editor="moving speed" type="float"> |
1618 | <attribute arch="speed" editor="moving speed" type="float"> |
1596 | The <speed> of the disease determines how fast the disease will |
1619 | The <speed> of the disease determines how fast the disease will |
1597 | "move", thus how fast the symptoms strike the host. |
1620 | "move", thus how fast the symptoms strike the host. |
1598 | </attribute> |
1621 | </attribute> |
|
|
1622 | &speed_left; |
1599 | </section> |
1623 | </section> |
1600 | <section name="symptoms"> |
1624 | <section name="symptoms"> |
1601 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1625 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1602 | The disease will attack the host with the given <attacktype>. |
1626 | The disease will attack the host with the given <attacktype>. |
1603 | Godpower attacktype is commonly used for "unresistable" diseases. |
1627 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1735 | loose the input matches the chance to earn winnings.<br> |
1759 | loose the input matches the chance to earn winnings.<br> |
1736 | A duplicator with <multiply factor> 3 for example should have a |
1760 | A duplicator with <multiply factor> 3 for example should have a |
1737 | loosing rate of 2/3 = 67%. ]]> |
1761 | loosing rate of 2/3 = 67%. ]]> |
1738 | </use> |
1762 | </use> |
1739 | <attribute arch="other_arch" editor="target arch" type="string"> |
1763 | <attribute arch="other_arch" editor="target arch" type="string"> |
1740 | Only objects of matching archtype, lying ontop of the dublicator will be |
1764 | Only objects of matching archtype, lying ontop of the duplicator will be |
1741 | dublicated, multiplied or removed. All other objects will be ignored. |
1765 | duplicated, multiplied or removed. All other objects will be ignored. |
1742 | </attribute> |
1766 | </attribute> |
1743 | <attribute arch="level" editor="multiply factor" type="int"> |
1767 | <attribute arch="level" editor="multiply factor" type="int"> |
1744 | The number of items in the target pile will be multiplied by the |
1768 | The number of items in the target pile will be multiplied by the |
1745 | <multiply factor>. If it is set to zero, all target objects |
1769 | <multiply factor>. If it is set to zero, all target objects |
1746 | will be destroyed. |
1770 | will be destroyed. |
… | |
… | |
1748 | <attribute arch="connected" editor="connection" type="int"> |
1772 | <attribute arch="connected" editor="connection" type="int"> |
1749 | An activator (lever, altar, button, etc) with matching connection value |
1773 | An activator (lever, altar, button, etc) with matching connection value |
1750 | is able to trigger this duplicator. Be very careful that players cannot |
1774 | is able to trigger this duplicator. Be very careful that players cannot |
1751 | abuse it to create endless amounts of money or other valuable stuff! |
1775 | abuse it to create endless amounts of money or other valuable stuff! |
1752 | </attribute> |
1776 | </attribute> |
|
|
1777 | &activate_on; |
1753 | </type> |
1778 | </type> |
1754 | |
1779 | |
1755 | <!--####################################################################--> |
1780 | <!--####################################################################--> |
1756 | <type number="66" name="Exit"> |
1781 | <type number="66" name="Exit"> |
1757 | <ignore> |
1782 | <ignore> |
… | |
… | |
1824 | <description><![CDATA[ |
1849 | <description><![CDATA[ |
1825 | Just like with food, the player can fill his stomache and gain a |
1850 | Just like with food, the player can fill his stomache and gain a |
1826 | little health by eating flesh-objects. <br> |
1851 | little health by eating flesh-objects. <br> |
1827 | For dragon players, flesh plays a very special role though: If the |
1852 | For dragon players, flesh plays a very special role though: If the |
1828 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1853 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1829 | those cathegories. The only constraint to this process is the <flesh level>. |
1854 | those categories. The only constraint to this process is the <flesh level>. |
1830 | Don't forget that flesh items with resistances have to be balanced |
1855 | Don't forget that flesh items with resistances have to be balanced |
1831 | according to map/monster difficulty. ]]> |
1856 | according to map/monster difficulty. ]]> |
1832 | </description> |
1857 | </description> |
1833 | <use><![CDATA[ |
1858 | <use><![CDATA[ |
1834 | For dragon players, flesh items can be highly valuable. Note that many |
1859 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
2092 | Use gates to divide your maps into seperated areas. After solving |
2117 | Use gates to divide your maps into seperated areas. After solving |
2093 | area A, the player gains access to area B, and so on. Make your |
2118 | area A, the player gains access to area B, and so on. Make your |
2094 | maps more complex than "one-way". ]]> |
2119 | maps more complex than "one-way". ]]> |
2095 | </use> |
2120 | </use> |
2096 | <attribute arch="no_pick" value="1" type="fixed" /> |
2121 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2122 | <attribute arch="speed" value="1" type="float"> |
|
|
2123 | The speed of the gate affects how fast it is closing/opening. |
|
|
2124 | </attribute> |
2097 | <attribute arch="connected" editor="connection" type="int"> |
2125 | <attribute arch="connected" editor="connection" type="int"> |
2098 | Whenever the inventory checker is triggered, all objects with identical |
2126 | Whenever the inventory checker is triggered, all objects with identical |
2099 | <connection> value get activated. This only makes sense together with |
2127 | <connection> value get activated. This only makes sense together with |
2100 | <blocking passage> disabled. |
2128 | <blocking passage> disabled. |
2101 | </attribute> |
2129 | </attribute> |
… | |
… | |
2319 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2347 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2320 | To re-consecrate an altar, the player's wisdom level must be as |
2348 | To re-consecrate an altar, the player's wisdom level must be as |
2321 | high or higher than this value. In that way, some altars can not |
2349 | high or higher than this value. In that way, some altars can not |
2322 | be re-consecrated, while other altars, like those in dungeons, could be. |
2350 | be re-consecrated, while other altars, like those in dungeons, could be. |
2323 | |
2351 | |
2324 | Altars located in temples should have at least <reconsecrate level> 100. |
2352 | Altars located in temples should have at least <reconsecrate level> 120. |
2325 | Some characters might need those altars, they would be very unhappy to |
2353 | Some characters might need those altars, they would be very unhappy to |
2326 | see them re-consecrated to another cult. |
2354 | see them re-consecrated to another cult. |
2327 | </attribute> |
2355 | </attribute> |
2328 | </type> |
2356 | </type> |
2329 | |
2357 | |
… | |
… | |
2676 | <attribute arch="connected" editor="connection" type="int"> |
2704 | <attribute arch="connected" editor="connection" type="int"> |
2677 | Every time the <connection> value is triggered, the wall will cast |
2705 | Every time the <connection> value is triggered, the wall will cast |
2678 | it's spell. You should set <casting speed> to zero, or this won't |
2706 | it's spell. You should set <casting speed> to zero, or this won't |
2679 | have much visible effect. |
2707 | have much visible effect. |
2680 | </attribute> |
2708 | </attribute> |
|
|
2709 | &activate_on; |
2681 | <attribute arch="speed" editor="casting speed" type="float"> |
2710 | <attribute arch="speed" editor="casting speed" type="float"> |
2682 | The <casting speed> defines the spellcasting speed of the wall. |
2711 | The <casting speed> defines the spellcasting speed of the wall. |
2683 | You can fine-tune how long the duration between two casts shall |
2712 | You can fine-tune how long the duration between two casts shall |
2684 | be. If you want to create a wall that can be activated (cast per |
2713 | be. If you want to create a wall that can be activated (cast per |
2685 | trigger) via connected lever/button/etc, you must set "speed 0". |
2714 | trigger) via connected lever/button/etc, you must set "speed 0". |
2686 | </attribute> |
2715 | </attribute> |
|
|
2716 | &speed_left; |
2687 | <attribute arch="sp" editor="direction" type="list_direction"> |
2717 | <attribute arch="sp" editor="direction" type="list_direction"> |
2688 | The magic wall will cast it's spells always in the specified |
2718 | The magic wall will cast it's spells always in the specified |
2689 | <direction>. A magic wall with direction set to <none> will |
2719 | <direction>. A magic wall with direction set to <none> will |
2690 | always fire in a random direction. |
2720 | always fire in a random direction. |
2691 | </attribute> |
2721 | </attribute> |
… | |
… | |
2795 | The <marking speed> defines how quickly it will mark something |
2825 | The <marking speed> defines how quickly it will mark something |
2796 | standing on the marker. Set this value rather high to make |
2826 | standing on the marker. Set this value rather high to make |
2797 | sure the player really gets his mark. I think <marking speed> 1.0 |
2827 | sure the player really gets his mark. I think <marking speed> 1.0 |
2798 | should do fine. |
2828 | should do fine. |
2799 | </attribute> |
2829 | </attribute> |
|
|
2830 | &speed_left; |
2800 | <attribute arch="food" editor="mark duration" type="int"> |
2831 | <attribute arch="food" editor="mark duration" type="int"> |
2801 | This value defines the duration of the force it inserts. |
2832 | This value defines the duration of the force it inserts. |
2802 | If nonzero, the duration of the player's mark is finite: |
2833 | If nonzero, the duration of the player's mark is finite: |
2803 | about 1 food per 10 seconds. <mark duration> zero/unset |
2834 | about 1 food per 10 seconds. <mark duration> zero/unset |
2804 | means the mark will stay on the player forever. |
2835 | means the mark will stay on the player forever. |
… | |
… | |
2909 | <attribute arch="level" editor="level" type="int"> |
2940 | <attribute arch="level" editor="level" type="int"> |
2910 | A monster's <level> is the most important attribute. |
2941 | A monster's <level> is the most important attribute. |
2911 | <level> affects the power of a monster in various ways. |
2942 | <level> affects the power of a monster in various ways. |
2912 | </attribute> |
2943 | </attribute> |
2913 | <attribute arch="race" editor="race" type="string"> |
2944 | <attribute arch="race" editor="race" type="string"> |
2914 | Every monster should have a race set to cathegorize it. |
2945 | Every monster should have a race set to categorize it. |
2915 | The monster's <race> can have different effects: |
2946 | The monster's <race> can have different effects: |
2916 | Slaying weapons inflict tripple damage against enemy races |
2947 | Slaying weapons inflict tripple damage against enemy races |
2917 | and holy word kills only enemy races of the god. |
2948 | and holy word kills only enemy races of the god. |
2918 | </attribute> |
2949 | </attribute> |
2919 | <attribute arch="exp" editor="experience" type="int"> |
2950 | <attribute arch="exp" editor="experience" type="int"> |
2920 | When a player kills this monster, he will get exactly this |
2951 | When a player kills this monster, he will get exactly this |
2921 | amount of <experience>. The experience will flow into |
2952 | amount of <experience>. The experience will flow into |
2922 | the skill-cathegory the player used for the kill. |
2953 | the skill-category the player used for the kill. |
2923 | |
2954 | |
2924 | If you create special monsters of tweaked strenght/abilities, |
2955 | If you create special monsters of tweaked strenght/abilities, |
2925 | always make sure that the <experience> is set to a |
2956 | always make sure that the <experience> is set to a |
2926 | reasonable value. Compare with existing arches to get a feeling |
2957 | reasonable value. Compare with existing arches to get a feeling |
2927 | what reasonable means. Keep in mind that spellcasting monsters |
2958 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2929 | </attribute> |
2960 | </attribute> |
2930 | <attribute arch="speed" editor="speed" type="float"> |
2961 | <attribute arch="speed" editor="speed" type="float"> |
2931 | The <speed> determines how fast a monster will both move |
2962 | The <speed> determines how fast a monster will both move |
2932 | and fight. High <speed> makes a monster considerably stronger. |
2963 | and fight. High <speed> makes a monster considerably stronger. |
2933 | </attribute> |
2964 | </attribute> |
|
|
2965 | &speed_left; |
2934 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2966 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2935 | This only takes effect if <multiply> is enabled. The monster will |
2967 | This only takes effect if <multiply> is enabled. The monster will |
2936 | create a <breed monster> every once in a while. <breed monster> |
2968 | create a <breed monster> every once in a while. <breed monster> |
2937 | can be set to any valid arch-name of a monster. Multipart monster |
2969 | can be set to any valid arch-name of a monster. Multipart monster |
2938 | should not be used. |
2970 | should not be used. |
… | |
… | |
3367 | </attribute> |
3399 | </attribute> |
3368 | <attribute arch="speed" editor="movement speed" type="float"> |
3400 | <attribute arch="speed" editor="movement speed" type="float"> |
3369 | The movement speed value determines how fast a chain of |
3401 | The movement speed value determines how fast a chain of |
3370 | these movers will push a player along (default is -0.2). |
3402 | these movers will push a player along (default is -0.2). |
3371 | </attribute> |
3403 | </attribute> |
|
|
3404 | &speed_left; |
3372 | <attribute arch="sp" editor="direction" type="list_direction"> |
3405 | <attribute arch="sp" editor="direction" type="list_direction"> |
3373 | The mover will push creatures in the specified <direction>. |
3406 | The mover will push creatures in the specified <direction>. |
3374 | A mover with direction set to <none> will spin clockwise, |
3407 | A mover with direction set to <none> will spin clockwise, |
3375 | thus pushing creatures in unpredictable directions. |
3408 | thus pushing creatures in unpredictable directions. |
3376 | </attribute> |
3409 | </attribute> |
… | |
… | |
3463 | <attribute arch="no_pick" value="1" type="fixed" /> |
3496 | <attribute arch="no_pick" value="1" type="fixed" /> |
3464 | <attribute arch="connected" editor="connection" type="int"> |
3497 | <attribute arch="connected" editor="connection" type="int"> |
3465 | When a <connection> value is set, the pit can be opened/closed |
3498 | When a <connection> value is set, the pit can be opened/closed |
3466 | by activating the connection. |
3499 | by activating the connection. |
3467 | </attribute> |
3500 | </attribute> |
|
|
3501 | &activate_on; |
3468 | <attribute arch="hp" editor="destination X" type="int"> |
3502 | <attribute arch="hp" editor="destination X" type="int"> |
3469 | The pit will transport creatures (and items) randomly into a two-square |
3503 | The pit will transport creatures (and items) randomly into a two-square |
3470 | radius of the destination coordinates. |
3504 | radius of the destination coordinates. |
3471 | If the destination square becomes blocked, the pit will act like |
3505 | If the destination square becomes blocked, the pit will act like |
3472 | being filled up and not work anymore! |
3506 | being filled up and not work anymore! |
… | |
… | |
3988 | </type> |
4022 | </type> |
3989 | |
4023 | |
3990 | <!--####################################################################--> |
4024 | <!--####################################################################--> |
3991 | <type number="14" name="Shooting Weapon"> |
4025 | <type number="14" name="Shooting Weapon"> |
3992 | <description><![CDATA[ |
4026 | <description><![CDATA[ |
3993 | Schooting weapons like bows/crossbows are used to shoot projectiles |
4027 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3994 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
4028 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3995 | wielded both at the same time. Like with any other equipment, |
4029 | wielded both at the same time. Like with any other equipment, |
3996 | stats/bonuses from shooting weapons are directly inherited to the player. |
4030 | stats/bonuses from shooting weapons are directly inherited to the player. |
3997 | <br><br> |
4031 | <br><br> |
3998 | It's very easy to add new pairs of weapons & projectiles. |
4032 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
4000 | weapon and projectile. ]]> |
4034 | weapon and projectile. ]]> |
4001 | </description> |
4035 | </description> |
4002 | <use><![CDATA[ |
4036 | <use><![CDATA[ |
4003 | Shooting weapons should not add bonuses in general. There's already |
4037 | Shooting weapons should not add bonuses in general. There's already |
4004 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4038 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4005 | Schooting weapons should especially not add bonuses to the player |
4039 | Shooting weapons should especially not add bonuses to the player |
4006 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4040 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4007 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4041 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4008 | - still crap. ]]> |
4042 | - still crap. ]]> |
4009 | </use> |
4043 | </use> |
4010 | <attribute arch="race" editor="ammunition class" type="string"> |
4044 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4218 | the connection is triggered. This should be used in combination with |
4252 | the connection is triggered. This should be used in combination with |
4219 | <invisible> enabled and <activate by walking/flying> disabled. |
4253 | <invisible> enabled and <activate by walking/flying> disabled. |
4220 | If activating your magic_mouth this way, the message will not only be |
4254 | If activating your magic_mouth this way, the message will not only be |
4221 | printed to one player, but all players on the current map. |
4255 | printed to one player, but all players on the current map. |
4222 | </attribute> |
4256 | </attribute> |
|
|
4257 | &activate_on; |
4223 | &move_on; |
4258 | &move_on; |
4224 | <attribute arch="food" editor="counter" type="int"> |
4259 | <attribute arch="food" editor="counter" type="int"> |
4225 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4260 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4226 | (printing the message) only that many times. For signs this really shouldn't |
4261 | (printing the message) only that many times. For signs this really shouldn't |
4227 | be used, while for magic_mouths it is extremely helpful. |
4262 | be used, while for magic_mouths it is extremely helpful. |
… | |
… | |
4512 | <attribute arch="speed" editor="drowning speed" type="float"> |
4547 | <attribute arch="speed" editor="drowning speed" type="float"> |
4513 | The higher the <drowning speed>, the faster will players and items |
4548 | The higher the <drowning speed>, the faster will players and items |
4514 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4549 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4515 | and unexpected death-trap. Players should get a warning before such areas. |
4550 | and unexpected death-trap. Players should get a warning before such areas. |
4516 | </attribute> |
4551 | </attribute> |
|
|
4552 | &speed_left; |
4517 | &move_on; |
4553 | &move_on; |
4518 | &movement_types_terrain; |
4554 | &movement_types_terrain; |
4519 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4555 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4520 | If enabled, it is impossible for players to use (wizard-) |
4556 | If enabled, it is impossible for players to use (wizard-) |
4521 | spells on that spot. |
4557 | spells on that spot. |
… | |
… | |
4598 | <attribute arch="connected" editor="connection" type="int"> |
4634 | <attribute arch="connected" editor="connection" type="int"> |
4599 | If a connection value is set, the teleporter will be activated |
4635 | If a connection value is set, the teleporter will be activated |
4600 | whenever the connection is triggered. To use this properly, |
4636 | whenever the connection is triggered. To use this properly, |
4601 | <activation speed> must be zero. |
4637 | <activation speed> must be zero. |
4602 | </attribute> |
4638 | </attribute> |
|
|
4639 | &activate_on; |
4603 | <attribute arch="speed" editor="activation speed" type="float"> |
4640 | <attribute arch="speed" editor="activation speed" type="float"> |
4604 | If the <activation speed> is nonzero, the teleporter will |
4641 | If the <activation speed> is nonzero, the teleporter will |
4605 | automatically be activated in regular time-intervals. Hence, the |
4642 | automatically be activated in regular time-intervals. Hence, the |
4606 | player can just step on it and gets teleported sooner or later. |
4643 | player can just step on it and gets teleported sooner or later. |
4607 | The duration between two activates depends on the given value. |
4644 | The duration between two activates depends on the given value. |
4608 | Default in the teleporter arch is <activation speed> 0.1. |
4645 | Default in the teleporter arch is <activation speed> 0.1. |
4609 | |
4646 | |
4610 | VERY IMPORTANT: If you want to have your teleporter activated via |
4647 | VERY IMPORTANT: If you want to have your teleporter activated via |
4611 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4648 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4612 | </attribute> |
4649 | </attribute> |
|
|
4650 | &speed_left; |
4613 | </type> |
4651 | </type> |
4614 | |
4652 | |
4615 | <!--####################################################################--> |
4653 | <!--####################################################################--> |
4616 | <type number="26" name="Timed Gate"> |
4654 | <type number="26" name="Timed Gate"> |
4617 | <ignore> |
4655 | <ignore> |
… | |
… | |
4636 | Whenever the inventory checker is triggered, all objects with identical |
4674 | Whenever the inventory checker is triggered, all objects with identical |
4637 | <connection> value get activated. This only makes sense together with |
4675 | <connection> value get activated. This only makes sense together with |
4638 | <blocking passage> disabled. If unset, the gate opens automatically |
4676 | <blocking passage> disabled. If unset, the gate opens automatically |
4639 | after some time. |
4677 | after some time. |
4640 | </attribute> |
4678 | </attribute> |
|
|
4679 | &activate_on; |
4641 | <attribute arch="wc" editor="position state" type="int"> |
4680 | <attribute arch="wc" editor="position state" type="int"> |
4642 | The <position state> defines the position of the gate: |
4681 | The <position state> defines the position of the gate: |
4643 | Zero means completely open/down, the "number of animation-steps" (usually |
4682 | Zero means completely open/down, the "number of animation-steps" (usually |
4644 | about 6 or 7) means completely closed/up state. I suggest you don't |
4683 | about 6 or 7) means completely closed/up state. I suggest you don't |
4645 | mess with this value - Leave the default in place. |
4684 | mess with this value - Leave the default in place. |
… | |
… | |
4870 | <!--####################################################################--> |
4909 | <!--####################################################################--> |
4871 | <type number="0" name="Wall"> |
4910 | <type number="0" name="Wall"> |
4872 | <required> |
4911 | <required> |
4873 | <attribute arch="is_floor" value="0" /> |
4912 | <attribute arch="is_floor" value="0" /> |
4874 | <attribute arch="alive" value="0" /> |
4913 | <attribute arch="alive" value="0" /> |
4875 | <attribute arch="move_block" value="255" /> |
4914 | <attribute arch="no_pass" value="1" /> |
4876 | </required> |
4915 | </required> |
4877 | <ignore> |
4916 | <ignore> |
4878 | <attribute arch="nrof" /> |
4917 | <attribute arch="nrof" /> |
4879 | <attribute arch="title" /> |
4918 | <attribute arch="title" /> |
4880 | <attribute arch="name_pl" /> |
4919 | <attribute arch="name_pl" /> |