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 on' 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 off' 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 move_block " |
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> |
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125 | "> |
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126 | <!ENTITY movement_types_terrain " |
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127 | &move_block; |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
128 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
129 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
130 | precedence over 'blocked movements'. |
137 | </attribute> |
131 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
132 | <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'. |
133 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
134 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
135 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
136 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
137 | creatures matching 'slow move' will be slower than normal on this spot. |
… | |
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157 | decremented by 1. Otherwise, it is incremented by <speed> on |
151 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
152 | every tick. |
159 | </attribute> |
153 | </attribute> |
160 | "> |
154 | "> |
161 | <!ENTITY activate_on " |
155 | <!ENTITY activate_on " |
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
156 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
163 | Whether the teleporter should only be activated on push. |
157 | Whether the teleporter should only be activated on push. |
164 | </attribute> |
158 | </attribute> |
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
159 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
166 | Whether the teleporter should only be activated on release. |
160 | Whether the teleporter should only be activated on release. |
167 | </attribute> |
161 | </attribute> |
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162 | "> |
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163 | |
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164 | <!ENTITY resistances_flesh_desc " |
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165 | Resistances on flesh items make them more durable against spellcraft |
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166 | of the appropriate kind. It also allows dragon players to eventually gain |
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167 | resistance by eating it. Usually resistance should only be set for flesh |
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168 | items in a monster's inventory. |
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169 | "> |
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170 | |
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171 | <!ENTITY resistances_flesh_section " |
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172 | <section name='resistance'> |
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173 | <attribute arch='resist_physical' editor='resist physical %' 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_magic' editor='resist magic %' 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_fire' editor='resist fire %' 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_electricity' editor='resist electricity %' 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_cold' editor='resist cold %' 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_confusion' editor='resist confusion %' 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_acid' editor='resist acid %' 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_drain' editor='resist draining %' 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_weaponmagic' editor='resist weaponmagic %' 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_ghosthit' editor='resist ghosthit %' 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_poison' editor='resist poison %' 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_slow' editor='resist slow %' 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_paralyze' editor='resist paralyze %' 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_fear' editor='resist fear %' 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_deplete' editor='resist depletion %' 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_death' editor='resist death-attack %' 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_chaos' editor='resist chaos %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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225 | &resistances_flesh_desc; |
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226 | </attribute> |
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227 | </section> |
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228 | "> |
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229 | |
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230 | <!ENTITY resistances_basic " |
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231 | <section name='resistance'> |
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232 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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233 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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234 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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235 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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236 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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237 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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238 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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239 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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240 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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241 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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242 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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243 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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244 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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245 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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246 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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247 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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248 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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249 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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250 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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251 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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252 | </section> |
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253 | "> |
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254 | |
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255 | <!ENTITY player_stat_desc " |
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256 | The player's strentgh will rise/fall by the given value for permanent |
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257 | (of course there is an upper limit). Generally there shouldn't be stat |
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258 | potions granting more than one stat. Cursed potions will subtract the |
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259 | stats if positive. |
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260 | "> |
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261 | |
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262 | <!ENTITY player_res_desc " |
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263 | The player's resistance to physical will rise by this value in percent |
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264 | (range -100 till +100). The effect is only temporare, and it does NOT |
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265 | add on the values from the player's equipment. |
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266 | Cursed potions will make negative resistance.. very nasty in combat! |
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267 | "> |
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268 | |
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269 | <!ENTITY player_stat_resist_sections " |
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270 | <section name='stats'> |
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271 | <attribute arch='Str' editor='strength' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Dex' editor='dexterity' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Con' editor='constitution' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Int' editor='intelligence' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Pow' editor='power' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Wis' editor='wisdom' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | <attribute arch='Cha' editor='charisma' type='int'> |
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290 | &player_stat_desc; |
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291 | </attribute> |
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292 | </section> |
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293 | <section name='resistance'> |
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294 | <attribute arch='resist_physical' editor='resist physical %' 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_magic' editor='resist magic %' 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_fire' editor='resist fire %' 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_electricity' editor='resist electricity %' 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_cold' editor='resist cold %' 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_acid' editor='resist acid %' 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_confusion' editor='resist confusion %' 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_weaponmagic' editor='resist weaponmagic %' 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_ghosthit' editor='resist ghosthit %' 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_slow' editor='resist slow %' 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_fear' editor='resist fear %' 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_death' editor='resist death-attack %' 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_chaos' editor='resist chaos %' 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_blind' editor='resist blinding %' 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_holyword' editor='resist holy power %' 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_godpower' editor='resist godpower %' 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_paralyze' editor='resist paralyze %' 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_drain' editor='resist draining %' 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_deplete' editor='resist depletion %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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352 | &player_res_desc; |
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353 | </attribute> |
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354 | </section> |
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355 | "> |
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356 | |
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357 | <!ENTITY match_compat " |
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358 | If the string starts with 'match ', then it is interpreted |
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359 | as a match expression (e.g. 'match type=POTION', or 'match type=SPELL |
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360 | in applied type=CONTAINER in inv in originator'). For details, see |
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361 | http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm |
168 | "> |
362 | "> |
169 | ]> |
363 | ]> |
170 | |
364 | |
171 | <types> |
365 | <types> |
172 | |
366 | |
… | |
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283 | <entry value="0" name="furious" /> |
477 | <entry value="0" name="furious" /> |
284 | <entry value="1" name="angry" /> |
478 | <entry value="1" name="angry" /> |
285 | <entry value="2" name="calm" /> |
479 | <entry value="2" name="calm" /> |
286 | <entry value="3" name="sleep" /> |
480 | <entry value="3" name="sleep" /> |
287 | <entry value="4" name="charm" /> |
481 | <entry value="4" name="charm" /> |
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482 | <entry value="5" name="destroy monster" /> |
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483 | <entry value="6" name="destroy pet" /> |
288 | </list> |
484 | </list> |
289 | |
485 | |
290 | <list name="potion_effect"> |
486 | <list name="potion_effect"> |
291 | <entry value="0" name="<none>" /> |
487 | <entry value="0" name="<none>" /> |
292 | <entry value="65536" name="life restoration" /> |
488 | <entry value="65536" name="life restoration" /> |
… | |
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456 | <attribute arch="title" editor="title" type="string"> |
652 | <attribute arch="title" editor="title" type="string"> |
457 | This is the object's title. Once an object is identified the title is |
653 | This is the object's title. Once an object is identified the title is |
458 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
654 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
459 | </attribute> |
655 | </attribute> |
460 | <attribute arch="face" editor="image" type="string"> |
656 | <attribute arch="face" editor="image" type="string"> |
461 | The image-name defines what image is displayed for this object in-game. |
657 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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658 | object has an animation! See also the 'animation' attribute. |
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659 | </attribute> |
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660 | <attribute arch="animation" editor="animation" type="string"> |
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661 | The animation-name of the object. If you assign custom faces and the archetype |
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662 | defines an animation you can disable the animation of an archetype by setting this |
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663 | field to NONE. |
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664 | </attribute> |
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665 | <attribute arch="tag" editor="tag" type="string"> |
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666 | You can tag objects with an identifier. Tagged objects can be found quickly |
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667 | from their tag, which makes them useful to tag exits and refer to those by |
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668 | their name. |
462 | </attribute> |
669 | </attribute> |
463 | <attribute arch="nrof" editor="number" type="int"> |
670 | <attribute arch="nrof" editor="number" type="int"> |
464 | This value determines the number of objects in one stack (for example: |
671 | This value determines the number of objects in one stack (for example: |
465 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
672 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
466 | any pickable object - otherwise it won't be mergeable into a stack. |
673 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
… | |
478 | usually inevitable. |
685 | usually inevitable. |
479 | </attribute> |
686 | </attribute> |
480 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
687 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
481 | If <glow radius> is set to a value greater zero, the object |
688 | If <glow radius> is set to a value greater zero, the object |
482 | appears lit up on dark maps. <glow radius> can be a value |
689 | appears lit up on dark maps. <glow radius> can be a value |
483 | between 0 and 4, the higher, the more light does the object emit. |
690 | between 0 and 9, the higher, the more light does the object emit. |
484 | </attribute> |
691 | </attribute> |
485 | <attribute arch="material" editor="material" type="bitmask_material"> |
692 | <attribute arch="material" editor="material" type="bitmask_material"> |
486 | This bitmask-value informs the player of which material(s) the |
693 | This bitmask-value informs the player of which material(s) the |
487 | object consists. Material does also affect how likely the object |
694 | object consists. Material does also affect how likely the object |
488 | can be destroyed by hazardous spell-effects. |
695 | can be destroyed by hazardous spell-effects. |
… | |
… | |
496 | Putting an invisible object under the floor always prevents it from being |
703 | Putting an invisible object under the floor always prevents it from being |
497 | shown. |
704 | shown. |
498 | </attribute> |
705 | </attribute> |
499 | <attribute arch="blocksview" editor="block view" type="bool"> |
706 | <attribute arch="blocksview" editor="block view" type="bool"> |
500 | If an item is set to block view, players (and monsters) cannot |
707 | If an item is set to block view, players (and monsters) cannot |
501 | see byond it unless they cross it or manage to stand ontop. |
708 | see beyond it unless they cross it or manage to stand ontop. |
502 | </attribute> |
709 | </attribute> |
503 | <attribute arch="identified" editor="identified" type="bool"> |
710 | <attribute arch="identified" editor="identified" type="bool"> |
504 | If an item is identified, the player has full knowledge about it. |
711 | If an item is identified, the player has full knowledge about it. |
505 | </attribute> |
712 | </attribute> |
506 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
713 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
507 | An <unpaid> item cannot be used unless a player carried it over |
714 | An <unpaid> item cannot be used unless a player carried it over |
508 | a shop mat, paying the demanded price. Setting this flag makes sense |
715 | a shop mat, paying the demanded price. Setting this flag makes sense |
509 | only for pickable items inside shops. |
716 | only for pickable items inside shops. |
|
|
717 | </attribute> |
|
|
718 | <attribute arch="sound" editor="sound" type="string"> |
|
|
719 | The sound this objects makes on a map. 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 |
|
|
722 | </attribute> |
|
|
723 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
724 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
725 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
726 | field it will point to sound/<path>.ext |
510 | </attribute> |
727 | </attribute> |
511 | </default_type> |
728 | </default_type> |
512 | |
729 | |
513 | <!-- This ignorelist is for all system objects which are non pickable |
730 | <!-- This ignorelist is for all system objects which are non pickable |
514 | and invisible. They don't interact with players at all. --> |
731 | and invisible. They don't interact with players at all. --> |
… | |
… | |
572 | This text may describe the object. |
789 | This text may describe the object. |
573 | </attribute> |
790 | </attribute> |
574 | </type> |
791 | </type> |
575 | |
792 | |
576 | <!--####################################################################--> |
793 | <!--####################################################################--> |
|
|
794 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
577 | <type number="110" name="Ability"> |
795 | <type number="999" name="Ability"> |
578 | <ignore> |
796 | <ignore> |
579 | <ignore_list name="system_object" /> |
797 | <ignore_list name="system_object" /> |
580 | </ignore> |
798 | </ignore> |
581 | <description><![CDATA[ |
799 | <description><![CDATA[ |
582 | Abilities are to be put in a monster's inventory. They grant monsters the |
800 | Abilities are to be put in a monster's inventory. They grant monsters the |
583 | knowledge to cast spells. Spells from abilities are usually magical in |
801 | knowledge to cast spells. Spells from abilities are usually magical in |
584 | nature, thus adding magic attacktype to the spell-damage they produce. |
802 | nature, thus adding magic attacktype to the spell-damage they produce. |
585 | <br><br> |
803 | <br><br> |
586 | A particularly nice feature of abilities is that they can hold two |
804 | A particularly nice feature of abilities is that they can hold two |
587 | spells: One for short range- and one for long range use. |
805 | spells: One for short range - and one for long range use. |
588 | \n\n |
806 | \n\n |
589 | You should know that spellcasting monsters receive abilities via |
807 | You should know that spellcasting monsters receive abilities via |
590 | <treasurelist>. ]]> |
808 | <treasurelist>.]]> |
591 | </description> |
809 | </description> |
592 | <use><![CDATA[ |
810 | <use><![CDATA[ |
593 | If you want to create "customized" spellcasting monsters, you |
811 | If you want to create "customized" spellcasting monsters, you |
594 | should use abilities (rather than spellbooks/wands or something). |
812 | should use abilities (rather than spellbooks/wands or something). |
595 | The long/short-range spell feature can make boss-monsters more |
813 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
597 | <br><br> |
815 | <br><br> |
598 | You should keep in mind that magic abilities allow players |
816 | You should keep in mind that magic abilities allow players |
599 | to get better resistance. You can turn off the magic part to |
817 | to get better resistance. You can turn off the magic part to |
600 | make the spells more dangerous. However, this really shouldn't |
818 | make the spells more dangerous. However, this really shouldn't |
601 | be neccessary unless you work on very high level maps. |
819 | be neccessary unless you work on very high level maps. |
602 | And what fun is a magic resistance cloak when it has no effect? ]]> |
820 | And what fun is a magic resistance cloak when it has no effect?]]> |
603 | </use> |
821 | </use> |
604 | <attribute arch="invisible" value="1" type="fixed" /> |
822 | <attribute arch="invisible" value="1" type="fixed" /> |
605 | <attribute arch="no_drop" value="1" type="fixed" /> |
823 | <attribute arch="no_drop" value="1" type="fixed" /> |
606 | <attribute arch="sp" editor="short range spell" type="spell"> |
824 | <attribute arch="sp" editor="short range spell" type="spell"> |
607 | The monster will use the specified <short range spell> |
825 | The monster will use the specified <short range spell> |
… | |
… | |
636 | Note that non-magical abilities are more dangerous because |
854 | Note that non-magical abilities are more dangerous because |
637 | magic resistance does not protect from those.</attribute> |
855 | magic resistance does not protect from those.</attribute> |
638 | </type> |
856 | </type> |
639 | |
857 | |
640 | <!--####################################################################--> |
858 | <!--####################################################################--> |
|
|
859 | |
|
|
860 | <type number="81" name="Torch"> |
|
|
861 | <description><![CDATA[ |
|
|
862 | Torches are a special kind of Lamp that offer the option of lighting them |
|
|
863 | up without using a lighter (These torches are usually |
|
|
864 | called 'pyrophor torches'. See also the 'reignitable' setting). |
|
|
865 | The other kind of torches, that are reignitable, can be put out and |
|
|
866 | put on again using a lighter.]]> |
|
|
867 | </description> |
|
|
868 | <attribute arch="is_lightable" editor="reignitable" type="bool"> |
|
|
869 | This flag controls whether the torch can be lit up again using |
|
|
870 | a lighter or whether it can only be used once, in which case |
|
|
871 | they can be enabled by simply applying them without any special tools. |
|
|
872 | </attribute> |
|
|
873 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
874 | This field specifies the burning duration of the torch. |
|
|
875 | </attribute> |
|
|
876 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
877 | This field sets the glow radius of the torch if it is enabled. |
|
|
878 | If you want to make a torch that is already burning set the |
|
|
879 | "glow radius" field. |
|
|
880 | </attribute> |
|
|
881 | <attribute arch="level" editor="level" type="int"> |
|
|
882 | If this field specyfies the cursed effect's level. If it is |
|
|
883 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
884 | </attribute> |
|
|
885 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
886 | Cursed torches, which have a level above 0, explode if the |
|
|
887 | player applies them. |
|
|
888 | </attribute> |
|
|
889 | </type> |
|
|
890 | |
|
|
891 | <type number="82" name="Lamp"> |
|
|
892 | <description><![CDATA[ |
|
|
893 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
894 | </description> |
|
|
895 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
896 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
897 | here the fuel field will specify the burning duration in minutes.) |
|
|
898 | </attribute> |
|
|
899 | <attribute arch="food" editor="fuel" type="int"> |
|
|
900 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
901 | field of this object. |
|
|
902 | </attribute> |
|
|
903 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
904 | This field sets the glow radius of the lamp if it is enabled. |
|
|
905 | If you want to make a lamp that is already burning set the |
|
|
906 | "glow radius" field. |
|
|
907 | </attribute> |
|
|
908 | <attribute arch="level" editor="level" type="int"> |
|
|
909 | If this field specyfies the cursed effect's level. If it is |
|
|
910 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
911 | </attribute> |
|
|
912 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
913 | Cursed lamps, which have a level above 0, explode if the |
|
|
914 | player applies them. |
|
|
915 | </attribute> |
|
|
916 | </type> |
|
|
917 | |
|
|
918 | <!--####################################################################--> |
641 | <type number="18" name="Altar"> |
919 | <type number="18" name="Altar"> |
642 | <ignore> |
920 | <ignore> |
643 | <ignore_list name="non_pickable" /> |
921 | <ignore_list name="non_pickable" /> |
644 | </ignore> |
922 | </ignore> |
645 | <description><![CDATA[ |
923 | <description><![CDATA[ |
646 | When a player puts a defined number of certain items on the altar, |
924 | When a player puts a defined number of certain items on the altar, |
647 | then either a spell is casted (on the player) or a connector is |
925 | then either a spell is casted (on the player) or a connector is |
648 | triggered. If the latter is the case, the altar works only once. |
926 | triggered. If the latter is the case, the altar works only once. |
649 | Either way, the sacrificed item disappears. ]]> |
927 | Either way, the sacrificed item disappears.]]> |
650 | </description> |
928 | </description> |
651 | <attribute arch="no_pick" value="1" type="fixed" /> |
929 | <attribute arch="no_pick" value="1" type="fixed" /> |
652 | &move_on; |
930 | &move_on; |
653 | <attribute arch="slaying" editor="match item name" type="string"> |
931 | <attribute arch="slaying" editor="match item name" type="string"> |
654 | This string specifies the item that must be put on the altar to |
932 | This string specifies the item that must be put on the altar to |
655 | activate it. It can either be the name of an archetype, or directly |
933 | activate it. It can either be the name of an archetype, or directly |
656 | the name of an object. Yet, titles are not recognized by altars. |
934 | the name of an object. Yet, titles are not recognized by altars. |
657 | Remember to put a note somewhere, telling the player what he is |
935 | If you want the player to have to drop a specific amount of money use "money". |
658 | expected to drop on the altar. (Often this is put in the altar's |
936 | See also the "drop amount" attribute. |
659 | name: E.g. "drop 100 platinums") |
937 | &match_compat; |
660 | </attribute> |
938 | </attribute> |
661 | <attribute arch="food" editor="drop amount" type="int"> |
939 | <attribute arch="food" editor="drop amount" type="int"> |
662 | The drop amount specifies the amount of items (specified |
940 | The drop amount specifies the amount of items (specified |
663 | in <match item name>) that must be dropped to activate the altar. |
941 | in <match item name>) that must be dropped to activate the altar. |
664 | |
942 | |
… | |
… | |
666 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
944 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
667 | 200 silver, 20 gold, or 4 platinum will all work.) |
945 | 200 silver, 20 gold, or 4 platinum will all work.) |
668 | |
946 | |
669 | Note that the maximum possible for <drop amount> is 32767. |
947 | Note that the maximum possible for <drop amount> is 32767. |
670 | </attribute> |
948 | </attribute> |
671 | <attribute arch="connected" editor="connection" type="int"> |
949 | <attribute arch="connected" editor="connection" type="string"> |
672 | If a connection value is set, the altar will trigger all objects |
950 | If a connection value is set, the altar will trigger all objects |
673 | with the same value, when activated. This will only work once. |
951 | with the same value, when activated. This will only work once. |
674 | </attribute> |
952 | </attribute> |
675 | <attribute arch="sp" editor="spell" type="spell"> |
953 | <attribute arch="sp" editor="spell" type="spell"> |
676 | When activated, the selected <spell> will be casted (once, on the |
954 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
690 | <ignore_list name="non_pickable" /> |
968 | <ignore_list name="non_pickable" /> |
691 | </ignore> |
969 | </ignore> |
692 | <description><![CDATA[ |
970 | <description><![CDATA[ |
693 | Altar_triggers work pretty much like normal altars |
971 | Altar_triggers work pretty much like normal altars |
694 | (drop sacrifice -> connection activated), except for the fact that |
972 | (drop sacrifice -> connection activated), except for the fact that |
695 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
973 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
696 | </description> |
974 | </description> |
697 | <use><![CDATA[ |
975 | <use><![CDATA[ |
698 | Altar_triggers are very useful if you want to charge a price for... |
976 | Altar_triggers are very useful if you want to charge a price for... |
699 | <UL> |
977 | <UL> |
700 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
978 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
701 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
979 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
702 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
980 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
703 | </UL> |
981 | </UL> |
704 | The big advantage over normal altars is the infinite usability |
982 | The big advantage over normal altars is the infinite usability |
705 | of altar_triggers! If there are ten players on one server, they're |
983 | of altar_triggers! If there are ten players on one server, they're |
706 | quite grateful if things work more than once. =) ]]> |
984 | quite grateful if things work more than once. =)]]> |
707 | </use> |
985 | </use> |
708 | <attribute arch="no_pick" value="1" type="fixed" /> |
986 | <attribute arch="no_pick" value="1" type="fixed" /> |
709 | <attribute arch="slaying" editor="match item name" type="string"> |
987 | <attribute arch="slaying" editor="match item name" type="string"> |
710 | This string specifies the item that must be put on the altar to |
988 | This string specifies the item that must be put on the altar to |
711 | activate it. It can either be the name of an archetype, or directly |
989 | activate it. It can either be the name of an archetype, or directly |
712 | the name of an object. Yet, titles are not recognized by altars. |
990 | the name of an object. Yet, titles are not recognized by altars. |
713 | Remember to put a note somewhere, telling the player what he is |
991 | If you want the player to have to drop a specific amount of money use "money". |
714 | expected to drop on the altar. (Often this is put in the altar's |
992 | See also the "drop amount" attribute. |
715 | name: E.g. "drop 100 platinums") |
993 | &match_compat; |
716 | </attribute> |
994 | </attribute> |
717 | <attribute arch="food" editor="drop amount" type="int"> |
995 | <attribute arch="food" editor="drop amount" type="int"> |
718 | The drop amount specifies the amount of items (specified |
996 | The drop amount specifies the amount of items (specified |
719 | in <match item name>) that must be dropped to activate the altar. |
997 | in <match item name>) that must be dropped to activate the altar. |
720 | |
998 | |
… | |
… | |
722 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
1000 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
723 | 200 silver, 20 gold, or 4 platinum will all work.) |
1001 | 200 silver, 20 gold, or 4 platinum will all work.) |
724 | |
1002 | |
725 | Note that the maximum possible for <drop amount> is 32767. |
1003 | Note that the maximum possible for <drop amount> is 32767. |
726 | </attribute> |
1004 | </attribute> |
727 | <attribute arch="connected" editor="connection" type="int"> |
1005 | <attribute arch="connected" editor="connection" type="string"> |
728 | If a connection value is set, the altar will trigger all objects |
1006 | If a connection value is set, the altar will trigger all objects |
729 | with the same value, when activated. This will only work once. |
1007 | with the same value, when activated. This will only work once. |
730 | </attribute> |
1008 | </attribute> |
731 | <attribute arch="sp" editor="spell" type="spell"> |
1009 | <attribute arch="sp" editor="spell" type="spell"> |
732 | When activated, this <spell> will be casted (once, on the player). |
1010 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
756 | in the exact moment when the altar is activated. |
1034 | in the exact moment when the altar is activated. |
757 | </attribute> |
1035 | </attribute> |
758 | </type> |
1036 | </type> |
759 | |
1037 | |
760 | <!--####################################################################--> |
1038 | <!--####################################################################--> |
|
|
1039 | <type number="74" name="Skill Tool"> |
|
|
1040 | <description><![CDATA[ |
|
|
1041 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
1042 | ]]> |
|
|
1043 | </description> |
|
|
1044 | <use><![CDATA[ |
|
|
1045 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
1046 | the skill that is given. |
|
|
1047 | ]]> |
|
|
1048 | </use> |
|
|
1049 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
1050 | This field describes which skill the player will be able to use wearing this item. |
|
|
1051 | </attribute> |
|
|
1052 | &player_stat_resist_sections; |
|
|
1053 | </type> |
|
|
1054 | <!--####################################################################--> |
761 | <type number="39" name="Amulet"> |
1055 | <type number="39" name="Amulet"> |
762 | <description><![CDATA[ |
1056 | <description><![CDATA[ |
763 | Wearing an amulet, the object's stats will directly be inherited to |
1057 | Wearing an amulet, the object's stats will directly be inherited to |
764 | the player. Amulets are usually meant for protection and defense. ]]> |
1058 | the player. Amulets are usually meant for protection and defense.]]> |
765 | </description> |
1059 | </description> |
766 | <use><![CDATA[ |
1060 | <use><![CDATA[ |
767 | Feel free to create your own special artifacts. However, it is very |
1061 | Feel free to create your own special artifacts. However, it is very |
768 | important that you keep your artifact in balance with existing maps. ]]> |
1062 | important that you keep your artifact in balance with existing maps.]]> |
769 | </use> |
1063 | </use> |
770 | <attribute arch="ac" editor="armour class" type="int"> |
1064 | <attribute arch="ac" editor="armour class" type="int"> |
771 | This value defines the amount of armour-class bonus for wearing |
1065 | This value defines the amount of armour-class bonus for wearing |
772 | this item. <Armour class> lessens the chance of being hit. Lower |
1066 | this item. <Armour class> lessens the chance of being hit. Lower |
773 | values are better. It should usually be set only for armour-like equipment. |
1067 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
784 | amount of <item power>, depending on their own level. This is the |
1078 | amount of <item power>, depending on their own level. This is the |
785 | only way to prevent low level players to wear "undeserved" equipment |
1079 | only way to prevent low level players to wear "undeserved" equipment |
786 | (like gifts from other players or cheated items). |
1080 | (like gifts from other players or cheated items). |
787 | |
1081 | |
788 | It is very important to adjust the <item power> value carefully |
1082 | It is very important to adjust the <item power> value carefully |
789 | for every artifact you create! If zero/unset, the CF server will |
1083 | for every artifact you create! If zero/unset, the Deliantra server will |
790 | calculate a provisional value at runtime, but this is never |
1084 | calculate a provisional value at runtime, but this is never |
791 | going to be an accurate measurement of <item power>. |
1085 | going to be an accurate measurement of <item power>. |
792 | </attribute> |
1086 | </attribute> |
793 | <attribute arch="damned" editor="damnation" type="bool"> |
1087 | <attribute arch="damned" editor="damnation" type="bool"> |
794 | A damned piece of equipment cannot be unwielded unless the curse |
1088 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
820 | you want the monster to use/wear the item - you must set |
1114 | you want the monster to use/wear the item - you must set |
821 | <is applied>. |
1115 | <is applied>. |
822 | Enabling this flag doesn't make any sense if the item |
1116 | Enabling this flag doesn't make any sense if the item |
823 | is NOT in a monster's inventory. |
1117 | is NOT in a monster's inventory. |
824 | </attribute> |
1118 | </attribute> |
825 | <section name="resistance"> |
1119 | &player_stat_resist_sections; |
826 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
827 | This adds physical resistance to the item (= armour value). The number is |
|
|
828 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
829 | and what they require to do for getting this-and-that artifact. |
|
|
830 | </attribute> |
|
|
831 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
832 | This adds magic resistance to the item. The number is a percent-value in |
|
|
833 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
834 | require to do for getting this-and-that artifact. |
|
|
835 | </attribute> |
|
|
836 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
837 | This adds fire resistance to the item. The number is a percent-value in |
|
|
838 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
839 | require to do for getting this-and-that artifact. |
|
|
840 | </attribute> |
|
|
841 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
842 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
843 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
844 | require to do for getting this-and-that artifact. |
|
|
845 | </attribute> |
|
|
846 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
847 | This adds fire resistance to the item. The number is a percent-value in |
|
|
848 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
849 | require to do for getting this-and-that artifact. |
|
|
850 | </attribute> |
|
|
851 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
852 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
853 | the range 0-100. Confusion resistance is not very effective |
|
|
854 | unless the value comes close to 100 (= perfect immunity). |
|
|
855 | </attribute> |
|
|
856 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
857 | This adds acid resistance to the item. The number is a percent-value in |
|
|
858 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
859 | require to do for getting this-and-that artifact. |
|
|
860 | </attribute> |
|
|
861 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
862 | This adds draining resistance to the item. The number is a percent-value |
|
|
863 | in the range 0-100. Draining resistance is little effective |
|
|
864 | unless the value is 100 (= perfect immunity). |
|
|
865 | </attribute> |
|
|
866 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
867 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
868 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
869 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
870 | are not meant to be easily resisted. |
|
|
871 | </attribute> |
|
|
872 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
873 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
874 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
875 | require to do for getting this-and-that artifact. |
|
|
876 | </attribute> |
|
|
877 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
878 | This adds poison resistance to the item. The number is a percent-value in |
|
|
879 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
880 | require to do for getting this-and-that artifact. |
|
|
881 | </attribute> |
|
|
882 | <attribute arch="resist_slow" editor="resist slow %" 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_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
887 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
888 | the range 0-100. Paralyze resistance is little effective |
|
|
889 | unless the value is 100 (= perfect immunity). |
|
|
890 | </attribute> |
|
|
891 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
892 | This adds fear resistance to the item. The number is a percent-value in |
|
|
893 | the range 0-100. Resistance to fear is pretty useless. |
|
|
894 | </attribute> |
|
|
895 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
896 | This adds depletion resistance to the item. The number is a percent-value |
|
|
897 | in the range 0-100. Depletion resistance is little effective |
|
|
898 | unless the value is 100 (= perfect immunity). |
|
|
899 | </attribute> |
|
|
900 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
901 | This adds death-attack resistance to the item. The number is a |
|
|
902 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
903 | effective unless the value is 100 (= perfect immunity). |
|
|
904 | Generally, resistance to death-attack is not supposed to be |
|
|
905 | available to players! |
|
|
906 | </attribute> |
|
|
907 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
908 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
909 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
910 | require to do for getting this-and-that artifact. |
|
|
911 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
912 | combination of other attacktypes. |
|
|
913 | </attribute> |
|
|
914 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
915 | This adds blinding resistance to the item. The number is a percent-value |
|
|
916 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
917 | require to do for getting this-and-that artifact. |
|
|
918 | </attribute> |
|
|
919 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
920 | This adds holy power resistance to the item. The number is a percent-value |
|
|
921 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
922 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
923 | for undead players (wraith or devourer cult). |
|
|
924 | Generally, resistance to holy word should not be available for players. |
|
|
925 | </attribute> |
|
|
926 | </section> |
|
|
927 | <section name="stats"> |
|
|
928 | <attribute arch="Str" editor="strength" type="int"> |
|
|
929 | The player's strentgh will rise/fall by the given value |
|
|
930 | while wearing this piece of equipment. |
|
|
931 | </attribute> |
|
|
932 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
933 | The player's dexterity will rise/fall by the given value |
|
|
934 | while wearing this piece of equipment. |
|
|
935 | </attribute> |
|
|
936 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
937 | The player's constitution will rise/fall by the given value |
|
|
938 | while wearing this piece of equipment. |
|
|
939 | </attribute> |
|
|
940 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
941 | The player's intelligence will rise/fall by the given value |
|
|
942 | while wearing this piece of equipment. |
|
|
943 | </attribute> |
|
|
944 | <attribute arch="Pow" editor="power" type="int"> |
|
|
945 | The player's power will rise/fall by the given value |
|
|
946 | while wearing this piece of equipment. |
|
|
947 | </attribute> |
|
|
948 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
949 | The player's wisdom will rise/fall by the given value while |
|
|
950 | wearing this piece of equipment. |
|
|
951 | </attribute> |
|
|
952 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
953 | The player's charisma will rise/fall by the given value |
|
|
954 | while wearing this piece of equipment. |
|
|
955 | </attribute> |
|
|
956 | </section> |
|
|
957 | <section name="misc"> |
1120 | <section name="misc"> |
958 | <attribute arch="luck" editor="luck bonus" type="int"> |
1121 | <attribute arch="luck" editor="luck bonus" type="int"> |
959 | With positive luck bonus, the player is more likely to |
1122 | With positive luck bonus, the player is more likely to |
960 | succeed in all sorts of things (spellcasting, praying,...). |
1123 | succeed in all sorts of things (spellcasting, praying,...). |
961 | Unless the <luck bonus> is very high, the effect will be |
1124 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1049 | Battleground is very special: In short, players can die on battleground |
1212 | Battleground is very special: In short, players can die on battleground |
1050 | without any death penalties. They don't loose or gain experience |
1213 | without any death penalties. They don't loose or gain experience |
1051 | while on battleground. Acid, draining and depletion effects don't |
1214 | while on battleground. Acid, draining and depletion effects don't |
1052 | work either. |
1215 | work either. |
1053 | When a player dies on battleground, he gets teleported to an exit |
1216 | When a player dies on battleground, he gets teleported to an exit |
1054 | location which is defined in the battleground object. ]]> |
1217 | location which is defined in the battleground object.]]> |
1055 | </description> |
1218 | </description> |
1056 | <use><![CDATA[ |
1219 | <use><![CDATA[ |
1057 | Battleground is only meant for player vs. player duels. You can |
1220 | Battleground is only meant for player vs. player duels. You can |
1058 | design combat arenas similiar to the one in scorn.<br> |
1221 | design combat arenas similiar to the one in scorn.<br> |
1059 | What should NEVER be done is placing battleground tiles in |
1222 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1061 | It must not be possible to gain significant treasure for fighting |
1224 | It must not be possible to gain significant treasure for fighting |
1062 | on battleground, because it bears no risk.<br><br> |
1225 | on battleground, because it bears no risk.<br><br> |
1063 | (Battleground will cease to work when the image or name is changed, |
1226 | (Battleground will cease to work when the image or name is changed, |
1064 | or when it is placed beneath another floor tile. |
1227 | or when it is placed beneath another floor tile. |
1065 | This is not a bug, it is there to prevent any attempts of placing |
1228 | This is not a bug, it is there to prevent any attempts of placing |
1066 | "hidden" battleground tiles anywhere.) ]]> |
1229 | "hidden" battleground tiles anywhere.)]]> |
1067 | </use> |
1230 | </use> |
1068 | <attribute arch="no_pick" value="1" type="fixed" /> |
1231 | <attribute arch="no_pick" value="1" type="fixed" /> |
1069 | <attribute arch="is_floor" value="1" type="fixed" /> |
1232 | <attribute arch="is_floor" value="1" type="fixed" /> |
1070 | <attribute arch="hp" editor="destination X" type="int"> |
1233 | <attribute arch="hp" editor="destination X" type="int"> |
1071 | The exit destinations define the (x, y)-coordinates where players |
1234 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1076 | get teleported after they died on this battleground. |
1239 | get teleported after they died on this battleground. |
1077 | </attribute> |
1240 | </attribute> |
1078 | </type> |
1241 | </type> |
1079 | |
1242 | |
1080 | <!--####################################################################--> |
1243 | <!--####################################################################--> |
|
|
1244 | <type number="165" name="Safe ground"> |
|
|
1245 | <ignore> |
|
|
1246 | <ignore_list name="non_pickable" /> |
|
|
1247 | </ignore> |
|
|
1248 | <description><![CDATA[ |
|
|
1249 | Safe ground is a special object that prevents any effects that might |
|
|
1250 | be harmful for the map, other players or items on the map. |
|
|
1251 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1252 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1253 | do cast spells still work. |
|
|
1254 | ]]> |
|
|
1255 | </description> |
|
|
1256 | <use><![CDATA[ |
|
|
1257 | Safe ground can be used to prevents any means of burning |
|
|
1258 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1259 | in your map and your shop will be safe. It's generally useful for making |
|
|
1260 | areas where really no kind of spell should be invoked by a player. |
|
|
1261 | ]]> |
|
|
1262 | </use> |
|
|
1263 | &movement_types_terrain; |
|
|
1264 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1265 | </type> |
|
|
1266 | |
|
|
1267 | <!--####################################################################--> |
1081 | <type number="8" name="Book"> |
1268 | <type number="8" name="Book"> |
1082 | <description><![CDATA[ |
1269 | <description><![CDATA[ |
1083 | Applying a book, the containing message is displayed to the player. ]]> |
1270 | Applying a book, the containing message is displayed to the player.]]> |
1084 | </description> |
1271 | </description> |
1085 | <attribute arch="level" editor="literacy level" type="int"> |
1272 | <attribute arch="level" editor="literacy level" type="int"> |
1086 | If this value is set to be greater than zero, the player needs a |
1273 | If this value is set to be greater than zero, the player needs a |
1087 | certain literacy level to succeed reading the book. The book can be |
1274 | certain literacy level to succeed reading the book. The book can be |
1088 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1275 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1104 | </attribute> |
1291 | </attribute> |
1105 | <attribute arch="slaying" editor="key string" type="string"> |
1292 | <attribute arch="slaying" editor="key string" type="string"> |
1106 | This is the key string of the book. The key string is checked by an inventory checker. |
1293 | This is the key string of the book. The key string is checked by an inventory checker. |
1107 | (This is used eg. for the gate/port passes in scorn) |
1294 | (This is used eg. for the gate/port passes in scorn) |
1108 | </attribute> |
1295 | </attribute> |
|
|
1296 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1297 | If this flag is true the player won't be able to identify this |
|
|
1298 | item with by using a skill. |
|
|
1299 | </attribute> |
|
|
1300 | </type> |
|
|
1301 | |
|
|
1302 | <!--####################################################################--> |
|
|
1303 | <type number="110" name="Inscribable"> |
|
|
1304 | <description><![CDATA[ |
|
|
1305 | Inscribable Item - when inscribed, it becomes another object.]]> |
|
|
1306 | </description> |
|
|
1307 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
1308 | A godgiven item vanishes as soon as the player |
|
|
1309 | drops it to the ground. |
|
|
1310 | </attribute> |
|
|
1311 | <attribute arch="unique" editor="unique item" type="bool"> |
|
|
1312 | Unique items exist only one time on a server. If the item |
|
|
1313 | is taken, lost or destroyed - it's gone for good. |
|
|
1314 | </attribute> |
|
|
1315 | <attribute arch="other_arch" editor="book/scroll arch" type="string"> |
|
|
1316 | This is the item created after being inscribed - scrolls are treated |
|
|
1317 | like spell scrolls, all else will have it's message replaced. |
|
|
1318 | </attribute> |
1109 | </type> |
1319 | </type> |
1110 | |
1320 | |
1111 | <!--####################################################################--> |
1321 | <!--####################################################################--> |
1112 | <type number="99" name="Boots"> |
1322 | <type number="99" name="Boots"> |
1113 | <import_type name="Amulet" /> |
1323 | <import_type name="Amulet" /> |
1114 | <description><![CDATA[ |
1324 | <description><![CDATA[ |
1115 | Wearing boots, the object's stats will directly be inherited to |
1325 | Wearing boots, the object's stats will directly be inherited to |
1116 | the player. Usually enhancing his speed, or granting some minor |
1326 | the player. Usually enhancing his speed, or granting some minor |
1117 | protection bonus. ]]> |
1327 | protection bonus.]]> |
1118 | </description> |
1328 | </description> |
1119 | <use><![CDATA[ |
1329 | <use><![CDATA[ |
1120 | Feel free to create your own special artifacts. However, it is very |
1330 | Feel free to create your own special artifacts. However, it is very |
1121 | important that you keep your artifact in balance with existing maps. ]]> |
1331 | important that you keep your artifact in balance with existing maps.]]> |
1122 | </use> |
1332 | </use> |
1123 | <attribute arch="exp" editor="speed bonus" type="int"> |
1333 | <attribute arch="exp" editor="speed bonus" type="int"> |
1124 | Boots with <speed bonus> will increase the player's walking speed |
1334 | Boots with <speed bonus> will increase the player's walking speed |
1125 | while worn. This kind of bonus is quite desirable for players of low- |
1335 | while worn. This kind of bonus is quite desirable for players of low- |
1126 | and medium level. High level players usually have fastest possible |
1336 | and medium level. High level players usually have fastest possible |
… | |
… | |
1142 | <type number="104" name="Bracers"> |
1352 | <type number="104" name="Bracers"> |
1143 | <import_type name="Amulet" /> |
1353 | <import_type name="Amulet" /> |
1144 | <description><![CDATA[ |
1354 | <description><![CDATA[ |
1145 | Bracers are armour-plates worn around the wrists. |
1355 | Bracers are armour-plates worn around the wrists. |
1146 | Wearing bracer, the object's stats will directly be inherited to |
1356 | Wearing bracer, the object's stats will directly be inherited to |
1147 | the player. Usually enhancing his defense. ]]> |
1357 | the player. Usually enhancing his defense.]]> |
1148 | </description> |
1358 | </description> |
1149 | <use><![CDATA[ |
1359 | <use><![CDATA[ |
1150 | Feel free to create your own special artifacts. However, it is very |
1360 | Feel free to create your own special artifacts. However, it is very |
1151 | important that you keep your artifact in balance with existing maps. ]]> |
1361 | important that you keep your artifact in balance with existing maps.]]> |
1152 | </use> |
1362 | </use> |
1153 | <attribute arch="magic" editor="magic bonus" type="int"> |
1363 | <attribute arch="magic" editor="magic bonus" type="int"> |
1154 | <magic bonus> works just like ac, except that it can be improved by |
1364 | <magic bonus> works just like ac, except that it can be improved by |
1155 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1365 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1156 | than direct armour-class bonus on the bracers. |
1366 | than direct armour-class bonus on the bracers. |
… | |
… | |
1160 | <!--####################################################################--> |
1370 | <!--####################################################################--> |
1161 | <type number="16" name="Brestplate Armour"> |
1371 | <type number="16" name="Brestplate Armour"> |
1162 | <import_type name="Amulet" /> |
1372 | <import_type name="Amulet" /> |
1163 | <description><![CDATA[ |
1373 | <description><![CDATA[ |
1164 | Wearing an armour, the object's stats will directly be inherited to |
1374 | Wearing an armour, the object's stats will directly be inherited to |
1165 | the player. Usually enhancing his defense. ]]> |
1375 | the player. Usually enhancing his defense.]]> |
1166 | </description> |
1376 | </description> |
1167 | <use><![CDATA[ |
1377 | <use><![CDATA[ |
1168 | Feel free to create your own special artifacts. However, it is very |
1378 | Feel free to create your own special artifacts. However, it is very |
1169 | important that you keep your artifact in balance with existing maps. ]]> |
1379 | important that you keep your artifact in balance with existing maps.]]> |
1170 | </use> |
1380 | </use> |
1171 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1381 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1172 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1382 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1173 | The bigger the spellpoint penalty, the worse. |
1383 | The bigger the spellpoint penalty, the worse. |
1174 | </attribute> |
1384 | </attribute> |
… | |
… | |
1190 | </ignore> |
1400 | </ignore> |
1191 | <description><![CDATA[ |
1401 | <description><![CDATA[ |
1192 | When a predefined amount of weigh is placed on a button, the |
1402 | When a predefined amount of weigh is placed on a button, the |
1193 | <connection> value is triggered. In most cases this happens when a |
1403 | <connection> value is triggered. In most cases this happens when a |
1194 | player or monster steps on it. When the button is "released", the |
1404 | player or monster steps on it. When the button is "released", the |
1195 | <connection> value get's triggered a second time. ]]> |
1405 | <connection> value get's triggered a second time.]]> |
1196 | </description> |
1406 | </description> |
1197 | &move_on; |
1407 | &move_on; |
1198 | &move_off; |
1408 | &move_off; |
1199 | <attribute arch="no_pick" value="1" type="fixed" /> |
1409 | <attribute arch="no_pick" value="1" type="fixed" /> |
1200 | <attribute arch="weight" editor="press weight" type="int"> |
1410 | <attribute arch="weight" editor="press weight" type="int"> |
1201 | The button is pressed (triggered), as soon as |
1411 | The button is pressed (triggered), as soon as |
1202 | <press weigh> gram are placed ontop of it. |
1412 | <press weigh> gram are placed ontop of it. |
1203 | </attribute> |
1413 | </attribute> |
1204 | <attribute arch="connected" editor="connection" type="int"> |
1414 | <attribute arch="connected" editor="connection" type="string"> |
1205 | Every time the button is pressed or released, all objects |
1415 | Every time the button is pressed or released, all objects |
1206 | with the same <connection> value are activated. |
1416 | with the same <connection> value are activated. |
1207 | </attribute> |
1417 | </attribute> |
1208 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1418 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1209 | This text may describe the item. You can use this |
1419 | This text may describe the item. You can use this |
… | |
… | |
1218 | <ignore_list name="non_pickable" /> |
1428 | <ignore_list name="non_pickable" /> |
1219 | </ignore> |
1429 | </ignore> |
1220 | <description><![CDATA[ |
1430 | <description><![CDATA[ |
1221 | Handle buttons are buttons which reset after a short period |
1431 | Handle buttons are buttons which reset after a short period |
1222 | of time. Every time it is either applied or reset, the |
1432 | of time. Every time it is either applied or reset, the |
1223 | <connection> value is triggered. ]]> |
1433 | <connection> value is triggered.]]> |
1224 | </description> |
1434 | </description> |
1225 | </type> |
1435 | </type> |
1226 | |
1436 | |
1227 | <!--####################################################################--> |
1437 | <!--####################################################################--> |
1228 | <type number="37" name="Class Changer"> |
1438 | <type number="37" name="Class Changer"> |
1229 | <ignore> |
1439 | <ignore> |
1230 | <ignore_list name="non_pickable" /> |
1440 | <ignore_list name="non_pickable" /> |
1231 | </ignore> |
1441 | </ignore> |
1232 | <description><![CDATA[ |
1442 | <description><![CDATA[ |
1233 | Class changer are used while creating a character. ]]> |
1443 | Class changer are used while creating a character.]]> |
1234 | </description> |
1444 | </description> |
1235 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1445 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1236 | This entry determines which initial items the character receives. |
1446 | This entry determines which initial items the character receives. |
1237 | </attribute> |
1447 | </attribute> |
1238 | <section name="stats"> |
1448 | <section name="stats"> |
… | |
… | |
1271 | <type number="87" name="Cloak"> |
1481 | <type number="87" name="Cloak"> |
1272 | <import_type name="Amulet" /> |
1482 | <import_type name="Amulet" /> |
1273 | <description><![CDATA[ |
1483 | <description><![CDATA[ |
1274 | Wearing a cloak, the object's stats will directly be inherited to |
1484 | Wearing a cloak, the object's stats will directly be inherited to |
1275 | the player. Cloaks usually add minor <armour class> and |
1485 | the player. Cloaks usually add minor <armour class> and |
1276 | sometimes a bit of resistance. ]]> |
1486 | sometimes a bit of resistance.]]> |
1277 | </description> |
1487 | </description> |
1278 | <use><![CDATA[ |
1488 | <use><![CDATA[ |
1279 | Feel free to create your own special artifacts. However, it is very |
1489 | Feel free to create your own special artifacts. However, it is very |
1280 | important that you keep your artifact in balance with existing maps. ]]> |
1490 | important that you keep your artifact in balance with existing maps.]]> |
1281 | </use> |
1491 | </use> |
1282 | <attribute arch="magic" editor="magic bonus" type="int"> |
1492 | <attribute arch="magic" editor="magic bonus" type="int"> |
1283 | <magic bonus> works just like ac, except that it can be improved by |
1493 | <magic bonus> works just like ac, except that it can be improved by |
1284 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1494 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1285 | than direct armour-class bonus on the cloak. |
1495 | than direct armour-class bonus on the cloak. |
… | |
… | |
1290 | </type> |
1500 | </type> |
1291 | |
1501 | |
1292 | <!--####################################################################--> |
1502 | <!--####################################################################--> |
1293 | <type number="9" name="Clock"> |
1503 | <type number="9" name="Clock"> |
1294 | <description><![CDATA[ |
1504 | <description><![CDATA[ |
1295 | Applying a clock, the time is displayed to the player. ]]> |
1505 | Applying a clock, the time is displayed to the player.]]> |
1296 | </description> |
1506 | </description> |
1297 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1507 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1298 | This text may describe the item |
1508 | This text may describe the item |
1299 | </attribute> |
1509 | </attribute> |
1300 | </type> |
1510 | </type> |
… | |
… | |
1305 | A player can put (certain kinds of) items in the container. |
1515 | A player can put (certain kinds of) items in the container. |
1306 | The overall weight of items is reduced when put inside a |
1516 | The overall weight of items is reduced when put inside a |
1307 | container, depending on the settings. |
1517 | container, depending on the settings. |
1308 | <br><br> |
1518 | <br><br> |
1309 | A special feature of containers is the "cauldron", |
1519 | A special feature of containers is the "cauldron", |
1310 | capable of mixing alchemical receipes. ]]> |
1520 | capable of mixing alchemical receipes.]]> |
1311 | </description> |
1521 | </description> |
1312 | <use><![CDATA[ |
1522 | <use><![CDATA[ |
1313 | Note on chests - There are two types of chests: |
1523 | Note on chests - There are two types of chests: |
1314 | <UL> |
1524 | <UL> |
1315 | <LI> First the random treasure chests - Those are NOT containers |
1525 | <LI> First the random treasure chests - Those are NOT containers |
1316 | (but object type Treasure), they create random treasures when |
1526 | (but object type Treasure), they create random treasures when |
1317 | applied. Archetype name is "chest". |
1527 | applied. Archetype name is "chest". |
1318 | <LI> Second there are the permanent chests - Those are containers, |
1528 | <LI> Second there are the permanent chests - Those are containers, |
1319 | they can be opened and closed again. Archetype name is "chest_2". |
1529 | they can be opened and closed again. Archetype name is "chest_2". |
1320 | </UL> ]]> |
1530 | </UL>]]> |
1321 | </use> |
1531 | </use> |
1322 | <attribute arch="race" editor="container class" type="string"> |
1532 | <attribute arch="race" editor="container class" type="string"> |
1323 | If set, the container will hold only certain types of objects. |
1533 | If set, the container will hold only certain types of objects. |
1324 | Possible choices for <container class> are: "gold and jewels", |
1534 | Possible choices for <container class> are: "gold and jewels", |
1325 | "arrows" and "keys". |
1535 | "arrows" and "keys". |
… | |
… | |
1380 | <attribute arch="title" /> |
1590 | <attribute arch="title" /> |
1381 | </ignore> |
1591 | </ignore> |
1382 | <description><![CDATA[ |
1592 | <description><![CDATA[ |
1383 | Converters are like "exchange tables". When the player drops a |
1593 | Converters are like "exchange tables". When the player drops a |
1384 | specific type of items, they get converted into other items, at a |
1594 | specific type of items, they get converted into other items, at a |
1385 | predefined exchange-ratio. ]]> |
1595 | predefined exchange-ratio.]]> |
1386 | </description> |
1596 | </description> |
1387 | <use><![CDATA[ |
1597 | <use><![CDATA[ |
1388 | Converters are better than shopping with doormats, because the |
1598 | Converters are better than shopping with doormats, because the |
1389 | converters never get sold out. For some items like food or jewels |
1599 | converters never get sold out. For some items like food or jewels |
1390 | those "exchange tables" are really nice, while for the more important |
1600 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1392 | <br><br> |
1602 | <br><br> |
1393 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1603 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1394 | items on a converter, the stuff you get must be of equal or lesser |
1604 | items on a converter, the stuff you get must be of equal or lesser |
1395 | value than before! (Except if you are using "rare" items like |
1605 | value than before! (Except if you are using "rare" items like |
1396 | dragonscales for payment). The code will not check if your ratio is |
1606 | dragonscales for payment). The code will not check if your ratio is |
1397 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1607 | sane, so the player could gain infinite wealth by using your converter.]]> |
1398 | </use> |
1608 | </use> |
1399 | <attribute arch="no_pick" value="1" type="fixed" /> |
1609 | <attribute arch="no_pick" value="1" type="fixed" /> |
1400 | <attribute arch="slaying" editor="cost arch" type="string"> |
1610 | <attribute arch="slaying" editor="cost arch" type="string"> |
1401 | <cost arch> is the name of the archetype the player has to |
1611 | <cost arch> is the name of the archetype the player has to |
1402 | put on the converter, as payment. |
1612 | put on the converter, as payment. |
… | |
… | |
1418 | of <receive arch>. |
1628 | of <receive arch>. |
1419 | </attribute> |
1629 | </attribute> |
1420 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1630 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1421 | This text may contain a description of the converter. |
1631 | This text may contain a description of the converter. |
1422 | </attribute> |
1632 | </attribute> |
|
|
1633 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1634 | If the converter has this flag set the generated items will |
|
|
1635 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1636 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1637 | armour shops.) |
|
|
1638 | </attribute> |
1423 | </type> |
1639 | </type> |
1424 | |
1640 | |
1425 | <!--####################################################################--> |
1641 | <!--####################################################################--> |
1426 | <type number="42" name="Creator"> |
1642 | <type number="42" name="Creator"> |
1427 | <ignore> |
1643 | <ignore> |
1428 | <ignore_list name="system_object" /> |
1644 | <ignore_list name="system_object" /> |
1429 | </ignore> |
1645 | </ignore> |
1430 | <description><![CDATA[ |
1646 | <description><![CDATA[ |
1431 | A creator is an object which creates another object when it |
1647 | A creator is an object which creates another object when it |
1432 | is triggered. The child object can be anything. Creators are |
1648 | is triggered. The child object can be anything. Creators are |
1433 | VERY useful for all kinds of map-mechanisms. ]]> |
1649 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1650 | periodically create things.]]> |
1434 | </description> |
1651 | </description> |
1435 | <use><![CDATA[ |
1652 | <use><![CDATA[ |
1436 | Don't hesitate to hide your creators under the floor. |
1653 | Don't hesitate to hide your creators under the floor. |
1437 | The created items will still always appear ontop of the floor. ]]> |
1654 | The created items will still always appear ontop of the floor.]]> |
1438 | </use> |
1655 | </use> |
1439 | <attribute arch="no_pick" value="1" type="fixed" /> |
1656 | <attribute arch="no_pick" value="1" type="fixed" /> |
1440 | <attribute arch="other_arch" editor="create arch" type="string"> |
1657 | <attribute arch="other_arch" editor="create arch" type="string"> |
1441 | This string defines the object that will be created. |
1658 | This string defines the object that will be created. |
1442 | You can choose any of the existing arches. |
1659 | You can choose any of the existing arches. |
1443 | This field is ignored if the creator has items in inventory. In this case |
1660 | This field is ignored if the creator has items in inventory. In this case |
1444 | one of the inventory items is duplicated. The duplicated item is randomly |
1661 | one of the inventory items is duplicated. The duplicated item is randomly |
1445 | chosen from all items present. |
1662 | chosen from all items present. |
1446 | </attribute> |
1663 | </attribute> |
1447 | <attribute arch="connected" editor="connection" type="int"> |
1664 | <attribute arch="connected" editor="connection" type="string"> |
1448 | Whenever the connection value is activated, |
1665 | Whenever the connection value is activated, |
1449 | the creator gets triggered. |
1666 | the creator gets triggered. |
1450 | </attribute> |
1667 | </attribute> |
1451 | &activate_on; |
1668 | &activate_on; |
1452 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1669 | <attribute arch="lifesave" editor="unlimited uses" type="bool"> |
1453 | If <infinit uses> is set, the creator will work |
1670 | If <unlimited uses> is set, the creator will work |
1454 | infinitely, regardless of the value in <number of uses>. |
1671 | infinitely, regardless of the value in <number of uses>. |
|
|
1672 | </attribute> |
|
|
1673 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1674 | When this field is set the creator will periodically create stuff |
|
|
1675 | (and will still do so when the connection is triggered). |
|
|
1676 | A value of 1 means roughly 8 times a second. |
1455 | </attribute> |
1677 | </attribute> |
1456 | <attribute arch="hp" editor="number of uses" type="int"> |
1678 | <attribute arch="hp" editor="number of uses" type="int"> |
1457 | The creator can be triggered <number of uses> times, thus |
1679 | The creator can be triggered <number of uses> times, thus |
1458 | creating that many objects, before it dissappears. |
1680 | creating that many objects, before it dissappears. |
1459 | Default is <number of uses> 1 (-> one-time usage). |
1681 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1478 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1700 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1479 | finds a specific object, it toggles its connected value. |
1701 | finds a specific object, it toggles its connected value. |
1480 | <br><br> |
1702 | <br><br> |
1481 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1703 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1482 | - First, detectors check their square for a match periodically, not |
1704 | - First, detectors check their square for a match periodically, not |
|
|
1705 | instantly, so generate much higher server load |
1483 | instantly. Second, detectors check directly for object names. Third, |
1706 | Second, detectors check directly for object names. Third, |
1484 | detectors do not check the inventory of players/monsters. ]]> |
1707 | detectors do not check the inventory of players/monsters.]]> |
1485 | </description> |
1708 | </description> |
1486 | <use><![CDATA[ |
1709 | <use> |
1487 | There is one major speciality about detectors: You can detect spells |
1710 | Best avoid this type at all costs, use a pedestal instead. |
1488 | blown over a detector! To detect a lighting bolt for example, set |
|
|
1489 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
|
|
1490 | walls, this can be very useful for map-mechanisms. ]]> |
|
|
1491 | </use> |
1711 | </use> |
1492 | <attribute arch="no_pick" value="1" type="fixed" /> |
1712 | <attribute arch="no_pick" value="1" type="fixed" /> |
1493 | <attribute arch="slaying" editor="match name" type="string"> |
1713 | <attribute arch="slaying" editor="match name" type="string"> |
1494 | <match name> specifies the name of the object we are looking for. |
1714 | <match name> specifies the name of the object we are looking for. |
1495 | Actually it does also check for the <key string> in key-objects, |
1715 | Actually it does also check for the <key string> in key-objects, |
1496 | but for this case inventory checkers are often more powerful to use. |
1716 | but for this case inventory checkers are often more powerful to use. |
1497 | </attribute> |
1717 | </attribute> |
1498 | <attribute arch="connected" editor="connection" type="int"> |
1718 | <attribute arch="connected" editor="connection" type="string"> |
1499 | When the detector is triggered, all objects with the same |
1719 | When the detector is triggered, all objects with the same |
1500 | connection value get activated. |
1720 | connection value get activated. |
1501 | </attribute> |
1721 | </attribute> |
1502 | <attribute arch="speed" editor="detection speed" type="float"> |
1722 | <attribute arch="speed" editor="detection speed" type="float"> |
1503 | This value defines the time between two detector-checks. |
1723 | This value defines the time between two detector-checks. |
… | |
… | |
1511 | by 1. |
1731 | by 1. |
1512 | </attribute> |
1732 | </attribute> |
1513 | </type> |
1733 | </type> |
1514 | |
1734 | |
1515 | <!--####################################################################--> |
1735 | <!--####################################################################--> |
|
|
1736 | <type number="164" name="Map Script"> |
|
|
1737 | <ignore> |
|
|
1738 | <ignore_list name="system_object" /> |
|
|
1739 | </ignore> |
|
|
1740 | <description><![CDATA[ |
|
|
1741 | The map script object is a very special object that can react to connected |
|
|
1742 | events and executes a perl script in the msg slot. |
|
|
1743 | ]]> |
|
|
1744 | </description> |
|
|
1745 | <use><![CDATA[ |
|
|
1746 | The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions |
|
|
1747 | to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details. |
|
|
1748 | ]]> |
|
|
1749 | </use> |
|
|
1750 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1751 | When the map script object is triggered, it will execute |
|
|
1752 | the perl script with the triggering object as $activator. |
|
|
1753 | </attribute> |
|
|
1754 | &activate_on; |
|
|
1755 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1756 | This perl script will be executed each time the objetc is triggered. |
|
|
1757 | </attribute> |
|
|
1758 | </type> |
|
|
1759 | |
|
|
1760 | <!--####################################################################--> |
1516 | <type number="112" name="Director"> |
1761 | <type number="112" name="Director"> |
1517 | <ignore> |
1762 | <ignore> |
1518 | <ignore_list name="non_pickable" /> |
1763 | <ignore_list name="non_pickable" /> |
1519 | </ignore> |
1764 | </ignore> |
1520 | <description><![CDATA[ |
1765 | <description><![CDATA[ |
1521 | Directors change the direction of spell objects and other projectiles |
1766 | Directors change the direction of spell objects and other projectiles |
1522 | that fly past. Unlike spinners, directors always move objects in the |
1767 | that fly past. Unlike spinners, directors always move objects in the |
1523 | same direction. It does not make a difference from what angle you |
1768 | same direction. It does not make a difference from what angle you |
1524 | shoot into it.<br> |
1769 | shoot into it.<br> |
1525 | Directors are visible per default. ]]> |
1770 | Directors are visible per default.]]> |
1526 | </description> |
1771 | </description> |
1527 | <use><![CDATA[ |
1772 | <use><![CDATA[ |
1528 | Directors are rarely used in maps. Sometimes they are placed to |
1773 | Directors are rarely used in maps. Sometimes they are placed to |
1529 | change the direction of spells coming out of magic walls, |
1774 | change the direction of spells coming out of magic walls, |
1530 | "channeling" spell-projectiles in some direction. When doing this, |
1775 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1532 | into them!</B> The spell-projectiles bouncing between the directors |
1777 | into them!</B> The spell-projectiles bouncing between the directors |
1533 | would accumulate to huge numbers and at some point slow down the |
1778 | would accumulate to huge numbers and at some point slow down the |
1534 | server by eating memory- and CPU-time. |
1779 | server by eating memory- and CPU-time. |
1535 | <br><br> |
1780 | <br><br> |
1536 | You'd better not place directors in monster vs. player combat |
1781 | You'd better not place directors in monster vs. player combat |
1537 | areas too much, because that freaks out wizard-type players. ]]> |
1782 | areas too much, because that freaks out wizard-type players.]]> |
1538 | </use> |
1783 | </use> |
1539 | <attribute arch="sp" editor="direction" type="list_direction"> |
1784 | <attribute arch="sp" editor="direction" type="list_direction"> |
1540 | Projectiles will leave the director flying in the selected <direction>. |
1785 | Projectiles will leave the director flying in the selected <direction>. |
1541 | A director with direction <none> simply stops projectiles. |
1786 | A director with direction <none> simply stops projectiles. |
1542 | (The latter works out a bit strange for some spells). |
1787 | (The latter works out a bit strange for some spells). |
… | |
… | |
1548 | <type number="158" name="Disease"> |
1793 | <type number="158" name="Disease"> |
1549 | <ignore> |
1794 | <ignore> |
1550 | <ignore_list name="system_object" /> |
1795 | <ignore_list name="system_object" /> |
1551 | </ignore> |
1796 | </ignore> |
1552 | <description><![CDATA[ |
1797 | <description><![CDATA[ |
1553 | Diseases are an intersting form of spellcraft in Crossfire. |
1798 | Diseases are an intersting form of spellcraft in Deliantra. |
1554 | Once casted, they can spread out and infect creatures in a large |
1799 | Once casted, they can spread out and infect creatures in a large |
1555 | area. Being infected can have various effects, from amusing farts |
1800 | area. Being infected can have various effects, from amusing farts |
1556 | to horrible damage - almost everything is possible. ]]> |
1801 | to horrible damage - almost everything is possible.]]> |
1557 | </description> |
1802 | </description> |
1558 | <use><![CDATA[ |
1803 | <use><![CDATA[ |
1559 | Diseases are extremely flexible and usable in a many ways. |
1804 | Diseases are extremely flexible and usable in a many ways. |
1560 | So far they are mostly used for causing bad, unwanted effects. |
1805 | So far they are mostly used for causing bad, unwanted effects. |
1561 | You could just as well create a disease which helps the player |
1806 | You could just as well create a disease which helps the player |
1562 | (recharging mana for example). |
1807 | (recharging mana for example). |
1563 | Infection with a "positive disease" could even be a quest reward. ]]> |
1808 | Infection with a "positive disease" could even be a quest reward.]]> |
1564 | </use> |
1809 | </use> |
1565 | <attribute arch="invisible" value="1" type="fixed" /> |
1810 | <attribute arch="invisible" value="1" type="fixed" /> |
1566 | <attribute arch="level" editor="plaque level" type="int"> |
1811 | <attribute arch="level" editor="plaque level" type="int"> |
1567 | The <plaque level> is proportional to the disease's deadliness. |
1812 | The <plaque level> is proportional to the disease's deadliness. |
1568 | This mainly reflects in the <damage>. It has no effect on |
1813 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1713 | </ignore> |
1958 | </ignore> |
1714 | <description><![CDATA[ |
1959 | <description><![CDATA[ |
1715 | A door can be opened with a normal key. It also can be broken by attacking |
1960 | A door can be opened with a normal key. It also can be broken by attacking |
1716 | it, and it can be defeated with the lockpicking skill. If a door is |
1961 | it, and it can be defeated with the lockpicking skill. If a door is |
1717 | defeated, horizontally and vertically adjacent doors are automatically |
1962 | defeated, horizontally and vertically adjacent doors are automatically |
1718 | removed. ]]> |
1963 | removed.]]> |
1719 | </description> |
1964 | </description> |
1720 | <attribute arch="no_pick" value="1" type="fixed" /> |
1965 | <attribute arch="no_pick" value="1" type="fixed" /> |
1721 | <attribute arch="alive" value="1" type="fixed" /> |
1966 | <attribute arch="alive" value="1" type="fixed" /> |
1722 | &movement_types_terrain; |
1967 | &movement_types_terrain; |
1723 | <attribute arch="hp" editor="hitpoints" type="int"> |
1968 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1733 | defeated. |
1978 | defeated. |
1734 | </attribute> |
1979 | </attribute> |
1735 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1980 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1736 | This entry determines what kind of traps will appear in the door. |
1981 | This entry determines what kind of traps will appear in the door. |
1737 | </attribute> |
1982 | </attribute> |
|
|
1983 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1984 | Set this flag to move treasure items created into the environment (map) |
|
|
1985 | instead of putting them into the object. |
|
|
1986 | </attribute> |
1738 | </type> |
1987 | </type> |
1739 | |
1988 | |
1740 | <!--####################################################################--> |
1989 | <!--####################################################################--> |
1741 | <type number="83" name="Duplicator"> |
1990 | <type number="83" name="Duplicator"> |
1742 | <ignore> |
1991 | <ignore> |
… | |
… | |
1746 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1995 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1747 | objects which lies somewhere on top of the duplicator. |
1996 | objects which lies somewhere on top of the duplicator. |
1748 | The duplicator has one arch name specified as <target arch>, |
1997 | The duplicator has one arch name specified as <target arch>, |
1749 | and only objects of this archetype can be affected.<br> |
1998 | and only objects of this archetype can be affected.<br> |
1750 | It will multiply the number of items in the pile, by the <multiply factor>. |
1999 | It will multiply the number of items in the pile, by the <multiply factor>. |
1751 | If the latter is set to zero, it will destroy objects. ]]> |
2000 | If the latter is set to zero, it will destroy objects.]]> |
1752 | </description> |
2001 | </description> |
1753 | <use><![CDATA[ |
2002 | <use><![CDATA[ |
1754 | I hope it is clear that one must be very cautious when inserting a duplicator |
2003 | I hope it is clear that one must be very cautious when inserting a duplicator |
1755 | anywhere with <multiply factor> greater than one. |
2004 | anywhere with <multiply factor> greater than one. |
1756 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
2005 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1757 | It is <b>not acceptable</b> to allow duplication of anything other than |
2006 | It is <b>not acceptable</b> to allow duplication of anything other than |
1758 | coins, gold and jewels. Besides, it is very important that the chance to |
2007 | coins, gold and jewels. Besides, it is very important that the chance to |
1759 | loose the input matches the chance to earn winnings.<br> |
2008 | loose the input matches the chance to earn winnings.<br> |
1760 | A duplicator with <multiply factor> 3 for example should have a |
2009 | A duplicator with <multiply factor> 3 for example should have a |
1761 | loosing rate of 2/3 = 67%. ]]> |
2010 | loosing rate of 2/3 = 67%.]]> |
1762 | </use> |
2011 | </use> |
1763 | <attribute arch="other_arch" editor="target arch" type="string"> |
2012 | <attribute arch="other_arch" editor="target arch" type="string"> |
1764 | Only objects of matching archtype, lying ontop of the duplicator will be |
2013 | Only objects of matching archtype, lying ontop of the duplicator will be |
1765 | duplicated, multiplied or removed. All other objects will be ignored. |
2014 | duplicated, multiplied or removed. All other objects will be ignored. |
1766 | </attribute> |
2015 | </attribute> |
1767 | <attribute arch="level" editor="multiply factor" type="int"> |
2016 | <attribute arch="level" editor="multiply factor" type="int"> |
1768 | The number of items in the target pile will be multiplied by the |
2017 | The number of items in the target pile will be multiplied by the |
1769 | <multiply factor>. If it is set to zero, all target objects |
2018 | <multiply factor>. If it is set to zero, all target objects |
1770 | will be destroyed. |
2019 | will be destroyed. |
1771 | </attribute> |
2020 | </attribute> |
1772 | <attribute arch="connected" editor="connection" type="int"> |
2021 | <attribute arch="connected" editor="connection" type="string"> |
1773 | An activator (lever, altar, button, etc) with matching connection value |
2022 | An activator (lever, altar, button, etc) with matching connection value |
1774 | is able to trigger this duplicator. Be very careful that players cannot |
2023 | is able to trigger this duplicator. Be very careful that players cannot |
1775 | abuse it to create endless amounts of money or other valuable stuff! |
2024 | abuse it to create endless amounts of money or other valuable stuff! |
1776 | </attribute> |
2025 | </attribute> |
1777 | &activate_on; |
2026 | &activate_on; |
… | |
… | |
1784 | </ignore> |
2033 | </ignore> |
1785 | <description><![CDATA[ |
2034 | <description><![CDATA[ |
1786 | When the player applies an exit, he is transferred to a different location. |
2035 | When the player applies an exit, he is transferred to a different location. |
1787 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
2036 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1788 | the exit just by walking into it, or by pressing <a>pply when standing on |
2037 | the exit just by walking into it, or by pressing <a>pply when standing on |
1789 | the exit. ]]> |
2038 | the exit. ]]> |
1790 | </description> |
2039 | </description> |
1791 | <use><![CDATA[ |
2040 | <use><![CDATA[ |
1792 | If you want to have an invisible exit, set <invisible> (, of course |
2041 | If you want to have an invisible exit, set <invisible> (, of course |
1793 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
2042 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1794 | detected with the show_invisible spell. |
2043 | detected with the show_invisible spell. |
1795 | <br><br> |
2044 | <br><br> |
1796 | You can be quite creative with the outlook of secret exits (their "face"). |
2045 | You can be quite creative with the outlook of secret exits (their "face"). |
1797 | Don't forget to give the player relyable hints about them though. ]]> |
2046 | Don't forget to give the player relyable hints about them though.]]> |
1798 | </use> |
2047 | </use> |
1799 | <attribute arch="slaying" editor="exit path" type="string"> |
2048 | <attribute arch="slaying" editor="exit path" type="string"> |
1800 | The exit path defines the map that the player is transferred to. |
2049 | The exit path defines the map that the player is transferred to. |
1801 | You can enter an absolute path, beginning with '/' (for example |
2050 | You can enter an absolute path, beginning with '/' (for example |
1802 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
2051 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1829 | If set, this message will be displayed to the player when he applies the exit. |
2078 | If set, this message will be displayed to the player when he applies the exit. |
1830 | This is quite useful to throw in some "role-play feeling": "As you enter the |
2079 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1831 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
2080 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1832 | is poor, but you get the point. =) |
2081 | is poor, but you get the point. =) |
1833 | </attribute> |
2082 | </attribute> |
1834 | <attribute arch="unique" editor="unique destination" type="bool"> |
2083 | <attribute arch="damned" editor="set savebed" type="bool"> |
1835 | This flag defines the destined map as "personal unique map". If set, |
2084 | If set, then players using this exit will have their savebed position |
1836 | there will be a seperate version of that map for every player out there. |
2085 | set to the destination of the exit when passing through. |
1837 | This feature is used for the permanent apartments |
|
|
1838 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1839 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1840 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1841 | (see floors). |
|
|
1842 | An exit pointing outside of a personal unique map must have the |
|
|
1843 | "unique destination"-flag unset. |
|
|
1844 | </attribute> |
2086 | </attribute> |
1845 | </type> |
2087 | </type> |
1846 | |
2088 | |
1847 | <!--####################################################################--> |
2089 | <!--####################################################################--> |
1848 | <type number="72" name="Flesh"> |
2090 | <type number="72" name="Flesh"> |
… | |
… | |
1851 | little health by eating flesh-objects. <br> |
2093 | little health by eating flesh-objects. <br> |
1852 | For dragon players, flesh plays a very special role though: If the |
2094 | For dragon players, flesh plays a very special role though: If the |
1853 | flesh has resistances set, a dragon player has a chance to gain resistance in |
2095 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1854 | those categories. The only constraint to this process is the <flesh level>. |
2096 | those categories. The only constraint to this process is the <flesh level>. |
1855 | Don't forget that flesh items with resistances have to be balanced |
2097 | Don't forget that flesh items with resistances have to be balanced |
1856 | according to map/monster difficulty. ]]> |
2098 | according to map/monster difficulty.]]> |
1857 | </description> |
2099 | </description> |
1858 | <use><![CDATA[ |
2100 | <use><![CDATA[ |
1859 | For dragon players, flesh items can be highly valuable. Note that many |
2101 | For dragon players, flesh items can be highly valuable. Note that many |
1860 | standard monsters carry flesh items from their <treasurelist>. |
2102 | standard monsters carry flesh items from their <treasurelist>. |
1861 | These flesh items "inherit" resistances and level from the monster they belong to. |
2103 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1863 | not the case - so you have to set it manually. |
2105 | not the case - so you have to set it manually. |
1864 | <br><br> |
2106 | <br><br> |
1865 | Generally adding special flesh-treaties for dragon players is a great thing |
2107 | Generally adding special flesh-treaties for dragon players is a great thing |
1866 | to do. Always consider that dragon players might really not be interested |
2108 | to do. Always consider that dragon players might really not be interested |
1867 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
2109 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1868 | out on the reward completely. ]]> |
2110 | out on the reward completely.]]> |
1869 | </use> |
2111 | </use> |
1870 | <attribute arch="food" editor="foodpoints" type="int"> |
2112 | <attribute arch="food" editor="foodpoints" type="int"> |
1871 | The player's stomache will get filled with this amount of foodpoints. |
2113 | The player's stomache will get filled with this amount of foodpoints. |
1872 | The player's health will increase by <foodpoints>/50 hp. |
2114 | The player's health will increase by <foodpoints>/50 hp. |
1873 | </attribute> |
2115 | </attribute> |
… | |
… | |
1880 | </attribute> |
2122 | </attribute> |
1881 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2123 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1882 | A godgiven item vanishes as soon as the player |
2124 | A godgiven item vanishes as soon as the player |
1883 | drops it to the ground. |
2125 | drops it to the ground. |
1884 | </attribute> |
2126 | </attribute> |
1885 | <section name="resistance"> |
2127 | &resistances_flesh_section; |
1886 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1887 | Resistances on flesh items make them more durable against spellcraft |
|
|
1888 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1889 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1890 | items in a monster's inventory. |
|
|
1891 | </attribute> |
|
|
1892 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1893 | Resistances on flesh items make them more durable against spellcraft |
|
|
1894 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1895 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1896 | items in a monster's inventory. |
|
|
1897 | </attribute> |
|
|
1898 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1899 | Resistances on flesh items make them more durable against spellcraft |
|
|
1900 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1901 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1902 | items in a monster's inventory. |
|
|
1903 | </attribute> |
|
|
1904 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1905 | Resistances on flesh items make them more durable against spellcraft |
|
|
1906 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1907 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1908 | items in a monster's inventory. |
|
|
1909 | </attribute> |
|
|
1910 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1911 | Resistances on flesh items make them more durable against spellcraft |
|
|
1912 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1913 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1914 | items in a monster's inventory. |
|
|
1915 | </attribute> |
|
|
1916 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1917 | Resistances on flesh items make them more durable against spellcraft |
|
|
1918 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1919 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1920 | items in a monster's inventory. |
|
|
1921 | </attribute> |
|
|
1922 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1923 | Resistances on flesh items make them more durable against spellcraft |
|
|
1924 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1925 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1926 | items in a monster's inventory. |
|
|
1927 | </attribute> |
|
|
1928 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1929 | Resistances on flesh items make them more durable against spellcraft |
|
|
1930 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1931 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1932 | items in a monster's inventory. |
|
|
1933 | </attribute> |
|
|
1934 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1935 | Resistances on flesh items make them more durable against spellcraft |
|
|
1936 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1937 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1938 | items in a monster's inventory. |
|
|
1939 | </attribute> |
|
|
1940 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1941 | Resistances on flesh items make them more durable against spellcraft |
|
|
1942 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1943 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1944 | items in a monster's inventory. |
|
|
1945 | </attribute> |
|
|
1946 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1947 | Resistances on flesh items make them more durable against spellcraft |
|
|
1948 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1949 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1950 | items in a monster's inventory. |
|
|
1951 | </attribute> |
|
|
1952 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1953 | Resistances on flesh items make them more durable against spellcraft |
|
|
1954 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1955 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1956 | items in a monster's inventory. |
|
|
1957 | </attribute> |
|
|
1958 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1959 | Resistances on flesh items make them more durable against spellcraft |
|
|
1960 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1961 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1962 | items in a monster's inventory. |
|
|
1963 | </attribute> |
|
|
1964 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1965 | Resistances on flesh items make them more durable against spellcraft |
|
|
1966 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1967 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1968 | items in a monster's inventory. |
|
|
1969 | </attribute> |
|
|
1970 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1971 | Resistances on flesh items make them more durable against spellcraft |
|
|
1972 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1973 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1974 | items in a monster's inventory. |
|
|
1975 | </attribute> |
|
|
1976 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1977 | RResistances on flesh items make them more durable against spellcraft |
|
|
1978 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1979 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1980 | items in a monster's inventory. |
|
|
1981 | </attribute> |
|
|
1982 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1983 | Resistances on flesh items make them more durable against spellcraft |
|
|
1984 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1985 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1986 | items in a monster's inventory. |
|
|
1987 | </attribute> |
|
|
1988 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1989 | Resistances on flesh items make them more durable against spellcraft |
|
|
1990 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1991 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1992 | items in a monster's inventory. |
|
|
1993 | </attribute> |
|
|
1994 | </section> |
|
|
1995 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2128 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1996 | This text may describe the item. |
2129 | This text may describe the item. |
1997 | </attribute> |
2130 | </attribute> |
1998 | </type> |
2131 | </type> |
1999 | |
2132 | |
… | |
… | |
2006 | <ignore> |
2139 | <ignore> |
2007 | <ignore_list name="non_pickable" /> |
2140 | <ignore_list name="non_pickable" /> |
2008 | </ignore> |
2141 | </ignore> |
2009 | <description><![CDATA[ |
2142 | <description><![CDATA[ |
2010 | Floor is a very basic thing whithout too much |
2143 | Floor is a very basic thing whithout too much |
2011 | functionality. It's a floor - you stand on it. ]]> |
2144 | functionality. It's a floor - you stand on it.]]> |
2012 | </description> |
2145 | </description> |
2013 | <attribute arch="is_floor" value="1" type="fixed" /> |
2146 | <attribute arch="is_floor" value="1" type="fixed" /> |
2014 | <attribute arch="no_pick" value="1" type="fixed" /> |
2147 | <attribute arch="no_pick" value="1" type="fixed" /> |
2015 | <section name="terrain"> |
2148 | <section name="terrain"> |
2016 | &movement_types_terrain; |
2149 | &movement_types_terrain; |
… | |
… | |
2031 | If enabled, it is impossible for players to use prayers |
2164 | If enabled, it is impossible for players to use prayers |
2032 | on that spot. It also prevents players from saving. |
2165 | on that spot. It also prevents players from saving. |
2033 | </attribute> |
2166 | </attribute> |
2034 | <attribute arch="unique" editor="unique map" type="bool"> |
2167 | <attribute arch="unique" editor="unique map" type="bool"> |
2035 | Unique floor means that any items dropped on that spot |
2168 | Unique floor means that any items dropped on that spot |
2036 | will be saved byond map reset. For permanent apartments, |
2169 | will be saved beyond map reset. For permanent apartments, |
2037 | all floor tiles must be set <unique map>. |
2170 | all floor tiles must be set <unique map>. |
2038 | </attribute> |
2171 | </attribute> |
2039 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2172 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2040 | This text may describe the object. |
2173 | This text may describe the object. |
2041 | </attribute> |
2174 | </attribute> |
… | |
… | |
2050 | Encounter-Floor is pretty much the same as normal floor. |
2183 | Encounter-Floor is pretty much the same as normal floor. |
2051 | Most outdoor floor/ground-arches are set to be "encounters". |
2184 | Most outdoor floor/ground-arches are set to be "encounters". |
2052 | That is kind of a relict from former code: When walking over |
2185 | That is kind of a relict from former code: When walking over |
2053 | encounter-floor, players sometimes got beamed to little maps |
2186 | encounter-floor, players sometimes got beamed to little maps |
2054 | with monsters on them. Nowadays this feature is disabled - |
2187 | with monsters on them. Nowadays this feature is disabled - |
2055 | Hence encounter floor is not different from normal floor. ]]> |
2188 | Hence encounter floor is not different from normal floor.]]> |
2056 | </description> |
2189 | </description> |
2057 | <attribute arch="is_floor" value="1" type="fixed" /> |
2190 | <attribute arch="is_floor" value="1" type="fixed" /> |
2058 | <attribute arch="no_pick" value="1" type="fixed" /> |
2191 | <attribute arch="no_pick" value="1" type="fixed" /> |
2059 | <section name="terrain"> |
2192 | <section name="terrain"> |
2060 | &movement_types_terrain; |
2193 | &movement_types_terrain; |
… | |
… | |
2075 | If enabled, it is impossible for players to use prayers |
2208 | If enabled, it is impossible for players to use prayers |
2076 | on that spot. It also prevents players from saving. |
2209 | on that spot. It also prevents players from saving. |
2077 | </attribute> |
2210 | </attribute> |
2078 | <attribute arch="unique" editor="unique map" type="bool"> |
2211 | <attribute arch="unique" editor="unique map" type="bool"> |
2079 | Unique floor means that any items dropped on that spot |
2212 | Unique floor means that any items dropped on that spot |
2080 | will be saved byond map reset. For permanent apartments, |
2213 | will be saved beyond map reset. For permanent apartments, |
2081 | all floor tiles must be set <unique map>. |
2214 | all floor tiles must be set <unique map>. |
2082 | </attribute> |
2215 | </attribute> |
2083 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2216 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2084 | This text may describe the object. |
2217 | This text may describe the object. |
2085 | </attribute> |
2218 | </attribute> |
… | |
… | |
2087 | |
2220 | |
2088 | <!--####################################################################--> |
2221 | <!--####################################################################--> |
2089 | <type number="6" name="Food"> |
2222 | <type number="6" name="Food"> |
2090 | <description><![CDATA[ |
2223 | <description><![CDATA[ |
2091 | By eating/drinking food-objects, the player can fill his |
2224 | By eating/drinking food-objects, the player can fill his |
2092 | stomache and gain a little health. ]]> |
2225 | stomache and gain a little health.]]> |
2093 | </description> |
2226 | </description> |
2094 | <attribute arch="food" editor="foodpoints" type="int"> |
2227 | <attribute arch="food" editor="foodpoints" type="int"> |
2095 | The player's stomache will get filled with this amount of foodpoints. |
2228 | The player's stomache will get filled with this amount of foodpoints. |
2096 | The player's health will increase by <foodpoints>/50 hp. |
2229 | The player's health will increase by <foodpoints>/50 hp. |
2097 | </attribute> |
2230 | </attribute> |
… | |
… | |
2105 | <type number="91" name="Gate"> |
2238 | <type number="91" name="Gate"> |
2106 | <ignore> |
2239 | <ignore> |
2107 | <ignore_list name="non_pickable" /> |
2240 | <ignore_list name="non_pickable" /> |
2108 | </ignore> |
2241 | </ignore> |
2109 | <description><![CDATA[ |
2242 | <description><![CDATA[ |
2110 | Gates play an important role in Crossfire. Gates can be opened |
2243 | Gates play an important role in Deliantra. Gates can be opened |
2111 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2244 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2112 | or carrying special key-objects (-> inventory checker). |
2245 | or carrying special key-objects (-> inventory checker). |
2113 | Unlike locked doors, gates can get shut again after a player has |
2246 | Unlike locked doors, gates can get shut again after a player has |
2114 | passed, which makes them more practical in many cases. ]]> |
2247 | passed, which makes them more practical in many cases.]]> |
2115 | </description> |
2248 | </description> |
2116 | <use><![CDATA[ |
2249 | <use><![CDATA[ |
2117 | Use gates to divide your maps into seperated areas. After solving |
2250 | Use gates to divide your maps into seperated areas. After solving |
2118 | area A, the player gains access to area B, and so on. Make your |
2251 | area A, the player gains access to area B, and so on. Make your |
2119 | maps more complex than "one-way". ]]> |
2252 | maps more complex than "one-way".]]> |
2120 | </use> |
2253 | </use> |
2121 | <attribute arch="no_pick" value="1" type="fixed" /> |
2254 | <attribute arch="no_pick" value="1" type="fixed" /> |
2122 | <attribute arch="speed" value="1" type="float"> |
2255 | <attribute arch="speed" value="1" type="float"> |
2123 | The speed of the gate affects how fast it is closing/opening. |
2256 | The speed of the gate affects how fast it is closing/opening. |
2124 | </attribute> |
2257 | </attribute> |
2125 | <attribute arch="connected" editor="connection" type="int"> |
2258 | <attribute arch="connected" editor="connection" type="string"> |
2126 | Whenever the inventory checker is triggered, all objects with identical |
2259 | Whenever the inventory checker is triggered, all objects with identical |
2127 | <connection> value get activated. This only makes sense together with |
2260 | <connection> value get activated. This only makes sense together with |
2128 | <blocking passage> disabled. |
2261 | <blocking passage> disabled. |
2129 | </attribute> |
2262 | </attribute> |
2130 | <attribute arch="wc" editor="position state" type="int"> |
2263 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2148 | <type number="113" name="Girdle"> |
2281 | <type number="113" name="Girdle"> |
2149 | <import_type name="Amulet" /> |
2282 | <import_type name="Amulet" /> |
2150 | <description><![CDATA[ |
2283 | <description><![CDATA[ |
2151 | Wearing a girdle, the object's stats will directly be inherited to |
2284 | Wearing a girdle, the object's stats will directly be inherited to |
2152 | the player. Girdles usually provide stats- or damage bonuses and no |
2285 | the player. Girdles usually provide stats- or damage bonuses and no |
2153 | defense. ]]> |
2286 | defense.]]> |
2154 | </description> |
2287 | </description> |
2155 | <use><![CDATA[ |
2288 | <use><![CDATA[ |
2156 | Feel free to create your own special artifacts. However, it is very |
2289 | Feel free to create your own special artifacts. However, it is very |
2157 | important that you keep your artifact in balance with existing maps. ]]> |
2290 | important that you keep your artifact in balance with existing maps.]]> |
2158 | </use> |
2291 | </use> |
2159 | <attribute arch="magic" editor="magic bonus" type="int"> |
2292 | <attribute arch="magic" editor="magic bonus" type="int"> |
2160 | <magic bonus> works just like ac, except that it can be improved by |
2293 | <magic bonus> works just like ac, except that it can be improved by |
2161 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2294 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2162 | than direct armour-class bonus on the helmet. |
2295 | than direct armour-class bonus on the helmet. |
… | |
… | |
2170 | <!--####################################################################--> |
2303 | <!--####################################################################--> |
2171 | <type number="100" name="Gloves"> |
2304 | <type number="100" name="Gloves"> |
2172 | <import_type name="Amulet" /> |
2305 | <import_type name="Amulet" /> |
2173 | <description><![CDATA[ |
2306 | <description><![CDATA[ |
2174 | Wearing gloves, the object's stats will directly be inherited to |
2307 | Wearing gloves, the object's stats will directly be inherited to |
2175 | the player. Gloves can add defense or damage bonuses. ]]> |
2308 | the player. Gloves can add defense or damage bonuses.]]> |
2176 | </description> |
2309 | </description> |
2177 | <use><![CDATA[ |
2310 | <use><![CDATA[ |
2178 | Feel free to create your own special artifacts. However, it is very |
2311 | Feel free to create your own special artifacts. However, it is very |
2179 | important that you keep your artifact in balance with existing maps. ]]> |
2312 | important that you keep your artifact in balance with existing maps.]]> |
2180 | </use> |
2313 | </use> |
2181 | <attribute arch="magic" editor="magic bonus" type="int"> |
2314 | <attribute arch="magic" editor="magic bonus" type="int"> |
2182 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2315 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2183 | If the gloves have <weapon class> instead, then <magic bonus> |
2316 | If the gloves have <weapon class> instead, then <magic bonus> |
2184 | will increase that. |
2317 | will increase that. |
… | |
… | |
2190 | <ignore> |
2323 | <ignore> |
2191 | <ignore_list name="non_pickable" /> |
2324 | <ignore_list name="non_pickable" /> |
2192 | </ignore> |
2325 | </ignore> |
2193 | <description><![CDATA[ |
2326 | <description><![CDATA[ |
2194 | A handle can be applied by players and (certain) monsters. |
2327 | A handle can be applied by players and (certain) monsters. |
2195 | Every time it is applied, the <connection> value is triggered. ]]> |
2328 | Every time it is applied, the <connection> value is triggered.]]> |
2196 | </description> |
2329 | </description> |
2197 | <use><![CDATA[ |
2330 | <use><![CDATA[ |
2198 | Handles are commonly used to move gates. When placing your lever, |
2331 | Handles are commonly used to move gates. When placing your lever, |
2199 | don't forget that some monsters are able to apply it. |
2332 | don't forget that some monsters are able to apply it. |
2200 | The ability to apply levers is rare among monsters - |
2333 | The ability to apply levers is rare among monsters - |
2201 | but vampires can do it for example. ]]> |
2334 | but vampires can do it for example.]]> |
2202 | </use> |
2335 | </use> |
2203 | <attribute arch="no_pick" value="1" type="fixed" /> |
2336 | <attribute arch="no_pick" value="1" type="fixed" /> |
2204 | <attribute arch="connected" editor="connection" type="int"> |
2337 | <attribute arch="connected" editor="connection" type="string"> |
2205 | Every time the handle is applied, all objects |
2338 | Every time the handle is applied, all objects |
2206 | with the same <connection> value are activated. |
2339 | with the same <connection> value are activated. |
2207 | </attribute> |
2340 | </attribute> |
2208 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2341 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2209 | This text may describe the item. You can use this |
2342 | This text may describe the item. You can use this |
… | |
… | |
2218 | <ignore_list name="non_pickable" /> |
2351 | <ignore_list name="non_pickable" /> |
2219 | </ignore> |
2352 | </ignore> |
2220 | <description><![CDATA[ |
2353 | <description><![CDATA[ |
2221 | Handle triggers are handles which reset after a short period |
2354 | Handle triggers are handles which reset after a short period |
2222 | of time. Every time it is either applied or reset, the |
2355 | of time. Every time it is either applied or reset, the |
2223 | <connection> value is triggered. ]]> |
2356 | <connection> value is triggered.]]> |
2224 | </description> |
2357 | </description> |
2225 | <use><![CDATA[ |
2358 | <use><![CDATA[ |
2226 | When you connect an ordinary handle to a gate, the gate normally remains |
2359 | When you connect an ordinary handle to a gate, the gate normally remains |
2227 | opened after the first player passed. If you want to keep the gate shut, |
2360 | opened after the first player passed. If you want to keep the gate shut, |
2228 | connecting it to a handle trigger is an easy solution. ]]> |
2361 | connecting it to a handle trigger is an easy solution. ]]> |
2229 | </use> |
2362 | </use> |
2230 | </type> |
2363 | </type> |
2231 | |
2364 | |
2232 | <!--####################################################################--> |
2365 | <!--####################################################################--> |
2233 | <type number="88" name="Hazard Floor"> |
2366 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2238 | <ignore_list name="non_pickable" /> |
2371 | <ignore_list name="non_pickable" /> |
2239 | </ignore> |
2372 | </ignore> |
2240 | <description><![CDATA[ |
2373 | <description><![CDATA[ |
2241 | The best example for Hazard Floor is lava. It works like standard |
2374 | The best example for Hazard Floor is lava. It works like standard |
2242 | floor, but damages all creatures standing on it. |
2375 | floor, but damages all creatures standing on it. |
2243 | Damage is taken in regular time intervals. ]]> |
2376 | Damage is taken in regular time intervals.]]> |
2244 | </description> |
2377 | </description> |
2245 | <use><![CDATA[ |
2378 | <use><![CDATA[ |
2246 | The default lava for example does minor damage. But you can turn |
2379 | The default lava for example does minor damage. But you can turn |
2247 | it up so that your hazard floor poses a real threat.<br> |
2380 | it up so that your hazard floor poses a real threat.<br> |
2248 | Like magic walls, such floors add a permanent thrill to your map. |
2381 | Like magic walls, such floors add a permanent thrill to your map. |
2249 | You can use that to safely chase off too-weak players, or just |
2382 | You can use that to safely chase off too-weak players, or just |
2250 | to have something different. ]]> |
2383 | to have something different.]]> |
2251 | </use> |
2384 | </use> |
2252 | <attribute arch="is_floor" value="1" type="fixed" /> |
2385 | <attribute arch="is_floor" value="1" type="fixed" /> |
2253 | <attribute arch="lifesave" value="1" type="fixed" /> |
2386 | <attribute arch="lifesave" value="1" type="fixed" /> |
2254 | &move_on; |
2387 | &move_on; |
2255 | <attribute arch="no_pick" value="1" type="fixed" /> |
2388 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2294 | If enabled, it is impossible for players to use prayers |
2427 | If enabled, it is impossible for players to use prayers |
2295 | on that spot. It also prevents players from saving. |
2428 | on that spot. It also prevents players from saving. |
2296 | </attribute> |
2429 | </attribute> |
2297 | <attribute arch="unique" editor="unique map" type="bool"> |
2430 | <attribute arch="unique" editor="unique map" type="bool"> |
2298 | Unique floor means that any items dropped on that spot |
2431 | Unique floor means that any items dropped on that spot |
2299 | will be saved byond map reset. For permanent apartments, |
2432 | will be saved beyond map reset. For permanent apartments, |
2300 | all floor tiles must be set <unique map>. |
2433 | all floor tiles must be set <unique map>. |
2301 | </attribute> |
2434 | </attribute> |
2302 | </type> |
2435 | </type> |
2303 | |
2436 | |
2304 | <!--####################################################################--> |
2437 | <!--####################################################################--> |
… | |
… | |
2306 | <import_type name="Amulet" /> |
2439 | <import_type name="Amulet" /> |
2307 | <description><![CDATA[ |
2440 | <description><![CDATA[ |
2308 | Wearing a helmet, the object's stats will directly be inherited to |
2441 | Wearing a helmet, the object's stats will directly be inherited to |
2309 | the player. Normal helmets usually increase defense, while crowns |
2442 | the player. Normal helmets usually increase defense, while crowns |
2310 | add more special bonuses like stats/resistances paired with |
2443 | add more special bonuses like stats/resistances paired with |
2311 | low defense. ]]> |
2444 | low defense.]]> |
2312 | </description> |
2445 | </description> |
2313 | <use><![CDATA[ |
2446 | <use><![CDATA[ |
2314 | Feel free to create your own special artifacts. However, it is very |
2447 | Feel free to create your own special artifacts. However, it is very |
2315 | important that you keep your artifact in balance with existing maps. ]]> |
2448 | important that you keep your artifact in balance with existing maps.]]> |
2316 | </use> |
2449 | </use> |
2317 | <attribute arch="magic" editor="magic bonus" type="int"> |
2450 | <attribute arch="magic" editor="magic bonus" type="int"> |
2318 | <magic bonus> works just like ac, except that it can be improved by |
2451 | <magic bonus> works just like ac, except that it can be improved by |
2319 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2452 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2320 | than direct armour-class bonus on the helmet. |
2453 | than direct armour-class bonus on the helmet. |
… | |
… | |
2329 | <type number="56" name="Holy Altar"> |
2462 | <type number="56" name="Holy Altar"> |
2330 | <ignore> |
2463 | <ignore> |
2331 | <ignore_list name="non_pickable" /> |
2464 | <ignore_list name="non_pickable" /> |
2332 | </ignore> |
2465 | </ignore> |
2333 | <description><![CDATA[ |
2466 | <description><![CDATA[ |
2334 | Holy_altars are altars for the various religions. Praying |
2467 | Holy Altars are altars for the various religions. Praying |
2335 | at a Holy_altar will make you a follower of that god, and |
2468 | at a Holy_altar will make you a follower of that god, and |
2336 | if you already follow that god, you may get some extra bonus. ]]> |
2469 | if you already follow that god, you may get some extra bonus.]]> |
2337 | </description> |
2470 | </description> |
2338 | <attribute arch="no_pick" value="1" type="fixed" /> |
2471 | <attribute arch="no_pick" value="1" type="fixed" /> |
2339 | <attribute arch="other_arch" editor="god name" type="string"> |
2472 | <attribute arch="other_arch" editor="god name" type="string"> |
2340 | The altar belongs to the god of the given name. Possible options for |
2473 | The altar belongs to the god of the given name. Possible options for |
2341 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2474 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2364 | Horns are very similar to rods. The difference is that horns regenerate |
2497 | Horns are very similar to rods. The difference is that horns regenerate |
2365 | spellpoints faster and thus are more valuable than rods. |
2498 | spellpoints faster and thus are more valuable than rods. |
2366 | <br><br> |
2499 | <br><br> |
2367 | A horn contains a spell. The player can use this spell by applying and |
2500 | A horn contains a spell. The player can use this spell by applying and |
2368 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2501 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2369 | used endlessly. ]]> |
2502 | used endlessly.]]> |
2370 | </description> |
2503 | </description> |
2371 | <use><![CDATA[ |
2504 | <use><![CDATA[ |
2372 | Horns are powerful due to their fast recharge rate. They should |
2505 | Horns are powerful due to their fast recharge rate. They should |
2373 | never contain high level attacking spells. Even curing/healing spells |
2506 | never contain high level attacking spells. Even curing/healing spells |
2374 | are almost too good on a horn. ]]> |
2507 | are almost too good on a horn.]]> |
2375 | </use> |
2508 | </use> |
2376 | <attribute arch="sp" editor="spell" type="spell"> |
2509 | <attribute arch="sp" editor="spell" type="spell"> |
2377 | Sets the <spell> of the horn. Consider twice before handing out any |
2510 | Sets the <spell> of the horn. Consider twice before handing out any |
2378 | horns to players, since they can be used endlessly without any mana cost! |
2511 | horns to players, since they can be used endlessly without any mana cost! |
2379 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2512 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2405 | <!--####################################################################--> |
2538 | <!--####################################################################--> |
2406 | <type number="73" name="Inorganic"> |
2539 | <type number="73" name="Inorganic"> |
2407 | <description><![CDATA[ |
2540 | <description><![CDATA[ |
2408 | Inorganic materials are generally used as ingredients for |
2541 | Inorganic materials are generally used as ingredients for |
2409 | alchemical receipes. By themselves, they have no special |
2542 | alchemical receipes. By themselves, they have no special |
2410 | functionalities. ]]> |
2543 | functionalities.]]> |
2411 | </description> |
2544 | </description> |
2412 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2545 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2413 | </attribute> |
2546 | </attribute> |
2414 | <section name="resistance"> |
2547 | &resistances_basic; |
2415 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2416 | </attribute> |
|
|
2417 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2418 | </attribute> |
|
|
2419 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2420 | </attribute> |
|
|
2421 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2422 | </attribute> |
|
|
2423 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2424 | </attribute> |
|
|
2425 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2426 | </attribute> |
|
|
2427 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2428 | </attribute> |
|
|
2429 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2430 | </attribute> |
|
|
2431 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2432 | </attribute> |
|
|
2433 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2434 | </attribute> |
|
|
2435 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2436 | </attribute> |
|
|
2437 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2438 | </attribute> |
|
|
2439 | </section> |
|
|
2440 | </type> |
2548 | </type> |
2441 | |
2549 | |
2442 | <!--####################################################################--> |
2550 | <!--####################################################################--> |
2443 | <type number="64" name="Inventory Checker"> |
2551 | <type number="64" name="Inventory Checker"> |
2444 | <ignore> |
2552 | <ignore> |
… | |
… | |
2453 | <br><br> |
2561 | <br><br> |
2454 | Alternatively, you can set your inv. checker to block all players |
2562 | Alternatively, you can set your inv. checker to block all players |
2455 | that do/don't carry the matching object. |
2563 | that do/don't carry the matching object. |
2456 | <br><br> |
2564 | <br><br> |
2457 | As you can see, inv. checkers are quite powerful, holding a |
2565 | As you can see, inv. checkers are quite powerful, holding a |
2458 | great variety of possibilities. ]]> |
2566 | great variety of possibilities.]]> |
2459 | </description> |
2567 | </description> |
2460 | <use><![CDATA[ |
2568 | <use><![CDATA[ |
2461 | Putting a check_inventory space in front of a gate (one below) and |
2569 | Putting a check_inventory space in front of a gate (one below) and |
2462 | one on the opposite side works reasonably well as a control mechanism. |
2570 | one on the opposite side works reasonably well as a control mechanism. |
2463 | Unlike the key/door-combo, this one works infinite since it is |
2571 | Unlike the key/door-combo, this one works infinite since it is |
2464 | independant from map reset. Use it to put a "structure" into your |
2572 | independant from map reset. Use it to put a "structure" into your |
2465 | maps: Player must solve area A to gain access to area B. This concept |
2573 | maps: Player must solve area A to gain access to area B. This concept |
2466 | can be found in nearly every RPG - simple but effective. ]]> |
2574 | can be found in nearly every RPG - simple but effective.]]> |
2467 | </use> |
2575 | </use> |
2468 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2469 | <attribute arch="slaying" editor="match key string" type="string"> |
2577 | <attribute arch="slaying" editor="match key string" type="string"> |
2470 | This string specifies the object we are looking for: We have a match |
2578 | This string specifies the object we are looking for: We have a match |
2471 | if the player does/don't carry a key object or a mark with identical |
2579 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2487 | </attribute> |
2595 | </attribute> |
2488 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2596 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2489 | Enabled means having that object is a match. |
2597 | Enabled means having that object is a match. |
2490 | Disabled means not having that object is a match. |
2598 | Disabled means not having that object is a match. |
2491 | </attribute> |
2599 | </attribute> |
2492 | <attribute arch="connected" editor="connection" type="int"> |
2600 | <attribute arch="connected" editor="connection" type="string"> |
2493 | Whenever the inventory checker is triggered, all objects with identical |
2601 | Whenever the inventory checker is triggered, all objects with identical |
2494 | <connection> value get activated. This only makes sense together with |
2602 | <connection> value get activated. This only makes sense together with |
2495 | <blocking passage> disabled. |
2603 | <blocking passage> disabled. |
2496 | </attribute> |
2604 | </attribute> |
2497 | &movement_types_terrain; |
2605 | &movement_types_terrain; |
… | |
… | |
2547 | <!--####################################################################--> |
2655 | <!--####################################################################--> |
2548 | <type number="60" name="Jewel"> |
2656 | <type number="60" name="Jewel"> |
2549 | <description><![CDATA[ |
2657 | <description><![CDATA[ |
2550 | Items of the type Gold & Jewels are handled like a currency. |
2658 | Items of the type Gold & Jewels are handled like a currency. |
2551 | Unlike for any other type of item, in shops, the buy- and selling |
2659 | Unlike for any other type of item, in shops, the buy- and selling |
2552 | prices differ only marginally. ]]> |
2660 | prices differ only marginally.]]> |
2553 | </description> |
2661 | </description> |
2554 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2662 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2555 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2663 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2556 | This text may describe the object. |
2664 | This text may describe the object. |
2557 | </attribute> |
2665 | </attribute> |
… | |
… | |
2559 | |
2667 | |
2560 | <!--####################################################################--> |
2668 | <!--####################################################################--> |
2561 | <type number="24" name="Key"> |
2669 | <type number="24" name="Key"> |
2562 | <description><![CDATA[ |
2670 | <description><![CDATA[ |
2563 | When carrying a key, a normal door can be opened. The key will |
2671 | When carrying a key, a normal door can be opened. The key will |
2564 | disappear. ]]> |
2672 | disappear.]]> |
2565 | </description> |
2673 | </description> |
2566 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2674 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2567 | A godgiven item vanishes as soon as the player |
2675 | A godgiven item vanishes as soon as the player |
2568 | drops it to the ground. |
2676 | drops it to the ground. |
2569 | </attribute> |
2677 | </attribute> |
… | |
… | |
2574 | <ignore> |
2682 | <ignore> |
2575 | <ignore_list name="non_pickable" /> |
2683 | <ignore_list name="non_pickable" /> |
2576 | </ignore> |
2684 | </ignore> |
2577 | <description><![CDATA[ |
2685 | <description><![CDATA[ |
2578 | A locked door can be opened only when carrying |
2686 | A locked door can be opened only when carrying |
2579 | the appropriate special key. ]]> |
2687 | the appropriate special key.]]> |
2580 | </description> |
2688 | </description> |
2581 | <use><![CDATA[ |
2689 | <use><![CDATA[ |
2582 | If you want to create a locked door that cannot be opened (no key), |
2690 | If you want to create a locked door that cannot be opened (no key), |
2583 | set a <key string> like "no_key_available". This will clearify things |
2691 | set a <key string> like "no_key_available". This will clearify things |
2584 | and only a fool would create a key matching that string. |
2692 | and only a fool would create a key matching that string. |
… | |
… | |
2586 | Door-objects can not only be used for "doors". In many maps these |
2694 | Door-objects can not only be used for "doors". In many maps these |
2587 | are used with all kinds of faces/names, especially often as |
2695 | are used with all kinds of faces/names, especially often as |
2588 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2696 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2589 | There you have magic forces (door objects) put under certain artifact |
2697 | There you have magic forces (door objects) put under certain artifact |
2590 | items. To get your hands on the artifacts, you need to bring up the |
2698 | items. To get your hands on the artifacts, you need to bring up the |
2591 | appropriate quest items (key objects). ]]> |
2699 | appropriate quest items (key objects).]]> |
2592 | </use> |
2700 | </use> |
2593 | <attribute arch="move_type" value="0" type="fixed" /> |
2701 | <attribute arch="move_type" value="0" type="fixed" /> |
2594 | <attribute arch="no_pick" value="1" type="fixed" /> |
2702 | <attribute arch="no_pick" value="1" type="fixed" /> |
2595 | <attribute arch="slaying" editor="key string" type="string"> |
2703 | <attribute arch="slaying" editor="key string" type="string"> |
2596 | The <key string> in the door must be identical with the |
2704 | The <key string> in the door must be identical with the |
2597 | <key string> in the special key, then the door is unlocked. |
2705 | <key string> in the special key, then the door is unlocked. |
2598 | It is VERY important to set the <key string> to something that |
2706 | It is VERY important to set the <key string> to something that |
2599 | is unique among the CF mapset. |
2707 | is unique among the Deliantra mapset. |
2600 | |
2708 | |
2601 | DONT EVER USE the default string "set_individual_value". |
2709 | DONT EVER USE the default string "set_individual_value". |
2602 | </attribute> |
2710 | </attribute> |
2603 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2711 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2604 | Restricting the use of spells to pass this door. |
2712 | Restricting the use of spells to pass this door. |
… | |
… | |
2623 | <ignore> |
2731 | <ignore> |
2624 | <ignore_list name="system_object" /> |
2732 | <ignore_list name="system_object" /> |
2625 | </ignore> |
2733 | </ignore> |
2626 | <description><![CDATA[ |
2734 | <description><![CDATA[ |
2627 | Magic_ears trigger a connected value |
2735 | Magic_ears trigger a connected value |
2628 | when the player speaks a specific keyword. ]]> |
2736 | when the player speaks a specific keyword.]]> |
2629 | </description> |
2737 | </description> |
2630 | <use><![CDATA[ |
2738 | <use><![CDATA[ |
2631 | Whenever you put magic_ears on your maps, make sure there are |
2739 | Whenever you put magic_ears on your maps, make sure there are |
2632 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2740 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2633 | something like a gate that is opened by speaking "open" or |
2741 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2635 | <br><br> |
2743 | <br><br> |
2636 | Magic_ears are typically used for interaction with NPCs. You |
2744 | Magic_ears are typically used for interaction with NPCs. You |
2637 | can create the impression that the NPC actually *does* something |
2745 | can create the impression that the NPC actually *does* something |
2638 | according to his conversation with a player. Mostly this means |
2746 | according to his conversation with a player. Mostly this means |
2639 | opening a gate or handing out some item, but you could be quite |
2747 | opening a gate or handing out some item, but you could be quite |
2640 | creative here. ]]> |
2748 | creative here.]]> |
2641 | </use> |
2749 | </use> |
2642 | <attribute arch="no_pick" value="1" type="fixed" /> |
2750 | <attribute arch="no_pick" value="1" type="fixed" /> |
2643 | <attribute arch="connected" editor="connection" type="int"> |
2751 | <attribute arch="connected" editor="connection" type="string"> |
2644 | The Magic_ear will trigger all objects with the |
2752 | The Magic_ear will trigger all objects with the |
2645 | same connection value, every time it is activated. |
2753 | same connection value, every time it is activated. |
2646 | </attribute> |
2754 | </attribute> |
2647 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2755 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2648 | This textfield contains the keyword-matching-syntax. The text should |
2756 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2667 | Magic walls can contain any spell. However, some spells do not |
2775 | Magic walls can contain any spell. However, some spells do not |
2668 | operate very successfully in them. The only way to know is to test |
2776 | operate very successfully in them. The only way to know is to test |
2669 | the spell you want to use with a wall. |
2777 | the spell you want to use with a wall. |
2670 | <br><br> |
2778 | <br><br> |
2671 | Several types of magical walls are predefined for you in the |
2779 | Several types of magical walls are predefined for you in the |
2672 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2780 | archetypes, and can be found on the "connected" Pickmap.]]> |
2673 | </description> |
2781 | </description> |
2674 | <use><![CDATA[ |
2782 | <use><![CDATA[ |
2675 | Spellcasting walls pose an interesting alternative to monsters. |
2783 | Spellcasting walls pose an interesting alternative to monsters. |
2676 | Usually they are set to be undestroyable. Thus, while monsters |
2784 | Usually they are set to be undestroyable. Thus, while monsters |
2677 | in a map can be cleared out, the magic walls remain. Low level |
2785 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2688 | walls' spell(s). |
2796 | walls' spell(s). |
2689 | <br><br> |
2797 | <br><br> |
2690 | It is possible to make walls rotate when triggered. But that is so |
2798 | It is possible to make walls rotate when triggered. But that is so |
2691 | confusing (and useless IMHO) that I did not mention it above. You |
2799 | confusing (and useless IMHO) that I did not mention it above. You |
2692 | can find a working example on the map |
2800 | can find a working example on the map |
2693 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2801 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2694 | </use> |
2802 | </use> |
2695 | <attribute arch="dam" editor="spell" type="spell"> |
2803 | <attribute arch="dam" editor="spell" type="spell"> |
2696 | The magic wall will cast this <spell>. |
2804 | The magic wall will cast this <spell>. |
2697 | </attribute> |
2805 | </attribute> |
2698 | <attribute arch="level" editor="spell level" type="int"> |
2806 | <attribute arch="level" editor="spell level" type="int"> |
2699 | The wall will cast it's spells at level <spell level>. "level 1" |
2807 | The wall will cast it's spells at level <spell level>. "level 1" |
2700 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2808 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2701 | spells. Arch default is level 1 - you should always set this value |
2809 | spells. Arch default is level 1 - you should always set this value |
2702 | to meet the overall difficulty of your map. |
2810 | to meet the overall difficulty of your map. |
2703 | </attribute> |
2811 | </attribute> |
2704 | <attribute arch="connected" editor="connection" type="int"> |
2812 | <attribute arch="connected" editor="connection" type="string"> |
2705 | Every time the <connection> value is triggered, the wall will cast |
2813 | Every time the <connection> value is triggered, the wall will cast |
2706 | it's spell. You should set <casting speed> to zero, or this won't |
2814 | it's spell. You should set <casting speed> to zero, or this won't |
2707 | have much visible effect. |
2815 | have much visible effect. |
2708 | </attribute> |
2816 | </attribute> |
2709 | &activate_on; |
2817 | &activate_on; |
… | |
… | |
2738 | A magic wall of high <armour class> is less likely to get hit from |
2846 | A magic wall of high <armour class> is less likely to get hit from |
2739 | an opponent. <armour class> can be considered the "counterpiece" |
2847 | an opponent. <armour class> can be considered the "counterpiece" |
2740 | to <weapon class>. |
2848 | to <weapon class>. |
2741 | </attribute> |
2849 | </attribute> |
2742 | </section> |
2850 | </section> |
2743 | <section name="resistance"> |
2851 | &resistances_basic; |
2744 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2745 | </attribute> |
|
|
2746 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2747 | </attribute> |
|
|
2748 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2749 | </attribute> |
|
|
2750 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2751 | </attribute> |
|
|
2752 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2753 | </attribute> |
|
|
2754 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2755 | </attribute> |
|
|
2756 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2757 | </attribute> |
|
|
2758 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2759 | </attribute> |
|
|
2760 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2761 | </attribute> |
|
|
2762 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2763 | </attribute> |
|
|
2764 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2765 | </attribute> |
|
|
2766 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2767 | </attribute> |
|
|
2768 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2769 | </attribute> |
|
|
2770 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2771 | </attribute> |
|
|
2772 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2773 | </attribute> |
|
|
2774 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2775 | </attribute> |
|
|
2776 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2777 | </attribute> |
|
|
2778 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2779 | </attribute> |
|
|
2780 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2781 | </attribute> |
|
|
2782 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2783 | </attribute> |
|
|
2784 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2785 | </attribute> |
|
|
2786 | </section> |
|
|
2787 | </type> |
2852 | </type> |
2788 | |
2853 | |
2789 | <!--####################################################################--> |
2854 | <!--####################################################################--> |
2790 | <type number="55" name="Marker"> |
2855 | <type number="55" name="Marker"> |
2791 | <ignore> |
2856 | <ignore> |
… | |
… | |
2793 | </ignore> |
2858 | </ignore> |
2794 | <description><![CDATA[ |
2859 | <description><![CDATA[ |
2795 | A marker is an object that inserts an invisible force (a mark) into a |
2860 | A marker is an object that inserts an invisible force (a mark) into a |
2796 | player stepping on it. This force does nothing except containing a |
2861 | player stepping on it. This force does nothing except containing a |
2797 | <key string> which can be discovered by detectors or inventory |
2862 | <key string> which can be discovered by detectors or inventory |
2798 | checkers. It is also possible to use markers for removing marks again. |
2863 | checkers. It is also possible to use markers for removing marks again |
|
|
2864 | (by setting the "name" slot to the name of the marker to be removed). |
2799 | <br><br> |
2865 | <br><br> |
2800 | Note that the player has no possibility to "see" his own marks, |
2866 | Note that the player has no possibility to "see" his own marks, |
2801 | except by the effect that they cause on the maps. ]]> |
2867 | except by the effect that they cause on the maps.]]> |
2802 | </description> |
2868 | </description> |
2803 | <use><![CDATA[ |
2869 | <use><![CDATA[ |
2804 | Markers hold real cool possibilities for map-making. I encourage |
2870 | Markers hold real cool possibilities for map-making. I encourage |
2805 | you to use them frequently. However there is one negative point |
2871 | you to use them frequently. However there is one negative point |
2806 | about markers: Players don't "see" what's going on with them. It is |
2872 | about markers: Players don't "see" what's going on with them. It is |
2807 | your task, as map-creator, to make sure the player is always well |
2873 | your task, as map-creator, to make sure the player is always well |
2808 | informed and never confused. |
2874 | informed and never confused. |
2809 | <br><br> |
2875 | <br><br> |
2810 | Please avoid infinite markers when they aren't needed. They're |
2876 | Please avoid infinite markers when they aren't needed. They're |
2811 | using a little space in the player file after all, so if there |
2877 | using a little space in the player file after all, so if there |
2812 | is no real purpose, set an expire time. ]]> |
2878 | is no real purpose, set an expire time.]]> |
2813 | </use> |
2879 | </use> |
2814 | <attribute arch="no_pick" value="1" type="fixed" /> |
2880 | <attribute arch="no_pick" value="1" type="fixed" /> |
2815 | <attribute arch="slaying" editor="key string" type="string"> |
2881 | <attribute arch="slaying" editor="key string" type="string"> |
2816 | The <key string> can be detected by inv. checkers/detectors. |
2882 | The <key string> can be detected by inv. checkers/detectors. |
2817 | If the player already has a force with that <key string>, |
2883 | If the player already has a force with that <key string>, |
2818 | there won't be inserted a second one. |
2884 | there won't be inserted a second one. |
2819 | </attribute> |
2885 | </attribute> |
2820 | <attribute arch="connected" editor="connection" type="int"> |
2886 | <attribute arch="connected" editor="connection" type="string"> |
2821 | When the detector is triggered, all objects with the same |
2887 | When the detector is triggered, all objects with the same |
2822 | connection value get activated. |
2888 | connection value get activated. |
2823 | </attribute> |
2889 | </attribute> |
2824 | <attribute arch="speed" editor="marking speed" type="float"> |
2890 | <attribute arch="speed" editor="marking speed" type="float"> |
2825 | The <marking speed> defines how quickly it will mark something |
2891 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2863 | When a player picks an item from a shop and attempts to |
2929 | When a player picks an item from a shop and attempts to |
2864 | walk over the shop mat, the item's selling-price is automatically |
2930 | walk over the shop mat, the item's selling-price is automatically |
2865 | subtracted from the player's money. |
2931 | subtracted from the player's money. |
2866 | <br><br> |
2932 | <br><br> |
2867 | For money, always use the default arches. |
2933 | For money, always use the default arches. |
2868 | Don't modify them. ]]> |
2934 | Don't modify them.]]> |
2869 | </description> |
2935 | </description> |
2870 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2936 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2871 | </type> |
2937 | </type> |
2872 | |
2938 | |
2873 | <!--####################################################################--> |
2939 | <!--####################################################################--> |
… | |
… | |
2888 | Monsters can behave in various kinds of ways. |
2954 | Monsters can behave in various kinds of ways. |
2889 | They can be aggressive, attacking the player. Or peaceful, |
2955 | They can be aggressive, attacking the player. Or peaceful, |
2890 | helping the player - maybe joining him as pet. |
2956 | helping the player - maybe joining him as pet. |
2891 | The unagressive creatures who communicate with players are |
2957 | The unagressive creatures who communicate with players are |
2892 | usually called "NPCs" (Non Player Character), a well-known |
2958 | usually called "NPCs" (Non Player Character), a well-known |
2893 | term in role-play environments. ]]> |
2959 | term in role-play environments.]]> |
2894 | </description> |
2960 | </description> |
2895 | <use><![CDATA[ |
2961 | <use><![CDATA[ |
2896 | Monsters play a central role in most maps. Choosing the right |
2962 | Monsters play a central role in most maps. Choosing the right |
2897 | combination of monsters for your map is vital: |
2963 | combination of monsters for your map is vital: |
2898 | <UL> |
2964 | <UL> |
… | |
… | |
2923 | can use. |
2989 | can use. |
2924 | </UL> |
2990 | </UL> |
2925 | I know it's impossible to make the perfectly balanced map. There's always |
2991 | I know it's impossible to make the perfectly balanced map. There's always |
2926 | some part which is found too easy or too hard for a certain kind of player. |
2992 | some part which is found too easy or too hard for a certain kind of player. |
2927 | Just give it your best shot. And listen to feedback from players if you |
2993 | Just give it your best shot. And listen to feedback from players if you |
2928 | receive some. :-) ]]> |
2994 | receive some. :-)]]> |
2929 | </use> |
2995 | </use> |
2930 | <attribute arch="alive" value="1" type="fixed" /> |
2996 | <attribute arch="alive" value="1" type="fixed" /> |
2931 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2997 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2932 | When the monster is killed, items from the treasurelist will |
2998 | When the monster is killed, items from the treasurelist will |
2933 | drop to the ground. This is a common way to reward players |
2999 | drop to the ground. This is a common way to reward players |
2934 | for killing (masses of) monsters. |
3000 | for killing (masses of) monsters. |
2935 | |
3001 | |
2936 | Note that you can always put items into the monster's |
3002 | Note that you can always put items into the monster's |
2937 | inventory. Those will drop-at-kill just like the stuff |
3003 | inventory. Those will drop-at-kill just like the stuff |
2938 | from the <treasurelist>. |
3004 | from the <treasurelist>. |
|
|
3005 | </attribute> |
|
|
3006 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
3007 | Set this flag to move treasure items created into the environment (map) |
|
|
3008 | instead of putting them into the object. |
2939 | </attribute> |
3009 | </attribute> |
2940 | <attribute arch="level" editor="level" type="int"> |
3010 | <attribute arch="level" editor="level" type="int"> |
2941 | A monster's <level> is the most important attribute. |
3011 | A monster's <level> is the most important attribute. |
2942 | <level> affects the power of a monster in various ways. |
3012 | <level> affects the power of a monster in various ways. |
2943 | </attribute> |
3013 | </attribute> |
… | |
… | |
2990 | </attribute> |
3060 | </attribute> |
2991 | <attribute arch="carrying" editor="carries weight" type="int"> |
3061 | <attribute arch="carrying" editor="carries weight" type="int"> |
2992 | If a monster has something in the inventory, this |
3062 | If a monster has something in the inventory, this |
2993 | value can be set to reflect the slowdown due to |
3063 | value can be set to reflect the slowdown due to |
2994 | the carried weight. |
3064 | the carried weight. |
|
|
3065 | </attribute> |
|
|
3066 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
3067 | Set this flag to indicate that this monster is precious, i.e. |
|
|
3068 | it should not be lightly destroyed. This is most useful on pets and |
|
|
3069 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
3070 | and will try to save them when the player logs out. |
2995 | </attribute> |
3071 | </attribute> |
2996 | |
3072 | |
2997 | <section name="melee"> |
3073 | <section name="melee"> |
2998 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3074 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2999 | This number is a bitmask, specifying the monster's attacktypes |
3075 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3171 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3247 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3172 | Monsters which <stand still> won't move to leave their position. |
3248 | Monsters which <stand still> won't move to leave their position. |
3173 | When agressive, they will attack all enemies who get close to |
3249 | When agressive, they will attack all enemies who get close to |
3174 | them. This behaviour is commonly known from castle guards. |
3250 | them. This behaviour is commonly known from castle guards. |
3175 | |
3251 | |
3176 | In older versions of Crossfire it was possible to eventually |
3252 | In older versions of Deliantra it was possible to eventually |
3177 | push a <stand still>-monster out of position by force. |
3253 | push a <stand still>-monster out of position by force. |
3178 | I believe this is no longer possible. Neverthless, you should |
3254 | I believe this is no longer possible. Neverthless, you should |
3179 | still be cautious when lining up <stand still>-monster in order |
3255 | still be cautious when lining up <stand still>-monster in order |
3180 | to "defend" something: Such monsters are rather easy to kill. |
3256 | to "defend" something: Such monsters are rather easy to kill. |
3181 | It's good for low level maps, but not much more. |
3257 | It's good for low level maps, but not much more. |
… | |
… | |
3217 | When the monster's health points drop below this percentage |
3293 | When the monster's health points drop below this percentage |
3218 | (relative to max health), it attempts to run away from the |
3294 | (relative to max health), it attempts to run away from the |
3219 | attacker. |
3295 | attacker. |
3220 | </attribute> |
3296 | </attribute> |
3221 | </section> |
3297 | </section> |
3222 | |
3298 | &resistances_basic; |
3223 | <section name="resistance"> |
|
|
3224 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3225 | </attribute> |
|
|
3226 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3227 | </attribute> |
|
|
3228 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3229 | </attribute> |
|
|
3230 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3231 | </attribute> |
|
|
3232 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3233 | </attribute> |
|
|
3234 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3235 | </attribute> |
|
|
3236 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3237 | </attribute> |
|
|
3238 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3239 | </attribute> |
|
|
3240 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3241 | </attribute> |
|
|
3242 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3243 | </attribute> |
|
|
3244 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3245 | </attribute> |
|
|
3246 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3247 | </attribute> |
|
|
3248 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3249 | </attribute> |
|
|
3250 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3251 | </attribute> |
|
|
3252 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3253 | </attribute> |
|
|
3254 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3255 | </attribute> |
|
|
3256 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3257 | </attribute> |
|
|
3258 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3259 | </attribute> |
|
|
3260 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3261 | </attribute> |
|
|
3262 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3263 | </attribute> |
|
|
3264 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3265 | </attribute> |
|
|
3266 | </section> |
|
|
3267 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3299 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3268 | </attribute> |
3300 | </attribute> |
3269 | </type> |
3301 | </type> |
3270 | |
3302 | |
3271 | <!--####################################################################--> |
3303 | <!--####################################################################--> |
… | |
… | |
3276 | <attribute arch="name_pl" /> |
3308 | <attribute arch="name_pl" /> |
3277 | <attribute arch="nrof" /> |
3309 | <attribute arch="nrof" /> |
3278 | <attribute arch="value" /> |
3310 | <attribute arch="value" /> |
3279 | <attribute arch="unpaid" /> |
3311 | <attribute arch="unpaid" /> |
3280 | </ignore> |
3312 | </ignore> |
3281 | <description><![CDATA[ |
3313 | <description> |
3282 | A grimreaper is a monster that vanishes after it did some number of |
3314 | A grimreaper is a monster that vanishes after it did some number of |
3283 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3315 | draining attacks. |
3284 | </description> |
3316 | </description> |
3285 | <section name="grimreaper"> |
3317 | <section name="grimreaper"> |
3286 | <attribute arch="value" editor="attacks" type="int"> |
3318 | <attribute arch="value" editor="attacks" type="int"> |
3287 | The object vanishes after this number of draining attacks. |
3319 | The object vanishes after this number of draining attacks. |
3288 | </attribute> |
3320 | </attribute> |
… | |
… | |
3296 | </ignore> |
3328 | </ignore> |
3297 | <description><![CDATA[ |
3329 | <description><![CDATA[ |
3298 | As the name implies, mood floors can change the "mood" of |
3330 | As the name implies, mood floors can change the "mood" of |
3299 | a monsters/NPC. For example, an unagressive monster could be |
3331 | a monsters/NPC. For example, an unagressive monster could be |
3300 | turned mad to start attacking. Similar, an agressive monster |
3332 | turned mad to start attacking. Similar, an agressive monster |
3301 | could be calmed. ]]> |
3333 | could be calmed.]]> |
3302 | </description> |
3334 | </description> |
3303 | <use><![CDATA[ |
3335 | <use><![CDATA[ |
3304 | Mood floors are absolutely cool for NPC interaction. To make an |
3336 | Mood floors are absolutely cool for NPC interaction. To make an |
3305 | unaggressive monster/NPC attack, put a creator with "other_arch |
3337 | unaggressive monster/NPC attack, put a creator with "other_arch |
3306 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3338 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3310 | it directly to a magic_ear. Then the player speaks a keyword like |
3342 | it directly to a magic_ear. Then the player speaks a keyword like |
3311 | "help me" - and the NPC joins him as pet. |
3343 | "help me" - and the NPC joins him as pet. |
3312 | <br><br> |
3344 | <br><br> |
3313 | (Of course you must always give clear hints about keywords! |
3345 | (Of course you must always give clear hints about keywords! |
3314 | And there is no reason why you couldn't use a button/lever/pedestal |
3346 | And there is no reason why you couldn't use a button/lever/pedestal |
3315 | etc. instead of a magic_ear.) ]]> |
3347 | etc. instead of a magic_ear.)]]> |
3316 | </use> |
3348 | </use> |
3317 | <attribute arch="no_pick" value="1" type="fixed" /> |
3349 | <attribute arch="no_pick" value="1" type="fixed" /> |
3318 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3350 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3319 | <mood> is used to determine what will happen to the |
3351 | <mood> is used to determine what will happen to the |
3320 | monster when affected by the mood floor: |
3352 | monster when affected by the mood floor: |
… | |
… | |
3330 | <mood> 'charm': Turns monster into a pet of person |
3362 | <mood> 'charm': Turns monster into a pet of person |
3331 | who triggers the square. This setting is not |
3363 | who triggers the square. This setting is not |
3332 | enabled for continous operation, you need to |
3364 | enabled for continous operation, you need to |
3333 | insert a <connection> value! |
3365 | insert a <connection> value! |
3334 | </attribute> |
3366 | </attribute> |
3335 | <attribute arch="connected" editor="connection" type="int"> |
3367 | <attribute arch="connected" editor="connection" type="string"> |
3336 | This should only be set in combination with <mood number> 4. |
3368 | This should only be set in combination with <mood number> 4. |
3337 | Normally, monsters are affected by the mood floor as soon as they |
3369 | Normally, monsters are affected by the mood floor as soon as they |
3338 | step on it. But charming (monster -> pet) is too powerful, |
3370 | step on it. But charming (monster -> pet) is too powerful, |
3339 | so it needs to be activated. |
3371 | so it needs to be activated. |
3340 | |
3372 | |
… | |
… | |
3364 | can monsters. Motion is involuntary. Additionally, players or |
3396 | can monsters. Motion is involuntary. Additionally, players or |
3365 | monsters can be "frozen" while ontop of movers so that they MUST |
3397 | monsters can be "frozen" while ontop of movers so that they MUST |
3366 | move along a chain of them. |
3398 | move along a chain of them. |
3367 | <br><br> |
3399 | <br><br> |
3368 | Multisquare monsters can be moved as well, given |
3400 | Multisquare monsters can be moved as well, given |
3369 | enough space. Movers are usually invisible. ]]> |
3401 | enough space. Movers are usually invisible.]]> |
3370 | </description> |
3402 | </description> |
3371 | <use><![CDATA[ |
3403 | <use><![CDATA[ |
3372 | NEVER EVER consider a mover being unpassable in the backwards |
3404 | NEVER EVER consider a mover being unpassable in the backwards |
3373 | direction. Setting "forced movement" makes it seemingly impossible |
3405 | direction. Setting "forced movement" makes it seemingly impossible |
3374 | but there is still a trick: One player can push a second player |
3406 | but there is still a trick: One player can push a second player |
… | |
… | |
3381 | cannot be discovered with the show_invisible spell. |
3413 | cannot be discovered with the show_invisible spell. |
3382 | <br><br> |
3414 | <br><br> |
3383 | Note that Movers and Directors are seperate objects, even though |
3415 | Note that Movers and Directors are seperate objects, even though |
3384 | they look and act similar. Directors only do spells/missiles, |
3416 | they look and act similar. Directors only do spells/missiles, |
3385 | while movers only do living creatures (depending on how it |
3417 | while movers only do living creatures (depending on how it |
3386 | is set: monsters and players). ]]> |
3418 | is set: monsters and players).]]> |
3387 | </use> |
3419 | </use> |
3388 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3420 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3389 | If forced movement is enabled, the mover "freezes" anyone it |
3421 | If forced movement is enabled, the mover "freezes" anyone it |
3390 | moves (so they are forced to move along a chain). |
3422 | moves (so they are forced to move along a chain). |
3391 | For players there is no way to escape this forced movement, |
3423 | For players there is no way to escape this forced movement, |
… | |
… | |
3443 | <ignore_list name="non_pickable" /> |
3475 | <ignore_list name="non_pickable" /> |
3444 | </ignore> |
3476 | </ignore> |
3445 | <description><![CDATA[ |
3477 | <description><![CDATA[ |
3446 | Pedestals are designed to detect certain types of living objects. |
3478 | Pedestals are designed to detect certain types of living objects. |
3447 | When a predefined type of living creature steps on the pedestal, the |
3479 | When a predefined type of living creature steps on the pedestal, the |
3448 | connected value is triggered. ]]> |
3480 | connected value is triggered.]]> |
3449 | </description> |
3481 | </description> |
3450 | <use><![CDATA[ |
3482 | <use><![CDATA[ |
3451 | If you want to create a place where only players of a certain race |
3483 | If you want to create a place where only players of a certain race |
3452 | can enter, put a teleporter over your pedestal. So the teleporter is |
3484 | can enter, put a teleporter over your pedestal. So the teleporter is |
3453 | only activated for players of the matching race. Do not use gates, |
3485 | only activated for players of the matching race. Do not use gates, |
3454 | because many other players could sneak in. If you put powerful |
3486 | because many other players could sneak in. If you put powerful |
3455 | artifacts into such places, generally set "startequip 1", so that |
3487 | artifacts into such places, generally set "startequip 1", so that |
3456 | they are preserved for that one race and can't be traded to others. ]]> |
3488 | they are preserved for that one race and can't be traded to others.]]> |
3457 | </use> |
3489 | </use> |
3458 | <attribute arch="no_pick" value="1" type="fixed" /> |
3490 | <attribute arch="no_pick" value="1" type="fixed" /> |
3459 | <attribute arch="slaying" editor="match race" type="string"> |
3491 | <attribute arch="slaying" editor="match race" type="string"> |
3460 | the <match race> defines the object we're looking for. If <match race> |
3492 | the <match race> defines the object we're looking for. If <match race> |
3461 | matches the monster's or the player's race, we have a match. |
3493 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3463 | place where only fireborns can enter, by setting "slaying unnatural". |
3495 | place where only fireborns can enter, by setting "slaying unnatural". |
3464 | |
3496 | |
3465 | If it is set to "player", any player stepping on the pedestal |
3497 | If it is set to "player", any player stepping on the pedestal |
3466 | is a match. Very useful if you want to open a gate for players |
3498 | is a match. Very useful if you want to open a gate for players |
3467 | but not for monsters. |
3499 | but not for monsters. |
|
|
3500 | |
|
|
3501 | &match_compat; |
3468 | </attribute> |
3502 | </attribute> |
3469 | <attribute arch="connected" editor="connection" type="int"> |
3503 | <attribute arch="connected" editor="connection" type="string"> |
3470 | When the pedestal is triggered, all objects with the same |
3504 | When the pedestal is triggered, all objects with the same |
3471 | connection value get activated. |
3505 | connection value get activated. |
3472 | </attribute> |
3506 | </attribute> |
3473 | &move_on; |
3507 | &move_on; |
3474 | </type> |
3508 | </type> |
3475 | |
3509 | |
3476 | <!--####################################################################--> |
3510 | <!--####################################################################--> |
|
|
3511 | <type number="32" name="Pedestal Trigger"> |
|
|
3512 | <import_type name="Pedestal" /> |
|
|
3513 | <ignore> |
|
|
3514 | <ignore_list name="non_pickable" /> |
|
|
3515 | </ignore> |
|
|
3516 | <description><![CDATA[ |
|
|
3517 | Pedestal triggers are pedestals which reset after a short period |
|
|
3518 | of time. Every time it is either applied or reset, the |
|
|
3519 | <connection> value is triggered.]]> |
|
|
3520 | </description> |
|
|
3521 | </type> |
|
|
3522 | |
|
|
3523 | <!--####################################################################--> |
|
|
3524 | <type number="19" name="Item Match"> |
|
|
3525 | <ignore> |
|
|
3526 | <ignore_list name="non_pickable" /> |
|
|
3527 | </ignore> |
|
|
3528 | <description><![CDATA[ |
|
|
3529 | Match objects use the deliantra matching language |
|
|
3530 | (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) |
|
|
3531 | to match items on the same mapspace (if move_on/off are unset) or |
|
|
3532 | items trying to enter (if move_blocked is set). |
|
|
3533 | |
|
|
3534 | If a connected value is given, then it is triggered if the first object |
|
|
3535 | matching the expression is put on it, and the last is removed.]]> |
|
|
3536 | </description> |
|
|
3537 | <use><![CDATA[ |
|
|
3538 | If you want to trigger something else (e.g. a gate) when an item is above this object, |
|
|
3539 | use the move_on/move_off settings. |
|
|
3540 | |
|
|
3541 | If you want to keep something from entering if it has (or lacks) a specific item, |
|
|
3542 | use the move_blocked setting.]]> |
|
|
3543 | </use> |
|
|
3544 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3545 | <attribute arch="slaying" editor="match expression" type="string"> |
|
|
3546 | &match_compat; |
|
|
3547 | |
|
|
3548 | Optionally you can leave out the "match " prefix. |
|
|
3549 | </attribute> |
|
|
3550 | <attribute arch="connected" editor="connection" type="string"> |
|
|
3551 | When the match is triggered, all objects with the same |
|
|
3552 | connection value get activated. |
|
|
3553 | </attribute> |
|
|
3554 | &move_on; |
|
|
3555 | &move_off; |
|
|
3556 | &move_block; |
|
|
3557 | </type> |
|
|
3558 | |
|
|
3559 | <!--####################################################################--> |
3477 | <type number="94" name="Pit"> |
3560 | <type number="94" name="Pit"> |
3478 | <ignore> |
3561 | <ignore> |
3479 | <ignore_list name="non_pickable" /> |
3562 | <ignore_list name="non_pickable" /> |
3480 | </ignore> |
3563 | </ignore> |
3481 | <description><![CDATA[ |
3564 | <description><![CDATA[ |
3482 | Pits are holes, transporting the player when he walks (and falls) into them. |
3565 | Pits are holes, transporting the player when he walks (and falls) into them. |
3483 | A speciality about pits is that they don't transport the player to |
3566 | A speciality about pits is that they don't transport the player to |
3484 | the exact destination, but within a two-square radius of the destination |
3567 | the exact destination, but within a configurable radius of the destination |
3485 | (never on blocked squares).<br> |
3568 | (never on blocked squares).<br> |
3486 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3569 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3487 | Monsters and items are affected by pits just as well as players. |
3570 | Monsters and items are affected by pits just as well as players. |
3488 | Even multipart monsters can fall through them, given enough space. ]]> |
3571 | Even multipart monsters can fall through them, given enough space.]]> |
3489 | </description> |
3572 | </description> |
3490 | <use><![CDATA[ |
3573 | <use><![CDATA[ |
3491 | Pits can add interesting effects to your map. When using them, make |
3574 | Pits can add interesting effects to your map. When using them, make |
3492 | sure to use them in a "logical way": Pits should always drop the |
3575 | sure to use them in a "logical way": Pits should always drop the |
3493 | player to some kind of lower level. They should not be used to |
3576 | player to some kind of lower level. They should not be used to |
3494 | randomly interconnect maps like teleporters do. ]]> |
3577 | randomly interconnect maps like teleporters do.]]> |
3495 | </use> |
3578 | </use> |
3496 | <attribute arch="no_pick" value="1" type="fixed" /> |
3579 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3580 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3581 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3582 | </attribute> |
3497 | <attribute arch="connected" editor="connection" type="int"> |
3583 | <attribute arch="connected" editor="connection" type="string"> |
3498 | When a <connection> value is set, the pit can be opened/closed |
3584 | When a <connection> value is set, the pit can be opened/closed |
3499 | by activating the connection. |
3585 | by activating the connection. |
3500 | </attribute> |
3586 | </attribute> |
3501 | &activate_on; |
3587 | &activate_on; |
3502 | <attribute arch="hp" editor="destination X" type="int"> |
3588 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3522 | |
3608 | |
3523 | <!--####################################################################--> |
3609 | <!--####################################################################--> |
3524 | <type number="7" name="Poison Food"> |
3610 | <type number="7" name="Poison Food"> |
3525 | <description><![CDATA[ |
3611 | <description><![CDATA[ |
3526 | When eating, the player's stomache is drained by 1/4 of food. |
3612 | When eating, the player's stomache is drained by 1/4 of food. |
3527 | If his food drops to zero, the player might even die. ]]> |
3613 | If his food drops to zero, the player might even die.]]> |
3528 | </description> |
3614 | </description> |
3529 | </type> |
3615 | </type> |
3530 | |
3616 | |
3531 | <!--####################################################################--> |
3617 | <!--####################################################################--> |
3532 | <type number="5" name="Potion"> |
3618 | <type number="5" name="Potion"> |
3533 | <description><![CDATA[ |
3619 | <description><![CDATA[ |
3534 | The player can drink these and gain various kinds of benefits |
3620 | The player can drink these and gain various kinds of benefits |
3535 | (/penalties) by doing so. ]]> |
3621 | (/penalties) by doing so.]]> |
3536 | </description> |
3622 | </description> |
3537 | <use><![CDATA[ |
3623 | <use><![CDATA[ |
3538 | One potion should never give multiple benefits at once. ]]> |
3624 | One potion should never give multiple benefits at once.]]> |
3539 | </use> |
3625 | </use> |
3540 | <attribute arch="level" editor="potion level" type="int"> |
3626 | <attribute arch="level" editor="potion level" type="int"> |
3541 | If the potion contains a spell, the spell is cast at this level. |
3627 | If the potion contains a spell, the spell is cast at this level. |
3542 | For other potions it should be set at least to 1. |
3628 | For other potions it should be set at least to 1. |
3543 | </attribute> |
3629 | </attribute> |
… | |
… | |
3561 | </attribute> |
3647 | </attribute> |
3562 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3648 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3563 | A godgiven item vanishes as soon as the player |
3649 | A godgiven item vanishes as soon as the player |
3564 | drops it to the ground. |
3650 | drops it to the ground. |
3565 | </attribute> |
3651 | </attribute> |
3566 | <section name="stats"> |
3652 | &player_stat_resist_sections; |
3567 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3568 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3569 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3570 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3571 | stats if positive. |
|
|
3572 | </attribute> |
|
|
3573 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3574 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3575 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3576 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3577 | stats if positive. |
|
|
3578 | </attribute> |
|
|
3579 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3580 | The player's constitution will rise/fall by the given value for permanent |
|
|
3581 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3582 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3583 | stats if positive. |
|
|
3584 | </attribute> |
|
|
3585 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3586 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3587 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3588 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3589 | stats if positive. |
|
|
3590 | </attribute> |
|
|
3591 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3592 | The player's power will rise/fall by the given value for permanent |
|
|
3593 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3594 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3595 | stats if positive. |
|
|
3596 | </attribute> |
|
|
3597 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3598 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3599 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3600 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3601 | stats if positive. |
|
|
3602 | </attribute> |
|
|
3603 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3604 | The player's charisma will rise/fall by the given value for permanent |
|
|
3605 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3606 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3607 | stats if positive. |
|
|
3608 | </attribute> |
|
|
3609 | </section> |
|
|
3610 | <section name="resistance"> |
|
|
3611 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3612 | The player's resistance to physical will rise by this value in percent |
|
|
3613 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3614 | add on the values from the player's equipment. |
|
|
3615 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3616 | </attribute> |
|
|
3617 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3618 | The player's resistance to magic will rise by this value in percent |
|
|
3619 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3620 | add on the values from the player's equipment. |
|
|
3621 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3622 | </attribute> |
|
|
3623 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3624 | The player's resistance to fire will rise by this value in percent |
|
|
3625 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3626 | add on the values from the player's equipment. |
|
|
3627 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3628 | </attribute> |
|
|
3629 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3630 | The player's resistance to electricity will rise by this value in percent |
|
|
3631 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3632 | add on the values from the player's equipment. |
|
|
3633 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3634 | </attribute> |
|
|
3635 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3636 | The player's resistance to cold will rise by this value in percent |
|
|
3637 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3638 | add on the values from the player's equipment. |
|
|
3639 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3640 | </attribute> |
|
|
3641 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3642 | The player's resistance to acid will rise by this value in percent |
|
|
3643 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3644 | add on the values from the player's equipment. |
|
|
3645 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3646 | </attribute> |
|
|
3647 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3648 | The player's resistance to confusion will rise by this value in percent |
|
|
3649 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3650 | add on the values from the player's equipment. |
|
|
3651 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3652 | </attribute> |
|
|
3653 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3654 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3655 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3656 | add on the values from the player's equipment. |
|
|
3657 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3658 | </attribute> |
|
|
3659 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3660 | The player's resistance to paralyze will rise by this value in percent |
|
|
3661 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3662 | add on the values from the player's equipment. |
|
|
3663 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3664 | </attribute> |
|
|
3665 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3666 | The player's resistance to draining will rise by this value in percent |
|
|
3667 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3668 | add on the values from the player's equipment. |
|
|
3669 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3670 | </attribute> |
|
|
3671 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3672 | The player's resistance to depletion will rise by this value in percent |
|
|
3673 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3674 | add on the values from the player's equipment. |
|
|
3675 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3676 | </attribute> |
|
|
3677 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3678 | The player's resistance to poison will rise by this value in percent |
|
|
3679 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3680 | add on the values from the player's equipment. |
|
|
3681 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3682 | </attribute> |
|
|
3683 | </section> |
|
|
3684 | </type> |
3653 | </type> |
3685 | |
3654 | |
3686 | <!--####################################################################--> |
3655 | <!--####################################################################--> |
3687 | <type number="156" name="Power Crystal"> |
3656 | <type number="156" name="Power Crystal"> |
3688 | <description><![CDATA[ |
3657 | <description><![CDATA[ |
3689 | Power crystals can store a player's mana: |
3658 | Power crystals can store a player's mana: |
3690 | When the player applies the crystal with full mana, half of |
3659 | When the player applies the crystal with full mana, half of |
3691 | it flows into the crystal. When the player applies it with |
3660 | it flows into the crystal. When the player applies it with |
3692 | lacking mana, the crystal replenishes the player's mana. ]]> |
3661 | lacking mana, the crystal replenishes the player's mana.]]> |
3693 | </description> |
3662 | </description> |
3694 | <attribute arch="sp" editor="initial mana" type="int"> |
3663 | <attribute arch="sp" editor="initial mana" type="int"> |
3695 | <initial mana> is the amount of spellpoints that the |
3664 | <initial mana> is the amount of spellpoints that the |
3696 | crystal holds when the map is loaded. |
3665 | crystal holds when the map is loaded. |
3697 | </attribute> |
3666 | </attribute> |
… | |
… | |
3709 | Projectiles like arrows/crossbow bolts are used as ammunition |
3678 | Projectiles like arrows/crossbow bolts are used as ammunition |
3710 | for shooting weapons. |
3679 | for shooting weapons. |
3711 | <br><br> |
3680 | <br><br> |
3712 | It's very easy to add new pairs of weapons & projectiles. |
3681 | It's very easy to add new pairs of weapons & projectiles. |
3713 | Just set matching <ammunition class> both for shooting |
3682 | Just set matching <ammunition class> both for shooting |
3714 | weapon and projectile. ]]> |
3683 | weapon and projectile.]]> |
3715 | </description> |
3684 | </description> |
3716 | <use><![CDATA[ |
3685 | <use><![CDATA[ |
3717 | If you want to create new kinds of projectiles, you could |
3686 | If you want to create new kinds of projectiles, you could |
3718 | add an alchemical receipe to create these. |
3687 | add an alchemical receipe to create these. |
3719 | |
3688 | |
3720 | Don't create new pairs of weapons & projectiles unless |
3689 | Don't create new pairs of weapons & projectiles unless |
3721 | they really fullfill a useful purpose. In fact, even bows |
3690 | they really fullfill a useful purpose. In fact, even bows |
3722 | and crossbows are rarely ever used. ]]> |
3691 | and crossbows are rarely ever used.]]> |
3723 | </use> |
3692 | </use> |
3724 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3693 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3725 | This number is a bitmask, specifying the projectile's attacktypes. |
3694 | This number is a bitmask, specifying the projectile's attacktypes. |
3726 | Attacktypes are: physical, magical, fire, cold.. etc. |
3695 | Attacktypes are: physical, magical, fire, cold.. etc. |
3727 | This works identical to melee weapons. Note that shooting |
3696 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3789 | <type number="70" name="Ring"> |
3758 | <type number="70" name="Ring"> |
3790 | <import_type name="Amulet" /> |
3759 | <import_type name="Amulet" /> |
3791 | <description><![CDATA[ |
3760 | <description><![CDATA[ |
3792 | Rings are worn on the hands - one ring each. |
3761 | Rings are worn on the hands - one ring each. |
3793 | Wearing rings, the object's stats will directly be inherited to |
3762 | Wearing rings, the object's stats will directly be inherited to |
3794 | the player. Usually enhancing his spellcasting potential. ]]> |
3763 | the player. Usually enhancing his spellcasting potential.]]> |
3795 | </description> |
3764 | </description> |
3796 | <use><![CDATA[ |
3765 | <use><![CDATA[ |
3797 | When you create an artifact ring, never forget that players can |
3766 | When you create an artifact ring, never forget that players can |
3798 | wear <B>two</B> rings! Due to that it is extremely important to |
3767 | wear <B>two</B> rings! Due to that it is extremely important to |
3799 | keep rings in balance with the game. |
3768 | keep rings in balance with the game. |
3800 | <br><br> |
3769 | <br><br> |
3801 | Also keep in mind that rings are generally the wizard's tools. |
3770 | Also keep in mind that rings are generally the wizard's tools. |
3802 | They should primarily grant bonuses to spellcasting abilities |
3771 | They should primarily grant bonuses to spellcasting abilities |
3803 | and non-physical resistances. ]]> |
3772 | and non-physical resistances.]]> |
3804 | </use> |
3773 | </use> |
3805 | </type> |
3774 | </type> |
3806 | |
3775 | |
3807 | <!--####################################################################--> |
3776 | <!--####################################################################--> |
3808 | <type number="3" name="Rod"> |
3777 | <type number="3" name="Rod"> |
… | |
… | |
3811 | </ignore> |
3780 | </ignore> |
3812 | <description><![CDATA[ |
3781 | <description><![CDATA[ |
3813 | A rod contains a spell. The player can use this spell by applying and |
3782 | A rod contains a spell. The player can use this spell by applying and |
3814 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3783 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3815 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3784 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3816 | used endlessly. ]]> |
3785 | used endlessly.]]> |
3817 | </description> |
3786 | </description> |
3818 | <use><![CDATA[ |
3787 | <use><![CDATA[ |
3819 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3788 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3820 | to be used for that purpose. Though, potions are expensive and only good for |
3789 | to be used for that purpose. Though, potions are expensive and only good for |
3821 | one-time-use.<br> ]]> |
3790 | one-time-use.<br>]]> |
3822 | </use> |
3791 | </use> |
3823 | <attribute arch="sp" editor="spell" type="spell"> |
3792 | <attribute arch="sp" editor="spell" type="spell"> |
3824 | Sets the <spell> of the rod. Consider twice before handing out special |
3793 | Sets the <spell> of the rod. Consider twice before handing out special |
3825 | rods to players, since they can be used endlessly without any mana cost! |
3794 | rods to players, since they can be used endlessly without any mana cost! |
3826 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3795 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3866 | Runes hit any monster or person who steps on them for 'dam' damage in |
3835 | Runes hit any monster or person who steps on them for 'dam' damage in |
3867 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3836 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3868 | and will cast this spell when it detonates. Yet another kind is the |
3837 | and will cast this spell when it detonates. Yet another kind is the |
3869 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3838 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3870 | <br><br> |
3839 | <br><br> |
3871 | Many runes are already defined in the archetypes. ]]> |
3840 | Many runes are already defined in the archetypes.]]> |
3872 | </description> |
3841 | </description> |
3873 | <use><![CDATA[ |
3842 | <use><![CDATA[ |
3874 | Avoid monsters stepping on your runes. For example, summoning runes |
3843 | Avoid monsters stepping on your runes. For example, summoning runes |
3875 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3844 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3876 | </use> |
3845 | </use> |
3877 | <attribute arch="no_pick" value="1" type="fixed" /> |
3846 | <attribute arch="no_pick" value="1" type="fixed" /> |
3878 | &move_on; |
3847 | &move_on; |
3879 | <attribute arch="level" editor="rune level" type="int"> |
3848 | <attribute arch="level" editor="rune level" type="int"> |
3880 | This value sets the level the rune will cast the spell it contains at, |
3849 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3948 | <ignore_list name="non_pickable" /> |
3917 | <ignore_list name="non_pickable" /> |
3949 | </ignore> |
3918 | </ignore> |
3950 | <description><![CDATA[ |
3919 | <description><![CDATA[ |
3951 | When the player applies a savebed, he is not only saved. Both his |
3920 | When the player applies a savebed, he is not only saved. Both his |
3952 | respawn-after-death and his word-of-recall positions are pointing |
3921 | respawn-after-death and his word-of-recall positions are pointing |
3953 | to the last-applied savebed. ]]> |
3922 | to the last-applied savebed.]]> |
3954 | </description> |
3923 | </description> |
3955 | <use><![CDATA[ |
3924 | <use><![CDATA[ |
3956 | Put savebed locations in towns, do not put them into dungeons. |
3925 | Put savebed locations in towns, do not put them into dungeons. |
3957 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3926 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3958 | That means: |
3927 | That means: |
3959 | <UL> |
3928 | <UL> |
3960 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3929 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3961 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3930 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3962 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3931 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3963 | players get trapped in a savebed location. |
3932 | players get trapped in a savebed location. |
3964 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3933 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3965 | arch called "dungeon_magic" everywhere). This is not required, |
3934 | arch called "dungeon_magic" everywhere). This is not required, |
3966 | but it makes the place much more safe. |
3935 | but it makes the place much more safe. |
3967 | </UL> ]]> |
3936 | </UL>]]> |
3968 | </use> |
3937 | </use> |
3969 | <attribute arch="no_pick" value="1" type="fixed" /> |
3938 | <attribute arch="no_pick" value="1" type="fixed" /> |
3970 | <attribute arch="no_magic" value="1" type="fixed" /> |
3939 | <attribute arch="no_magic" value="1" type="fixed" /> |
3971 | <attribute arch="damned" value="1" type="fixed" /> |
3940 | <attribute arch="damned" value="1" type="fixed" /> |
3972 | </type> |
3941 | </type> |
… | |
… | |
3979 | <description><![CDATA[ |
3948 | <description><![CDATA[ |
3980 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3949 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3981 | scrolls require a certain literacy skill to read successfully. |
3950 | scrolls require a certain literacy skill to read successfully. |
3982 | Accordingly, for a successful reading, a small amount of |
3951 | Accordingly, for a successful reading, a small amount of |
3983 | experience is gained. Scrolls allow only one time usage, but |
3952 | experience is gained. Scrolls allow only one time usage, but |
3984 | usually they are sold in bulks. ]]> |
3953 | usually they are sold in bulks.]]> |
3985 | </description> |
3954 | </description> |
3986 | <use><![CDATA[ |
3955 | <use><![CDATA[ |
3987 | For low level quests, scrolls of healing/curing-spells |
3956 | For low level quests, scrolls of healing/curing-spells |
3988 | can be a nice reward. At higher levels, scrolls become less |
3957 | can be a nice reward. At higher levels, scrolls become less |
3989 | and less useful. ]]> |
3958 | and less useful.]]> |
3990 | </use> |
3959 | </use> |
3991 | <attribute arch="level" editor="casting level" type="int"> |
3960 | <attribute arch="level" editor="casting level" type="int"> |
3992 | The spell of the scroll will be casted at this level. |
3961 | The spell of the scroll will be casted at this level. |
3993 | This value should always be set, at least to 1. |
3962 | This value should always be set, at least to 1. |
3994 | </attribute> |
3963 | </attribute> |
… | |
… | |
4006 | <type number="33" name="Shield"> |
3975 | <type number="33" name="Shield"> |
4007 | <import_type name="Amulet" /> |
3976 | <import_type name="Amulet" /> |
4008 | <description><![CDATA[ |
3977 | <description><![CDATA[ |
4009 | Wearing a shield, the object's stats will directly be inherited to |
3978 | Wearing a shield, the object's stats will directly be inherited to |
4010 | the player. Shields usually provide good defense, only surpassed |
3979 | the player. Shields usually provide good defense, only surpassed |
4011 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3980 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
4012 | </description> |
3981 | </description> |
4013 | <use><![CDATA[ |
3982 | <use><![CDATA[ |
4014 | Feel free to create your own special artifacts. However, it is very |
3983 | Feel free to create your own special artifacts. However, it is very |
4015 | important that you keep your artifact in balance with existing maps. ]]> |
3984 | important that you keep your artifact in balance with existing maps.]]> |
4016 | </use> |
3985 | </use> |
4017 | <attribute arch="magic" editor="magic bonus" type="int"> |
3986 | <attribute arch="magic" editor="magic bonus" type="int"> |
4018 | <magic bonus> works just like ac, except that it can be improved by |
3987 | <magic bonus> works just like ac, except that it can be improved by |
4019 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3988 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
4020 | than direct armour-class bonus on the shield. |
3989 | than direct armour-class bonus on the shield. |
… | |
… | |
4029 | wielded both at the same time. Like with any other equipment, |
3998 | wielded both at the same time. Like with any other equipment, |
4030 | stats/bonuses from shooting weapons are directly inherited to the player. |
3999 | stats/bonuses from shooting weapons are directly inherited to the player. |
4031 | <br><br> |
4000 | <br><br> |
4032 | It's very easy to add new pairs of weapons & projectiles. |
4001 | It's very easy to add new pairs of weapons & projectiles. |
4033 | Just set matching <ammunition class> both for shooting |
4002 | Just set matching <ammunition class> both for shooting |
4034 | weapon and projectile. ]]> |
4003 | weapon and projectile.]]> |
4035 | </description> |
4004 | </description> |
4036 | <use><![CDATA[ |
4005 | <use><![CDATA[ |
4037 | Shooting weapons should not add bonuses in general. There's already |
4006 | Shooting weapons should not add bonuses in general. There's already |
4038 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4007 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4039 | Shooting weapons should especially not add bonuses to the player |
4008 | Shooting weapons should especially not add bonuses to the player |
4040 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4009 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4041 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4010 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4042 | - still crap. ]]> |
4011 | - still crap.]]> |
4043 | </use> |
4012 | </use> |
4044 | <attribute arch="race" editor="ammunition class" type="string"> |
4013 | <attribute arch="race" editor="ammunition class" type="string"> |
4045 | Only projectiles with matching <ammunition class> can be fired |
4014 | Only projectiles with matching <ammunition class> can be fired |
4046 | with this weapon. For normal bows set "arrows", for normal |
4015 | with this weapon. For normal bows set "arrows", for normal |
4047 | crossbows set "crossbow bolts". |
4016 | crossbows set "crossbow bolts". |
… | |
… | |
4076 | amount of <item power>, depending on their own level. This is the |
4045 | amount of <item power>, depending on their own level. This is the |
4077 | only way to prevent low level players to wear "undeserved" equipment |
4046 | only way to prevent low level players to wear "undeserved" equipment |
4078 | (like gifts from other players or cheated items). |
4047 | (like gifts from other players or cheated items). |
4079 | |
4048 | |
4080 | It is very important to adjust the <item power> value carefully |
4049 | It is very important to adjust the <item power> value carefully |
4081 | for every artifact you create! If zero/unset, the CF server will |
4050 | for every artifact you create! If zero/unset, the Deliantra server will |
4082 | calculate a provisional value at runtime, but this is never |
4051 | calculate a provisional value at runtime, but this is never |
4083 | going to be an accurate measurement of <item power>. |
4052 | going to be an accurate measurement of <item power>. |
4084 | </attribute> |
4053 | </attribute> |
4085 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4054 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4086 | Usually the player's strentgh takes effect on the damage |
4055 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4168 | These items are all flagged as unpaid. |
4137 | These items are all flagged as unpaid. |
4169 | When a player drops an item onto shop floor, the item becomes |
4138 | When a player drops an item onto shop floor, the item becomes |
4170 | unpaid and the player receives payment according to the item's |
4139 | unpaid and the player receives payment according to the item's |
4171 | selling-value. |
4140 | selling-value. |
4172 | Shopfloor always prevents magic (To hinder players from burning |
4141 | Shopfloor always prevents magic (To hinder players from burning |
4173 | or freezing the goods). ]]> |
4142 | or freezing the goods).]]> |
4174 | </description> |
4143 | </description> |
4175 | <use><![CDATA[ |
4144 | <use><![CDATA[ |
4176 | Tile your whole shop-interior space which shop floor. |
4145 | Tile your whole shop-interior space which shop floor. |
4177 | (That assures players receive payment for dropping items). |
4146 | (That assures players receive payment for dropping items). |
4178 | Place shop mats to enter/leave the shop, and make sure |
4147 | Place shop mats to enter/leave the shop, and make sure |
4179 | there is no other exit than the shop mat. ]]> |
4148 | there is no other exit than the shop mat.]]> |
4180 | </use> |
4149 | </use> |
4181 | <attribute arch="is_floor" value="1" type="fixed" /> |
4150 | <attribute arch="is_floor" value="1" type="fixed" /> |
4182 | <attribute arch="no_pick" value="1" type="fixed" /> |
4151 | <attribute arch="no_pick" value="1" type="fixed" /> |
4183 | <attribute arch="no_magic" value="1" type="fixed" /> |
4152 | <attribute arch="no_magic" value="1" type="fixed" /> |
4184 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4153 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4218 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4187 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4219 | or -destinations. When stepping onto a shopmat the player gets beamed |
4188 | or -destinations. When stepping onto a shopmat the player gets beamed |
4220 | to the nearest other mat. If the player has unpaid items in his |
4189 | to the nearest other mat. If the player has unpaid items in his |
4221 | inventory, the price gets charged from his coins automatically. |
4190 | inventory, the price gets charged from his coins automatically. |
4222 | If the player has insufficient coins to buy his unpaid items, he |
4191 | If the player has insufficient coins to buy his unpaid items, he |
4223 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4192 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4224 | </description> |
4193 | </description> |
4225 | <use><![CDATA[ |
4194 | <use><![CDATA[ |
4226 | As stated above, always place TWO shop mats into your shop. |
4195 | As stated above, always place TWO shop mats into your shop. |
4227 | Not more and not less than that. ]]> |
4196 | Not more and not less than that.]]> |
4228 | </use> |
4197 | </use> |
4229 | <attribute arch="no_pick" value="1" type="fixed" /> |
4198 | <attribute arch="no_pick" value="1" type="fixed" /> |
4230 | &move_on; |
4199 | &move_on; |
4231 | </type> |
4200 | </type> |
4232 | |
4201 | |
… | |
… | |
4237 | </ignore> |
4206 | </ignore> |
4238 | <description><![CDATA[ |
4207 | <description><![CDATA[ |
4239 | The purpose of a sign or magic_mouth is to display a certain message to |
4208 | The purpose of a sign or magic_mouth is to display a certain message to |
4240 | the player. There are three ways to have the player get this message: |
4209 | the player. There are three ways to have the player get this message: |
4241 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4210 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4242 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4211 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4243 | </description> |
4212 | </description> |
4244 | <use><![CDATA[ |
4213 | <use><![CDATA[ |
4245 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4214 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4246 | some true roleplay feeling to your maps, support your storyline or give |
4215 | some true roleplay feeling to your maps, support your storyline or give |
4247 | hints about hidden secrets/dangers. Place signs to provide the player |
4216 | hints about hidden secrets/dangers. Place signs to provide the player |
4248 | with all kinds of useful information for getting along in your maps. ]]> |
4217 | with all kinds of useful information for getting along in your maps.]]> |
4249 | </use> |
4218 | </use> |
4250 | <attribute arch="connected" editor="connection" type="int"> |
4219 | <attribute arch="connected" editor="connection" type="string"> |
4251 | When a connection value is set, the message will be printed whenever |
4220 | When a connection value is set, the message will be printed whenever |
4252 | the connection is triggered. This should be used in combination with |
4221 | the connection is triggered. This should be used in combination with |
4253 | <invisible> enabled and <activate by walking/flying> disabled. |
4222 | <invisible> enabled and <activate by walking/flying> disabled. |
4254 | If activating your magic_mouth this way, the message will not only be |
4223 | If activating your magic_mouth this way, the message will not only be |
4255 | printed to one player, but all players on the current map. |
4224 | printed to one player, but all players on the current map. |
… | |
… | |
4272 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4241 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4273 | This text will be displayed to the player. |
4242 | This text will be displayed to the player. |
4274 | </attribute> |
4243 | </attribute> |
4275 | </type> |
4244 | </type> |
4276 | |
4245 | |
|
|
4246 | <type number="150" name="Shop Inventory"> |
|
|
4247 | <ignore> |
|
|
4248 | <ignore_list name="non_pickable" /> |
|
|
4249 | </ignore> |
|
|
4250 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4251 | </description> |
|
|
4252 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4253 | </use> |
|
|
4254 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4255 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4256 | the map that will be searched for unpaid items. |
|
|
4257 | </attribute> |
|
|
4258 | </type> |
|
|
4259 | |
4277 | <!--####################################################################--> |
4260 | <!--####################################################################--> |
4278 | <type number="43" name="Skill"> |
4261 | <type number="43" name="Skill"> |
4279 | <ignore> |
4262 | <ignore> |
4280 | <ignore_list name="system_object" /> |
4263 | <ignore_list name="system_object" /> |
4281 | </ignore> |
4264 | </ignore> |
4282 | <description><![CDATA[ |
4265 | <description><![CDATA[ |
4283 | Skills are objects which exist in the player/monster inventory. |
4266 | Skills are objects which exist in the player/monster inventory. |
4284 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4267 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4285 | are enabled for monster use however. ]]> |
4268 | are enabled for monster use however.]]> |
4286 | </description> |
4269 | </description> |
4287 | <use><![CDATA[ |
4270 | <use><![CDATA[ |
4288 | For mapmaking, Skill objects serve two purposes: |
4271 | For mapmaking, Skill objects serve two purposes: |
4289 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4272 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4290 | can be seen as the global skill definitions. A skill which doesn't |
4273 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4295 | </p><p> |
4278 | </p><p> |
4296 | Secondly, in order to enable monsters to use skills, you will need to |
4279 | Secondly, in order to enable monsters to use skills, you will need to |
4297 | copy default skill archtypes into the monsters' inventories. |
4280 | copy default skill archtypes into the monsters' inventories. |
4298 | You can even customize the skills by changing stats. It is not |
4281 | You can even customize the skills by changing stats. It is not |
4299 | recommended however, to use skills in your maps which are totally |
4282 | recommended however, to use skills in your maps which are totally |
4300 | unrelated to any predefined skill archtype.</p> ]]> |
4283 | unrelated to any predefined skill archtype.</p>]]> |
4301 | </use> |
4284 | </use> |
4302 | <attribute arch="invisible" value="1" type="fixed" /> |
4285 | <attribute arch="invisible" value="1" type="fixed" /> |
4303 | <attribute arch="no_drop" value="1" type="fixed" /> |
4286 | <attribute arch="no_drop" value="1" type="fixed" /> |
4304 | <attribute arch="skill" editor="skill name" type="string"> |
4287 | <attribute arch="skill" editor="skill name" type="string"> |
4305 | The <skill name> is used for matchings. When a usable |
4288 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4315 | expmul is 1, the player will get 500 added to that skill as well as |
4298 | expmul is 1, the player will get 500 added to that skill as well as |
4316 | 500 to their total. |
4299 | 500 to their total. |
4317 | </attribute> |
4300 | </attribute> |
4318 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4301 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4319 | The <skill type> defines the base functionality of the skill. |
4302 | The <skill type> defines the base functionality of the skill. |
4320 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4303 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4321 | create new skill types, but it requires a bit of server-coding. |
4304 | create new skill types, but it requires a bit of server-coding. |
4322 | </attribute> |
4305 | </attribute> |
4323 | <attribute arch="level" editor="level" type="int"> |
4306 | <attribute arch="level" editor="level" type="int"> |
4324 | </attribute> |
4307 | </attribute> |
4325 | <attribute arch="exp" editor="experience" type="int"> |
4308 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4334 | |
4317 | |
4335 | <!--####################################################################--> |
4318 | <!--####################################################################--> |
4336 | <type number="130" name="Skill Scroll"> |
4319 | <type number="130" name="Skill Scroll"> |
4337 | <description><![CDATA[ |
4320 | <description><![CDATA[ |
4338 | By reading a skill scroll, a player has a chance to learn the |
4321 | By reading a skill scroll, a player has a chance to learn the |
4339 | contained skill. ]]> |
4322 | contained skill.]]> |
4340 | </description> |
4323 | </description> |
4341 | <use><![CDATA[ |
4324 | <use><![CDATA[ |
4342 | Skill scrolls are very much sought for by players. Currently, |
4325 | Skill scrolls are very much sought for by players. Currently, |
4343 | all skill scrolls are sold in shops randomly, which is in fact not |
4326 | all skill scrolls are sold in shops randomly, which is in fact not |
4344 | a good system. It would be nice to have some cool quests with |
4327 | a good system. It would be nice to have some cool quests with |
4345 | skill scrolls rewarded at the end. ]]> |
4328 | skill scrolls rewarded at the end.]]> |
4346 | </use> |
4329 | </use> |
4347 | <attribute arch="race" value="scrolls" type="fixed" /> |
4330 | <attribute arch="race" value="scrolls" type="fixed" /> |
4348 | <attribute arch="skill" editor="skill name" type="string"> |
4331 | <attribute arch="skill" editor="skill name" type="string"> |
4349 | The <skill name> matches the skill object that can |
4332 | The <skill name> matches the skill object that can |
4350 | be learned from this scroll. |
4333 | be learned from this scroll. |
… | |
… | |
4360 | When carrying the appropriate special key, a locked door can |
4343 | When carrying the appropriate special key, a locked door can |
4361 | be opened. The key will dissapear. |
4344 | be opened. The key will dissapear. |
4362 | <br><br> |
4345 | <br><br> |
4363 | This object-type can also be used for "passport"-like items: |
4346 | This object-type can also be used for "passport"-like items: |
4364 | When walking onto an invetory checker, a gate for example might |
4347 | When walking onto an invetory checker, a gate for example might |
4365 | get opened. The "passport" will stay in the player's inventory. ]]> |
4348 | get opened. The "passport" will stay in the player's inventory.]]> |
4366 | </description> |
4349 | </description> |
4367 | <use><![CDATA[ |
4350 | <use><![CDATA[ |
4368 | How to make a "passport": You take the special key arch |
4351 | How to make a "passport": You take the special key arch |
4369 | (archetype name is "key2"), set the face to something like |
4352 | (archetype name is "key2"), set the face to something like |
4370 | card.111 and the name to "passport" - that's all. The <key string> |
4353 | card.111 and the name to "passport" - that's all. The <key string> |
4371 | certainly must match with the appropiate inventory checker. |
4354 | certainly must match with the appropiate inventory checker. |
4372 | <br><br> |
4355 | <br><br> |
4373 | Of course you can be creative with names and faces of |
4356 | Of course you can be creative with names and faces of |
4374 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4357 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4375 | (with appropriate faces) appear more interesting than just |
4358 | (with appropriate faces) appear more interesting than just |
4376 | a "strange key", or "passport". ]]> |
4359 | a "strange key", or "passport".]]> |
4377 | </use> |
4360 | </use> |
4378 | <attribute arch="slaying" editor="key string" type="string"> |
4361 | <attribute arch="slaying" editor="key string" type="string"> |
4379 | This string must be identical with the <key string> in the |
4362 | This string must be identical with the <key string> in the |
4380 | locked door, then it can be unlocked. It can also be used |
4363 | locked door, then it can be unlocked. It can also be used |
4381 | to trigger inventory checkers. |
4364 | to trigger inventory checkers. |
… | |
… | |
4416 | players can learn it by reading the book. Once learned, players |
4399 | players can learn it by reading the book. Once learned, players |
4417 | can use the spell as often as they like. With increasing skill level |
4400 | can use the spell as often as they like. With increasing skill level |
4418 | of the player, spells may gain power but also increase cost.<br> |
4401 | of the player, spells may gain power but also increase cost.<br> |
4419 | Monsters can use spells which are put in their inventory (provided |
4402 | Monsters can use spells which are put in their inventory (provided |
4420 | that certain "enabling" settings are correct). The monster's |
4403 | that certain "enabling" settings are correct). The monster's |
4421 | <treasurelist> can also be used to provide it with spells. ]]> |
4404 | <treasurelist> can also be used to provide it with spells.]]> |
4422 | </description> |
4405 | </description> |
4423 | <use><![CDATA[ |
4406 | <use><![CDATA[ |
4424 | A lot of the spells' settings can be tuned and customized. |
4407 | A lot of the spells' settings can be tuned and customized. |
4425 | When creating new spells which are accessible to players, it is |
4408 | When creating new spells which are accessible to players, it is |
4426 | important to think about balance. A single spell which is too |
4409 | important to think about balance. A single spell which is too |
4427 | powerful and/or too easy to use can eventually toss the whole skill |
4410 | powerful and/or too easy to use can eventually toss the whole skill |
4428 | and magic school system out of whack. Testing new spells is |
4411 | and magic school system out of whack. Testing new spells is |
4429 | quite important therefore. ]]> |
4412 | quite important therefore.]]> |
4430 | </use> |
4413 | </use> |
4431 | <attribute arch="no_drop" value="1" type="fixed" /> |
4414 | <attribute arch="no_drop" value="1" type="fixed" /> |
4432 | <attribute arch="invisible" value="1" type="fixed" /> |
4415 | <attribute arch="invisible" value="1" type="fixed" /> |
4433 | <attribute arch="skill" editor="skill name" type="string"> |
4416 | <attribute arch="skill" editor="skill name" type="string"> |
4434 | The <skill name> matches the skill which is needed |
4417 | The <skill name> matches the skill which is needed |
… | |
… | |
4466 | to read.<br><br> |
4449 | to read.<br><br> |
4467 | You can create widely customized spells only by adjusting the |
4450 | You can create widely customized spells only by adjusting the |
4468 | spell object in the spellbooks inventory. Refer to the description |
4451 | spell object in the spellbooks inventory. Refer to the description |
4469 | of spell objects for detailed information how to customize spells.<br> |
4452 | of spell objects for detailed information how to customize spells.<br> |
4470 | If you want to have a random spellbook instead, choose a <treasurelist> |
4453 | If you want to have a random spellbook instead, choose a <treasurelist> |
4471 | with a compilation of spells that the book may contain. ]]> |
4454 | with a compilation of spells that the book may contain.]]> |
4472 | </description> |
4455 | </description> |
4473 | <use><![CDATA[ |
4456 | <use><![CDATA[ |
4474 | Don't put any of the godgiven spells into a spellbook! These are |
4457 | Don't put any of the godgiven spells into a spellbook! These are |
4475 | reserved for the followers of the appropriate cults. Handing them |
4458 | reserved for the followers of the appropriate cults. Handing them |
4476 | out in a spellbook would violate the balance between different religions. |
4459 | out in a spellbook would violate the balance between different religions. |
4477 | <br><br> |
4460 | <br><br> |
4478 | Note that there is no fundamental difference between the spellbooks |
4461 | Note that there is no fundamental difference between the spellbooks |
4479 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4462 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4480 | even praying). The difference lies only in the spells they contain. |
4463 | even praying). The difference lies only in the spells they contain. |
4481 | It is up to you, the mapmaker, to pick the right type of book |
4464 | It is up to you, the mapmaker, to pick the right type of book |
4482 | for your spells. ]]> |
4465 | for your spells.]]> |
4483 | </use> |
4466 | </use> |
4484 | <attribute arch="skill" value="literacy" type="fixed" /> |
4467 | <attribute arch="skill" value="literacy" type="fixed" /> |
4485 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4468 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4486 | There are two ways to put spells into a spellbook: |
4469 | There are two ways to put spells into a spellbook: |
4487 | 1. Put a spell object in the books inventory. In this case, |
4470 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4506 | </ignore> |
4489 | </ignore> |
4507 | <description><![CDATA[ |
4490 | <description><![CDATA[ |
4508 | Spinners change the direction of spell objects and other projectiles |
4491 | Spinners change the direction of spell objects and other projectiles |
4509 | that fly past. Unlike directors, it does make a difference from what |
4492 | that fly past. Unlike directors, it does make a difference from what |
4510 | angle you shoot into the spinner. The direction of objects flying past |
4493 | angle you shoot into the spinner. The direction of objects flying past |
4511 | is always changed by a certain degree. ]]> |
4494 | is always changed by a certain degree.]]> |
4512 | </description> |
4495 | </description> |
4513 | <use><![CDATA[ |
4496 | <use><![CDATA[ |
4514 | Spinners are very rarely used. I believe they are quite |
4497 | Spinners are very rarely used. I believe they are quite |
4515 | confusing and pointless. The only use I can think of is building |
4498 | confusing and pointless. The only use I can think of is building |
4516 | some puzzle about where to shoot into spinners to shoot somewhere you |
4499 | some puzzle about where to shoot into spinners to shoot somewhere you |
4517 | otherwise couldn't. |
4500 | otherwise couldn't. |
4518 | |
4501 | |
4519 | When placing spinners on a map with magic walls, make sure the spell- |
4502 | When placing spinners on a map with magic walls, make sure the spell- |
4520 | projectiles from magic walls don't get to fly in loops. ]]> |
4503 | projectiles from magic walls don't get to fly in loops.]]> |
4521 | </use> |
4504 | </use> |
4522 | <attribute arch="sp" editor="direction number" type="int"> |
4505 | <attribute arch="sp" editor="direction number" type="int"> |
4523 | The spinner will change the direction of flying objects by |
4506 | The spinner will change the direction of flying objects by |
4524 | 45 degrees per <direction number>. Negative values spin clockwise, |
4507 | 45 degrees per <direction number>. Negative values spin clockwise, |
4525 | positive values counter clockwise. |
4508 | positive values counter clockwise. |
… | |
… | |
4538 | Swamp areas show a special behaviour: |
4521 | Swamp areas show a special behaviour: |
4539 | When a player stands still on a swamp-square for too long, |
4522 | When a player stands still on a swamp-square for too long, |
4540 | he will start to sink in and eventually drown and die. |
4523 | he will start to sink in and eventually drown and die. |
4541 | Items dropped on the swamp sink in and dissapear. |
4524 | Items dropped on the swamp sink in and dissapear. |
4542 | Players with knowledge of the woodsman skill are a lot less likely |
4525 | Players with knowledge of the woodsman skill are a lot less likely |
4543 | to die in the swamp. ]]> |
4526 | to die in the swamp.]]> |
4544 | </description> |
4527 | </description> |
4545 | <attribute arch="is_floor" value="1" type="fixed" /> |
4528 | <attribute arch="is_floor" value="1" type="fixed" /> |
4546 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4529 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4547 | <attribute arch="speed" editor="drowning speed" type="float"> |
4530 | <attribute arch="speed" editor="drowning speed" type="float"> |
4548 | The higher the <drowning speed>, the faster will players and items |
4531 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4572 | different location. The main difference to the object-type exit |
4555 | different location. The main difference to the object-type exit |
4573 | is the possibility to have teleporters connected to levers/buttons/etc. |
4556 | is the possibility to have teleporters connected to levers/buttons/etc. |
4574 | Sometimes teleporters are activated even against the players will. |
4557 | Sometimes teleporters are activated even against the players will. |
4575 | <br><br> |
4558 | <br><br> |
4576 | Unlike exits, teleporters can also transfer items and |
4559 | Unlike exits, teleporters can also transfer items and |
4577 | monsters to different locations on the same map. ]]> |
4560 | monsters to different locations on the same map.]]> |
4578 | </description> |
4561 | </description> |
4579 | <use><![CDATA[ |
4562 | <use><![CDATA[ |
4580 | When creating maps, I guess sooner or later you'll want to have |
4563 | When creating maps, I guess sooner or later you'll want to have |
4581 | an invisible teleporter. If using "invisible 1", the teleporter |
4564 | an invisible teleporter. If using "invisible 1", the teleporter |
4582 | can still be discovered with the show_invisible spell. And in |
4565 | can still be discovered with the show_invisible spell. And in |
4583 | some cases you can't place it under the floor to prevent this. |
4566 | some cases you can't place it under the floor to prevent this. |
4584 | <br><br> |
4567 | <br><br> |
4585 | Fortunately, there is a cool trick to make a perfectly invisible |
4568 | Fortunately, there is a cool trick to make a perfectly invisible |
4586 | teleporter: You simply add teleporter functionality to the floor |
4569 | teleporter: You simply add teleporter functionality to the floor |
4587 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4570 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4588 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4571 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4589 | </use> |
4572 | </use> |
4590 | <attribute arch="slaying" editor="exit path" type="string"> |
4573 | <attribute arch="slaying" editor="exit path" type="string"> |
4591 | The exit path specifies the map that the player is transferred to. |
4574 | The exit path specifies the map that the player is transferred to. |
4592 | <exit path> can be an absolute path, beginning with '/' |
4575 | <exit path> can be an absolute path, beginning with '/' |
4593 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4576 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4629 | be transferred to the "default enter location" of the destined map. |
4612 | be transferred to the "default enter location" of the destined map. |
4630 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4613 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4631 | please DO NOT use that. It turned out to be a source for numerous |
4614 | please DO NOT use that. It turned out to be a source for numerous |
4632 | map-bugs. |
4615 | map-bugs. |
4633 | </attribute> |
4616 | </attribute> |
4634 | <attribute arch="connected" editor="connection" type="int"> |
4617 | <attribute arch="connected" editor="connection" type="string"> |
4635 | If a connection value is set, the teleporter will be activated |
4618 | If a connection value is set, the teleporter will be activated |
4636 | whenever the connection is triggered. To use this properly, |
4619 | whenever the connection is triggered. To use this properly, |
4637 | <activation speed> must be zero. |
4620 | <activation speed> must be zero. |
4638 | </attribute> |
4621 | </attribute> |
4639 | &activate_on; |
4622 | &activate_on; |
… | |
… | |
4654 | <type number="26" name="Timed Gate"> |
4637 | <type number="26" name="Timed Gate"> |
4655 | <ignore> |
4638 | <ignore> |
4656 | <ignore_list name="non_pickable" /> |
4639 | <ignore_list name="non_pickable" /> |
4657 | </ignore> |
4640 | </ignore> |
4658 | <description><![CDATA[ |
4641 | <description><![CDATA[ |
4659 | Gates play an important role in Crossfire. Gates can be opened |
4642 | Gates play an important role in Deliantra. Gates can be opened |
4660 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4643 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4661 | or carrying special key-objects (-> inventory checker). |
4644 | or carrying special key-objects (-> inventory checker). |
4662 | Unlike locked doors, gates can get shut again after a player has |
4645 | Unlike locked doors, gates can get shut again after a player has |
4663 | passed, which makes them more practical in many cases. Unlike normal |
4646 | passed, which makes them more practical in many cases. Unlike normal |
4664 | gates, timed gates open when triggered but automatically close again |
4647 | gates, timed gates open when triggered but automatically close again |
4665 | after some time.]]> |
4648 | after some time.]]> |
4666 | </description> |
4649 | </description> |
4667 | <use><![CDATA[ |
4650 | <use><![CDATA[ |
4668 | Use gates to divide your maps into separated areas. After solving |
4651 | Use gates to divide your maps into separated areas. After solving |
4669 | area A, the player gains access to area B, and so on. Make your |
4652 | area A, the player gains access to area B, and so on. Make your |
4670 | maps more complex than "one-way". ]]> |
4653 | maps more complex than "one-way".]]> |
4671 | </use> |
4654 | </use> |
4672 | <attribute arch="no_pick" value="1" type="fixed" /> |
4655 | <attribute arch="no_pick" value="1" type="fixed" /> |
4673 | <attribute arch="connected" editor="connection" type="int"> |
4656 | <attribute arch="connected" editor="connection" type="string"> |
4674 | Whenever the inventory checker is triggered, all objects with identical |
4657 | Whenever the inventory checker is triggered, all objects with identical |
4675 | <connection> value get activated. This only makes sense together with |
4658 | <connection> value get activated. This only makes sense together with |
4676 | <blocking passage> disabled. If unset, the gate opens automatically |
4659 | <blocking passage> disabled. If unset, the gate opens automatically |
4677 | after some time. |
4660 | after some time. |
4678 | </attribute> |
4661 | </attribute> |
… | |
… | |
4715 | and generally have either a physical attack or trigger a reaction. |
4698 | and generally have either a physical attack or trigger a reaction. |
4716 | <br><br> |
4699 | <br><br> |
4717 | Traps hit any monster or person who steps on them for 'dam' damage in |
4700 | Traps hit any monster or person who steps on them for 'dam' damage in |
4718 | 'attacktype' attacktype and/or trigger a reaction. |
4701 | 'attacktype' attacktype and/or trigger a reaction. |
4719 | <br><br> |
4702 | <br><br> |
4720 | Many traps are already defined in the archetypes. ]]> |
4703 | Many traps are already defined in the archetypes.]]> |
4721 | </description> |
4704 | </description> |
4722 | <use><![CDATA[ |
4705 | <use><![CDATA[ |
4723 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4706 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4724 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4707 | off your lightning wall and pit trap is usually a bad idea.]]> |
4725 | </use> |
4708 | </use> |
4726 | <attribute arch="no_pick" value="1" type="fixed" /> |
4709 | <attribute arch="no_pick" value="1" type="fixed" /> |
4727 | &move_on; |
4710 | &move_on; |
4728 | <attribute arch="level" editor="trap level" type="int"> |
4711 | <attribute arch="level" editor="trap level" type="int"> |
4729 | Level effects how easily a trap may be found and disarmed, and |
4712 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4745 | </attribute> |
4728 | </attribute> |
4746 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4729 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4747 | This attribute defines what attacktype to use for direct damage when |
4730 | This attribute defines what attacktype to use for direct damage when |
4748 | the trap detonates. |
4731 | the trap detonates. |
4749 | </attribute> |
4732 | </attribute> |
4750 | <attribute arch="connected" editor="connection" type="int"> |
4733 | <attribute arch="connected" editor="connection" type="string"> |
4751 | When the trap is detonated, all objects with the same |
4734 | When the trap is detonated, all objects with the same |
4752 | connection value get activated. |
4735 | connection value get activated. |
4753 | </attribute> |
4736 | </attribute> |
4754 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4737 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4755 | When the trap detonates, this text is displayed to the |
4738 | When the trap detonates, this text is displayed to the |
… | |
… | |
4767 | Trapdoors are very similar to pits. The difference is that they |
4750 | Trapdoors are very similar to pits. The difference is that they |
4768 | can not be closed. Instead, the weight of the object on the |
4751 | can not be closed. Instead, the weight of the object on the |
4769 | trapdoor determines weither it slams the trapdoor open and falls through |
4752 | trapdoor determines weither it slams the trapdoor open and falls through |
4770 | or not.<br> |
4753 | or not.<br> |
4771 | Once a trapdoor has been opened (by a creature or items of sufficient |
4754 | Once a trapdoor has been opened (by a creature or items of sufficient |
4772 | weight,) it remains open, acting like an opened pit. ]]> |
4755 | weight,) it remains open, acting like an opened pit.]]> |
4773 | </description> |
4756 | </description> |
4774 | <use><![CDATA[ |
4757 | <use><![CDATA[ |
4775 | Trapdoors should be used in the same fashion as pits: |
4758 | Trapdoors should be used in the same fashion as pits: |
4776 | They should always drop the victims to some kind of lower level. They |
4759 | They should always drop the victims to some kind of lower level. They |
4777 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4760 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4778 | </use> |
4761 | </use> |
4779 | <attribute arch="no_pick" value="1" type="fixed" /> |
4762 | <attribute arch="no_pick" value="1" type="fixed" /> |
4780 | &move_on; |
4763 | &move_on; |
4781 | <attribute arch="weight" editor="hold weight" type="int"> |
4764 | <attribute arch="weight" editor="hold weight" type="int"> |
4782 | This value defines how much weight the trapdoor can hold. |
4765 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4808 | <attribute arch="value" /> |
4791 | <attribute arch="value" /> |
4809 | <attribute arch="material" /> |
4792 | <attribute arch="material" /> |
4810 | </ignore> |
4793 | </ignore> |
4811 | <description><![CDATA[ |
4794 | <description><![CDATA[ |
4812 | A treasure-object turns into certain randomitems when the map is loaded |
4795 | A treasure-object turns into certain randomitems when the map is loaded |
4813 | into the game. ]]> |
4796 | into the game.]]> |
4814 | </description> |
4797 | </description> |
4815 | <use><![CDATA[ |
4798 | <use><![CDATA[ |
4816 | About usage of the "random-artifact" treasurelist: |
4799 | About usage of the "random-artifact" treasurelist: |
4817 | This will generate powerful stuff like girdles, xray helmets, special |
4800 | This will generate powerful stuff like girdles, xray helmets, special |
4818 | swords etc. If you put this as reward to your quest, players might be |
4801 | swords etc. If you put this as reward to your quest, players might be |
4819 | motivated to do it more than once. BUT, by doing so they will get a huge |
4802 | motivated to do it more than once. BUT, by doing so they will get a huge |
4820 | number of different artifacts! Besides, players will always seek the place |
4803 | number of different artifacts! Besides, players will always seek the place |
4821 | with the most easy-to-get random artifact and ignore all others. |
4804 | with the most easy-to-get random artifact and ignore all others. |
4822 | My advice: Don't use it! Attract players with good fighting experience |
4805 | My advice: Don't use it! Attract players with good fighting experience |
4823 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4806 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4824 | </use> |
4807 | </use> |
4825 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4808 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4826 | This entry determines what kind of treasure will appear. Look into |
4809 | This entry determines what kind of treasure will appear. Look into |
4827 | /crossfire/share/crossfire/treasures for details about existing |
4810 | /crossfire/share/crossfire/treasures for details about existing |
4828 | treasurelists. |
4811 | treasurelists. |
… | |
… | |
4857 | <description><![CDATA[ |
4840 | <description><![CDATA[ |
4858 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4841 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4859 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4842 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4860 | <key string> which can be discovered by detectors or inventory |
4843 | <key string> which can be discovered by detectors or inventory |
4861 | checkers. It is also possible to use markers for removing marks again. |
4844 | checkers. It is also possible to use markers for removing marks again. |
|
|
4845 | (by setting the "name" slot to the name of the marker to be removed). |
4862 | <br><br> |
4846 | <br><br> |
4863 | Note that the player has no possibility to "see" his own marks, |
4847 | Note that the player has no possibility to "see" his own marks, |
4864 | except by the effect that they cause on the maps. ]]> |
4848 | except by the effect that they cause on the maps.]]> |
4865 | </description> |
4849 | </description> |
4866 | <use><![CDATA[ |
4850 | <use><![CDATA[ |
4867 | Markers hold real cool possibilities for map-making. I encourage |
4851 | Markers hold real cool possibilities for map-making. I encourage |
4868 | you to use them frequently. However there is one negative point |
4852 | you to use them frequently. However there is one negative point |
4869 | about markers: Players don't "see" what's going on with them. It is |
4853 | about markers: Players don't "see" what's going on with them. It is |
4870 | your task, as map-creator, to make sure the player is always well |
4854 | your task, as map-creator, to make sure the player is always well |
4871 | informed and never confused. |
4855 | informed and never confused. |
4872 | <br><br> |
4856 | <br><br> |
4873 | Please avoid infinite markers when they aren't needed. They're |
4857 | Please avoid infinite markers when they aren't needed. They're |
4874 | using a little space in the player file after all, so if there |
4858 | using a little space in the player file after all, so if there |
4875 | is no real purpose, set an expire time. ]]> |
4859 | is no real purpose, set an expire time.]]> |
4876 | </use> |
4860 | </use> |
4877 | <attribute arch="no_pick" value="1" type="fixed" /> |
4861 | <attribute arch="no_pick" value="1" type="fixed" /> |
4878 | <attribute arch="slaying" editor="key string" type="string"> |
4862 | <attribute arch="slaying" editor="key string" type="string"> |
4879 | The <key string> can be detected by inv. checkers/detectors. |
4863 | The <key string> can be detected by inv. checkers/detectors. |
4880 | If the player already has a force with that <key string>, |
4864 | If the player already has a force with that <key string>, |
4881 | there won't be inserted a second one. |
4865 | there won't be inserted a second one. |
4882 | </attribute> |
4866 | </attribute> |
4883 | <attribute arch="connected" editor="connection" type="int"> |
4867 | <attribute arch="connected" editor="connection" type="string"> |
4884 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4868 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4885 | </attribute> |
4869 | </attribute> |
4886 | <attribute arch="food" editor="mark duration" type="int"> |
4870 | <attribute arch="food" editor="mark duration" type="int"> |
4887 | This value defines the duration of the force it inserts. |
4871 | This value defines the duration of the force it inserts. |
4888 | If nonzero, the duration of the player's mark is finite: |
4872 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4919 | <attribute arch="name_pl" /> |
4903 | <attribute arch="name_pl" /> |
4920 | <attribute arch="value" /> |
4904 | <attribute arch="value" /> |
4921 | <attribute arch="unpaid" /> |
4905 | <attribute arch="unpaid" /> |
4922 | </ignore> |
4906 | </ignore> |
4923 | <description><![CDATA[ |
4907 | <description><![CDATA[ |
4924 | Walls usually block passage and sight. ]]> |
4908 | Walls usually block passage and sight.]]> |
4925 | </description> |
4909 | </description> |
4926 | &movement_types_terrain; |
4910 | &movement_types_terrain; |
4927 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4911 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4928 | If set, the object is able to "roll", so it can be pushed around. |
4912 | If set, the object is able to "roll", so it can be pushed around. |
4929 | This setting is used for boulders and barrels. |
4913 | This setting is used for boulders and barrels. |
… | |
… | |
4942 | <type number="109" name="Wand & Staff"> |
4926 | <type number="109" name="Wand & Staff"> |
4943 | <description><![CDATA[ |
4927 | <description><![CDATA[ |
4944 | Wands contain a certain spell. The player can apply (ready) and |
4928 | Wands contain a certain spell. The player can apply (ready) and |
4945 | fire the wand. After a defined number of casts, the wand is |
4929 | fire the wand. After a defined number of casts, the wand is |
4946 | "used up". It is possible to recharge a wand with scrolls of |
4930 | "used up". It is possible to recharge a wand with scrolls of |
4947 | charging, but usually that isn't worth the cost. ]]> |
4931 | charging, but usually that isn't worth the cost.]]> |
4948 | </description> |
4932 | </description> |
4949 | <use><![CDATA[ |
4933 | <use><![CDATA[ |
4950 | Wands are quite seldomly used. The reason prolly is that they're |
4934 | Wands are quite seldomly used. The reason prolly is that they're |
4951 | generally not cost-efficient. Handing out high-level wands with |
4935 | generally not cost-efficient. Handing out high-level wands with |
4952 | powerful special spells isn't a good idea either, because of |
4936 | powerful special spells isn't a good idea either, because of |
4953 | the recharge ability. |
4937 | the recharge ability. |
4954 | <br><br> |
4938 | <br><br> |
4955 | For low levels, staffs of healing/cure and word of recall are |
4939 | For low levels, staffs of healing/cure and word of recall are |
4956 | quite desirable though. Ideal rewards for low level quests. ]]> |
4940 | quite desirable though. Ideal rewards for low level quests.]]> |
4957 | </use> |
4941 | </use> |
4958 | <attribute arch="sp" editor="spell" type="spell"> |
4942 | <attribute arch="sp" editor="spell" type="spell"> |
4959 | The <spell> specifies the contained spell. |
4943 | The <spell> specifies the contained spell. |
4960 | </attribute> |
4944 | </attribute> |
4961 | <attribute arch="level" editor="casting level" type="int"> |
4945 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4986 | <ignore_list name="non_pickable" /> |
4970 | <ignore_list name="non_pickable" /> |
4987 | </ignore> |
4971 | </ignore> |
4988 | <description><![CDATA[ |
4972 | <description><![CDATA[ |
4989 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4973 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4990 | these weak walls look similar to their solid "relatives" except |
4974 | these weak walls look similar to their solid "relatives" except |
4991 | for a small crack or little chunks of wall on the ground. ]]> |
4975 | for a small crack or little chunks of wall on the ground.]]> |
4992 | </description> |
4976 | </description> |
4993 | <use><![CDATA[ |
4977 | <use><![CDATA[ |
4994 | If you want to create hidden rooms, using weak walls is alot |
4978 | If you want to create hidden rooms, using weak walls is alot |
4995 | better than completely indiscernible passages in a wall.<br> |
4979 | better than completely indiscernible passages in a wall.<br> |
4996 | Anyways, there can be a lot more to weak walls than just finding |
4980 | Anyways, there can be a lot more to weak walls than just finding |
4997 | them: Rising their defensive stats, weak walls can become a |
4981 | them: Rising their defensive stats, weak walls can become a |
4998 | serious obstacle. An ice wall might only be torn down by a fire |
4982 | serious obstacle. An ice wall might only be torn down by a fire |
4999 | attack for example. A granite wall for instance might be very |
4983 | attack for example. A granite wall for instance might be very |
5000 | hard to destroy. ]]> |
4984 | hard to destroy.]]> |
5001 | </use> |
4985 | </use> |
5002 | <attribute arch="alive" value="1" type="fixed" /> |
4986 | <attribute arch="alive" value="1" type="fixed" /> |
5003 | <attribute arch="no_pick" value="1" type="fixed" /> |
4987 | <attribute arch="no_pick" value="1" type="fixed" /> |
5004 | <attribute arch="tear_down" value="1" type="fixed" /> |
4988 | <attribute arch="tear_down" value="1" type="fixed" /> |
5005 | <attribute arch="race" editor="race" type="string"> |
4989 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
5026 | </attribute> |
5010 | </attribute> |
5027 | <attribute arch="ac" editor="armour class" type="int"> |
5011 | <attribute arch="ac" editor="armour class" type="int"> |
5028 | Weak walls of high <armour class> are less likely to get hit. |
5012 | Weak walls of high <armour class> are less likely to get hit. |
5029 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5013 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5030 | </attribute> |
5014 | </attribute> |
5031 | <section name="resistance"> |
5015 | &resistances_basic; |
5032 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5033 | </attribute> |
|
|
5034 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5035 | </attribute> |
|
|
5036 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5037 | </attribute> |
|
|
5038 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5039 | </attribute> |
|
|
5040 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5041 | </attribute> |
|
|
5042 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5043 | </attribute> |
|
|
5044 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5045 | </attribute> |
|
|
5046 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5047 | </attribute> |
|
|
5048 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5049 | </attribute> |
|
|
5050 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5051 | </attribute> |
|
|
5052 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5053 | </attribute> |
|
|
5054 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5055 | </attribute> |
|
|
5056 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5057 | </attribute> |
|
|
5058 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5059 | </attribute> |
|
|
5060 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5061 | </attribute> |
|
|
5062 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5063 | </attribute> |
|
|
5064 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5065 | </attribute> |
|
|
5066 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5067 | </attribute> |
|
|
5068 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5069 | </attribute> |
|
|
5070 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5071 | </attribute> |
|
|
5072 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5073 | </attribute> |
|
|
5074 | </section> |
|
|
5075 | </type> |
5016 | </type> |
5076 | |
5017 | |
5077 | <!--####################################################################--> |
5018 | <!--####################################################################--> |
5078 | <type number="15" name="Weapon"> |
5019 | <type number="15" name="Weapon"> |
5079 | <description><![CDATA[ |
5020 | <description><![CDATA[ |
5080 | Wielding a weapon, the object's stats will directly be inherited to the |
5021 | Wielding a weapon, the object's stats will directly be inherited to the |
5081 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5022 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5082 | be improved with scrolls. ]]> |
5023 | be improved with scrolls.]]> |
5083 | </description> |
5024 | </description> |
5084 | <use><![CDATA[ |
5025 | <use><![CDATA[ |
5085 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5026 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5086 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5027 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5087 | fighting AND questing. ]]> |
5028 | fighting AND questing.]]> |
5088 | </use> |
5029 | </use> |
5089 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5030 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5090 | This number is a bitmask, specifying the weapon's attacktypes. |
5031 | This number is a bitmask, specifying the weapon's attacktypes. |
5091 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5032 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5092 | have no more than one or two attacktypes. Keep in mind that all weapons |
5033 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5147 | amount of <item power>, depending on their own level. This is the |
5088 | amount of <item power>, depending on their own level. This is the |
5148 | only way to prevent low level players to wear "undeserved" equipment |
5089 | only way to prevent low level players to wear "undeserved" equipment |
5149 | (like gifts from other players or cheated items). |
5090 | (like gifts from other players or cheated items). |
5150 | |
5091 | |
5151 | It is very important to adjust the <item power> value carefully |
5092 | It is very important to adjust the <item power> value carefully |
5152 | for every artifact you create! If zero/unset, the CF server will |
5093 | for every artifact you create! If zero/unset, the Deliantra server will |
5153 | calculate a provisional value at runtime, but this is never |
5094 | calculate a provisional value at runtime, but this is never |
5154 | going to be an accurate measurement of <item power>. |
5095 | going to be an accurate measurement of <item power>. |
5155 | </attribute> |
5096 | </attribute> |
5156 | <attribute arch="damned" editor="damnation" type="bool"> |
5097 | <attribute arch="damned" editor="damnation" type="bool"> |
5157 | A damned weapon cannot be unwielded unless |
5098 | A damned weapon cannot be unwielded unless |
… | |
… | |
5177 | </attribute> |
5118 | </attribute> |
5178 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5119 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5179 | A godgiven item vanishes as soon as the player |
5120 | A godgiven item vanishes as soon as the player |
5180 | drops it to the ground. |
5121 | drops it to the ground. |
5181 | </attribute> |
5122 | </attribute> |
5182 | <section name="resistance"> |
5123 | &player_stat_resist_sections; |
5183 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5184 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5185 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5186 | and what they require to do for getting this-and-that artifact. |
|
|
5187 | </attribute> |
|
|
5188 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5189 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5190 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5191 | require to do for getting this-and-that artifact. |
|
|
5192 | </attribute> |
|
|
5193 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5194 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5195 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5196 | require to do for getting this-and-that artifact. |
|
|
5197 | </attribute> |
|
|
5198 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5199 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5200 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5201 | require to do for getting this-and-that artifact. |
|
|
5202 | </attribute> |
|
|
5203 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5204 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5205 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5206 | require to do for getting this-and-that artifact. |
|
|
5207 | </attribute> |
|
|
5208 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5209 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5210 | the range 0-100. Confusion resistance is not very effective |
|
|
5211 | unless the value comes close to 100 (= perfect immunity). |
|
|
5212 | </attribute> |
|
|
5213 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5214 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5215 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5216 | require to do for getting this-and-that artifact. |
|
|
5217 | </attribute> |
|
|
5218 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5219 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5220 | in the range 0-100. Draining resistance is little effective |
|
|
5221 | unless the value is 100 (= perfect immunity). |
|
|
5222 | </attribute> |
|
|
5223 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5224 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5225 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5226 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5227 | are not meant to be easily resisted. |
|
|
5228 | </attribute> |
|
|
5229 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5230 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5231 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5232 | require to do for getting this-and-that artifact. |
|
|
5233 | </attribute> |
|
|
5234 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5235 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5236 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5237 | require to do for getting this-and-that artifact. |
|
|
5238 | </attribute> |
|
|
5239 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5240 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5241 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5242 | </attribute> |
|
|
5243 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5244 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5245 | the range 0-100. Paralyze resistance is little effective |
|
|
5246 | unless the value is 100 (= perfect immunity). |
|
|
5247 | </attribute> |
|
|
5248 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5249 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5250 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5251 | </attribute> |
|
|
5252 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5253 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5254 | in the range 0-100. Depletion resistance is little effective |
|
|
5255 | unless the value is 100 (= perfect immunity). |
|
|
5256 | </attribute> |
|
|
5257 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5258 | This adds death-attack resistance to the weapon. The number is a |
|
|
5259 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5260 | effective unless the value is 100 (= perfect immunity). |
|
|
5261 | Generally, resistance to death-attack is not supposed to be |
|
|
5262 | available to players! |
|
|
5263 | </attribute> |
|
|
5264 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5265 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5266 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5267 | require to do for getting this-and-that artifact. |
|
|
5268 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5269 | combination of other attacktypes. |
|
|
5270 | </attribute> |
|
|
5271 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5272 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5273 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5274 | require to do for getting this-and-that artifact. |
|
|
5275 | </attribute> |
|
|
5276 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5277 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5278 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5279 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5280 | for undead players (wraith or devourer cult). |
|
|
5281 | Generally, resistance to holy word should not be available for players. |
|
|
5282 | </attribute> |
|
|
5283 | </section> |
|
|
5284 | <section name="stats"> |
|
|
5285 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5286 | The player's strentgh will rise/fall by the given value |
|
|
5287 | while wearing this weapon. |
|
|
5288 | </attribute> |
|
|
5289 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5290 | The player's dexterity will rise/fall by the given value |
|
|
5291 | while wearing this weapon. |
|
|
5292 | </attribute> |
|
|
5293 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5294 | The player's constitution will rise/fall by the given value |
|
|
5295 | while wearing this weapon. |
|
|
5296 | </attribute> |
|
|
5297 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5298 | The player's intelligence will rise/fall by the given value |
|
|
5299 | while wearing this weapon. |
|
|
5300 | </attribute> |
|
|
5301 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5302 | The player's power will rise/fall by the given value |
|
|
5303 | while wearing this weapon. |
|
|
5304 | </attribute> |
|
|
5305 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5306 | The player's wisdom will rise/fall by the given value while |
|
|
5307 | wearing this weapon. |
|
|
5308 | </attribute> |
|
|
5309 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5310 | The player's charisma will rise/fall by the given value |
|
|
5311 | while wearing this weapon. |
|
|
5312 | </attribute> |
|
|
5313 | </section> |
|
|
5314 | <section name="misc"> |
5124 | <section name="misc"> |
5315 | <attribute arch="luck" editor="luck bonus" type="int"> |
5125 | <attribute arch="luck" editor="luck bonus" type="int"> |
5316 | With positive luck bonus, the player is more likely to |
5126 | With positive luck bonus, the player is more likely to |
5317 | succeed in all sorts of things (spellcasting, praying,...). |
5127 | succeed in all sorts of things (spellcasting, praying,...). |
5318 | Unless the <luck bonus> is very high, the effect will be |
5128 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5397 | </type> |
5207 | </type> |
5398 | |
5208 | |
5399 | <type number="116" name="Event Connector"> |
5209 | <type number="116" name="Event Connector"> |
5400 | <description><![CDATA[ |
5210 | <description><![CDATA[ |
5401 | Event connectors link specific events that happen to objects to |
5211 | Event connectors link specific events that happen to objects to |
5402 | a crossfire plug-in. ]]> |
5212 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5403 | </description> |
5213 | </description> |
5404 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5405 | The type of event that triggers a notify to the plug-in. |
|
|
5406 | </attribute> |
|
|
5407 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5408 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5409 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5410 | </attribute> |
|
|
5411 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5412 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5413 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5414 | </attribute> |
|
|
5415 | <attribute arch="name" editor="options" type="string"> |
|
|
5416 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5417 | options to the extension that alter its behaviour. |
|
|
5418 | </attribute> |
|
|
5419 | </type> |
5214 | </type> |
5420 | |
5215 | |
5421 | </types> |
5216 | </types> |