1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
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110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
113 | |
104 | |
114 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
108 | </attribute> |
118 | "> |
109 | "> |
119 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
113 | </attribute> |
123 | "> |
114 | "> |
124 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
128 | </attribute> |
119 | </attribute> |
129 | "> |
120 | "> |
130 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
124 | </attribute> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
126 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
127 | precedence over 'blocked movements'. |
137 | </attribute> |
128 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
131 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
133 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
134 | creatures matching 'slow move' will be slower than normal on this spot. |
… | |
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157 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
149 | every tick. |
159 | </attribute> |
150 | </attribute> |
160 | "> |
151 | "> |
161 | <!ENTITY activate_on " |
152 | <!ENTITY activate_on " |
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
163 | Whether the teleporter should only be activated on push. |
154 | Whether the teleporter should only be activated on push. |
164 | </attribute> |
155 | </attribute> |
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
166 | Whether the teleporter should only be activated on release. |
157 | Whether the teleporter should only be activated on release. |
167 | </attribute> |
158 | </attribute> |
168 | "> |
159 | "> |
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160 | |
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161 | <!ENTITY resistances_flesh_desc " |
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162 | Resistances on flesh items make them more durable against spellcraft |
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163 | of the appropriate kind. It also allows dragon players to eventually gain |
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164 | resistance by eating it. Usually resistance should only be set for flesh |
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165 | items in a monster's inventory. |
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166 | "> |
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167 | |
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168 | <!ENTITY resistances_flesh_section " |
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169 | <section name='resistance'> |
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170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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171 | &resistances_flesh_desc; |
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172 | </attribute> |
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173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | </section> |
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225 | "> |
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226 | |
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227 | <!ENTITY resistances_basic " |
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228 | <section name='resistance'> |
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229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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249 | </section> |
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250 | "> |
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251 | |
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252 | <!ENTITY player_stat_desc " |
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253 | The player's strentgh will rise/fall by the given value for permanent |
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254 | (of course there is an upper limit). Generally there shouldn't be stat |
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255 | potions granting more than one stat. Cursed potions will subtract the |
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256 | stats if positive. |
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257 | "> |
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258 | |
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259 | <!ENTITY player_res_desc " |
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260 | The player's resistance to physical will rise by this value in percent |
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261 | (range -100 till +100). The effect is only temporare, and it does NOT |
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262 | add on the values from the player's equipment. |
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263 | Cursed potions will make negative resistance.. very nasty in combat! |
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264 | "> |
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265 | |
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266 | <!ENTITY player_stat_resist_sections " |
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267 | <section name='stats'> |
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268 | <attribute arch='Str' editor='strength' type='int'> |
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269 | &player_stat_desc; |
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270 | </attribute> |
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271 | <attribute arch='Dex' editor='dexterity' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Con' editor='constitution' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Int' editor='intelligence' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Pow' editor='power' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Wis' editor='wisdom' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Cha' editor='charisma' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | </section> |
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290 | <section name='resistance'> |
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291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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292 | &player_res_desc; |
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293 | </attribute> |
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294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | </section> |
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352 | "> |
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353 | |
169 | ]> |
354 | ]> |
170 | |
355 | |
171 | <types> |
356 | <types> |
172 | |
357 | |
173 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
… | |
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456 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
457 | This is the object's title. Once an object is identified the title is |
642 | 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. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
459 | </attribute> |
644 | </attribute> |
460 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
461 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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647 | object has an animation! See also the 'animation' attribute. |
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648 | </attribute> |
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649 | <attribute arch="animation" editor="animation" type="string"> |
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650 | The animation-name of the object. If you assign custom faces and the archetype |
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651 | defines an animation you can disable the animation of an archetype by setting this |
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652 | field to NONE. |
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653 | </attribute> |
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654 | <attribute arch="tag" editor="tag" type="string"> |
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655 | You can tag objects with an identifier. Tagged objects can be found quickly |
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656 | from their tag, which makes them useful to tag exits and refer to those by |
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657 | their name. |
462 | </attribute> |
658 | </attribute> |
463 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
464 | This value determines the number of objects in one stack (for example: |
660 | 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 |
661 | 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. |
662 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
… | |
505 | </attribute> |
701 | </attribute> |
506 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
507 | An <unpaid> item cannot be used unless a player carried it over |
703 | 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 |
704 | a shop mat, paying the demanded price. Setting this flag makes sense |
509 | only for pickable items inside shops. |
705 | only for pickable items inside shops. |
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706 | </attribute> |
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707 | <attribute arch="sound" editor="sound" type="string"> |
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708 | The sound this objects makes on a map. Enter either a sound alias from |
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709 | arch/res/sound.conf.res or a path. If you enter <path> in this |
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710 | field it will point to sound/<path>.ext |
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711 | </attribute> |
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712 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
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713 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
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714 | arch/res/sound.conf.res or a path. If you enter <path> in this |
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715 | field it will point to sound/<path>.ext |
510 | </attribute> |
716 | </attribute> |
511 | </default_type> |
717 | </default_type> |
512 | |
718 | |
513 | <!-- This ignorelist is for all system objects which are non pickable |
719 | <!-- This ignorelist is for all system objects which are non pickable |
514 | and invisible. They don't interact with players at all. --> |
720 | and invisible. They don't interact with players at all. --> |
… | |
… | |
585 | <br><br> |
791 | <br><br> |
586 | A particularly nice feature of abilities is that they can hold two |
792 | A particularly nice feature of abilities is that they can hold two |
587 | spells: One for short range- and one for long range use. |
793 | spells: One for short range- and one for long range use. |
588 | \n\n |
794 | \n\n |
589 | You should know that spellcasting monsters receive abilities via |
795 | You should know that spellcasting monsters receive abilities via |
590 | <treasurelist>. ]]> |
796 | <treasurelist>.]]> |
591 | </description> |
797 | </description> |
592 | <use><![CDATA[ |
798 | <use><![CDATA[ |
593 | If you want to create "customized" spellcasting monsters, you |
799 | If you want to create "customized" spellcasting monsters, you |
594 | should use abilities (rather than spellbooks/wands or something). |
800 | should use abilities (rather than spellbooks/wands or something). |
595 | The long/short-range spell feature can make boss-monsters more |
801 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
597 | <br><br> |
803 | <br><br> |
598 | You should keep in mind that magic abilities allow players |
804 | You should keep in mind that magic abilities allow players |
599 | to get better resistance. You can turn off the magic part to |
805 | to get better resistance. You can turn off the magic part to |
600 | make the spells more dangerous. However, this really shouldn't |
806 | make the spells more dangerous. However, this really shouldn't |
601 | be neccessary unless you work on very high level maps. |
807 | be neccessary unless you work on very high level maps. |
602 | And what fun is a magic resistance cloak when it has no effect? ]]> |
808 | And what fun is a magic resistance cloak when it has no effect?]]> |
603 | </use> |
809 | </use> |
604 | <attribute arch="invisible" value="1" type="fixed" /> |
810 | <attribute arch="invisible" value="1" type="fixed" /> |
605 | <attribute arch="no_drop" value="1" type="fixed" /> |
811 | <attribute arch="no_drop" value="1" type="fixed" /> |
606 | <attribute arch="sp" editor="short range spell" type="spell"> |
812 | <attribute arch="sp" editor="short range spell" type="spell"> |
607 | The monster will use the specified <short range spell> |
813 | The monster will use the specified <short range spell> |
… | |
… | |
644 | </ignore> |
850 | </ignore> |
645 | <description><![CDATA[ |
851 | <description><![CDATA[ |
646 | When a player puts a defined number of certain items on the altar, |
852 | 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 |
853 | 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. |
854 | triggered. If the latter is the case, the altar works only once. |
649 | Either way, the sacrificed item disappears. ]]> |
855 | Either way, the sacrificed item disappears.]]> |
650 | </description> |
856 | </description> |
651 | <attribute arch="no_pick" value="1" type="fixed" /> |
857 | <attribute arch="no_pick" value="1" type="fixed" /> |
652 | &move_on; |
858 | &move_on; |
653 | <attribute arch="slaying" editor="match item name" type="string"> |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
654 | This string specifies the item that must be put on the altar to |
860 | 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 |
861 | 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. |
862 | 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 |
863 | 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 |
864 | See also the "drop amount" attribute. |
659 | name: E.g. "drop 100 platinums") |
|
|
660 | </attribute> |
865 | </attribute> |
661 | <attribute arch="food" editor="drop amount" type="int"> |
866 | <attribute arch="food" editor="drop amount" type="int"> |
662 | The drop amount specifies the amount of items (specified |
867 | The drop amount specifies the amount of items (specified |
663 | in <match item name>) that must be dropped to activate the altar. |
868 | in <match item name>) that must be dropped to activate the altar. |
664 | |
869 | |
… | |
… | |
690 | <ignore_list name="non_pickable" /> |
895 | <ignore_list name="non_pickable" /> |
691 | </ignore> |
896 | </ignore> |
692 | <description><![CDATA[ |
897 | <description><![CDATA[ |
693 | Altar_triggers work pretty much like normal altars |
898 | Altar_triggers work pretty much like normal altars |
694 | (drop sacrifice -> connection activated), except for the fact that |
899 | (drop sacrifice -> connection activated), except for the fact that |
695 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
900 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
696 | </description> |
901 | </description> |
697 | <use><![CDATA[ |
902 | <use><![CDATA[ |
698 | Altar_triggers are very useful if you want to charge a price for... |
903 | Altar_triggers are very useful if you want to charge a price for... |
699 | <UL> |
904 | <UL> |
700 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
905 | <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. |
906 | <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. |
907 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
703 | </UL> |
908 | </UL> |
704 | The big advantage over normal altars is the infinite usability |
909 | The big advantage over normal altars is the infinite usability |
705 | of altar_triggers! If there are ten players on one server, they're |
910 | of altar_triggers! If there are ten players on one server, they're |
706 | quite grateful if things work more than once. =) ]]> |
911 | quite grateful if things work more than once. =)]]> |
707 | </use> |
912 | </use> |
708 | <attribute arch="no_pick" value="1" type="fixed" /> |
913 | <attribute arch="no_pick" value="1" type="fixed" /> |
709 | <attribute arch="slaying" editor="match item name" type="string"> |
914 | <attribute arch="slaying" editor="match item name" type="string"> |
710 | This string specifies the item that must be put on the altar to |
915 | 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 |
916 | 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. |
917 | 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 |
918 | 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 |
919 | See also the "drop amount" attribute. |
715 | name: E.g. "drop 100 platinums") |
|
|
716 | </attribute> |
920 | </attribute> |
717 | <attribute arch="food" editor="drop amount" type="int"> |
921 | <attribute arch="food" editor="drop amount" type="int"> |
718 | The drop amount specifies the amount of items (specified |
922 | The drop amount specifies the amount of items (specified |
719 | in <match item name>) that must be dropped to activate the altar. |
923 | in <match item name>) that must be dropped to activate the altar. |
720 | |
924 | |
… | |
… | |
756 | in the exact moment when the altar is activated. |
960 | in the exact moment when the altar is activated. |
757 | </attribute> |
961 | </attribute> |
758 | </type> |
962 | </type> |
759 | |
963 | |
760 | <!--####################################################################--> |
964 | <!--####################################################################--> |
|
|
965 | <type number="74" name="Skill Tool"> |
|
|
966 | <description><![CDATA[ |
|
|
967 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
968 | ]]> |
|
|
969 | </description> |
|
|
970 | <use><![CDATA[ |
|
|
971 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
972 | the skill that is given. |
|
|
973 | ]]> |
|
|
974 | </use> |
|
|
975 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
976 | This field describes which skill the player will be able to use wearing this item. |
|
|
977 | </attribute> |
|
|
978 | &player_stat_resist_sections; |
|
|
979 | </type> |
|
|
980 | <!--####################################################################--> |
761 | <type number="39" name="Amulet"> |
981 | <type number="39" name="Amulet"> |
762 | <description><![CDATA[ |
982 | <description><![CDATA[ |
763 | Wearing an amulet, the object's stats will directly be inherited to |
983 | Wearing an amulet, the object's stats will directly be inherited to |
764 | the player. Amulets are usually meant for protection and defense. ]]> |
984 | the player. Amulets are usually meant for protection and defense.]]> |
765 | </description> |
985 | </description> |
766 | <use><![CDATA[ |
986 | <use><![CDATA[ |
767 | Feel free to create your own special artifacts. However, it is very |
987 | Feel free to create your own special artifacts. However, it is very |
768 | important that you keep your artifact in balance with existing maps. ]]> |
988 | important that you keep your artifact in balance with existing maps.]]> |
769 | </use> |
989 | </use> |
770 | <attribute arch="ac" editor="armour class" type="int"> |
990 | <attribute arch="ac" editor="armour class" type="int"> |
771 | This value defines the amount of armour-class bonus for wearing |
991 | This value defines the amount of armour-class bonus for wearing |
772 | this item. <Armour class> lessens the chance of being hit. Lower |
992 | 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. |
993 | 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 |
1004 | amount of <item power>, depending on their own level. This is the |
785 | only way to prevent low level players to wear "undeserved" equipment |
1005 | only way to prevent low level players to wear "undeserved" equipment |
786 | (like gifts from other players or cheated items). |
1006 | (like gifts from other players or cheated items). |
787 | |
1007 | |
788 | It is very important to adjust the <item power> value carefully |
1008 | It is very important to adjust the <item power> value carefully |
789 | for every artifact you create! If zero/unset, the CF server will |
1009 | for every artifact you create! If zero/unset, the Deliantra server will |
790 | calculate a provisional value at runtime, but this is never |
1010 | calculate a provisional value at runtime, but this is never |
791 | going to be an accurate measurement of <item power>. |
1011 | going to be an accurate measurement of <item power>. |
792 | </attribute> |
1012 | </attribute> |
793 | <attribute arch="damned" editor="damnation" type="bool"> |
1013 | <attribute arch="damned" editor="damnation" type="bool"> |
794 | A damned piece of equipment cannot be unwielded unless the curse |
1014 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
820 | you want the monster to use/wear the item - you must set |
1040 | you want the monster to use/wear the item - you must set |
821 | <is applied>. |
1041 | <is applied>. |
822 | Enabling this flag doesn't make any sense if the item |
1042 | Enabling this flag doesn't make any sense if the item |
823 | is NOT in a monster's inventory. |
1043 | is NOT in a monster's inventory. |
824 | </attribute> |
1044 | </attribute> |
825 | <section name="resistance"> |
1045 | &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"> |
1046 | <section name="misc"> |
958 | <attribute arch="luck" editor="luck bonus" type="int"> |
1047 | <attribute arch="luck" editor="luck bonus" type="int"> |
959 | With positive luck bonus, the player is more likely to |
1048 | With positive luck bonus, the player is more likely to |
960 | succeed in all sorts of things (spellcasting, praying,...). |
1049 | succeed in all sorts of things (spellcasting, praying,...). |
961 | Unless the <luck bonus> is very high, the effect will be |
1050 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1049 | Battleground is very special: In short, players can die on battleground |
1138 | Battleground is very special: In short, players can die on battleground |
1050 | without any death penalties. They don't loose or gain experience |
1139 | without any death penalties. They don't loose or gain experience |
1051 | while on battleground. Acid, draining and depletion effects don't |
1140 | while on battleground. Acid, draining and depletion effects don't |
1052 | work either. |
1141 | work either. |
1053 | When a player dies on battleground, he gets teleported to an exit |
1142 | When a player dies on battleground, he gets teleported to an exit |
1054 | location which is defined in the battleground object. ]]> |
1143 | location which is defined in the battleground object.]]> |
1055 | </description> |
1144 | </description> |
1056 | <use><![CDATA[ |
1145 | <use><![CDATA[ |
1057 | Battleground is only meant for player vs. player duels. You can |
1146 | Battleground is only meant for player vs. player duels. You can |
1058 | design combat arenas similiar to the one in scorn.<br> |
1147 | design combat arenas similiar to the one in scorn.<br> |
1059 | What should NEVER be done is placing battleground tiles in |
1148 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1061 | It must not be possible to gain significant treasure for fighting |
1150 | It must not be possible to gain significant treasure for fighting |
1062 | on battleground, because it bears no risk.<br><br> |
1151 | on battleground, because it bears no risk.<br><br> |
1063 | (Battleground will cease to work when the image or name is changed, |
1152 | (Battleground will cease to work when the image or name is changed, |
1064 | or when it is placed beneath another floor tile. |
1153 | or when it is placed beneath another floor tile. |
1065 | This is not a bug, it is there to prevent any attempts of placing |
1154 | This is not a bug, it is there to prevent any attempts of placing |
1066 | "hidden" battleground tiles anywhere.) ]]> |
1155 | "hidden" battleground tiles anywhere.)]]> |
1067 | </use> |
1156 | </use> |
1068 | <attribute arch="no_pick" value="1" type="fixed" /> |
1157 | <attribute arch="no_pick" value="1" type="fixed" /> |
1069 | <attribute arch="is_floor" value="1" type="fixed" /> |
1158 | <attribute arch="is_floor" value="1" type="fixed" /> |
1070 | <attribute arch="hp" editor="destination X" type="int"> |
1159 | <attribute arch="hp" editor="destination X" type="int"> |
1071 | The exit destinations define the (x, y)-coordinates where players |
1160 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1076 | get teleported after they died on this battleground. |
1165 | get teleported after they died on this battleground. |
1077 | </attribute> |
1166 | </attribute> |
1078 | </type> |
1167 | </type> |
1079 | |
1168 | |
1080 | <!--####################################################################--> |
1169 | <!--####################################################################--> |
1081 | <type number="165" name="Safe ground (CF+)"> |
1170 | <type number="165" name="Safe ground"> |
1082 | <ignore> |
1171 | <ignore> |
1083 | <ignore_list name="non_pickable" /> |
1172 | <ignore_list name="non_pickable" /> |
1084 | </ignore> |
1173 | </ignore> |
1085 | <description><![CDATA[ |
1174 | <description><![CDATA[ |
1086 | Safe ground is a special object that prevents any effects that might |
1175 | Safe ground is a special object that prevents any effects that might |
1087 | be harmful for the map, other players or items on the map. |
1176 | be harmful for the map, other players or items on the map. |
1088 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1089 | from being used and blocks bombs from exploding. |
1178 | from being used and blocks bombs from exploding. Note that altars that |
1090 | (This is a Crossfire+ feature, and might not work elsewhere) |
1179 | do cast spells still work. |
1091 | ]]> |
1180 | ]]> |
1092 | </description> |
1181 | </description> |
1093 | <use><![CDATA[ |
1182 | <use><![CDATA[ |
1094 | Safe ground is meant mostly for shops, it prevents any means of burning |
1183 | Safe ground can be used to prevents any means of burning |
1095 | or destroying the items on this ground. Put this object below all floor tiles |
1184 | or destroying the items in a shop. Put this object below all floor tiles |
1096 | in your map and your shop will be safe. ]]> |
1185 | in your map and your shop will be safe. It's generally useful for making |
|
|
1186 | areas where really no kind of spell should be invoked by a player. |
|
|
1187 | ]]> |
1097 | </use> |
1188 | </use> |
|
|
1189 | &movement_types_terrain; |
1098 | <attribute arch="no_pick" value="1" type="fixed" /> |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1099 | </type> |
1191 | </type> |
1100 | |
1192 | |
1101 | <!--####################################################################--> |
1193 | <!--####################################################################--> |
1102 | <type number="8" name="Book"> |
1194 | <type number="8" name="Book"> |
1103 | <description><![CDATA[ |
1195 | <description><![CDATA[ |
1104 | Applying a book, the containing message is displayed to the player. ]]> |
1196 | Applying a book, the containing message is displayed to the player.]]> |
1105 | </description> |
1197 | </description> |
1106 | <attribute arch="level" editor="literacy level" type="int"> |
1198 | <attribute arch="level" editor="literacy level" type="int"> |
1107 | If this value is set to be greater than zero, the player needs a |
1199 | If this value is set to be greater than zero, the player needs a |
1108 | certain literacy level to succeed reading the book. The book can be |
1200 | certain literacy level to succeed reading the book. The book can be |
1109 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1201 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1133 | <type number="99" name="Boots"> |
1225 | <type number="99" name="Boots"> |
1134 | <import_type name="Amulet" /> |
1226 | <import_type name="Amulet" /> |
1135 | <description><![CDATA[ |
1227 | <description><![CDATA[ |
1136 | Wearing boots, the object's stats will directly be inherited to |
1228 | Wearing boots, the object's stats will directly be inherited to |
1137 | the player. Usually enhancing his speed, or granting some minor |
1229 | the player. Usually enhancing his speed, or granting some minor |
1138 | protection bonus. ]]> |
1230 | protection bonus.]]> |
1139 | </description> |
1231 | </description> |
1140 | <use><![CDATA[ |
1232 | <use><![CDATA[ |
1141 | Feel free to create your own special artifacts. However, it is very |
1233 | Feel free to create your own special artifacts. However, it is very |
1142 | important that you keep your artifact in balance with existing maps. ]]> |
1234 | important that you keep your artifact in balance with existing maps.]]> |
1143 | </use> |
1235 | </use> |
1144 | <attribute arch="exp" editor="speed bonus" type="int"> |
1236 | <attribute arch="exp" editor="speed bonus" type="int"> |
1145 | Boots with <speed bonus> will increase the player's walking speed |
1237 | Boots with <speed bonus> will increase the player's walking speed |
1146 | while worn. This kind of bonus is quite desirable for players of low- |
1238 | while worn. This kind of bonus is quite desirable for players of low- |
1147 | and medium level. High level players usually have fastest possible |
1239 | and medium level. High level players usually have fastest possible |
… | |
… | |
1163 | <type number="104" name="Bracers"> |
1255 | <type number="104" name="Bracers"> |
1164 | <import_type name="Amulet" /> |
1256 | <import_type name="Amulet" /> |
1165 | <description><![CDATA[ |
1257 | <description><![CDATA[ |
1166 | Bracers are armour-plates worn around the wrists. |
1258 | Bracers are armour-plates worn around the wrists. |
1167 | Wearing bracer, the object's stats will directly be inherited to |
1259 | Wearing bracer, the object's stats will directly be inherited to |
1168 | the player. Usually enhancing his defense. ]]> |
1260 | the player. Usually enhancing his defense.]]> |
1169 | </description> |
1261 | </description> |
1170 | <use><![CDATA[ |
1262 | <use><![CDATA[ |
1171 | Feel free to create your own special artifacts. However, it is very |
1263 | Feel free to create your own special artifacts. However, it is very |
1172 | important that you keep your artifact in balance with existing maps. ]]> |
1264 | important that you keep your artifact in balance with existing maps.]]> |
1173 | </use> |
1265 | </use> |
1174 | <attribute arch="magic" editor="magic bonus" type="int"> |
1266 | <attribute arch="magic" editor="magic bonus" type="int"> |
1175 | <magic bonus> works just like ac, except that it can be improved by |
1267 | <magic bonus> works just like ac, except that it can be improved by |
1176 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1268 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1177 | than direct armour-class bonus on the bracers. |
1269 | than direct armour-class bonus on the bracers. |
… | |
… | |
1181 | <!--####################################################################--> |
1273 | <!--####################################################################--> |
1182 | <type number="16" name="Brestplate Armour"> |
1274 | <type number="16" name="Brestplate Armour"> |
1183 | <import_type name="Amulet" /> |
1275 | <import_type name="Amulet" /> |
1184 | <description><![CDATA[ |
1276 | <description><![CDATA[ |
1185 | Wearing an armour, the object's stats will directly be inherited to |
1277 | Wearing an armour, the object's stats will directly be inherited to |
1186 | the player. Usually enhancing his defense. ]]> |
1278 | the player. Usually enhancing his defense.]]> |
1187 | </description> |
1279 | </description> |
1188 | <use><![CDATA[ |
1280 | <use><![CDATA[ |
1189 | Feel free to create your own special artifacts. However, it is very |
1281 | Feel free to create your own special artifacts. However, it is very |
1190 | important that you keep your artifact in balance with existing maps. ]]> |
1282 | important that you keep your artifact in balance with existing maps.]]> |
1191 | </use> |
1283 | </use> |
1192 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1284 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1193 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1285 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1194 | The bigger the spellpoint penalty, the worse. |
1286 | The bigger the spellpoint penalty, the worse. |
1195 | </attribute> |
1287 | </attribute> |
… | |
… | |
1211 | </ignore> |
1303 | </ignore> |
1212 | <description><![CDATA[ |
1304 | <description><![CDATA[ |
1213 | When a predefined amount of weigh is placed on a button, the |
1305 | When a predefined amount of weigh is placed on a button, the |
1214 | <connection> value is triggered. In most cases this happens when a |
1306 | <connection> value is triggered. In most cases this happens when a |
1215 | player or monster steps on it. When the button is "released", the |
1307 | player or monster steps on it. When the button is "released", the |
1216 | <connection> value get's triggered a second time. ]]> |
1308 | <connection> value get's triggered a second time.]]> |
1217 | </description> |
1309 | </description> |
1218 | &move_on; |
1310 | &move_on; |
1219 | &move_off; |
1311 | &move_off; |
1220 | <attribute arch="no_pick" value="1" type="fixed" /> |
1312 | <attribute arch="no_pick" value="1" type="fixed" /> |
1221 | <attribute arch="weight" editor="press weight" type="int"> |
1313 | <attribute arch="weight" editor="press weight" type="int"> |
… | |
… | |
1239 | <ignore_list name="non_pickable" /> |
1331 | <ignore_list name="non_pickable" /> |
1240 | </ignore> |
1332 | </ignore> |
1241 | <description><![CDATA[ |
1333 | <description><![CDATA[ |
1242 | Handle buttons are buttons which reset after a short period |
1334 | Handle buttons are buttons which reset after a short period |
1243 | of time. Every time it is either applied or reset, the |
1335 | of time. Every time it is either applied or reset, the |
1244 | <connection> value is triggered. ]]> |
1336 | <connection> value is triggered.]]> |
1245 | </description> |
1337 | </description> |
1246 | </type> |
1338 | </type> |
1247 | |
1339 | |
1248 | <!--####################################################################--> |
1340 | <!--####################################################################--> |
1249 | <type number="37" name="Class Changer"> |
1341 | <type number="37" name="Class Changer"> |
1250 | <ignore> |
1342 | <ignore> |
1251 | <ignore_list name="non_pickable" /> |
1343 | <ignore_list name="non_pickable" /> |
1252 | </ignore> |
1344 | </ignore> |
1253 | <description><![CDATA[ |
1345 | <description><![CDATA[ |
1254 | Class changer are used while creating a character. ]]> |
1346 | Class changer are used while creating a character.]]> |
1255 | </description> |
1347 | </description> |
1256 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1348 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1257 | This entry determines which initial items the character receives. |
1349 | This entry determines which initial items the character receives. |
1258 | </attribute> |
1350 | </attribute> |
1259 | <section name="stats"> |
1351 | <section name="stats"> |
… | |
… | |
1292 | <type number="87" name="Cloak"> |
1384 | <type number="87" name="Cloak"> |
1293 | <import_type name="Amulet" /> |
1385 | <import_type name="Amulet" /> |
1294 | <description><![CDATA[ |
1386 | <description><![CDATA[ |
1295 | Wearing a cloak, the object's stats will directly be inherited to |
1387 | Wearing a cloak, the object's stats will directly be inherited to |
1296 | the player. Cloaks usually add minor <armour class> and |
1388 | the player. Cloaks usually add minor <armour class> and |
1297 | sometimes a bit of resistance. ]]> |
1389 | sometimes a bit of resistance.]]> |
1298 | </description> |
1390 | </description> |
1299 | <use><![CDATA[ |
1391 | <use><![CDATA[ |
1300 | Feel free to create your own special artifacts. However, it is very |
1392 | Feel free to create your own special artifacts. However, it is very |
1301 | important that you keep your artifact in balance with existing maps. ]]> |
1393 | important that you keep your artifact in balance with existing maps.]]> |
1302 | </use> |
1394 | </use> |
1303 | <attribute arch="magic" editor="magic bonus" type="int"> |
1395 | <attribute arch="magic" editor="magic bonus" type="int"> |
1304 | <magic bonus> works just like ac, except that it can be improved by |
1396 | <magic bonus> works just like ac, except that it can be improved by |
1305 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1397 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1306 | than direct armour-class bonus on the cloak. |
1398 | than direct armour-class bonus on the cloak. |
… | |
… | |
1311 | </type> |
1403 | </type> |
1312 | |
1404 | |
1313 | <!--####################################################################--> |
1405 | <!--####################################################################--> |
1314 | <type number="9" name="Clock"> |
1406 | <type number="9" name="Clock"> |
1315 | <description><![CDATA[ |
1407 | <description><![CDATA[ |
1316 | Applying a clock, the time is displayed to the player. ]]> |
1408 | Applying a clock, the time is displayed to the player.]]> |
1317 | </description> |
1409 | </description> |
1318 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1410 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1319 | This text may describe the item |
1411 | This text may describe the item |
1320 | </attribute> |
1412 | </attribute> |
1321 | </type> |
1413 | </type> |
… | |
… | |
1326 | A player can put (certain kinds of) items in the container. |
1418 | A player can put (certain kinds of) items in the container. |
1327 | The overall weight of items is reduced when put inside a |
1419 | The overall weight of items is reduced when put inside a |
1328 | container, depending on the settings. |
1420 | container, depending on the settings. |
1329 | <br><br> |
1421 | <br><br> |
1330 | A special feature of containers is the "cauldron", |
1422 | A special feature of containers is the "cauldron", |
1331 | capable of mixing alchemical receipes. ]]> |
1423 | capable of mixing alchemical receipes.]]> |
1332 | </description> |
1424 | </description> |
1333 | <use><![CDATA[ |
1425 | <use><![CDATA[ |
1334 | Note on chests - There are two types of chests: |
1426 | Note on chests - There are two types of chests: |
1335 | <UL> |
1427 | <UL> |
1336 | <LI> First the random treasure chests - Those are NOT containers |
1428 | <LI> First the random treasure chests - Those are NOT containers |
1337 | (but object type Treasure), they create random treasures when |
1429 | (but object type Treasure), they create random treasures when |
1338 | applied. Archetype name is "chest". |
1430 | applied. Archetype name is "chest". |
1339 | <LI> Second there are the permanent chests - Those are containers, |
1431 | <LI> Second there are the permanent chests - Those are containers, |
1340 | they can be opened and closed again. Archetype name is "chest_2". |
1432 | they can be opened and closed again. Archetype name is "chest_2". |
1341 | </UL> ]]> |
1433 | </UL>]]> |
1342 | </use> |
1434 | </use> |
1343 | <attribute arch="race" editor="container class" type="string"> |
1435 | <attribute arch="race" editor="container class" type="string"> |
1344 | If set, the container will hold only certain types of objects. |
1436 | If set, the container will hold only certain types of objects. |
1345 | Possible choices for <container class> are: "gold and jewels", |
1437 | Possible choices for <container class> are: "gold and jewels", |
1346 | "arrows" and "keys". |
1438 | "arrows" and "keys". |
… | |
… | |
1401 | <attribute arch="title" /> |
1493 | <attribute arch="title" /> |
1402 | </ignore> |
1494 | </ignore> |
1403 | <description><![CDATA[ |
1495 | <description><![CDATA[ |
1404 | Converters are like "exchange tables". When the player drops a |
1496 | Converters are like "exchange tables". When the player drops a |
1405 | specific type of items, they get converted into other items, at a |
1497 | specific type of items, they get converted into other items, at a |
1406 | predefined exchange-ratio. ]]> |
1498 | predefined exchange-ratio.]]> |
1407 | </description> |
1499 | </description> |
1408 | <use><![CDATA[ |
1500 | <use><![CDATA[ |
1409 | Converters are better than shopping with doormats, because the |
1501 | Converters are better than shopping with doormats, because the |
1410 | converters never get sold out. For some items like food or jewels |
1502 | converters never get sold out. For some items like food or jewels |
1411 | those "exchange tables" are really nice, while for the more important |
1503 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1413 | <br><br> |
1505 | <br><br> |
1414 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1506 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1415 | items on a converter, the stuff you get must be of equal or lesser |
1507 | items on a converter, the stuff you get must be of equal or lesser |
1416 | value than before! (Except if you are using "rare" items like |
1508 | value than before! (Except if you are using "rare" items like |
1417 | dragonscales for payment). The code will not check if your ratio is |
1509 | dragonscales for payment). The code will not check if your ratio is |
1418 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1510 | sane, so the player could gain infinite wealth by using your converter.]]> |
1419 | </use> |
1511 | </use> |
1420 | <attribute arch="no_pick" value="1" type="fixed" /> |
1512 | <attribute arch="no_pick" value="1" type="fixed" /> |
1421 | <attribute arch="slaying" editor="cost arch" type="string"> |
1513 | <attribute arch="slaying" editor="cost arch" type="string"> |
1422 | <cost arch> is the name of the archetype the player has to |
1514 | <cost arch> is the name of the archetype the player has to |
1423 | put on the converter, as payment. |
1515 | put on the converter, as payment. |
… | |
… | |
1449 | <ignore_list name="system_object" /> |
1541 | <ignore_list name="system_object" /> |
1450 | </ignore> |
1542 | </ignore> |
1451 | <description><![CDATA[ |
1543 | <description><![CDATA[ |
1452 | A creator is an object which creates another object when it |
1544 | A creator is an object which creates another object when it |
1453 | is triggered. The child object can be anything. Creators are |
1545 | is triggered. The child object can be anything. Creators are |
1454 | VERY useful for all kinds of map-mechanisms. ]]> |
1546 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1547 | periodically create things.]]> |
1455 | </description> |
1548 | </description> |
1456 | <use><![CDATA[ |
1549 | <use><![CDATA[ |
1457 | Don't hesitate to hide your creators under the floor. |
1550 | Don't hesitate to hide your creators under the floor. |
1458 | The created items will still always appear ontop of the floor. ]]> |
1551 | The created items will still always appear ontop of the floor.]]> |
1459 | </use> |
1552 | </use> |
1460 | <attribute arch="no_pick" value="1" type="fixed" /> |
1553 | <attribute arch="no_pick" value="1" type="fixed" /> |
1461 | <attribute arch="other_arch" editor="create arch" type="string"> |
1554 | <attribute arch="other_arch" editor="create arch" type="string"> |
1462 | This string defines the object that will be created. |
1555 | This string defines the object that will be created. |
1463 | You can choose any of the existing arches. |
1556 | You can choose any of the existing arches. |
… | |
… | |
1472 | &activate_on; |
1565 | &activate_on; |
1473 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1566 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1474 | If <infinit uses> is set, the creator will work |
1567 | If <infinit uses> is set, the creator will work |
1475 | infinitely, regardless of the value in <number of uses>. |
1568 | infinitely, regardless of the value in <number of uses>. |
1476 | </attribute> |
1569 | </attribute> |
|
|
1570 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1571 | When this field is set the creator will periodically create stuff |
|
|
1572 | (and will still do so when the connection is triggered). |
|
|
1573 | A value of 1 means roughly 8 times a second. |
|
|
1574 | </attribute> |
1477 | <attribute arch="hp" editor="number of uses" type="int"> |
1575 | <attribute arch="hp" editor="number of uses" type="int"> |
1478 | The creator can be triggered <number of uses> times, thus |
1576 | The creator can be triggered <number of uses> times, thus |
1479 | creating that many objects, before it dissappears. |
1577 | creating that many objects, before it dissappears. |
1480 | Default is <number of uses> 1 (-> one-time usage). |
1578 | Default is <number of uses> 1 (-> one-time usage). |
1481 | </attribute> |
1579 | </attribute> |
… | |
… | |
1500 | finds a specific object, it toggles its connected value. |
1598 | finds a specific object, it toggles its connected value. |
1501 | <br><br> |
1599 | <br><br> |
1502 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1600 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1503 | - First, detectors check their square for a match periodically, not |
1601 | - First, detectors check their square for a match periodically, not |
1504 | instantly. Second, detectors check directly for object names. Third, |
1602 | instantly. Second, detectors check directly for object names. Third, |
1505 | detectors do not check the inventory of players/monsters. ]]> |
1603 | detectors do not check the inventory of players/monsters.]]> |
1506 | </description> |
1604 | </description> |
1507 | <use><![CDATA[ |
1605 | <use><![CDATA[ |
1508 | There is one major speciality about detectors: You can detect spells |
1606 | There is one major speciality about detectors: You can detect spells |
1509 | blown over a detector! To detect a lighting bolt for example, set |
1607 | blown over a detector! To detect a lighting bolt for example, set |
1510 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1608 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1511 | walls, this can be very useful for map-mechanisms. ]]> |
1609 | walls, this can be very useful for map-mechanisms.]]> |
1512 | </use> |
1610 | </use> |
1513 | <attribute arch="no_pick" value="1" type="fixed" /> |
1611 | <attribute arch="no_pick" value="1" type="fixed" /> |
1514 | <attribute arch="slaying" editor="match name" type="string"> |
1612 | <attribute arch="slaying" editor="match name" type="string"> |
1515 | <match name> specifies the name of the object we are looking for. |
1613 | <match name> specifies the name of the object we are looking for. |
1516 | Actually it does also check for the <key string> in key-objects, |
1614 | Actually it does also check for the <key string> in key-objects, |
… | |
… | |
1541 | <description><![CDATA[ |
1639 | <description><![CDATA[ |
1542 | Directors change the direction of spell objects and other projectiles |
1640 | Directors change the direction of spell objects and other projectiles |
1543 | that fly past. Unlike spinners, directors always move objects in the |
1641 | that fly past. Unlike spinners, directors always move objects in the |
1544 | same direction. It does not make a difference from what angle you |
1642 | same direction. It does not make a difference from what angle you |
1545 | shoot into it.<br> |
1643 | shoot into it.<br> |
1546 | Directors are visible per default. ]]> |
1644 | Directors are visible per default.]]> |
1547 | </description> |
1645 | </description> |
1548 | <use><![CDATA[ |
1646 | <use><![CDATA[ |
1549 | Directors are rarely used in maps. Sometimes they are placed to |
1647 | Directors are rarely used in maps. Sometimes they are placed to |
1550 | change the direction of spells coming out of magic walls, |
1648 | change the direction of spells coming out of magic walls, |
1551 | "channeling" spell-projectiles in some direction. When doing this, |
1649 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1553 | into them!</B> The spell-projectiles bouncing between the directors |
1651 | into them!</B> The spell-projectiles bouncing between the directors |
1554 | would accumulate to huge numbers and at some point slow down the |
1652 | would accumulate to huge numbers and at some point slow down the |
1555 | server by eating memory- and CPU-time. |
1653 | server by eating memory- and CPU-time. |
1556 | <br><br> |
1654 | <br><br> |
1557 | You'd better not place directors in monster vs. player combat |
1655 | You'd better not place directors in monster vs. player combat |
1558 | areas too much, because that freaks out wizard-type players. ]]> |
1656 | areas too much, because that freaks out wizard-type players.]]> |
1559 | </use> |
1657 | </use> |
1560 | <attribute arch="sp" editor="direction" type="list_direction"> |
1658 | <attribute arch="sp" editor="direction" type="list_direction"> |
1561 | Projectiles will leave the director flying in the selected <direction>. |
1659 | Projectiles will leave the director flying in the selected <direction>. |
1562 | A director with direction <none> simply stops projectiles. |
1660 | A director with direction <none> simply stops projectiles. |
1563 | (The latter works out a bit strange for some spells). |
1661 | (The latter works out a bit strange for some spells). |
… | |
… | |
1569 | <type number="158" name="Disease"> |
1667 | <type number="158" name="Disease"> |
1570 | <ignore> |
1668 | <ignore> |
1571 | <ignore_list name="system_object" /> |
1669 | <ignore_list name="system_object" /> |
1572 | </ignore> |
1670 | </ignore> |
1573 | <description><![CDATA[ |
1671 | <description><![CDATA[ |
1574 | Diseases are an intersting form of spellcraft in Crossfire. |
1672 | Diseases are an intersting form of spellcraft in Deliantra. |
1575 | Once casted, they can spread out and infect creatures in a large |
1673 | Once casted, they can spread out and infect creatures in a large |
1576 | area. Being infected can have various effects, from amusing farts |
1674 | area. Being infected can have various effects, from amusing farts |
1577 | to horrible damage - almost everything is possible. ]]> |
1675 | to horrible damage - almost everything is possible.]]> |
1578 | </description> |
1676 | </description> |
1579 | <use><![CDATA[ |
1677 | <use><![CDATA[ |
1580 | Diseases are extremely flexible and usable in a many ways. |
1678 | Diseases are extremely flexible and usable in a many ways. |
1581 | So far they are mostly used for causing bad, unwanted effects. |
1679 | So far they are mostly used for causing bad, unwanted effects. |
1582 | You could just as well create a disease which helps the player |
1680 | You could just as well create a disease which helps the player |
1583 | (recharging mana for example). |
1681 | (recharging mana for example). |
1584 | Infection with a "positive disease" could even be a quest reward. ]]> |
1682 | Infection with a "positive disease" could even be a quest reward.]]> |
1585 | </use> |
1683 | </use> |
1586 | <attribute arch="invisible" value="1" type="fixed" /> |
1684 | <attribute arch="invisible" value="1" type="fixed" /> |
1587 | <attribute arch="level" editor="plaque level" type="int"> |
1685 | <attribute arch="level" editor="plaque level" type="int"> |
1588 | The <plaque level> is proportional to the disease's deadliness. |
1686 | The <plaque level> is proportional to the disease's deadliness. |
1589 | This mainly reflects in the <damage>. It has no effect on |
1687 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1734 | </ignore> |
1832 | </ignore> |
1735 | <description><![CDATA[ |
1833 | <description><![CDATA[ |
1736 | A door can be opened with a normal key. It also can be broken by attacking |
1834 | A door can be opened with a normal key. It also can be broken by attacking |
1737 | it, and it can be defeated with the lockpicking skill. If a door is |
1835 | it, and it can be defeated with the lockpicking skill. If a door is |
1738 | defeated, horizontally and vertically adjacent doors are automatically |
1836 | defeated, horizontally and vertically adjacent doors are automatically |
1739 | removed. ]]> |
1837 | removed.]]> |
1740 | </description> |
1838 | </description> |
1741 | <attribute arch="no_pick" value="1" type="fixed" /> |
1839 | <attribute arch="no_pick" value="1" type="fixed" /> |
1742 | <attribute arch="alive" value="1" type="fixed" /> |
1840 | <attribute arch="alive" value="1" type="fixed" /> |
1743 | &movement_types_terrain; |
1841 | &movement_types_terrain; |
1744 | <attribute arch="hp" editor="hitpoints" type="int"> |
1842 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1754 | defeated. |
1852 | defeated. |
1755 | </attribute> |
1853 | </attribute> |
1756 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1854 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1757 | This entry determines what kind of traps will appear in the door. |
1855 | This entry determines what kind of traps will appear in the door. |
1758 | </attribute> |
1856 | </attribute> |
|
|
1857 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1858 | Set this flag to move treasure items created into the environment (map) |
|
|
1859 | instead of putting them into the object. |
|
|
1860 | </attribute> |
1759 | </type> |
1861 | </type> |
1760 | |
1862 | |
1761 | <!--####################################################################--> |
1863 | <!--####################################################################--> |
1762 | <type number="83" name="Duplicator"> |
1864 | <type number="83" name="Duplicator"> |
1763 | <ignore> |
1865 | <ignore> |
… | |
… | |
1767 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1869 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1768 | objects which lies somewhere on top of the duplicator. |
1870 | objects which lies somewhere on top of the duplicator. |
1769 | The duplicator has one arch name specified as <target arch>, |
1871 | The duplicator has one arch name specified as <target arch>, |
1770 | and only objects of this archetype can be affected.<br> |
1872 | and only objects of this archetype can be affected.<br> |
1771 | It will multiply the number of items in the pile, by the <multiply factor>. |
1873 | It will multiply the number of items in the pile, by the <multiply factor>. |
1772 | If the latter is set to zero, it will destroy objects. ]]> |
1874 | If the latter is set to zero, it will destroy objects.]]> |
1773 | </description> |
1875 | </description> |
1774 | <use><![CDATA[ |
1876 | <use><![CDATA[ |
1775 | I hope it is clear that one must be very cautious when inserting a duplicator |
1877 | I hope it is clear that one must be very cautious when inserting a duplicator |
1776 | anywhere with <multiply factor> greater than one. |
1878 | anywhere with <multiply factor> greater than one. |
1777 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1879 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1778 | It is <b>not acceptable</b> to allow duplication of anything other than |
1880 | It is <b>not acceptable</b> to allow duplication of anything other than |
1779 | coins, gold and jewels. Besides, it is very important that the chance to |
1881 | coins, gold and jewels. Besides, it is very important that the chance to |
1780 | loose the input matches the chance to earn winnings.<br> |
1882 | loose the input matches the chance to earn winnings.<br> |
1781 | A duplicator with <multiply factor> 3 for example should have a |
1883 | A duplicator with <multiply factor> 3 for example should have a |
1782 | loosing rate of 2/3 = 67%. ]]> |
1884 | loosing rate of 2/3 = 67%.]]> |
1783 | </use> |
1885 | </use> |
1784 | <attribute arch="other_arch" editor="target arch" type="string"> |
1886 | <attribute arch="other_arch" editor="target arch" type="string"> |
1785 | Only objects of matching archtype, lying ontop of the duplicator will be |
1887 | Only objects of matching archtype, lying ontop of the duplicator will be |
1786 | duplicated, multiplied or removed. All other objects will be ignored. |
1888 | duplicated, multiplied or removed. All other objects will be ignored. |
1787 | </attribute> |
1889 | </attribute> |
… | |
… | |
1805 | </ignore> |
1907 | </ignore> |
1806 | <description><![CDATA[ |
1908 | <description><![CDATA[ |
1807 | When the player applies an exit, he is transferred to a different location. |
1909 | When the player applies an exit, he is transferred to a different location. |
1808 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1910 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1809 | the exit just by walking into it, or by pressing <a>pply when standing on |
1911 | the exit just by walking into it, or by pressing <a>pply when standing on |
1810 | the exit. ]]> |
1912 | the exit. ]]> |
1811 | </description> |
1913 | </description> |
1812 | <use><![CDATA[ |
1914 | <use><![CDATA[ |
1813 | If you want to have an invisible exit, set <invisible> (, of course |
1915 | If you want to have an invisible exit, set <invisible> (, of course |
1814 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1916 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1815 | detected with the show_invisible spell. |
1917 | detected with the show_invisible spell. |
1816 | <br><br> |
1918 | <br><br> |
1817 | You can be quite creative with the outlook of secret exits (their "face"). |
1919 | You can be quite creative with the outlook of secret exits (their "face"). |
1818 | Don't forget to give the player relyable hints about them though. ]]> |
1920 | Don't forget to give the player relyable hints about them though.]]> |
1819 | </use> |
1921 | </use> |
1820 | <attribute arch="slaying" editor="exit path" type="string"> |
1922 | <attribute arch="slaying" editor="exit path" type="string"> |
1821 | The exit path defines the map that the player is transferred to. |
1923 | The exit path defines the map that the player is transferred to. |
1822 | You can enter an absolute path, beginning with '/' (for example |
1924 | You can enter an absolute path, beginning with '/' (for example |
1823 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1925 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1850 | If set, this message will be displayed to the player when he applies the exit. |
1952 | If set, this message will be displayed to the player when he applies the exit. |
1851 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1953 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1852 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1954 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1853 | is poor, but you get the point. =) |
1955 | is poor, but you get the point. =) |
1854 | </attribute> |
1956 | </attribute> |
1855 | <attribute arch="unique" editor="unique destination" type="bool"> |
1957 | <attribute arch="damned" editor="set savebed" type="bool"> |
1856 | This flag defines the destined map as "personal unique map". If set, |
1958 | If set, then players using this exit will have their savebed position |
1857 | there will be a seperate version of that map for every player out there. |
1959 | set to the destination of the exit when passing through. |
1858 | This feature is used for the permanent apartments |
|
|
1859 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1860 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1861 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1862 | (see floors). |
|
|
1863 | An exit pointing outside of a personal unique map must have the |
|
|
1864 | "unique destination"-flag unset. |
|
|
1865 | </attribute> |
1960 | </attribute> |
1866 | </type> |
1961 | </type> |
1867 | |
1962 | |
1868 | <!--####################################################################--> |
1963 | <!--####################################################################--> |
1869 | <type number="72" name="Flesh"> |
1964 | <type number="72" name="Flesh"> |
… | |
… | |
1872 | little health by eating flesh-objects. <br> |
1967 | little health by eating flesh-objects. <br> |
1873 | For dragon players, flesh plays a very special role though: If the |
1968 | For dragon players, flesh plays a very special role though: If the |
1874 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1969 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1875 | those categories. The only constraint to this process is the <flesh level>. |
1970 | those categories. The only constraint to this process is the <flesh level>. |
1876 | Don't forget that flesh items with resistances have to be balanced |
1971 | Don't forget that flesh items with resistances have to be balanced |
1877 | according to map/monster difficulty. ]]> |
1972 | according to map/monster difficulty.]]> |
1878 | </description> |
1973 | </description> |
1879 | <use><![CDATA[ |
1974 | <use><![CDATA[ |
1880 | For dragon players, flesh items can be highly valuable. Note that many |
1975 | For dragon players, flesh items can be highly valuable. Note that many |
1881 | standard monsters carry flesh items from their <treasurelist>. |
1976 | standard monsters carry flesh items from their <treasurelist>. |
1882 | These flesh items "inherit" resistances and level from the monster they belong to. |
1977 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1884 | not the case - so you have to set it manually. |
1979 | not the case - so you have to set it manually. |
1885 | <br><br> |
1980 | <br><br> |
1886 | Generally adding special flesh-treaties for dragon players is a great thing |
1981 | Generally adding special flesh-treaties for dragon players is a great thing |
1887 | to do. Always consider that dragon players might really not be interested |
1982 | to do. Always consider that dragon players might really not be interested |
1888 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1983 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1889 | out on the reward completely. ]]> |
1984 | out on the reward completely.]]> |
1890 | </use> |
1985 | </use> |
1891 | <attribute arch="food" editor="foodpoints" type="int"> |
1986 | <attribute arch="food" editor="foodpoints" type="int"> |
1892 | The player's stomache will get filled with this amount of foodpoints. |
1987 | The player's stomache will get filled with this amount of foodpoints. |
1893 | The player's health will increase by <foodpoints>/50 hp. |
1988 | The player's health will increase by <foodpoints>/50 hp. |
1894 | </attribute> |
1989 | </attribute> |
… | |
… | |
1901 | </attribute> |
1996 | </attribute> |
1902 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1997 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1903 | A godgiven item vanishes as soon as the player |
1998 | A godgiven item vanishes as soon as the player |
1904 | drops it to the ground. |
1999 | drops it to the ground. |
1905 | </attribute> |
2000 | </attribute> |
1906 | <section name="resistance"> |
2001 | &resistances_flesh_section; |
1907 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1908 | Resistances on flesh items make them more durable against spellcraft |
|
|
1909 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1910 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1911 | items in a monster's inventory. |
|
|
1912 | </attribute> |
|
|
1913 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1914 | Resistances on flesh items make them more durable against spellcraft |
|
|
1915 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1916 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1917 | items in a monster's inventory. |
|
|
1918 | </attribute> |
|
|
1919 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1920 | Resistances on flesh items make them more durable against spellcraft |
|
|
1921 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1922 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1923 | items in a monster's inventory. |
|
|
1924 | </attribute> |
|
|
1925 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1926 | Resistances on flesh items make them more durable against spellcraft |
|
|
1927 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1928 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1929 | items in a monster's inventory. |
|
|
1930 | </attribute> |
|
|
1931 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1932 | Resistances on flesh items make them more durable against spellcraft |
|
|
1933 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1934 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1935 | items in a monster's inventory. |
|
|
1936 | </attribute> |
|
|
1937 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1938 | Resistances on flesh items make them more durable against spellcraft |
|
|
1939 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1940 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1941 | items in a monster's inventory. |
|
|
1942 | </attribute> |
|
|
1943 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1944 | Resistances on flesh items make them more durable against spellcraft |
|
|
1945 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1946 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1947 | items in a monster's inventory. |
|
|
1948 | </attribute> |
|
|
1949 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1950 | Resistances on flesh items make them more durable against spellcraft |
|
|
1951 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1952 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1953 | items in a monster's inventory. |
|
|
1954 | </attribute> |
|
|
1955 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1956 | Resistances on flesh items make them more durable against spellcraft |
|
|
1957 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1958 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1959 | items in a monster's inventory. |
|
|
1960 | </attribute> |
|
|
1961 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1962 | Resistances on flesh items make them more durable against spellcraft |
|
|
1963 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1964 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1965 | items in a monster's inventory. |
|
|
1966 | </attribute> |
|
|
1967 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1968 | Resistances on flesh items make them more durable against spellcraft |
|
|
1969 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1970 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1971 | items in a monster's inventory. |
|
|
1972 | </attribute> |
|
|
1973 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1974 | Resistances on flesh items make them more durable against spellcraft |
|
|
1975 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1976 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1977 | items in a monster's inventory. |
|
|
1978 | </attribute> |
|
|
1979 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1980 | Resistances on flesh items make them more durable against spellcraft |
|
|
1981 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1982 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1983 | items in a monster's inventory. |
|
|
1984 | </attribute> |
|
|
1985 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1986 | Resistances on flesh items make them more durable against spellcraft |
|
|
1987 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1988 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1989 | items in a monster's inventory. |
|
|
1990 | </attribute> |
|
|
1991 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1992 | Resistances on flesh items make them more durable against spellcraft |
|
|
1993 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1994 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1995 | items in a monster's inventory. |
|
|
1996 | </attribute> |
|
|
1997 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1998 | RResistances on flesh items make them more durable against spellcraft |
|
|
1999 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2000 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2001 | items in a monster's inventory. |
|
|
2002 | </attribute> |
|
|
2003 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2004 | Resistances on flesh items make them more durable against spellcraft |
|
|
2005 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2006 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2007 | items in a monster's inventory. |
|
|
2008 | </attribute> |
|
|
2009 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2010 | Resistances on flesh items make them more durable against spellcraft |
|
|
2011 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2012 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2013 | items in a monster's inventory. |
|
|
2014 | </attribute> |
|
|
2015 | </section> |
|
|
2016 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2002 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2017 | This text may describe the item. |
2003 | This text may describe the item. |
2018 | </attribute> |
2004 | </attribute> |
2019 | </type> |
2005 | </type> |
2020 | |
2006 | |
… | |
… | |
2027 | <ignore> |
2013 | <ignore> |
2028 | <ignore_list name="non_pickable" /> |
2014 | <ignore_list name="non_pickable" /> |
2029 | </ignore> |
2015 | </ignore> |
2030 | <description><![CDATA[ |
2016 | <description><![CDATA[ |
2031 | Floor is a very basic thing whithout too much |
2017 | Floor is a very basic thing whithout too much |
2032 | functionality. It's a floor - you stand on it. ]]> |
2018 | functionality. It's a floor - you stand on it.]]> |
2033 | </description> |
2019 | </description> |
2034 | <attribute arch="is_floor" value="1" type="fixed" /> |
2020 | <attribute arch="is_floor" value="1" type="fixed" /> |
2035 | <attribute arch="no_pick" value="1" type="fixed" /> |
2021 | <attribute arch="no_pick" value="1" type="fixed" /> |
2036 | <section name="terrain"> |
2022 | <section name="terrain"> |
2037 | &movement_types_terrain; |
2023 | &movement_types_terrain; |
… | |
… | |
2071 | Encounter-Floor is pretty much the same as normal floor. |
2057 | Encounter-Floor is pretty much the same as normal floor. |
2072 | Most outdoor floor/ground-arches are set to be "encounters". |
2058 | Most outdoor floor/ground-arches are set to be "encounters". |
2073 | That is kind of a relict from former code: When walking over |
2059 | That is kind of a relict from former code: When walking over |
2074 | encounter-floor, players sometimes got beamed to little maps |
2060 | encounter-floor, players sometimes got beamed to little maps |
2075 | with monsters on them. Nowadays this feature is disabled - |
2061 | with monsters on them. Nowadays this feature is disabled - |
2076 | Hence encounter floor is not different from normal floor. ]]> |
2062 | Hence encounter floor is not different from normal floor.]]> |
2077 | </description> |
2063 | </description> |
2078 | <attribute arch="is_floor" value="1" type="fixed" /> |
2064 | <attribute arch="is_floor" value="1" type="fixed" /> |
2079 | <attribute arch="no_pick" value="1" type="fixed" /> |
2065 | <attribute arch="no_pick" value="1" type="fixed" /> |
2080 | <section name="terrain"> |
2066 | <section name="terrain"> |
2081 | &movement_types_terrain; |
2067 | &movement_types_terrain; |
… | |
… | |
2108 | |
2094 | |
2109 | <!--####################################################################--> |
2095 | <!--####################################################################--> |
2110 | <type number="6" name="Food"> |
2096 | <type number="6" name="Food"> |
2111 | <description><![CDATA[ |
2097 | <description><![CDATA[ |
2112 | By eating/drinking food-objects, the player can fill his |
2098 | By eating/drinking food-objects, the player can fill his |
2113 | stomache and gain a little health. ]]> |
2099 | stomache and gain a little health.]]> |
2114 | </description> |
2100 | </description> |
2115 | <attribute arch="food" editor="foodpoints" type="int"> |
2101 | <attribute arch="food" editor="foodpoints" type="int"> |
2116 | The player's stomache will get filled with this amount of foodpoints. |
2102 | The player's stomache will get filled with this amount of foodpoints. |
2117 | The player's health will increase by <foodpoints>/50 hp. |
2103 | The player's health will increase by <foodpoints>/50 hp. |
2118 | </attribute> |
2104 | </attribute> |
… | |
… | |
2126 | <type number="91" name="Gate"> |
2112 | <type number="91" name="Gate"> |
2127 | <ignore> |
2113 | <ignore> |
2128 | <ignore_list name="non_pickable" /> |
2114 | <ignore_list name="non_pickable" /> |
2129 | </ignore> |
2115 | </ignore> |
2130 | <description><![CDATA[ |
2116 | <description><![CDATA[ |
2131 | Gates play an important role in Crossfire. Gates can be opened |
2117 | Gates play an important role in Deliantra. Gates can be opened |
2132 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2133 | or carrying special key-objects (-> inventory checker). |
2119 | or carrying special key-objects (-> inventory checker). |
2134 | Unlike locked doors, gates can get shut again after a player has |
2120 | Unlike locked doors, gates can get shut again after a player has |
2135 | passed, which makes them more practical in many cases. ]]> |
2121 | passed, which makes them more practical in many cases.]]> |
2136 | </description> |
2122 | </description> |
2137 | <use><![CDATA[ |
2123 | <use><![CDATA[ |
2138 | Use gates to divide your maps into seperated areas. After solving |
2124 | Use gates to divide your maps into seperated areas. After solving |
2139 | area A, the player gains access to area B, and so on. Make your |
2125 | area A, the player gains access to area B, and so on. Make your |
2140 | maps more complex than "one-way". ]]> |
2126 | maps more complex than "one-way".]]> |
2141 | </use> |
2127 | </use> |
2142 | <attribute arch="no_pick" value="1" type="fixed" /> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
2143 | <attribute arch="speed" value="1" type="float"> |
2129 | <attribute arch="speed" value="1" type="float"> |
2144 | The speed of the gate affects how fast it is closing/opening. |
2130 | The speed of the gate affects how fast it is closing/opening. |
2145 | </attribute> |
2131 | </attribute> |
… | |
… | |
2169 | <type number="113" name="Girdle"> |
2155 | <type number="113" name="Girdle"> |
2170 | <import_type name="Amulet" /> |
2156 | <import_type name="Amulet" /> |
2171 | <description><![CDATA[ |
2157 | <description><![CDATA[ |
2172 | Wearing a girdle, the object's stats will directly be inherited to |
2158 | Wearing a girdle, the object's stats will directly be inherited to |
2173 | the player. Girdles usually provide stats- or damage bonuses and no |
2159 | the player. Girdles usually provide stats- or damage bonuses and no |
2174 | defense. ]]> |
2160 | defense.]]> |
2175 | </description> |
2161 | </description> |
2176 | <use><![CDATA[ |
2162 | <use><![CDATA[ |
2177 | Feel free to create your own special artifacts. However, it is very |
2163 | Feel free to create your own special artifacts. However, it is very |
2178 | important that you keep your artifact in balance with existing maps. ]]> |
2164 | important that you keep your artifact in balance with existing maps.]]> |
2179 | </use> |
2165 | </use> |
2180 | <attribute arch="magic" editor="magic bonus" type="int"> |
2166 | <attribute arch="magic" editor="magic bonus" type="int"> |
2181 | <magic bonus> works just like ac, except that it can be improved by |
2167 | <magic bonus> works just like ac, except that it can be improved by |
2182 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2168 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2183 | than direct armour-class bonus on the helmet. |
2169 | than direct armour-class bonus on the helmet. |
… | |
… | |
2191 | <!--####################################################################--> |
2177 | <!--####################################################################--> |
2192 | <type number="100" name="Gloves"> |
2178 | <type number="100" name="Gloves"> |
2193 | <import_type name="Amulet" /> |
2179 | <import_type name="Amulet" /> |
2194 | <description><![CDATA[ |
2180 | <description><![CDATA[ |
2195 | Wearing gloves, the object's stats will directly be inherited to |
2181 | Wearing gloves, the object's stats will directly be inherited to |
2196 | the player. Gloves can add defense or damage bonuses. ]]> |
2182 | the player. Gloves can add defense or damage bonuses.]]> |
2197 | </description> |
2183 | </description> |
2198 | <use><![CDATA[ |
2184 | <use><![CDATA[ |
2199 | Feel free to create your own special artifacts. However, it is very |
2185 | Feel free to create your own special artifacts. However, it is very |
2200 | important that you keep your artifact in balance with existing maps. ]]> |
2186 | important that you keep your artifact in balance with existing maps.]]> |
2201 | </use> |
2187 | </use> |
2202 | <attribute arch="magic" editor="magic bonus" type="int"> |
2188 | <attribute arch="magic" editor="magic bonus" type="int"> |
2203 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2189 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2204 | If the gloves have <weapon class> instead, then <magic bonus> |
2190 | If the gloves have <weapon class> instead, then <magic bonus> |
2205 | will increase that. |
2191 | will increase that. |
… | |
… | |
2211 | <ignore> |
2197 | <ignore> |
2212 | <ignore_list name="non_pickable" /> |
2198 | <ignore_list name="non_pickable" /> |
2213 | </ignore> |
2199 | </ignore> |
2214 | <description><![CDATA[ |
2200 | <description><![CDATA[ |
2215 | A handle can be applied by players and (certain) monsters. |
2201 | A handle can be applied by players and (certain) monsters. |
2216 | Every time it is applied, the <connection> value is triggered. ]]> |
2202 | Every time it is applied, the <connection> value is triggered.]]> |
2217 | </description> |
2203 | </description> |
2218 | <use><![CDATA[ |
2204 | <use><![CDATA[ |
2219 | Handles are commonly used to move gates. When placing your lever, |
2205 | Handles are commonly used to move gates. When placing your lever, |
2220 | don't forget that some monsters are able to apply it. |
2206 | don't forget that some monsters are able to apply it. |
2221 | The ability to apply levers is rare among monsters - |
2207 | The ability to apply levers is rare among monsters - |
2222 | but vampires can do it for example. ]]> |
2208 | but vampires can do it for example.]]> |
2223 | </use> |
2209 | </use> |
2224 | <attribute arch="no_pick" value="1" type="fixed" /> |
2210 | <attribute arch="no_pick" value="1" type="fixed" /> |
2225 | <attribute arch="connected" editor="connection" type="int"> |
2211 | <attribute arch="connected" editor="connection" type="int"> |
2226 | Every time the handle is applied, all objects |
2212 | Every time the handle is applied, all objects |
2227 | with the same <connection> value are activated. |
2213 | with the same <connection> value are activated. |
… | |
… | |
2239 | <ignore_list name="non_pickable" /> |
2225 | <ignore_list name="non_pickable" /> |
2240 | </ignore> |
2226 | </ignore> |
2241 | <description><![CDATA[ |
2227 | <description><![CDATA[ |
2242 | Handle triggers are handles which reset after a short period |
2228 | Handle triggers are handles which reset after a short period |
2243 | of time. Every time it is either applied or reset, the |
2229 | of time. Every time it is either applied or reset, the |
2244 | <connection> value is triggered. ]]> |
2230 | <connection> value is triggered.]]> |
2245 | </description> |
2231 | </description> |
2246 | <use><![CDATA[ |
2232 | <use><![CDATA[ |
2247 | When you connect an ordinary handle to a gate, the gate normally remains |
2233 | When you connect an ordinary handle to a gate, the gate normally remains |
2248 | opened after the first player passed. If you want to keep the gate shut, |
2234 | opened after the first player passed. If you want to keep the gate shut, |
2249 | connecting it to a handle trigger is an easy solution. ]]> |
2235 | connecting it to a handle trigger is an easy solution. ]]> |
2250 | </use> |
2236 | </use> |
2251 | </type> |
2237 | </type> |
2252 | |
2238 | |
2253 | <!--####################################################################--> |
2239 | <!--####################################################################--> |
2254 | <type number="88" name="Hazard Floor"> |
2240 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2259 | <ignore_list name="non_pickable" /> |
2245 | <ignore_list name="non_pickable" /> |
2260 | </ignore> |
2246 | </ignore> |
2261 | <description><![CDATA[ |
2247 | <description><![CDATA[ |
2262 | The best example for Hazard Floor is lava. It works like standard |
2248 | The best example for Hazard Floor is lava. It works like standard |
2263 | floor, but damages all creatures standing on it. |
2249 | floor, but damages all creatures standing on it. |
2264 | Damage is taken in regular time intervals. ]]> |
2250 | Damage is taken in regular time intervals.]]> |
2265 | </description> |
2251 | </description> |
2266 | <use><![CDATA[ |
2252 | <use><![CDATA[ |
2267 | The default lava for example does minor damage. But you can turn |
2253 | The default lava for example does minor damage. But you can turn |
2268 | it up so that your hazard floor poses a real threat.<br> |
2254 | it up so that your hazard floor poses a real threat.<br> |
2269 | Like magic walls, such floors add a permanent thrill to your map. |
2255 | Like magic walls, such floors add a permanent thrill to your map. |
2270 | You can use that to safely chase off too-weak players, or just |
2256 | You can use that to safely chase off too-weak players, or just |
2271 | to have something different. ]]> |
2257 | to have something different.]]> |
2272 | </use> |
2258 | </use> |
2273 | <attribute arch="is_floor" value="1" type="fixed" /> |
2259 | <attribute arch="is_floor" value="1" type="fixed" /> |
2274 | <attribute arch="lifesave" value="1" type="fixed" /> |
2260 | <attribute arch="lifesave" value="1" type="fixed" /> |
2275 | &move_on; |
2261 | &move_on; |
2276 | <attribute arch="no_pick" value="1" type="fixed" /> |
2262 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2327 | <import_type name="Amulet" /> |
2313 | <import_type name="Amulet" /> |
2328 | <description><![CDATA[ |
2314 | <description><![CDATA[ |
2329 | Wearing a helmet, the object's stats will directly be inherited to |
2315 | Wearing a helmet, the object's stats will directly be inherited to |
2330 | the player. Normal helmets usually increase defense, while crowns |
2316 | the player. Normal helmets usually increase defense, while crowns |
2331 | add more special bonuses like stats/resistances paired with |
2317 | add more special bonuses like stats/resistances paired with |
2332 | low defense. ]]> |
2318 | low defense.]]> |
2333 | </description> |
2319 | </description> |
2334 | <use><![CDATA[ |
2320 | <use><![CDATA[ |
2335 | Feel free to create your own special artifacts. However, it is very |
2321 | Feel free to create your own special artifacts. However, it is very |
2336 | important that you keep your artifact in balance with existing maps. ]]> |
2322 | important that you keep your artifact in balance with existing maps.]]> |
2337 | </use> |
2323 | </use> |
2338 | <attribute arch="magic" editor="magic bonus" type="int"> |
2324 | <attribute arch="magic" editor="magic bonus" type="int"> |
2339 | <magic bonus> works just like ac, except that it can be improved by |
2325 | <magic bonus> works just like ac, except that it can be improved by |
2340 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2326 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2341 | than direct armour-class bonus on the helmet. |
2327 | than direct armour-class bonus on the helmet. |
… | |
… | |
2352 | <ignore_list name="non_pickable" /> |
2338 | <ignore_list name="non_pickable" /> |
2353 | </ignore> |
2339 | </ignore> |
2354 | <description><![CDATA[ |
2340 | <description><![CDATA[ |
2355 | Holy_altars are altars for the various religions. Praying |
2341 | Holy_altars are altars for the various religions. Praying |
2356 | at a Holy_altar will make you a follower of that god, and |
2342 | at a Holy_altar will make you a follower of that god, and |
2357 | if you already follow that god, you may get some extra bonus. ]]> |
2343 | if you already follow that god, you may get some extra bonus.]]> |
2358 | </description> |
2344 | </description> |
2359 | <attribute arch="no_pick" value="1" type="fixed" /> |
2345 | <attribute arch="no_pick" value="1" type="fixed" /> |
2360 | <attribute arch="other_arch" editor="god name" type="string"> |
2346 | <attribute arch="other_arch" editor="god name" type="string"> |
2361 | The altar belongs to the god of the given name. Possible options for |
2347 | The altar belongs to the god of the given name. Possible options for |
2362 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2348 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2385 | Horns are very similar to rods. The difference is that horns regenerate |
2371 | Horns are very similar to rods. The difference is that horns regenerate |
2386 | spellpoints faster and thus are more valuable than rods. |
2372 | spellpoints faster and thus are more valuable than rods. |
2387 | <br><br> |
2373 | <br><br> |
2388 | A horn contains a spell. The player can use this spell by applying and |
2374 | A horn contains a spell. The player can use this spell by applying and |
2389 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2375 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2390 | used endlessly. ]]> |
2376 | used endlessly.]]> |
2391 | </description> |
2377 | </description> |
2392 | <use><![CDATA[ |
2378 | <use><![CDATA[ |
2393 | Horns are powerful due to their fast recharge rate. They should |
2379 | Horns are powerful due to their fast recharge rate. They should |
2394 | never contain high level attacking spells. Even curing/healing spells |
2380 | never contain high level attacking spells. Even curing/healing spells |
2395 | are almost too good on a horn. ]]> |
2381 | are almost too good on a horn.]]> |
2396 | </use> |
2382 | </use> |
2397 | <attribute arch="sp" editor="spell" type="spell"> |
2383 | <attribute arch="sp" editor="spell" type="spell"> |
2398 | Sets the <spell> of the horn. Consider twice before handing out any |
2384 | Sets the <spell> of the horn. Consider twice before handing out any |
2399 | horns to players, since they can be used endlessly without any mana cost! |
2385 | horns to players, since they can be used endlessly without any mana cost! |
2400 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2386 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2426 | <!--####################################################################--> |
2412 | <!--####################################################################--> |
2427 | <type number="73" name="Inorganic"> |
2413 | <type number="73" name="Inorganic"> |
2428 | <description><![CDATA[ |
2414 | <description><![CDATA[ |
2429 | Inorganic materials are generally used as ingredients for |
2415 | Inorganic materials are generally used as ingredients for |
2430 | alchemical receipes. By themselves, they have no special |
2416 | alchemical receipes. By themselves, they have no special |
2431 | functionalities. ]]> |
2417 | functionalities.]]> |
2432 | </description> |
2418 | </description> |
2433 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2419 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2434 | </attribute> |
2420 | </attribute> |
2435 | <section name="resistance"> |
2421 | &resistances_basic; |
2436 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2437 | </attribute> |
|
|
2438 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2439 | </attribute> |
|
|
2440 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2441 | </attribute> |
|
|
2442 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2443 | </attribute> |
|
|
2444 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2445 | </attribute> |
|
|
2446 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2447 | </attribute> |
|
|
2448 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2449 | </attribute> |
|
|
2450 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2451 | </attribute> |
|
|
2452 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2453 | </attribute> |
|
|
2454 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2455 | </attribute> |
|
|
2456 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2457 | </attribute> |
|
|
2458 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2459 | </attribute> |
|
|
2460 | </section> |
|
|
2461 | </type> |
2422 | </type> |
2462 | |
2423 | |
2463 | <!--####################################################################--> |
2424 | <!--####################################################################--> |
2464 | <type number="64" name="Inventory Checker"> |
2425 | <type number="64" name="Inventory Checker"> |
2465 | <ignore> |
2426 | <ignore> |
… | |
… | |
2474 | <br><br> |
2435 | <br><br> |
2475 | Alternatively, you can set your inv. checker to block all players |
2436 | Alternatively, you can set your inv. checker to block all players |
2476 | that do/don't carry the matching object. |
2437 | that do/don't carry the matching object. |
2477 | <br><br> |
2438 | <br><br> |
2478 | As you can see, inv. checkers are quite powerful, holding a |
2439 | As you can see, inv. checkers are quite powerful, holding a |
2479 | great variety of possibilities. ]]> |
2440 | great variety of possibilities.]]> |
2480 | </description> |
2441 | </description> |
2481 | <use><![CDATA[ |
2442 | <use><![CDATA[ |
2482 | Putting a check_inventory space in front of a gate (one below) and |
2443 | Putting a check_inventory space in front of a gate (one below) and |
2483 | one on the opposite side works reasonably well as a control mechanism. |
2444 | one on the opposite side works reasonably well as a control mechanism. |
2484 | Unlike the key/door-combo, this one works infinite since it is |
2445 | Unlike the key/door-combo, this one works infinite since it is |
2485 | independant from map reset. Use it to put a "structure" into your |
2446 | independant from map reset. Use it to put a "structure" into your |
2486 | maps: Player must solve area A to gain access to area B. This concept |
2447 | maps: Player must solve area A to gain access to area B. This concept |
2487 | can be found in nearly every RPG - simple but effective. ]]> |
2448 | can be found in nearly every RPG - simple but effective.]]> |
2488 | </use> |
2449 | </use> |
2489 | <attribute arch="no_pick" value="1" type="fixed" /> |
2450 | <attribute arch="no_pick" value="1" type="fixed" /> |
2490 | <attribute arch="slaying" editor="match key string" type="string"> |
2451 | <attribute arch="slaying" editor="match key string" type="string"> |
2491 | This string specifies the object we are looking for: We have a match |
2452 | This string specifies the object we are looking for: We have a match |
2492 | if the player does/don't carry a key object or a mark with identical |
2453 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2568 | <!--####################################################################--> |
2529 | <!--####################################################################--> |
2569 | <type number="60" name="Jewel"> |
2530 | <type number="60" name="Jewel"> |
2570 | <description><![CDATA[ |
2531 | <description><![CDATA[ |
2571 | Items of the type Gold & Jewels are handled like a currency. |
2532 | Items of the type Gold & Jewels are handled like a currency. |
2572 | Unlike for any other type of item, in shops, the buy- and selling |
2533 | Unlike for any other type of item, in shops, the buy- and selling |
2573 | prices differ only marginally. ]]> |
2534 | prices differ only marginally.]]> |
2574 | </description> |
2535 | </description> |
2575 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2536 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2576 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2537 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2577 | This text may describe the object. |
2538 | This text may describe the object. |
2578 | </attribute> |
2539 | </attribute> |
… | |
… | |
2580 | |
2541 | |
2581 | <!--####################################################################--> |
2542 | <!--####################################################################--> |
2582 | <type number="24" name="Key"> |
2543 | <type number="24" name="Key"> |
2583 | <description><![CDATA[ |
2544 | <description><![CDATA[ |
2584 | When carrying a key, a normal door can be opened. The key will |
2545 | When carrying a key, a normal door can be opened. The key will |
2585 | disappear. ]]> |
2546 | disappear.]]> |
2586 | </description> |
2547 | </description> |
2587 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2548 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2588 | A godgiven item vanishes as soon as the player |
2549 | A godgiven item vanishes as soon as the player |
2589 | drops it to the ground. |
2550 | drops it to the ground. |
2590 | </attribute> |
2551 | </attribute> |
… | |
… | |
2595 | <ignore> |
2556 | <ignore> |
2596 | <ignore_list name="non_pickable" /> |
2557 | <ignore_list name="non_pickable" /> |
2597 | </ignore> |
2558 | </ignore> |
2598 | <description><![CDATA[ |
2559 | <description><![CDATA[ |
2599 | A locked door can be opened only when carrying |
2560 | A locked door can be opened only when carrying |
2600 | the appropriate special key. ]]> |
2561 | the appropriate special key.]]> |
2601 | </description> |
2562 | </description> |
2602 | <use><![CDATA[ |
2563 | <use><![CDATA[ |
2603 | If you want to create a locked door that cannot be opened (no key), |
2564 | If you want to create a locked door that cannot be opened (no key), |
2604 | set a <key string> like "no_key_available". This will clearify things |
2565 | set a <key string> like "no_key_available". This will clearify things |
2605 | and only a fool would create a key matching that string. |
2566 | and only a fool would create a key matching that string. |
… | |
… | |
2607 | Door-objects can not only be used for "doors". In many maps these |
2568 | Door-objects can not only be used for "doors". In many maps these |
2608 | are used with all kinds of faces/names, especially often as |
2569 | are used with all kinds of faces/names, especially often as |
2609 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2570 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2610 | There you have magic forces (door objects) put under certain artifact |
2571 | There you have magic forces (door objects) put under certain artifact |
2611 | items. To get your hands on the artifacts, you need to bring up the |
2572 | items. To get your hands on the artifacts, you need to bring up the |
2612 | appropriate quest items (key objects). ]]> |
2573 | appropriate quest items (key objects).]]> |
2613 | </use> |
2574 | </use> |
2614 | <attribute arch="move_type" value="0" type="fixed" /> |
2575 | <attribute arch="move_type" value="0" type="fixed" /> |
2615 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2616 | <attribute arch="slaying" editor="key string" type="string"> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2617 | The <key string> in the door must be identical with the |
2578 | The <key string> in the door must be identical with the |
2618 | <key string> in the special key, then the door is unlocked. |
2579 | <key string> in the special key, then the door is unlocked. |
2619 | It is VERY important to set the <key string> to something that |
2580 | It is VERY important to set the <key string> to something that |
2620 | is unique among the CF mapset. |
2581 | is unique among the Deliantra mapset. |
2621 | |
2582 | |
2622 | DONT EVER USE the default string "set_individual_value". |
2583 | DONT EVER USE the default string "set_individual_value". |
2623 | </attribute> |
2584 | </attribute> |
2624 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2585 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2625 | Restricting the use of spells to pass this door. |
2586 | Restricting the use of spells to pass this door. |
… | |
… | |
2644 | <ignore> |
2605 | <ignore> |
2645 | <ignore_list name="system_object" /> |
2606 | <ignore_list name="system_object" /> |
2646 | </ignore> |
2607 | </ignore> |
2647 | <description><![CDATA[ |
2608 | <description><![CDATA[ |
2648 | Magic_ears trigger a connected value |
2609 | Magic_ears trigger a connected value |
2649 | when the player speaks a specific keyword. ]]> |
2610 | when the player speaks a specific keyword.]]> |
2650 | </description> |
2611 | </description> |
2651 | <use><![CDATA[ |
2612 | <use><![CDATA[ |
2652 | Whenever you put magic_ears on your maps, make sure there are |
2613 | Whenever you put magic_ears on your maps, make sure there are |
2653 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2614 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2654 | something like a gate that is opened by speaking "open" or |
2615 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2656 | <br><br> |
2617 | <br><br> |
2657 | Magic_ears are typically used for interaction with NPCs. You |
2618 | Magic_ears are typically used for interaction with NPCs. You |
2658 | can create the impression that the NPC actually *does* something |
2619 | can create the impression that the NPC actually *does* something |
2659 | according to his conversation with a player. Mostly this means |
2620 | according to his conversation with a player. Mostly this means |
2660 | opening a gate or handing out some item, but you could be quite |
2621 | opening a gate or handing out some item, but you could be quite |
2661 | creative here. ]]> |
2622 | creative here.]]> |
2662 | </use> |
2623 | </use> |
2663 | <attribute arch="no_pick" value="1" type="fixed" /> |
2624 | <attribute arch="no_pick" value="1" type="fixed" /> |
2664 | <attribute arch="connected" editor="connection" type="int"> |
2625 | <attribute arch="connected" editor="connection" type="int"> |
2665 | The Magic_ear will trigger all objects with the |
2626 | The Magic_ear will trigger all objects with the |
2666 | same connection value, every time it is activated. |
2627 | same connection value, every time it is activated. |
… | |
… | |
2688 | Magic walls can contain any spell. However, some spells do not |
2649 | Magic walls can contain any spell. However, some spells do not |
2689 | operate very successfully in them. The only way to know is to test |
2650 | operate very successfully in them. The only way to know is to test |
2690 | the spell you want to use with a wall. |
2651 | the spell you want to use with a wall. |
2691 | <br><br> |
2652 | <br><br> |
2692 | Several types of magical walls are predefined for you in the |
2653 | Several types of magical walls are predefined for you in the |
2693 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2654 | archetypes, and can be found on the "connected" Pickmap.]]> |
2694 | </description> |
2655 | </description> |
2695 | <use><![CDATA[ |
2656 | <use><![CDATA[ |
2696 | Spellcasting walls pose an interesting alternative to monsters. |
2657 | Spellcasting walls pose an interesting alternative to monsters. |
2697 | Usually they are set to be undestroyable. Thus, while monsters |
2658 | Usually they are set to be undestroyable. Thus, while monsters |
2698 | in a map can be cleared out, the magic walls remain. Low level |
2659 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2709 | walls' spell(s). |
2670 | walls' spell(s). |
2710 | <br><br> |
2671 | <br><br> |
2711 | It is possible to make walls rotate when triggered. But that is so |
2672 | It is possible to make walls rotate when triggered. But that is so |
2712 | confusing (and useless IMHO) that I did not mention it above. You |
2673 | confusing (and useless IMHO) that I did not mention it above. You |
2713 | can find a working example on the map |
2674 | can find a working example on the map |
2714 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2675 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2715 | </use> |
2676 | </use> |
2716 | <attribute arch="dam" editor="spell" type="spell"> |
2677 | <attribute arch="dam" editor="spell" type="spell"> |
2717 | The magic wall will cast this <spell>. |
2678 | The magic wall will cast this <spell>. |
2718 | </attribute> |
2679 | </attribute> |
2719 | <attribute arch="level" editor="spell level" type="int"> |
2680 | <attribute arch="level" editor="spell level" type="int"> |
… | |
… | |
2759 | A magic wall of high <armour class> is less likely to get hit from |
2720 | A magic wall of high <armour class> is less likely to get hit from |
2760 | an opponent. <armour class> can be considered the "counterpiece" |
2721 | an opponent. <armour class> can be considered the "counterpiece" |
2761 | to <weapon class>. |
2722 | to <weapon class>. |
2762 | </attribute> |
2723 | </attribute> |
2763 | </section> |
2724 | </section> |
2764 | <section name="resistance"> |
2725 | &resistances_basic; |
2765 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2766 | </attribute> |
|
|
2767 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2768 | </attribute> |
|
|
2769 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2770 | </attribute> |
|
|
2771 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2772 | </attribute> |
|
|
2773 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2774 | </attribute> |
|
|
2775 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2776 | </attribute> |
|
|
2777 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2778 | </attribute> |
|
|
2779 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2780 | </attribute> |
|
|
2781 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2782 | </attribute> |
|
|
2783 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2784 | </attribute> |
|
|
2785 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2786 | </attribute> |
|
|
2787 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2788 | </attribute> |
|
|
2789 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2790 | </attribute> |
|
|
2791 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2792 | </attribute> |
|
|
2793 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2794 | </attribute> |
|
|
2795 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2796 | </attribute> |
|
|
2797 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2798 | </attribute> |
|
|
2799 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2800 | </attribute> |
|
|
2801 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2802 | </attribute> |
|
|
2803 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2804 | </attribute> |
|
|
2805 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2806 | </attribute> |
|
|
2807 | </section> |
|
|
2808 | </type> |
2726 | </type> |
2809 | |
2727 | |
2810 | <!--####################################################################--> |
2728 | <!--####################################################################--> |
2811 | <type number="55" name="Marker"> |
2729 | <type number="55" name="Marker"> |
2812 | <ignore> |
2730 | <ignore> |
… | |
… | |
2817 | player stepping on it. This force does nothing except containing a |
2735 | player stepping on it. This force does nothing except containing a |
2818 | <key string> which can be discovered by detectors or inventory |
2736 | <key string> which can be discovered by detectors or inventory |
2819 | checkers. It is also possible to use markers for removing marks again. |
2737 | checkers. It is also possible to use markers for removing marks again. |
2820 | <br><br> |
2738 | <br><br> |
2821 | Note that the player has no possibility to "see" his own marks, |
2739 | Note that the player has no possibility to "see" his own marks, |
2822 | except by the effect that they cause on the maps. ]]> |
2740 | except by the effect that they cause on the maps.]]> |
2823 | </description> |
2741 | </description> |
2824 | <use><![CDATA[ |
2742 | <use><![CDATA[ |
2825 | Markers hold real cool possibilities for map-making. I encourage |
2743 | Markers hold real cool possibilities for map-making. I encourage |
2826 | you to use them frequently. However there is one negative point |
2744 | you to use them frequently. However there is one negative point |
2827 | about markers: Players don't "see" what's going on with them. It is |
2745 | about markers: Players don't "see" what's going on with them. It is |
2828 | your task, as map-creator, to make sure the player is always well |
2746 | your task, as map-creator, to make sure the player is always well |
2829 | informed and never confused. |
2747 | informed and never confused. |
2830 | <br><br> |
2748 | <br><br> |
2831 | Please avoid infinite markers when they aren't needed. They're |
2749 | Please avoid infinite markers when they aren't needed. They're |
2832 | using a little space in the player file after all, so if there |
2750 | using a little space in the player file after all, so if there |
2833 | is no real purpose, set an expire time. ]]> |
2751 | is no real purpose, set an expire time.]]> |
2834 | </use> |
2752 | </use> |
2835 | <attribute arch="no_pick" value="1" type="fixed" /> |
2753 | <attribute arch="no_pick" value="1" type="fixed" /> |
2836 | <attribute arch="slaying" editor="key string" type="string"> |
2754 | <attribute arch="slaying" editor="key string" type="string"> |
2837 | The <key string> can be detected by inv. checkers/detectors. |
2755 | The <key string> can be detected by inv. checkers/detectors. |
2838 | If the player already has a force with that <key string>, |
2756 | If the player already has a force with that <key string>, |
… | |
… | |
2884 | When a player picks an item from a shop and attempts to |
2802 | When a player picks an item from a shop and attempts to |
2885 | walk over the shop mat, the item's selling-price is automatically |
2803 | walk over the shop mat, the item's selling-price is automatically |
2886 | subtracted from the player's money. |
2804 | subtracted from the player's money. |
2887 | <br><br> |
2805 | <br><br> |
2888 | For money, always use the default arches. |
2806 | For money, always use the default arches. |
2889 | Don't modify them. ]]> |
2807 | Don't modify them.]]> |
2890 | </description> |
2808 | </description> |
2891 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2809 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2892 | </type> |
2810 | </type> |
2893 | |
2811 | |
2894 | <!--####################################################################--> |
2812 | <!--####################################################################--> |
… | |
… | |
2909 | Monsters can behave in various kinds of ways. |
2827 | Monsters can behave in various kinds of ways. |
2910 | They can be aggressive, attacking the player. Or peaceful, |
2828 | They can be aggressive, attacking the player. Or peaceful, |
2911 | helping the player - maybe joining him as pet. |
2829 | helping the player - maybe joining him as pet. |
2912 | The unagressive creatures who communicate with players are |
2830 | The unagressive creatures who communicate with players are |
2913 | usually called "NPCs" (Non Player Character), a well-known |
2831 | usually called "NPCs" (Non Player Character), a well-known |
2914 | term in role-play environments. ]]> |
2832 | term in role-play environments.]]> |
2915 | </description> |
2833 | </description> |
2916 | <use><![CDATA[ |
2834 | <use><![CDATA[ |
2917 | Monsters play a central role in most maps. Choosing the right |
2835 | Monsters play a central role in most maps. Choosing the right |
2918 | combination of monsters for your map is vital: |
2836 | combination of monsters for your map is vital: |
2919 | <UL> |
2837 | <UL> |
… | |
… | |
2944 | can use. |
2862 | can use. |
2945 | </UL> |
2863 | </UL> |
2946 | I know it's impossible to make the perfectly balanced map. There's always |
2864 | I know it's impossible to make the perfectly balanced map. There's always |
2947 | some part which is found too easy or too hard for a certain kind of player. |
2865 | some part which is found too easy or too hard for a certain kind of player. |
2948 | Just give it your best shot. And listen to feedback from players if you |
2866 | Just give it your best shot. And listen to feedback from players if you |
2949 | receive some. :-) ]]> |
2867 | receive some. :-)]]> |
2950 | </use> |
2868 | </use> |
2951 | <attribute arch="alive" value="1" type="fixed" /> |
2869 | <attribute arch="alive" value="1" type="fixed" /> |
2952 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2870 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2953 | When the monster is killed, items from the treasurelist will |
2871 | When the monster is killed, items from the treasurelist will |
2954 | drop to the ground. This is a common way to reward players |
2872 | drop to the ground. This is a common way to reward players |
2955 | for killing (masses of) monsters. |
2873 | for killing (masses of) monsters. |
2956 | |
2874 | |
2957 | Note that you can always put items into the monster's |
2875 | Note that you can always put items into the monster's |
2958 | inventory. Those will drop-at-kill just like the stuff |
2876 | inventory. Those will drop-at-kill just like the stuff |
2959 | from the <treasurelist>. |
2877 | from the <treasurelist>. |
|
|
2878 | </attribute> |
|
|
2879 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2880 | Set this flag to move treasure items created into the environment (map) |
|
|
2881 | instead of putting them into the object. |
2960 | </attribute> |
2882 | </attribute> |
2961 | <attribute arch="level" editor="level" type="int"> |
2883 | <attribute arch="level" editor="level" type="int"> |
2962 | A monster's <level> is the most important attribute. |
2884 | A monster's <level> is the most important attribute. |
2963 | <level> affects the power of a monster in various ways. |
2885 | <level> affects the power of a monster in various ways. |
2964 | </attribute> |
2886 | </attribute> |
… | |
… | |
3011 | </attribute> |
2933 | </attribute> |
3012 | <attribute arch="carrying" editor="carries weight" type="int"> |
2934 | <attribute arch="carrying" editor="carries weight" type="int"> |
3013 | If a monster has something in the inventory, this |
2935 | If a monster has something in the inventory, this |
3014 | value can be set to reflect the slowdown due to |
2936 | value can be set to reflect the slowdown due to |
3015 | the carried weight. |
2937 | the carried weight. |
|
|
2938 | </attribute> |
|
|
2939 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2940 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2941 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2942 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2943 | and will try to save them when the player logs out. |
3016 | </attribute> |
2944 | </attribute> |
3017 | |
2945 | |
3018 | <section name="melee"> |
2946 | <section name="melee"> |
3019 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2947 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3020 | This number is a bitmask, specifying the monster's attacktypes |
2948 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3192 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3120 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3193 | Monsters which <stand still> won't move to leave their position. |
3121 | Monsters which <stand still> won't move to leave their position. |
3194 | When agressive, they will attack all enemies who get close to |
3122 | When agressive, they will attack all enemies who get close to |
3195 | them. This behaviour is commonly known from castle guards. |
3123 | them. This behaviour is commonly known from castle guards. |
3196 | |
3124 | |
3197 | In older versions of Crossfire it was possible to eventually |
3125 | In older versions of Deliantra it was possible to eventually |
3198 | push a <stand still>-monster out of position by force. |
3126 | push a <stand still>-monster out of position by force. |
3199 | I believe this is no longer possible. Neverthless, you should |
3127 | I believe this is no longer possible. Neverthless, you should |
3200 | still be cautious when lining up <stand still>-monster in order |
3128 | still be cautious when lining up <stand still>-monster in order |
3201 | to "defend" something: Such monsters are rather easy to kill. |
3129 | to "defend" something: Such monsters are rather easy to kill. |
3202 | It's good for low level maps, but not much more. |
3130 | It's good for low level maps, but not much more. |
… | |
… | |
3238 | When the monster's health points drop below this percentage |
3166 | When the monster's health points drop below this percentage |
3239 | (relative to max health), it attempts to run away from the |
3167 | (relative to max health), it attempts to run away from the |
3240 | attacker. |
3168 | attacker. |
3241 | </attribute> |
3169 | </attribute> |
3242 | </section> |
3170 | </section> |
3243 | |
3171 | &resistances_basic; |
3244 | <section name="resistance"> |
|
|
3245 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3246 | </attribute> |
|
|
3247 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3248 | </attribute> |
|
|
3249 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3250 | </attribute> |
|
|
3251 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3252 | </attribute> |
|
|
3253 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3254 | </attribute> |
|
|
3255 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3256 | </attribute> |
|
|
3257 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3258 | </attribute> |
|
|
3259 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3260 | </attribute> |
|
|
3261 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3262 | </attribute> |
|
|
3263 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3264 | </attribute> |
|
|
3265 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3266 | </attribute> |
|
|
3267 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3268 | </attribute> |
|
|
3269 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3270 | </attribute> |
|
|
3271 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3272 | </attribute> |
|
|
3273 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3274 | </attribute> |
|
|
3275 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3276 | </attribute> |
|
|
3277 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3278 | </attribute> |
|
|
3279 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3280 | </attribute> |
|
|
3281 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3282 | </attribute> |
|
|
3283 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3284 | </attribute> |
|
|
3285 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3286 | </attribute> |
|
|
3287 | </section> |
|
|
3288 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3172 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3289 | </attribute> |
3173 | </attribute> |
3290 | </type> |
3174 | </type> |
3291 | |
3175 | |
3292 | <!--####################################################################--> |
3176 | <!--####################################################################--> |
… | |
… | |
3297 | <attribute arch="name_pl" /> |
3181 | <attribute arch="name_pl" /> |
3298 | <attribute arch="nrof" /> |
3182 | <attribute arch="nrof" /> |
3299 | <attribute arch="value" /> |
3183 | <attribute arch="value" /> |
3300 | <attribute arch="unpaid" /> |
3184 | <attribute arch="unpaid" /> |
3301 | </ignore> |
3185 | </ignore> |
3302 | <description><![CDATA[ |
3186 | <description> |
3303 | A grimreaper is a monster that vanishes after it did some number of |
3187 | A grimreaper is a monster that vanishes after it did some number of |
3304 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3188 | draining attacks. |
3305 | </description> |
3189 | </description> |
3306 | <section name="grimreaper"> |
3190 | <section name="grimreaper"> |
3307 | <attribute arch="value" editor="attacks" type="int"> |
3191 | <attribute arch="value" editor="attacks" type="int"> |
3308 | The object vanishes after this number of draining attacks. |
3192 | The object vanishes after this number of draining attacks. |
3309 | </attribute> |
3193 | </attribute> |
… | |
… | |
3317 | </ignore> |
3201 | </ignore> |
3318 | <description><![CDATA[ |
3202 | <description><![CDATA[ |
3319 | As the name implies, mood floors can change the "mood" of |
3203 | As the name implies, mood floors can change the "mood" of |
3320 | a monsters/NPC. For example, an unagressive monster could be |
3204 | a monsters/NPC. For example, an unagressive monster could be |
3321 | turned mad to start attacking. Similar, an agressive monster |
3205 | turned mad to start attacking. Similar, an agressive monster |
3322 | could be calmed. ]]> |
3206 | could be calmed.]]> |
3323 | </description> |
3207 | </description> |
3324 | <use><![CDATA[ |
3208 | <use><![CDATA[ |
3325 | Mood floors are absolutely cool for NPC interaction. To make an |
3209 | Mood floors are absolutely cool for NPC interaction. To make an |
3326 | unaggressive monster/NPC attack, put a creator with "other_arch |
3210 | unaggressive monster/NPC attack, put a creator with "other_arch |
3327 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3211 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3331 | it directly to a magic_ear. Then the player speaks a keyword like |
3215 | it directly to a magic_ear. Then the player speaks a keyword like |
3332 | "help me" - and the NPC joins him as pet. |
3216 | "help me" - and the NPC joins him as pet. |
3333 | <br><br> |
3217 | <br><br> |
3334 | (Of course you must always give clear hints about keywords! |
3218 | (Of course you must always give clear hints about keywords! |
3335 | And there is no reason why you couldn't use a button/lever/pedestal |
3219 | And there is no reason why you couldn't use a button/lever/pedestal |
3336 | etc. instead of a magic_ear.) ]]> |
3220 | etc. instead of a magic_ear.)]]> |
3337 | </use> |
3221 | </use> |
3338 | <attribute arch="no_pick" value="1" type="fixed" /> |
3222 | <attribute arch="no_pick" value="1" type="fixed" /> |
3339 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3223 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3340 | <mood> is used to determine what will happen to the |
3224 | <mood> is used to determine what will happen to the |
3341 | monster when affected by the mood floor: |
3225 | monster when affected by the mood floor: |
… | |
… | |
3385 | can monsters. Motion is involuntary. Additionally, players or |
3269 | can monsters. Motion is involuntary. Additionally, players or |
3386 | monsters can be "frozen" while ontop of movers so that they MUST |
3270 | monsters can be "frozen" while ontop of movers so that they MUST |
3387 | move along a chain of them. |
3271 | move along a chain of them. |
3388 | <br><br> |
3272 | <br><br> |
3389 | Multisquare monsters can be moved as well, given |
3273 | Multisquare monsters can be moved as well, given |
3390 | enough space. Movers are usually invisible. ]]> |
3274 | enough space. Movers are usually invisible.]]> |
3391 | </description> |
3275 | </description> |
3392 | <use><![CDATA[ |
3276 | <use><![CDATA[ |
3393 | NEVER EVER consider a mover being unpassable in the backwards |
3277 | NEVER EVER consider a mover being unpassable in the backwards |
3394 | direction. Setting "forced movement" makes it seemingly impossible |
3278 | direction. Setting "forced movement" makes it seemingly impossible |
3395 | but there is still a trick: One player can push a second player |
3279 | but there is still a trick: One player can push a second player |
… | |
… | |
3402 | cannot be discovered with the show_invisible spell. |
3286 | cannot be discovered with the show_invisible spell. |
3403 | <br><br> |
3287 | <br><br> |
3404 | Note that Movers and Directors are seperate objects, even though |
3288 | Note that Movers and Directors are seperate objects, even though |
3405 | they look and act similar. Directors only do spells/missiles, |
3289 | they look and act similar. Directors only do spells/missiles, |
3406 | while movers only do living creatures (depending on how it |
3290 | while movers only do living creatures (depending on how it |
3407 | is set: monsters and players). ]]> |
3291 | is set: monsters and players).]]> |
3408 | </use> |
3292 | </use> |
3409 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3293 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3410 | If forced movement is enabled, the mover "freezes" anyone it |
3294 | If forced movement is enabled, the mover "freezes" anyone it |
3411 | moves (so they are forced to move along a chain). |
3295 | moves (so they are forced to move along a chain). |
3412 | For players there is no way to escape this forced movement, |
3296 | For players there is no way to escape this forced movement, |
… | |
… | |
3464 | <ignore_list name="non_pickable" /> |
3348 | <ignore_list name="non_pickable" /> |
3465 | </ignore> |
3349 | </ignore> |
3466 | <description><![CDATA[ |
3350 | <description><![CDATA[ |
3467 | Pedestals are designed to detect certain types of living objects. |
3351 | Pedestals are designed to detect certain types of living objects. |
3468 | When a predefined type of living creature steps on the pedestal, the |
3352 | When a predefined type of living creature steps on the pedestal, the |
3469 | connected value is triggered. ]]> |
3353 | connected value is triggered.]]> |
3470 | </description> |
3354 | </description> |
3471 | <use><![CDATA[ |
3355 | <use><![CDATA[ |
3472 | If you want to create a place where only players of a certain race |
3356 | If you want to create a place where only players of a certain race |
3473 | can enter, put a teleporter over your pedestal. So the teleporter is |
3357 | can enter, put a teleporter over your pedestal. So the teleporter is |
3474 | only activated for players of the matching race. Do not use gates, |
3358 | only activated for players of the matching race. Do not use gates, |
3475 | because many other players could sneak in. If you put powerful |
3359 | because many other players could sneak in. If you put powerful |
3476 | artifacts into such places, generally set "startequip 1", so that |
3360 | artifacts into such places, generally set "startequip 1", so that |
3477 | they are preserved for that one race and can't be traded to others. ]]> |
3361 | they are preserved for that one race and can't be traded to others.]]> |
3478 | </use> |
3362 | </use> |
3479 | <attribute arch="no_pick" value="1" type="fixed" /> |
3363 | <attribute arch="no_pick" value="1" type="fixed" /> |
3480 | <attribute arch="slaying" editor="match race" type="string"> |
3364 | <attribute arch="slaying" editor="match race" type="string"> |
3481 | the <match race> defines the object we're looking for. If <match race> |
3365 | the <match race> defines the object we're looking for. If <match race> |
3482 | matches the monster's or the player's race, we have a match. |
3366 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3500 | <ignore_list name="non_pickable" /> |
3384 | <ignore_list name="non_pickable" /> |
3501 | </ignore> |
3385 | </ignore> |
3502 | <description><![CDATA[ |
3386 | <description><![CDATA[ |
3503 | Pits are holes, transporting the player when he walks (and falls) into them. |
3387 | Pits are holes, transporting the player when he walks (and falls) into them. |
3504 | A speciality about pits is that they don't transport the player to |
3388 | A speciality about pits is that they don't transport the player to |
3505 | the exact destination, but within a two-square radius of the destination |
3389 | the exact destination, but within a configurable radius of the destination |
3506 | (never on blocked squares).<br> |
3390 | (never on blocked squares).<br> |
3507 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3391 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3508 | Monsters and items are affected by pits just as well as players. |
3392 | Monsters and items are affected by pits just as well as players. |
3509 | Even multipart monsters can fall through them, given enough space. ]]> |
3393 | Even multipart monsters can fall through them, given enough space.]]> |
3510 | </description> |
3394 | </description> |
3511 | <use><![CDATA[ |
3395 | <use><![CDATA[ |
3512 | Pits can add interesting effects to your map. When using them, make |
3396 | Pits can add interesting effects to your map. When using them, make |
3513 | sure to use them in a "logical way": Pits should always drop the |
3397 | sure to use them in a "logical way": Pits should always drop the |
3514 | player to some kind of lower level. They should not be used to |
3398 | player to some kind of lower level. They should not be used to |
3515 | randomly interconnect maps like teleporters do. ]]> |
3399 | randomly interconnect maps like teleporters do.]]> |
3516 | </use> |
3400 | </use> |
3517 | <attribute arch="no_pick" value="1" type="fixed" /> |
3401 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3402 | <attribute arch="range" editor="random radius" type="int"> |
|
|
3403 | The radius of the square area that the pit will randomly put the player into. |
|
|
3404 | </attribute> |
3518 | <attribute arch="connected" editor="connection" type="int"> |
3405 | <attribute arch="connected" editor="connection" type="int"> |
3519 | When a <connection> value is set, the pit can be opened/closed |
3406 | When a <connection> value is set, the pit can be opened/closed |
3520 | by activating the connection. |
3407 | by activating the connection. |
3521 | </attribute> |
3408 | </attribute> |
3522 | &activate_on; |
3409 | &activate_on; |
… | |
… | |
3543 | |
3430 | |
3544 | <!--####################################################################--> |
3431 | <!--####################################################################--> |
3545 | <type number="7" name="Poison Food"> |
3432 | <type number="7" name="Poison Food"> |
3546 | <description><![CDATA[ |
3433 | <description><![CDATA[ |
3547 | When eating, the player's stomache is drained by 1/4 of food. |
3434 | When eating, the player's stomache is drained by 1/4 of food. |
3548 | If his food drops to zero, the player might even die. ]]> |
3435 | If his food drops to zero, the player might even die.]]> |
3549 | </description> |
3436 | </description> |
3550 | </type> |
3437 | </type> |
3551 | |
3438 | |
3552 | <!--####################################################################--> |
3439 | <!--####################################################################--> |
3553 | <type number="5" name="Potion"> |
3440 | <type number="5" name="Potion"> |
3554 | <description><![CDATA[ |
3441 | <description><![CDATA[ |
3555 | The player can drink these and gain various kinds of benefits |
3442 | The player can drink these and gain various kinds of benefits |
3556 | (/penalties) by doing so. ]]> |
3443 | (/penalties) by doing so.]]> |
3557 | </description> |
3444 | </description> |
3558 | <use><![CDATA[ |
3445 | <use><![CDATA[ |
3559 | One potion should never give multiple benefits at once. ]]> |
3446 | One potion should never give multiple benefits at once.]]> |
3560 | </use> |
3447 | </use> |
3561 | <attribute arch="level" editor="potion level" type="int"> |
3448 | <attribute arch="level" editor="potion level" type="int"> |
3562 | If the potion contains a spell, the spell is cast at this level. |
3449 | If the potion contains a spell, the spell is cast at this level. |
3563 | For other potions it should be set at least to 1. |
3450 | For other potions it should be set at least to 1. |
3564 | </attribute> |
3451 | </attribute> |
… | |
… | |
3582 | </attribute> |
3469 | </attribute> |
3583 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3470 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3584 | A godgiven item vanishes as soon as the player |
3471 | A godgiven item vanishes as soon as the player |
3585 | drops it to the ground. |
3472 | drops it to the ground. |
3586 | </attribute> |
3473 | </attribute> |
3587 | <section name="stats"> |
3474 | &player_stat_resist_sections; |
3588 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3589 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3590 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3591 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3592 | stats if positive. |
|
|
3593 | </attribute> |
|
|
3594 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3595 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3596 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3597 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3598 | stats if positive. |
|
|
3599 | </attribute> |
|
|
3600 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3601 | The player's constitution will rise/fall by the given value for permanent |
|
|
3602 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3603 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3604 | stats if positive. |
|
|
3605 | </attribute> |
|
|
3606 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3607 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3608 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3609 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3610 | stats if positive. |
|
|
3611 | </attribute> |
|
|
3612 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3613 | The player's power will rise/fall by the given value for permanent |
|
|
3614 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3615 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3616 | stats if positive. |
|
|
3617 | </attribute> |
|
|
3618 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3619 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3620 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3621 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3622 | stats if positive. |
|
|
3623 | </attribute> |
|
|
3624 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3625 | The player's charisma will rise/fall by the given value for permanent |
|
|
3626 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3627 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3628 | stats if positive. |
|
|
3629 | </attribute> |
|
|
3630 | </section> |
|
|
3631 | <section name="resistance"> |
|
|
3632 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3633 | The player's resistance to physical will rise by this value in percent |
|
|
3634 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3635 | add on the values from the player's equipment. |
|
|
3636 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3637 | </attribute> |
|
|
3638 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3639 | The player's resistance to magic will rise by this value in percent |
|
|
3640 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3641 | add on the values from the player's equipment. |
|
|
3642 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3643 | </attribute> |
|
|
3644 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3645 | The player's resistance to fire will rise by this value in percent |
|
|
3646 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3647 | add on the values from the player's equipment. |
|
|
3648 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3649 | </attribute> |
|
|
3650 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3651 | The player's resistance to electricity will rise by this value in percent |
|
|
3652 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3653 | add on the values from the player's equipment. |
|
|
3654 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3655 | </attribute> |
|
|
3656 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3657 | The player's resistance to cold will rise by this value in percent |
|
|
3658 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3659 | add on the values from the player's equipment. |
|
|
3660 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3661 | </attribute> |
|
|
3662 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3663 | The player's resistance to acid will rise by this value in percent |
|
|
3664 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3665 | add on the values from the player's equipment. |
|
|
3666 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3667 | </attribute> |
|
|
3668 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3669 | The player's resistance to confusion will rise by this value in percent |
|
|
3670 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3671 | add on the values from the player's equipment. |
|
|
3672 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3673 | </attribute> |
|
|
3674 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3675 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3676 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3677 | add on the values from the player's equipment. |
|
|
3678 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3679 | </attribute> |
|
|
3680 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3681 | The player's resistance to paralyze will rise by this value in percent |
|
|
3682 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3683 | add on the values from the player's equipment. |
|
|
3684 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3685 | </attribute> |
|
|
3686 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3687 | The player's resistance to draining will rise by this value in percent |
|
|
3688 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3689 | add on the values from the player's equipment. |
|
|
3690 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3691 | </attribute> |
|
|
3692 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3693 | The player's resistance to depletion will rise by this value in percent |
|
|
3694 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3695 | add on the values from the player's equipment. |
|
|
3696 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3697 | </attribute> |
|
|
3698 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3699 | The player's resistance to poison will rise by this value in percent |
|
|
3700 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3701 | add on the values from the player's equipment. |
|
|
3702 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3703 | </attribute> |
|
|
3704 | </section> |
|
|
3705 | </type> |
3475 | </type> |
3706 | |
3476 | |
3707 | <!--####################################################################--> |
3477 | <!--####################################################################--> |
3708 | <type number="156" name="Power Crystal"> |
3478 | <type number="156" name="Power Crystal"> |
3709 | <description><![CDATA[ |
3479 | <description><![CDATA[ |
3710 | Power crystals can store a player's mana: |
3480 | Power crystals can store a player's mana: |
3711 | When the player applies the crystal with full mana, half of |
3481 | When the player applies the crystal with full mana, half of |
3712 | it flows into the crystal. When the player applies it with |
3482 | it flows into the crystal. When the player applies it with |
3713 | lacking mana, the crystal replenishes the player's mana. ]]> |
3483 | lacking mana, the crystal replenishes the player's mana.]]> |
3714 | </description> |
3484 | </description> |
3715 | <attribute arch="sp" editor="initial mana" type="int"> |
3485 | <attribute arch="sp" editor="initial mana" type="int"> |
3716 | <initial mana> is the amount of spellpoints that the |
3486 | <initial mana> is the amount of spellpoints that the |
3717 | crystal holds when the map is loaded. |
3487 | crystal holds when the map is loaded. |
3718 | </attribute> |
3488 | </attribute> |
… | |
… | |
3730 | Projectiles like arrows/crossbow bolts are used as ammunition |
3500 | Projectiles like arrows/crossbow bolts are used as ammunition |
3731 | for shooting weapons. |
3501 | for shooting weapons. |
3732 | <br><br> |
3502 | <br><br> |
3733 | It's very easy to add new pairs of weapons & projectiles. |
3503 | It's very easy to add new pairs of weapons & projectiles. |
3734 | Just set matching <ammunition class> both for shooting |
3504 | Just set matching <ammunition class> both for shooting |
3735 | weapon and projectile. ]]> |
3505 | weapon and projectile.]]> |
3736 | </description> |
3506 | </description> |
3737 | <use><![CDATA[ |
3507 | <use><![CDATA[ |
3738 | If you want to create new kinds of projectiles, you could |
3508 | If you want to create new kinds of projectiles, you could |
3739 | add an alchemical receipe to create these. |
3509 | add an alchemical receipe to create these. |
3740 | |
3510 | |
3741 | Don't create new pairs of weapons & projectiles unless |
3511 | Don't create new pairs of weapons & projectiles unless |
3742 | they really fullfill a useful purpose. In fact, even bows |
3512 | they really fullfill a useful purpose. In fact, even bows |
3743 | and crossbows are rarely ever used. ]]> |
3513 | and crossbows are rarely ever used.]]> |
3744 | </use> |
3514 | </use> |
3745 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3515 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3746 | This number is a bitmask, specifying the projectile's attacktypes. |
3516 | This number is a bitmask, specifying the projectile's attacktypes. |
3747 | Attacktypes are: physical, magical, fire, cold.. etc. |
3517 | Attacktypes are: physical, magical, fire, cold.. etc. |
3748 | This works identical to melee weapons. Note that shooting |
3518 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3810 | <type number="70" name="Ring"> |
3580 | <type number="70" name="Ring"> |
3811 | <import_type name="Amulet" /> |
3581 | <import_type name="Amulet" /> |
3812 | <description><![CDATA[ |
3582 | <description><![CDATA[ |
3813 | Rings are worn on the hands - one ring each. |
3583 | Rings are worn on the hands - one ring each. |
3814 | Wearing rings, the object's stats will directly be inherited to |
3584 | Wearing rings, the object's stats will directly be inherited to |
3815 | the player. Usually enhancing his spellcasting potential. ]]> |
3585 | the player. Usually enhancing his spellcasting potential.]]> |
3816 | </description> |
3586 | </description> |
3817 | <use><![CDATA[ |
3587 | <use><![CDATA[ |
3818 | When you create an artifact ring, never forget that players can |
3588 | When you create an artifact ring, never forget that players can |
3819 | wear <B>two</B> rings! Due to that it is extremely important to |
3589 | wear <B>two</B> rings! Due to that it is extremely important to |
3820 | keep rings in balance with the game. |
3590 | keep rings in balance with the game. |
3821 | <br><br> |
3591 | <br><br> |
3822 | Also keep in mind that rings are generally the wizard's tools. |
3592 | Also keep in mind that rings are generally the wizard's tools. |
3823 | They should primarily grant bonuses to spellcasting abilities |
3593 | They should primarily grant bonuses to spellcasting abilities |
3824 | and non-physical resistances. ]]> |
3594 | and non-physical resistances.]]> |
3825 | </use> |
3595 | </use> |
3826 | </type> |
3596 | </type> |
3827 | |
3597 | |
3828 | <!--####################################################################--> |
3598 | <!--####################################################################--> |
3829 | <type number="3" name="Rod"> |
3599 | <type number="3" name="Rod"> |
… | |
… | |
3832 | </ignore> |
3602 | </ignore> |
3833 | <description><![CDATA[ |
3603 | <description><![CDATA[ |
3834 | A rod contains a spell. The player can use this spell by applying and |
3604 | A rod contains a spell. The player can use this spell by applying and |
3835 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3605 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3836 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3606 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3837 | used endlessly. ]]> |
3607 | used endlessly.]]> |
3838 | </description> |
3608 | </description> |
3839 | <use><![CDATA[ |
3609 | <use><![CDATA[ |
3840 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3610 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3841 | to be used for that purpose. Though, potions are expensive and only good for |
3611 | to be used for that purpose. Though, potions are expensive and only good for |
3842 | one-time-use.<br> ]]> |
3612 | one-time-use.<br>]]> |
3843 | </use> |
3613 | </use> |
3844 | <attribute arch="sp" editor="spell" type="spell"> |
3614 | <attribute arch="sp" editor="spell" type="spell"> |
3845 | Sets the <spell> of the rod. Consider twice before handing out special |
3615 | Sets the <spell> of the rod. Consider twice before handing out special |
3846 | rods to players, since they can be used endlessly without any mana cost! |
3616 | rods to players, since they can be used endlessly without any mana cost! |
3847 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3617 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3887 | Runes hit any monster or person who steps on them for 'dam' damage in |
3657 | Runes hit any monster or person who steps on them for 'dam' damage in |
3888 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3658 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3889 | and will cast this spell when it detonates. Yet another kind is the |
3659 | and will cast this spell when it detonates. Yet another kind is the |
3890 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3660 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3891 | <br><br> |
3661 | <br><br> |
3892 | Many runes are already defined in the archetypes. ]]> |
3662 | Many runes are already defined in the archetypes.]]> |
3893 | </description> |
3663 | </description> |
3894 | <use><![CDATA[ |
3664 | <use><![CDATA[ |
3895 | Avoid monsters stepping on your runes. For example, summoning runes |
3665 | Avoid monsters stepping on your runes. For example, summoning runes |
3896 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3666 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3897 | </use> |
3667 | </use> |
3898 | <attribute arch="no_pick" value="1" type="fixed" /> |
3668 | <attribute arch="no_pick" value="1" type="fixed" /> |
3899 | &move_on; |
3669 | &move_on; |
3900 | <attribute arch="level" editor="rune level" type="int"> |
3670 | <attribute arch="level" editor="rune level" type="int"> |
3901 | This value sets the level the rune will cast the spell it contains at, |
3671 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3969 | <ignore_list name="non_pickable" /> |
3739 | <ignore_list name="non_pickable" /> |
3970 | </ignore> |
3740 | </ignore> |
3971 | <description><![CDATA[ |
3741 | <description><![CDATA[ |
3972 | When the player applies a savebed, he is not only saved. Both his |
3742 | When the player applies a savebed, he is not only saved. Both his |
3973 | respawn-after-death and his word-of-recall positions are pointing |
3743 | respawn-after-death and his word-of-recall positions are pointing |
3974 | to the last-applied savebed. ]]> |
3744 | to the last-applied savebed.]]> |
3975 | </description> |
3745 | </description> |
3976 | <use><![CDATA[ |
3746 | <use><![CDATA[ |
3977 | Put savebed locations in towns, do not put them into dungeons. |
3747 | Put savebed locations in towns, do not put them into dungeons. |
3978 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3748 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3979 | That means: |
3749 | That means: |
3980 | <UL> |
3750 | <UL> |
3981 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3751 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3982 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3752 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3983 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3753 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3984 | players get trapped in a savebed location. |
3754 | players get trapped in a savebed location. |
3985 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3755 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3986 | arch called "dungeon_magic" everywhere). This is not required, |
3756 | arch called "dungeon_magic" everywhere). This is not required, |
3987 | but it makes the place much more safe. |
3757 | but it makes the place much more safe. |
3988 | </UL> ]]> |
3758 | </UL>]]> |
3989 | </use> |
3759 | </use> |
3990 | <attribute arch="no_pick" value="1" type="fixed" /> |
3760 | <attribute arch="no_pick" value="1" type="fixed" /> |
3991 | <attribute arch="no_magic" value="1" type="fixed" /> |
3761 | <attribute arch="no_magic" value="1" type="fixed" /> |
3992 | <attribute arch="damned" value="1" type="fixed" /> |
3762 | <attribute arch="damned" value="1" type="fixed" /> |
3993 | </type> |
3763 | </type> |
… | |
… | |
4000 | <description><![CDATA[ |
3770 | <description><![CDATA[ |
4001 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3771 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
4002 | scrolls require a certain literacy skill to read successfully. |
3772 | scrolls require a certain literacy skill to read successfully. |
4003 | Accordingly, for a successful reading, a small amount of |
3773 | Accordingly, for a successful reading, a small amount of |
4004 | experience is gained. Scrolls allow only one time usage, but |
3774 | experience is gained. Scrolls allow only one time usage, but |
4005 | usually they are sold in bulks. ]]> |
3775 | usually they are sold in bulks.]]> |
4006 | </description> |
3776 | </description> |
4007 | <use><![CDATA[ |
3777 | <use><![CDATA[ |
4008 | For low level quests, scrolls of healing/curing-spells |
3778 | For low level quests, scrolls of healing/curing-spells |
4009 | can be a nice reward. At higher levels, scrolls become less |
3779 | can be a nice reward. At higher levels, scrolls become less |
4010 | and less useful. ]]> |
3780 | and less useful.]]> |
4011 | </use> |
3781 | </use> |
4012 | <attribute arch="level" editor="casting level" type="int"> |
3782 | <attribute arch="level" editor="casting level" type="int"> |
4013 | The spell of the scroll will be casted at this level. |
3783 | The spell of the scroll will be casted at this level. |
4014 | This value should always be set, at least to 1. |
3784 | This value should always be set, at least to 1. |
4015 | </attribute> |
3785 | </attribute> |
… | |
… | |
4027 | <type number="33" name="Shield"> |
3797 | <type number="33" name="Shield"> |
4028 | <import_type name="Amulet" /> |
3798 | <import_type name="Amulet" /> |
4029 | <description><![CDATA[ |
3799 | <description><![CDATA[ |
4030 | Wearing a shield, the object's stats will directly be inherited to |
3800 | Wearing a shield, the object's stats will directly be inherited to |
4031 | the player. Shields usually provide good defense, only surpassed |
3801 | the player. Shields usually provide good defense, only surpassed |
4032 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3802 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
4033 | </description> |
3803 | </description> |
4034 | <use><![CDATA[ |
3804 | <use><![CDATA[ |
4035 | Feel free to create your own special artifacts. However, it is very |
3805 | Feel free to create your own special artifacts. However, it is very |
4036 | important that you keep your artifact in balance with existing maps. ]]> |
3806 | important that you keep your artifact in balance with existing maps.]]> |
4037 | </use> |
3807 | </use> |
4038 | <attribute arch="magic" editor="magic bonus" type="int"> |
3808 | <attribute arch="magic" editor="magic bonus" type="int"> |
4039 | <magic bonus> works just like ac, except that it can be improved by |
3809 | <magic bonus> works just like ac, except that it can be improved by |
4040 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3810 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
4041 | than direct armour-class bonus on the shield. |
3811 | than direct armour-class bonus on the shield. |
… | |
… | |
4050 | wielded both at the same time. Like with any other equipment, |
3820 | wielded both at the same time. Like with any other equipment, |
4051 | stats/bonuses from shooting weapons are directly inherited to the player. |
3821 | stats/bonuses from shooting weapons are directly inherited to the player. |
4052 | <br><br> |
3822 | <br><br> |
4053 | It's very easy to add new pairs of weapons & projectiles. |
3823 | It's very easy to add new pairs of weapons & projectiles. |
4054 | Just set matching <ammunition class> both for shooting |
3824 | Just set matching <ammunition class> both for shooting |
4055 | weapon and projectile. ]]> |
3825 | weapon and projectile.]]> |
4056 | </description> |
3826 | </description> |
4057 | <use><![CDATA[ |
3827 | <use><![CDATA[ |
4058 | Shooting weapons should not add bonuses in general. There's already |
3828 | Shooting weapons should not add bonuses in general. There's already |
4059 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3829 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4060 | Shooting weapons should especially not add bonuses to the player |
3830 | Shooting weapons should especially not add bonuses to the player |
4061 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3831 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4062 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3832 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4063 | - still crap. ]]> |
3833 | - still crap.]]> |
4064 | </use> |
3834 | </use> |
4065 | <attribute arch="race" editor="ammunition class" type="string"> |
3835 | <attribute arch="race" editor="ammunition class" type="string"> |
4066 | Only projectiles with matching <ammunition class> can be fired |
3836 | Only projectiles with matching <ammunition class> can be fired |
4067 | with this weapon. For normal bows set "arrows", for normal |
3837 | with this weapon. For normal bows set "arrows", for normal |
4068 | crossbows set "crossbow bolts". |
3838 | crossbows set "crossbow bolts". |
… | |
… | |
4097 | amount of <item power>, depending on their own level. This is the |
3867 | amount of <item power>, depending on their own level. This is the |
4098 | only way to prevent low level players to wear "undeserved" equipment |
3868 | only way to prevent low level players to wear "undeserved" equipment |
4099 | (like gifts from other players or cheated items). |
3869 | (like gifts from other players or cheated items). |
4100 | |
3870 | |
4101 | It is very important to adjust the <item power> value carefully |
3871 | It is very important to adjust the <item power> value carefully |
4102 | for every artifact you create! If zero/unset, the CF server will |
3872 | for every artifact you create! If zero/unset, the Deliantra server will |
4103 | calculate a provisional value at runtime, but this is never |
3873 | calculate a provisional value at runtime, but this is never |
4104 | going to be an accurate measurement of <item power>. |
3874 | going to be an accurate measurement of <item power>. |
4105 | </attribute> |
3875 | </attribute> |
4106 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3876 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4107 | Usually the player's strentgh takes effect on the damage |
3877 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4189 | These items are all flagged as unpaid. |
3959 | These items are all flagged as unpaid. |
4190 | When a player drops an item onto shop floor, the item becomes |
3960 | When a player drops an item onto shop floor, the item becomes |
4191 | unpaid and the player receives payment according to the item's |
3961 | unpaid and the player receives payment according to the item's |
4192 | selling-value. |
3962 | selling-value. |
4193 | Shopfloor always prevents magic (To hinder players from burning |
3963 | Shopfloor always prevents magic (To hinder players from burning |
4194 | or freezing the goods). ]]> |
3964 | or freezing the goods).]]> |
4195 | </description> |
3965 | </description> |
4196 | <use><![CDATA[ |
3966 | <use><![CDATA[ |
4197 | Tile your whole shop-interior space which shop floor. |
3967 | Tile your whole shop-interior space which shop floor. |
4198 | (That assures players receive payment for dropping items). |
3968 | (That assures players receive payment for dropping items). |
4199 | Place shop mats to enter/leave the shop, and make sure |
3969 | Place shop mats to enter/leave the shop, and make sure |
4200 | there is no other exit than the shop mat. ]]> |
3970 | there is no other exit than the shop mat.]]> |
4201 | </use> |
3971 | </use> |
4202 | <attribute arch="is_floor" value="1" type="fixed" /> |
3972 | <attribute arch="is_floor" value="1" type="fixed" /> |
4203 | <attribute arch="no_pick" value="1" type="fixed" /> |
3973 | <attribute arch="no_pick" value="1" type="fixed" /> |
4204 | <attribute arch="no_magic" value="1" type="fixed" /> |
3974 | <attribute arch="no_magic" value="1" type="fixed" /> |
4205 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
3975 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4239 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4009 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4240 | or -destinations. When stepping onto a shopmat the player gets beamed |
4010 | or -destinations. When stepping onto a shopmat the player gets beamed |
4241 | to the nearest other mat. If the player has unpaid items in his |
4011 | to the nearest other mat. If the player has unpaid items in his |
4242 | inventory, the price gets charged from his coins automatically. |
4012 | inventory, the price gets charged from his coins automatically. |
4243 | If the player has insufficient coins to buy his unpaid items, he |
4013 | If the player has insufficient coins to buy his unpaid items, he |
4244 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4014 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4245 | </description> |
4015 | </description> |
4246 | <use><![CDATA[ |
4016 | <use><![CDATA[ |
4247 | As stated above, always place TWO shop mats into your shop. |
4017 | As stated above, always place TWO shop mats into your shop. |
4248 | Not more and not less than that. ]]> |
4018 | Not more and not less than that.]]> |
4249 | </use> |
4019 | </use> |
4250 | <attribute arch="no_pick" value="1" type="fixed" /> |
4020 | <attribute arch="no_pick" value="1" type="fixed" /> |
4251 | &move_on; |
4021 | &move_on; |
4252 | </type> |
4022 | </type> |
4253 | |
4023 | |
… | |
… | |
4258 | </ignore> |
4028 | </ignore> |
4259 | <description><![CDATA[ |
4029 | <description><![CDATA[ |
4260 | The purpose of a sign or magic_mouth is to display a certain message to |
4030 | The purpose of a sign or magic_mouth is to display a certain message to |
4261 | the player. There are three ways to have the player get this message: |
4031 | the player. There are three ways to have the player get this message: |
4262 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4032 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4263 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4033 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4264 | </description> |
4034 | </description> |
4265 | <use><![CDATA[ |
4035 | <use><![CDATA[ |
4266 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4036 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4267 | some true roleplay feeling to your maps, support your storyline or give |
4037 | some true roleplay feeling to your maps, support your storyline or give |
4268 | hints about hidden secrets/dangers. Place signs to provide the player |
4038 | hints about hidden secrets/dangers. Place signs to provide the player |
4269 | with all kinds of useful information for getting along in your maps. ]]> |
4039 | with all kinds of useful information for getting along in your maps.]]> |
4270 | </use> |
4040 | </use> |
4271 | <attribute arch="connected" editor="connection" type="int"> |
4041 | <attribute arch="connected" editor="connection" type="int"> |
4272 | When a connection value is set, the message will be printed whenever |
4042 | When a connection value is set, the message will be printed whenever |
4273 | the connection is triggered. This should be used in combination with |
4043 | the connection is triggered. This should be used in combination with |
4274 | <invisible> enabled and <activate by walking/flying> disabled. |
4044 | <invisible> enabled and <activate by walking/flying> disabled. |
… | |
… | |
4293 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4063 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4294 | This text will be displayed to the player. |
4064 | This text will be displayed to the player. |
4295 | </attribute> |
4065 | </attribute> |
4296 | </type> |
4066 | </type> |
4297 | |
4067 | |
|
|
4068 | <type number="150" name="Shop Inventory"> |
|
|
4069 | <ignore> |
|
|
4070 | <ignore_list name="non_pickable" /> |
|
|
4071 | </ignore> |
|
|
4072 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4073 | </description> |
|
|
4074 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4075 | </use> |
|
|
4076 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4077 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4078 | the map that will be searched for unpaid items. |
|
|
4079 | </attribute> |
|
|
4080 | </type> |
|
|
4081 | |
4298 | <!--####################################################################--> |
4082 | <!--####################################################################--> |
4299 | <type number="43" name="Skill"> |
4083 | <type number="43" name="Skill"> |
4300 | <ignore> |
4084 | <ignore> |
4301 | <ignore_list name="system_object" /> |
4085 | <ignore_list name="system_object" /> |
4302 | </ignore> |
4086 | </ignore> |
4303 | <description><![CDATA[ |
4087 | <description><![CDATA[ |
4304 | Skills are objects which exist in the player/monster inventory. |
4088 | Skills are objects which exist in the player/monster inventory. |
4305 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4089 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4306 | are enabled for monster use however. ]]> |
4090 | are enabled for monster use however.]]> |
4307 | </description> |
4091 | </description> |
4308 | <use><![CDATA[ |
4092 | <use><![CDATA[ |
4309 | For mapmaking, Skill objects serve two purposes: |
4093 | For mapmaking, Skill objects serve two purposes: |
4310 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4094 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4311 | can be seen as the global skill definitions. A skill which doesn't |
4095 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4316 | </p><p> |
4100 | </p><p> |
4317 | Secondly, in order to enable monsters to use skills, you will need to |
4101 | Secondly, in order to enable monsters to use skills, you will need to |
4318 | copy default skill archtypes into the monsters' inventories. |
4102 | copy default skill archtypes into the monsters' inventories. |
4319 | You can even customize the skills by changing stats. It is not |
4103 | You can even customize the skills by changing stats. It is not |
4320 | recommended however, to use skills in your maps which are totally |
4104 | recommended however, to use skills in your maps which are totally |
4321 | unrelated to any predefined skill archtype.</p> ]]> |
4105 | unrelated to any predefined skill archtype.</p>]]> |
4322 | </use> |
4106 | </use> |
4323 | <attribute arch="invisible" value="1" type="fixed" /> |
4107 | <attribute arch="invisible" value="1" type="fixed" /> |
4324 | <attribute arch="no_drop" value="1" type="fixed" /> |
4108 | <attribute arch="no_drop" value="1" type="fixed" /> |
4325 | <attribute arch="skill" editor="skill name" type="string"> |
4109 | <attribute arch="skill" editor="skill name" type="string"> |
4326 | The <skill name> is used for matchings. When a usable |
4110 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4336 | expmul is 1, the player will get 500 added to that skill as well as |
4120 | expmul is 1, the player will get 500 added to that skill as well as |
4337 | 500 to their total. |
4121 | 500 to their total. |
4338 | </attribute> |
4122 | </attribute> |
4339 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4123 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4340 | The <skill type> defines the base functionality of the skill. |
4124 | The <skill type> defines the base functionality of the skill. |
4341 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4125 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4342 | create new skill types, but it requires a bit of server-coding. |
4126 | create new skill types, but it requires a bit of server-coding. |
4343 | </attribute> |
4127 | </attribute> |
4344 | <attribute arch="level" editor="level" type="int"> |
4128 | <attribute arch="level" editor="level" type="int"> |
4345 | </attribute> |
4129 | </attribute> |
4346 | <attribute arch="exp" editor="experience" type="int"> |
4130 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4355 | |
4139 | |
4356 | <!--####################################################################--> |
4140 | <!--####################################################################--> |
4357 | <type number="130" name="Skill Scroll"> |
4141 | <type number="130" name="Skill Scroll"> |
4358 | <description><![CDATA[ |
4142 | <description><![CDATA[ |
4359 | By reading a skill scroll, a player has a chance to learn the |
4143 | By reading a skill scroll, a player has a chance to learn the |
4360 | contained skill. ]]> |
4144 | contained skill.]]> |
4361 | </description> |
4145 | </description> |
4362 | <use><![CDATA[ |
4146 | <use><![CDATA[ |
4363 | Skill scrolls are very much sought for by players. Currently, |
4147 | Skill scrolls are very much sought for by players. Currently, |
4364 | all skill scrolls are sold in shops randomly, which is in fact not |
4148 | all skill scrolls are sold in shops randomly, which is in fact not |
4365 | a good system. It would be nice to have some cool quests with |
4149 | a good system. It would be nice to have some cool quests with |
4366 | skill scrolls rewarded at the end. ]]> |
4150 | skill scrolls rewarded at the end.]]> |
4367 | </use> |
4151 | </use> |
4368 | <attribute arch="race" value="scrolls" type="fixed" /> |
4152 | <attribute arch="race" value="scrolls" type="fixed" /> |
4369 | <attribute arch="skill" editor="skill name" type="string"> |
4153 | <attribute arch="skill" editor="skill name" type="string"> |
4370 | The <skill name> matches the skill object that can |
4154 | The <skill name> matches the skill object that can |
4371 | be learned from this scroll. |
4155 | be learned from this scroll. |
… | |
… | |
4381 | When carrying the appropriate special key, a locked door can |
4165 | When carrying the appropriate special key, a locked door can |
4382 | be opened. The key will dissapear. |
4166 | be opened. The key will dissapear. |
4383 | <br><br> |
4167 | <br><br> |
4384 | This object-type can also be used for "passport"-like items: |
4168 | This object-type can also be used for "passport"-like items: |
4385 | When walking onto an invetory checker, a gate for example might |
4169 | When walking onto an invetory checker, a gate for example might |
4386 | get opened. The "passport" will stay in the player's inventory. ]]> |
4170 | get opened. The "passport" will stay in the player's inventory.]]> |
4387 | </description> |
4171 | </description> |
4388 | <use><![CDATA[ |
4172 | <use><![CDATA[ |
4389 | How to make a "passport": You take the special key arch |
4173 | How to make a "passport": You take the special key arch |
4390 | (archetype name is "key2"), set the face to something like |
4174 | (archetype name is "key2"), set the face to something like |
4391 | card.111 and the name to "passport" - that's all. The <key string> |
4175 | card.111 and the name to "passport" - that's all. The <key string> |
4392 | certainly must match with the appropiate inventory checker. |
4176 | certainly must match with the appropiate inventory checker. |
4393 | <br><br> |
4177 | <br><br> |
4394 | Of course you can be creative with names and faces of |
4178 | Of course you can be creative with names and faces of |
4395 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4179 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4396 | (with appropriate faces) appear more interesting than just |
4180 | (with appropriate faces) appear more interesting than just |
4397 | a "strange key", or "passport". ]]> |
4181 | a "strange key", or "passport".]]> |
4398 | </use> |
4182 | </use> |
4399 | <attribute arch="slaying" editor="key string" type="string"> |
4183 | <attribute arch="slaying" editor="key string" type="string"> |
4400 | This string must be identical with the <key string> in the |
4184 | This string must be identical with the <key string> in the |
4401 | locked door, then it can be unlocked. It can also be used |
4185 | locked door, then it can be unlocked. It can also be used |
4402 | to trigger inventory checkers. |
4186 | to trigger inventory checkers. |
… | |
… | |
4437 | players can learn it by reading the book. Once learned, players |
4221 | players can learn it by reading the book. Once learned, players |
4438 | can use the spell as often as they like. With increasing skill level |
4222 | can use the spell as often as they like. With increasing skill level |
4439 | of the player, spells may gain power but also increase cost.<br> |
4223 | of the player, spells may gain power but also increase cost.<br> |
4440 | Monsters can use spells which are put in their inventory (provided |
4224 | Monsters can use spells which are put in their inventory (provided |
4441 | that certain "enabling" settings are correct). The monster's |
4225 | that certain "enabling" settings are correct). The monster's |
4442 | <treasurelist> can also be used to provide it with spells. ]]> |
4226 | <treasurelist> can also be used to provide it with spells.]]> |
4443 | </description> |
4227 | </description> |
4444 | <use><![CDATA[ |
4228 | <use><![CDATA[ |
4445 | A lot of the spells' settings can be tuned and customized. |
4229 | A lot of the spells' settings can be tuned and customized. |
4446 | When creating new spells which are accessible to players, it is |
4230 | When creating new spells which are accessible to players, it is |
4447 | important to think about balance. A single spell which is too |
4231 | important to think about balance. A single spell which is too |
4448 | powerful and/or too easy to use can eventually toss the whole skill |
4232 | powerful and/or too easy to use can eventually toss the whole skill |
4449 | and magic school system out of whack. Testing new spells is |
4233 | and magic school system out of whack. Testing new spells is |
4450 | quite important therefore. ]]> |
4234 | quite important therefore.]]> |
4451 | </use> |
4235 | </use> |
4452 | <attribute arch="no_drop" value="1" type="fixed" /> |
4236 | <attribute arch="no_drop" value="1" type="fixed" /> |
4453 | <attribute arch="invisible" value="1" type="fixed" /> |
4237 | <attribute arch="invisible" value="1" type="fixed" /> |
4454 | <attribute arch="skill" editor="skill name" type="string"> |
4238 | <attribute arch="skill" editor="skill name" type="string"> |
4455 | The <skill name> matches the skill which is needed |
4239 | The <skill name> matches the skill which is needed |
… | |
… | |
4487 | to read.<br><br> |
4271 | to read.<br><br> |
4488 | You can create widely customized spells only by adjusting the |
4272 | You can create widely customized spells only by adjusting the |
4489 | spell object in the spellbooks inventory. Refer to the description |
4273 | spell object in the spellbooks inventory. Refer to the description |
4490 | of spell objects for detailed information how to customize spells.<br> |
4274 | of spell objects for detailed information how to customize spells.<br> |
4491 | If you want to have a random spellbook instead, choose a <treasurelist> |
4275 | If you want to have a random spellbook instead, choose a <treasurelist> |
4492 | with a compilation of spells that the book may contain. ]]> |
4276 | with a compilation of spells that the book may contain.]]> |
4493 | </description> |
4277 | </description> |
4494 | <use><![CDATA[ |
4278 | <use><![CDATA[ |
4495 | Don't put any of the godgiven spells into a spellbook! These are |
4279 | Don't put any of the godgiven spells into a spellbook! These are |
4496 | reserved for the followers of the appropriate cults. Handing them |
4280 | reserved for the followers of the appropriate cults. Handing them |
4497 | out in a spellbook would violate the balance between different religions. |
4281 | out in a spellbook would violate the balance between different religions. |
4498 | <br><br> |
4282 | <br><br> |
4499 | Note that there is no fundamental difference between the spellbooks |
4283 | Note that there is no fundamental difference between the spellbooks |
4500 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4284 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4501 | even praying). The difference lies only in the spells they contain. |
4285 | even praying). The difference lies only in the spells they contain. |
4502 | It is up to you, the mapmaker, to pick the right type of book |
4286 | It is up to you, the mapmaker, to pick the right type of book |
4503 | for your spells. ]]> |
4287 | for your spells.]]> |
4504 | </use> |
4288 | </use> |
4505 | <attribute arch="skill" value="literacy" type="fixed" /> |
4289 | <attribute arch="skill" value="literacy" type="fixed" /> |
4506 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4290 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4507 | There are two ways to put spells into a spellbook: |
4291 | There are two ways to put spells into a spellbook: |
4508 | 1. Put a spell object in the books inventory. In this case, |
4292 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4527 | </ignore> |
4311 | </ignore> |
4528 | <description><![CDATA[ |
4312 | <description><![CDATA[ |
4529 | Spinners change the direction of spell objects and other projectiles |
4313 | Spinners change the direction of spell objects and other projectiles |
4530 | that fly past. Unlike directors, it does make a difference from what |
4314 | that fly past. Unlike directors, it does make a difference from what |
4531 | angle you shoot into the spinner. The direction of objects flying past |
4315 | angle you shoot into the spinner. The direction of objects flying past |
4532 | is always changed by a certain degree. ]]> |
4316 | is always changed by a certain degree.]]> |
4533 | </description> |
4317 | </description> |
4534 | <use><![CDATA[ |
4318 | <use><![CDATA[ |
4535 | Spinners are very rarely used. I believe they are quite |
4319 | Spinners are very rarely used. I believe they are quite |
4536 | confusing and pointless. The only use I can think of is building |
4320 | confusing and pointless. The only use I can think of is building |
4537 | some puzzle about where to shoot into spinners to shoot somewhere you |
4321 | some puzzle about where to shoot into spinners to shoot somewhere you |
4538 | otherwise couldn't. |
4322 | otherwise couldn't. |
4539 | |
4323 | |
4540 | When placing spinners on a map with magic walls, make sure the spell- |
4324 | When placing spinners on a map with magic walls, make sure the spell- |
4541 | projectiles from magic walls don't get to fly in loops. ]]> |
4325 | projectiles from magic walls don't get to fly in loops.]]> |
4542 | </use> |
4326 | </use> |
4543 | <attribute arch="sp" editor="direction number" type="int"> |
4327 | <attribute arch="sp" editor="direction number" type="int"> |
4544 | The spinner will change the direction of flying objects by |
4328 | The spinner will change the direction of flying objects by |
4545 | 45 degrees per <direction number>. Negative values spin clockwise, |
4329 | 45 degrees per <direction number>. Negative values spin clockwise, |
4546 | positive values counter clockwise. |
4330 | positive values counter clockwise. |
… | |
… | |
4559 | Swamp areas show a special behaviour: |
4343 | Swamp areas show a special behaviour: |
4560 | When a player stands still on a swamp-square for too long, |
4344 | When a player stands still on a swamp-square for too long, |
4561 | he will start to sink in and eventually drown and die. |
4345 | he will start to sink in and eventually drown and die. |
4562 | Items dropped on the swamp sink in and dissapear. |
4346 | Items dropped on the swamp sink in and dissapear. |
4563 | Players with knowledge of the woodsman skill are a lot less likely |
4347 | Players with knowledge of the woodsman skill are a lot less likely |
4564 | to die in the swamp. ]]> |
4348 | to die in the swamp.]]> |
4565 | </description> |
4349 | </description> |
4566 | <attribute arch="is_floor" value="1" type="fixed" /> |
4350 | <attribute arch="is_floor" value="1" type="fixed" /> |
4567 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4351 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4568 | <attribute arch="speed" editor="drowning speed" type="float"> |
4352 | <attribute arch="speed" editor="drowning speed" type="float"> |
4569 | The higher the <drowning speed>, the faster will players and items |
4353 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4593 | different location. The main difference to the object-type exit |
4377 | different location. The main difference to the object-type exit |
4594 | is the possibility to have teleporters connected to levers/buttons/etc. |
4378 | is the possibility to have teleporters connected to levers/buttons/etc. |
4595 | Sometimes teleporters are activated even against the players will. |
4379 | Sometimes teleporters are activated even against the players will. |
4596 | <br><br> |
4380 | <br><br> |
4597 | Unlike exits, teleporters can also transfer items and |
4381 | Unlike exits, teleporters can also transfer items and |
4598 | monsters to different locations on the same map. ]]> |
4382 | monsters to different locations on the same map.]]> |
4599 | </description> |
4383 | </description> |
4600 | <use><![CDATA[ |
4384 | <use><![CDATA[ |
4601 | When creating maps, I guess sooner or later you'll want to have |
4385 | When creating maps, I guess sooner or later you'll want to have |
4602 | an invisible teleporter. If using "invisible 1", the teleporter |
4386 | an invisible teleporter. If using "invisible 1", the teleporter |
4603 | can still be discovered with the show_invisible spell. And in |
4387 | can still be discovered with the show_invisible spell. And in |
4604 | some cases you can't place it under the floor to prevent this. |
4388 | some cases you can't place it under the floor to prevent this. |
4605 | <br><br> |
4389 | <br><br> |
4606 | Fortunately, there is a cool trick to make a perfectly invisible |
4390 | Fortunately, there is a cool trick to make a perfectly invisible |
4607 | teleporter: You simply add teleporter functionality to the floor |
4391 | teleporter: You simply add teleporter functionality to the floor |
4608 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4392 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4609 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4393 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4610 | </use> |
4394 | </use> |
4611 | <attribute arch="slaying" editor="exit path" type="string"> |
4395 | <attribute arch="slaying" editor="exit path" type="string"> |
4612 | The exit path specifies the map that the player is transferred to. |
4396 | The exit path specifies the map that the player is transferred to. |
4613 | <exit path> can be an absolute path, beginning with '/' |
4397 | <exit path> can be an absolute path, beginning with '/' |
4614 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4398 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4675 | <type number="26" name="Timed Gate"> |
4459 | <type number="26" name="Timed Gate"> |
4676 | <ignore> |
4460 | <ignore> |
4677 | <ignore_list name="non_pickable" /> |
4461 | <ignore_list name="non_pickable" /> |
4678 | </ignore> |
4462 | </ignore> |
4679 | <description><![CDATA[ |
4463 | <description><![CDATA[ |
4680 | Gates play an important role in Crossfire. Gates can be opened |
4464 | Gates play an important role in Deliantra. Gates can be opened |
4681 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4465 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4682 | or carrying special key-objects (-> inventory checker). |
4466 | or carrying special key-objects (-> inventory checker). |
4683 | Unlike locked doors, gates can get shut again after a player has |
4467 | Unlike locked doors, gates can get shut again after a player has |
4684 | passed, which makes them more practical in many cases. Unlike normal |
4468 | passed, which makes them more practical in many cases. Unlike normal |
4685 | gates, timed gates open when triggered but automatically close again |
4469 | gates, timed gates open when triggered but automatically close again |
4686 | after some time.]]> |
4470 | after some time.]]> |
4687 | </description> |
4471 | </description> |
4688 | <use><![CDATA[ |
4472 | <use><![CDATA[ |
4689 | Use gates to divide your maps into separated areas. After solving |
4473 | Use gates to divide your maps into separated areas. After solving |
4690 | area A, the player gains access to area B, and so on. Make your |
4474 | area A, the player gains access to area B, and so on. Make your |
4691 | maps more complex than "one-way". ]]> |
4475 | maps more complex than "one-way".]]> |
4692 | </use> |
4476 | </use> |
4693 | <attribute arch="no_pick" value="1" type="fixed" /> |
4477 | <attribute arch="no_pick" value="1" type="fixed" /> |
4694 | <attribute arch="connected" editor="connection" type="int"> |
4478 | <attribute arch="connected" editor="connection" type="int"> |
4695 | Whenever the inventory checker is triggered, all objects with identical |
4479 | Whenever the inventory checker is triggered, all objects with identical |
4696 | <connection> value get activated. This only makes sense together with |
4480 | <connection> value get activated. This only makes sense together with |
… | |
… | |
4736 | and generally have either a physical attack or trigger a reaction. |
4520 | and generally have either a physical attack or trigger a reaction. |
4737 | <br><br> |
4521 | <br><br> |
4738 | Traps hit any monster or person who steps on them for 'dam' damage in |
4522 | Traps hit any monster or person who steps on them for 'dam' damage in |
4739 | 'attacktype' attacktype and/or trigger a reaction. |
4523 | 'attacktype' attacktype and/or trigger a reaction. |
4740 | <br><br> |
4524 | <br><br> |
4741 | Many traps are already defined in the archetypes. ]]> |
4525 | Many traps are already defined in the archetypes.]]> |
4742 | </description> |
4526 | </description> |
4743 | <use><![CDATA[ |
4527 | <use><![CDATA[ |
4744 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4528 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4745 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4529 | off your lightning wall and pit trap is usually a bad idea.]]> |
4746 | </use> |
4530 | </use> |
4747 | <attribute arch="no_pick" value="1" type="fixed" /> |
4531 | <attribute arch="no_pick" value="1" type="fixed" /> |
4748 | &move_on; |
4532 | &move_on; |
4749 | <attribute arch="level" editor="trap level" type="int"> |
4533 | <attribute arch="level" editor="trap level" type="int"> |
4750 | Level effects how easily a trap may be found and disarmed, and |
4534 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4788 | Trapdoors are very similar to pits. The difference is that they |
4572 | Trapdoors are very similar to pits. The difference is that they |
4789 | can not be closed. Instead, the weight of the object on the |
4573 | can not be closed. Instead, the weight of the object on the |
4790 | trapdoor determines weither it slams the trapdoor open and falls through |
4574 | trapdoor determines weither it slams the trapdoor open and falls through |
4791 | or not.<br> |
4575 | or not.<br> |
4792 | Once a trapdoor has been opened (by a creature or items of sufficient |
4576 | Once a trapdoor has been opened (by a creature or items of sufficient |
4793 | weight,) it remains open, acting like an opened pit. ]]> |
4577 | weight,) it remains open, acting like an opened pit.]]> |
4794 | </description> |
4578 | </description> |
4795 | <use><![CDATA[ |
4579 | <use><![CDATA[ |
4796 | Trapdoors should be used in the same fashion as pits: |
4580 | Trapdoors should be used in the same fashion as pits: |
4797 | They should always drop the victims to some kind of lower level. They |
4581 | They should always drop the victims to some kind of lower level. They |
4798 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4582 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4799 | </use> |
4583 | </use> |
4800 | <attribute arch="no_pick" value="1" type="fixed" /> |
4584 | <attribute arch="no_pick" value="1" type="fixed" /> |
4801 | &move_on; |
4585 | &move_on; |
4802 | <attribute arch="weight" editor="hold weight" type="int"> |
4586 | <attribute arch="weight" editor="hold weight" type="int"> |
4803 | This value defines how much weight the trapdoor can hold. |
4587 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4829 | <attribute arch="value" /> |
4613 | <attribute arch="value" /> |
4830 | <attribute arch="material" /> |
4614 | <attribute arch="material" /> |
4831 | </ignore> |
4615 | </ignore> |
4832 | <description><![CDATA[ |
4616 | <description><![CDATA[ |
4833 | A treasure-object turns into certain randomitems when the map is loaded |
4617 | A treasure-object turns into certain randomitems when the map is loaded |
4834 | into the game. ]]> |
4618 | into the game.]]> |
4835 | </description> |
4619 | </description> |
4836 | <use><![CDATA[ |
4620 | <use><![CDATA[ |
4837 | About usage of the "random-artifact" treasurelist: |
4621 | About usage of the "random-artifact" treasurelist: |
4838 | This will generate powerful stuff like girdles, xray helmets, special |
4622 | This will generate powerful stuff like girdles, xray helmets, special |
4839 | swords etc. If you put this as reward to your quest, players might be |
4623 | swords etc. If you put this as reward to your quest, players might be |
4840 | motivated to do it more than once. BUT, by doing so they will get a huge |
4624 | motivated to do it more than once. BUT, by doing so they will get a huge |
4841 | number of different artifacts! Besides, players will always seek the place |
4625 | number of different artifacts! Besides, players will always seek the place |
4842 | with the most easy-to-get random artifact and ignore all others. |
4626 | with the most easy-to-get random artifact and ignore all others. |
4843 | My advice: Don't use it! Attract players with good fighting experience |
4627 | My advice: Don't use it! Attract players with good fighting experience |
4844 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4628 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4845 | </use> |
4629 | </use> |
4846 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4630 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4847 | This entry determines what kind of treasure will appear. Look into |
4631 | This entry determines what kind of treasure will appear. Look into |
4848 | /crossfire/share/crossfire/treasures for details about existing |
4632 | /crossfire/share/crossfire/treasures for details about existing |
4849 | treasurelists. |
4633 | treasurelists. |
… | |
… | |
4880 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4664 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4881 | <key string> which can be discovered by detectors or inventory |
4665 | <key string> which can be discovered by detectors or inventory |
4882 | checkers. It is also possible to use markers for removing marks again. |
4666 | checkers. It is also possible to use markers for removing marks again. |
4883 | <br><br> |
4667 | <br><br> |
4884 | Note that the player has no possibility to "see" his own marks, |
4668 | Note that the player has no possibility to "see" his own marks, |
4885 | except by the effect that they cause on the maps. ]]> |
4669 | except by the effect that they cause on the maps.]]> |
4886 | </description> |
4670 | </description> |
4887 | <use><![CDATA[ |
4671 | <use><![CDATA[ |
4888 | Markers hold real cool possibilities for map-making. I encourage |
4672 | Markers hold real cool possibilities for map-making. I encourage |
4889 | you to use them frequently. However there is one negative point |
4673 | you to use them frequently. However there is one negative point |
4890 | about markers: Players don't "see" what's going on with them. It is |
4674 | about markers: Players don't "see" what's going on with them. It is |
4891 | your task, as map-creator, to make sure the player is always well |
4675 | your task, as map-creator, to make sure the player is always well |
4892 | informed and never confused. |
4676 | informed and never confused. |
4893 | <br><br> |
4677 | <br><br> |
4894 | Please avoid infinite markers when they aren't needed. They're |
4678 | Please avoid infinite markers when they aren't needed. They're |
4895 | using a little space in the player file after all, so if there |
4679 | using a little space in the player file after all, so if there |
4896 | is no real purpose, set an expire time. ]]> |
4680 | is no real purpose, set an expire time.]]> |
4897 | </use> |
4681 | </use> |
4898 | <attribute arch="no_pick" value="1" type="fixed" /> |
4682 | <attribute arch="no_pick" value="1" type="fixed" /> |
4899 | <attribute arch="slaying" editor="key string" type="string"> |
4683 | <attribute arch="slaying" editor="key string" type="string"> |
4900 | The <key string> can be detected by inv. checkers/detectors. |
4684 | The <key string> can be detected by inv. checkers/detectors. |
4901 | If the player already has a force with that <key string>, |
4685 | If the player already has a force with that <key string>, |
… | |
… | |
4940 | <attribute arch="name_pl" /> |
4724 | <attribute arch="name_pl" /> |
4941 | <attribute arch="value" /> |
4725 | <attribute arch="value" /> |
4942 | <attribute arch="unpaid" /> |
4726 | <attribute arch="unpaid" /> |
4943 | </ignore> |
4727 | </ignore> |
4944 | <description><![CDATA[ |
4728 | <description><![CDATA[ |
4945 | Walls usually block passage and sight. ]]> |
4729 | Walls usually block passage and sight.]]> |
4946 | </description> |
4730 | </description> |
4947 | &movement_types_terrain; |
4731 | &movement_types_terrain; |
4948 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4732 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4949 | If set, the object is able to "roll", so it can be pushed around. |
4733 | If set, the object is able to "roll", so it can be pushed around. |
4950 | This setting is used for boulders and barrels. |
4734 | This setting is used for boulders and barrels. |
… | |
… | |
4963 | <type number="109" name="Wand & Staff"> |
4747 | <type number="109" name="Wand & Staff"> |
4964 | <description><![CDATA[ |
4748 | <description><![CDATA[ |
4965 | Wands contain a certain spell. The player can apply (ready) and |
4749 | Wands contain a certain spell. The player can apply (ready) and |
4966 | fire the wand. After a defined number of casts, the wand is |
4750 | fire the wand. After a defined number of casts, the wand is |
4967 | "used up". It is possible to recharge a wand with scrolls of |
4751 | "used up". It is possible to recharge a wand with scrolls of |
4968 | charging, but usually that isn't worth the cost. ]]> |
4752 | charging, but usually that isn't worth the cost.]]> |
4969 | </description> |
4753 | </description> |
4970 | <use><![CDATA[ |
4754 | <use><![CDATA[ |
4971 | Wands are quite seldomly used. The reason prolly is that they're |
4755 | Wands are quite seldomly used. The reason prolly is that they're |
4972 | generally not cost-efficient. Handing out high-level wands with |
4756 | generally not cost-efficient. Handing out high-level wands with |
4973 | powerful special spells isn't a good idea either, because of |
4757 | powerful special spells isn't a good idea either, because of |
4974 | the recharge ability. |
4758 | the recharge ability. |
4975 | <br><br> |
4759 | <br><br> |
4976 | For low levels, staffs of healing/cure and word of recall are |
4760 | For low levels, staffs of healing/cure and word of recall are |
4977 | quite desirable though. Ideal rewards for low level quests. ]]> |
4761 | quite desirable though. Ideal rewards for low level quests.]]> |
4978 | </use> |
4762 | </use> |
4979 | <attribute arch="sp" editor="spell" type="spell"> |
4763 | <attribute arch="sp" editor="spell" type="spell"> |
4980 | The <spell> specifies the contained spell. |
4764 | The <spell> specifies the contained spell. |
4981 | </attribute> |
4765 | </attribute> |
4982 | <attribute arch="level" editor="casting level" type="int"> |
4766 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
5007 | <ignore_list name="non_pickable" /> |
4791 | <ignore_list name="non_pickable" /> |
5008 | </ignore> |
4792 | </ignore> |
5009 | <description><![CDATA[ |
4793 | <description><![CDATA[ |
5010 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4794 | A weak wall is a breakable spot amidsts a solid wall. Typically |
5011 | these weak walls look similar to their solid "relatives" except |
4795 | these weak walls look similar to their solid "relatives" except |
5012 | for a small crack or little chunks of wall on the ground. ]]> |
4796 | for a small crack or little chunks of wall on the ground.]]> |
5013 | </description> |
4797 | </description> |
5014 | <use><![CDATA[ |
4798 | <use><![CDATA[ |
5015 | If you want to create hidden rooms, using weak walls is alot |
4799 | If you want to create hidden rooms, using weak walls is alot |
5016 | better than completely indiscernible passages in a wall.<br> |
4800 | better than completely indiscernible passages in a wall.<br> |
5017 | Anyways, there can be a lot more to weak walls than just finding |
4801 | Anyways, there can be a lot more to weak walls than just finding |
5018 | them: Rising their defensive stats, weak walls can become a |
4802 | them: Rising their defensive stats, weak walls can become a |
5019 | serious obstacle. An ice wall might only be torn down by a fire |
4803 | serious obstacle. An ice wall might only be torn down by a fire |
5020 | attack for example. A granite wall for instance might be very |
4804 | attack for example. A granite wall for instance might be very |
5021 | hard to destroy. ]]> |
4805 | hard to destroy.]]> |
5022 | </use> |
4806 | </use> |
5023 | <attribute arch="alive" value="1" type="fixed" /> |
4807 | <attribute arch="alive" value="1" type="fixed" /> |
5024 | <attribute arch="no_pick" value="1" type="fixed" /> |
4808 | <attribute arch="no_pick" value="1" type="fixed" /> |
5025 | <attribute arch="tear_down" value="1" type="fixed" /> |
4809 | <attribute arch="tear_down" value="1" type="fixed" /> |
5026 | <attribute arch="race" editor="race" type="string"> |
4810 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
5047 | </attribute> |
4831 | </attribute> |
5048 | <attribute arch="ac" editor="armour class" type="int"> |
4832 | <attribute arch="ac" editor="armour class" type="int"> |
5049 | Weak walls of high <armour class> are less likely to get hit. |
4833 | Weak walls of high <armour class> are less likely to get hit. |
5050 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4834 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5051 | </attribute> |
4835 | </attribute> |
5052 | <section name="resistance"> |
4836 | &resistances_basic; |
5053 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5054 | </attribute> |
|
|
5055 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5056 | </attribute> |
|
|
5057 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5058 | </attribute> |
|
|
5059 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5060 | </attribute> |
|
|
5061 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5062 | </attribute> |
|
|
5063 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5064 | </attribute> |
|
|
5065 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5066 | </attribute> |
|
|
5067 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5068 | </attribute> |
|
|
5069 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5070 | </attribute> |
|
|
5071 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5072 | </attribute> |
|
|
5073 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5074 | </attribute> |
|
|
5075 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5076 | </attribute> |
|
|
5077 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5078 | </attribute> |
|
|
5079 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5080 | </attribute> |
|
|
5081 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5082 | </attribute> |
|
|
5083 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5084 | </attribute> |
|
|
5085 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5086 | </attribute> |
|
|
5087 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5088 | </attribute> |
|
|
5089 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5090 | </attribute> |
|
|
5091 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5092 | </attribute> |
|
|
5093 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5094 | </attribute> |
|
|
5095 | </section> |
|
|
5096 | </type> |
4837 | </type> |
5097 | |
4838 | |
5098 | <!--####################################################################--> |
4839 | <!--####################################################################--> |
5099 | <type number="15" name="Weapon"> |
4840 | <type number="15" name="Weapon"> |
5100 | <description><![CDATA[ |
4841 | <description><![CDATA[ |
5101 | Wielding a weapon, the object's stats will directly be inherited to the |
4842 | Wielding a weapon, the object's stats will directly be inherited to the |
5102 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4843 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5103 | be improved with scrolls. ]]> |
4844 | be improved with scrolls.]]> |
5104 | </description> |
4845 | </description> |
5105 | <use><![CDATA[ |
4846 | <use><![CDATA[ |
5106 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4847 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5107 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4848 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5108 | fighting AND questing. ]]> |
4849 | fighting AND questing.]]> |
5109 | </use> |
4850 | </use> |
5110 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4851 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5111 | This number is a bitmask, specifying the weapon's attacktypes. |
4852 | This number is a bitmask, specifying the weapon's attacktypes. |
5112 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4853 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5113 | have no more than one or two attacktypes. Keep in mind that all weapons |
4854 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5168 | amount of <item power>, depending on their own level. This is the |
4909 | amount of <item power>, depending on their own level. This is the |
5169 | only way to prevent low level players to wear "undeserved" equipment |
4910 | only way to prevent low level players to wear "undeserved" equipment |
5170 | (like gifts from other players or cheated items). |
4911 | (like gifts from other players or cheated items). |
5171 | |
4912 | |
5172 | It is very important to adjust the <item power> value carefully |
4913 | It is very important to adjust the <item power> value carefully |
5173 | for every artifact you create! If zero/unset, the CF server will |
4914 | for every artifact you create! If zero/unset, the Deliantra server will |
5174 | calculate a provisional value at runtime, but this is never |
4915 | calculate a provisional value at runtime, but this is never |
5175 | going to be an accurate measurement of <item power>. |
4916 | going to be an accurate measurement of <item power>. |
5176 | </attribute> |
4917 | </attribute> |
5177 | <attribute arch="damned" editor="damnation" type="bool"> |
4918 | <attribute arch="damned" editor="damnation" type="bool"> |
5178 | A damned weapon cannot be unwielded unless |
4919 | A damned weapon cannot be unwielded unless |
… | |
… | |
5198 | </attribute> |
4939 | </attribute> |
5199 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4940 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5200 | A godgiven item vanishes as soon as the player |
4941 | A godgiven item vanishes as soon as the player |
5201 | drops it to the ground. |
4942 | drops it to the ground. |
5202 | </attribute> |
4943 | </attribute> |
5203 | <section name="resistance"> |
4944 | &player_stat_resist_sections; |
5204 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5205 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5206 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5207 | and what they require to do for getting this-and-that artifact. |
|
|
5208 | </attribute> |
|
|
5209 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5210 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5211 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5212 | require to do for getting this-and-that artifact. |
|
|
5213 | </attribute> |
|
|
5214 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5215 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5216 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5217 | require to do for getting this-and-that artifact. |
|
|
5218 | </attribute> |
|
|
5219 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5220 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5221 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5222 | require to do for getting this-and-that artifact. |
|
|
5223 | </attribute> |
|
|
5224 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5225 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5226 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5227 | require to do for getting this-and-that artifact. |
|
|
5228 | </attribute> |
|
|
5229 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5230 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5231 | the range 0-100. Confusion resistance is not very effective |
|
|
5232 | unless the value comes close to 100 (= perfect immunity). |
|
|
5233 | </attribute> |
|
|
5234 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5235 | This adds acid 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_drain" editor="resist draining %" length="15" type="int"> |
|
|
5240 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5241 | in the range 0-100. Draining resistance is little effective |
|
|
5242 | unless the value is 100 (= perfect immunity). |
|
|
5243 | </attribute> |
|
|
5244 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5245 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5246 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5247 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5248 | are not meant to be easily resisted. |
|
|
5249 | </attribute> |
|
|
5250 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5251 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5252 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5253 | require to do for getting this-and-that artifact. |
|
|
5254 | </attribute> |
|
|
5255 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5256 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5257 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5258 | require to do for getting this-and-that artifact. |
|
|
5259 | </attribute> |
|
|
5260 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5261 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5262 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5263 | </attribute> |
|
|
5264 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5265 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5266 | the range 0-100. Paralyze resistance is little effective |
|
|
5267 | unless the value is 100 (= perfect immunity). |
|
|
5268 | </attribute> |
|
|
5269 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5270 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5271 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5272 | </attribute> |
|
|
5273 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5274 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5275 | in the range 0-100. Depletion resistance is little effective |
|
|
5276 | unless the value is 100 (= perfect immunity). |
|
|
5277 | </attribute> |
|
|
5278 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5279 | This adds death-attack resistance to the weapon. The number is a |
|
|
5280 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5281 | effective unless the value is 100 (= perfect immunity). |
|
|
5282 | Generally, resistance to death-attack is not supposed to be |
|
|
5283 | available to players! |
|
|
5284 | </attribute> |
|
|
5285 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5286 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5287 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5288 | require to do for getting this-and-that artifact. |
|
|
5289 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5290 | combination of other attacktypes. |
|
|
5291 | </attribute> |
|
|
5292 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5293 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5294 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5295 | require to do for getting this-and-that artifact. |
|
|
5296 | </attribute> |
|
|
5297 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5298 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5299 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5300 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5301 | for undead players (wraith or devourer cult). |
|
|
5302 | Generally, resistance to holy word should not be available for players. |
|
|
5303 | </attribute> |
|
|
5304 | </section> |
|
|
5305 | <section name="stats"> |
|
|
5306 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5307 | The player's strentgh will rise/fall by the given value |
|
|
5308 | while wearing this weapon. |
|
|
5309 | </attribute> |
|
|
5310 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5311 | The player's dexterity will rise/fall by the given value |
|
|
5312 | while wearing this weapon. |
|
|
5313 | </attribute> |
|
|
5314 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5315 | The player's constitution will rise/fall by the given value |
|
|
5316 | while wearing this weapon. |
|
|
5317 | </attribute> |
|
|
5318 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5319 | The player's intelligence will rise/fall by the given value |
|
|
5320 | while wearing this weapon. |
|
|
5321 | </attribute> |
|
|
5322 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5323 | The player's power will rise/fall by the given value |
|
|
5324 | while wearing this weapon. |
|
|
5325 | </attribute> |
|
|
5326 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5327 | The player's wisdom will rise/fall by the given value while |
|
|
5328 | wearing this weapon. |
|
|
5329 | </attribute> |
|
|
5330 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5331 | The player's charisma will rise/fall by the given value |
|
|
5332 | while wearing this weapon. |
|
|
5333 | </attribute> |
|
|
5334 | </section> |
|
|
5335 | <section name="misc"> |
4945 | <section name="misc"> |
5336 | <attribute arch="luck" editor="luck bonus" type="int"> |
4946 | <attribute arch="luck" editor="luck bonus" type="int"> |
5337 | With positive luck bonus, the player is more likely to |
4947 | With positive luck bonus, the player is more likely to |
5338 | succeed in all sorts of things (spellcasting, praying,...). |
4948 | succeed in all sorts of things (spellcasting, praying,...). |
5339 | Unless the <luck bonus> is very high, the effect will be |
4949 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5418 | </type> |
5028 | </type> |
5419 | |
5029 | |
5420 | <type number="116" name="Event Connector"> |
5030 | <type number="116" name="Event Connector"> |
5421 | <description><![CDATA[ |
5031 | <description><![CDATA[ |
5422 | Event connectors link specific events that happen to objects to |
5032 | Event connectors link specific events that happen to objects to |
5423 | a crossfire plug-in. ]]> |
5033 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5424 | </description> |
5034 | </description> |
5425 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5426 | The type of event that triggers a notify to the plug-in. |
|
|
5427 | </attribute> |
|
|
5428 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5429 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5430 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5431 | </attribute> |
|
|
5432 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5433 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5434 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5435 | </attribute> |
|
|
5436 | <attribute arch="name" editor="options" type="string"> |
|
|
5437 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5438 | options to the extension that alter its behaviour. |
|
|
5439 | </attribute> |
|
|
5440 | </type> |
5035 | </type> |
5441 | |
5036 | |
5442 | </types> |
5037 | </types> |