1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the defintitions-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 | # Crossfire 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 Crossfire 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 | # # |
13 | # # |
14 | # If you encounter bugs, typos or missing entrys in the LATEST # |
14 | # If you encounter bugs, typos or missing entries in the LATEST # |
15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
17 | # I will put it into the "official version" of the CFJavaEditor # |
17 | # I will put it into the "official version" of the CFJavaEditor # |
18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
19 | # # |
19 | # # |
… | |
… | |
65 | # Created by Andreas Vogl. # |
65 | # Created by Andreas Vogl. # |
66 | ###################################################################### |
66 | ###################################################################### |
67 | --> |
67 | --> |
68 | <!DOCTYPE types [ |
68 | <!DOCTYPE types [ |
69 | <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> |
69 | <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> |
70 | |
70 | |
71 | <!ELEMENT bitmask (entry*)> |
71 | <!ELEMENT bitmask (entry*)> |
72 | <!ATTLIST bitmask name CDATA #REQUIRED> |
72 | <!ATTLIST bitmask name CDATA #REQUIRED> |
73 | |
73 | |
74 | <!ELEMENT list (entry*)> |
74 | <!ELEMENT list (entry*)> |
75 | <!ATTLIST list name CDATA #REQUIRED> |
75 | <!ATTLIST list name CDATA #REQUIRED> |
76 | |
76 | |
77 | <!ELEMENT entry EMPTY> |
77 | <!ELEMENT entry EMPTY> |
78 | <!ATTLIST entry bit CDATA #IMPLIED |
78 | <!ATTLIST entry bit CDATA #IMPLIED |
79 | value CDATA #IMPLIED |
79 | value CDATA #IMPLIED |
80 | name CDATA #REQUIRED> |
80 | name CDATA #REQUIRED> |
81 | |
81 | |
82 | <!ELEMENT ignore_list (attribute* | EMPTY)> |
82 | <!ELEMENT ignore_list (attribute* | EMPTY)> |
83 | <!ATTLIST ignore_list name CDATA #REQUIRED> |
83 | <!ATTLIST ignore_list name CDATA #REQUIRED> |
84 | |
84 | |
85 | <!ELEMENT default_type (attribute*)> |
85 | <!ELEMENT default_type (attribute*)> |
86 | |
86 | |
87 | <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> |
87 | <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> |
88 | <!ATTLIST type name CDATA #REQUIRED |
88 | <!ATTLIST type name CDATA #REQUIRED |
89 | number CDATA #REQUIRED> |
89 | number CDATA #REQUIRED> |
90 | |
90 | |
91 | <!ELEMENT description (#PCDATA)> |
91 | <!ELEMENT description (#PCDATA)> |
92 | <!ELEMENT use (#PCDATA)> |
92 | <!ELEMENT use (#PCDATA)> |
93 | |
93 | |
94 | <!ELEMENT import_type EMPTY> |
94 | <!ELEMENT import_type EMPTY> |
95 | <!ATTLIST import_type name CDATA #REQUIRED> |
95 | <!ATTLIST import_type name CDATA #REQUIRED> |
96 | |
96 | |
97 | <!ELEMENT required (attribute+)> |
97 | <!ELEMENT required (attribute+)> |
98 | <!ELEMENT ignore (attribute*,ignore_list*)> |
98 | <!ELEMENT ignore (attribute*,ignore_list*)> |
99 | |
99 | |
100 | <!ELEMENT section (attribute+)> |
100 | <!ELEMENT section (attribute+)> |
101 | <!ATTLIST section name CDATA #REQUIRED> |
101 | <!ATTLIST section name CDATA #REQUIRED> |
102 | |
102 | |
103 | <!ELEMENT attribute (#PCDATA)> |
103 | <!ELEMENT attribute (#PCDATA)> |
104 | <!ATTLIST attribute type CDATA #IMPLIED |
104 | <!ATTLIST attribute type CDATA #IMPLIED |
105 | arch CDATA #IMPLIED |
105 | arch CDATA #IMPLIED |
106 | arch_begin CDATA #IMPLIED |
106 | arch_begin CDATA #IMPLIED |
107 | arch_end CDATA #IMPLIED |
107 | arch_end CDATA #IMPLIED |
108 | editor CDATA #IMPLIED |
108 | editor CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
112 | false CDATA #IMPLIED> |
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113 | |
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114 | <!ENTITY move_on " |
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115 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
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116 | Which movement types automatically (as opposed to manually) activate this object. |
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117 | </attribute> |
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118 | "> |
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119 | <!ENTITY move_off " |
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120 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
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121 | Which movement types deactivate this object (e.g. button). |
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122 | </attribute> |
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123 | "> |
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124 | <!ENTITY move_type " |
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125 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
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126 | Determines which kinds of movement this object can use (e.g. for monsters) |
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127 | or grants (e.g. for amulets). |
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128 | </attribute> |
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129 | "> |
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130 | <!ENTITY movement_types_terrain " |
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131 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
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132 | Objects using these movement types cannot move over this space. |
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133 | </attribute> |
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134 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
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135 | Objects using these movement types are allowed to move over this space. Takes |
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136 | precedence over 'blocked movements'. |
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137 | </attribute> |
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138 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
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139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
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140 | </attribute> |
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141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
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142 | If <slow movement> is set to a value greater zero, all |
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143 | creatures matching 'slow move' will be slower than normal on this spot. |
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144 | |
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145 | <slow movement> 1 - rough terrain |
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146 | <slow movement> 2 - very rough terrain |
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147 | ... |
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148 | <slow movement> 5 - default for deep swamp |
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149 | ... |
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150 | <slow movement> 7 - spider web (sticky as hell) |
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151 | </attribute> |
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152 | "> |
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153 | <!ENTITY speed_left " |
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154 | <attribute arch='speed_left' editor='speed left' type='float'> |
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155 | The speed left to the object. On every tick, if this value is higher |
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156 | than 0, the object acts/triggers/moves etc. and the value gets |
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157 | decremented by 1. Otherwise, it is incremented by <speed> on |
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158 | every tick. |
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159 | </attribute> |
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160 | "> |
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161 | <!ENTITY activate_on " |
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162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
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163 | Whether the teleporter should only be activated on push. |
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164 | </attribute> |
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165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
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166 | Whether the teleporter should only be activated on release. |
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167 | </attribute> |
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168 | "> |
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169 | |
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170 | <!ENTITY resistances_flesh_desc " |
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171 | Resistances on flesh items make them more durable against spellcraft |
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172 | of the appropriate kind. It also allows dragon players to eventually gain |
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173 | resistance by eating it. Usually resistance should only be set for flesh |
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174 | items in a monster's inventory. |
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175 | "> |
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176 | |
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177 | <!ENTITY resistances_flesh_section " |
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178 | <section name='resistance'> |
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179 | <attribute arch='resist_physical' editor='resist physical %' 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_magic' editor='resist magic %' 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_fire' editor='resist fire %' 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_electricity' editor='resist electricity %' 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_cold' editor='resist cold %' 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_confusion' editor='resist confusion %' 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_acid' editor='resist acid %' 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_drain' editor='resist draining %' 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_weaponmagic' editor='resist weaponmagic %' 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_ghosthit' editor='resist ghosthit %' 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_poison' editor='resist poison %' 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_slow' editor='resist slow %' 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_paralyze' editor='resist paralyze %' 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_fear' editor='resist fear %' 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_deplete' editor='resist depletion %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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225 | &resistances_flesh_desc; |
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226 | </attribute> |
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227 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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228 | &resistances_flesh_desc; |
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229 | </attribute> |
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230 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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231 | &resistances_flesh_desc; |
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232 | </attribute> |
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233 | </section> |
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234 | "> |
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235 | |
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236 | <!ENTITY resistances_basic " |
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237 | <section name='resistance'> |
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238 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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239 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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240 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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241 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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242 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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243 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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244 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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245 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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246 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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247 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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248 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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249 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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250 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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251 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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252 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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253 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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254 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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255 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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256 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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257 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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258 | </section> |
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259 | "> |
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260 | |
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261 | <!ENTITY player_stat_desc " |
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262 | The player's strentgh will rise/fall by the given value for permanent |
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263 | (of course there is an upper limit). Generally there shouldn't be stat |
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264 | potions granting more than one stat. Cursed potions will subtract the |
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265 | stats if positive. |
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266 | "> |
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267 | |
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268 | <!ENTITY player_res_desc " |
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269 | The player's resistance to physical will rise by this value in percent |
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270 | (range -100 till +100). The effect is only temporare, and it does NOT |
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271 | add on the values from the player's equipment. |
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272 | Cursed potions will make negative resistance.. very nasty in combat! |
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273 | "> |
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274 | |
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275 | <!ENTITY player_stat_resist_sections " |
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276 | <section name='stats'> |
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277 | <attribute arch='Str' editor='strength' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Dex' editor='dexterity' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Con' editor='constitution' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Int' editor='intelligence' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | <attribute arch='Pow' editor='power' type='int'> |
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290 | &player_stat_desc; |
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291 | </attribute> |
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292 | <attribute arch='Wis' editor='wisdom' type='int'> |
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293 | &player_stat_desc; |
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294 | </attribute> |
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295 | <attribute arch='Cha' editor='charisma' type='int'> |
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296 | &player_stat_desc; |
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297 | </attribute> |
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298 | </section> |
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299 | <section name='resistance'> |
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300 | <attribute arch='resist_physical' editor='resist physical %' 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_magic' editor='resist magic %' 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_fire' editor='resist fire %' 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_electricity' editor='resist electricity %' 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_cold' editor='resist cold %' 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_acid' editor='resist acid %' 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_confusion' editor='resist confusion %' 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_weaponmagic' editor='resist weaponmagic %' 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_ghosthit' editor='resist ghosthit %' 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_slow' editor='resist slow %' 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_fear' editor='resist fear %' 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_death' editor='resist death-attack %' 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_chaos' editor='resist chaos %' 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_blind' editor='resist blinding %' 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_holyword' editor='resist holy power %' 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_godpower' editor='resist godpower %' 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_paralyze' editor='resist paralyze %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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352 | &player_res_desc; |
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353 | </attribute> |
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354 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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355 | &player_res_desc; |
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356 | </attribute> |
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357 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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358 | &player_res_desc; |
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359 | </attribute> |
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360 | </section> |
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361 | "> |
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362 | |
113 | ]> |
363 | ]> |
114 | |
364 | |
115 | <types> |
365 | <types> |
116 | |
366 | |
117 | <!--###################### bitmask definitions ######################--> |
367 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
150 | <entry bit="4" name="Wood" /> |
400 | <entry bit="4" name="Wood" /> |
151 | <entry bit="5" name="Organics" /> |
401 | <entry bit="5" name="Organics" /> |
152 | <entry bit="6" name="Stone" /> |
402 | <entry bit="6" name="Stone" /> |
153 | <entry bit="7" name="Cloth" /> |
403 | <entry bit="7" name="Cloth" /> |
154 | <entry bit="8" name="Adamantite" /> |
404 | <entry bit="8" name="Adamantite" /> |
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405 | <entry bit="9" name="Liquid" /> |
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406 | <entry bit="10" name="Soft Metal" /> |
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407 | <entry bit="11" name="Bone" /> |
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408 | <entry bit="12" name="Ice" /> |
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409 | <entry bit="13" name="(supress name on display)" /> |
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410 | |
155 | </bitmask> |
411 | </bitmask> |
156 | |
412 | |
157 | <bitmask name="spellpath"> |
413 | <bitmask name="spellpath"> |
158 | <entry bit="0" name="Protection" /> |
414 | <entry bit="0" name="Protection" /> |
159 | <entry bit="1" name="Fire" /> |
415 | <entry bit="1" name="Fire" /> |
… | |
… | |
190 | <entry bit="2" name="Food" /> |
446 | <entry bit="2" name="Food" /> |
191 | <entry bit="3" name="Weapons" /> |
447 | <entry bit="3" name="Weapons" /> |
192 | <entry bit="4" name="Armour" /> |
448 | <entry bit="4" name="Armour" /> |
193 | <entry bit="5" name="Inverse" /> |
449 | <entry bit="5" name="Inverse" /> |
194 | <entry bit="6" name="All" /> |
450 | <entry bit="6" name="All" /> |
|
|
451 | </bitmask> |
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|
452 | |
|
|
453 | <bitmask name="movement_type"> |
|
|
454 | <entry bit="0" name="Walk" /> |
|
|
455 | <entry bit="1" name="Fly Low" /> |
|
|
456 | <entry bit="2" name="Fly High" /> |
|
|
457 | <entry bit="3" name="Swim" /> |
|
|
458 | <entry bit="4" name="Boat" /> |
|
|
459 | <entry bit="16" name="Other" /> |
195 | </bitmask> |
460 | </bitmask> |
196 | |
461 | |
197 | <!--###################### list definitions ######################--> |
462 | <!--###################### list definitions ######################--> |
198 | |
463 | |
199 | <list name="direction"> |
464 | <list name="direction"> |
… | |
… | |
322 | <entry value="45" name="disease" /> |
587 | <entry value="45" name="disease" /> |
323 | <entry value="46" name="aura" /> |
588 | <entry value="46" name="aura" /> |
324 | <entry value="47" name="town portal" /> |
589 | <entry value="47" name="town portal" /> |
325 | </list> |
590 | </list> |
326 | |
591 | |
|
|
592 | <list name="event_type"> |
|
|
593 | <entry value="0" name="none" /> |
|
|
594 | <entry value="1" name="apply" /> |
|
|
595 | <entry value="2" name="attack" /> |
|
|
596 | <entry value="3" name="death" /> |
|
|
597 | <entry value="4" name="drop" /> |
|
|
598 | <entry value="5" name="pickup" /> |
|
|
599 | <entry value="6" name="say" /> |
|
|
600 | <entry value="7" name="stop" /> |
|
|
601 | <entry value="8" name="time" /> |
|
|
602 | <entry value="9" name="throw" /> |
|
|
603 | <entry value="10" name="trigger" /> |
|
|
604 | <entry value="11" name="close" /> |
|
|
605 | <entry value="12" name="timer" /> |
|
|
606 | <entry value="28" name="move" /> |
|
|
607 | <entry value="41" name="drop_on" /> |
|
|
608 | </list> |
|
|
609 | |
|
|
610 | <list name="attack_movement_bits_0_3"> |
|
|
611 | <entry value="0" name="default" /> |
|
|
612 | <entry value="1" name="attack from distance" /> |
|
|
613 | <entry value="2" name="run away" /> |
|
|
614 | <entry value="3" name="hit and run" /> |
|
|
615 | <entry value="4" name="wait, then hit, then move" /> |
|
|
616 | <entry value="5" name="rush blindly" /> |
|
|
617 | <entry value="6" name="always run" /> |
|
|
618 | <entry value="7" name="attack from distance if hit" /> |
|
|
619 | <entry value="8" name="do not approach" /> |
|
|
620 | </list> |
|
|
621 | |
|
|
622 | <list name="attack_movement_bits_4_7"> |
|
|
623 | <entry value="0" name="none" /> |
|
|
624 | <entry value="16" name="pet" /> |
|
|
625 | <entry value="32" name="small circle" /> |
|
|
626 | <entry value="48" name="large circle" /> |
|
|
627 | <entry value="64" name="small horizontal" /> |
|
|
628 | <entry value="80" name="large horizontal" /> |
|
|
629 | <entry value="96" name="random direction" /> |
|
|
630 | <entry value="112" name="random movement" /> |
|
|
631 | <entry value="128" name="small vertical" /> |
|
|
632 | <entry value="144" name="large vertical" /> |
|
|
633 | </list> |
|
|
634 | |
327 | <!--###################### default attributes ######################--> |
635 | <!--###################### default attributes ######################--> |
328 | |
636 | |
329 | <!-- |
637 | <!-- |
330 | The attributes of the default_type get added to all other types by default. |
638 | The attributes of the default_type get added to all other types by default. |
331 | Every type can have an 'ignore' element however, which is used to specify |
639 | Every type can have an 'ignore' element however, which is used to specify |
… | |
… | |
339 | This is the plural name of the object. A plural name must be set for |
647 | This is the plural name of the object. A plural name must be set for |
340 | all items that can be picked up and collected by the player. |
648 | all items that can be picked up and collected by the player. |
341 | </attribute> |
649 | </attribute> |
342 | <attribute arch="title" editor="title" type="string"> |
650 | <attribute arch="title" editor="title" type="string"> |
343 | This is the object's title. Once an object is identified the title is |
651 | This is the object's title. Once an object is identified the title is |
344 | attached to the name. Typical titels are "of mostrai", "of xray vision" etc. |
652 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
345 | </attribute> |
653 | </attribute> |
346 | <attribute arch="face" editor="image" type="string"> |
654 | <attribute arch="face" editor="image" type="string"> |
347 | The image-name defines what image is displayed for this object in-game. |
655 | The image-name defines what image is displayed for this object in-game. |
|
|
656 | </attribute> |
|
|
657 | <attribute arch="tag" editor="tag" type="string"> |
|
|
658 | You can tag objects with an identifier. Tagged objects can be found quickly |
|
|
659 | from their tag, which makes them useful to tag exits and refer to those by |
|
|
660 | their name. |
348 | </attribute> |
661 | </attribute> |
349 | <attribute arch="nrof" editor="number" type="int"> |
662 | <attribute arch="nrof" editor="number" type="int"> |
350 | This value determines the number of objects in one stack (for example: |
663 | This value determines the number of objects in one stack (for example: |
351 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
664 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
352 | any pickable object - otherwise it won't be mergeable into a stack. |
665 | any pickable object - otherwise it won't be mergeable into a stack. |
353 | </attribute> |
666 | </attribute> |
354 | <attribute arch="weight" editor="weight" type="int"> |
667 | <attribute arch="weight" editor="weight" type="int"> |
355 | This value defines the object's weight in gramm (1000g is 1kg). Objects with |
668 | This value defines the object's weight in grams (1000g is 1kg). Objects with |
356 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
669 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
357 | for explicitly non-pickable objects (hey, this is opensource.. you |
670 | for explicitly non-pickable objects (hey, this is opensource.. you |
358 | never know ;) ). |
671 | never know ;) ). |
359 | </attribute> |
672 | </attribute> |
360 | <attribute arch="value" editor="value" type="int"> |
673 | <attribute arch="value" editor="value" type="int"> |
361 | Adds a certain value to the object: It will be worth that many times the |
674 | Determines the value of the object, in units of silver coins (one |
362 | default value from it's archetype (E.g. "value = 3" means three times |
675 | platinum coin == 50 silver coins). Value for buying/selling will be |
363 | worth the default value). Value for buying/selling will be |
|
|
364 | further modified by various factors. Hence, testing values in-game is |
676 | further modified by various factors. Hence, testing values in-game is |
365 | usually inevitable. |
677 | usually inevitable. |
366 | </attribute> |
678 | </attribute> |
367 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
679 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
368 | If <glow radius> is set to a value greater zero, the object |
680 | If <glow radius> is set to a value greater zero, the object |
369 | appears lit up on dark maps. <glow radius> can be a value |
681 | appears lit up on dark maps. <glow radius> can be a value |
370 | between 0 and 4, the higher, the more light does the object emmit. |
682 | between 0 and 4, the higher, the more light does the object emit. |
371 | </attribute> |
683 | </attribute> |
372 | <attribute arch="material" editor="material" type="bitmask_material"> |
684 | <attribute arch="material" editor="material" type="bitmask_material"> |
373 | This bitmask-value informs the player of which material(s) the |
685 | This bitmask-value informs the player of which material(s) the |
374 | object consists. Material does also affect how likely the object |
686 | object consists. Material does also affect how likely the object |
375 | can be destroyed by hazardous spell-effects. |
687 | can be destroyed by hazardous spell-effects. |
… | |
… | |
392 | </attribute> |
704 | </attribute> |
393 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
705 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
394 | An <unpaid> item cannot be used unless a player carried it over |
706 | An <unpaid> item cannot be used unless a player carried it over |
395 | a shop mat, paying the demanded price. Setting this flag makes sense |
707 | a shop mat, paying the demanded price. Setting this flag makes sense |
396 | only for pickable items inside shops. |
708 | only for pickable items inside shops. |
|
|
709 | </attribute> |
|
|
710 | <attribute arch="sound" editor="sound" type="string"> |
|
|
711 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
712 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
713 | field it will point to sound/<path>.ext |
|
|
714 | </attribute> |
|
|
715 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
716 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
717 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
718 | field it will point to sound/<path>.ext |
397 | </attribute> |
719 | </attribute> |
398 | </default_type> |
720 | </default_type> |
399 | |
721 | |
400 | <!-- This ignorelist is for all system objects which are non pickable |
722 | <!-- This ignorelist is for all system objects which are non pickable |
401 | and invisible. They don't interact with players at all. --> |
723 | and invisible. They don't interact with players at all. --> |
… | |
… | |
435 | the fallback for all types which don't match any other defined types. |
757 | the fallback for all types which don't match any other defined types. |
436 | The required attribute "misc x" prevents that it gets confused with |
758 | The required attribute "misc x" prevents that it gets confused with |
437 | other types like "monster & npc" which also have type number 0. --> |
759 | other types like "monster & npc" which also have type number 0. --> |
438 | <attribute arch="misc" value="x" /> |
760 | <attribute arch="misc" value="x" /> |
439 | </required> |
761 | </required> |
440 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
762 | &movement_types_terrain; |
441 | If set, the object cannot be passed by players nor monsters. |
|
|
442 | </attribute> |
|
|
443 | <attribute arch="cursed" editor="cursed" type="bool"> |
763 | <attribute arch="cursed" editor="cursed" type="bool"> |
444 | Curses can have various effects: On equipment and food, |
764 | Curses can have various effects: On equipment and food, |
445 | they generally harm the player in some way. |
765 | they generally harm the player in some way. |
446 | </attribute> |
766 | </attribute> |
447 | <attribute arch="damned" editor="damned" type="bool"> |
767 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
499 | </attribute> |
819 | </attribute> |
500 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
820 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
501 | The monster will use the specified <long range spell> |
821 | The monster will use the specified <long range spell> |
502 | when the player is at least 6 squares away (from the |
822 | when the player is at least 6 squares away (from the |
503 | monster's head). |
823 | monster's head). |
504 | |
824 | |
505 | Setting a <long range spell> is optional. If unset, the |
825 | Setting a <long range spell> is optional. If unset, the |
506 | <short range spell> gets used all the time. |
826 | <short range spell> gets used all the time. |
507 | </attribute> |
827 | </attribute> |
508 | <attribute arch="maxsp" editor="importance" type="int"> |
828 | <attribute arch="maxsp" editor="importance" type="int"> |
509 | Sometimes you'll want a monster to use one ability more than others. |
829 | Sometimes you'll want a monster to use one ability more than others. |
510 | To achieve this, set the <importance> to a value greater than |
830 | To achieve this, set the <importance> to a value greater than |
511 | one. Abilities with this value zero/unset are counted to be of |
831 | one. Abilities with this value zero/unset are counted to be of |
512 | <importance> one. |
832 | <importance> one. |
513 | |
833 | |
514 | Example: A monster with "small fireball" of <importance> 3 and |
834 | Example: A monster with "small fireball" of <importance> 3 and |
515 | "paralyze" of <importance> 1 will averagely cast three out of four |
835 | "paralyze" of <importance> 1 will averagely cast three out of four |
516 | times the "small fireball". |
836 | times the "small fireball". |
517 | </attribute> |
837 | </attribute> |
518 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
838 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
519 | This flag specifies wether the ability <is magical> in nature. |
839 | This flag specifies whether the ability <is magical> in nature. |
520 | If enabled, all spells produced by this ability will have magic |
840 | If enabled, all spells produced by this ability will have magic |
521 | attacktype added to the usual attacktypes. |
841 | attacktype added to the usual attacktypes. |
522 | |
842 | |
523 | This should always be set for spell-like abilities. "Natural" |
843 | This should always be set for spell-like abilities. "Natural" |
524 | abilities like a dragon's firebreath are an exception. |
844 | abilities like a dragon's firebreath are an exception. |
525 | Note that non-magical abilities are more dangerous because |
845 | Note that non-magical abilities are more dangerous because |
526 | magic resistance does not protect from those.</attribute> |
846 | magic resistance does not protect from those.</attribute> |
527 | </type> |
847 | </type> |
… | |
… | |
533 | </ignore> |
853 | </ignore> |
534 | <description><![CDATA[ |
854 | <description><![CDATA[ |
535 | When a player puts a defined number of certain items on the altar, |
855 | When a player puts a defined number of certain items on the altar, |
536 | then either a spell is casted (on the player) or a connector is |
856 | then either a spell is casted (on the player) or a connector is |
537 | triggered. If the latter is the case, the altar works only once. |
857 | triggered. If the latter is the case, the altar works only once. |
538 | Either way, the sacrificed item dissapears. ]]> |
858 | Either way, the sacrificed item disappears. ]]> |
539 | </description> |
859 | </description> |
540 | <attribute arch="no_pick" value="1" type="fixed" /> |
860 | <attribute arch="no_pick" value="1" type="fixed" /> |
541 | <attribute arch="walk_on" value="1" type="fixed" /> |
861 | &move_on; |
542 | <attribute arch="slaying" editor="match item name" type="string"> |
862 | <attribute arch="slaying" editor="match item name" type="string"> |
543 | This string specifies the item that must be put on the altar to |
863 | This string specifies the item that must be put on the altar to |
544 | activate it. It can either be the name of an archetype, or directly |
864 | activate it. It can either be the name of an archetype, or directly |
545 | the name of an object. Yet, titles are not recognized by altars. |
865 | the name of an object. Yet, titles are not recognized by altars. |
546 | Remember to put a note somewhere, telling the player what he is |
866 | Remember to put a note somewhere, telling the player what he is |
547 | expected to drop on the altar. (Often this is put in the altar's |
867 | expected to drop on the altar. (Often this is put in the altar's |
548 | name: E.g. "drop 100 platinums") |
868 | name: E.g. "drop 100 platinums") |
549 | </attribute> |
869 | </attribute> |
550 | <attribute arch="food" editor="drop amount" type="int"> |
870 | <attribute arch="food" editor="drop amount" type="int"> |
551 | The drop amount specifies the amount of items (specified |
871 | The drop amount specifies the amount of items (specified |
552 | in <match item name>) that must be dropped to activate the altar. |
872 | in <match item name>) that must be dropped to activate the altar. |
553 | |
873 | |
554 | If <match item name> is set to "money", then the value of the |
874 | If <match item name> is set to "money", then the value of the |
555 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
875 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
556 | 200 silver, 20 gold, or 4 platinum will all work.) |
876 | 200 silver, 20 gold, or 4 platinum will all work.) |
557 | |
877 | |
558 | Note that the maximum possible for <drop amount> is 32767. |
878 | Note that the maximum possible for <drop amount> is 32767. |
559 | </attribute> |
879 | </attribute> |
560 | <attribute arch="connected" editor="connection" type="int"> |
880 | <attribute arch="connected" editor="connection" type="int"> |
561 | If a connection value is set, the altar will trigger all objects |
881 | If a connection value is set, the altar will trigger all objects |
562 | with the same value, when activated. This will only work once. |
882 | with the same value, when activated. This will only work once. |
563 | </attribute> |
883 | </attribute> |
564 | <attribute arch="sp" editor="spell" type="spell"> |
884 | <attribute arch="sp" editor="spell" type="spell"> |
565 | When activated, the selected <spell> will be casted (once, on the |
885 | When activated, the selected <spell> will be casted (once, on the |
566 | player). This should work for any given spell. The altar will work |
886 | player). This should work for any given spell. The altar will work |
567 | infinitly in this way. Don't set both <spell> and <connection> for |
887 | infinitely in this way. Don't set both <spell> and <connection> for |
568 | one altar. |
888 | one altar. |
569 | </attribute> |
889 | </attribute> |
570 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
890 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
571 | This text will be displayed to the player |
891 | This text will be displayed to the player |
572 | in the exact moment when the altar is activated. |
892 | in the exact moment when the altar is activated. |
… | |
… | |
579 | <ignore_list name="non_pickable" /> |
899 | <ignore_list name="non_pickable" /> |
580 | </ignore> |
900 | </ignore> |
581 | <description><![CDATA[ |
901 | <description><![CDATA[ |
582 | Altar_triggers work pretty much like normal altars |
902 | Altar_triggers work pretty much like normal altars |
583 | (drop sacrifice -> connection activated), except for the fact that |
903 | (drop sacrifice -> connection activated), except for the fact that |
584 | they reset after usage. Hence, altar_triggers can be used infinitly. ]]> |
904 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
585 | </description> |
905 | </description> |
586 | <use><![CDATA[ |
906 | <use><![CDATA[ |
587 | Altar_triggers are very useful if you want to charge a price for... |
907 | Altar_triggers are very useful if you want to charge a price for... |
588 | <UL> |
908 | <UL> |
589 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
909 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
590 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
910 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
591 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
911 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
592 | </UL> |
912 | </UL> |
593 | The big advantage over normal altars is the infinite usability |
913 | The big advantage over normal altars is the infinite usability |
594 | of altar_triggers! If there are ten players on one server, they're |
914 | of altar_triggers! If there are ten players on one server, they're |
595 | quite grateful if things work more than once. =) ]]> |
915 | quite grateful if things work more than once. =) ]]> |
… | |
… | |
603 | expected to drop on the altar. (Often this is put in the altar's |
923 | expected to drop on the altar. (Often this is put in the altar's |
604 | name: E.g. "drop 100 platinums") |
924 | name: E.g. "drop 100 platinums") |
605 | </attribute> |
925 | </attribute> |
606 | <attribute arch="food" editor="drop amount" type="int"> |
926 | <attribute arch="food" editor="drop amount" type="int"> |
607 | The drop amount specifies the amount of items (specified |
927 | The drop amount specifies the amount of items (specified |
608 | in <match item name>) that must be dropped to activate the altar. |
928 | in <match item name>) that must be dropped to activate the altar. |
609 | |
929 | |
610 | If <match item name> is set to "money", then the value of the |
930 | If <match item name> is set to "money", then the value of the |
611 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
931 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
612 | 200 silver, 20 gold, or 4 platinum will all work.) |
932 | 200 silver, 20 gold, or 4 platinum will all work.) |
613 | |
933 | |
614 | Note that the maximum possible for <drop amount> is 32767. |
934 | Note that the maximum possible for <drop amount> is 32767. |
615 | </attribute> |
935 | </attribute> |
616 | <attribute arch="connected" editor="connection" type="int"> |
936 | <attribute arch="connected" editor="connection" type="int"> |
617 | If a connection value is set, the altar will trigger all objects |
937 | If a connection value is set, the altar will trigger all objects |
618 | with the same value, when activated. This will only work once. |
938 | with the same value, when activated. This will only work once. |
619 | </attribute> |
939 | </attribute> |
620 | <attribute arch="sp" editor="spell" type="spell"> |
940 | <attribute arch="sp" editor="spell" type="spell"> |
621 | When activated, this <spell> will be casted (once, on the player). |
941 | When activated, this <spell> will be casted (once, on the player). |
622 | This should work for any given spell. The altar will work infinitly |
942 | This should work for any given spell. The altar will work infinitely |
623 | in this way. Don't set both <spell> and <connection> for one altar. |
943 | in this way. Don't set both <spell> and <connection> for one altar. |
624 | </attribute> |
944 | </attribute> |
625 | <attribute arch="exp" editor="reset time" type="int"> |
945 | <attribute arch="exp" editor="reset time" type="int"> |
626 | Being activated, the altar will reset after <reset time> ticks. |
946 | Being activated, the altar will reset after <reset time> ticks. |
627 | After reset, the altar is ready to be activated once again. |
947 | After reset, the altar is ready to be activated once again. |
… | |
… | |
629 | </attribute> |
949 | </attribute> |
630 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
950 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
631 | If this attribute is enabled, the altar_trigger won't push the |
951 | If this attribute is enabled, the altar_trigger won't push the |
632 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
952 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
633 | This is typically used when the altar is connected to a creator, |
953 | This is typically used when the altar is connected to a creator, |
634 | e.g. for selling tickets. |
954 | e.g. for selling tickets. |
635 | |
955 | |
636 | If this attribute is disabled (default), the altar_trigger |
956 | If this attribute is disabled (default), the altar_trigger |
637 | will push the connected value TWICE per sacrifice: First by |
957 | will push the connected value TWICE per sacrifice: First by |
638 | dropping sacrifice, second by reset. This mode is typically |
958 | dropping sacrifice, second by reset. This mode is typically |
639 | used for altars being connected to gates, resulting in the |
959 | used for altars being connected to gates, resulting in the |
640 | gate being opened and closed again. |
960 | gate being opened and closed again. |
641 | </attribute> |
961 | </attribute> |
642 | <attribute arch="walk_on" value="1" type="fixed"> |
962 | &move_on; |
643 | </attribute> |
|
|
644 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
963 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
645 | This text will be displayed to the player |
964 | This text will be displayed to the player |
646 | in the exact moment when the altar is activated. |
965 | in the exact moment when the altar is activated. |
647 | </attribute> |
966 | </attribute> |
648 | </type> |
967 | </type> |
649 | |
968 | |
|
|
969 | <!--####################################################################--> |
|
|
970 | <type number="74" name="Skill Tool"> |
|
|
971 | <description><![CDATA[ |
|
|
972 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
973 | ]]> |
|
|
974 | </description> |
|
|
975 | <use><![CDATA[ |
|
|
976 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
977 | the skill that is given. |
|
|
978 | ]]> |
|
|
979 | </use> |
|
|
980 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
981 | This field describes which skill the player will be able to use wearing this item. |
|
|
982 | </attribute> |
|
|
983 | &player_stat_resist_sections; |
|
|
984 | </type> |
650 | <!--####################################################################--> |
985 | <!--####################################################################--> |
651 | <type number="39" name="Amulet"> |
986 | <type number="39" name="Amulet"> |
652 | <description><![CDATA[ |
987 | <description><![CDATA[ |
653 | Wearing an amulet, the object's stats will directly be inherited to |
988 | Wearing an amulet, the object's stats will directly be inherited to |
654 | the player. Amulets are usually meant for protection and defense. ]]> |
989 | the player. Amulets are usually meant for protection and defense. ]]> |
… | |
… | |
672 | The <item power> value measures how "powerful" an artifact is. |
1007 | The <item power> value measures how "powerful" an artifact is. |
673 | Players will only be able to wear equipment with a certain total |
1008 | Players will only be able to wear equipment with a certain total |
674 | amount of <item power>, depending on their own level. This is the |
1009 | amount of <item power>, depending on their own level. This is the |
675 | only way to prevent low level players to wear "undeserved" equipment |
1010 | only way to prevent low level players to wear "undeserved" equipment |
676 | (like gifts from other players or cheated items). |
1011 | (like gifts from other players or cheated items). |
677 | |
1012 | |
678 | It is very important to adjust the <item power> value carefully |
1013 | It is very important to adjust the <item power> value carefully |
679 | for every artifact you create! If zero/unset, the CF server will |
1014 | for every artifact you create! If zero/unset, the CF server will |
680 | calculate a provisional value at runtime, but this is never |
1015 | calculate a provisional value at runtime, but this is never |
681 | going to be an accurate measurement of <item power>. |
1016 | going to be an accurate measurement of <item power>. |
682 | </attribute> |
1017 | </attribute> |
… | |
… | |
689 | unless the curse is removed. |
1024 | unless the curse is removed. |
690 | </attribute> |
1025 | </attribute> |
691 | <attribute arch="lifesave" editor="save life" type="bool"> |
1026 | <attribute arch="lifesave" editor="save life" type="bool"> |
692 | An item with this flag enabled will save the players life |
1027 | An item with this flag enabled will save the players life |
693 | for one time: When the player is wearing this item and his |
1028 | for one time: When the player is wearing this item and his |
694 | healthpoints reach zero, the item dissapears, replenishing |
1029 | health points reach zero, the item disappears, replenishing |
695 | half of the player's health. |
1030 | half of the player's health. |
696 | |
1031 | |
697 | An item with <save life> should not have |
1032 | An item with <save life> should not have |
698 | any decent additional bonuses! |
1033 | any decent additional bonuses! |
699 | </attribute> |
1034 | </attribute> |
700 | <attribute arch="unique" editor="unique item" type="bool"> |
1035 | <attribute arch="unique" editor="unique item" type="bool"> |
701 | Unique items exist only one time on a server. If the item |
1036 | Unique items exist only one time on a server. If the item |
… | |
… | |
710 | you want the monster to use/wear the item - you must set |
1045 | you want the monster to use/wear the item - you must set |
711 | <is applied>. |
1046 | <is applied>. |
712 | Enabling this flag doesn't make any sense if the item |
1047 | Enabling this flag doesn't make any sense if the item |
713 | is NOT in a monster's inventory. |
1048 | is NOT in a monster's inventory. |
714 | </attribute> |
1049 | </attribute> |
715 | <section name="resistance"> |
1050 | &player_stat_resist_sections; |
716 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
717 | This adds physical resistance to the item (= armour value). The number is |
|
|
718 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
719 | and what they require to do for getting this-and-that artifact. |
|
|
720 | </attribute> |
|
|
721 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
722 | This adds magic resistance to the item. The number is a percent-value in |
|
|
723 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
724 | require to do for getting this-and-that artifact. |
|
|
725 | </attribute> |
|
|
726 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
727 | This adds fire resistance to the item. The number is a percent-value in |
|
|
728 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
729 | require to do for getting this-and-that artifact. |
|
|
730 | </attribute> |
|
|
731 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
732 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
733 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
734 | require to do for getting this-and-that artifact. |
|
|
735 | </attribute> |
|
|
736 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
737 | This adds fire resistance to the item. The number is a percent-value in |
|
|
738 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
739 | require to do for getting this-and-that artifact. |
|
|
740 | </attribute> |
|
|
741 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
742 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
743 | the range 0-100. Confusion resistance is not very effective |
|
|
744 | unless the value comes close to 100 (= perfect immunity). |
|
|
745 | </attribute> |
|
|
746 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
747 | This adds acid resistance to the item. The number is a percent-value in |
|
|
748 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
749 | require to do for getting this-and-that artifact. |
|
|
750 | </attribute> |
|
|
751 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
752 | This adds draining resistance to the item. The number is a percent-value |
|
|
753 | in the range 0-100. Draining resistance is little effective |
|
|
754 | unless the value is 100 (= perfect immunity). |
|
|
755 | </attribute> |
|
|
756 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
757 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
758 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
759 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
760 | are not meant to be easily resisted. |
|
|
761 | </attribute> |
|
|
762 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
763 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
764 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
765 | require to do for getting this-and-that artifact. |
|
|
766 | </attribute> |
|
|
767 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
768 | This adds poison resistance to the item. The number is a percent-value in |
|
|
769 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
770 | require to do for getting this-and-that artifact. |
|
|
771 | </attribute> |
|
|
772 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
773 | This adds fear resistance to the item. The number is a percent-value in |
|
|
774 | the range 0-100. Resistance to fear is pretty useless. |
|
|
775 | </attribute> |
|
|
776 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
777 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
778 | the range 0-100. Paralyze resistance is little effective |
|
|
779 | unless the value is 100 (= perfect immunity). |
|
|
780 | </attribute> |
|
|
781 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
782 | This adds fear resistance to the item. The number is a percent-value in |
|
|
783 | the range 0-100. Resistance to fear is pretty useless. |
|
|
784 | </attribute> |
|
|
785 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
786 | This adds depletion resistance to the item. The number is a percent-value |
|
|
787 | in the range 0-100. Depletion resistance is little effective |
|
|
788 | unless the value is 100 (= perfect immunity). |
|
|
789 | </attribute> |
|
|
790 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
791 | This adds death-attack resistance to the item. The number is a |
|
|
792 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
793 | effective unless the value is 100 (= perfect immunity). |
|
|
794 | Generally, resistance to death-attack is not supposed to be |
|
|
795 | available to players! |
|
|
796 | </attribute> |
|
|
797 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
798 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
799 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
800 | require to do for getting this-and-that artifact. |
|
|
801 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
802 | combination of other attacktypes. |
|
|
803 | </attribute> |
|
|
804 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
805 | This adds blinding resistance to the item. The number is a percent-value |
|
|
806 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
807 | require to do for getting this-and-that artifact. |
|
|
808 | </attribute> |
|
|
809 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
810 | This adds holy power resistance to the item. The number is a percent-value |
|
|
811 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
812 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
813 | for undead players (wraith or devourer cult). |
|
|
814 | Generally, resistance to holy word should not be available for players. |
|
|
815 | </attribute> |
|
|
816 | </section> |
|
|
817 | <section name="stats"> |
|
|
818 | <attribute arch="Str" editor="strength" type="int"> |
|
|
819 | The player's strentgh will rise/fall by the given value |
|
|
820 | while wearing this piece of equipment. |
|
|
821 | </attribute> |
|
|
822 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
823 | The player's dexterity will rise/fall by the given value |
|
|
824 | while wearing this piece of equipment. |
|
|
825 | </attribute> |
|
|
826 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
827 | The player's constitution will rise/fall by the given value |
|
|
828 | while wearing this piece of equipment. |
|
|
829 | </attribute> |
|
|
830 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
831 | The player's intelligence will rise/fall by the given value |
|
|
832 | while wearing this piece of equipment. |
|
|
833 | </attribute> |
|
|
834 | <attribute arch="Pow" editor="power" type="int"> |
|
|
835 | The player's power will rise/fall by the given value |
|
|
836 | while wearing this piece of equipment. |
|
|
837 | </attribute> |
|
|
838 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
839 | The player's wisdom will rise/fall by the given value while |
|
|
840 | wearing this piece of equipment. |
|
|
841 | </attribute> |
|
|
842 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
843 | The player's charisma will rise/fall by the given value |
|
|
844 | while wearing this piece of equipment. |
|
|
845 | </attribute> |
|
|
846 | </section> |
|
|
847 | <section name="misc"> |
1051 | <section name="misc"> |
848 | <attribute arch="luck" editor="luck bonus" type="int"> |
1052 | <attribute arch="luck" editor="luck bonus" type="int"> |
849 | With positive luck bonus, the player is more likely to |
1053 | With positive luck bonus, the player is more likely to |
850 | succeed in all sorts of things (spellcasting, praying,...). |
1054 | succeed in all sorts of things (spellcasting, praying,...). |
851 | Unless the <luck bonus> is very high, the effect will be |
1055 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
868 | additional <grace regen.> bonus should be VERY RARE!! |
1072 | additional <grace regen.> bonus should be VERY RARE!! |
869 | </attribute> |
1073 | </attribute> |
870 | <attribute arch="food" editor="food bonus" type="int"> |
1074 | <attribute arch="food" editor="food bonus" type="int"> |
871 | Positive <food bonus> slows down the player's digestion, |
1075 | Positive <food bonus> slows down the player's digestion, |
872 | thus he consumes less food. Negative values speed it up. |
1076 | thus he consumes less food. Negative values speed it up. |
873 | |
1077 | |
874 | Note that food is consumed not only for "being alive", but |
1078 | Note that food is consumed not only for "being alive", but |
875 | also for healing and mana-regeneration. |
1079 | also for healing and mana-regeneration. |
876 | <food bonus> only affects the amount of food consumed |
1080 | <food bonus> only affects the amount of food consumed |
877 | for "being alive". Hence, even with high <food bonus>, |
1081 | for "being alive". Hence, even with high <food bonus>, |
878 | during a fight a player can run out of food quickly. |
1082 | during a fight a player can run out of food quickly. |
879 | </attribute> |
1083 | </attribute> |
880 | <attribute arch="xrays" editor="xray vision" type="bool"> |
1084 | <attribute arch="xrays" editor="xray vision" type="bool"> |
881 | Xray vision allows the player to see through obstacles |
1085 | Xray vision allows the player to see through obstacles |
882 | in a two-square-wide radius. This is extremely helpful and |
1086 | in a two-square-wide radius. This is extremely helpful and |
883 | desireable, so don't give it away for cheap on equipment. |
1087 | desirable, so don't give it away for cheap on equipment. |
884 | </attribute> |
1088 | </attribute> |
885 | <attribute arch="stealth" editor="stealth" type="bool"> |
1089 | <attribute arch="stealth" editor="stealth" type="bool"> |
886 | Stealth allows the player to move silently. |
1090 | Stealth allows the player to move silently. |
887 | This comes to effect if a player turns himself |
1091 | This comes to effect if a player turns himself |
888 | invisible and tries to sneak around monsters. |
1092 | invisible and tries to sneak around monsters. |
… | |
… | |
893 | the ability to <reflect spells>, all kinds of |
1097 | the ability to <reflect spells>, all kinds of |
894 | spell-bullets and -beams will bounce off him. |
1098 | spell-bullets and -beams will bounce off him. |
895 | This works only about 90% of all times, to |
1099 | This works only about 90% of all times, to |
896 | avoid players being completely immune to certain |
1100 | avoid players being completely immune to certain |
897 | types of attacks. |
1101 | types of attacks. |
898 | |
1102 | |
899 | This is a very powerful ability and it |
1103 | This is a very powerful ability and it |
900 | shouldn't be handed out cheap! |
1104 | shouldn't be handed out cheap! |
901 | </attribute> |
1105 | </attribute> |
902 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
1106 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
903 | If a player is wearing any piece of equipment with |
1107 | If a player is wearing any piece of equipment with |
… | |
… | |
905 | projectiles (e.g. arrows, bolts, boulders) will |
1109 | projectiles (e.g. arrows, bolts, boulders) will |
906 | bounce off him. This works only about 90% of all |
1110 | bounce off him. This works only about 90% of all |
907 | times, to avoid players being completely immune to |
1111 | times, to avoid players being completely immune to |
908 | certain types of attacks. |
1112 | certain types of attacks. |
909 | </attribute> |
1113 | </attribute> |
910 | <attribute arch="flying" editor="levitate" type="bool"> |
1114 | &move_type; |
911 | As soon as the player applies a piece of equipment with |
|
|
912 | <levitate> set, the player will start to float in the air. |
|
|
913 | </attribute> |
|
|
914 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
1115 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
915 | Click on the <attuned paths> button to select spellpaths. |
1116 | Click on the <attuned paths> button to select spellpaths. |
916 | The player will get attuned to the specified spellpaths |
1117 | The player will get attuned to the specified spellpaths |
917 | while wearing this item. |
1118 | while wearing this item. |
918 | </attribute> |
1119 | </attribute> |
… | |
… | |
969 | get teleported after they died on this battleground. |
1170 | get teleported after they died on this battleground. |
970 | </attribute> |
1171 | </attribute> |
971 | </type> |
1172 | </type> |
972 | |
1173 | |
973 | <!--####################################################################--> |
1174 | <!--####################################################################--> |
974 | <type number="104" name="Bracers"> |
1175 | <type number="165" name="Safe ground (CF+)"> |
975 | <import_type name="Amulet" /> |
1176 | <ignore> |
976 | <description><![CDATA[ |
1177 | <ignore_list name="non_pickable" /> |
977 | Bracers are armour-plates worn around the wrists. |
1178 | </ignore> |
978 | Wearing bracer, the object's stats will directly be inherited to |
|
|
979 | the player. Usually enhancing his defense. ]]> |
|
|
980 | </description> |
1179 | <description><![CDATA[ |
981 | <use><![CDATA[ |
1180 | Safe ground is a special object that prevents any effects that might |
982 | Feel free to create your own special artifacts. However, it is very |
1181 | be harmful for the map, other players or items on the map. |
983 | important that you keep your artifact in balance with existing maps. ]]> |
1182 | It blocks all magic and prayers, usage of alchemy, prevents potions |
984 | </use> |
1183 | from being used and blocks bombs from exploding. Note that altars that |
985 | <attribute arch="magic" editor="magic bonus" type="int"> |
1184 | do cast spells still work. |
986 | <magic bonus> works just like ac, except that it can be improved by |
1185 | (This is a Crossfire+ feature, and might not work elsewhere) |
987 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1186 | ]]> |
988 | than direct armour-class bonus on the bracers. |
|
|
989 | </attribute> |
|
|
990 | </type> |
|
|
991 | |
|
|
992 | <!--####################################################################--> |
|
|
993 | <type number="16" name="Brestplate Armour"> |
|
|
994 | <import_type name="Amulet" /> |
|
|
995 | <description><![CDATA[ |
1187 | </description> |
996 | Wearing an armour, the object's stats will directly be inherited to |
|
|
997 | the player. Usually enhancing his defense. ]]> |
|
|
998 | </description> |
|
|
999 | <use><![CDATA[ |
1188 | <use><![CDATA[ |
1000 | Feel free to create your own special artifacts. However, it is very |
1189 | Safe ground can be used to prevents any means of burning |
1001 | important that you keep your artifact in balance with existing maps. ]]> |
1190 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1191 | in your map and your shop will be safe. It's generally useful for making |
|
|
1192 | areas where really no kind of spell should be invoked by a player. |
|
|
1193 | ]]> |
1002 | </use> |
1194 | </use> |
1003 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1195 | <attribute arch="no_pick" value="1" type="fixed" /> |
1004 | This poses a penalty to spell regeneration speed, for wearing the armour. |
|
|
1005 | The bigger the spellpoint penalty, the worse. |
|
|
1006 | </attribute> |
|
|
1007 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
|
|
1008 | Slowdown penalty reduces the player's walking speed when wearing the |
|
|
1009 | armour. Bigger values are worse - zero is best. |
|
|
1010 | </attribute> |
|
|
1011 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1012 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1013 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1014 | than direct armour-class bonus on the armour. |
|
|
1015 | </attribute> |
|
|
1016 | </type> |
1196 | </type> |
1017 | |
1197 | |
1018 | <!--####################################################################--> |
1198 | <!--####################################################################--> |
1019 | <type number="8" name="Book"> |
1199 | <type number="8" name="Book"> |
1020 | <description><![CDATA[ |
1200 | <description><![CDATA[ |
… | |
… | |
1038 | is taken, lost or destroyed - it's gone for good. |
1218 | is taken, lost or destroyed - it's gone for good. |
1039 | </attribute> |
1219 | </attribute> |
1040 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1220 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1041 | This is the text that appears "written" in the book. |
1221 | This is the text that appears "written" in the book. |
1042 | </attribute> |
1222 | </attribute> |
|
|
1223 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
1224 | This is the key string of the book. The key string is checked by an inventory checker. |
|
|
1225 | (This is used eg. for the gate/port passes in scorn) |
|
|
1226 | </attribute> |
1043 | </type> |
1227 | </type> |
1044 | |
1228 | |
1045 | <!--####################################################################--> |
1229 | <!--####################################################################--> |
1046 | <type number="99" name="Boots"> |
1230 | <type number="99" name="Boots"> |
1047 | <import_type name="Amulet" /> |
1231 | <import_type name="Amulet" /> |
… | |
… | |
1064 | </attribute> |
1248 | </attribute> |
1065 | <attribute arch="magic" editor="magic bonus" type="int"> |
1249 | <attribute arch="magic" editor="magic bonus" type="int"> |
1066 | <magic bonus> works just like ac, except that it can be improved by |
1250 | <magic bonus> works just like ac, except that it can be improved by |
1067 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1251 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1068 | than direct armour-class bonus on the boots. |
1252 | than direct armour-class bonus on the boots. |
1069 | |
1253 | |
1070 | Important: <magic bonus> on boots has no effect if there is no |
1254 | Important: <magic bonus> on boots has no effect if there is no |
1071 | <armour class> set. It only works in combination with <armour class>. |
1255 | <armour class> set. It only works in combination with <armour class>. |
|
|
1256 | </attribute> |
|
|
1257 | </type> |
|
|
1258 | |
|
|
1259 | <!--####################################################################--> |
|
|
1260 | <type number="104" name="Bracers"> |
|
|
1261 | <import_type name="Amulet" /> |
|
|
1262 | <description><![CDATA[ |
|
|
1263 | Bracers are armour-plates worn around the wrists. |
|
|
1264 | Wearing bracer, the object's stats will directly be inherited to |
|
|
1265 | the player. Usually enhancing his defense. ]]> |
|
|
1266 | </description> |
|
|
1267 | <use><![CDATA[ |
|
|
1268 | Feel free to create your own special artifacts. However, it is very |
|
|
1269 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1270 | </use> |
|
|
1271 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1272 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1273 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1274 | than direct armour-class bonus on the bracers. |
|
|
1275 | </attribute> |
|
|
1276 | </type> |
|
|
1277 | |
|
|
1278 | <!--####################################################################--> |
|
|
1279 | <type number="16" name="Brestplate Armour"> |
|
|
1280 | <import_type name="Amulet" /> |
|
|
1281 | <description><![CDATA[ |
|
|
1282 | Wearing an armour, the object's stats will directly be inherited to |
|
|
1283 | the player. Usually enhancing his defense. ]]> |
|
|
1284 | </description> |
|
|
1285 | <use><![CDATA[ |
|
|
1286 | Feel free to create your own special artifacts. However, it is very |
|
|
1287 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
1288 | </use> |
|
|
1289 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
|
|
1290 | This poses a penalty to spell regeneration speed, for wearing the armour. |
|
|
1291 | The bigger the spellpoint penalty, the worse. |
|
|
1292 | </attribute> |
|
|
1293 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
|
|
1294 | Slowdown penalty reduces the player's walking speed when wearing the |
|
|
1295 | armour. Bigger values are worse - zero is best. |
|
|
1296 | </attribute> |
|
|
1297 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1298 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1299 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1300 | than direct armour-class bonus on the armour. |
1072 | </attribute> |
1301 | </attribute> |
1073 | </type> |
1302 | </type> |
1074 | |
1303 | |
1075 | <!--####################################################################--> |
1304 | <!--####################################################################--> |
1076 | <type number="92" name="Button"> |
1305 | <type number="92" name="Button"> |
… | |
… | |
1081 | When a predefined amount of weigh is placed on a button, the |
1310 | When a predefined amount of weigh is placed on a button, the |
1082 | <connection> value is triggered. In most cases this happens when a |
1311 | <connection> value is triggered. In most cases this happens when a |
1083 | player or monster steps on it. When the button is "released", the |
1312 | player or monster steps on it. When the button is "released", the |
1084 | <connection> value get's triggered a second time. ]]> |
1313 | <connection> value get's triggered a second time. ]]> |
1085 | </description> |
1314 | </description> |
1086 | <attribute arch="walk_on" value="1" type="fixed" /> |
1315 | &move_on; |
1087 | <attribute arch="walk_off" value="1" type="fixed" /> |
1316 | &move_off; |
1088 | <attribute arch="no_pick" value="1" type="fixed" /> |
1317 | <attribute arch="no_pick" value="1" type="fixed" /> |
1089 | <attribute arch="weight" editor="press weight" type="string"> |
1318 | <attribute arch="weight" editor="press weight" type="int"> |
1090 | The button is pressed (triggered), as soon as |
1319 | The button is pressed (triggered), as soon as |
1091 | <press weigh> gram are placed ontop of it. |
1320 | <press weigh> gram are placed ontop of it. |
1092 | </attribute> |
1321 | </attribute> |
1093 | <attribute arch="connected" editor="connection" type="int"> |
1322 | <attribute arch="connected" editor="connection" type="int"> |
1094 | Every time the button is pressed or released, all objects |
1323 | Every time the button is pressed or released, all objects |
… | |
… | |
1096 | </attribute> |
1325 | </attribute> |
1097 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1326 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1098 | This text may describe the item. You can use this |
1327 | This text may describe the item. You can use this |
1099 | message to explain the button's purpose to the player. |
1328 | message to explain the button's purpose to the player. |
1100 | </attribute> |
1329 | </attribute> |
|
|
1330 | </type> |
|
|
1331 | |
|
|
1332 | <!--####################################################################--> |
|
|
1333 | <type number="30" name="Button Trigger"> |
|
|
1334 | <import_type name="Button" /> |
|
|
1335 | <ignore> |
|
|
1336 | <ignore_list name="non_pickable" /> |
|
|
1337 | </ignore> |
|
|
1338 | <description><![CDATA[ |
|
|
1339 | Handle buttons are buttons which reset after a short period |
|
|
1340 | of time. Every time it is either applied or reset, the |
|
|
1341 | <connection> value is triggered. ]]> |
|
|
1342 | </description> |
|
|
1343 | </type> |
|
|
1344 | |
|
|
1345 | <!--####################################################################--> |
|
|
1346 | <type number="37" name="Class Changer"> |
|
|
1347 | <ignore> |
|
|
1348 | <ignore_list name="non_pickable" /> |
|
|
1349 | </ignore> |
|
|
1350 | <description><![CDATA[ |
|
|
1351 | Class changer are used while creating a character. ]]> |
|
|
1352 | </description> |
|
|
1353 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
|
|
1354 | This entry determines which initial items the character receives. |
|
|
1355 | </attribute> |
|
|
1356 | <section name="stats"> |
|
|
1357 | <attribute arch="Str" editor="strength" type="int"> |
|
|
1358 | The player's strength will rise by the given value if he chooses this |
|
|
1359 | class. (Negative values make strength fall) |
|
|
1360 | </attribute> |
|
|
1361 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
1362 | The player's dexterity will rise by the given value if he chooses this |
|
|
1363 | class. (Negative values make dexterity fall) |
|
|
1364 | </attribute> |
|
|
1365 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
1366 | The player's constitution will rise by the given value if he chooses this |
|
|
1367 | class. (Negative values make constitution fall) |
|
|
1368 | </attribute> |
|
|
1369 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
1370 | The player's intelligence will rise by the given value if he chooses this |
|
|
1371 | class. (Negative values make intelligence fall) |
|
|
1372 | </attribute> |
|
|
1373 | <attribute arch="Pow" editor="power" type="int"> |
|
|
1374 | The player's power will rise by the given value if he chooses this |
|
|
1375 | class. (Negative values make power fall) |
|
|
1376 | </attribute> |
|
|
1377 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
1378 | The player's wisdom will rise by the given value if he chooses this |
|
|
1379 | class. (Negative values make wisdom fall) |
|
|
1380 | </attribute> |
|
|
1381 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
1382 | The player's charisma will rise by the given value if he chooses this |
|
|
1383 | class. (Negative values make charisma fall) |
|
|
1384 | </attribute> |
|
|
1385 | </section> |
1101 | </type> |
1386 | </type> |
1102 | |
1387 | |
1103 | <!--####################################################################--> |
1388 | <!--####################################################################--> |
1104 | <type number="87" name="Cloak"> |
1389 | <type number="87" name="Cloak"> |
1105 | <import_type name="Amulet" /> |
1390 | <import_type name="Amulet" /> |
… | |
… | |
1114 | </use> |
1399 | </use> |
1115 | <attribute arch="magic" editor="magic bonus" type="int"> |
1400 | <attribute arch="magic" editor="magic bonus" type="int"> |
1116 | <magic bonus> works just like ac, except that it can be improved by |
1401 | <magic bonus> works just like ac, except that it can be improved by |
1117 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1402 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1118 | than direct armour-class bonus on the cloak. |
1403 | than direct armour-class bonus on the cloak. |
1119 | |
1404 | |
1120 | Important: <magic bonus> on cloaks has no effect if there is no |
1405 | Important: <magic bonus> on cloaks has no effect if there is no |
1121 | <armour class> set. It only works in combination with <armour class>. |
1406 | <armour class> set. It only works in combination with <armour class>. |
1122 | </attribute> |
1407 | </attribute> |
1123 | </type> |
1408 | </type> |
1124 | |
1409 | |
… | |
… | |
1153 | </UL> ]]> |
1438 | </UL> ]]> |
1154 | </use> |
1439 | </use> |
1155 | <attribute arch="race" editor="container class" type="string"> |
1440 | <attribute arch="race" editor="container class" type="string"> |
1156 | If set, the container will hold only certain types of objects. |
1441 | If set, the container will hold only certain types of objects. |
1157 | Possible choices for <container class> are: "gold and jewels", |
1442 | Possible choices for <container class> are: "gold and jewels", |
1158 | "arrows" and "keys". |
1443 | "arrows" and "keys". |
1159 | |
1444 | |
1160 | Unfortunately it is not easy to create new container |
1445 | Unfortunately it is not easy to create new container |
1161 | classes, because items need a matching counterpiece-attribute |
1446 | classes, because items need a matching counterpiece-attribute |
1162 | to the <container class> before they can be put inside a |
1447 | to the <container class> before they can be put inside a |
1163 | container. This attribute ("race") is set only for the existing |
1448 | container. This attribute ("race") is set only for the existing |
1164 | container classes. |
1449 | container classes. |
… | |
… | |
1261 | <ignore_list name="system_object" /> |
1546 | <ignore_list name="system_object" /> |
1262 | </ignore> |
1547 | </ignore> |
1263 | <description><![CDATA[ |
1548 | <description><![CDATA[ |
1264 | A creator is an object which creates another object when it |
1549 | A creator is an object which creates another object when it |
1265 | is triggered. The child object can be anything. Creators are |
1550 | is triggered. The child object can be anything. Creators are |
1266 | VERY useful for all kinds of map-mechanisms. ]]> |
1551 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1552 | periodically create things. ]]> |
1267 | </description> |
1553 | </description> |
1268 | <use><![CDATA[ |
1554 | <use><![CDATA[ |
1269 | Don't hesitate to hide your creators under the floor. |
1555 | Don't hesitate to hide your creators under the floor. |
1270 | The created items will still always appear ontop of the floor. ]]> |
1556 | The created items will still always appear ontop of the floor. ]]> |
1271 | </use> |
1557 | </use> |
… | |
… | |
1277 | one of the inventory items is duplicated. The duplicated item is randomly |
1563 | one of the inventory items is duplicated. The duplicated item is randomly |
1278 | chosen from all items present. |
1564 | chosen from all items present. |
1279 | </attribute> |
1565 | </attribute> |
1280 | <attribute arch="connected" editor="connection" type="int"> |
1566 | <attribute arch="connected" editor="connection" type="int"> |
1281 | Whenever the connection value is activated, |
1567 | Whenever the connection value is activated, |
1282 | the creator gets triggered. |
1568 | the creator gets triggered. |
1283 | </attribute> |
1569 | </attribute> |
|
|
1570 | &activate_on; |
1284 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1571 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1285 | If <infinit uses> is set, the creator will work |
1572 | If <infinit uses> is set, the creator will work |
1286 | infinitly, regardless of the value in <number of uses>. |
1573 | infinitely, regardless of the value in <number of uses>. |
|
|
1574 | </attribute> |
|
|
1575 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1576 | When this field is set the creator will periodically create stuff |
|
|
1577 | (and will still do so when the connection is triggered). |
|
|
1578 | A value of 1 means roughly 8 times a second. |
1287 | </attribute> |
1579 | </attribute> |
1288 | <attribute arch="hp" editor="number of uses" type="int"> |
1580 | <attribute arch="hp" editor="number of uses" type="int"> |
1289 | The creator can be triggered <number of uses> times, thus |
1581 | The creator can be triggered <number of uses> times, thus |
1290 | creating that many objects, before it dissappears. |
1582 | creating that many objects, before it dissappears. |
1291 | Default is <number of uses> 1 (-> one-time usage). |
1583 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1333 | </attribute> |
1625 | </attribute> |
1334 | <attribute arch="speed" editor="detection speed" type="float"> |
1626 | <attribute arch="speed" editor="detection speed" type="float"> |
1335 | This value defines the time between two detector-checks. |
1627 | This value defines the time between two detector-checks. |
1336 | If you want the detector to behave almost like pedestals/buttons, |
1628 | If you want the detector to behave almost like pedestals/buttons, |
1337 | set speed rather high, like <detection speed> 1.0. |
1629 | set speed rather high, like <detection speed> 1.0. |
|
|
1630 | </attribute> |
|
|
1631 | &speed_left; |
|
|
1632 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1633 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1634 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1635 | by 1. |
1338 | </attribute> |
1636 | </attribute> |
1339 | </type> |
1637 | </type> |
1340 | |
1638 | |
1341 | <!--####################################################################--> |
1639 | <!--####################################################################--> |
1342 | <type number="112" name="Director"> |
1640 | <type number="112" name="Director"> |
… | |
… | |
1365 | <attribute arch="sp" editor="direction" type="list_direction"> |
1663 | <attribute arch="sp" editor="direction" type="list_direction"> |
1366 | Projectiles will leave the director flying in the selected <direction>. |
1664 | Projectiles will leave the director flying in the selected <direction>. |
1367 | A director with direction <none> simply stops projectiles. |
1665 | A director with direction <none> simply stops projectiles. |
1368 | (The latter works out a bit strange for some spells). |
1666 | (The latter works out a bit strange for some spells). |
1369 | </attribute> |
1667 | </attribute> |
1370 | <attribute arch="walk_on" value="1" type="fixed" /> |
1668 | &move_on; |
1371 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1372 | </type> |
1669 | </type> |
1373 | |
1670 | |
1374 | <!--####################################################################--> |
1671 | <!--####################################################################--> |
1375 | <type number="158" name="Disease"> |
1672 | <type number="158" name="Disease"> |
1376 | <ignore> |
1673 | <ignore> |
… | |
… | |
1407 | <section name="spreading"> |
1704 | <section name="spreading"> |
1408 | <attribute arch="wc" editor="infectiosness" type="int"> |
1705 | <attribute arch="wc" editor="infectiosness" type="int"> |
1409 | The <infectiosness> defines the chance of new creatures getting |
1706 | The <infectiosness> defines the chance of new creatures getting |
1410 | infected. If you set this too high, the disease is very likely to |
1707 | infected. If you set this too high, the disease is very likely to |
1411 | be too effective. |
1708 | be too effective. |
1412 | |
1709 | |
1413 | <infectiosness>/127 is the chance of someone in range catching it. |
1710 | <infectiosness>/127 is the chance of someone in range catching it. |
1414 | </attribute> |
1711 | </attribute> |
1415 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1712 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1416 | The <attenuation> value reduces the diseases' <infectiosness> |
1713 | The <attenuation> value reduces the diseases' <infectiosness> |
1417 | everytime it infects someone new. This limits how many generations |
1714 | everytime it infects someone new. This limits how many generations |
… | |
… | |
1420 | <attribute arch="magic" editor="infection range" type="int"> |
1717 | <attribute arch="magic" editor="infection range" type="int"> |
1421 | <infection range> sets the range at which infection may occur. |
1718 | <infection range> sets the range at which infection may occur. |
1422 | If positive, the <infection range> is level dependant - If negative, |
1719 | If positive, the <infection range> is level dependant - If negative, |
1423 | it is not: |
1720 | it is not: |
1424 | E.g. "<infection range> -6" means creatures can be infected in |
1721 | E.g. "<infection range> -6" means creatures can be infected in |
1425 | six square range, and <plaque level> doesn't modify that. |
1722 | six square range, and <plaque level> doesn't modify that. |
1426 | </attribute> |
1723 | </attribute> |
1427 | <attribute arch="maxhp" editor="persistence" type="int"> |
1724 | <attribute arch="maxhp" editor="persistence" type="int"> |
1428 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1725 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1429 | The disease can "move" <persistence> times outside a host before it |
1726 | The disease can "move" <persistence> times outside a host before it |
1430 | vanishes. A negative value means the disease lasts for permanent |
1727 | vanishes. A negative value means the disease lasts for permanent |
… | |
… | |
1433 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1730 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1434 | The disease will last in the host for <curing duration> "disease moves" |
1731 | The disease will last in the host for <curing duration> "disease moves" |
1435 | (Assuming the host survives and doesn't use a curing spell). |
1732 | (Assuming the host survives and doesn't use a curing spell). |
1436 | After this period the disease is naturally cured, which provides the |
1733 | After this period the disease is naturally cured, which provides the |
1437 | host with immunity from this particular disease of lower or equal level. |
1734 | host with immunity from this particular disease of lower or equal level. |
1438 | |
1735 | |
1439 | A negative value means the disease can never be cured naturally. |
1736 | A negative value means the disease can never be cured naturally. |
1440 | |
1737 | |
1441 | Note that this value can be further modulated by spell-parameters, |
1738 | Note that this value can be further modulated by spell-parameters, |
1442 | if the disease is registered as spell in the code. Due to that, |
1739 | if the disease is registered as spell in the code. Due to that, |
1443 | most default diseases take a lot longer to cure than it seems. |
1740 | most default diseases take a lot longer to cure than it seems. |
1444 | </attribute> |
1741 | </attribute> |
1445 | <attribute arch="speed" editor="moving speed" type="float"> |
1742 | <attribute arch="speed" editor="moving speed" type="float"> |
1446 | The <speed> of the disease determines how fast the disease will |
1743 | The <speed> of the disease determines how fast the disease will |
1447 | "move", thus how fast the symptoms strike the host. |
1744 | "move", thus how fast the symptoms strike the host. |
1448 | </attribute> |
1745 | </attribute> |
|
|
1746 | &speed_left; |
1449 | </section> |
1747 | </section> |
1450 | <section name="symptoms"> |
1748 | <section name="symptoms"> |
1451 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1749 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1452 | The disease will attack the host with the given <attacktype>. |
1750 | The disease will attack the host with the given <attacktype>. |
1453 | Godpower attacktype is commonly used for "unresistable" diseases. |
1751 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1455 | <attribute arch="dam" editor="damage" type="int"> |
1753 | <attribute arch="dam" editor="damage" type="int"> |
1456 | A disease with a positive <damage> value will strike the player for that |
1754 | A disease with a positive <damage> value will strike the player for that |
1457 | amount of damage every time the symptoms occur. |
1755 | amount of damage every time the symptoms occur. |
1458 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1756 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1459 | the player's health is reduced by 10% every time the symptoms strike. |
1757 | the player's health is reduced by 10% every time the symptoms strike. |
1460 | |
1758 | |
1461 | Diseases with %-based damage can be dangerous - but not deadly - |
1759 | Diseases with %-based damage can be dangerous - but not deadly - |
1462 | for players of all levels. |
1760 | for players of all levels. |
1463 | </attribute> |
1761 | </attribute> |
1464 | <attribute arch="other_arch" editor="create arch" type="string"> |
1762 | <attribute arch="other_arch" editor="create arch" type="string"> |
1465 | If set, the specified arch is created and dropped every time the |
1763 | If set, the specified arch is created and dropped every time the |
1466 | symptoms strike. |
1764 | symptoms strike. |
1467 | |
1765 | |
1468 | This can be various things: farts, body pieces, eggs ... |
1766 | This can be various things: farts, body pieces, eggs ... |
1469 | Even monsters can be created that way. You could also make a |
1767 | Even monsters can be created that way. You could also make a |
1470 | disease where some exotic stuff like money/gems is created. |
1768 | disease where some exotic stuff like money/gems is created. |
1471 | </attribute> |
1769 | </attribute> |
1472 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
1770 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
… | |
… | |
1527 | </attribute> |
1825 | </attribute> |
1528 | </section> |
1826 | </section> |
1529 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1827 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1530 | This text is displayed to the player every time the |
1828 | This text is displayed to the player every time the |
1531 | symptoms strike. |
1829 | symptoms strike. |
|
|
1830 | </attribute> |
|
|
1831 | </type> |
|
|
1832 | |
|
|
1833 | <!--####################################################################--> |
|
|
1834 | <type number="23" name="Door"> |
|
|
1835 | <ignore> |
|
|
1836 | <ignore_list name="non_pickable" /> |
|
|
1837 | </ignore> |
|
|
1838 | <description><![CDATA[ |
|
|
1839 | A door can be opened with a normal key. It also can be broken by attacking |
|
|
1840 | it, and it can be defeated with the lockpicking skill. If a door is |
|
|
1841 | defeated, horizontally and vertically adjacent doors are automatically |
|
|
1842 | removed. ]]> |
|
|
1843 | </description> |
|
|
1844 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1845 | <attribute arch="alive" value="1" type="fixed" /> |
|
|
1846 | &movement_types_terrain; |
|
|
1847 | <attribute arch="hp" editor="hitpoints" type="int"> |
|
|
1848 | The more <hitpoints> the door has, the longer it takes to be broken. |
|
|
1849 | </attribute> |
|
|
1850 | <attribute arch="ac" editor="armour class" type="int"> |
|
|
1851 | Doors of high <armour class> are less likely to get hit. |
|
|
1852 | <armour class> can be considered the "counterpiece" to |
|
|
1853 | <weapon class>. |
|
|
1854 | </attribute> |
|
|
1855 | <attribute arch="other_arch" editor="drop arch" type="string"> |
|
|
1856 | This string defines the object that will be created when the door was |
|
|
1857 | defeated. |
|
|
1858 | </attribute> |
|
|
1859 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
|
|
1860 | This entry determines what kind of traps will appear in the door. |
|
|
1861 | </attribute> |
|
|
1862 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1863 | Set this flag to move treasure items created into the environment (map) |
|
|
1864 | instead of putting them into the object. |
1532 | </attribute> |
1865 | </attribute> |
1533 | </type> |
1866 | </type> |
1534 | |
1867 | |
1535 | <!--####################################################################--> |
1868 | <!--####################################################################--> |
1536 | <type number="83" name="Duplicator"> |
1869 | <type number="83" name="Duplicator"> |
… | |
… | |
1554 | loose the input matches the chance to earn winnings.<br> |
1887 | loose the input matches the chance to earn winnings.<br> |
1555 | A duplicator with <multiply factor> 3 for example should have a |
1888 | A duplicator with <multiply factor> 3 for example should have a |
1556 | loosing rate of 2/3 = 67%. ]]> |
1889 | loosing rate of 2/3 = 67%. ]]> |
1557 | </use> |
1890 | </use> |
1558 | <attribute arch="other_arch" editor="target arch" type="string"> |
1891 | <attribute arch="other_arch" editor="target arch" type="string"> |
1559 | Only objects of matching archtype, lying ontop of the dublicator will be |
1892 | Only objects of matching archtype, lying ontop of the duplicator will be |
1560 | dublicated, multiplied or removed. All other objects will be ignored. |
1893 | duplicated, multiplied or removed. All other objects will be ignored. |
1561 | </attribute> |
1894 | </attribute> |
1562 | <attribute arch="level" editor="multiply factor" type="int"> |
1895 | <attribute arch="level" editor="multiply factor" type="int"> |
1563 | The number of items in the target pile will be multiplied by the |
1896 | The number of items in the target pile will be multiplied by the |
1564 | <multiply factor>. If it is set to zero, all target objects |
1897 | <multiply factor>. If it is set to zero, all target objects |
1565 | will be destroyed. |
1898 | will be destroyed. |
… | |
… | |
1567 | <attribute arch="connected" editor="connection" type="int"> |
1900 | <attribute arch="connected" editor="connection" type="int"> |
1568 | An activator (lever, altar, button, etc) with matching connection value |
1901 | An activator (lever, altar, button, etc) with matching connection value |
1569 | is able to trigger this duplicator. Be very careful that players cannot |
1902 | is able to trigger this duplicator. Be very careful that players cannot |
1570 | abuse it to create endless amounts of money or other valuable stuff! |
1903 | abuse it to create endless amounts of money or other valuable stuff! |
1571 | </attribute> |
1904 | </attribute> |
|
|
1905 | &activate_on; |
1572 | </type> |
1906 | </type> |
1573 | |
1907 | |
1574 | <!--####################################################################--> |
1908 | <!--####################################################################--> |
1575 | <type number="66" name="Exit"> |
1909 | <type number="66" name="Exit"> |
1576 | <ignore> |
1910 | <ignore> |
… | |
… | |
1581 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1915 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1582 | the exit just by walking into it, or by pressing <a>pply when standing on |
1916 | the exit just by walking into it, or by pressing <a>pply when standing on |
1583 | the exit. ]]> |
1917 | the exit. ]]> |
1584 | </description> |
1918 | </description> |
1585 | <use><![CDATA[ |
1919 | <use><![CDATA[ |
1586 | If you want to have an invisible exit, set <invisible> (, of course |
1920 | If you want to have an invisible exit, set <invisible> (, of course |
1587 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1921 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1588 | detected with the show_invisible spell. |
1922 | detected with the show_invisible spell. |
1589 | <br><br> |
1923 | <br><br> |
1590 | You can be quite creative with the outlook of secret exits (their "face"). |
1924 | You can be quite creative with the outlook of secret exits (their "face"). |
1591 | Don't forget to give the player relyable hints about them though. ]]> |
1925 | Don't forget to give the player relyable hints about them though. ]]> |
… | |
… | |
1595 | You can enter an absolute path, beginning with '/' (for example |
1929 | You can enter an absolute path, beginning with '/' (for example |
1596 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1930 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1597 | with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the |
1931 | with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the |
1598 | relative path "Fire1"). Use relative paths whenever possible! Note that |
1932 | relative path "Fire1"). Use relative paths whenever possible! Note that |
1599 | upper/lower case must always be set correctly. However, please use lower |
1933 | upper/lower case must always be set correctly. However, please use lower |
1600 | case only. |
1934 | case only. |
1601 | It is well possible to have an exit pointing to the same map that the exit |
1935 | It is well possible to have an exit pointing to the same map that the exit |
1602 | is on. If slaying is not set in an exit, the player will see a message like |
1936 | is on. If slaying is not set in an exit, the player will see a message like |
1603 | "the exit is closed". |
1937 | "the exit is closed". |
1604 | </attribute> |
1938 | </attribute> |
1605 | <attribute arch="hp" editor="destination X" type="int"> |
1939 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
1616 | If both are set to zero, the player will be transferred to the "default |
1950 | If both are set to zero, the player will be transferred to the "default |
1617 | enter location" of the destined map. The latter can be set in the map- |
1951 | enter location" of the destined map. The latter can be set in the map- |
1618 | properties as "Enter X/Y". Though, please DO NOT use that. |
1952 | properties as "Enter X/Y". Though, please DO NOT use that. |
1619 | It turned out to be a source for numerous map-bugs. |
1953 | It turned out to be a source for numerous map-bugs. |
1620 | </attribute> |
1954 | </attribute> |
1621 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
1955 | &move_on; |
1622 | If set, the player will apply the exit by just walking into it. This must |
|
|
1623 | be set for the invisible exits for example. If unset, the player has |
|
|
1624 | to step onto the exit and press 'a' to get transferred. |
|
|
1625 | </attribute> |
|
|
1626 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
1627 | If set, the player will apply the exit by "flying into it". Flying means |
|
|
1628 | the player is levitating. E.g. wearing levitation boots. |
|
|
1629 | </attribute> |
|
|
1630 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1956 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1631 | If set, this message will be displayed to the player when he applies the exit. |
1957 | If set, this message will be displayed to the player when he applies the exit. |
1632 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1958 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1633 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1959 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1634 | is poor, but you get the point. =) |
1960 | is poor, but you get the point. =) |
1635 | </attribute> |
1961 | </attribute> |
1636 | <attribute arch="unique" editor="unique destination" type="bool"> |
1962 | <attribute arch="damned" editor="set savebed" type="bool"> |
1637 | This flag defines the destined map as "personal unique map". If set, |
1963 | If set, then players using this exit will have their savebed position |
1638 | there will be a seperate version of that map for every player out there. |
1964 | set to the destination of the exit when passing through. |
1639 | This feature is used for the permanent apartments |
|
|
1640 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1641 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1642 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1643 | (see floors). |
|
|
1644 | An exit pointing outside of a personal unique map must have the |
|
|
1645 | "unique destination"-flag unset. |
|
|
1646 | </attribute> |
1965 | </attribute> |
1647 | </type> |
1966 | </type> |
1648 | |
1967 | |
1649 | <!--####################################################################--> |
1968 | <!--####################################################################--> |
1650 | <type number="72" name="Flesh"> |
1969 | <type number="72" name="Flesh"> |
1651 | <description><![CDATA[ |
1970 | <description><![CDATA[ |
1652 | Just like with food, the player can fill his stomache and gain a |
1971 | Just like with food, the player can fill his stomache and gain a |
1653 | little health by eating flesh-objects. <br> |
1972 | little health by eating flesh-objects. <br> |
1654 | For dragon players, flesh plays a very special role though: If the |
1973 | For dragon players, flesh plays a very special role though: If the |
1655 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1974 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1656 | those cathegories. The only constraint to this process is the <flesh level>. |
1975 | those categories. The only constraint to this process is the <flesh level>. |
1657 | Don't forget that flesh items with resistances have to be balanced |
1976 | Don't forget that flesh items with resistances have to be balanced |
1658 | according to map/monster difficulty. ]]> |
1977 | according to map/monster difficulty. ]]> |
1659 | </description> |
1978 | </description> |
1660 | <use><![CDATA[ |
1979 | <use><![CDATA[ |
1661 | For dragon players, flesh items can be highly valuable. Note that many |
1980 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1682 | </attribute> |
2001 | </attribute> |
1683 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2002 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1684 | A godgiven item vanishes as soon as the player |
2003 | A godgiven item vanishes as soon as the player |
1685 | drops it to the ground. |
2004 | drops it to the ground. |
1686 | </attribute> |
2005 | </attribute> |
1687 | <section name="resistance"> |
2006 | &resistances_flesh_section; |
1688 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1689 | Resistances on flesh items make them more durable against spellcraft |
|
|
1690 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1691 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1692 | items in a monster's inventory. |
|
|
1693 | </attribute> |
|
|
1694 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1695 | Resistances on flesh items make them more durable against spellcraft |
|
|
1696 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1697 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1698 | items in a monster's inventory. |
|
|
1699 | </attribute> |
|
|
1700 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1701 | Resistances on flesh items make them more durable against spellcraft |
|
|
1702 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1703 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1704 | items in a monster's inventory. |
|
|
1705 | </attribute> |
|
|
1706 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1707 | Resistances on flesh items make them more durable against spellcraft |
|
|
1708 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1709 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1710 | items in a monster's inventory. |
|
|
1711 | </attribute> |
|
|
1712 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1713 | Resistances on flesh items make them more durable against spellcraft |
|
|
1714 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1715 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1716 | items in a monster's inventory. |
|
|
1717 | </attribute> |
|
|
1718 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1719 | Resistances on flesh items make them more durable against spellcraft |
|
|
1720 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1721 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1722 | items in a monster's inventory. |
|
|
1723 | </attribute> |
|
|
1724 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1725 | Resistances on flesh items make them more durable against spellcraft |
|
|
1726 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1727 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1728 | items in a monster's inventory. |
|
|
1729 | </attribute> |
|
|
1730 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1731 | Resistances on flesh items make them more durable against spellcraft |
|
|
1732 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1733 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1734 | items in a monster's inventory. |
|
|
1735 | </attribute> |
|
|
1736 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1737 | Resistances on flesh items make them more durable against spellcraft |
|
|
1738 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1739 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1740 | items in a monster's inventory. |
|
|
1741 | </attribute> |
|
|
1742 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1743 | Resistances on flesh items make them more durable against spellcraft |
|
|
1744 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1745 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1746 | items in a monster's inventory. |
|
|
1747 | </attribute> |
|
|
1748 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1749 | Resistances on flesh items make them more durable against spellcraft |
|
|
1750 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1751 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1752 | items in a monster's inventory. |
|
|
1753 | </attribute> |
|
|
1754 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1755 | Resistances on flesh items make them more durable against spellcraft |
|
|
1756 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1757 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1758 | items in a monster's inventory. |
|
|
1759 | </attribute> |
|
|
1760 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1761 | Resistances on flesh items make them more durable against spellcraft |
|
|
1762 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1763 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1764 | items in a monster's inventory. |
|
|
1765 | </attribute> |
|
|
1766 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1767 | Resistances on flesh items make them more durable against spellcraft |
|
|
1768 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1769 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1770 | items in a monster's inventory. |
|
|
1771 | </attribute> |
|
|
1772 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1773 | Resistances on flesh items make them more durable against spellcraft |
|
|
1774 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1775 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1776 | items in a monster's inventory. |
|
|
1777 | </attribute> |
|
|
1778 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1779 | RResistances on flesh items make them more durable against spellcraft |
|
|
1780 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1781 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1782 | items in a monster's inventory. |
|
|
1783 | </attribute> |
|
|
1784 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1785 | Resistances on flesh items make them more durable against spellcraft |
|
|
1786 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1787 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1788 | items in a monster's inventory. |
|
|
1789 | </attribute> |
|
|
1790 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1791 | Resistances on flesh items make them more durable against spellcraft |
|
|
1792 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1793 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1794 | items in a monster's inventory. |
|
|
1795 | </attribute> |
|
|
1796 | </section> |
|
|
1797 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2007 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1798 | This text may describe the item. |
2008 | This text may describe the item. |
1799 | </attribute> |
2009 | </attribute> |
1800 | </type> |
2010 | </type> |
1801 | |
2011 | |
… | |
… | |
1812 | Floor is a very basic thing whithout too much |
2022 | Floor is a very basic thing whithout too much |
1813 | functionality. It's a floor - you stand on it. ]]> |
2023 | functionality. It's a floor - you stand on it. ]]> |
1814 | </description> |
2024 | </description> |
1815 | <attribute arch="is_floor" value="1" type="fixed" /> |
2025 | <attribute arch="is_floor" value="1" type="fixed" /> |
1816 | <attribute arch="no_pick" value="1" type="fixed" /> |
2026 | <attribute arch="no_pick" value="1" type="fixed" /> |
1817 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1818 | If set, the object cannot be passed by players nor monsters. |
|
|
1819 | </attribute> |
|
|
1820 | <section name="terrain"> |
2027 | <section name="terrain"> |
1821 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2028 | &movement_types_terrain; |
1822 | If <slow movement> is set to a value greater zero, all |
|
|
1823 | creatures moving over this spot will be slower than normal. |
|
|
1824 | |
|
|
1825 | <slow movement> 1 - rough terrain |
|
|
1826 | <slow movement> 2 - very rough terrain |
|
|
1827 | ... |
|
|
1828 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1829 | </attribute> |
|
|
1830 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2029 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1831 | This flag indicates this spot contains wood or high grass. |
2030 | This flag indicates this spot contains wood or high grass. |
1832 | Players with activated woodsman skill can move faster here. |
2031 | Players with activated woodsman skill can move faster here. |
1833 | </attribute> |
2032 | </attribute> |
1834 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2033 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1867 | with monsters on them. Nowadays this feature is disabled - |
2066 | with monsters on them. Nowadays this feature is disabled - |
1868 | Hence encounter floor is not different from normal floor. ]]> |
2067 | Hence encounter floor is not different from normal floor. ]]> |
1869 | </description> |
2068 | </description> |
1870 | <attribute arch="is_floor" value="1" type="fixed" /> |
2069 | <attribute arch="is_floor" value="1" type="fixed" /> |
1871 | <attribute arch="no_pick" value="1" type="fixed" /> |
2070 | <attribute arch="no_pick" value="1" type="fixed" /> |
1872 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1873 | If set, the object cannot be passed by players nor monsters. |
|
|
1874 | </attribute> |
|
|
1875 | <section name="terrain"> |
2071 | <section name="terrain"> |
1876 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2072 | &movement_types_terrain; |
1877 | If <slow movement> is set to a value greater zero, all |
|
|
1878 | creatures moving over this spot will be slower than normal. |
|
|
1879 | |
|
|
1880 | <slow movement> 1 - rough terrain |
|
|
1881 | <slow movement> 2 - very rough terrain |
|
|
1882 | ... |
|
|
1883 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1884 | </attribute> |
|
|
1885 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2073 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1886 | This flag indicates this spot contains wood or high grass. |
2074 | This flag indicates this spot contains wood or high grass. |
1887 | Players with activated woodsman skill can move faster here. |
2075 | Players with activated woodsman skill can move faster here. |
1888 | </attribute> |
2076 | </attribute> |
1889 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2077 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1941 | Use gates to divide your maps into seperated areas. After solving |
2129 | Use gates to divide your maps into seperated areas. After solving |
1942 | area A, the player gains access to area B, and so on. Make your |
2130 | area A, the player gains access to area B, and so on. Make your |
1943 | maps more complex than "one-way". ]]> |
2131 | maps more complex than "one-way". ]]> |
1944 | </use> |
2132 | </use> |
1945 | <attribute arch="no_pick" value="1" type="fixed" /> |
2133 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2134 | <attribute arch="speed" value="1" type="float"> |
|
|
2135 | The speed of the gate affects how fast it is closing/opening. |
|
|
2136 | </attribute> |
1946 | <attribute arch="connected" editor="connection" type="int"> |
2137 | <attribute arch="connected" editor="connection" type="int"> |
1947 | Whenever the inventory checker is triggered, all objects with identical |
2138 | Whenever the inventory checker is triggered, all objects with identical |
1948 | <connection> value get activated. This only makes sense together with |
2139 | <connection> value get activated. This only makes sense together with |
1949 | <blocking passage> disabled. |
2140 | <blocking passage> disabled. |
1950 | </attribute> |
2141 | </attribute> |
… | |
… | |
1952 | The <position state> defines the position of the gate: |
2143 | The <position state> defines the position of the gate: |
1953 | Zero means completely open/down, the "number of animation-steps" (usually |
2144 | Zero means completely open/down, the "number of animation-steps" (usually |
1954 | about 6 or 7) means completely closed/up state. I suggest you don't |
2145 | about 6 or 7) means completely closed/up state. I suggest you don't |
1955 | mess with this value - Leave the default in place. |
2146 | mess with this value - Leave the default in place. |
1956 | </attribute> |
2147 | </attribute> |
1957 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2148 | &movement_types_terrain; |
1958 | For open gates, <blocking passage> should be unset. |
|
|
1959 | For closed gates it must be set. |
|
|
1960 | </attribute> |
|
|
1961 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2149 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
1962 | Restricting the use of spells to pass this gate. This has |
2150 | Restricting the use of spells to pass this gate. This has |
1963 | an effect only if <block view> is disabled. |
2151 | an effect only if <block view> is disabled. |
1964 | </attribute> |
2152 | </attribute> |
1965 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2153 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
1982 | </use> |
2170 | </use> |
1983 | <attribute arch="magic" editor="magic bonus" type="int"> |
2171 | <attribute arch="magic" editor="magic bonus" type="int"> |
1984 | <magic bonus> works just like ac, except that it can be improved by |
2172 | <magic bonus> works just like ac, except that it can be improved by |
1985 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2173 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1986 | than direct armour-class bonus on the helmet. |
2174 | than direct armour-class bonus on the helmet. |
1987 | |
2175 | |
1988 | Important: <magic bonus> on girdles has no effect if there is no |
2176 | Important: <magic bonus> on girdles has no effect if there is no |
1989 | <armour class> set. Girdles shouldn't have <armour class>, thus |
2177 | <armour class> set. Girdles shouldn't have <armour class>, thus |
1990 | <magic bonus> is pointless here. |
2178 | <magic bonus> is pointless here. |
1991 | </attribute> |
2179 | </attribute> |
1992 | </type> |
2180 | </type> |
… | |
… | |
2073 | You can use that to safely chase off too-weak players, or just |
2261 | You can use that to safely chase off too-weak players, or just |
2074 | to have something different. ]]> |
2262 | to have something different. ]]> |
2075 | </use> |
2263 | </use> |
2076 | <attribute arch="is_floor" value="1" type="fixed" /> |
2264 | <attribute arch="is_floor" value="1" type="fixed" /> |
2077 | <attribute arch="lifesave" value="1" type="fixed" /> |
2265 | <attribute arch="lifesave" value="1" type="fixed" /> |
2078 | <attribute arch="walk_on" value="1" type="fixed" /> |
2266 | &move_on; |
2079 | <attribute arch="no_pick" value="1" type="fixed" /> |
2267 | <attribute arch="no_pick" value="1" type="fixed" /> |
2080 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2268 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2081 | This attribute specifys the attacktypes that this floor uses to |
2269 | This attribute specifys the attacktypes that this floor uses to |
2082 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2270 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2083 | If you want a real tough hazard floor, add more than just one attacktype. |
2271 | If you want a real tough hazard floor, add more than just one attacktype. |
… | |
… | |
2098 | I guess this value is supposed to work similar to monster levels. |
2286 | I guess this value is supposed to work similar to monster levels. |
2099 | But in fact, it does not seem to have an effect. Set any non-zero |
2287 | But in fact, it does not seem to have an effect. Set any non-zero |
2100 | value to be on the safe side. |
2288 | value to be on the safe side. |
2101 | </attribute> |
2289 | </attribute> |
2102 | <section name="terrain"> |
2290 | <section name="terrain"> |
2103 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2291 | &movement_types_terrain; |
2104 | If <slow movement> is set to a value greater zero, all |
|
|
2105 | creatures moving over this spot will be slower than normal. |
|
|
2106 | |
|
|
2107 | <slow movement> 1 - rough terrain |
|
|
2108 | <slow movement> 2 - very rough terrain |
|
|
2109 | ... |
|
|
2110 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2111 | </attribute> |
|
|
2112 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2292 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2113 | This flag indicates this spot contains wood or high grass. |
2293 | This flag indicates this spot contains wood or high grass. |
2114 | Players with activated woodsman skill can move faster here. |
2294 | Players with activated woodsman skill can move faster here. |
2115 | </attribute> |
2295 | </attribute> |
2116 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2296 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2148 | </use> |
2328 | </use> |
2149 | <attribute arch="magic" editor="magic bonus" type="int"> |
2329 | <attribute arch="magic" editor="magic bonus" type="int"> |
2150 | <magic bonus> works just like ac, except that it can be improved by |
2330 | <magic bonus> works just like ac, except that it can be improved by |
2151 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2331 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2152 | than direct armour-class bonus on the helmet. |
2332 | than direct armour-class bonus on the helmet. |
2153 | |
2333 | |
2154 | Important: <magic bonus> on helmets has no effect if there is no |
2334 | Important: <magic bonus> on helmets has no effect if there is no |
2155 | <armour class> set. It only works in combination with <armour class>. |
2335 | <armour class> set. It only works in combination with <armour class>. |
2156 | Crowns for instance typically provide no <amour class>. |
2336 | Crowns for instance typically provide no <amour class>. |
2157 | </attribute> |
2337 | </attribute> |
2158 | </type> |
2338 | </type> |
… | |
… | |
2169 | </description> |
2349 | </description> |
2170 | <attribute arch="no_pick" value="1" type="fixed" /> |
2350 | <attribute arch="no_pick" value="1" type="fixed" /> |
2171 | <attribute arch="other_arch" editor="god name" type="string"> |
2351 | <attribute arch="other_arch" editor="god name" type="string"> |
2172 | The altar belongs to the god of the given name. Possible options for |
2352 | The altar belongs to the god of the given name. Possible options for |
2173 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2353 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2174 | Gorokh, Valriel and Sorig. |
2354 | Gorokh, Valriel and Sorig. |
2175 | |
2355 | |
2176 | If you want to have an unconsecrated altar, set |
2356 | If you want to have an unconsecrated altar, set |
2177 | <god name> 0 and eventually <reconsecrate level> 0. |
2357 | <god name> 0 and eventually <reconsecrate level> 0. |
2178 | </attribute> |
2358 | </attribute> |
2179 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2359 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2180 | To re-consecrate an altar, the player's wisdom level must be as |
2360 | To re-consecrate an altar, the player's wisdom level must be as |
2181 | high or higher than this value. In that way, some altars can not |
2361 | high or higher than this value. In that way, some altars can not |
2182 | be re-consecrated, while other altars, like those in dungeons, could be. |
2362 | be re-consecrated, while other altars, like those in dungeons, could be. |
2183 | |
2363 | |
2184 | Altars located in temples should have at least <reconsecrate level> 100. |
2364 | Altars located in temples should have at least <reconsecrate level> 120. |
2185 | Some characters might need those altars, they would be very unhappy to |
2365 | Some characters might need those altars, they would be very unhappy to |
2186 | see them re-consecrated to another cult. |
2366 | see them re-consecrated to another cult. |
2187 | </attribute> |
2367 | </attribute> |
2188 | </type> |
2368 | </type> |
2189 | |
2369 | |
… | |
… | |
2241 | alchemical receipes. By themselves, they have no special |
2421 | alchemical receipes. By themselves, they have no special |
2242 | functionalities. ]]> |
2422 | functionalities. ]]> |
2243 | </description> |
2423 | </description> |
2244 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2424 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2245 | </attribute> |
2425 | </attribute> |
2246 | <section name="resistance"> |
2426 | &resistances_basic; |
2247 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2248 | </attribute> |
|
|
2249 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2250 | </attribute> |
|
|
2251 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2252 | </attribute> |
|
|
2253 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2254 | </attribute> |
|
|
2255 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2256 | </attribute> |
|
|
2257 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2258 | </attribute> |
|
|
2259 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2260 | </attribute> |
|
|
2261 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2262 | </attribute> |
|
|
2263 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2264 | </attribute> |
|
|
2265 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2266 | </attribute> |
|
|
2267 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2268 | </attribute> |
|
|
2269 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2270 | </attribute> |
|
|
2271 | </section> |
|
|
2272 | </type> |
2427 | </type> |
2273 | |
2428 | |
2274 | <!--####################################################################--> |
2429 | <!--####################################################################--> |
2275 | <type number="64" name="Inventory Checker"> |
2430 | <type number="64" name="Inventory Checker"> |
2276 | <ignore> |
2431 | <ignore> |
… | |
… | |
2282 | either if that object is present or missing (-> "last_sp") when a |
2437 | either if that object is present or missing (-> "last_sp") when a |
2283 | player walks over the inv. checker. A valid option is to remove the |
2438 | player walks over the inv. checker. A valid option is to remove the |
2284 | matching object (usually not recommended, see "last_heal"). |
2439 | matching object (usually not recommended, see "last_heal"). |
2285 | <br><br> |
2440 | <br><br> |
2286 | Alternatively, you can set your inv. checker to block all players |
2441 | Alternatively, you can set your inv. checker to block all players |
2287 | that do/don't carry the matching object (-> "no_pass"). |
2442 | that do/don't carry the matching object. |
2288 | <br><br> |
2443 | <br><br> |
2289 | As you can see, inv. checkers are quite powerful, holding a |
2444 | As you can see, inv. checkers are quite powerful, holding a |
2290 | great variety of possibilities. ]]> |
2445 | great variety of possibilities. ]]> |
2291 | </description> |
2446 | </description> |
2292 | <use><![CDATA[ |
2447 | <use><![CDATA[ |
… | |
… | |
2308 | This string specifies the object we are looking for: We have a match |
2463 | This string specifies the object we are looking for: We have a match |
2309 | if the player does/don't carry an object of archtype <match arch name>. |
2464 | if the player does/don't carry an object of archtype <match arch name>. |
2310 | </attribute> |
2465 | </attribute> |
2311 | <attribute arch="hp" editor="match type" type="int"> |
2466 | <attribute arch="hp" editor="match type" type="int"> |
2312 | This value specifies the object we are looking for: We have a match |
2467 | This value specifies the object we are looking for: We have a match |
2313 | if the player does/don't carry an object that is of type <match type>. |
2468 | if the player does/don't carry an object that is of type <match type>. |
2314 | |
2469 | |
2315 | Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> |
2470 | Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> |
2316 | enabled. Now you have an inv. checker blocking all players that carry any |
2471 | enabled. Now you have an inv. checker blocking all players that carry any |
2317 | kind of melee weapon. To pass, a player is forced to leave behind all |
2472 | kind of melee weapon. To pass, a player is forced to leave behind all |
2318 | his weaponry... bad news for a warrior. ;) |
2473 | his weaponry... bad news for a warrior. ;) |
2319 | </attribute> |
2474 | </attribute> |
… | |
… | |
2324 | <attribute arch="connected" editor="connection" type="int"> |
2479 | <attribute arch="connected" editor="connection" type="int"> |
2325 | Whenever the inventory checker is triggered, all objects with identical |
2480 | Whenever the inventory checker is triggered, all objects with identical |
2326 | <connection> value get activated. This only makes sense together with |
2481 | <connection> value get activated. This only makes sense together with |
2327 | <blocking passage> disabled. |
2482 | <blocking passage> disabled. |
2328 | </attribute> |
2483 | </attribute> |
2329 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2484 | &movement_types_terrain; |
2330 | If set, only players meeting the match criteria can pass |
|
|
2331 | through that space. If unset (default), the inventory |
|
|
2332 | checker acts like a trigger/button. |
|
|
2333 | </attribute> |
|
|
2334 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2485 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2335 | <remove match> means remove object if found. Setting this is usually not |
2486 | <remove match> means remove object if found. Setting this is usually not |
2336 | recommended because inv. checkers are in general invisible. So, unlike |
2487 | recommended because inv. checkers are in general invisible. So, unlike |
2337 | for altars/ locked doors, the player won't expect to lose an object when |
2488 | for altars/ locked doors, the player won't expect to lose an object when |
2338 | walking over that square. And he doesn't even get a message either. |
2489 | walking over that square. And he doesn't even get a message either. |
2339 | |
2490 | |
2340 | So, *if* you enable <remove match>, make sure |
2491 | So, *if* you enable <remove match>, make sure |
2341 | to inform the player what's going on! |
2492 | to inform the player what's going on! |
2342 | </attribute> |
2493 | </attribute> |
2343 | </type> |
2494 | </type> |
2344 | |
2495 | |
… | |
… | |
2392 | This text may describe the object. |
2543 | This text may describe the object. |
2393 | </attribute> |
2544 | </attribute> |
2394 | </type> |
2545 | </type> |
2395 | |
2546 | |
2396 | <!--####################################################################--> |
2547 | <!--####################################################################--> |
|
|
2548 | <type number="24" name="Key"> |
|
|
2549 | <description><![CDATA[ |
|
|
2550 | When carrying a key, a normal door can be opened. The key will |
|
|
2551 | disappear. ]]> |
|
|
2552 | </description> |
|
|
2553 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
2554 | A godgiven item vanishes as soon as the player |
|
|
2555 | drops it to the ground. |
|
|
2556 | </attribute> |
|
|
2557 | </type> |
|
|
2558 | |
|
|
2559 | <!--####################################################################--> |
2397 | <type number="20" name="Locked Door"> |
2560 | <type number="20" name="Locked Door"> |
2398 | <ignore> |
2561 | <ignore> |
2399 | <ignore_list name="non_pickable" /> |
2562 | <ignore_list name="non_pickable" /> |
2400 | </ignore> |
2563 | </ignore> |
2401 | <description><![CDATA[ |
2564 | <description><![CDATA[ |
… | |
… | |
2403 | the appropriate special key. ]]> |
2566 | the appropriate special key. ]]> |
2404 | </description> |
2567 | </description> |
2405 | <use><![CDATA[ |
2568 | <use><![CDATA[ |
2406 | If you want to create a locked door that cannot be opened (no key), |
2569 | If you want to create a locked door that cannot be opened (no key), |
2407 | set a <key string> like "no_key_available". This will clearify things |
2570 | set a <key string> like "no_key_available". This will clearify things |
2408 | and only a fool would create a key matching that string. |
2571 | and only a fool would create a key matching that string. |
2409 | |
2572 | |
2410 | Door-objects can not only be used for "doors". In many maps these |
2573 | Door-objects can not only be used for "doors". In many maps these |
2411 | are used with all kinds of faces/names, especially often as |
2574 | are used with all kinds of faces/names, especially often as |
2412 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2575 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2413 | There you have magic forces (door objects) put under certain artifact |
2576 | There you have magic forces (door objects) put under certain artifact |
2414 | items. To get your hands on the artifacts, you need to bring up the |
2577 | items. To get your hands on the artifacts, you need to bring up the |
2415 | appropriate quest items (key objects). ]]> |
2578 | appropriate quest items (key objects). ]]> |
2416 | </use> |
2579 | </use> |
2417 | <attribute arch="no_pass" value="1" type="fixed" /> |
2580 | <attribute arch="move_type" value="0" type="fixed" /> |
2418 | <attribute arch="no_pick" value="1" type="fixed" /> |
2581 | <attribute arch="no_pick" value="1" type="fixed" /> |
2419 | <attribute arch="slaying" editor="key string" type="string"> |
2582 | <attribute arch="slaying" editor="key string" type="string"> |
2420 | The <key string> in the door must be identical with the |
2583 | The <key string> in the door must be identical with the |
2421 | <key string> in the special key, then the door is unlocked. |
2584 | <key string> in the special key, then the door is unlocked. |
2422 | It is VERY important to set the <key string> to something that |
2585 | It is VERY important to set the <key string> to something that |
2423 | is unique among the CF mapset. |
2586 | is unique among the CF mapset. |
2424 | |
2587 | |
2425 | DONT EVER USE the default string "set_individual_value". |
2588 | DONT EVER USE the default string "set_individual_value". |
2426 | </attribute> |
2589 | </attribute> |
2427 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2590 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2428 | Restricting the use of spells to pass this door. |
2591 | Restricting the use of spells to pass this door. |
2429 | This should be set in most cases. |
2592 | This should be set in most cases. |
… | |
… | |
2471 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2634 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2472 | This textfield contains the keyword-matching-syntax. The text should |
2635 | This textfield contains the keyword-matching-syntax. The text should |
2473 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2636 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2474 | Any number of keywords from one to infinite is allowed. Make sure |
2637 | Any number of keywords from one to infinite is allowed. Make sure |
2475 | they are seperated by a '|'. |
2638 | they are seperated by a '|'. |
2476 | |
2639 | |
2477 | Examples: "@match yes", "@match gold|treasure". The connected |
2640 | Examples: "@match yes", "@match gold|treasure". The connected |
2478 | value will be triggerd when the player speaks any of the given |
2641 | value will be triggerd when the player speaks any of the given |
2479 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2642 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2480 | does not make a difference! |
2643 | does not make a difference! |
2481 | </attribute> |
2644 | </attribute> |
… | |
… | |
2528 | <attribute arch="connected" editor="connection" type="int"> |
2691 | <attribute arch="connected" editor="connection" type="int"> |
2529 | Every time the <connection> value is triggered, the wall will cast |
2692 | Every time the <connection> value is triggered, the wall will cast |
2530 | it's spell. You should set <casting speed> to zero, or this won't |
2693 | it's spell. You should set <casting speed> to zero, or this won't |
2531 | have much visible effect. |
2694 | have much visible effect. |
2532 | </attribute> |
2695 | </attribute> |
|
|
2696 | &activate_on; |
2533 | <attribute arch="speed" editor="casting speed" type="float"> |
2697 | <attribute arch="speed" editor="casting speed" type="float"> |
2534 | The <casting speed> defines the spellcasting speed of the wall. |
2698 | The <casting speed> defines the spellcasting speed of the wall. |
2535 | You can fine-tune how long the duration between two casts shall |
2699 | You can fine-tune how long the duration between two casts shall |
2536 | be. If you want to create a wall that can be activated (cast per |
2700 | be. If you want to create a wall that can be activated (cast per |
2537 | trigger) via connected lever/button/etc, you must set "speed 0". |
2701 | trigger) via connected lever/button/etc, you must set "speed 0". |
2538 | </attribute> |
2702 | </attribute> |
|
|
2703 | &speed_left; |
2539 | <attribute arch="sp" editor="direction" type="list_direction"> |
2704 | <attribute arch="sp" editor="direction" type="list_direction"> |
2540 | The magic wall will cast it's spells always in the specified |
2705 | The magic wall will cast it's spells always in the specified |
2541 | <direction>. A magic wall with direction set to <none> will |
2706 | <direction>. A magic wall with direction set to <none> will |
2542 | always fire in a random direction. |
2707 | always fire in a random direction. |
2543 | </attribute> |
2708 | </attribute> |
2544 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2709 | &movement_types_terrain; |
2545 | If set, the object cannot be passed by players nor monsters. |
|
|
2546 | </attribute> |
|
|
2547 | <section name="destroyable"> |
2710 | <section name="destroyable"> |
2548 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2711 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2549 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2712 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2550 | destroyed by the player. If disabled, all other attributes on |
2713 | destroyed by the player. If disabled, all other attributes on |
2551 | this tab, as well as resistances, are meaningless. |
2714 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2562 | A magic wall of high <armour class> is less likely to get hit from |
2725 | A magic wall of high <armour class> is less likely to get hit from |
2563 | an opponent. <armour class> can be considered the "counterpiece" |
2726 | an opponent. <armour class> can be considered the "counterpiece" |
2564 | to <weapon class>. |
2727 | to <weapon class>. |
2565 | </attribute> |
2728 | </attribute> |
2566 | </section> |
2729 | </section> |
2567 | <section name="resistance"> |
2730 | &resistances_basic; |
2568 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2569 | </attribute> |
|
|
2570 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2571 | </attribute> |
|
|
2572 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2573 | </attribute> |
|
|
2574 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2575 | </attribute> |
|
|
2576 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2577 | </attribute> |
|
|
2578 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2579 | </attribute> |
|
|
2580 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2581 | </attribute> |
|
|
2582 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2583 | </attribute> |
|
|
2584 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2585 | </attribute> |
|
|
2586 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2587 | </attribute> |
|
|
2588 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2589 | </attribute> |
|
|
2590 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2591 | </attribute> |
|
|
2592 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2593 | </attribute> |
|
|
2594 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2595 | </attribute> |
|
|
2596 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2597 | </attribute> |
|
|
2598 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2599 | </attribute> |
|
|
2600 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2601 | </attribute> |
|
|
2602 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2603 | </attribute> |
|
|
2604 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2605 | </attribute> |
|
|
2606 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2607 | </attribute> |
|
|
2608 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2609 | </attribute> |
|
|
2610 | </section> |
|
|
2611 | </type> |
2731 | </type> |
2612 | |
2732 | |
2613 | <!--####################################################################--> |
2733 | <!--####################################################################--> |
2614 | <type number="55" name="Marker"> |
2734 | <type number="55" name="Marker"> |
2615 | <ignore> |
2735 | <ignore> |
… | |
… | |
2649 | The <marking speed> defines how quickly it will mark something |
2769 | The <marking speed> defines how quickly it will mark something |
2650 | standing on the marker. Set this value rather high to make |
2770 | standing on the marker. Set this value rather high to make |
2651 | sure the player really gets his mark. I think <marking speed> 1.0 |
2771 | sure the player really gets his mark. I think <marking speed> 1.0 |
2652 | should do fine. |
2772 | should do fine. |
2653 | </attribute> |
2773 | </attribute> |
|
|
2774 | &speed_left; |
2654 | <attribute arch="food" editor="mark duration" type="int"> |
2775 | <attribute arch="food" editor="mark duration" type="int"> |
2655 | This value defines the duration of the force it inserts. |
2776 | This value defines the duration of the force it inserts. |
2656 | If nonzero, the duration of the player's mark is finite: |
2777 | If nonzero, the duration of the player's mark is finite: |
2657 | about 1 food per 10 seconds. <mark duration> zero/unset |
2778 | about 1 food per 10 seconds. <mark duration> zero/unset |
2658 | means the mark will stay on the player forever. |
2779 | means the mark will stay on the player forever. |
2659 | </attribute> |
2780 | </attribute> |
2660 | <attribute arch="name" editor="delete mark" type="string"> |
2781 | <attribute arch="name" editor="delete mark" type="string"> |
2661 | When the player steps onto the marker, all existing forces in |
2782 | When the player steps onto the marker, all existing forces in |
2662 | the players inventory with a <key string> matching <delete mark> |
2783 | the players inventory with a <key string> matching <delete mark> |
2663 | will be removed. If you don't want to remove any marks, leave |
2784 | will be removed. If you don't want to remove any marks, leave |
2664 | this textfield empty. |
2785 | this textfield empty. |
2665 | |
2786 | |
2666 | Note that the string <delete mark> is set as the name of |
2787 | Note that the string <delete mark> is set as the name of |
2667 | this marker. So don't be confused, and remember changing the |
2788 | this marker. So don't be confused, and remember changing the |
2668 | name will take effect on the marker's functionality. |
2789 | name will take effect on the marker's functionality. |
2669 | </attribute> |
2790 | </attribute> |
2670 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
2791 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
2671 | In the moment when the player gets marked, this text is displayed |
2792 | In the moment when the player gets marked, this text is displayed |
2672 | to him. You should really set a message in any marker you create, |
2793 | to him. You should really set a message in any marker you create, |
2673 | because it's the only way for the player to notice what's going on. |
2794 | because it's the only way for the player to notice what's going on. |
2674 | </attribute> |
2795 | </attribute> |
2675 | </type> |
2796 | </type> |
2676 | <!--####################################################################--> |
|
|
2677 | <type number="26" name="Timed Gate"> |
|
|
2678 | <ignore> |
|
|
2679 | <ignore_list name="non_pickable" /> |
|
|
2680 | </ignore> |
|
|
2681 | <description><![CDATA[ |
|
|
2682 | Gates play an important role in Crossfire. Gates can be opened |
|
|
2683 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
|
|
2684 | or carrying special key-objects (-> inventory checker). |
|
|
2685 | Unlike locked doors, gates can get shut again after a player has |
|
|
2686 | passed, which makes them more practical in many cases. Unlike normal |
|
|
2687 | gates, timed gates open when triggered but automatically close again |
|
|
2688 | after some time.]]> |
|
|
2689 | </description> |
|
|
2690 | <use><![CDATA[ |
|
|
2691 | Use gates to divide your maps into separated areas. After solving |
|
|
2692 | area A, the player gains access to area B, and so on. Make your |
|
|
2693 | maps more complex than "one-way". ]]> |
|
|
2694 | </use> |
|
|
2695 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2696 | <attribute arch="connected" editor="connection" type="int"> |
|
|
2697 | Whenever the inventory checker is triggered, all objects with identical |
|
|
2698 | <connection> value get activated. This only makes sense together with |
|
|
2699 | <blocking passage> disabled. If unset, the gate opens automatically |
|
|
2700 | after some time. |
|
|
2701 | </attribute> |
|
|
2702 | <attribute arch="wc" editor="position state" type="int"> |
|
|
2703 | The <position state> defines the position of the gate: |
|
|
2704 | Zero means completely open/down, the "number of animation-steps" (usually |
|
|
2705 | about 6 or 7) means completely closed/up state. I suggest you don't |
|
|
2706 | mess with this value - Leave the default in place. |
|
|
2707 | </attribute> |
|
|
2708 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
2709 | For open gates, <blocking passage> should be unset. |
|
|
2710 | For closed gates it must be set. |
|
|
2711 | </attribute> |
|
|
2712 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
|
|
2713 | Restricting the use of spells to pass this gate. This has |
|
|
2714 | an effect only if <block view> is disabled. |
|
|
2715 | </attribute> |
|
|
2716 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
|
|
2717 | Restricting the use of prayers to pass this door. This has |
|
|
2718 | an effect only if <block view> is disabled. |
|
|
2719 | </attribute> |
|
|
2720 | <attribute arch="hp" editor="open duration" type="int"> |
|
|
2721 | Defines the duration the gate remains closed. This only takes effect |
|
|
2722 | if the gate is not connected. |
|
|
2723 | </attribute> |
|
|
2724 | </type> |
|
|
2725 | |
2797 | |
2726 | <!--####################################################################--> |
|
|
2727 | <type number="52" name="Trigger Marker"> |
|
|
2728 | <ignore> |
|
|
2729 | <ignore_list name="system_object" /> |
|
|
2730 | </ignore> |
|
|
2731 | <description><![CDATA[ |
|
|
2732 | A trigger marker is an object that inserts an invisible force (a mark) into a |
|
|
2733 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
|
|
2734 | <key string> which can be discovered by detectors or inventory |
|
|
2735 | checkers. It is also possible to use markers for removing marks again. |
|
|
2736 | <br><br> |
|
|
2737 | Note that the player has no possibility to "see" his own marks, |
|
|
2738 | except by the effect that they cause on the maps. ]]> |
|
|
2739 | </description> |
|
|
2740 | <use><![CDATA[ |
|
|
2741 | Markers hold real cool possibilities for map-making. I encourage |
|
|
2742 | you to use them frequently. However there is one negative point |
|
|
2743 | about markers: Players don't "see" what's going on with them. It is |
|
|
2744 | your task, as map-creator, to make sure the player is always well |
|
|
2745 | informed and never confused. |
|
|
2746 | <br><br> |
|
|
2747 | Please avoid infinite markers when they aren't needed. They're |
|
|
2748 | using a little space in the player file after all, so if there |
|
|
2749 | is no real purpose, set an expire time. ]]> |
|
|
2750 | </use> |
|
|
2751 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2752 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
2753 | The <key string> can be detected by inv. checkers/detectors. |
|
|
2754 | If the player already has a force with that <key string>, |
|
|
2755 | there won't be inserted a second one. |
|
|
2756 | </attribute> |
|
|
2757 | <attribute arch="connected" editor="connection" type="int"> |
|
|
2758 | Unlike a regular marker this is the connection that triggers this marker to activate. |
|
|
2759 | </attribute> |
|
|
2760 | <attribute arch="food" editor="mark duration" type="int"> |
|
|
2761 | This value defines the duration of the force it inserts. |
|
|
2762 | If nonzero, the duration of the player's mark is finite: |
|
|
2763 | about 1 food per 10 seconds. <mark duration> zero/unset |
|
|
2764 | means the mark will stay on the player forever. |
|
|
2765 | </attribute> |
|
|
2766 | <attribute arch="name" editor="delete mark" type="string"> |
|
|
2767 | When the player steps onto the marker, all existing forces in |
|
|
2768 | the players inventory with a <key string> matching <delete mark> |
|
|
2769 | will be removed. If you don't want to remove any marks, leave |
|
|
2770 | this textfield empty. |
|
|
2771 | |
|
|
2772 | Note that the string <delete mark> is set as the name of |
|
|
2773 | this marker. So don't be confused, and remember changing the |
|
|
2774 | name will take effect on the marker's functionality. |
|
|
2775 | </attribute> |
|
|
2776 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
|
|
2777 | In the moment when the player gets marked, this text is displayed |
|
|
2778 | to him. You should really set a message in any marker you create, |
|
|
2779 | because it's the only way for the player to notice what's going on. |
|
|
2780 | </attribute> |
|
|
2781 | </type> |
|
|
2782 | <!--####################################################################--> |
2798 | <!--####################################################################--> |
2783 | <type number="36" name="Money"> |
2799 | <type number="36" name="Money"> |
2784 | <ignore> |
2800 | <ignore> |
2785 | <attribute arch="unpaid" /> |
2801 | <attribute arch="unpaid" /> |
2786 | </ignore> |
2802 | </ignore> |
… | |
… | |
2828 | It's no fun to play for two hours just to find out the last |
2844 | It's no fun to play for two hours just to find out the last |
2829 | monster is unbeatable. Similar, it's not exciting to fight orcs |
2845 | monster is unbeatable. Similar, it's not exciting to fight orcs |
2830 | after passing a room of dragons.<br> |
2846 | after passing a room of dragons.<br> |
2831 | This rule applies only for linear maps (one room after the other), |
2847 | This rule applies only for linear maps (one room after the other), |
2832 | with treasure at the end. You can sprinkle the treasure around, |
2848 | with treasure at the end. You can sprinkle the treasure around, |
2833 | or make non-linear maps - That is often more entertaining. |
2849 | or make non-linear maps - That is often more entertaining. |
2834 | <LI> Places with high level monsters must not be easy to reach. |
2850 | <LI> Places with high level monsters must not be easy to reach. |
2835 | Balrogs, Dragonmen and the likes should be at the end of a quest, |
2851 | Balrogs, Dragonmen and the likes should be at the end of a quest, |
2836 | not at the beginning. |
2852 | not at the beginning. |
2837 | <LI> Don't stick monsters together that tend to kill each other. |
2853 | <LI> Don't stick monsters together that tend to kill each other. |
2838 | Fire- and cold dragons in one room for example is a bad idea. |
2854 | Fire- and cold dragons in one room for example is a bad idea. |
2839 | By weakening and killing each other they are easy prey for players, |
2855 | By weakening and killing each other they are easy prey for players, |
2840 | not worth the experience they hold. |
2856 | not worth the experience they hold. |
2841 | <LI> Create your own monsters, especially for "boss"-type monsters. |
2857 | <LI> Create your own monsters, especially for "boss"-type monsters. |
… | |
… | |
2858 | <attribute arch="alive" value="1" type="fixed" /> |
2874 | <attribute arch="alive" value="1" type="fixed" /> |
2859 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2875 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2860 | When the monster is killed, items from the treasurelist will |
2876 | When the monster is killed, items from the treasurelist will |
2861 | drop to the ground. This is a common way to reward players |
2877 | drop to the ground. This is a common way to reward players |
2862 | for killing (masses of) monsters. |
2878 | for killing (masses of) monsters. |
2863 | |
2879 | |
2864 | Note that you can always put items into the monster's |
2880 | Note that you can always put items into the monster's |
2865 | inventory. Those will drop-at-kill just like the stuff |
2881 | inventory. Those will drop-at-kill just like the stuff |
2866 | from the <treasurelist>. |
2882 | from the <treasurelist>. |
2867 | </attribute> |
2883 | </attribute> |
|
|
2884 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2885 | Set this flag to move treasure items created into the environment (map) |
|
|
2886 | instead of putting them into the object. |
|
|
2887 | </attribute> |
2868 | <attribute arch="level" editor="level" type="int"> |
2888 | <attribute arch="level" editor="level" type="int"> |
2869 | A monster's <level> is the most important attribute. |
2889 | A monster's <level> is the most important attribute. |
2870 | <level> affects the power of a monster in various ways. |
2890 | <level> affects the power of a monster in various ways. |
2871 | </attribute> |
2891 | </attribute> |
2872 | <attribute arch="race" editor="race" type="string"> |
2892 | <attribute arch="race" editor="race" type="string"> |
2873 | Every monster should have a race set to cathegorize it. |
2893 | Every monster should have a race set to categorize it. |
2874 | The monster's <race> can have different effects: |
2894 | The monster's <race> can have different effects: |
2875 | Slaying weapons inflict tripple damage against enemy races |
2895 | Slaying weapons inflict tripple damage against enemy races |
2876 | and holy word kills only enemy races of the god. |
2896 | and holy word kills only enemy races of the god. |
2877 | </attribute> |
2897 | </attribute> |
2878 | <attribute arch="exp" editor="experience" type="int"> |
2898 | <attribute arch="exp" editor="experience" type="int"> |
2879 | When a player kills this monster, he will get exactly this |
2899 | When a player kills this monster, he will get exactly this |
2880 | amount of <experience>. The experience will flow into |
2900 | amount of <experience>. The experience will flow into |
2881 | the skill-cathegory the player used for the kill. |
2901 | the skill-category the player used for the kill. |
2882 | |
2902 | |
2883 | If you create special monsters of tweaked strenght/abilities, |
2903 | If you create special monsters of tweaked strenght/abilities, |
2884 | always make sure that the <experience> is set to a |
2904 | always make sure that the <experience> is set to a |
2885 | reasonable value. Compare with existing arches to get a feeling |
2905 | reasonable value. Compare with existing arches to get a feeling |
2886 | what reasonable means. Keep in mind that spellcasting monsters |
2906 | what reasonable means. Keep in mind that spellcasting monsters |
2887 | are a lot harder to kill than non-spellcasters! |
2907 | are a lot harder to kill than non-spellcasters! |
2888 | </attribute> |
2908 | </attribute> |
2889 | <attribute arch="speed" editor="speed" type="float"> |
2909 | <attribute arch="speed" editor="speed" type="float"> |
2890 | The <speed> determines how fast a monster will both move |
2910 | The <speed> determines how fast a monster will both move |
2891 | and fight. High <speed> makes a monster considerably stronger. |
2911 | and fight. High <speed> makes a monster considerably stronger. |
2892 | </attribute> |
2912 | </attribute> |
|
|
2913 | &speed_left; |
2893 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2914 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2894 | This only takes effect if <multiply> is enabled. The monster will |
2915 | This only takes effect if <multiply> is enabled. The monster will |
2895 | create a <breed monster> every once in a while. <breed monster> |
2916 | create a <breed monster> every once in a while. <breed monster> |
2896 | can be set to any valid arch-name of a monster. Multipart monster |
2917 | can be set to any valid arch-name of a monster. Multipart monster |
2897 | should not be used. |
2918 | should not be used. |
… | |
… | |
2906 | This only takes effect if <multiply> is enabled. The monster |
2927 | This only takes effect if <multiply> is enabled. The monster |
2907 | will create a new monster every once in a while by duplicating it's inventory. |
2928 | will create a new monster every once in a while by duplicating it's inventory. |
2908 | In this case, the <breed monster> value is never used and can be forgotten. |
2929 | In this case, the <breed monster> value is never used and can be forgotten. |
2909 | Each time the monster need to generate an object, it will be |
2930 | Each time the monster need to generate an object, it will be |
2910 | a randomly chosen item from the inventory. When generator is destroyed, |
2931 | a randomly chosen item from the inventory. When generator is destroyed, |
2911 | inventory is destroyed. |
2932 | inventory is destroyed. |
2912 | </attribute> |
2933 | </attribute> |
2913 | <attribute arch="flying" editor="flying" type="bool"> |
2934 | &move_type; |
2914 | Flying monsters won't get slowed down in rough terrain |
|
|
2915 | and they won't be affected by movers. |
|
|
2916 | </attribute> |
|
|
2917 | <attribute arch="undead" editor="undead" type="bool"> |
2935 | <attribute arch="undead" editor="undead" type="bool"> |
2918 | Several spells only affect undead monsters: |
2936 | Several spells only affect undead monsters: |
2919 | turn undead, banish undead, holy word, etc. |
2937 | turn undead, banish undead, holy word, etc. |
2920 | </attribute> |
2938 | </attribute> |
2921 | <attribute arch="carrying" editor="carries weight" type="int"> |
2939 | <attribute arch="carrying" editor="carries weight" type="int"> |
2922 | If a monster has something in the inventory, this |
2940 | If a monster has something in the inventory, this |
2923 | value can be set to reflect the slowdown due to |
2941 | value can be set to reflect the slowdown due to |
2924 | the carried weight. |
2942 | the carried weight. |
2925 | </attribute> |
2943 | </attribute> |
2926 | |
2944 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2945 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2946 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2947 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2948 | and will try to save them when the player logs out. |
|
|
2949 | </attribute> |
|
|
2950 | |
2927 | <section name="melee"> |
2951 | <section name="melee"> |
2928 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2952 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2929 | This number is a bitmask, specifying the monster's attacktypes |
2953 | This number is a bitmask, specifying the monster's attacktypes |
2930 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
2954 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
2931 | Strong monsters often have more than just physical attacktype. |
2955 | Strong monsters often have more than just physical attacktype. |
2932 | |
2956 | |
2933 | When a monster with multiple attacktypes hits aan oponent, it will do |
2957 | When a monster with multiple attacktypes hits aan oponent, it will do |
2934 | as much damage as the "best" of it's attacktypes does. So, the more |
2958 | as much damage as the "best" of it's attacktypes does. So, the more |
2935 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
2959 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
2936 | somehow exceptions. |
2960 | somehow exceptions. |
2937 | </attribute> |
2961 | </attribute> |
… | |
… | |
2981 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
3005 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
2982 | Monsters with <one hit only> dissapear after one successful hit |
3006 | Monsters with <one hit only> dissapear after one successful hit |
2983 | to a player. |
3007 | to a player. |
2984 | </attribute> |
3008 | </attribute> |
2985 | </section> |
3009 | </section> |
2986 | |
3010 | |
2987 | <section name="spellcraft"> |
3011 | <section name="spellcraft"> |
2988 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
3012 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
2989 | If <can cast spell> is disabled, the monster cannot cast any spell. |
3013 | If <can cast spell> is disabled, the monster cannot cast any spell. |
2990 | Only wands/rods/etc can be used, given the appropriate abilities. |
3014 | Only wands/rods/etc can be used, given the appropriate abilities. |
2991 | </attribute> |
3015 | </attribute> |
2992 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
3016 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
2993 | A monster with this flag has the ability to <reflect spells>, |
3017 | A monster with this flag has the ability to <reflect spells>, |
2994 | all kinds of spell-bullets and -beams will bounce off. |
3018 | all kinds of spell-bullets and -beams will bounce off. |
2995 | |
3019 | |
2996 | Generally this flag should not be set because it puts |
3020 | Generally this flag should not be set because it puts |
2997 | wizard-type players at an unfair disadvantage. |
3021 | wizard-type players at an unfair disadvantage. |
2998 | </attribute> |
3022 | </attribute> |
2999 | <attribute arch="sp" editor="spellpoints" type="int"> |
3023 | <attribute arch="sp" editor="spellpoints" type="int"> |
3000 | Like players, monsters need <spellpoints> to do magic. Monsters use |
3024 | Like players, monsters need <spellpoints> to do magic. Monsters use |
… | |
… | |
3011 | "regenerate mana" at it's disposal. |
3035 | "regenerate mana" at it's disposal. |
3012 | </attribute> |
3036 | </attribute> |
3013 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3037 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3014 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
3038 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
3015 | spellpoint regeneration rate is independent of <speed>. |
3039 | spellpoint regeneration rate is independent of <speed>. |
3016 | |
3040 | |
3017 | To make a real tough spellcasting monster, the rate of spellpoint |
3041 | To make a real tough spellcasting monster, the rate of spellpoint |
3018 | regeneration is most important. If your monster is still not casting |
3042 | regeneration is most important. If your monster is still not casting |
3019 | fast enough, give it the spell-ability of "regenerate mana". |
3043 | fast enough, give it the spell-ability of "regenerate mana". |
3020 | That, paired with high <max spellpoints>, is the ultimate thing. |
3044 | That, paired with high <max spellpoints>, is the ultimate thing. |
3021 | </attribute> |
3045 | </attribute> |
… | |
… | |
3030 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3054 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3031 | Click on the <denied paths> button to select spellpaths. |
3055 | Click on the <denied paths> button to select spellpaths. |
3032 | The creature won't be able to cast spells of the specified paths. |
3056 | The creature won't be able to cast spells of the specified paths. |
3033 | </attribute> |
3057 | </attribute> |
3034 | </section> |
3058 | </section> |
3035 | |
3059 | |
3036 | <section name="ability"> |
3060 | <section name="ability"> |
3037 | <attribute arch="Int" editor="detect hidden" type="int"> |
3061 | <attribute arch="Int" editor="detect hidden" type="int"> |
3038 | The <detect hidden> value gives monsters the ablitity to find |
3062 | The <detect hidden> value gives monsters the ablitity to find |
3039 | hidden/invisible creatures. Higher values make for better |
3063 | hidden/invisible creatures. Higher values make for better |
3040 | detection-skills. Enabling <see invisible> makes this value |
3064 | detection-skills. Enabling <see invisible> makes this value |
… | |
… | |
3075 | Monster is able to read scrolls. |
3099 | Monster is able to read scrolls. |
3076 | </attribute> |
3100 | </attribute> |
3077 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3101 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3078 | Monster is able to use skills from it's inventory. |
3102 | Monster is able to use skills from it's inventory. |
3079 | For example, you can put a throwing skill object and some |
3103 | For example, you can put a throwing skill object and some |
3080 | boulders into the monster's object and set <can use skills>. |
3104 | boulders into the monster's object and set <can use skills>. |
3081 | </attribute> |
3105 | </attribute> |
3082 | </section> |
3106 | </section> |
3083 | |
3107 | |
3084 | <section name="behave"> |
3108 | <section name="behave"> |
3085 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
3109 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
3086 | When <monster behaviour> is enabled, this object will behave |
3110 | When <monster behaviour> is enabled, this object will behave |
3087 | like a monster: It can move and attack enemies (which are |
3111 | like a monster: It can move and attack enemies (which are |
3088 | typically players). |
3112 | typically players). |
3089 | This flag should be set for all monsters as-such. |
3113 | This flag should be set for all monsters as-such. |
3090 | Monsters which don't move, like guards, should also have |
3114 | Monsters which don't move, like guards, should also have |
3091 | <monster behaviour>, but in combination with <stand still>. |
3115 | <monster behaviour>, but in combination with <stand still>. |
3092 | It should *not* be set for things like immobile generators. |
3116 | It should *not* be set for things like immobile generators. |
3093 | </attribute> |
3117 | </attribute> |
3094 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3118 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3095 | <unaggressive> monsters do not attack players unless attacked first. |
3119 | <unaggressive> monsters do not attack players unless attacked first. |
3096 | </attribute> |
3120 | </attribute> |
3097 | <attribute arch="friendly" editor="friendly" type="bool"> |
3121 | <attribute arch="friendly" editor="friendly" type="bool"> |
… | |
… | |
3100 | </attribute> |
3124 | </attribute> |
3101 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3125 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3102 | Monsters which <stand still> won't move to leave their position. |
3126 | Monsters which <stand still> won't move to leave their position. |
3103 | When agressive, they will attack all enemies who get close to |
3127 | When agressive, they will attack all enemies who get close to |
3104 | them. This behaviour is commonly known from castle guards. |
3128 | them. This behaviour is commonly known from castle guards. |
3105 | |
3129 | |
3106 | In older versions of Crossfire it was possible to eventually |
3130 | In older versions of Crossfire it was possible to eventually |
3107 | push a <stand still>-monster out of position by force. |
3131 | push a <stand still>-monster out of position by force. |
3108 | I believe this is no longer possible. Neverthless, you should |
3132 | I believe this is no longer possible. Neverthless, you should |
3109 | still be cautious when lining up <stand still>-monster in order |
3133 | still be cautious when lining up <stand still>-monster in order |
3110 | to "defend" something: Such monsters are rather easy to kill. |
3134 | to "defend" something: Such monsters are rather easy to kill. |
… | |
… | |
3121 | creature is able to perform. |
3145 | creature is able to perform. |
3122 | </attribute> |
3146 | </attribute> |
3123 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3147 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3124 | Click on the <pick up> button and select which types of objects |
3148 | Click on the <pick up> button and select which types of objects |
3125 | the creature should try to pick up. |
3149 | the creature should try to pick up. |
3126 | |
3150 | |
3127 | Note also that if <can use armor>, <can use weapon>, <can use ring>... |
3151 | Note also that if <can use armor>, <can use weapon>, <can use ring>... |
3128 | etc are set, then the creature will pick up the matching items even |
3152 | etc are set, then the creature will pick up the matching items even |
3129 | if this is not set here. |
3153 | if this is not set here. |
3130 | </attribute> |
3154 | </attribute> |
3131 | <attribute arch="Wis" editor="sensing range" type="int"> |
3155 | <attribute arch="Wis" editor="sensing range" type="int"> |
… | |
… | |
3133 | the creature wakes up. This is done as a square, for reasons of speed. |
3157 | the creature wakes up. This is done as a square, for reasons of speed. |
3134 | Thus, if the <sensing range> is 11, any player that moves within the |
3158 | Thus, if the <sensing range> is 11, any player that moves within the |
3135 | 11x11 square of the monster will wake the monster up. If the player |
3159 | 11x11 square of the monster will wake the monster up. If the player |
3136 | has stealth, the size of this square is reduced in half plus 1. |
3160 | has stealth, the size of this square is reduced in half plus 1. |
3137 | </attribute> |
3161 | </attribute> |
3138 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3162 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3163 | If this is set to default, the standard mode of movement will be used. |
|
|
3164 | </attribute> |
|
|
3165 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3166 | This movement is not in effect when the monster has an enemy and should |
|
|
3167 | only be used for non agressive monsters. |
3139 | </attribute> |
3168 | </attribute> |
3140 | <attribute arch="run_away" editor="run at % health" type="int"> |
3169 | <attribute arch="run_away" editor="run at % health" type="int"> |
3141 | This is a percentage value in the range 0-100. |
3170 | This is a percentage value in the range 0-100. |
3142 | When the monster's health points drop below this percentage |
3171 | When the monster's health points drop below this percentage |
3143 | (relative to max health), it attempts to run away from the |
3172 | (relative to max health), it attempts to run away from the |
3144 | attacker. |
3173 | attacker. |
3145 | </attribute> |
3174 | </attribute> |
3146 | </section> |
3175 | </section> |
3147 | |
3176 | &resistances_basic; |
|
|
3177 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
|
|
3178 | </attribute> |
|
|
3179 | </type> |
|
|
3180 | |
|
|
3181 | <!--####################################################################--> |
|
|
3182 | <type number="28" name="Monster (Grimreaper)"> |
|
|
3183 | <import_type name="Monster & NPC" /> |
|
|
3184 | <ignore> |
|
|
3185 | <attribute arch="material" /> |
|
|
3186 | <attribute arch="name_pl" /> |
|
|
3187 | <attribute arch="nrof" /> |
|
|
3188 | <attribute arch="value" /> |
|
|
3189 | <attribute arch="unpaid" /> |
|
|
3190 | </ignore> |
|
|
3191 | <description> |
|
|
3192 | A grimreaper is a monster that vanishes after it did some number of |
|
|
3193 | draining attacks. |
|
|
3194 | </description> |
3148 | <section name="resistance"> |
3195 | <section name="grimreaper"> |
3149 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3196 | <attribute arch="value" editor="attacks" type="int"> |
3150 | </attribute> |
3197 | The object vanishes after this number of draining attacks. |
3151 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3152 | </attribute> |
|
|
3153 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3154 | </attribute> |
|
|
3155 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3156 | </attribute> |
|
|
3157 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3158 | </attribute> |
|
|
3159 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3160 | </attribute> |
|
|
3161 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3162 | </attribute> |
|
|
3163 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3164 | </attribute> |
|
|
3165 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3166 | </attribute> |
|
|
3167 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3168 | </attribute> |
|
|
3169 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3170 | </attribute> |
|
|
3171 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3172 | </attribute> |
|
|
3173 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3174 | </attribute> |
|
|
3175 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3176 | </attribute> |
|
|
3177 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3178 | </attribute> |
|
|
3179 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3180 | </attribute> |
|
|
3181 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3182 | </attribute> |
|
|
3183 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3184 | </attribute> |
|
|
3185 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3186 | </attribute> |
|
|
3187 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3188 | </attribute> |
|
|
3189 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3190 | </attribute> |
3198 | </attribute> |
3191 | </section> |
3199 | </section> |
3192 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
|
|
3193 | </attribute> |
|
|
3194 | </type> |
3200 | </type> |
3195 | |
3201 | |
3196 | <!--####################################################################--> |
3202 | <!--####################################################################--> |
3197 | <type number="65" name="Mood Floor"> |
3203 | <type number="65" name="Mood Floor"> |
3198 | <ignore> |
3204 | <ignore> |
… | |
… | |
3220 | </use> |
3226 | </use> |
3221 | <attribute arch="no_pick" value="1" type="fixed" /> |
3227 | <attribute arch="no_pick" value="1" type="fixed" /> |
3222 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3228 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3223 | <mood> is used to determine what will happen to the |
3229 | <mood> is used to determine what will happen to the |
3224 | monster when affected by the mood floor: |
3230 | monster when affected by the mood floor: |
3225 | |
3231 | |
3226 | <mood> 'furious': Makes all monsters aggressive |
3232 | <mood> 'furious': Makes all monsters aggressive |
3227 | |
3233 | |
3228 | <mood> 'angry': As above but pets are unaffected |
3234 | <mood> 'angry': As above but pets are unaffected |
3229 | |
3235 | |
3230 | <mood> 'calm': Makes all monsters unaggressive |
3236 | <mood> 'calm': Makes all monsters unaggressive |
3231 | |
3237 | |
3232 | <mood> 'sleep': Puts all monsters to sleep |
3238 | <mood> 'sleep': Puts all monsters to sleep |
3233 | |
3239 | |
3234 | <mood> 'charm': Turns monster into a pet of person |
3240 | <mood> 'charm': Turns monster into a pet of person |
3235 | who triggers the square. This setting is not |
3241 | who triggers the square. This setting is not |
3236 | enabled for continous operation, you need to |
3242 | enabled for continous operation, you need to |
3237 | insert a <connection> value! |
3243 | insert a <connection> value! |
3238 | </attribute> |
3244 | </attribute> |
3239 | <attribute arch="connected" editor="connection" type="int"> |
3245 | <attribute arch="connected" editor="connection" type="int"> |
3240 | This should only be set in combination with <mood number> 4. |
3246 | This should only be set in combination with <mood number> 4. |
3241 | Normally, monsters are affected by the mood floor as soon as they |
3247 | Normally, monsters are affected by the mood floor as soon as they |
3242 | step on it. But charming (monster -> pet) is too powerful, |
3248 | step on it. But charming (monster -> pet) is too powerful, |
3243 | so it needs to be activated. |
3249 | so it needs to be activated. |
3244 | |
3250 | |
3245 | Typically it is connected to an altar, for buying a "hireling". |
3251 | Typically it is connected to an altar, for buying a "hireling". |
3246 | But a powerful pet could as well be the reward for solving a |
3252 | But a powerful pet could as well be the reward for solving a |
3247 | quest. Or even better: It could be *part* of a quest! |
3253 | quest. Or even better: It could be *part* of a quest! |
3248 | </attribute> |
3254 | </attribute> |
3249 | <attribute arch="no_magic" editor="no spells" type="bool"> |
3255 | <attribute arch="no_magic" editor="no spells" type="bool"> |
… | |
… | |
3303 | </attribute> |
3309 | </attribute> |
3304 | <attribute arch="speed" editor="movement speed" type="float"> |
3310 | <attribute arch="speed" editor="movement speed" type="float"> |
3305 | The movement speed value determines how fast a chain of |
3311 | The movement speed value determines how fast a chain of |
3306 | these movers will push a player along (default is -0.2). |
3312 | these movers will push a player along (default is -0.2). |
3307 | </attribute> |
3313 | </attribute> |
|
|
3314 | &speed_left; |
3308 | <attribute arch="sp" editor="direction" type="list_direction"> |
3315 | <attribute arch="sp" editor="direction" type="list_direction"> |
3309 | The mover will push creatures in the specified <direction>. |
3316 | The mover will push creatures in the specified <direction>. |
3310 | A mover with direction set to <none> will spin clockwise, |
3317 | A mover with direction set to <none> will spin clockwise, |
3311 | thus pushing creatures in unpredictable directions. |
3318 | thus pushing creatures in unpredictable directions. |
3312 | </attribute> |
3319 | </attribute> |
3313 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3320 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3314 | If enabled, the mover gets "used up" after a certain number of moves |
3321 | If enabled, the mover gets "used up" after a certain number of moves |
3315 | (specified by <number of uses>). If disabled, the mover works infinitly. |
3322 | (specified by <number of uses>). If disabled, the mover works infinitely. |
3316 | </attribute> |
3323 | </attribute> |
3317 | <attribute arch="hp" editor="number of uses" type="int"> |
3324 | <attribute arch="hp" editor="number of uses" type="int"> |
3318 | This value has only a meaning if <gets used up> is set: |
3325 | This value has only a meaning if <gets used up> is set: |
3319 | <number of uses> is the number of times minus one, that it |
3326 | <number of uses> is the number of times minus one, that it |
3320 | will move a creature before disappearing. (It will move |
3327 | will move a creature before disappearing. (It will move |
3321 | someone <number of uses>+1 times, then vanish). |
3328 | someone <number of uses>+1 times, then vanish). |
3322 | </attribute> |
3329 | </attribute> |
3323 | <section name="targets"> |
3330 | <section name="targets"> |
3324 | <attribute arch="level" editor="move players" type="bool"> |
3331 | <attribute arch="level" editor="move players" type="bool"> |
3325 | If <move players> is enabled, both players and monsters will be |
3332 | If <move players> is enabled, both players and monsters will be |
3326 | moved. In the arches' default it is disabled - thus ONLY monsters |
3333 | moved. In the arches' default it is disabled - thus ONLY monsters |
3327 | get moved. Remember that "monsters" includes NPCs! |
3334 | get moved. Remember that "monsters" includes NPCs! |
3328 | |
3335 | |
3329 | This feature provides you with the possibility to make NPCs |
3336 | This feature provides you with the possibility to make NPCs |
3330 | literally "come to life". Example: The player is talking with an |
3337 | literally "come to life". Example: The player is talking with an |
3331 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3338 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3332 | activates creators, creating (per default: monster-only) movers |
3339 | activates creators, creating (per default: monster-only) movers |
3333 | under the NPC's feet. The NPC starts "walking" on a predefined |
3340 | under the NPC's feet. The NPC starts "walking" on a predefined |
3334 | route! Note that it's useful to set this NPC immune to everything, |
3341 | route! Note that it's useful to set this NPC immune to everything, |
3335 | preventing the player to push the NPC off his trace. |
3342 | preventing the player to push the NPC off his trace. |
3336 | </attribute> |
3343 | </attribute> |
3337 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3344 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3338 | This should always be set. |
3345 | Which movement types activate the mover. |
3339 | </attribute> |
|
|
3340 | <attribute arch="fly_on" editor="move flying creatures" type="bool"> |
|
|
3341 | Move flying creatures enabled means all flying (living) |
|
|
3342 | objects will get moved too. If disabled, only walking |
|
|
3343 | (non-flying) creatures will get moved. |
|
|
3344 | </attribute> |
3346 | </attribute> |
3345 | </section> |
3347 | </section> |
3346 | </type> |
3348 | </type> |
3347 | |
3349 | |
3348 | <!--####################################################################--> |
3350 | <!--####################################################################--> |
… | |
… | |
3366 | <attribute arch="no_pick" value="1" type="fixed" /> |
3368 | <attribute arch="no_pick" value="1" type="fixed" /> |
3367 | <attribute arch="slaying" editor="match race" type="string"> |
3369 | <attribute arch="slaying" editor="match race" type="string"> |
3368 | the <match race> defines the object we're looking for. If <match race> |
3370 | the <match race> defines the object we're looking for. If <match race> |
3369 | matches the monster's or the player's race, we have a match. |
3371 | matches the monster's or the player's race, we have a match. |
3370 | Yes, pedestals can detect a player's race! E.g. you could create a |
3372 | Yes, pedestals can detect a player's race! E.g. you could create a |
3371 | place where only fireborns can enter, by setting "slaying unnatural". |
3373 | place where only fireborns can enter, by setting "slaying unnatural". |
3372 | |
3374 | |
3373 | If it is set to "player", any player stepping on the pedestal |
3375 | If it is set to "player", any player stepping on the pedestal |
3374 | is a match. Very useful if you want to open a gate for players |
3376 | is a match. Very useful if you want to open a gate for players |
3375 | but not for monsters. |
3377 | but not for monsters. |
3376 | </attribute> |
3378 | </attribute> |
3377 | <attribute arch="connected" editor="connection" type="int"> |
3379 | <attribute arch="connected" editor="connection" type="int"> |
3378 | When the pedestal is triggered, all objects with the same |
3380 | When the pedestal is triggered, all objects with the same |
3379 | connection value get activated. |
3381 | connection value get activated. |
3380 | </attribute> |
3382 | </attribute> |
3381 | <attribute arch="walk_on" value="1" type="fixed" /> |
3383 | &move_on; |
3382 | <attribute arch="walk_off" value="1" type="fixed" /> |
|
|
3383 | </type> |
3384 | </type> |
3384 | |
3385 | |
3385 | <!--####################################################################--> |
3386 | <!--####################################################################--> |
3386 | <type number="94" name="Pit"> |
3387 | <type number="94" name="Pit"> |
3387 | <ignore> |
3388 | <ignore> |
… | |
… | |
3405 | <attribute arch="no_pick" value="1" type="fixed" /> |
3406 | <attribute arch="no_pick" value="1" type="fixed" /> |
3406 | <attribute arch="connected" editor="connection" type="int"> |
3407 | <attribute arch="connected" editor="connection" type="int"> |
3407 | When a <connection> value is set, the pit can be opened/closed |
3408 | When a <connection> value is set, the pit can be opened/closed |
3408 | by activating the connection. |
3409 | by activating the connection. |
3409 | </attribute> |
3410 | </attribute> |
|
|
3411 | &activate_on; |
3410 | <attribute arch="hp" editor="destination X" type="int"> |
3412 | <attribute arch="hp" editor="destination X" type="int"> |
3411 | The pit will transport creatures (and items) randomly into a two-square |
3413 | The pit will transport creatures (and items) randomly into a two-square |
3412 | radius of the destination coordinates. |
3414 | radius of the destination coordinates. |
3413 | If the destination square becomes blocked, the pit will act like |
3415 | If the destination square becomes blocked, the pit will act like |
3414 | being filled up and not work anymore! |
3416 | being filled up and not work anymore! |
… | |
… | |
3423 | The <position state> defines the position of the gate: |
3425 | The <position state> defines the position of the gate: |
3424 | Zero means completely open/down, the "number of animation-steps" (usually |
3426 | Zero means completely open/down, the "number of animation-steps" (usually |
3425 | about 6 or 7) means completely closed/up state. I suggest you don't |
3427 | about 6 or 7) means completely closed/up state. I suggest you don't |
3426 | mess with this value - Leave the default in place. |
3428 | mess with this value - Leave the default in place. |
3427 | </attribute> |
3429 | </attribute> |
3428 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3430 | &move_on; |
3429 | If set, all walking creatures will fall into the pit. |
|
|
3430 | This does NOT need to be set for closed pits! |
|
|
3431 | </attribute> |
|
|
3432 | <attribute arch="fly_on" editor="swallow flying" type="bool"> |
|
|
3433 | If set, all flying creatures will fall into the pit as well. |
|
|
3434 | This is not the behaviour expected from a pit, and it should |
|
|
3435 | only be used for map-mechanisms (e.g. for transporting flying |
|
|
3436 | monsters). |
|
|
3437 | An interesting side-effect: If this flag is enabled, spell |
|
|
3438 | effects like fire/snow also make their way through the pit. |
|
|
3439 | </attribute> |
|
|
3440 | </type> |
3431 | </type> |
3441 | |
3432 | |
3442 | <!--####################################################################--> |
3433 | <!--####################################################################--> |
3443 | <type number="7" name="Poison Food"> |
3434 | <type number="7" name="Poison Food"> |
3444 | <description><![CDATA[ |
3435 | <description><![CDATA[ |
… | |
… | |
3467 | </attribute> |
3458 | </attribute> |
3468 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3459 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3469 | There are two types of special effects for potions: |
3460 | There are two types of special effects for potions: |
3470 | 'life restoration' - restore the player's stats lost by death or draining |
3461 | 'life restoration' - restore the player's stats lost by death or draining |
3471 | (this has nothing in common with the restoration spell!) |
3462 | (this has nothing in common with the restoration spell!) |
3472 | 'improvement' - increase the player's maximum health/mana/grace |
3463 | 'improvement' - increase the player's maximum health/mana/grace |
3473 | by a very small amount. |
3464 | by a very small amount. |
3474 | </attribute> |
3465 | </attribute> |
3475 | <attribute arch="cursed" editor="cursed" type="bool"> |
3466 | <attribute arch="cursed" editor="cursed" type="bool"> |
3476 | If a potion is cursed, benefits generally turn into penalties. |
3467 | If a potion is cursed, benefits generally turn into penalties. |
3477 | Note that potions can be "uncursed" by praying over an altar, |
3468 | Note that potions can be "uncursed" by praying over an altar, |
… | |
… | |
3480 | </attribute> |
3471 | </attribute> |
3481 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3472 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3482 | A godgiven item vanishes as soon as the player |
3473 | A godgiven item vanishes as soon as the player |
3483 | drops it to the ground. |
3474 | drops it to the ground. |
3484 | </attribute> |
3475 | </attribute> |
3485 | <section name="stats"> |
3476 | &player_stat_resist_sections; |
3486 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3487 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3488 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3489 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3490 | stats if positive. |
|
|
3491 | </attribute> |
|
|
3492 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3493 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3494 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3495 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3496 | stats if positive. |
|
|
3497 | </attribute> |
|
|
3498 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3499 | The player's constitution will rise/fall by the given value for permanent |
|
|
3500 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3501 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3502 | stats if positive. |
|
|
3503 | </attribute> |
|
|
3504 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3505 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3506 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3507 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3508 | stats if positive. |
|
|
3509 | </attribute> |
|
|
3510 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3511 | The player's power will rise/fall by the given value for permanent |
|
|
3512 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3513 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3514 | stats if positive. |
|
|
3515 | </attribute> |
|
|
3516 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3517 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3518 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3519 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3520 | stats if positive. |
|
|
3521 | </attribute> |
|
|
3522 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3523 | The player's charisma will rise/fall by the given value for permanent |
|
|
3524 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3525 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3526 | stats if positive. |
|
|
3527 | </attribute> |
|
|
3528 | </section> |
|
|
3529 | <section name="resistance"> |
|
|
3530 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3531 | The player's resistance to physical will rise by this value in percent |
|
|
3532 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3533 | add on the values from the player's equipment. |
|
|
3534 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3535 | </attribute> |
|
|
3536 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3537 | The player's resistance to magic will rise by this value in percent |
|
|
3538 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3539 | add on the values from the player's equipment. |
|
|
3540 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3541 | </attribute> |
|
|
3542 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3543 | The player's resistance to fire will rise by this value in percent |
|
|
3544 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3545 | add on the values from the player's equipment. |
|
|
3546 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3547 | </attribute> |
|
|
3548 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3549 | The player's resistance to electricity will rise by this value in percent |
|
|
3550 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3551 | add on the values from the player's equipment. |
|
|
3552 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3553 | </attribute> |
|
|
3554 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3555 | The player's resistance to cold will rise by this value in percent |
|
|
3556 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3557 | add on the values from the player's equipment. |
|
|
3558 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3559 | </attribute> |
|
|
3560 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3561 | The player's resistance to acid will rise by this value in percent |
|
|
3562 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3563 | add on the values from the player's equipment. |
|
|
3564 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3565 | </attribute> |
|
|
3566 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3567 | The player's resistance to confusion will rise by this value in percent |
|
|
3568 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3569 | add on the values from the player's equipment. |
|
|
3570 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3571 | </attribute> |
|
|
3572 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3573 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3574 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3575 | add on the values from the player's equipment. |
|
|
3576 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3577 | </attribute> |
|
|
3578 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3579 | The player's resistance to paralyze will rise by this value in percent |
|
|
3580 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3581 | add on the values from the player's equipment. |
|
|
3582 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3583 | </attribute> |
|
|
3584 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3585 | The player's resistance to draining will rise by this value in percent |
|
|
3586 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3587 | add on the values from the player's equipment. |
|
|
3588 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3589 | </attribute> |
|
|
3590 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3591 | The player's resistance to depletion will rise by this value in percent |
|
|
3592 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3593 | add on the values from the player's equipment. |
|
|
3594 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3595 | </attribute> |
|
|
3596 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3597 | The player's resistance to poison will rise by this value in percent |
|
|
3598 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3599 | add on the values from the player's equipment. |
|
|
3600 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3601 | </attribute> |
|
|
3602 | </section> |
|
|
3603 | </type> |
3477 | </type> |
3604 | |
3478 | |
3605 | <!--####################################################################--> |
3479 | <!--####################################################################--> |
3606 | <type number="156" name="Power Crystal"> |
3480 | <type number="156" name="Power Crystal"> |
3607 | <description><![CDATA[ |
3481 | <description><![CDATA[ |
… | |
… | |
3633 | weapon and projectile. ]]> |
3507 | weapon and projectile. ]]> |
3634 | </description> |
3508 | </description> |
3635 | <use><![CDATA[ |
3509 | <use><![CDATA[ |
3636 | If you want to create new kinds of projectiles, you could |
3510 | If you want to create new kinds of projectiles, you could |
3637 | add an alchemical receipe to create these. |
3511 | add an alchemical receipe to create these. |
3638 | |
3512 | |
3639 | Don't create new pairs of weapons & projectiles unless |
3513 | Don't create new pairs of weapons & projectiles unless |
3640 | they really fullfill a useful purpose. In fact, even bows |
3514 | they really fullfill a useful purpose. In fact, even bows |
3641 | and crossbows are rarely ever used. ]]> |
3515 | and crossbows are rarely ever used. ]]> |
3642 | </use> |
3516 | </use> |
3643 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3517 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
… | |
… | |
3648 | </attribute> |
3522 | </attribute> |
3649 | <attribute arch="race" editor="ammunition class" type="string"> |
3523 | <attribute arch="race" editor="ammunition class" type="string"> |
3650 | Only shooting weapons with matching <ammunition class> can fire |
3524 | Only shooting weapons with matching <ammunition class> can fire |
3651 | these projectiles. For arrows set "arrows", for crossbow bolts |
3525 | these projectiles. For arrows set "arrows", for crossbow bolts |
3652 | set "crossbow bolts" (big surprise). |
3526 | set "crossbow bolts" (big surprise). |
3653 | |
3527 | |
3654 | In certain cases, the ammunition class is displayed in the game. |
3528 | In certain cases, the ammunition class is displayed in the game. |
3655 | Hence, when you create a new ammunition class, choose an |
3529 | Hence, when you create a new ammunition class, choose an |
3656 | intuitive name like "missiles", "spirit bolts" - whatever. |
3530 | intuitive name like "missiles", "spirit bolts" - whatever. |
3657 | |
3531 | |
3658 | You can also make special containers holding these projectiles |
3532 | You can also make special containers holding these projectiles |
3659 | by setting the <container class> to match your <ammunition class>. |
3533 | by setting the <container class> to match your <ammunition class>. |
3660 | </attribute> |
3534 | </attribute> |
3661 | <attribute arch="slaying" editor="slaying race" type="string"> |
3535 | <attribute arch="slaying" editor="slaying race" type="string"> |
3662 | Slaying means the weapon does tripple (3x) damage to monsters |
3536 | Slaying means the weapon does tripple (3x) damage to monsters |
… | |
… | |
3778 | <attribute arch="value" /> |
3652 | <attribute arch="value" /> |
3779 | <attribute arch="material" /> |
3653 | <attribute arch="material" /> |
3780 | <attribute arch="unpaid" /> |
3654 | <attribute arch="unpaid" /> |
3781 | </ignore> |
3655 | </ignore> |
3782 | <description><![CDATA[ |
3656 | <description><![CDATA[ |
3783 | A rune is a magical enscription on the dungeon floor. |
3657 | A rune is a magical enscription on the dungeon floor. |
3784 | <br><br> |
3658 | <br><br> |
3785 | Runes hit any monster or person who steps on them for 'dam' damage in |
3659 | Runes hit any monster or person who steps on them for 'dam' damage in |
3786 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3660 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3787 | and will cast this spell when it detonates. Yet another kind is the |
3661 | and will cast this spell when it detonates. Yet another kind is the |
3788 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3662 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
… | |
… | |
3792 | <use><![CDATA[ |
3666 | <use><![CDATA[ |
3793 | Avoid monsters stepping on your runes. For example, summoning runes |
3667 | Avoid monsters stepping on your runes. For example, summoning runes |
3794 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3668 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3795 | </use> |
3669 | </use> |
3796 | <attribute arch="no_pick" value="1" type="fixed" /> |
3670 | <attribute arch="no_pick" value="1" type="fixed" /> |
3797 | <attribute arch="walk_on" value="1" type="fixed" /> |
3671 | &move_on; |
3798 | <attribute arch="level" editor="rune level" type="int"> |
3672 | <attribute arch="level" editor="rune level" type="int"> |
3799 | This value sets the level the rune will cast the spell it contains at, |
3673 | This value sets the level the rune will cast the spell it contains at, |
3800 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3674 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3801 | (<rune level> 0 runes won't detonate at all!) |
3675 | (<rune level> 0 runes won't detonate at all!) |
3802 | |
3676 | |
3803 | Level Also effects how easily a rune may be found and disarmed, and |
3677 | Level Also effects how easily a rune may be found and disarmed, and |
3804 | how much experience the player gets for doing so. Beware: High level |
3678 | how much experience the player gets for doing so. Beware: High level |
3805 | runes can be quite a cheap source of experience! So either make them |
3679 | runes can be quite a cheap source of experience! So either make them |
3806 | tough, or keep the level low. |
3680 | tough, or keep the level low. |
3807 | </attribute> |
3681 | </attribute> |
… | |
… | |
3814 | The rune will detonate <number of charges> times before disappearing. |
3688 | The rune will detonate <number of charges> times before disappearing. |
3815 | </attribute> |
3689 | </attribute> |
3816 | <attribute arch="dam" editor="direct damage" type="int"> |
3690 | <attribute arch="dam" editor="direct damage" type="int"> |
3817 | <direct damage> specifies how much damage is done by the rune, |
3691 | <direct damage> specifies how much damage is done by the rune, |
3818 | if it doesn't contain a spell. This should be set in reasonable |
3692 | if it doesn't contain a spell. This should be set in reasonable |
3819 | relation to the rune's level. |
3693 | relation to the rune's level. |
3820 | </attribute> |
3694 | </attribute> |
3821 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3695 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3822 | If there isn't any spell (and <summon monster> is unset), this |
3696 | If there isn't any spell (and <summon monster> is unset), this |
3823 | attribute defines what attacktype to use for direct damage when |
3697 | attribute defines what attacktype to use for direct damage when |
3824 | the rune detonates. |
3698 | the rune detonates. |
… | |
… | |
3889 | <attribute arch="no_magic" value="1" type="fixed" /> |
3763 | <attribute arch="no_magic" value="1" type="fixed" /> |
3890 | <attribute arch="damned" value="1" type="fixed" /> |
3764 | <attribute arch="damned" value="1" type="fixed" /> |
3891 | </type> |
3765 | </type> |
3892 | |
3766 | |
3893 | <!--####################################################################--> |
3767 | <!--####################################################################--> |
|
|
3768 | <type number="111" name="Scroll"> |
|
|
3769 | <ignore> |
|
|
3770 | <attribute arch="title" /> |
|
|
3771 | </ignore> |
|
|
3772 | <description><![CDATA[ |
|
|
3773 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
|
|
3774 | scrolls require a certain literacy skill to read successfully. |
|
|
3775 | Accordingly, for a successful reading, a small amount of |
|
|
3776 | experience is gained. Scrolls allow only one time usage, but |
|
|
3777 | usually they are sold in bulks. ]]> |
|
|
3778 | </description> |
|
|
3779 | <use><![CDATA[ |
|
|
3780 | For low level quests, scrolls of healing/curing-spells |
|
|
3781 | can be a nice reward. At higher levels, scrolls become less |
|
|
3782 | and less useful. ]]> |
|
|
3783 | </use> |
|
|
3784 | <attribute arch="level" editor="casting level" type="int"> |
|
|
3785 | The spell of the scroll will be casted at this level. |
|
|
3786 | This value should always be set, at least to 1. |
|
|
3787 | </attribute> |
|
|
3788 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
3789 | When a player/monster applies this scroll, the selected <spell> |
|
|
3790 | will be casted (once). This should work for any given spell. |
|
|
3791 | </attribute> |
|
|
3792 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
3793 | A godgiven item vanishes as soon as the player |
|
|
3794 | drops it to the ground. |
|
|
3795 | </attribute> |
|
|
3796 | </type> |
|
|
3797 | |
|
|
3798 | <!--####################################################################--> |
|
|
3799 | <type number="33" name="Shield"> |
|
|
3800 | <import_type name="Amulet" /> |
|
|
3801 | <description><![CDATA[ |
|
|
3802 | Wearing a shield, the object's stats will directly be inherited to |
|
|
3803 | the player. Shields usually provide good defense, only surpassed |
|
|
3804 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
|
|
3805 | </description> |
|
|
3806 | <use><![CDATA[ |
|
|
3807 | Feel free to create your own special artifacts. However, it is very |
|
|
3808 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
3809 | </use> |
|
|
3810 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
3811 | <magic bonus> works just like ac, except that it can be improved by |
|
|
3812 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
3813 | than direct armour-class bonus on the shield. |
|
|
3814 | </attribute> |
|
|
3815 | </type> |
|
|
3816 | |
|
|
3817 | <!--####################################################################--> |
3894 | <type number="14" name="Shooting Weapon"> |
3818 | <type number="14" name="Shooting Weapon"> |
3895 | <description><![CDATA[ |
3819 | <description><![CDATA[ |
3896 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3820 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3897 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3821 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3898 | wielded both at the same time. Like with any other equipment, |
3822 | wielded both at the same time. Like with any other equipment, |
3899 | stats/bonuses from shooting weapons are directly inherited to the player. |
3823 | stats/bonuses from shooting weapons are directly inherited to the player. |
3900 | <br><br> |
3824 | <br><br> |
3901 | It's very easy to add new pairs of weapons & projectiles. |
3825 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
3903 | weapon and projectile. ]]> |
3827 | weapon and projectile. ]]> |
3904 | </description> |
3828 | </description> |
3905 | <use><![CDATA[ |
3829 | <use><![CDATA[ |
3906 | Shooting weapons should not add bonuses in general. There's already |
3830 | Shooting weapons should not add bonuses in general. There's already |
3907 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3831 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3908 | Schooting weapons should especially not add bonuses to the player |
3832 | Shooting weapons should especially not add bonuses to the player |
3909 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3833 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3910 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3834 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3911 | - still crap. ]]> |
3835 | - still crap. ]]> |
3912 | </use> |
3836 | </use> |
3913 | <attribute arch="race" editor="ammunition class" type="string"> |
3837 | <attribute arch="race" editor="ammunition class" type="string"> |
3914 | Only projectiles with matching <ammunition class> can be fired |
3838 | Only projectiles with matching <ammunition class> can be fired |
3915 | with this weapon. For normal bows set "arrows", for normal |
3839 | with this weapon. For normal bows set "arrows", for normal |
3916 | crossbows set "crossbow bolts". |
3840 | crossbows set "crossbow bolts". |
3917 | |
3841 | |
3918 | In certain cases, the ammunition class is displayed in the game. |
3842 | In certain cases, the ammunition class is displayed in the game. |
3919 | Hence, when you create a new ammunition class, choose an |
3843 | Hence, when you create a new ammunition class, choose an |
3920 | intuitive name like "missiles", "spirit bolts" - whatever. |
3844 | intuitive name like "missiles", "spirit bolts" - whatever. |
3921 | </attribute> |
3845 | </attribute> |
3922 | <attribute arch="sp" editor="shooting speed" type="int"> |
3846 | <attribute arch="sp" editor="shooting speed" type="int"> |
3923 | After shooting a projectile, the player is frozen for a short |
3847 | After shooting a projectile, the player is frozen for a short |
3924 | period of time (to prevent shooting arrows machine-gun-like). |
3848 | period of time (to prevent shooting arrows machine-gun-like). |
3925 | The greater <shooting speed>, the shorter this period of time. |
3849 | The greater <shooting speed>, the shorter this period of time. |
3926 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
3850 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
3927 | |
3851 | |
3928 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
3852 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
3929 | SET IT TO ZERO! (That would freeze the player for eternety). |
3853 | SET IT TO ZERO! (That would freeze the player for eternety). |
3930 | </attribute> |
3854 | </attribute> |
3931 | <attribute arch="dam" editor="base damage" type="int"> |
3855 | <attribute arch="dam" editor="base damage" type="int"> |
3932 | The <base damage> significantly affects the damage done |
3856 | The <base damage> significantly affects the damage done |
… | |
… | |
3943 | The <item power> value measures how "powerful" an artifact is. |
3867 | The <item power> value measures how "powerful" an artifact is. |
3944 | Players will only be able to wear equipment with a certain total |
3868 | Players will only be able to wear equipment with a certain total |
3945 | amount of <item power>, depending on their own level. This is the |
3869 | amount of <item power>, depending on their own level. This is the |
3946 | only way to prevent low level players to wear "undeserved" equipment |
3870 | only way to prevent low level players to wear "undeserved" equipment |
3947 | (like gifts from other players or cheated items). |
3871 | (like gifts from other players or cheated items). |
3948 | |
3872 | |
3949 | It is very important to adjust the <item power> value carefully |
3873 | It is very important to adjust the <item power> value carefully |
3950 | for every artifact you create! If zero/unset, the CF server will |
3874 | for every artifact you create! If zero/unset, the CF server will |
3951 | calculate a provisional value at runtime, but this is never |
3875 | calculate a provisional value at runtime, but this is never |
3952 | going to be an accurate measurement of <item power>. |
3876 | going to be an accurate measurement of <item power>. |
3953 | </attribute> |
3877 | </attribute> |
… | |
… | |
4024 | should have such a description. |
3948 | should have such a description. |
4025 | </attribute> |
3949 | </attribute> |
4026 | </type> |
3950 | </type> |
4027 | |
3951 | |
4028 | <!--####################################################################--> |
3952 | <!--####################################################################--> |
4029 | <type number="111" name="Scroll"> |
|
|
4030 | <ignore> |
|
|
4031 | <attribute arch="title" /> |
|
|
4032 | </ignore> |
|
|
4033 | <description><![CDATA[ |
|
|
4034 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
|
|
4035 | scrolls require a certain literacy skill to read successfully. |
|
|
4036 | Accordingly, for a successful reading, a small amount of |
|
|
4037 | experience is gained. Scrolls allow only one time usage, but |
|
|
4038 | usually they are sold in bulks. ]]> |
|
|
4039 | </description> |
|
|
4040 | <use><![CDATA[ |
|
|
4041 | For low level quests, scrolls of healing/curing-spells |
|
|
4042 | can be a nice reward. At higher levels, scrolls become less |
|
|
4043 | and less useful. ]]> |
|
|
4044 | </use> |
|
|
4045 | <attribute arch="level" editor="casting level" type="int"> |
|
|
4046 | The spell of the scroll will be casted at this level. |
|
|
4047 | This value should always be set, at least to 1. |
|
|
4048 | </attribute> |
|
|
4049 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
4050 | When a player/monster applies this scroll, the selected <spell> |
|
|
4051 | will be casted (once). This should work for any given spell. |
|
|
4052 | </attribute> |
|
|
4053 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
4054 | A godgiven item vanishes as soon as the player |
|
|
4055 | drops it to the ground. |
|
|
4056 | </attribute> |
|
|
4057 | </type> |
|
|
4058 | |
|
|
4059 | <!--####################################################################--> |
|
|
4060 | <type number="33" name="Shield"> |
|
|
4061 | <import_type name="Amulet" /> |
|
|
4062 | <description><![CDATA[ |
|
|
4063 | Wearing a shield, the object's stats will directly be inherited to |
|
|
4064 | the player. Shields usually provide good defense, only surpassed |
|
|
4065 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
|
|
4066 | </description> |
|
|
4067 | <use><![CDATA[ |
|
|
4068 | Feel free to create your own special artifacts. However, it is very |
|
|
4069 | important that you keep your artifact in balance with existing maps. ]]> |
|
|
4070 | </use> |
|
|
4071 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
4072 | <magic bonus> works just like ac, except that it can be improved by |
|
|
4073 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
4074 | than direct armour-class bonus on the shield. |
|
|
4075 | </attribute> |
|
|
4076 | </type> |
|
|
4077 | |
|
|
4078 | <!--####################################################################--> |
|
|
4079 | <type number="68" name="Shop Floor"> |
3953 | <type number="68" name="Shop Floor"> |
4080 | <ignore> |
3954 | <ignore> |
4081 | <ignore_list name="non_pickable" /> |
3955 | <ignore_list name="non_pickable" /> |
4082 | </ignore> |
3956 | </ignore> |
4083 | <description><![CDATA[ |
3957 | <description><![CDATA[ |
… | |
… | |
4144 | <use><![CDATA[ |
4018 | <use><![CDATA[ |
4145 | As stated above, always place TWO shop mats into your shop. |
4019 | As stated above, always place TWO shop mats into your shop. |
4146 | Not more and not less than that. ]]> |
4020 | Not more and not less than that. ]]> |
4147 | </use> |
4021 | </use> |
4148 | <attribute arch="no_pick" value="1" type="fixed" /> |
4022 | <attribute arch="no_pick" value="1" type="fixed" /> |
4149 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4023 | &move_on; |
4150 | If set, the player can enter/leave the |
|
|
4151 | shop by just walking into the shop mat. |
|
|
4152 | </attribute> |
|
|
4153 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
4154 | If set, the player can enter/leave the |
|
|
4155 | shop by "flying" into the shop mat. |
|
|
4156 | </attribute> |
|
|
4157 | </type> |
4024 | </type> |
4158 | |
4025 | |
4159 | <!--####################################################################--> |
4026 | <!--####################################################################--> |
4160 | <type number="98" name="Sign & MagicMouth"> |
4027 | <type number="98" name="Sign & MagicMouth"> |
4161 | <ignore> |
4028 | <ignore> |
… | |
… | |
4178 | the connection is triggered. This should be used in combination with |
4045 | the connection is triggered. This should be used in combination with |
4179 | <invisible> enabled and <activate by walking/flying> disabled. |
4046 | <invisible> enabled and <activate by walking/flying> disabled. |
4180 | If activating your magic_mouth this way, the message will not only be |
4047 | If activating your magic_mouth this way, the message will not only be |
4181 | printed to one player, but all players on the current map. |
4048 | printed to one player, but all players on the current map. |
4182 | </attribute> |
4049 | </attribute> |
4183 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4050 | &activate_on; |
4184 | If set, the player gets the message when walking ontop of the object. |
4051 | &move_on; |
4185 | "invisible 1" should be set in this case. This is the typical configuration |
|
|
4186 | for a "magic_mouth": The player walks through a dungeon and suddenly he |
|
|
4187 | gets a message. Use this to create some roleplay atmosphere, and to inform |
|
|
4188 | the player about possible dangers or secrets. |
|
|
4189 | </attribute> |
|
|
4190 | <attribute arch="fly_on" editor="activate by flying" type="bool"> |
|
|
4191 | If set, the player gets the message when flying (=levitating) ontop |
|
|
4192 | of the object. Usually this should be set together with walk_on. |
|
|
4193 | </attribute> |
|
|
4194 | <attribute arch="food" editor="counter" type="int"> |
4052 | <attribute arch="food" editor="counter" type="int"> |
4195 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4053 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4196 | (printing the message) only that many times. For signs this really shouldn't |
4054 | (printing the message) only that many times. For signs this really shouldn't |
4197 | be used, while for magic_mouths it is extremely helpful. |
4055 | be used, while for magic_mouths it is extremely helpful. |
4198 | Monsters walking over the magic_mouth do not decrease the counter. |
4056 | Monsters walking over the magic_mouth do not decrease the counter. |
4199 | |
4057 | |
4200 | Often, you might want to have a message displayed only one time. For example: |
4058 | Often, you might want to have a message displayed only one time. For example: |
4201 | The player enters your map and you put a magic_mouth to tell him about the |
4059 | The player enters your map and you put a magic_mouth to tell him about the |
4202 | monsters and how dangerous they look and all. Later, when all the monsters |
4060 | monsters and how dangerous they look and all. Later, when all the monsters |
4203 | are killed and the player leaves the map, displaying the same message a |
4061 | are killed and the player leaves the map, displaying the same message a |
4204 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4062 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4205 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4063 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4206 | </attribute> |
4064 | </attribute> |
4207 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4065 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4208 | This text will be displayed to the player. |
4066 | This text will be displayed to the player. |
|
|
4067 | </attribute> |
|
|
4068 | </type> |
|
|
4069 | |
|
|
4070 | <type number="150" name="Shop Inventory"> |
|
|
4071 | <ignore> |
|
|
4072 | <ignore_list name="non_pickable" /> |
|
|
4073 | </ignore> |
|
|
4074 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4075 | </description> |
|
|
4076 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4077 | </use> |
|
|
4078 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4079 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4080 | the map that will be searched for unpaid items. |
4209 | </attribute> |
4081 | </attribute> |
4210 | </type> |
4082 | </type> |
4211 | |
4083 | |
4212 | <!--####################################################################--> |
4084 | <!--####################################################################--> |
4213 | <type number="43" name="Skill"> |
4085 | <type number="43" name="Skill"> |
… | |
… | |
4321 | burned or otherwise destroyed. |
4193 | burned or otherwise destroyed. |
4322 | </attribute> |
4194 | </attribute> |
4323 | <attribute arch="unique" editor="unique item" type="bool"> |
4195 | <attribute arch="unique" editor="unique item" type="bool"> |
4324 | Unique items exist only one time on a server. If the item |
4196 | Unique items exist only one time on a server. If the item |
4325 | is taken, lost or destroyed - it's gone for good. |
4197 | is taken, lost or destroyed - it's gone for good. |
4326 | |
4198 | |
4327 | This can be used if you want to sell apartments on your |
4199 | This can be used if you want to sell apartments on your |
4328 | map: Simply sell a unique passport/key, and place |
4200 | map: Simply sell a unique passport/key, and place |
4329 | an inventory checker at the entrance of your apartment. |
4201 | an inventory checker at the entrance of your apartment. |
4330 | </attribute> |
4202 | </attribute> |
4331 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4203 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
… | |
… | |
4448 | <use><![CDATA[ |
4320 | <use><![CDATA[ |
4449 | Spinners are very rarely used. I believe they are quite |
4321 | Spinners are very rarely used. I believe they are quite |
4450 | confusing and pointless. The only use I can think of is building |
4322 | confusing and pointless. The only use I can think of is building |
4451 | some puzzle about where to shoot into spinners to shoot somewhere you |
4323 | some puzzle about where to shoot into spinners to shoot somewhere you |
4452 | otherwise couldn't. |
4324 | otherwise couldn't. |
4453 | |
4325 | |
4454 | When placing spinners on a map with magic walls, make sure the spell- |
4326 | When placing spinners on a map with magic walls, make sure the spell- |
4455 | projectiles from magic walls don't get to fly in loops. ]]> |
4327 | projectiles from magic walls don't get to fly in loops. ]]> |
4456 | </use> |
4328 | </use> |
4457 | <attribute arch="sp" editor="direction number" type="int"> |
4329 | <attribute arch="sp" editor="direction number" type="int"> |
4458 | The spinner will change the direction of flying objects by |
4330 | The spinner will change the direction of flying objects by |
4459 | 45 degrees per <direction number>. Negative values spin clockwise, |
4331 | 45 degrees per <direction number>. Negative values spin clockwise, |
4460 | positive values counter clockwise. |
4332 | positive values counter clockwise. |
4461 | |
4333 | |
4462 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4334 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4463 | </attribute> |
4335 | </attribute> |
4464 | <attribute arch="walk_on" value="1" type="fixed" /> |
4336 | &move_on; |
4465 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4466 | </type> |
4337 | </type> |
4467 | |
4338 | |
4468 | <!--####################################################################--> |
4339 | <!--####################################################################--> |
4469 | <type number="138" name="Swamp"> |
4340 | <type number="138" name="Swamp"> |
4470 | <ignore> |
4341 | <ignore> |
… | |
… | |
4476 | he will start to sink in and eventually drown and die. |
4347 | he will start to sink in and eventually drown and die. |
4477 | Items dropped on the swamp sink in and dissapear. |
4348 | Items dropped on the swamp sink in and dissapear. |
4478 | Players with knowledge of the woodsman skill are a lot less likely |
4349 | Players with knowledge of the woodsman skill are a lot less likely |
4479 | to die in the swamp. ]]> |
4350 | to die in the swamp. ]]> |
4480 | </description> |
4351 | </description> |
4481 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4482 | <attribute arch="is_floor" value="1" type="fixed" /> |
4352 | <attribute arch="is_floor" value="1" type="fixed" /> |
4483 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4353 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4484 | <attribute arch="speed" editor="drowning speed" type="float"> |
4354 | <attribute arch="speed" editor="drowning speed" type="float"> |
4485 | The higher the <drowning speed>, the faster will players and items |
4355 | The higher the <drowning speed>, the faster will players and items |
4486 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4356 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4487 | and unexpected death-trap. Players should get a warning before such areas. |
4357 | and unexpected death-trap. Players should get a warning before such areas. |
4488 | </attribute> |
4358 | </attribute> |
4489 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4359 | &speed_left; |
4490 | If <slow movement> is set to a value greater zero, all |
4360 | &move_on; |
4491 | creatures moving over this spot will be slower than normal. |
4361 | &movement_types_terrain; |
4492 | |
|
|
4493 | <slow movement> 1 - rough terrain |
|
|
4494 | <slow movement> 2 - very rough terrain |
|
|
4495 | ... |
|
|
4496 | <slow movement> 5 - default for deep swamp |
|
|
4497 | </attribute> |
|
|
4498 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4362 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4499 | If enabled, it is impossible for players to use (wizard-) |
4363 | If enabled, it is impossible for players to use (wizard-) |
4500 | spells on that spot. |
4364 | spells on that spot. |
4501 | </attribute> |
4365 | </attribute> |
4502 | <attribute arch="damned" editor="no prayers" type="bool"> |
4366 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4536 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4400 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4537 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4401 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4538 | for example I could use the relative path "Fire1"). Use relative |
4402 | for example I could use the relative path "Fire1"). Use relative |
4539 | paths whenever possible! Note that upper/lower case must always be |
4403 | paths whenever possible! Note that upper/lower case must always be |
4540 | set correctly. However, please use lower case only. |
4404 | set correctly. However, please use lower case only. |
4541 | |
4405 | |
4542 | If the <exit path> is set, ONLY players can get teleported. If the |
4406 | If the <exit path> is set, ONLY players can get teleported. If the |
4543 | <exit path> is unset (empty), anything can get teleported: Players, |
4407 | <exit path> is unset (empty), anything can get teleported: Players, |
4544 | monsters and items. In this case, the destined map is automatically |
4408 | monsters and items. In this case, the destined map is automatically |
4545 | the same map the teleporter is on. |
4409 | the same map the teleporter is on. |
4546 | </attribute> |
4410 | </attribute> |
4547 | <attribute arch="hp" editor="destination X" type="int"> |
4411 | <attribute arch="hp" editor="destination X" type="int"> |
4548 | The exit destinations define the (x, y)-coordinates where the exit |
4412 | The exit destinations define the (x, y)-coordinates where the exit |
4549 | leads to. |
4413 | leads to. |
4550 | |
4414 | |
4551 | If both are set to zero and <exit path> is empty, the player will |
4415 | If both are set to zero and <exit path> is empty, the player will |
4552 | get teleported to another, randomly chosen teleporter on the same |
4416 | get teleported to another, randomly chosen teleporter on the same |
4553 | map (Slightly confusing for the player though). Make sure there |
4417 | map (Slightly confusing for the player though). Make sure there |
4554 | actually *is* a second one in that case. |
4418 | actually *is* a second one in that case. |
4555 | |
4419 | |
4556 | If both are set to zero and <exit path> is set, the player will |
4420 | If both are set to zero and <exit path> is set, the player will |
4557 | be transferred to the "default enter location" of the destined map. |
4421 | be transferred to the "default enter location" of the destined map. |
4558 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4422 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4559 | please DO NOT use that. It turned out to be a source for numerous |
4423 | please DO NOT use that. It turned out to be a source for numerous |
4560 | map-bugs. |
4424 | map-bugs. |
4561 | </attribute> |
4425 | </attribute> |
4562 | <attribute arch="sp" editor="destination Y" type="int"> |
4426 | <attribute arch="sp" editor="destination Y" type="int"> |
4563 | The exit destinations define the (x, y)-coordinates where the exit |
4427 | The exit destinations define the (x, y)-coordinates where the exit |
4564 | leads to. |
4428 | leads to. |
4565 | |
4429 | |
4566 | If both are set to zero and <exit path> is empty, the player will |
4430 | If both are set to zero and <exit path> is empty, the player will |
4567 | get teleported to another, randomly chosen teleporter on the same |
4431 | get teleported to another, randomly chosen teleporter on the same |
4568 | map (Slightly confusing for the player though). Make sure there |
4432 | map (Slightly confusing for the player though). Make sure there |
4569 | actually *is* a second one in that case. |
4433 | actually *is* a second one in that case. |
4570 | |
4434 | |
4571 | If both are set to zero and <exit path> is set, the player will |
4435 | If both are set to zero and <exit path> is set, the player will |
4572 | be transferred to the "default enter location" of the destined map. |
4436 | be transferred to the "default enter location" of the destined map. |
4573 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4437 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4574 | please DO NOT use that. It turned out to be a source for numerous |
4438 | please DO NOT use that. It turned out to be a source for numerous |
4575 | map-bugs. |
4439 | map-bugs. |
… | |
… | |
4577 | <attribute arch="connected" editor="connection" type="int"> |
4441 | <attribute arch="connected" editor="connection" type="int"> |
4578 | If a connection value is set, the teleporter will be activated |
4442 | If a connection value is set, the teleporter will be activated |
4579 | whenever the connection is triggered. To use this properly, |
4443 | whenever the connection is triggered. To use this properly, |
4580 | <activation speed> must be zero. |
4444 | <activation speed> must be zero. |
4581 | </attribute> |
4445 | </attribute> |
|
|
4446 | &activate_on; |
4582 | <attribute arch="speed" editor="activation speed" type="float"> |
4447 | <attribute arch="speed" editor="activation speed" type="float"> |
4583 | If the <activation speed> is nonzero, the teleporter will |
4448 | If the <activation speed> is nonzero, the teleporter will |
4584 | automatically be activated in regular time-intervals. Hence, the |
4449 | automatically be activated in regular time-intervals. Hence, the |
4585 | player can just step on it and gets teleported sooner or later. |
4450 | player can just step on it and gets teleported sooner or later. |
4586 | The duration between two activates depends on the given value. |
4451 | The duration between two activates depends on the given value. |
4587 | Default in the teleporter arch is <activation speed> 0.1. |
4452 | Default in the teleporter arch is <activation speed> 0.1. |
4588 | |
4453 | |
4589 | VERY IMPORTANT: If you want to have your teleporter activated via |
4454 | VERY IMPORTANT: If you want to have your teleporter activated via |
4590 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4455 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
4456 | </attribute> |
|
|
4457 | &speed_left; |
|
|
4458 | </type> |
|
|
4459 | |
|
|
4460 | <!--####################################################################--> |
|
|
4461 | <type number="26" name="Timed Gate"> |
|
|
4462 | <ignore> |
|
|
4463 | <ignore_list name="non_pickable" /> |
|
|
4464 | </ignore> |
|
|
4465 | <description><![CDATA[ |
|
|
4466 | Gates play an important role in Crossfire. Gates can be opened |
|
|
4467 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
|
|
4468 | or carrying special key-objects (-> inventory checker). |
|
|
4469 | Unlike locked doors, gates can get shut again after a player has |
|
|
4470 | passed, which makes them more practical in many cases. Unlike normal |
|
|
4471 | gates, timed gates open when triggered but automatically close again |
|
|
4472 | after some time.]]> |
|
|
4473 | </description> |
|
|
4474 | <use><![CDATA[ |
|
|
4475 | Use gates to divide your maps into separated areas. After solving |
|
|
4476 | area A, the player gains access to area B, and so on. Make your |
|
|
4477 | maps more complex than "one-way". ]]> |
|
|
4478 | </use> |
|
|
4479 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4480 | <attribute arch="connected" editor="connection" type="int"> |
|
|
4481 | Whenever the inventory checker is triggered, all objects with identical |
|
|
4482 | <connection> value get activated. This only makes sense together with |
|
|
4483 | <blocking passage> disabled. If unset, the gate opens automatically |
|
|
4484 | after some time. |
|
|
4485 | </attribute> |
|
|
4486 | &activate_on; |
|
|
4487 | <attribute arch="wc" editor="position state" type="int"> |
|
|
4488 | The <position state> defines the position of the gate: |
|
|
4489 | Zero means completely open/down, the "number of animation-steps" (usually |
|
|
4490 | about 6 or 7) means completely closed/up state. I suggest you don't |
|
|
4491 | mess with this value - Leave the default in place. |
|
|
4492 | </attribute> |
|
|
4493 | &movement_types_terrain; |
|
|
4494 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
|
|
4495 | Restricting the use of spells to pass this gate. This has |
|
|
4496 | an effect only if <block view> is disabled. |
|
|
4497 | </attribute> |
|
|
4498 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
|
|
4499 | Restricting the use of prayers to pass this door. This has |
|
|
4500 | an effect only if <block view> is disabled. |
|
|
4501 | </attribute> |
|
|
4502 | <attribute arch="hp" editor="open duration" type="int"> |
|
|
4503 | Defines the duration the gate remains closed. This only takes effect |
|
|
4504 | if the gate is not connected. |
4591 | </attribute> |
4505 | </attribute> |
4592 | </type> |
4506 | </type> |
4593 | |
4507 | |
4594 | <!--####################################################################--> |
4508 | <!--####################################################################--> |
4595 | <type number="155" name="Trap"> |
4509 | <type number="155" name="Trap"> |
… | |
… | |
4602 | <attribute arch="material" /> |
4516 | <attribute arch="material" /> |
4603 | <attribute arch="unpaid" /> |
4517 | <attribute arch="unpaid" /> |
4604 | </ignore> |
4518 | </ignore> |
4605 | <description><![CDATA[ |
4519 | <description><![CDATA[ |
4606 | A trap is a object that can either do damage or trigger another connected object |
4520 | A trap is a object that can either do damage or trigger another connected object |
4607 | when detonated. Traps are like runes except they are not magical in nature, |
4521 | when detonated. Traps are like runes except they are not magical in nature, |
4608 | and generally have either a physical attack or trigger a reaction. |
4522 | and generally have either a physical attack or trigger a reaction. |
4609 | <br><br> |
4523 | <br><br> |
4610 | Traps hit any monster or person who steps on them for 'dam' damage in |
4524 | Traps hit any monster or person who steps on them for 'dam' damage in |
4611 | 'attacktype' attacktype and/or trigger a reaction. |
4525 | 'attacktype' attacktype and/or trigger a reaction. |
4612 | <br><br> |
4526 | <br><br> |
4613 | Many traps are already defined in the archetypes. ]]> |
4527 | Many traps are already defined in the archetypes.]]> |
4614 | </description> |
4528 | </description> |
4615 | <use><![CDATA[ |
4529 | <use><![CDATA[ |
4616 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4530 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4617 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4531 | off your lightning wall and pit trap is usually a bad idea.]]> |
4618 | </use> |
4532 | </use> |
4619 | <attribute arch="no_pick" value="1" type="fixed" /> |
4533 | <attribute arch="no_pick" value="1" type="fixed" /> |
4620 | <attribute arch="walk_on" value="1" type="fixed" /> |
4534 | &move_on; |
4621 | <attribute arch="level" editor="trap level" type="int"> |
4535 | <attribute arch="level" editor="trap level" type="int"> |
4622 | Level effects how easily a trap may be found and disarmed, and |
4536 | Level effects how easily a trap may be found and disarmed, and |
4623 | how much experience the player gets for doing so. Beware: High level |
4537 | how much experience the player gets for doing so. Beware: High level |
4624 | traps can be quite a cheap source of experience! So either make them |
4538 | traps can be quite a cheap source of experience! So either make them |
4625 | tough, or keep the level low. |
4539 | tough, or keep the level low. |
4626 | </attribute> |
4540 | </attribute> |
… | |
… | |
4631 | </attribute> |
4545 | </attribute> |
4632 | <attribute arch="hp" editor="number of charges" type="int"> |
4546 | <attribute arch="hp" editor="number of charges" type="int"> |
4633 | The trap will detonate <number of charges> times before disappearing. |
4547 | The trap will detonate <number of charges> times before disappearing. |
4634 | </attribute> |
4548 | </attribute> |
4635 | <attribute arch="dam" editor="direct damage" type="int"> |
4549 | <attribute arch="dam" editor="direct damage" type="int"> |
4636 | <direct damage> specifies how much damage is done by the trap. |
4550 | <direct damage> specifies how much damage is done by the trap. |
4637 | This should be set in reasonable relation to the trap's level. |
4551 | This should be set in reasonable relation to the trap's level. |
4638 | </attribute> |
4552 | </attribute> |
4639 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4553 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4640 | This attribute defines what attacktype to use for direct damage when |
4554 | This attribute defines what attacktype to use for direct damage when |
4641 | the trap detonates. |
4555 | the trap detonates. |
4642 | </attribute> |
4556 | </attribute> |
… | |
… | |
4668 | Trapdoors should be used in the same fashion as pits: |
4582 | Trapdoors should be used in the same fashion as pits: |
4669 | They should always drop the victims to some kind of lower level. They |
4583 | They should always drop the victims to some kind of lower level. They |
4670 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4584 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4671 | </use> |
4585 | </use> |
4672 | <attribute arch="no_pick" value="1" type="fixed" /> |
4586 | <attribute arch="no_pick" value="1" type="fixed" /> |
4673 | <attribute arch="walk_on" value="1" type="fixed" /> |
4587 | &move_on; |
4674 | <attribute arch="weight" editor="hold weight" type="int"> |
4588 | <attribute arch="weight" editor="hold weight" type="int"> |
4675 | This value defines how much weight the trapdoor can hold. |
4589 | This value defines how much weight the trapdoor can hold. |
4676 | Once items or creatures are gathered on the trapdoor, with |
4590 | Once items or creatures are gathered on the trapdoor, with |
4677 | a total weight surpassing this value, then the trapdoor will |
4591 | a total weight surpassing this value, then the trapdoor will |
4678 | open and things start falling through. |
4592 | open and things start falling through. |
… | |
… | |
4741 | <quality level> 5 per default). |
4655 | <quality level> 5 per default). |
4742 | </attribute> |
4656 | </attribute> |
4743 | </type> |
4657 | </type> |
4744 | |
4658 | |
4745 | <!--####################################################################--> |
4659 | <!--####################################################################--> |
|
|
4660 | <type number="52" name="Trigger Marker"> |
|
|
4661 | <ignore> |
|
|
4662 | <ignore_list name="system_object" /> |
|
|
4663 | </ignore> |
|
|
4664 | <description><![CDATA[ |
|
|
4665 | A trigger marker is an object that inserts an invisible force (a mark) into a |
|
|
4666 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
|
|
4667 | <key string> which can be discovered by detectors or inventory |
|
|
4668 | checkers. It is also possible to use markers for removing marks again. |
|
|
4669 | <br><br> |
|
|
4670 | Note that the player has no possibility to "see" his own marks, |
|
|
4671 | except by the effect that they cause on the maps. ]]> |
|
|
4672 | </description> |
|
|
4673 | <use><![CDATA[ |
|
|
4674 | Markers hold real cool possibilities for map-making. I encourage |
|
|
4675 | you to use them frequently. However there is one negative point |
|
|
4676 | about markers: Players don't "see" what's going on with them. It is |
|
|
4677 | your task, as map-creator, to make sure the player is always well |
|
|
4678 | informed and never confused. |
|
|
4679 | <br><br> |
|
|
4680 | Please avoid infinite markers when they aren't needed. They're |
|
|
4681 | using a little space in the player file after all, so if there |
|
|
4682 | is no real purpose, set an expire time. ]]> |
|
|
4683 | </use> |
|
|
4684 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4685 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
4686 | The <key string> can be detected by inv. checkers/detectors. |
|
|
4687 | If the player already has a force with that <key string>, |
|
|
4688 | there won't be inserted a second one. |
|
|
4689 | </attribute> |
|
|
4690 | <attribute arch="connected" editor="connection" type="int"> |
|
|
4691 | Unlike a regular marker this is the connection that triggers this marker to activate. |
|
|
4692 | </attribute> |
|
|
4693 | <attribute arch="food" editor="mark duration" type="int"> |
|
|
4694 | This value defines the duration of the force it inserts. |
|
|
4695 | If nonzero, the duration of the player's mark is finite: |
|
|
4696 | about 1 food per 10 seconds. <mark duration> zero/unset |
|
|
4697 | means the mark will stay on the player forever. |
|
|
4698 | </attribute> |
|
|
4699 | <attribute arch="name" editor="delete mark" type="string"> |
|
|
4700 | When the player steps onto the marker, all existing forces in |
|
|
4701 | the players inventory with a <key string> matching <delete mark> |
|
|
4702 | will be removed. If you don't want to remove any marks, leave |
|
|
4703 | this textfield empty. |
|
|
4704 | |
|
|
4705 | Note that the string <delete mark> is set as the name of |
|
|
4706 | this marker. So don't be confused, and remember changing the |
|
|
4707 | name will take effect on the marker's functionality. |
|
|
4708 | </attribute> |
|
|
4709 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
|
|
4710 | In the moment when the player gets marked, this text is displayed |
|
|
4711 | to him. You should really set a message in any marker you create, |
|
|
4712 | because it's the only way for the player to notice what's going on. |
|
|
4713 | </attribute> |
|
|
4714 | </type> |
|
|
4715 | |
|
|
4716 | <!--####################################################################--> |
4746 | <type number="0" name="Wall"> |
4717 | <type number="0" name="Wall"> |
4747 | <required> |
4718 | <required> |
4748 | <attribute arch="is_floor" value="0" /> |
4719 | <attribute arch="is_floor" value="0" /> |
4749 | <attribute arch="alive" value="0" /> |
4720 | <attribute arch="alive" value="0" /> |
4750 | <attribute arch="no_pass" value="1" /> |
4721 | <attribute arch="no_pass" value="1" /> |
… | |
… | |
4757 | <attribute arch="unpaid" /> |
4728 | <attribute arch="unpaid" /> |
4758 | </ignore> |
4729 | </ignore> |
4759 | <description><![CDATA[ |
4730 | <description><![CDATA[ |
4760 | Walls usually block passage and sight. ]]> |
4731 | Walls usually block passage and sight. ]]> |
4761 | </description> |
4732 | </description> |
4762 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4733 | &movement_types_terrain; |
4763 | If set, the object cannot be passed by players nor monsters. |
|
|
4764 | </attribute> |
|
|
4765 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4734 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4766 | If set, the object is able to "roll", so it can be pushed around. |
4735 | If set, the object is able to "roll", so it can be pushed around. |
4767 | This setting is used for boulders and barrels. |
4736 | This setting is used for boulders and barrels. |
4768 | </attribute> |
4737 | </attribute> |
4769 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4738 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
… | |
… | |
4771 | Restricting the use of spells to pass this wall. |
4740 | Restricting the use of spells to pass this wall. |
4772 | </attribute> |
4741 | </attribute> |
4773 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4742 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4774 | This takes effect only with <blocksview> disabled. |
4743 | This takes effect only with <blocksview> disabled. |
4775 | Restricting the use of spells to pass this wall. |
4744 | Restricting the use of spells to pass this wall. |
|
|
4745 | </attribute> |
|
|
4746 | </type> |
|
|
4747 | |
|
|
4748 | <!--####################################################################--> |
|
|
4749 | <type number="109" name="Wand & Staff"> |
|
|
4750 | <description><![CDATA[ |
|
|
4751 | Wands contain a certain spell. The player can apply (ready) and |
|
|
4752 | fire the wand. After a defined number of casts, the wand is |
|
|
4753 | "used up". It is possible to recharge a wand with scrolls of |
|
|
4754 | charging, but usually that isn't worth the cost. ]]> |
|
|
4755 | </description> |
|
|
4756 | <use><![CDATA[ |
|
|
4757 | Wands are quite seldomly used. The reason prolly is that they're |
|
|
4758 | generally not cost-efficient. Handing out high-level wands with |
|
|
4759 | powerful special spells isn't a good idea either, because of |
|
|
4760 | the recharge ability. |
|
|
4761 | <br><br> |
|
|
4762 | For low levels, staffs of healing/cure and word of recall are |
|
|
4763 | quite desirable though. Ideal rewards for low level quests. ]]> |
|
|
4764 | </use> |
|
|
4765 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
4766 | The <spell> specifies the contained spell. |
|
|
4767 | </attribute> |
|
|
4768 | <attribute arch="level" editor="casting level" type="int"> |
|
|
4769 | The <casting level> of the wand determines it's power. |
|
|
4770 | An average level for wands in shops is about 10. |
|
|
4771 | </attribute> |
|
|
4772 | <attribute arch="food" editor="number of charges" type="int"> |
|
|
4773 | The wand can be used <number of charges> times before it is |
|
|
4774 | used up. It can be recharged with scrolls of charging. |
|
|
4775 | </attribute> |
|
|
4776 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
4777 | A godgiven item vanishes as soon as the player |
|
|
4778 | drops it to the ground. |
|
|
4779 | </attribute> |
|
|
4780 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
4781 | This text may contain a description of the wand. |
4776 | </attribute> |
4782 | </attribute> |
4777 | </type> |
4783 | </type> |
4778 | |
4784 | |
4779 | <!--####################################################################--> |
4785 | <!--####################################################################--> |
4780 | <type number="0" name="Weak Wall"> |
4786 | <type number="0" name="Weak Wall"> |
… | |
… | |
4827 | </attribute> |
4833 | </attribute> |
4828 | <attribute arch="ac" editor="armour class" type="int"> |
4834 | <attribute arch="ac" editor="armour class" type="int"> |
4829 | Weak walls of high <armour class> are less likely to get hit. |
4835 | Weak walls of high <armour class> are less likely to get hit. |
4830 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4836 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4831 | </attribute> |
4837 | </attribute> |
4832 | <section name="resistance"> |
4838 | &resistances_basic; |
4833 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
4834 | </attribute> |
|
|
4835 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
4836 | </attribute> |
|
|
4837 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
4838 | </attribute> |
|
|
4839 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
4840 | </attribute> |
|
|
4841 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
4842 | </attribute> |
|
|
4843 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
4844 | </attribute> |
|
|
4845 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
4846 | </attribute> |
|
|
4847 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
4848 | </attribute> |
|
|
4849 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
4850 | </attribute> |
|
|
4851 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
4852 | </attribute> |
|
|
4853 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
4854 | </attribute> |
|
|
4855 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
4856 | </attribute> |
|
|
4857 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
4858 | </attribute> |
|
|
4859 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
4860 | </attribute> |
|
|
4861 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
4862 | </attribute> |
|
|
4863 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
4864 | </attribute> |
|
|
4865 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
4866 | </attribute> |
|
|
4867 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
4868 | </attribute> |
|
|
4869 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
4870 | </attribute> |
|
|
4871 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
4872 | </attribute> |
|
|
4873 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
4874 | </attribute> |
|
|
4875 | </section> |
|
|
4876 | </type> |
4839 | </type> |
4877 | |
4840 | |
4878 | <!--####################################################################--> |
4841 | <!--####################################################################--> |
4879 | <type number="15" name="Weapon"> |
4842 | <type number="15" name="Weapon"> |
4880 | <description><![CDATA[ |
4843 | <description><![CDATA[ |
… | |
… | |
4890 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4853 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4891 | This number is a bitmask, specifying the weapon's attacktypes. |
4854 | This number is a bitmask, specifying the weapon's attacktypes. |
4892 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4855 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4893 | have no more than one or two attacktypes. Keep in mind that all weapons |
4856 | have no more than one or two attacktypes. Keep in mind that all weapons |
4894 | can be blessed by the player's diety, thus adding an additional attacktype. |
4857 | can be blessed by the player's diety, thus adding an additional attacktype. |
4895 | |
4858 | |
4896 | When a player hits a monster with a weapon that has more than one attacktype, |
4859 | When a player hits a monster with a weapon that has more than one attacktype, |
4897 | then he will do as much damage as the "best" of his attacktypes does. So, |
4860 | then he will do as much damage as the "best" of his attacktypes does. So, |
4898 | the more attacktypes you've got, the better your chance to take advantage |
4861 | the more attacktypes you've got, the better your chance to take advantage |
4899 | of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. |
4862 | of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. |
4900 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
4863 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
… | |
… | |
4902 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
4865 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
4903 | The <weapontype> characterizes the weapon's type of physical |
4866 | The <weapontype> characterizes the weapon's type of physical |
4904 | attack. It could best be considered a "subclassification" |
4867 | attack. It could best be considered a "subclassification" |
4905 | of the physical attacktype. For now, this is only used for |
4868 | of the physical attacktype. For now, this is only used for |
4906 | attack messages! |
4869 | attack messages! |
4907 | |
4870 | |
4908 | You should always set this correctly when creating new |
4871 | You should always set this correctly when creating new |
4909 | weapons for your maps. |
4872 | weapons for your maps. |
4910 | </attribute> |
4873 | </attribute> |
4911 | <attribute arch="skill" editor="skill name" type="string"> |
4874 | <attribute arch="skill" editor="skill name" type="string"> |
4912 | Matching <skill name> of the skill that is required |
4875 | Matching <skill name> of the skill that is required |
… | |
… | |
4920 | </attribute> |
4883 | </attribute> |
4921 | <attribute arch="slaying" editor="slaying race" type="string"> |
4884 | <attribute arch="slaying" editor="slaying race" type="string"> |
4922 | Slaying means the weapon does tripple (3x) damage to monsters of the |
4885 | Slaying means the weapon does tripple (3x) damage to monsters of the |
4923 | specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), |
4886 | specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), |
4924 | only monsters of that archtype are hit with tripple damage. |
4887 | only monsters of that archtype are hit with tripple damage. |
4925 | |
4888 | |
4926 | No god blessings are possible for weapons with a race set in this entry |
4889 | No god blessings are possible for weapons with a race set in this entry |
4927 | (That's because god blessings add tripple damage against their own |
4890 | (That's because god blessings add tripple damage against their own |
4928 | enemy races). Tripple damage is very effective. |
4891 | enemy races). Tripple damage is very effective. |
4929 | </attribute> |
4892 | </attribute> |
4930 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
4893 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
… | |
… | |
4946 | The <item power> value measures how "powerful" an artifact is. |
4909 | The <item power> value measures how "powerful" an artifact is. |
4947 | Players will only be able to wear equipment with a certain total |
4910 | Players will only be able to wear equipment with a certain total |
4948 | amount of <item power>, depending on their own level. This is the |
4911 | amount of <item power>, depending on their own level. This is the |
4949 | only way to prevent low level players to wear "undeserved" equipment |
4912 | only way to prevent low level players to wear "undeserved" equipment |
4950 | (like gifts from other players or cheated items). |
4913 | (like gifts from other players or cheated items). |
4951 | |
4914 | |
4952 | It is very important to adjust the <item power> value carefully |
4915 | It is very important to adjust the <item power> value carefully |
4953 | for every artifact you create! If zero/unset, the CF server will |
4916 | for every artifact you create! If zero/unset, the CF server will |
4954 | calculate a provisional value at runtime, but this is never |
4917 | calculate a provisional value at runtime, but this is never |
4955 | going to be an accurate measurement of <item power>. |
4918 | going to be an accurate measurement of <item power>. |
4956 | </attribute> |
4919 | </attribute> |
… | |
… | |
4964 | the curse is removed. |
4927 | the curse is removed. |
4965 | </attribute> |
4928 | </attribute> |
4966 | <attribute arch="lifesave" editor="save life" type="bool"> |
4929 | <attribute arch="lifesave" editor="save life" type="bool"> |
4967 | An item with this flag enabled will save the players life |
4930 | An item with this flag enabled will save the players life |
4968 | for one time: When the player is wearing this item and his |
4931 | for one time: When the player is wearing this item and his |
4969 | healthpoints reach zero, the item dissapears, replenishing |
4932 | health points reach zero, the item disappears, replenishing |
4970 | half of the player's health. |
4933 | half of the player's health. |
4971 | |
4934 | |
4972 | An item with <save life> should not have |
4935 | An item with <save life> should not have |
4973 | any decent additional bonuses! |
4936 | any decent additional bonuses! |
4974 | </attribute> |
4937 | </attribute> |
4975 | <attribute arch="unique" editor="unique item" type="bool"> |
4938 | <attribute arch="unique" editor="unique item" type="bool"> |
4976 | Unique items exist only one time on a server. If the item |
4939 | Unique items exist only one time on a server. If the item |
… | |
… | |
4978 | </attribute> |
4941 | </attribute> |
4979 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4942 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4980 | A godgiven item vanishes as soon as the player |
4943 | A godgiven item vanishes as soon as the player |
4981 | drops it to the ground. |
4944 | drops it to the ground. |
4982 | </attribute> |
4945 | </attribute> |
4983 | <section name="resistance"> |
4946 | &player_stat_resist_sections; |
4984 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
4985 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
4986 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
4987 | and what they require to do for getting this-and-that artifact. |
|
|
4988 | </attribute> |
|
|
4989 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
4990 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
4991 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
4992 | require to do for getting this-and-that artifact. |
|
|
4993 | </attribute> |
|
|
4994 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
4995 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
4996 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
4997 | require to do for getting this-and-that artifact. |
|
|
4998 | </attribute> |
|
|
4999 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5000 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5001 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5002 | require to do for getting this-and-that artifact. |
|
|
5003 | </attribute> |
|
|
5004 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5005 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5006 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5007 | require to do for getting this-and-that artifact. |
|
|
5008 | </attribute> |
|
|
5009 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5010 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5011 | the range 0-100. Confusion resistance is not very effective |
|
|
5012 | unless the value comes close to 100 (= perfect immunity). |
|
|
5013 | </attribute> |
|
|
5014 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5015 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5016 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5017 | require to do for getting this-and-that artifact. |
|
|
5018 | </attribute> |
|
|
5019 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5020 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5021 | in the range 0-100. Draining resistance is little effective |
|
|
5022 | unless the value is 100 (= perfect immunity). |
|
|
5023 | </attribute> |
|
|
5024 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5025 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5026 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5027 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5028 | are not meant to be easily resisted. |
|
|
5029 | </attribute> |
|
|
5030 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5031 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5032 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5033 | require to do for getting this-and-that artifact. |
|
|
5034 | </attribute> |
|
|
5035 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5036 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5037 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5038 | require to do for getting this-and-that artifact. |
|
|
5039 | </attribute> |
|
|
5040 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5041 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5042 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5043 | </attribute> |
|
|
5044 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5045 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5046 | the range 0-100. Paralyze resistance is little effective |
|
|
5047 | unless the value is 100 (= perfect immunity). |
|
|
5048 | </attribute> |
|
|
5049 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5050 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5051 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5052 | </attribute> |
|
|
5053 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5054 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5055 | in the range 0-100. Depletion resistance is little effective |
|
|
5056 | unless the value is 100 (= perfect immunity). |
|
|
5057 | </attribute> |
|
|
5058 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5059 | This adds death-attack resistance to the weapon. The number is a |
|
|
5060 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5061 | effective unless the value is 100 (= perfect immunity). |
|
|
5062 | Generally, resistance to death-attack is not supposed to be |
|
|
5063 | available to players! |
|
|
5064 | </attribute> |
|
|
5065 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5066 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5067 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5068 | require to do for getting this-and-that artifact. |
|
|
5069 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5070 | combination of other attacktypes. |
|
|
5071 | </attribute> |
|
|
5072 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5073 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5074 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5075 | require to do for getting this-and-that artifact. |
|
|
5076 | </attribute> |
|
|
5077 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5078 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5079 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5080 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5081 | for undead players (wraith or devourer cult). |
|
|
5082 | Generally, resistance to holy word should not be available for players. |
|
|
5083 | </attribute> |
|
|
5084 | </section> |
|
|
5085 | <section name="stats"> |
|
|
5086 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5087 | The player's strentgh will rise/fall by the given value |
|
|
5088 | while wearing this weapon. |
|
|
5089 | </attribute> |
|
|
5090 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5091 | The player's dexterity will rise/fall by the given value |
|
|
5092 | while wearing this weapon. |
|
|
5093 | </attribute> |
|
|
5094 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5095 | The player's constitution will rise/fall by the given value |
|
|
5096 | while wearing this weapon. |
|
|
5097 | </attribute> |
|
|
5098 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5099 | The player's intelligence will rise/fall by the given value |
|
|
5100 | while wearing this weapon. |
|
|
5101 | </attribute> |
|
|
5102 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5103 | The player's power will rise/fall by the given value |
|
|
5104 | while wearing this weapon. |
|
|
5105 | </attribute> |
|
|
5106 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5107 | The player's wisdom will rise/fall by the given value while |
|
|
5108 | wearing this weapon. |
|
|
5109 | </attribute> |
|
|
5110 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5111 | The player's charisma will rise/fall by the given value |
|
|
5112 | while wearing this weapon. |
|
|
5113 | </attribute> |
|
|
5114 | </section> |
|
|
5115 | <section name="misc"> |
4947 | <section name="misc"> |
5116 | <attribute arch="luck" editor="luck bonus" type="int"> |
4948 | <attribute arch="luck" editor="luck bonus" type="int"> |
5117 | With positive luck bonus, the player is more likely to |
4949 | With positive luck bonus, the player is more likely to |
5118 | succeed in all sorts of things (spellcasting, praying,...). |
4950 | succeed in all sorts of things (spellcasting, praying,...). |
5119 | Unless the <luck bonus> is very high, the effect will be |
4951 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5136 | additional <grace regen.> bonus should be VERY RARE!! |
4968 | additional <grace regen.> bonus should be VERY RARE!! |
5137 | </attribute> |
4969 | </attribute> |
5138 | <attribute arch="food" editor="food bonus" type="int"> |
4970 | <attribute arch="food" editor="food bonus" type="int"> |
5139 | Positive <food bonus> slows down the player's digestion, |
4971 | Positive <food bonus> slows down the player's digestion, |
5140 | thus he consumes less food. Negative values speed it up. |
4972 | thus he consumes less food. Negative values speed it up. |
5141 | |
4973 | |
5142 | Note that food is consumed not only for "being alive", but |
4974 | Note that food is consumed not only for "being alive", but |
5143 | also for healing and mana-regeneration. |
4975 | also for healing and mana-regeneration. |
5144 | <food bonus> only affects the amount of food consumed |
4976 | <food bonus> only affects the amount of food consumed |
5145 | for "being alive". Hence, even with high <food bonus>, |
4977 | for "being alive". Hence, even with high <food bonus>, |
5146 | during a fight a player can run out of food quickly. |
4978 | during a fight a player can run out of food quickly. |
5147 | </attribute> |
4979 | </attribute> |
5148 | <attribute arch="xrays" editor="xray vision" type="bool"> |
4980 | <attribute arch="xrays" editor="xray vision" type="bool"> |
5149 | Xray vision allows the player to see through obstacles |
4981 | Xray vision allows the player to see through obstacles |
5150 | in a two-square-wide radius. This is extremely helpful and |
4982 | in a two-square-wide radius. This is extremely helpful and |
5151 | desireable, so don't give it away for cheap on equipment. |
4983 | desirable, so don't give it away for cheap on equipment. |
5152 | </attribute> |
4984 | </attribute> |
5153 | <attribute arch="stealth" editor="stealth" type="bool"> |
4985 | <attribute arch="stealth" editor="stealth" type="bool"> |
5154 | Stealth allows the player to move silently. |
4986 | Stealth allows the player to move silently. |
5155 | This comes to effect if a player turns himself |
4987 | This comes to effect if a player turns himself |
5156 | invisible and tries to sneak around monsters. |
4988 | invisible and tries to sneak around monsters. |
… | |
… | |
5161 | the ability to <reflect spells>, all kinds of |
4993 | the ability to <reflect spells>, all kinds of |
5162 | spell-bullets and -beams will bounce off him. |
4994 | spell-bullets and -beams will bounce off him. |
5163 | This works only about 90% of all times, to |
4995 | This works only about 90% of all times, to |
5164 | avoid players being completely immune to certain |
4996 | avoid players being completely immune to certain |
5165 | types of attacks. |
4997 | types of attacks. |
5166 | |
4998 | |
5167 | This is a very powerful ability and it |
4999 | This is a very powerful ability and it |
5168 | shouldn't be handed out cheap! |
5000 | shouldn't be handed out cheap! |
5169 | </attribute> |
5001 | </attribute> |
5170 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5002 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5171 | If a player is wearing any piece of equipment with |
5003 | If a player is wearing any piece of equipment with |
… | |
… | |
5195 | This text describes the weapons's "story". Every decent artifact weapon |
5027 | This text describes the weapons's "story". Every decent artifact weapon |
5196 | should have such a description. |
5028 | should have such a description. |
5197 | </attribute> |
5029 | </attribute> |
5198 | </type> |
5030 | </type> |
5199 | |
5031 | |
5200 | <!--####################################################################--> |
5032 | <type number="116" name="Event Connector"> |
5201 | <type number="109" name="Wand & Staff"> |
|
|
5202 | <description><![CDATA[ |
|
|
5203 | Wands contain a certain spell. The player can apply (ready) and |
|
|
5204 | fire the wand. After a defined number of casts, the wand is |
|
|
5205 | "used up". It is possible to recharge a wand with scrolls of |
|
|
5206 | charging, but usually that isn't worth the cost. ]]> |
|
|
5207 | </description> |
5033 | <description><![CDATA[ |
5208 | <use><![CDATA[ |
5034 | Event connectors link specific events that happen to objects to |
5209 | Wands are quite seldomly used. The reason prolly is that they're |
5035 | a crossfire plug-in. ]]> |
5210 | generally not cost-efficient. Handing out high-level wands with |
5036 | </description> |
5211 | powerfull special spells isn't a good idea either, because of |
5037 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
5212 | the recharge ability. |
5038 | The type of event that triggers a notify to the plug-in. |
5213 | <br><br> |
5039 | </attribute> |
5214 | For low levels, staffs of healing/cure and word of recall are |
|
|
5215 | quite desireable though. Ideal rewards for low level quests. ]]> |
|
|
5216 | </use> |
|
|
5217 | <attribute arch="sp" editor="spell" type="spell"> |
5040 | <attribute arch="title" editor="plug-in" type="string"> |
5218 | The <spell> specifies the contained spell. |
5041 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5042 | for python and "perl" for the Crossfire-Perl plug-in. |
5219 | </attribute> |
5043 | </attribute> |
|
|
5044 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5045 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5046 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5047 | </attribute> |
5220 | <attribute arch="level" editor="casting level" type="int"> |
5048 | <attribute arch="name" editor="options" type="string"> |
5221 | The <casting level> of the wand determines it's power. |
5049 | A string that is passed unaltered to the extension above. Often used to pass |
5222 | An average level for wands in shops is about 10. |
5050 | options to the extension that alter its behaviour. |
5223 | </attribute> |
|
|
5224 | <attribute arch="food" editor="number of charges" type="int"> |
|
|
5225 | The wand can be used <number of charges> times before it is |
|
|
5226 | used up. It can be recharged with scrolls of charging. |
|
|
5227 | </attribute> |
|
|
5228 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
5229 | A godgiven item vanishes as soon as the player |
|
|
5230 | drops it to the ground. |
|
|
5231 | </attribute> |
|
|
5232 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
5233 | This text may contain a description of the wand. |
|
|
5234 | </attribute> |
5051 | </attribute> |
5235 | </type> |
5052 | </type> |
5236 | |
5053 | |
5237 | </types> |
5054 | </types> |