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 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entrys in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
65 | # Created by Andreas Vogl. # |
56 | # Created by Andreas Vogl. # |
66 | ###################################################################### |
57 | ###################################################################### |
67 | --> |
58 | --> |
68 | <!DOCTYPE types [ |
59 | <!DOCTYPE types [ |
69 | <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> |
60 | <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> |
70 | |
61 | |
71 | <!ELEMENT bitmask (entry*)> |
62 | <!ELEMENT bitmask (entry*)> |
72 | <!ATTLIST bitmask name CDATA #REQUIRED> |
63 | <!ATTLIST bitmask name CDATA #REQUIRED> |
73 | |
64 | |
74 | <!ELEMENT list (entry*)> |
65 | <!ELEMENT list (entry*)> |
75 | <!ATTLIST list name CDATA #REQUIRED> |
66 | <!ATTLIST list name CDATA #REQUIRED> |
76 | |
67 | |
77 | <!ELEMENT entry EMPTY> |
68 | <!ELEMENT entry EMPTY> |
78 | <!ATTLIST entry bit CDATA #IMPLIED |
69 | <!ATTLIST entry bit CDATA #IMPLIED |
79 | value CDATA #IMPLIED |
70 | value CDATA #IMPLIED |
80 | name CDATA #REQUIRED> |
71 | name CDATA #REQUIRED> |
81 | |
72 | |
82 | <!ELEMENT ignore_list (attribute* | EMPTY)> |
73 | <!ELEMENT ignore_list (attribute* | EMPTY)> |
83 | <!ATTLIST ignore_list name CDATA #REQUIRED> |
74 | <!ATTLIST ignore_list name CDATA #REQUIRED> |
84 | |
75 | |
85 | <!ELEMENT default_type (attribute*)> |
76 | <!ELEMENT default_type (attribute*)> |
86 | |
77 | |
87 | <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> |
78 | <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> |
88 | <!ATTLIST type name CDATA #REQUIRED |
79 | <!ATTLIST type name CDATA #REQUIRED |
89 | number CDATA #REQUIRED> |
80 | number CDATA #REQUIRED> |
90 | |
81 | |
91 | <!ELEMENT description (#PCDATA)> |
82 | <!ELEMENT description (#PCDATA)> |
92 | <!ELEMENT use (#PCDATA)> |
83 | <!ELEMENT use (#PCDATA)> |
93 | |
84 | |
94 | <!ELEMENT import_type EMPTY> |
85 | <!ELEMENT import_type EMPTY> |
95 | <!ATTLIST import_type name CDATA #REQUIRED> |
86 | <!ATTLIST import_type name CDATA #REQUIRED> |
96 | |
87 | |
97 | <!ELEMENT required (attribute+)> |
88 | <!ELEMENT required (attribute+)> |
98 | <!ELEMENT ignore (attribute*,ignore_list*)> |
89 | <!ELEMENT ignore (attribute*,ignore_list*)> |
99 | |
90 | |
100 | <!ELEMENT section (attribute+)> |
91 | <!ELEMENT section (attribute+)> |
101 | <!ATTLIST section name CDATA #REQUIRED> |
92 | <!ATTLIST section name CDATA #REQUIRED> |
102 | |
93 | |
103 | <!ELEMENT attribute (#PCDATA)> |
94 | <!ELEMENT attribute (#PCDATA)> |
104 | <!ATTLIST attribute type CDATA #IMPLIED |
95 | <!ATTLIST attribute type CDATA #IMPLIED |
105 | arch CDATA #IMPLIED |
96 | arch CDATA #IMPLIED |
106 | arch_begin CDATA #IMPLIED |
97 | arch_begin CDATA #IMPLIED |
107 | arch_end CDATA #IMPLIED |
98 | arch_end CDATA #IMPLIED |
108 | editor CDATA #IMPLIED |
99 | editor CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
100 | value CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
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104 | |
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105 | <!ENTITY move_on " |
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106 | <attribute arch='move_on' editor='movement on' type='movement_type'> |
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107 | Which movement types automatically (as opposed to manually) activate this object. |
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108 | </attribute> |
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109 | "> |
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110 | <!ENTITY move_off " |
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111 | <attribute arch='move_off' editor='movement off' type='movement_type'> |
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112 | Which movement types deactivate this object (e.g. button). |
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113 | </attribute> |
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114 | "> |
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115 | <!ENTITY move_type " |
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116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
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117 | Determines which kinds of movement this object can use (e.g. for monsters) |
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118 | or grants (e.g. for amulets). |
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119 | </attribute> |
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120 | "> |
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121 | <!ENTITY move_block " |
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122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
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123 | Objects using these movement types cannot move over this space. |
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124 | </attribute> |
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125 | "> |
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126 | <!ENTITY movement_types_terrain " |
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127 | &move_block; |
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128 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
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129 | Objects using these movement types are allowed to move over this space. Takes |
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130 | precedence over 'blocked movements'. |
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131 | </attribute> |
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132 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
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133 | The types of movement that should by slowed down by the 'slow movement penalty'. |
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134 | </attribute> |
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135 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
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136 | If <slow movement> is set to a value greater zero, all |
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137 | creatures matching 'slow move' will be slower than normal on this spot. |
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138 | |
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139 | <slow movement> 1 - rough terrain |
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140 | <slow movement> 2 - very rough terrain |
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141 | ... |
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142 | <slow movement> 5 - default for deep swamp |
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143 | ... |
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144 | <slow movement> 7 - spider web (sticky as hell) |
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145 | </attribute> |
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146 | "> |
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147 | <!ENTITY speed_left " |
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148 | <attribute arch='speed_left' editor='speed left' type='float'> |
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149 | The speed left to the object. On every tick, if this value is higher |
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150 | than 0, the object acts/triggers/moves etc. and the value gets |
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151 | decremented by 1. Otherwise, it is incremented by <speed> on |
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152 | every tick. |
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153 | </attribute> |
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154 | "> |
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155 | <!ENTITY activate_on " |
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156 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
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157 | Whether the teleporter should only be activated on push. |
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158 | </attribute> |
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159 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
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160 | Whether the teleporter should only be activated on release. |
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161 | </attribute> |
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162 | "> |
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163 | |
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164 | <!ENTITY resistances_flesh_desc " |
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165 | Resistances on flesh items make them more durable against spellcraft |
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166 | of the appropriate kind. It also allows dragon players to eventually gain |
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167 | resistance by eating it. Usually resistance should only be set for flesh |
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168 | items in a monster's inventory. |
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169 | "> |
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170 | |
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171 | <!ENTITY resistances_flesh_section " |
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172 | <section name='resistance'> |
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173 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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225 | &resistances_flesh_desc; |
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226 | </attribute> |
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227 | </section> |
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228 | "> |
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229 | |
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230 | <!ENTITY resistances_basic " |
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231 | <section name='resistance'> |
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232 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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233 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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234 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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235 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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236 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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237 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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238 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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239 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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240 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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241 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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242 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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243 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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244 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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245 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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246 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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247 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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248 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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249 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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250 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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251 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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252 | </section> |
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253 | "> |
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254 | |
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255 | <!ENTITY player_stat_desc " |
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256 | The player's strentgh will rise/fall by the given value for permanent |
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257 | (of course there is an upper limit). Generally there shouldn't be stat |
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258 | potions granting more than one stat. Cursed potions will subtract the |
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259 | stats if positive. |
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260 | "> |
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261 | |
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262 | <!ENTITY player_res_desc " |
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263 | The player's resistance to physical will rise by this value in percent |
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264 | (range -100 till +100). The effect is only temporare, and it does NOT |
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265 | add on the values from the player's equipment. |
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266 | Cursed potions will make negative resistance.. very nasty in combat! |
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267 | "> |
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268 | |
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269 | <!ENTITY player_stat_resist_sections " |
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270 | <section name='stats'> |
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271 | <attribute arch='Str' editor='strength' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Dex' editor='dexterity' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Con' editor='constitution' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Int' editor='intelligence' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Pow' editor='power' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Wis' editor='wisdom' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | <attribute arch='Cha' editor='charisma' type='int'> |
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290 | &player_stat_desc; |
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291 | </attribute> |
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292 | </section> |
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293 | <section name='resistance'> |
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294 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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352 | &player_res_desc; |
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353 | </attribute> |
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354 | </section> |
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355 | "> |
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356 | |
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357 | <!ENTITY match_compat " |
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358 | If the string starts with 'match ', then it is interpreted |
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359 | as a match expression (e.g. 'match type=POTION', or 'match type=SPELL |
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360 | in applied type=CONTAINER in inv in originator'). For details, see |
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361 | http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm |
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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" /> |
|
|
405 | <entry bit="9" name="Liquid" /> |
|
|
406 | <entry bit="10" name="Soft Metal" /> |
|
|
407 | <entry bit="11" name="Bone" /> |
|
|
408 | <entry bit="12" name="Ice" /> |
|
|
409 | <entry bit="13" name="(supress name on display)" /> |
|
|
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> |
|
|
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. Take care if the archetype of the |
|
|
656 | object has an animation! See also the 'animation' attribute. |
|
|
657 | </attribute> |
|
|
658 | <attribute arch="animation" editor="animation" type="string"> |
|
|
659 | The animation-name of the object. If you assign custom faces and the archetype |
|
|
660 | defines an animation you can disable the animation of an archetype by setting this |
|
|
661 | field to NONE. |
|
|
662 | </attribute> |
|
|
663 | <attribute arch="tag" editor="tag" type="string"> |
|
|
664 | You can tag objects with an identifier. Tagged objects can be found quickly |
|
|
665 | from their tag, which makes them useful to tag exits and refer to those by |
|
|
666 | their name. |
348 | </attribute> |
667 | </attribute> |
349 | <attribute arch="nrof" editor="number" type="int"> |
668 | <attribute arch="nrof" editor="number" type="int"> |
350 | This value determines the number of objects in one stack (for example: |
669 | 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 |
670 | 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. |
671 | any pickable object - otherwise it won't be mergeable into a stack. |
353 | </attribute> |
672 | </attribute> |
354 | <attribute arch="weight" editor="weight" type="int"> |
673 | <attribute arch="weight" editor="weight" type="int"> |
355 | This value defines the object's weight in gramm (1000g is 1kg). Objects with |
674 | 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 |
675 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
357 | for explicitly non-pickable objects (hey, this is opensource.. you |
676 | for explicitly non-pickable objects (hey, this is opensource.. you |
358 | never know ;) ). |
677 | never know ;) ). |
359 | </attribute> |
678 | </attribute> |
360 | <attribute arch="value" editor="value" type="int"> |
679 | <attribute arch="value" editor="value" type="int"> |
361 | Adds a certain value to the object: It will be worth that many times the |
680 | 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 |
681 | 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 |
682 | further modified by various factors. Hence, testing values in-game is |
365 | usually inevitable. |
683 | usually inevitable. |
366 | </attribute> |
684 | </attribute> |
367 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
685 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
368 | If <glow radius> is set to a value greater zero, the object |
686 | 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 |
687 | 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. |
688 | between 0 and 9, the higher, the more light does the object emit. |
371 | </attribute> |
689 | </attribute> |
372 | <attribute arch="material" editor="material" type="bitmask_material"> |
690 | <attribute arch="material" editor="material" type="bitmask_material"> |
373 | This bitmask-value informs the player of which material(s) the |
691 | This bitmask-value informs the player of which material(s) the |
374 | object consists. Material does also affect how likely the object |
692 | object consists. Material does also affect how likely the object |
375 | can be destroyed by hazardous spell-effects. |
693 | can be destroyed by hazardous spell-effects. |
… | |
… | |
383 | Putting an invisible object under the floor always prevents it from being |
701 | Putting an invisible object under the floor always prevents it from being |
384 | shown. |
702 | shown. |
385 | </attribute> |
703 | </attribute> |
386 | <attribute arch="blocksview" editor="block view" type="bool"> |
704 | <attribute arch="blocksview" editor="block view" type="bool"> |
387 | If an item is set to block view, players (and monsters) cannot |
705 | If an item is set to block view, players (and monsters) cannot |
388 | see byond it unless they cross it or manage to stand ontop. |
706 | see beyond it unless they cross it or manage to stand ontop. |
389 | </attribute> |
707 | </attribute> |
390 | <attribute arch="identified" editor="identified" type="bool"> |
708 | <attribute arch="identified" editor="identified" type="bool"> |
391 | If an item is identified, the player has full knowledge about it. |
709 | If an item is identified, the player has full knowledge about it. |
392 | </attribute> |
710 | </attribute> |
393 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
711 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
394 | An <unpaid> item cannot be used unless a player carried it over |
712 | 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 |
713 | a shop mat, paying the demanded price. Setting this flag makes sense |
396 | only for pickable items inside shops. |
714 | only for pickable items inside shops. |
|
|
715 | </attribute> |
|
|
716 | <attribute arch="sound" editor="sound" type="string"> |
|
|
717 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
718 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
719 | field it will point to sound/<path>.ext |
|
|
720 | </attribute> |
|
|
721 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
722 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
723 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
724 | field it will point to sound/<path>.ext |
397 | </attribute> |
725 | </attribute> |
398 | </default_type> |
726 | </default_type> |
399 | |
727 | |
400 | <!-- This ignorelist is for all system objects which are non pickable |
728 | <!-- This ignorelist is for all system objects which are non pickable |
401 | and invisible. They don't interact with players at all. --> |
729 | and invisible. They don't interact with players at all. --> |
… | |
… | |
435 | the fallback for all types which don't match any other defined types. |
763 | 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 |
764 | The required attribute "misc x" prevents that it gets confused with |
437 | other types like "monster & npc" which also have type number 0. --> |
765 | other types like "monster & npc" which also have type number 0. --> |
438 | <attribute arch="misc" value="x" /> |
766 | <attribute arch="misc" value="x" /> |
439 | </required> |
767 | </required> |
440 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
768 | &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"> |
769 | <attribute arch="cursed" editor="cursed" type="bool"> |
444 | Curses can have various effects: On equipment and food, |
770 | Curses can have various effects: On equipment and food, |
445 | they generally harm the player in some way. |
771 | they generally harm the player in some way. |
446 | </attribute> |
772 | </attribute> |
447 | <attribute arch="damned" editor="damned" type="bool"> |
773 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
461 | This text may describe the object. |
787 | This text may describe the object. |
462 | </attribute> |
788 | </attribute> |
463 | </type> |
789 | </type> |
464 | |
790 | |
465 | <!--####################################################################--> |
791 | <!--####################################################################--> |
|
|
792 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
466 | <type number="110" name="Ability"> |
793 | <type number="999" name="Ability"> |
467 | <ignore> |
794 | <ignore> |
468 | <ignore_list name="system_object" /> |
795 | <ignore_list name="system_object" /> |
469 | </ignore> |
796 | </ignore> |
470 | <description><![CDATA[ |
797 | <description><![CDATA[ |
471 | Abilities are to be put in a monster's inventory. They grant monsters the |
798 | Abilities are to be put in a monster's inventory. They grant monsters the |
472 | knowledge to cast spells. Spells from abilities are usually magical in |
799 | knowledge to cast spells. Spells from abilities are usually magical in |
473 | nature, thus adding magic attacktype to the spell-damage they produce. |
800 | nature, thus adding magic attacktype to the spell-damage they produce. |
474 | <br><br> |
801 | <br><br> |
475 | A particularly nice feature of abilities is that they can hold two |
802 | A particularly nice feature of abilities is that they can hold two |
476 | spells: One for short range- and one for long range use. |
803 | spells: One for short range - and one for long range use. |
477 | \n\n |
804 | \n\n |
478 | You should know that spellcasting monsters receive abilities via |
805 | You should know that spellcasting monsters receive abilities via |
479 | <treasurelist>. ]]> |
806 | <treasurelist>.]]> |
480 | </description> |
807 | </description> |
481 | <use><![CDATA[ |
808 | <use><![CDATA[ |
482 | If you want to create "customized" spellcasting monsters, you |
809 | If you want to create "customized" spellcasting monsters, you |
483 | should use abilities (rather than spellbooks/wands or something). |
810 | should use abilities (rather than spellbooks/wands or something). |
484 | The long/short-range spell feature can make boss-monsters more |
811 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
486 | <br><br> |
813 | <br><br> |
487 | You should keep in mind that magic abilities allow players |
814 | You should keep in mind that magic abilities allow players |
488 | to get better resistance. You can turn off the magic part to |
815 | to get better resistance. You can turn off the magic part to |
489 | make the spells more dangerous. However, this really shouldn't |
816 | make the spells more dangerous. However, this really shouldn't |
490 | be neccessary unless you work on very high level maps. |
817 | be neccessary unless you work on very high level maps. |
491 | And what fun is a magic resistance cloak when it has no effect? ]]> |
818 | And what fun is a magic resistance cloak when it has no effect?]]> |
492 | </use> |
819 | </use> |
493 | <attribute arch="invisible" value="1" type="fixed" /> |
820 | <attribute arch="invisible" value="1" type="fixed" /> |
494 | <attribute arch="no_drop" value="1" type="fixed" /> |
821 | <attribute arch="no_drop" value="1" type="fixed" /> |
495 | <attribute arch="sp" editor="short range spell" type="spell"> |
822 | <attribute arch="sp" editor="short range spell" type="spell"> |
496 | The monster will use the specified <short range spell> |
823 | The monster will use the specified <short range spell> |
… | |
… | |
499 | </attribute> |
826 | </attribute> |
500 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
827 | <attribute arch="hp" editor="long range spell" type="nz_spell"> |
501 | The monster will use the specified <long range spell> |
828 | The monster will use the specified <long range spell> |
502 | when the player is at least 6 squares away (from the |
829 | when the player is at least 6 squares away (from the |
503 | monster's head). |
830 | monster's head). |
504 | |
831 | |
505 | Setting a <long range spell> is optional. If unset, the |
832 | Setting a <long range spell> is optional. If unset, the |
506 | <short range spell> gets used all the time. |
833 | <short range spell> gets used all the time. |
507 | </attribute> |
834 | </attribute> |
508 | <attribute arch="maxsp" editor="importance" type="int"> |
835 | <attribute arch="maxsp" editor="importance" type="int"> |
509 | Sometimes you'll want a monster to use one ability more than others. |
836 | 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 |
837 | To achieve this, set the <importance> to a value greater than |
511 | one. Abilities with this value zero/unset are counted to be of |
838 | one. Abilities with this value zero/unset are counted to be of |
512 | <importance> one. |
839 | <importance> one. |
513 | |
840 | |
514 | Example: A monster with "small fireball" of <importance> 3 and |
841 | Example: A monster with "small fireball" of <importance> 3 and |
515 | "paralyze" of <importance> 1 will averagely cast three out of four |
842 | "paralyze" of <importance> 1 will averagely cast three out of four |
516 | times the "small fireball". |
843 | times the "small fireball". |
517 | </attribute> |
844 | </attribute> |
518 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
845 | <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> |
519 | This flag specifies wether the ability <is magical> in nature. |
846 | This flag specifies whether the ability <is magical> in nature. |
520 | If enabled, all spells produced by this ability will have magic |
847 | If enabled, all spells produced by this ability will have magic |
521 | attacktype added to the usual attacktypes. |
848 | attacktype added to the usual attacktypes. |
522 | |
849 | |
523 | This should always be set for spell-like abilities. "Natural" |
850 | This should always be set for spell-like abilities. "Natural" |
524 | abilities like a dragon's firebreath are an exception. |
851 | abilities like a dragon's firebreath are an exception. |
525 | Note that non-magical abilities are more dangerous because |
852 | Note that non-magical abilities are more dangerous because |
526 | magic resistance does not protect from those.</attribute> |
853 | magic resistance does not protect from those.</attribute> |
527 | </type> |
854 | </type> |
528 | |
855 | |
529 | <!--####################################################################--> |
856 | <!--####################################################################--> |
|
|
857 | |
|
|
858 | <type number="81" name="Torch"> |
|
|
859 | <description><![CDATA[ |
|
|
860 | Torches are a special kind of Lamp that offer the option of lighting them |
|
|
861 | up without using a lighter (These torches are usually |
|
|
862 | called 'pyrophor torches'. See also the 'reignitable' setting). |
|
|
863 | The other kind of torches, that are reignitable, can be put out and |
|
|
864 | put on again using a lighter.]]> |
|
|
865 | </description> |
|
|
866 | <attribute arch="is_lightable" editor="reignitable" type="bool"> |
|
|
867 | This flag controls whether the torch can be lit up again using |
|
|
868 | a lighter or whether it can only be used once, in which case |
|
|
869 | they can be enabled by simply applying them without any special tools. |
|
|
870 | </attribute> |
|
|
871 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
872 | This field specifies the burning duration of the torch. |
|
|
873 | </attribute> |
|
|
874 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
875 | This field sets the glow radius of the torch if it is enabled. |
|
|
876 | If you want to make a torch that is already burning set the |
|
|
877 | "glow radius" field. |
|
|
878 | </attribute> |
|
|
879 | <attribute arch="level" editor="level" type="int"> |
|
|
880 | If this field specyfies the cursed effect's level. If it is |
|
|
881 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
882 | </attribute> |
|
|
883 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
884 | Cursed torches, which have a level above 0, explode if the |
|
|
885 | player applies them. |
|
|
886 | </attribute> |
|
|
887 | </type> |
|
|
888 | |
|
|
889 | <type number="82" name="Lamp"> |
|
|
890 | <description><![CDATA[ |
|
|
891 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
892 | </description> |
|
|
893 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
894 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
895 | here the fuel field will specify the burning duration in minutes.) |
|
|
896 | </attribute> |
|
|
897 | <attribute arch="food" editor="fuel" type="int"> |
|
|
898 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
899 | field of this object. |
|
|
900 | </attribute> |
|
|
901 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
902 | This field sets the glow radius of the lamp if it is enabled. |
|
|
903 | If you want to make a lamp that is already burning set the |
|
|
904 | "glow radius" field. |
|
|
905 | </attribute> |
|
|
906 | <attribute arch="level" editor="level" type="int"> |
|
|
907 | If this field specyfies the cursed effect's level. If it is |
|
|
908 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
909 | </attribute> |
|
|
910 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
911 | Cursed lamps, which have a level above 0, explode if the |
|
|
912 | player applies them. |
|
|
913 | </attribute> |
|
|
914 | </type> |
|
|
915 | |
|
|
916 | <!--####################################################################--> |
530 | <type number="18" name="Altar"> |
917 | <type number="18" name="Altar"> |
531 | <ignore> |
918 | <ignore> |
532 | <ignore_list name="non_pickable" /> |
919 | <ignore_list name="non_pickable" /> |
533 | </ignore> |
920 | </ignore> |
534 | <description><![CDATA[ |
921 | <description><![CDATA[ |
535 | When a player puts a defined number of certain items on the altar, |
922 | 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 |
923 | 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. |
924 | triggered. If the latter is the case, the altar works only once. |
538 | Either way, the sacrificed item dissapears. ]]> |
925 | Either way, the sacrificed item disappears.]]> |
539 | </description> |
926 | </description> |
540 | <attribute arch="no_pick" value="1" type="fixed" /> |
927 | <attribute arch="no_pick" value="1" type="fixed" /> |
541 | <attribute arch="walk_on" value="1" type="fixed" /> |
928 | &move_on; |
542 | <attribute arch="slaying" editor="match item name" type="string"> |
929 | <attribute arch="slaying" editor="match item name" type="string"> |
543 | This string specifies the item that must be put on the altar to |
930 | 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 |
931 | 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. |
932 | 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 |
933 | If you want the player to have to drop a specific amount of money use "money". |
547 | expected to drop on the altar. (Often this is put in the altar's |
934 | See also the "drop amount" attribute. |
548 | name: E.g. "drop 100 platinums") |
935 | &match_compat; |
549 | </attribute> |
936 | </attribute> |
550 | <attribute arch="food" editor="drop amount" type="int"> |
937 | <attribute arch="food" editor="drop amount" type="int"> |
551 | The drop amount specifies the amount of items (specified |
938 | The drop amount specifies the amount of items (specified |
552 | in <match item name>) that must be dropped to activate the altar. |
939 | in <match item name>) that must be dropped to activate the altar. |
553 | |
940 | |
554 | If <match item name> is set to "money", then the value of the |
941 | 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 |
942 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
556 | 200 silver, 20 gold, or 4 platinum will all work.) |
943 | 200 silver, 20 gold, or 4 platinum will all work.) |
557 | |
944 | |
558 | Note that the maximum possible for <drop amount> is 32767. |
945 | Note that the maximum possible for <drop amount> is 32767. |
559 | </attribute> |
946 | </attribute> |
560 | <attribute arch="connected" editor="connection" type="int"> |
947 | <attribute arch="connected" editor="connection" type="string"> |
561 | If a connection value is set, the altar will trigger all objects |
948 | If a connection value is set, the altar will trigger all objects |
562 | with the same value, when activated. This will only work once. |
949 | with the same value, when activated. This will only work once. |
563 | </attribute> |
950 | </attribute> |
564 | <attribute arch="sp" editor="spell" type="spell"> |
951 | <attribute arch="sp" editor="spell" type="spell"> |
565 | When activated, the selected <spell> will be casted (once, on the |
952 | When activated, the selected <spell> will be casted (once, on the |
566 | player). This should work for any given spell. The altar will work |
953 | 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 |
954 | infinitely in this way. Don't set both <spell> and <connection> for |
568 | one altar. |
955 | one altar. |
569 | </attribute> |
956 | </attribute> |
570 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
957 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
571 | This text will be displayed to the player |
958 | This text will be displayed to the player |
572 | in the exact moment when the altar is activated. |
959 | in the exact moment when the altar is activated. |
… | |
… | |
579 | <ignore_list name="non_pickable" /> |
966 | <ignore_list name="non_pickable" /> |
580 | </ignore> |
967 | </ignore> |
581 | <description><![CDATA[ |
968 | <description><![CDATA[ |
582 | Altar_triggers work pretty much like normal altars |
969 | Altar_triggers work pretty much like normal altars |
583 | (drop sacrifice -> connection activated), except for the fact that |
970 | (drop sacrifice -> connection activated), except for the fact that |
584 | they reset after usage. Hence, altar_triggers can be used infinitly. ]]> |
971 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
585 | </description> |
972 | </description> |
586 | <use><![CDATA[ |
973 | <use><![CDATA[ |
587 | Altar_triggers are very useful if you want to charge a price for... |
974 | Altar_triggers are very useful if you want to charge a price for... |
588 | <UL> |
975 | <UL> |
589 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
976 | <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. |
977 | <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. |
978 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
592 | </UL> |
979 | </UL> |
593 | The big advantage over normal altars is the infinite usability |
980 | The big advantage over normal altars is the infinite usability |
594 | of altar_triggers! If there are ten players on one server, they're |
981 | of altar_triggers! If there are ten players on one server, they're |
595 | quite grateful if things work more than once. =) ]]> |
982 | quite grateful if things work more than once. =)]]> |
596 | </use> |
983 | </use> |
597 | <attribute arch="no_pick" value="1" type="fixed" /> |
984 | <attribute arch="no_pick" value="1" type="fixed" /> |
598 | <attribute arch="slaying" editor="match item name" type="string"> |
985 | <attribute arch="slaying" editor="match item name" type="string"> |
599 | This string specifies the item that must be put on the altar to |
986 | This string specifies the item that must be put on the altar to |
600 | activate it. It can either be the name of an archetype, or directly |
987 | activate it. It can either be the name of an archetype, or directly |
601 | the name of an object. Yet, titles are not recognized by altars. |
988 | the name of an object. Yet, titles are not recognized by altars. |
602 | Remember to put a note somewhere, telling the player what he is |
989 | If you want the player to have to drop a specific amount of money use "money". |
603 | expected to drop on the altar. (Often this is put in the altar's |
990 | See also the "drop amount" attribute. |
604 | name: E.g. "drop 100 platinums") |
991 | &match_compat; |
605 | </attribute> |
992 | </attribute> |
606 | <attribute arch="food" editor="drop amount" type="int"> |
993 | <attribute arch="food" editor="drop amount" type="int"> |
607 | The drop amount specifies the amount of items (specified |
994 | The drop amount specifies the amount of items (specified |
608 | in <match item name>) that must be dropped to activate the altar. |
995 | in <match item name>) that must be dropped to activate the altar. |
609 | |
996 | |
610 | If <match item name> is set to "money", then the value of the |
997 | 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 |
998 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
612 | 200 silver, 20 gold, or 4 platinum will all work.) |
999 | 200 silver, 20 gold, or 4 platinum will all work.) |
613 | |
1000 | |
614 | Note that the maximum possible for <drop amount> is 32767. |
1001 | Note that the maximum possible for <drop amount> is 32767. |
615 | </attribute> |
1002 | </attribute> |
616 | <attribute arch="connected" editor="connection" type="int"> |
1003 | <attribute arch="connected" editor="connection" type="string"> |
617 | If a connection value is set, the altar will trigger all objects |
1004 | If a connection value is set, the altar will trigger all objects |
618 | with the same value, when activated. This will only work once. |
1005 | with the same value, when activated. This will only work once. |
619 | </attribute> |
1006 | </attribute> |
620 | <attribute arch="sp" editor="spell" type="spell"> |
1007 | <attribute arch="sp" editor="spell" type="spell"> |
621 | When activated, this <spell> will be casted (once, on the player). |
1008 | When activated, this <spell> will be casted (once, on the player). |
622 | This should work for any given spell. The altar will work infinitly |
1009 | 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. |
1010 | in this way. Don't set both <spell> and <connection> for one altar. |
624 | </attribute> |
1011 | </attribute> |
625 | <attribute arch="exp" editor="reset time" type="int"> |
1012 | <attribute arch="exp" editor="reset time" type="int"> |
626 | Being activated, the altar will reset after <reset time> ticks. |
1013 | Being activated, the altar will reset after <reset time> ticks. |
627 | After reset, the altar is ready to be activated once again. |
1014 | After reset, the altar is ready to be activated once again. |
… | |
… | |
629 | </attribute> |
1016 | </attribute> |
630 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
1017 | <attribute arch="last_sp" editor="ignore reset" type="bool"> |
631 | If this attribute is enabled, the altar_trigger won't push the |
1018 | If this attribute is enabled, the altar_trigger won't push the |
632 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
1019 | connected value by altar reset. Only ONCE by dropping the sacrifice. |
633 | This is typically used when the altar is connected to a creator, |
1020 | This is typically used when the altar is connected to a creator, |
634 | e.g. for selling tickets. |
1021 | e.g. for selling tickets. |
635 | |
1022 | |
636 | If this attribute is disabled (default), the altar_trigger |
1023 | If this attribute is disabled (default), the altar_trigger |
637 | will push the connected value TWICE per sacrifice: First by |
1024 | will push the connected value TWICE per sacrifice: First by |
638 | dropping sacrifice, second by reset. This mode is typically |
1025 | dropping sacrifice, second by reset. This mode is typically |
639 | used for altars being connected to gates, resulting in the |
1026 | used for altars being connected to gates, resulting in the |
640 | gate being opened and closed again. |
1027 | gate being opened and closed again. |
641 | </attribute> |
1028 | </attribute> |
642 | <attribute arch="walk_on" value="1" type="fixed"> |
1029 | &move_on; |
643 | </attribute> |
|
|
644 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1030 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
645 | This text will be displayed to the player |
1031 | This text will be displayed to the player |
646 | in the exact moment when the altar is activated. |
1032 | in the exact moment when the altar is activated. |
647 | </attribute> |
1033 | </attribute> |
648 | </type> |
1034 | </type> |
649 | |
1035 | |
650 | <!--####################################################################--> |
1036 | <!--####################################################################--> |
|
|
1037 | <type number="74" name="Skill Tool"> |
|
|
1038 | <description><![CDATA[ |
|
|
1039 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
1040 | ]]> |
|
|
1041 | </description> |
|
|
1042 | <use><![CDATA[ |
|
|
1043 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
1044 | the skill that is given. |
|
|
1045 | ]]> |
|
|
1046 | </use> |
|
|
1047 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
1048 | This field describes which skill the player will be able to use wearing this item. |
|
|
1049 | </attribute> |
|
|
1050 | &player_stat_resist_sections; |
|
|
1051 | </type> |
|
|
1052 | <!--####################################################################--> |
651 | <type number="39" name="Amulet"> |
1053 | <type number="39" name="Amulet"> |
652 | <description><![CDATA[ |
1054 | <description><![CDATA[ |
653 | Wearing an amulet, the object's stats will directly be inherited to |
1055 | Wearing an amulet, the object's stats will directly be inherited to |
654 | the player. Amulets are usually meant for protection and defense. ]]> |
1056 | the player. Amulets are usually meant for protection and defense.]]> |
655 | </description> |
1057 | </description> |
656 | <use><![CDATA[ |
1058 | <use><![CDATA[ |
657 | Feel free to create your own special artifacts. However, it is very |
1059 | Feel free to create your own special artifacts. However, it is very |
658 | important that you keep your artifact in balance with existing maps. ]]> |
1060 | important that you keep your artifact in balance with existing maps.]]> |
659 | </use> |
1061 | </use> |
660 | <attribute arch="ac" editor="armour class" type="int"> |
1062 | <attribute arch="ac" editor="armour class" type="int"> |
661 | This value defines the amount of armour-class bonus for wearing |
1063 | This value defines the amount of armour-class bonus for wearing |
662 | this item. <Armour class> lessens the chance of being hit. Lower |
1064 | this item. <Armour class> lessens the chance of being hit. Lower |
663 | values are better. It should usually be set only for armour-like equipment. |
1065 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
672 | The <item power> value measures how "powerful" an artifact is. |
1074 | The <item power> value measures how "powerful" an artifact is. |
673 | Players will only be able to wear equipment with a certain total |
1075 | 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 |
1076 | amount of <item power>, depending on their own level. This is the |
675 | only way to prevent low level players to wear "undeserved" equipment |
1077 | only way to prevent low level players to wear "undeserved" equipment |
676 | (like gifts from other players or cheated items). |
1078 | (like gifts from other players or cheated items). |
677 | |
1079 | |
678 | It is very important to adjust the <item power> value carefully |
1080 | It is very important to adjust the <item power> value carefully |
679 | for every artifact you create! If zero/unset, the CF server will |
1081 | for every artifact you create! If zero/unset, the Deliantra server will |
680 | calculate a provisional value at runtime, but this is never |
1082 | calculate a provisional value at runtime, but this is never |
681 | going to be an accurate measurement of <item power>. |
1083 | going to be an accurate measurement of <item power>. |
682 | </attribute> |
1084 | </attribute> |
683 | <attribute arch="damned" editor="damnation" type="bool"> |
1085 | <attribute arch="damned" editor="damnation" type="bool"> |
684 | A damned piece of equipment cannot be unwielded unless the curse |
1086 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
689 | unless the curse is removed. |
1091 | unless the curse is removed. |
690 | </attribute> |
1092 | </attribute> |
691 | <attribute arch="lifesave" editor="save life" type="bool"> |
1093 | <attribute arch="lifesave" editor="save life" type="bool"> |
692 | An item with this flag enabled will save the players life |
1094 | An item with this flag enabled will save the players life |
693 | for one time: When the player is wearing this item and his |
1095 | for one time: When the player is wearing this item and his |
694 | healthpoints reach zero, the item dissapears, replenishing |
1096 | health points reach zero, the item disappears, replenishing |
695 | half of the player's health. |
1097 | half of the player's health. |
696 | |
1098 | |
697 | An item with <save life> should not have |
1099 | An item with <save life> should not have |
698 | any decent additional bonuses! |
1100 | any decent additional bonuses! |
699 | </attribute> |
1101 | </attribute> |
700 | <attribute arch="unique" editor="unique item" type="bool"> |
1102 | <attribute arch="unique" editor="unique item" type="bool"> |
701 | Unique items exist only one time on a server. If the item |
1103 | 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 |
1112 | you want the monster to use/wear the item - you must set |
711 | <is applied>. |
1113 | <is applied>. |
712 | Enabling this flag doesn't make any sense if the item |
1114 | Enabling this flag doesn't make any sense if the item |
713 | is NOT in a monster's inventory. |
1115 | is NOT in a monster's inventory. |
714 | </attribute> |
1116 | </attribute> |
715 | <section name="resistance"> |
1117 | &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"> |
1118 | <section name="misc"> |
848 | <attribute arch="luck" editor="luck bonus" type="int"> |
1119 | <attribute arch="luck" editor="luck bonus" type="int"> |
849 | With positive luck bonus, the player is more likely to |
1120 | With positive luck bonus, the player is more likely to |
850 | succeed in all sorts of things (spellcasting, praying,...). |
1121 | succeed in all sorts of things (spellcasting, praying,...). |
851 | Unless the <luck bonus> is very high, the effect will be |
1122 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
868 | additional <grace regen.> bonus should be VERY RARE!! |
1139 | additional <grace regen.> bonus should be VERY RARE!! |
869 | </attribute> |
1140 | </attribute> |
870 | <attribute arch="food" editor="food bonus" type="int"> |
1141 | <attribute arch="food" editor="food bonus" type="int"> |
871 | Positive <food bonus> slows down the player's digestion, |
1142 | Positive <food bonus> slows down the player's digestion, |
872 | thus he consumes less food. Negative values speed it up. |
1143 | thus he consumes less food. Negative values speed it up. |
873 | |
1144 | |
874 | Note that food is consumed not only for "being alive", but |
1145 | Note that food is consumed not only for "being alive", but |
875 | also for healing and mana-regeneration. |
1146 | also for healing and mana-regeneration. |
876 | <food bonus> only affects the amount of food consumed |
1147 | <food bonus> only affects the amount of food consumed |
877 | for "being alive". Hence, even with high <food bonus>, |
1148 | for "being alive". Hence, even with high <food bonus>, |
878 | during a fight a player can run out of food quickly. |
1149 | during a fight a player can run out of food quickly. |
879 | </attribute> |
1150 | </attribute> |
880 | <attribute arch="xrays" editor="xray vision" type="bool"> |
1151 | <attribute arch="xrays" editor="xray vision" type="bool"> |
881 | Xray vision allows the player to see through obstacles |
1152 | Xray vision allows the player to see through obstacles |
882 | in a two-square-wide radius. This is extremely helpful and |
1153 | in a two-square-wide radius. This is extremely helpful and |
883 | desireable, so don't give it away for cheap on equipment. |
1154 | desirable, so don't give it away for cheap on equipment. |
884 | </attribute> |
1155 | </attribute> |
885 | <attribute arch="stealth" editor="stealth" type="bool"> |
1156 | <attribute arch="stealth" editor="stealth" type="bool"> |
886 | Stealth allows the player to move silently. |
1157 | Stealth allows the player to move silently. |
887 | This comes to effect if a player turns himself |
1158 | This comes to effect if a player turns himself |
888 | invisible and tries to sneak around monsters. |
1159 | invisible and tries to sneak around monsters. |
… | |
… | |
893 | the ability to <reflect spells>, all kinds of |
1164 | the ability to <reflect spells>, all kinds of |
894 | spell-bullets and -beams will bounce off him. |
1165 | spell-bullets and -beams will bounce off him. |
895 | This works only about 90% of all times, to |
1166 | This works only about 90% of all times, to |
896 | avoid players being completely immune to certain |
1167 | avoid players being completely immune to certain |
897 | types of attacks. |
1168 | types of attacks. |
898 | |
1169 | |
899 | This is a very powerful ability and it |
1170 | This is a very powerful ability and it |
900 | shouldn't be handed out cheap! |
1171 | shouldn't be handed out cheap! |
901 | </attribute> |
1172 | </attribute> |
902 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
1173 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
903 | If a player is wearing any piece of equipment with |
1174 | If a player is wearing any piece of equipment with |
… | |
… | |
905 | projectiles (e.g. arrows, bolts, boulders) will |
1176 | projectiles (e.g. arrows, bolts, boulders) will |
906 | bounce off him. This works only about 90% of all |
1177 | bounce off him. This works only about 90% of all |
907 | times, to avoid players being completely immune to |
1178 | times, to avoid players being completely immune to |
908 | certain types of attacks. |
1179 | certain types of attacks. |
909 | </attribute> |
1180 | </attribute> |
910 | <attribute arch="flying" editor="levitate" type="bool"> |
1181 | &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"> |
1182 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
915 | Click on the <attuned paths> button to select spellpaths. |
1183 | Click on the <attuned paths> button to select spellpaths. |
916 | The player will get attuned to the specified spellpaths |
1184 | The player will get attuned to the specified spellpaths |
917 | while wearing this item. |
1185 | while wearing this item. |
918 | </attribute> |
1186 | </attribute> |
… | |
… | |
942 | Battleground is very special: In short, players can die on battleground |
1210 | Battleground is very special: In short, players can die on battleground |
943 | without any death penalties. They don't loose or gain experience |
1211 | without any death penalties. They don't loose or gain experience |
944 | while on battleground. Acid, draining and depletion effects don't |
1212 | while on battleground. Acid, draining and depletion effects don't |
945 | work either. |
1213 | work either. |
946 | When a player dies on battleground, he gets teleported to an exit |
1214 | When a player dies on battleground, he gets teleported to an exit |
947 | location which is defined in the battleground object. ]]> |
1215 | location which is defined in the battleground object.]]> |
948 | </description> |
1216 | </description> |
949 | <use><![CDATA[ |
1217 | <use><![CDATA[ |
950 | Battleground is only meant for player vs. player duels. You can |
1218 | Battleground is only meant for player vs. player duels. You can |
951 | design combat arenas similiar to the one in scorn.<br> |
1219 | design combat arenas similiar to the one in scorn.<br> |
952 | What should NEVER be done is placing battleground tiles in |
1220 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
954 | It must not be possible to gain significant treasure for fighting |
1222 | It must not be possible to gain significant treasure for fighting |
955 | on battleground, because it bears no risk.<br><br> |
1223 | on battleground, because it bears no risk.<br><br> |
956 | (Battleground will cease to work when the image or name is changed, |
1224 | (Battleground will cease to work when the image or name is changed, |
957 | or when it is placed beneath another floor tile. |
1225 | or when it is placed beneath another floor tile. |
958 | This is not a bug, it is there to prevent any attempts of placing |
1226 | This is not a bug, it is there to prevent any attempts of placing |
959 | "hidden" battleground tiles anywhere.) ]]> |
1227 | "hidden" battleground tiles anywhere.)]]> |
960 | </use> |
1228 | </use> |
961 | <attribute arch="no_pick" value="1" type="fixed" /> |
1229 | <attribute arch="no_pick" value="1" type="fixed" /> |
962 | <attribute arch="is_floor" value="1" type="fixed" /> |
1230 | <attribute arch="is_floor" value="1" type="fixed" /> |
963 | <attribute arch="hp" editor="destination X" type="int"> |
1231 | <attribute arch="hp" editor="destination X" type="int"> |
964 | The exit destinations define the (x, y)-coordinates where players |
1232 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
969 | get teleported after they died on this battleground. |
1237 | get teleported after they died on this battleground. |
970 | </attribute> |
1238 | </attribute> |
971 | </type> |
1239 | </type> |
972 | |
1240 | |
973 | <!--####################################################################--> |
1241 | <!--####################################################################--> |
974 | <type number="104" name="Bracers"> |
1242 | <type number="165" name="Safe ground"> |
975 | <import_type name="Amulet" /> |
1243 | <ignore> |
976 | <description><![CDATA[ |
1244 | <ignore_list name="non_pickable" /> |
977 | Bracers are armour-plates worn around the wrists. |
1245 | </ignore> |
978 | Wearing bracer, the object's stats will directly be inherited to |
|
|
979 | the player. Usually enhancing his defense. ]]> |
|
|
980 | </description> |
1246 | <description><![CDATA[ |
981 | <use><![CDATA[ |
1247 | 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 |
1248 | be harmful for the map, other players or items on the map. |
983 | important that you keep your artifact in balance with existing maps. ]]> |
1249 | It blocks all magic and prayers, usage of alchemy, prevents potions |
984 | </use> |
1250 | from being used and blocks bombs from exploding. Note that altars that |
985 | <attribute arch="magic" editor="magic bonus" type="int"> |
1251 | do cast spells still work. |
986 | <magic bonus> works just like ac, except that it can be improved by |
1252 | ]]> |
987 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
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[ |
1253 | </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[ |
1254 | <use><![CDATA[ |
1000 | Feel free to create your own special artifacts. However, it is very |
1255 | Safe ground can be used to prevents any means of burning |
1001 | important that you keep your artifact in balance with existing maps. ]]> |
1256 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1257 | in your map and your shop will be safe. It's generally useful for making |
|
|
1258 | areas where really no kind of spell should be invoked by a player. |
|
|
1259 | ]]> |
1002 | </use> |
1260 | </use> |
1003 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1261 | &movement_types_terrain; |
1004 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1262 | <attribute arch="no_pick" value="1" type="fixed" /> |
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> |
1263 | </type> |
1017 | |
1264 | |
1018 | <!--####################################################################--> |
1265 | <!--####################################################################--> |
1019 | <type number="8" name="Book"> |
1266 | <type number="8" name="Book"> |
1020 | <description><![CDATA[ |
1267 | <description><![CDATA[ |
1021 | Applying a book, the containing message is displayed to the player. ]]> |
1268 | Applying a book, the containing message is displayed to the player.]]> |
1022 | </description> |
1269 | </description> |
1023 | <attribute arch="level" editor="literacy level" type="int"> |
1270 | <attribute arch="level" editor="literacy level" type="int"> |
1024 | If this value is set to be greater than zero, the player needs a |
1271 | If this value is set to be greater than zero, the player needs a |
1025 | certain literacy level to succeed reading the book. The book can be |
1272 | certain literacy level to succeed reading the book. The book can be |
1026 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1273 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1038 | is taken, lost or destroyed - it's gone for good. |
1285 | is taken, lost or destroyed - it's gone for good. |
1039 | </attribute> |
1286 | </attribute> |
1040 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1287 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1041 | This is the text that appears "written" in the book. |
1288 | This is the text that appears "written" in the book. |
1042 | </attribute> |
1289 | </attribute> |
|
|
1290 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
1291 | This is the key string of the book. The key string is checked by an inventory checker. |
|
|
1292 | (This is used eg. for the gate/port passes in scorn) |
|
|
1293 | </attribute> |
|
|
1294 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1295 | If this flag is true the player won't be able to identify this |
|
|
1296 | item with by using a skill. |
|
|
1297 | </attribute> |
|
|
1298 | </type> |
|
|
1299 | |
|
|
1300 | <!--####################################################################--> |
|
|
1301 | <type number="110" name="Inscribable"> |
|
|
1302 | <description><![CDATA[ |
|
|
1303 | Inscribable Item - when inscribed, it becomes another object.]]> |
|
|
1304 | </description> |
|
|
1305 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
1306 | A godgiven item vanishes as soon as the player |
|
|
1307 | drops it to the ground. |
|
|
1308 | </attribute> |
|
|
1309 | <attribute arch="unique" editor="unique item" type="bool"> |
|
|
1310 | Unique items exist only one time on a server. If the item |
|
|
1311 | is taken, lost or destroyed - it's gone for good. |
|
|
1312 | </attribute> |
|
|
1313 | <attribute arch="other_arch" editor="book/scroll arch" type="string"> |
|
|
1314 | This is the item created after being inscribed - scrolls are treated |
|
|
1315 | like spell scrolls, all else will have it's message replaced. |
|
|
1316 | </attribute> |
1043 | </type> |
1317 | </type> |
1044 | |
1318 | |
1045 | <!--####################################################################--> |
1319 | <!--####################################################################--> |
1046 | <type number="99" name="Boots"> |
1320 | <type number="99" name="Boots"> |
1047 | <import_type name="Amulet" /> |
1321 | <import_type name="Amulet" /> |
1048 | <description><![CDATA[ |
1322 | <description><![CDATA[ |
1049 | Wearing boots, the object's stats will directly be inherited to |
1323 | Wearing boots, the object's stats will directly be inherited to |
1050 | the player. Usually enhancing his speed, or granting some minor |
1324 | the player. Usually enhancing his speed, or granting some minor |
1051 | protection bonus. ]]> |
1325 | protection bonus.]]> |
1052 | </description> |
1326 | </description> |
1053 | <use><![CDATA[ |
1327 | <use><![CDATA[ |
1054 | Feel free to create your own special artifacts. However, it is very |
1328 | Feel free to create your own special artifacts. However, it is very |
1055 | important that you keep your artifact in balance with existing maps. ]]> |
1329 | important that you keep your artifact in balance with existing maps.]]> |
1056 | </use> |
1330 | </use> |
1057 | <attribute arch="exp" editor="speed bonus" type="int"> |
1331 | <attribute arch="exp" editor="speed bonus" type="int"> |
1058 | Boots with <speed bonus> will increase the player's walking speed |
1332 | Boots with <speed bonus> will increase the player's walking speed |
1059 | while worn. This kind of bonus is quite desirable for players of low- |
1333 | while worn. This kind of bonus is quite desirable for players of low- |
1060 | and medium level. High level players usually have fastest possible |
1334 | and medium level. High level players usually have fastest possible |
… | |
… | |
1064 | </attribute> |
1338 | </attribute> |
1065 | <attribute arch="magic" editor="magic bonus" type="int"> |
1339 | <attribute arch="magic" editor="magic bonus" type="int"> |
1066 | <magic bonus> works just like ac, except that it can be improved by |
1340 | <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 |
1341 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1068 | than direct armour-class bonus on the boots. |
1342 | than direct armour-class bonus on the boots. |
1069 | |
1343 | |
1070 | Important: <magic bonus> on boots has no effect if there is no |
1344 | Important: <magic bonus> on boots has no effect if there is no |
1071 | <armour class> set. It only works in combination with <armour class>. |
1345 | <armour class> set. It only works in combination with <armour class>. |
|
|
1346 | </attribute> |
|
|
1347 | </type> |
|
|
1348 | |
|
|
1349 | <!--####################################################################--> |
|
|
1350 | <type number="104" name="Bracers"> |
|
|
1351 | <import_type name="Amulet" /> |
|
|
1352 | <description><![CDATA[ |
|
|
1353 | Bracers are armour-plates worn around the wrists. |
|
|
1354 | Wearing bracer, the object's stats will directly be inherited to |
|
|
1355 | the player. Usually enhancing his defense.]]> |
|
|
1356 | </description> |
|
|
1357 | <use><![CDATA[ |
|
|
1358 | Feel free to create your own special artifacts. However, it is very |
|
|
1359 | important that you keep your artifact in balance with existing maps.]]> |
|
|
1360 | </use> |
|
|
1361 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1362 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1363 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1364 | than direct armour-class bonus on the bracers. |
|
|
1365 | </attribute> |
|
|
1366 | </type> |
|
|
1367 | |
|
|
1368 | <!--####################################################################--> |
|
|
1369 | <type number="16" name="Brestplate Armour"> |
|
|
1370 | <import_type name="Amulet" /> |
|
|
1371 | <description><![CDATA[ |
|
|
1372 | Wearing an armour, the object's stats will directly be inherited to |
|
|
1373 | the player. Usually enhancing his defense.]]> |
|
|
1374 | </description> |
|
|
1375 | <use><![CDATA[ |
|
|
1376 | Feel free to create your own special artifacts. However, it is very |
|
|
1377 | important that you keep your artifact in balance with existing maps.]]> |
|
|
1378 | </use> |
|
|
1379 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
|
|
1380 | This poses a penalty to spell regeneration speed, for wearing the armour. |
|
|
1381 | The bigger the spellpoint penalty, the worse. |
|
|
1382 | </attribute> |
|
|
1383 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
|
|
1384 | Slowdown penalty reduces the player's walking speed when wearing the |
|
|
1385 | armour. Bigger values are worse - zero is best. |
|
|
1386 | </attribute> |
|
|
1387 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
1388 | <magic bonus> works just like ac, except that it can be improved by |
|
|
1389 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
1390 | than direct armour-class bonus on the armour. |
1072 | </attribute> |
1391 | </attribute> |
1073 | </type> |
1392 | </type> |
1074 | |
1393 | |
1075 | <!--####################################################################--> |
1394 | <!--####################################################################--> |
1076 | <type number="92" name="Button"> |
1395 | <type number="92" name="Button"> |
… | |
… | |
1079 | </ignore> |
1398 | </ignore> |
1080 | <description><![CDATA[ |
1399 | <description><![CDATA[ |
1081 | When a predefined amount of weigh is placed on a button, the |
1400 | When a predefined amount of weigh is placed on a button, the |
1082 | <connection> value is triggered. In most cases this happens when a |
1401 | <connection> value is triggered. In most cases this happens when a |
1083 | player or monster steps on it. When the button is "released", the |
1402 | player or monster steps on it. When the button is "released", the |
1084 | <connection> value get's triggered a second time. ]]> |
1403 | <connection> value get's triggered a second time.]]> |
1085 | </description> |
1404 | </description> |
1086 | <attribute arch="walk_on" value="1" type="fixed" /> |
1405 | &move_on; |
1087 | <attribute arch="walk_off" value="1" type="fixed" /> |
1406 | &move_off; |
1088 | <attribute arch="no_pick" value="1" type="fixed" /> |
1407 | <attribute arch="no_pick" value="1" type="fixed" /> |
1089 | <attribute arch="weight" editor="press weight" type="string"> |
1408 | <attribute arch="weight" editor="press weight" type="int"> |
1090 | The button is pressed (triggered), as soon as |
1409 | The button is pressed (triggered), as soon as |
1091 | <press weigh> gram are placed ontop of it. |
1410 | <press weigh> gram are placed ontop of it. |
1092 | </attribute> |
1411 | </attribute> |
1093 | <attribute arch="connected" editor="connection" type="int"> |
1412 | <attribute arch="connected" editor="connection" type="string"> |
1094 | Every time the button is pressed or released, all objects |
1413 | Every time the button is pressed or released, all objects |
1095 | with the same <connection> value are activated. |
1414 | with the same <connection> value are activated. |
1096 | </attribute> |
1415 | </attribute> |
1097 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1416 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1098 | This text may describe the item. You can use this |
1417 | This text may describe the item. You can use this |
1099 | message to explain the button's purpose to the player. |
1418 | message to explain the button's purpose to the player. |
1100 | </attribute> |
1419 | </attribute> |
1101 | </type> |
1420 | </type> |
1102 | |
1421 | |
1103 | <!--####################################################################--> |
1422 | <!--####################################################################--> |
|
|
1423 | <type number="30" name="Button Trigger"> |
|
|
1424 | <import_type name="Button" /> |
|
|
1425 | <ignore> |
|
|
1426 | <ignore_list name="non_pickable" /> |
|
|
1427 | </ignore> |
|
|
1428 | <description><![CDATA[ |
|
|
1429 | Handle buttons are buttons which reset after a short period |
|
|
1430 | of time. Every time it is either applied or reset, the |
|
|
1431 | <connection> value is triggered.]]> |
|
|
1432 | </description> |
|
|
1433 | </type> |
|
|
1434 | |
|
|
1435 | <!--####################################################################--> |
|
|
1436 | <type number="37" name="Class Changer"> |
|
|
1437 | <ignore> |
|
|
1438 | <ignore_list name="non_pickable" /> |
|
|
1439 | </ignore> |
|
|
1440 | <description><![CDATA[ |
|
|
1441 | Class changer are used while creating a character.]]> |
|
|
1442 | </description> |
|
|
1443 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
|
|
1444 | This entry determines which initial items the character receives. |
|
|
1445 | </attribute> |
|
|
1446 | <section name="stats"> |
|
|
1447 | <attribute arch="Str" editor="strength" type="int"> |
|
|
1448 | The player's strength will rise by the given value if he chooses this |
|
|
1449 | class. (Negative values make strength fall) |
|
|
1450 | </attribute> |
|
|
1451 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
1452 | The player's dexterity will rise by the given value if he chooses this |
|
|
1453 | class. (Negative values make dexterity fall) |
|
|
1454 | </attribute> |
|
|
1455 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
1456 | The player's constitution will rise by the given value if he chooses this |
|
|
1457 | class. (Negative values make constitution fall) |
|
|
1458 | </attribute> |
|
|
1459 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
1460 | The player's intelligence will rise by the given value if he chooses this |
|
|
1461 | class. (Negative values make intelligence fall) |
|
|
1462 | </attribute> |
|
|
1463 | <attribute arch="Pow" editor="power" type="int"> |
|
|
1464 | The player's power will rise by the given value if he chooses this |
|
|
1465 | class. (Negative values make power fall) |
|
|
1466 | </attribute> |
|
|
1467 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
1468 | The player's wisdom will rise by the given value if he chooses this |
|
|
1469 | class. (Negative values make wisdom fall) |
|
|
1470 | </attribute> |
|
|
1471 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
1472 | The player's charisma will rise by the given value if he chooses this |
|
|
1473 | class. (Negative values make charisma fall) |
|
|
1474 | </attribute> |
|
|
1475 | </section> |
|
|
1476 | </type> |
|
|
1477 | |
|
|
1478 | <!--####################################################################--> |
1104 | <type number="87" name="Cloak"> |
1479 | <type number="87" name="Cloak"> |
1105 | <import_type name="Amulet" /> |
1480 | <import_type name="Amulet" /> |
1106 | <description><![CDATA[ |
1481 | <description><![CDATA[ |
1107 | Wearing a cloak, the object's stats will directly be inherited to |
1482 | Wearing a cloak, the object's stats will directly be inherited to |
1108 | the player. Cloaks usually add minor <armour class> and |
1483 | the player. Cloaks usually add minor <armour class> and |
1109 | sometimes a bit of resistance. ]]> |
1484 | sometimes a bit of resistance.]]> |
1110 | </description> |
1485 | </description> |
1111 | <use><![CDATA[ |
1486 | <use><![CDATA[ |
1112 | Feel free to create your own special artifacts. However, it is very |
1487 | Feel free to create your own special artifacts. However, it is very |
1113 | important that you keep your artifact in balance with existing maps. ]]> |
1488 | important that you keep your artifact in balance with existing maps.]]> |
1114 | </use> |
1489 | </use> |
1115 | <attribute arch="magic" editor="magic bonus" type="int"> |
1490 | <attribute arch="magic" editor="magic bonus" type="int"> |
1116 | <magic bonus> works just like ac, except that it can be improved by |
1491 | <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 |
1492 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1118 | than direct armour-class bonus on the cloak. |
1493 | than direct armour-class bonus on the cloak. |
1119 | |
1494 | |
1120 | Important: <magic bonus> on cloaks has no effect if there is no |
1495 | Important: <magic bonus> on cloaks has no effect if there is no |
1121 | <armour class> set. It only works in combination with <armour class>. |
1496 | <armour class> set. It only works in combination with <armour class>. |
1122 | </attribute> |
1497 | </attribute> |
1123 | </type> |
1498 | </type> |
1124 | |
1499 | |
1125 | <!--####################################################################--> |
1500 | <!--####################################################################--> |
1126 | <type number="9" name="Clock"> |
1501 | <type number="9" name="Clock"> |
1127 | <description><![CDATA[ |
1502 | <description><![CDATA[ |
1128 | Applying a clock, the time is displayed to the player. ]]> |
1503 | Applying a clock, the time is displayed to the player.]]> |
1129 | </description> |
1504 | </description> |
1130 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1505 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1131 | This text may describe the item |
1506 | This text may describe the item |
1132 | </attribute> |
1507 | </attribute> |
1133 | </type> |
1508 | </type> |
… | |
… | |
1138 | A player can put (certain kinds of) items in the container. |
1513 | A player can put (certain kinds of) items in the container. |
1139 | The overall weight of items is reduced when put inside a |
1514 | The overall weight of items is reduced when put inside a |
1140 | container, depending on the settings. |
1515 | container, depending on the settings. |
1141 | <br><br> |
1516 | <br><br> |
1142 | A special feature of containers is the "cauldron", |
1517 | A special feature of containers is the "cauldron", |
1143 | capable of mixing alchemical receipes. ]]> |
1518 | capable of mixing alchemical receipes.]]> |
1144 | </description> |
1519 | </description> |
1145 | <use><![CDATA[ |
1520 | <use><![CDATA[ |
1146 | Note on chests - There are two types of chests: |
1521 | Note on chests - There are two types of chests: |
1147 | <UL> |
1522 | <UL> |
1148 | <LI> First the random treasure chests - Those are NOT containers |
1523 | <LI> First the random treasure chests - Those are NOT containers |
1149 | (but object type Treasure), they create random treasures when |
1524 | (but object type Treasure), they create random treasures when |
1150 | applied. Archetype name is "chest". |
1525 | applied. Archetype name is "chest". |
1151 | <LI> Second there are the permanent chests - Those are containers, |
1526 | <LI> Second there are the permanent chests - Those are containers, |
1152 | they can be opened and closed again. Archetype name is "chest_2". |
1527 | they can be opened and closed again. Archetype name is "chest_2". |
1153 | </UL> ]]> |
1528 | </UL>]]> |
1154 | </use> |
1529 | </use> |
1155 | <attribute arch="race" editor="container class" type="string"> |
1530 | <attribute arch="race" editor="container class" type="string"> |
1156 | If set, the container will hold only certain types of objects. |
1531 | If set, the container will hold only certain types of objects. |
1157 | Possible choices for <container class> are: "gold and jewels", |
1532 | Possible choices for <container class> are: "gold and jewels", |
1158 | "arrows" and "keys". |
1533 | "arrows" and "keys". |
1159 | |
1534 | |
1160 | Unfortunately it is not easy to create new container |
1535 | Unfortunately it is not easy to create new container |
1161 | classes, because items need a matching counterpiece-attribute |
1536 | classes, because items need a matching counterpiece-attribute |
1162 | to the <container class> before they can be put inside a |
1537 | to the <container class> before they can be put inside a |
1163 | container. This attribute ("race") is set only for the existing |
1538 | container. This attribute ("race") is set only for the existing |
1164 | container classes. |
1539 | container classes. |
… | |
… | |
1213 | <attribute arch="title" /> |
1588 | <attribute arch="title" /> |
1214 | </ignore> |
1589 | </ignore> |
1215 | <description><![CDATA[ |
1590 | <description><![CDATA[ |
1216 | Converters are like "exchange tables". When the player drops a |
1591 | Converters are like "exchange tables". When the player drops a |
1217 | specific type of items, they get converted into other items, at a |
1592 | specific type of items, they get converted into other items, at a |
1218 | predefined exchange-ratio. ]]> |
1593 | predefined exchange-ratio.]]> |
1219 | </description> |
1594 | </description> |
1220 | <use><![CDATA[ |
1595 | <use><![CDATA[ |
1221 | Converters are better than shopping with doormats, because the |
1596 | Converters are better than shopping with doormats, because the |
1222 | converters never get sold out. For some items like food or jewels |
1597 | converters never get sold out. For some items like food or jewels |
1223 | those "exchange tables" are really nice, while for the more important |
1598 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1225 | <br><br> |
1600 | <br><br> |
1226 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1601 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1227 | items on a converter, the stuff you get must be of equal or lesser |
1602 | items on a converter, the stuff you get must be of equal or lesser |
1228 | value than before! (Except if you are using "rare" items like |
1603 | value than before! (Except if you are using "rare" items like |
1229 | dragonscales for payment). The code will not check if your ratio is |
1604 | dragonscales for payment). The code will not check if your ratio is |
1230 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1605 | sane, so the player could gain infinite wealth by using your converter.]]> |
1231 | </use> |
1606 | </use> |
1232 | <attribute arch="no_pick" value="1" type="fixed" /> |
1607 | <attribute arch="no_pick" value="1" type="fixed" /> |
1233 | <attribute arch="slaying" editor="cost arch" type="string"> |
1608 | <attribute arch="slaying" editor="cost arch" type="string"> |
1234 | <cost arch> is the name of the archetype the player has to |
1609 | <cost arch> is the name of the archetype the player has to |
1235 | put on the converter, as payment. |
1610 | put on the converter, as payment. |
… | |
… | |
1251 | of <receive arch>. |
1626 | of <receive arch>. |
1252 | </attribute> |
1627 | </attribute> |
1253 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1628 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1254 | This text may contain a description of the converter. |
1629 | This text may contain a description of the converter. |
1255 | </attribute> |
1630 | </attribute> |
|
|
1631 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1632 | If the converter has this flag set the generated items will |
|
|
1633 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1634 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1635 | armour shops.) |
|
|
1636 | </attribute> |
1256 | </type> |
1637 | </type> |
1257 | |
1638 | |
1258 | <!--####################################################################--> |
1639 | <!--####################################################################--> |
1259 | <type number="42" name="Creator"> |
1640 | <type number="42" name="Creator"> |
1260 | <ignore> |
1641 | <ignore> |
1261 | <ignore_list name="system_object" /> |
1642 | <ignore_list name="system_object" /> |
1262 | </ignore> |
1643 | </ignore> |
1263 | <description><![CDATA[ |
1644 | <description><![CDATA[ |
1264 | A creator is an object which creates another object when it |
1645 | A creator is an object which creates another object when it |
1265 | is triggered. The child object can be anything. Creators are |
1646 | is triggered. The child object can be anything. Creators are |
1266 | VERY useful for all kinds of map-mechanisms. ]]> |
1647 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1648 | periodically create things.]]> |
1267 | </description> |
1649 | </description> |
1268 | <use><![CDATA[ |
1650 | <use><![CDATA[ |
1269 | Don't hesitate to hide your creators under the floor. |
1651 | Don't hesitate to hide your creators under the floor. |
1270 | The created items will still always appear ontop of the floor. ]]> |
1652 | The created items will still always appear ontop of the floor.]]> |
1271 | </use> |
1653 | </use> |
1272 | <attribute arch="no_pick" value="1" type="fixed" /> |
1654 | <attribute arch="no_pick" value="1" type="fixed" /> |
1273 | <attribute arch="other_arch" editor="create arch" type="string"> |
1655 | <attribute arch="other_arch" editor="create arch" type="string"> |
1274 | This string defines the object that will be created. |
1656 | This string defines the object that will be created. |
1275 | You can choose any of the existing arches. |
1657 | You can choose any of the existing arches. |
1276 | This field is ignored if the creator has items in inventory. In this case |
1658 | This field is ignored if the creator has items in inventory. In this case |
1277 | one of the inventory items is duplicated. The duplicated item is randomly |
1659 | one of the inventory items is duplicated. The duplicated item is randomly |
1278 | chosen from all items present. |
1660 | chosen from all items present. |
1279 | </attribute> |
1661 | </attribute> |
1280 | <attribute arch="connected" editor="connection" type="int"> |
1662 | <attribute arch="connected" editor="connection" type="string"> |
1281 | Whenever the connection value is activated, |
1663 | Whenever the connection value is activated, |
1282 | the creator gets triggered. |
1664 | the creator gets triggered. |
1283 | </attribute> |
1665 | </attribute> |
|
|
1666 | &activate_on; |
1284 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1667 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1285 | If <infinit uses> is set, the creator will work |
1668 | If <infinit uses> is set, the creator will work |
1286 | infinitly, regardless of the value in <number of uses>. |
1669 | infinitely, regardless of the value in <number of uses>. |
|
|
1670 | </attribute> |
|
|
1671 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1672 | When this field is set the creator will periodically create stuff |
|
|
1673 | (and will still do so when the connection is triggered). |
|
|
1674 | A value of 1 means roughly 8 times a second. |
1287 | </attribute> |
1675 | </attribute> |
1288 | <attribute arch="hp" editor="number of uses" type="int"> |
1676 | <attribute arch="hp" editor="number of uses" type="int"> |
1289 | The creator can be triggered <number of uses> times, thus |
1677 | The creator can be triggered <number of uses> times, thus |
1290 | creating that many objects, before it dissappears. |
1678 | creating that many objects, before it dissappears. |
1291 | Default is <number of uses> 1 (-> one-time usage). |
1679 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1310 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1698 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1311 | finds a specific object, it toggles its connected value. |
1699 | finds a specific object, it toggles its connected value. |
1312 | <br><br> |
1700 | <br><br> |
1313 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1701 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1314 | - First, detectors check their square for a match periodically, not |
1702 | - First, detectors check their square for a match periodically, not |
|
|
1703 | instantly, so generate much higher server load |
1315 | instantly. Second, detectors check directly for object names. Third, |
1704 | Second, detectors check directly for object names. Third, |
1316 | detectors do not check the inventory of players/monsters. ]]> |
1705 | detectors do not check the inventory of players/monsters.]]> |
1317 | </description> |
1706 | </description> |
1318 | <use><![CDATA[ |
1707 | <use> |
1319 | There is one major speciality about detectors: You can detect spells |
1708 | Best avoid this type at all costs, use a pedestal instead. |
1320 | blown over a detector! To detect a lighting bolt for example, set |
|
|
1321 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
|
|
1322 | walls, this can be very useful for map-mechanisms. ]]> |
|
|
1323 | </use> |
1709 | </use> |
1324 | <attribute arch="no_pick" value="1" type="fixed" /> |
1710 | <attribute arch="no_pick" value="1" type="fixed" /> |
1325 | <attribute arch="slaying" editor="match name" type="string"> |
1711 | <attribute arch="slaying" editor="match name" type="string"> |
1326 | <match name> specifies the name of the object we are looking for. |
1712 | <match name> specifies the name of the object we are looking for. |
1327 | Actually it does also check for the <key string> in key-objects, |
1713 | Actually it does also check for the <key string> in key-objects, |
1328 | but for this case inventory checkers are often more powerful to use. |
1714 | but for this case inventory checkers are often more powerful to use. |
1329 | </attribute> |
1715 | </attribute> |
1330 | <attribute arch="connected" editor="connection" type="int"> |
1716 | <attribute arch="connected" editor="connection" type="string"> |
1331 | When the detector is triggered, all objects with the same |
1717 | When the detector is triggered, all objects with the same |
1332 | connection value get activated. |
1718 | connection value get activated. |
1333 | </attribute> |
1719 | </attribute> |
1334 | <attribute arch="speed" editor="detection speed" type="float"> |
1720 | <attribute arch="speed" editor="detection speed" type="float"> |
1335 | This value defines the time between two detector-checks. |
1721 | This value defines the time between two detector-checks. |
1336 | If you want the detector to behave almost like pedestals/buttons, |
1722 | If you want the detector to behave almost like pedestals/buttons, |
1337 | set speed rather high, like <detection speed> 1.0. |
1723 | set speed rather high, like <detection speed> 1.0. |
1338 | </attribute> |
1724 | </attribute> |
|
|
1725 | &speed_left; |
|
|
1726 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1727 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1728 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1729 | by 1. |
|
|
1730 | </attribute> |
|
|
1731 | </type> |
|
|
1732 | |
|
|
1733 | <!--####################################################################--> |
|
|
1734 | <type number="164" name="Map Script"> |
|
|
1735 | <ignore> |
|
|
1736 | <ignore_list name="system_object" /> |
|
|
1737 | </ignore> |
|
|
1738 | <description><![CDATA[ |
|
|
1739 | The map script object is a very special object that can react to connected |
|
|
1740 | events and executes a perl script in the msg slot. |
|
|
1741 | ]]> |
|
|
1742 | </description> |
|
|
1743 | <use><![CDATA[ |
|
|
1744 | The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions |
|
|
1745 | to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details. |
|
|
1746 | ]]> |
|
|
1747 | </use> |
|
|
1748 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1749 | When the map script object is triggered, it will execute |
|
|
1750 | the perl script with the triggering object as $activator. |
|
|
1751 | </attribute> |
|
|
1752 | &activate_on; |
|
|
1753 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1754 | This perl script will be executed each time the objetc is triggered. |
|
|
1755 | </attribute> |
1339 | </type> |
1756 | </type> |
1340 | |
1757 | |
1341 | <!--####################################################################--> |
1758 | <!--####################################################################--> |
1342 | <type number="112" name="Director"> |
1759 | <type number="112" name="Director"> |
1343 | <ignore> |
1760 | <ignore> |
… | |
… | |
1346 | <description><![CDATA[ |
1763 | <description><![CDATA[ |
1347 | Directors change the direction of spell objects and other projectiles |
1764 | Directors change the direction of spell objects and other projectiles |
1348 | that fly past. Unlike spinners, directors always move objects in the |
1765 | that fly past. Unlike spinners, directors always move objects in the |
1349 | same direction. It does not make a difference from what angle you |
1766 | same direction. It does not make a difference from what angle you |
1350 | shoot into it.<br> |
1767 | shoot into it.<br> |
1351 | Directors are visible per default. ]]> |
1768 | Directors are visible per default.]]> |
1352 | </description> |
1769 | </description> |
1353 | <use><![CDATA[ |
1770 | <use><![CDATA[ |
1354 | Directors are rarely used in maps. Sometimes they are placed to |
1771 | Directors are rarely used in maps. Sometimes they are placed to |
1355 | change the direction of spells coming out of magic walls, |
1772 | change the direction of spells coming out of magic walls, |
1356 | "channeling" spell-projectiles in some direction. When doing this, |
1773 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1358 | into them!</B> The spell-projectiles bouncing between the directors |
1775 | into them!</B> The spell-projectiles bouncing between the directors |
1359 | would accumulate to huge numbers and at some point slow down the |
1776 | would accumulate to huge numbers and at some point slow down the |
1360 | server by eating memory- and CPU-time. |
1777 | server by eating memory- and CPU-time. |
1361 | <br><br> |
1778 | <br><br> |
1362 | You'd better not place directors in monster vs. player combat |
1779 | You'd better not place directors in monster vs. player combat |
1363 | areas too much, because that freaks out wizard-type players. ]]> |
1780 | areas too much, because that freaks out wizard-type players.]]> |
1364 | </use> |
1781 | </use> |
1365 | <attribute arch="sp" editor="direction" type="list_direction"> |
1782 | <attribute arch="sp" editor="direction" type="list_direction"> |
1366 | Projectiles will leave the director flying in the selected <direction>. |
1783 | Projectiles will leave the director flying in the selected <direction>. |
1367 | A director with direction <none> simply stops projectiles. |
1784 | A director with direction <none> simply stops projectiles. |
1368 | (The latter works out a bit strange for some spells). |
1785 | (The latter works out a bit strange for some spells). |
1369 | </attribute> |
1786 | </attribute> |
1370 | <attribute arch="walk_on" value="1" type="fixed" /> |
1787 | &move_on; |
1371 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1372 | </type> |
1788 | </type> |
1373 | |
1789 | |
1374 | <!--####################################################################--> |
1790 | <!--####################################################################--> |
1375 | <type number="158" name="Disease"> |
1791 | <type number="158" name="Disease"> |
1376 | <ignore> |
1792 | <ignore> |
1377 | <ignore_list name="system_object" /> |
1793 | <ignore_list name="system_object" /> |
1378 | </ignore> |
1794 | </ignore> |
1379 | <description><![CDATA[ |
1795 | <description><![CDATA[ |
1380 | Diseases are an intersting form of spellcraft in Crossfire. |
1796 | Diseases are an intersting form of spellcraft in Deliantra. |
1381 | Once casted, they can spread out and infect creatures in a large |
1797 | Once casted, they can spread out and infect creatures in a large |
1382 | area. Being infected can have various effects, from amusing farts |
1798 | area. Being infected can have various effects, from amusing farts |
1383 | to horrible damage - almost everything is possible. ]]> |
1799 | to horrible damage - almost everything is possible.]]> |
1384 | </description> |
1800 | </description> |
1385 | <use><![CDATA[ |
1801 | <use><![CDATA[ |
1386 | Diseases are extremely flexible and usable in a many ways. |
1802 | Diseases are extremely flexible and usable in a many ways. |
1387 | So far they are mostly used for causing bad, unwanted effects. |
1803 | So far they are mostly used for causing bad, unwanted effects. |
1388 | You could just as well create a disease which helps the player |
1804 | You could just as well create a disease which helps the player |
1389 | (recharging mana for example). |
1805 | (recharging mana for example). |
1390 | Infection with a "positive disease" could even be a quest reward. ]]> |
1806 | Infection with a "positive disease" could even be a quest reward.]]> |
1391 | </use> |
1807 | </use> |
1392 | <attribute arch="invisible" value="1" type="fixed" /> |
1808 | <attribute arch="invisible" value="1" type="fixed" /> |
1393 | <attribute arch="level" editor="plaque level" type="int"> |
1809 | <attribute arch="level" editor="plaque level" type="int"> |
1394 | The <plaque level> is proportional to the disease's deadliness. |
1810 | The <plaque level> is proportional to the disease's deadliness. |
1395 | This mainly reflects in the <damage>. It has no effect on |
1811 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1407 | <section name="spreading"> |
1823 | <section name="spreading"> |
1408 | <attribute arch="wc" editor="infectiosness" type="int"> |
1824 | <attribute arch="wc" editor="infectiosness" type="int"> |
1409 | The <infectiosness> defines the chance of new creatures getting |
1825 | The <infectiosness> defines the chance of new creatures getting |
1410 | infected. If you set this too high, the disease is very likely to |
1826 | infected. If you set this too high, the disease is very likely to |
1411 | be too effective. |
1827 | be too effective. |
1412 | |
1828 | |
1413 | <infectiosness>/127 is the chance of someone in range catching it. |
1829 | <infectiosness>/127 is the chance of someone in range catching it. |
1414 | </attribute> |
1830 | </attribute> |
1415 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1831 | <attribute arch="last_grace" editor="attenuation" type="int"> |
1416 | The <attenuation> value reduces the diseases' <infectiosness> |
1832 | The <attenuation> value reduces the diseases' <infectiosness> |
1417 | everytime it infects someone new. This limits how many generations |
1833 | everytime it infects someone new. This limits how many generations |
… | |
… | |
1420 | <attribute arch="magic" editor="infection range" type="int"> |
1836 | <attribute arch="magic" editor="infection range" type="int"> |
1421 | <infection range> sets the range at which infection may occur. |
1837 | <infection range> sets the range at which infection may occur. |
1422 | If positive, the <infection range> is level dependant - If negative, |
1838 | If positive, the <infection range> is level dependant - If negative, |
1423 | it is not: |
1839 | it is not: |
1424 | E.g. "<infection range> -6" means creatures can be infected in |
1840 | E.g. "<infection range> -6" means creatures can be infected in |
1425 | six square range, and <plaque level> doesn't modify that. |
1841 | six square range, and <plaque level> doesn't modify that. |
1426 | </attribute> |
1842 | </attribute> |
1427 | <attribute arch="maxhp" editor="persistence" type="int"> |
1843 | <attribute arch="maxhp" editor="persistence" type="int"> |
1428 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1844 | <persistence> defines how long the disease can persist OUTSIDE a host. |
1429 | The disease can "move" <persistence> times outside a host before it |
1845 | The disease can "move" <persistence> times outside a host before it |
1430 | vanishes. A negative value means the disease lasts for permanent |
1846 | vanishes. A negative value means the disease lasts for permanent |
… | |
… | |
1433 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1849 | <attribute arch="maxgrace" editor="curing duration" type="int"> |
1434 | The disease will last in the host for <curing duration> "disease moves" |
1850 | The disease will last in the host for <curing duration> "disease moves" |
1435 | (Assuming the host survives and doesn't use a curing spell). |
1851 | (Assuming the host survives and doesn't use a curing spell). |
1436 | After this period the disease is naturally cured, which provides the |
1852 | After this period the disease is naturally cured, which provides the |
1437 | host with immunity from this particular disease of lower or equal level. |
1853 | host with immunity from this particular disease of lower or equal level. |
1438 | |
1854 | |
1439 | A negative value means the disease can never be cured naturally. |
1855 | A negative value means the disease can never be cured naturally. |
1440 | |
1856 | |
1441 | Note that this value can be further modulated by spell-parameters, |
1857 | 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, |
1858 | 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. |
1859 | most default diseases take a lot longer to cure than it seems. |
1444 | </attribute> |
1860 | </attribute> |
1445 | <attribute arch="speed" editor="moving speed" type="float"> |
1861 | <attribute arch="speed" editor="moving speed" type="float"> |
1446 | The <speed> of the disease determines how fast the disease will |
1862 | The <speed> of the disease determines how fast the disease will |
1447 | "move", thus how fast the symptoms strike the host. |
1863 | "move", thus how fast the symptoms strike the host. |
1448 | </attribute> |
1864 | </attribute> |
|
|
1865 | &speed_left; |
1449 | </section> |
1866 | </section> |
1450 | <section name="symptoms"> |
1867 | <section name="symptoms"> |
1451 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1868 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1452 | The disease will attack the host with the given <attacktype>. |
1869 | The disease will attack the host with the given <attacktype>. |
1453 | Godpower attacktype is commonly used for "unresistable" diseases. |
1870 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1455 | <attribute arch="dam" editor="damage" type="int"> |
1872 | <attribute arch="dam" editor="damage" type="int"> |
1456 | A disease with a positive <damage> value will strike the player for that |
1873 | A disease with a positive <damage> value will strike the player for that |
1457 | amount of damage every time the symptoms occur. |
1874 | amount of damage every time the symptoms occur. |
1458 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1875 | A negative <damage> value produces %-based damage: "<damage> -10" means |
1459 | the player's health is reduced by 10% every time the symptoms strike. |
1876 | the player's health is reduced by 10% every time the symptoms strike. |
1460 | |
1877 | |
1461 | Diseases with %-based damage can be dangerous - but not deadly - |
1878 | Diseases with %-based damage can be dangerous - but not deadly - |
1462 | for players of all levels. |
1879 | for players of all levels. |
1463 | </attribute> |
1880 | </attribute> |
1464 | <attribute arch="other_arch" editor="create arch" type="string"> |
1881 | <attribute arch="other_arch" editor="create arch" type="string"> |
1465 | If set, the specified arch is created and dropped every time the |
1882 | If set, the specified arch is created and dropped every time the |
1466 | symptoms strike. |
1883 | symptoms strike. |
1467 | |
1884 | |
1468 | This can be various things: farts, body pieces, eggs ... |
1885 | This can be various things: farts, body pieces, eggs ... |
1469 | Even monsters can be created that way. You could also make a |
1886 | Even monsters can be created that way. You could also make a |
1470 | disease where some exotic stuff like money/gems is created. |
1887 | disease where some exotic stuff like money/gems is created. |
1471 | </attribute> |
1888 | </attribute> |
1472 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
1889 | <attribute arch="last_sp" editor="slowdown penalty" type="int"> |
… | |
… | |
1531 | symptoms strike. |
1948 | symptoms strike. |
1532 | </attribute> |
1949 | </attribute> |
1533 | </type> |
1950 | </type> |
1534 | |
1951 | |
1535 | <!--####################################################################--> |
1952 | <!--####################################################################--> |
|
|
1953 | <type number="23" name="Door"> |
|
|
1954 | <ignore> |
|
|
1955 | <ignore_list name="non_pickable" /> |
|
|
1956 | </ignore> |
|
|
1957 | <description><![CDATA[ |
|
|
1958 | A door can be opened with a normal key. It also can be broken by attacking |
|
|
1959 | it, and it can be defeated with the lockpicking skill. If a door is |
|
|
1960 | defeated, horizontally and vertically adjacent doors are automatically |
|
|
1961 | removed.]]> |
|
|
1962 | </description> |
|
|
1963 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1964 | <attribute arch="alive" value="1" type="fixed" /> |
|
|
1965 | &movement_types_terrain; |
|
|
1966 | <attribute arch="hp" editor="hitpoints" type="int"> |
|
|
1967 | The more <hitpoints> the door has, the longer it takes to be broken. |
|
|
1968 | </attribute> |
|
|
1969 | <attribute arch="ac" editor="armour class" type="int"> |
|
|
1970 | Doors of high <armour class> are less likely to get hit. |
|
|
1971 | <armour class> can be considered the "counterpiece" to |
|
|
1972 | <weapon class>. |
|
|
1973 | </attribute> |
|
|
1974 | <attribute arch="other_arch" editor="drop arch" type="string"> |
|
|
1975 | This string defines the object that will be created when the door was |
|
|
1976 | defeated. |
|
|
1977 | </attribute> |
|
|
1978 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
|
|
1979 | This entry determines what kind of traps will appear in the door. |
|
|
1980 | </attribute> |
|
|
1981 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1982 | Set this flag to move treasure items created into the environment (map) |
|
|
1983 | instead of putting them into the object. |
|
|
1984 | </attribute> |
|
|
1985 | </type> |
|
|
1986 | |
|
|
1987 | <!--####################################################################--> |
1536 | <type number="83" name="Duplicator"> |
1988 | <type number="83" name="Duplicator"> |
1537 | <ignore> |
1989 | <ignore> |
1538 | <ignore_list name="system_object" /> |
1990 | <ignore_list name="system_object" /> |
1539 | </ignore> |
1991 | </ignore> |
1540 | <description><![CDATA[ |
1992 | <description><![CDATA[ |
1541 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1993 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1542 | objects which lies somewhere on top of the duplicator. |
1994 | objects which lies somewhere on top of the duplicator. |
1543 | The duplicator has one arch name specified as <target arch>, |
1995 | The duplicator has one arch name specified as <target arch>, |
1544 | and only objects of this archetype can be affected.<br> |
1996 | and only objects of this archetype can be affected.<br> |
1545 | It will multiply the number of items in the pile, by the <multiply factor>. |
1997 | It will multiply the number of items in the pile, by the <multiply factor>. |
1546 | If the latter is set to zero, it will destroy objects. ]]> |
1998 | If the latter is set to zero, it will destroy objects.]]> |
1547 | </description> |
1999 | </description> |
1548 | <use><![CDATA[ |
2000 | <use><![CDATA[ |
1549 | I hope it is clear that one must be very cautious when inserting a duplicator |
2001 | I hope it is clear that one must be very cautious when inserting a duplicator |
1550 | anywhere with <multiply factor> greater than one. |
2002 | anywhere with <multiply factor> greater than one. |
1551 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
2003 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1552 | It is <b>not acceptable</b> to allow duplication of anything other than |
2004 | It is <b>not acceptable</b> to allow duplication of anything other than |
1553 | coins, gold and jewels. Besides, it is very important that the chance to |
2005 | coins, gold and jewels. Besides, it is very important that the chance to |
1554 | loose the input matches the chance to earn winnings.<br> |
2006 | loose the input matches the chance to earn winnings.<br> |
1555 | A duplicator with <multiply factor> 3 for example should have a |
2007 | A duplicator with <multiply factor> 3 for example should have a |
1556 | loosing rate of 2/3 = 67%. ]]> |
2008 | loosing rate of 2/3 = 67%.]]> |
1557 | </use> |
2009 | </use> |
1558 | <attribute arch="other_arch" editor="target arch" type="string"> |
2010 | <attribute arch="other_arch" editor="target arch" type="string"> |
1559 | Only objects of matching archtype, lying ontop of the dublicator will be |
2011 | Only objects of matching archtype, lying ontop of the duplicator will be |
1560 | dublicated, multiplied or removed. All other objects will be ignored. |
2012 | duplicated, multiplied or removed. All other objects will be ignored. |
1561 | </attribute> |
2013 | </attribute> |
1562 | <attribute arch="level" editor="multiply factor" type="int"> |
2014 | <attribute arch="level" editor="multiply factor" type="int"> |
1563 | The number of items in the target pile will be multiplied by the |
2015 | 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 |
2016 | <multiply factor>. If it is set to zero, all target objects |
1565 | will be destroyed. |
2017 | will be destroyed. |
1566 | </attribute> |
2018 | </attribute> |
1567 | <attribute arch="connected" editor="connection" type="int"> |
2019 | <attribute arch="connected" editor="connection" type="string"> |
1568 | An activator (lever, altar, button, etc) with matching connection value |
2020 | An activator (lever, altar, button, etc) with matching connection value |
1569 | is able to trigger this duplicator. Be very careful that players cannot |
2021 | 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! |
2022 | abuse it to create endless amounts of money or other valuable stuff! |
1571 | </attribute> |
2023 | </attribute> |
|
|
2024 | &activate_on; |
1572 | </type> |
2025 | </type> |
1573 | |
2026 | |
1574 | <!--####################################################################--> |
2027 | <!--####################################################################--> |
1575 | <type number="66" name="Exit"> |
2028 | <type number="66" name="Exit"> |
1576 | <ignore> |
2029 | <ignore> |
… | |
… | |
1578 | </ignore> |
2031 | </ignore> |
1579 | <description><![CDATA[ |
2032 | <description><![CDATA[ |
1580 | When the player applies an exit, he is transferred to a different location. |
2033 | When the player applies an exit, he is transferred to a different location. |
1581 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
2034 | (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 |
2035 | the exit just by walking into it, or by pressing <a>pply when standing on |
1583 | the exit. ]]> |
2036 | the exit. ]]> |
1584 | </description> |
2037 | </description> |
1585 | <use><![CDATA[ |
2038 | <use><![CDATA[ |
1586 | If you want to have an invisible exit, set <invisible> (, of course |
2039 | 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 |
2040 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1588 | detected with the show_invisible spell. |
2041 | detected with the show_invisible spell. |
1589 | <br><br> |
2042 | <br><br> |
1590 | You can be quite creative with the outlook of secret exits (their "face"). |
2043 | 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. ]]> |
2044 | Don't forget to give the player relyable hints about them though.]]> |
1592 | </use> |
2045 | </use> |
1593 | <attribute arch="slaying" editor="exit path" type="string"> |
2046 | <attribute arch="slaying" editor="exit path" type="string"> |
1594 | The exit path defines the map that the player is transferred to. |
2047 | The exit path defines the map that the player is transferred to. |
1595 | You can enter an absolute path, beginning with '/' (for example |
2048 | You can enter an absolute path, beginning with '/' (for example |
1596 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
2049 | "/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 |
2050 | with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the |
1598 | relative path "Fire1"). Use relative paths whenever possible! Note that |
2051 | relative path "Fire1"). Use relative paths whenever possible! Note that |
1599 | upper/lower case must always be set correctly. However, please use lower |
2052 | upper/lower case must always be set correctly. However, please use lower |
1600 | case only. |
2053 | case only. |
1601 | It is well possible to have an exit pointing to the same map that the exit |
2054 | 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 |
2055 | is on. If slaying is not set in an exit, the player will see a message like |
1603 | "the exit is closed". |
2056 | "the exit is closed". |
1604 | </attribute> |
2057 | </attribute> |
1605 | <attribute arch="hp" editor="destination X" type="int"> |
2058 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
1616 | If both are set to zero, the player will be transferred to the "default |
2069 | 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- |
2070 | 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. |
2071 | properties as "Enter X/Y". Though, please DO NOT use that. |
1619 | It turned out to be a source for numerous map-bugs. |
2072 | It turned out to be a source for numerous map-bugs. |
1620 | </attribute> |
2073 | </attribute> |
1621 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
2074 | &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"> |
2075 | <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. |
2076 | 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 |
2077 | 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 |
2078 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1634 | is poor, but you get the point. =) |
2079 | is poor, but you get the point. =) |
1635 | </attribute> |
2080 | </attribute> |
1636 | <attribute arch="unique" editor="unique destination" type="bool"> |
2081 | <attribute arch="damned" editor="set savebed" type="bool"> |
1637 | This flag defines the destined map as "personal unique map". If set, |
2082 | 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. |
2083 | 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> |
2084 | </attribute> |
1647 | </type> |
2085 | </type> |
1648 | |
2086 | |
1649 | <!--####################################################################--> |
2087 | <!--####################################################################--> |
1650 | <type number="72" name="Flesh"> |
2088 | <type number="72" name="Flesh"> |
1651 | <description><![CDATA[ |
2089 | <description><![CDATA[ |
1652 | Just like with food, the player can fill his stomache and gain a |
2090 | Just like with food, the player can fill his stomache and gain a |
1653 | little health by eating flesh-objects. <br> |
2091 | little health by eating flesh-objects. <br> |
1654 | For dragon players, flesh plays a very special role though: If the |
2092 | 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 |
2093 | 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>. |
2094 | 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 |
2095 | Don't forget that flesh items with resistances have to be balanced |
1658 | according to map/monster difficulty. ]]> |
2096 | according to map/monster difficulty.]]> |
1659 | </description> |
2097 | </description> |
1660 | <use><![CDATA[ |
2098 | <use><![CDATA[ |
1661 | For dragon players, flesh items can be highly valuable. Note that many |
2099 | For dragon players, flesh items can be highly valuable. Note that many |
1662 | standard monsters carry flesh items from their <treasurelist>. |
2100 | standard monsters carry flesh items from their <treasurelist>. |
1663 | These flesh items "inherit" resistances and level from the monster they belong to. |
2101 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1665 | not the case - so you have to set it manually. |
2103 | not the case - so you have to set it manually. |
1666 | <br><br> |
2104 | <br><br> |
1667 | Generally adding special flesh-treaties for dragon players is a great thing |
2105 | Generally adding special flesh-treaties for dragon players is a great thing |
1668 | to do. Always consider that dragon players might really not be interested |
2106 | to do. Always consider that dragon players might really not be interested |
1669 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
2107 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1670 | out on the reward completely. ]]> |
2108 | out on the reward completely.]]> |
1671 | </use> |
2109 | </use> |
1672 | <attribute arch="food" editor="foodpoints" type="int"> |
2110 | <attribute arch="food" editor="foodpoints" type="int"> |
1673 | The player's stomache will get filled with this amount of foodpoints. |
2111 | The player's stomache will get filled with this amount of foodpoints. |
1674 | The player's health will increase by <foodpoints>/50 hp. |
2112 | The player's health will increase by <foodpoints>/50 hp. |
1675 | </attribute> |
2113 | </attribute> |
… | |
… | |
1682 | </attribute> |
2120 | </attribute> |
1683 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2121 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1684 | A godgiven item vanishes as soon as the player |
2122 | A godgiven item vanishes as soon as the player |
1685 | drops it to the ground. |
2123 | drops it to the ground. |
1686 | </attribute> |
2124 | </attribute> |
1687 | <section name="resistance"> |
2125 | &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"> |
2126 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1798 | This text may describe the item. |
2127 | This text may describe the item. |
1799 | </attribute> |
2128 | </attribute> |
1800 | </type> |
2129 | </type> |
1801 | |
2130 | |
… | |
… | |
1808 | <ignore> |
2137 | <ignore> |
1809 | <ignore_list name="non_pickable" /> |
2138 | <ignore_list name="non_pickable" /> |
1810 | </ignore> |
2139 | </ignore> |
1811 | <description><![CDATA[ |
2140 | <description><![CDATA[ |
1812 | Floor is a very basic thing whithout too much |
2141 | Floor is a very basic thing whithout too much |
1813 | functionality. It's a floor - you stand on it. ]]> |
2142 | functionality. It's a floor - you stand on it.]]> |
1814 | </description> |
2143 | </description> |
1815 | <attribute arch="is_floor" value="1" type="fixed" /> |
2144 | <attribute arch="is_floor" value="1" type="fixed" /> |
1816 | <attribute arch="no_pick" value="1" type="fixed" /> |
2145 | <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"> |
2146 | <section name="terrain"> |
1821 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2147 | &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"> |
2148 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1831 | This flag indicates this spot contains wood or high grass. |
2149 | This flag indicates this spot contains wood or high grass. |
1832 | Players with activated woodsman skill can move faster here. |
2150 | Players with activated woodsman skill can move faster here. |
1833 | </attribute> |
2151 | </attribute> |
1834 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2152 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1844 | If enabled, it is impossible for players to use prayers |
2162 | If enabled, it is impossible for players to use prayers |
1845 | on that spot. It also prevents players from saving. |
2163 | on that spot. It also prevents players from saving. |
1846 | </attribute> |
2164 | </attribute> |
1847 | <attribute arch="unique" editor="unique map" type="bool"> |
2165 | <attribute arch="unique" editor="unique map" type="bool"> |
1848 | Unique floor means that any items dropped on that spot |
2166 | Unique floor means that any items dropped on that spot |
1849 | will be saved byond map reset. For permanent apartments, |
2167 | will be saved beyond map reset. For permanent apartments, |
1850 | all floor tiles must be set <unique map>. |
2168 | all floor tiles must be set <unique map>. |
1851 | </attribute> |
2169 | </attribute> |
1852 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2170 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1853 | This text may describe the object. |
2171 | This text may describe the object. |
1854 | </attribute> |
2172 | </attribute> |
… | |
… | |
1863 | Encounter-Floor is pretty much the same as normal floor. |
2181 | Encounter-Floor is pretty much the same as normal floor. |
1864 | Most outdoor floor/ground-arches are set to be "encounters". |
2182 | Most outdoor floor/ground-arches are set to be "encounters". |
1865 | That is kind of a relict from former code: When walking over |
2183 | That is kind of a relict from former code: When walking over |
1866 | encounter-floor, players sometimes got beamed to little maps |
2184 | encounter-floor, players sometimes got beamed to little maps |
1867 | with monsters on them. Nowadays this feature is disabled - |
2185 | with monsters on them. Nowadays this feature is disabled - |
1868 | Hence encounter floor is not different from normal floor. ]]> |
2186 | Hence encounter floor is not different from normal floor.]]> |
1869 | </description> |
2187 | </description> |
1870 | <attribute arch="is_floor" value="1" type="fixed" /> |
2188 | <attribute arch="is_floor" value="1" type="fixed" /> |
1871 | <attribute arch="no_pick" value="1" type="fixed" /> |
2189 | <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"> |
2190 | <section name="terrain"> |
1876 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2191 | &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"> |
2192 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1886 | This flag indicates this spot contains wood or high grass. |
2193 | This flag indicates this spot contains wood or high grass. |
1887 | Players with activated woodsman skill can move faster here. |
2194 | Players with activated woodsman skill can move faster here. |
1888 | </attribute> |
2195 | </attribute> |
1889 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2196 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1899 | If enabled, it is impossible for players to use prayers |
2206 | If enabled, it is impossible for players to use prayers |
1900 | on that spot. It also prevents players from saving. |
2207 | on that spot. It also prevents players from saving. |
1901 | </attribute> |
2208 | </attribute> |
1902 | <attribute arch="unique" editor="unique map" type="bool"> |
2209 | <attribute arch="unique" editor="unique map" type="bool"> |
1903 | Unique floor means that any items dropped on that spot |
2210 | Unique floor means that any items dropped on that spot |
1904 | will be saved byond map reset. For permanent apartments, |
2211 | will be saved beyond map reset. For permanent apartments, |
1905 | all floor tiles must be set <unique map>. |
2212 | all floor tiles must be set <unique map>. |
1906 | </attribute> |
2213 | </attribute> |
1907 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2214 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1908 | This text may describe the object. |
2215 | This text may describe the object. |
1909 | </attribute> |
2216 | </attribute> |
… | |
… | |
1911 | |
2218 | |
1912 | <!--####################################################################--> |
2219 | <!--####################################################################--> |
1913 | <type number="6" name="Food"> |
2220 | <type number="6" name="Food"> |
1914 | <description><![CDATA[ |
2221 | <description><![CDATA[ |
1915 | By eating/drinking food-objects, the player can fill his |
2222 | By eating/drinking food-objects, the player can fill his |
1916 | stomache and gain a little health. ]]> |
2223 | stomache and gain a little health.]]> |
1917 | </description> |
2224 | </description> |
1918 | <attribute arch="food" editor="foodpoints" type="int"> |
2225 | <attribute arch="food" editor="foodpoints" type="int"> |
1919 | The player's stomache will get filled with this amount of foodpoints. |
2226 | The player's stomache will get filled with this amount of foodpoints. |
1920 | The player's health will increase by <foodpoints>/50 hp. |
2227 | The player's health will increase by <foodpoints>/50 hp. |
1921 | </attribute> |
2228 | </attribute> |
… | |
… | |
1929 | <type number="91" name="Gate"> |
2236 | <type number="91" name="Gate"> |
1930 | <ignore> |
2237 | <ignore> |
1931 | <ignore_list name="non_pickable" /> |
2238 | <ignore_list name="non_pickable" /> |
1932 | </ignore> |
2239 | </ignore> |
1933 | <description><![CDATA[ |
2240 | <description><![CDATA[ |
1934 | Gates play an important role in Crossfire. Gates can be opened |
2241 | Gates play an important role in Deliantra. Gates can be opened |
1935 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2242 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
1936 | or carrying special key-objects (-> inventory checker). |
2243 | or carrying special key-objects (-> inventory checker). |
1937 | Unlike locked doors, gates can get shut again after a player has |
2244 | Unlike locked doors, gates can get shut again after a player has |
1938 | passed, which makes them more practical in many cases. ]]> |
2245 | passed, which makes them more practical in many cases.]]> |
1939 | </description> |
2246 | </description> |
1940 | <use><![CDATA[ |
2247 | <use><![CDATA[ |
1941 | Use gates to divide your maps into seperated areas. After solving |
2248 | 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 |
2249 | area A, the player gains access to area B, and so on. Make your |
1943 | maps more complex than "one-way". ]]> |
2250 | maps more complex than "one-way".]]> |
1944 | </use> |
2251 | </use> |
1945 | <attribute arch="no_pick" value="1" type="fixed" /> |
2252 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2253 | <attribute arch="speed" value="1" type="float"> |
|
|
2254 | The speed of the gate affects how fast it is closing/opening. |
|
|
2255 | </attribute> |
1946 | <attribute arch="connected" editor="connection" type="int"> |
2256 | <attribute arch="connected" editor="connection" type="string"> |
1947 | Whenever the inventory checker is triggered, all objects with identical |
2257 | Whenever the inventory checker is triggered, all objects with identical |
1948 | <connection> value get activated. This only makes sense together with |
2258 | <connection> value get activated. This only makes sense together with |
1949 | <blocking passage> disabled. |
2259 | <blocking passage> disabled. |
1950 | </attribute> |
2260 | </attribute> |
1951 | <attribute arch="wc" editor="position state" type="int"> |
2261 | <attribute arch="wc" editor="position state" type="int"> |
1952 | The <position state> defines the position of the gate: |
2262 | The <position state> defines the position of the gate: |
1953 | Zero means completely open/down, the "number of animation-steps" (usually |
2263 | 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 |
2264 | about 6 or 7) means completely closed/up state. I suggest you don't |
1955 | mess with this value - Leave the default in place. |
2265 | mess with this value - Leave the default in place. |
1956 | </attribute> |
2266 | </attribute> |
1957 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2267 | &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"> |
2268 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
1962 | Restricting the use of spells to pass this gate. This has |
2269 | Restricting the use of spells to pass this gate. This has |
1963 | an effect only if <block view> is disabled. |
2270 | an effect only if <block view> is disabled. |
1964 | </attribute> |
2271 | </attribute> |
1965 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2272 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
1972 | <type number="113" name="Girdle"> |
2279 | <type number="113" name="Girdle"> |
1973 | <import_type name="Amulet" /> |
2280 | <import_type name="Amulet" /> |
1974 | <description><![CDATA[ |
2281 | <description><![CDATA[ |
1975 | Wearing a girdle, the object's stats will directly be inherited to |
2282 | Wearing a girdle, the object's stats will directly be inherited to |
1976 | the player. Girdles usually provide stats- or damage bonuses and no |
2283 | the player. Girdles usually provide stats- or damage bonuses and no |
1977 | defense. ]]> |
2284 | defense.]]> |
1978 | </description> |
2285 | </description> |
1979 | <use><![CDATA[ |
2286 | <use><![CDATA[ |
1980 | Feel free to create your own special artifacts. However, it is very |
2287 | Feel free to create your own special artifacts. However, it is very |
1981 | important that you keep your artifact in balance with existing maps. ]]> |
2288 | important that you keep your artifact in balance with existing maps.]]> |
1982 | </use> |
2289 | </use> |
1983 | <attribute arch="magic" editor="magic bonus" type="int"> |
2290 | <attribute arch="magic" editor="magic bonus" type="int"> |
1984 | <magic bonus> works just like ac, except that it can be improved by |
2291 | <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 |
2292 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1986 | than direct armour-class bonus on the helmet. |
2293 | than direct armour-class bonus on the helmet. |
1987 | |
2294 | |
1988 | Important: <magic bonus> on girdles has no effect if there is no |
2295 | Important: <magic bonus> on girdles has no effect if there is no |
1989 | <armour class> set. Girdles shouldn't have <armour class>, thus |
2296 | <armour class> set. Girdles shouldn't have <armour class>, thus |
1990 | <magic bonus> is pointless here. |
2297 | <magic bonus> is pointless here. |
1991 | </attribute> |
2298 | </attribute> |
1992 | </type> |
2299 | </type> |
… | |
… | |
1994 | <!--####################################################################--> |
2301 | <!--####################################################################--> |
1995 | <type number="100" name="Gloves"> |
2302 | <type number="100" name="Gloves"> |
1996 | <import_type name="Amulet" /> |
2303 | <import_type name="Amulet" /> |
1997 | <description><![CDATA[ |
2304 | <description><![CDATA[ |
1998 | Wearing gloves, the object's stats will directly be inherited to |
2305 | Wearing gloves, the object's stats will directly be inherited to |
1999 | the player. Gloves can add defense or damage bonuses. ]]> |
2306 | the player. Gloves can add defense or damage bonuses.]]> |
2000 | </description> |
2307 | </description> |
2001 | <use><![CDATA[ |
2308 | <use><![CDATA[ |
2002 | Feel free to create your own special artifacts. However, it is very |
2309 | Feel free to create your own special artifacts. However, it is very |
2003 | important that you keep your artifact in balance with existing maps. ]]> |
2310 | important that you keep your artifact in balance with existing maps.]]> |
2004 | </use> |
2311 | </use> |
2005 | <attribute arch="magic" editor="magic bonus" type="int"> |
2312 | <attribute arch="magic" editor="magic bonus" type="int"> |
2006 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2313 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2007 | If the gloves have <weapon class> instead, then <magic bonus> |
2314 | If the gloves have <weapon class> instead, then <magic bonus> |
2008 | will increase that. |
2315 | will increase that. |
… | |
… | |
2014 | <ignore> |
2321 | <ignore> |
2015 | <ignore_list name="non_pickable" /> |
2322 | <ignore_list name="non_pickable" /> |
2016 | </ignore> |
2323 | </ignore> |
2017 | <description><![CDATA[ |
2324 | <description><![CDATA[ |
2018 | A handle can be applied by players and (certain) monsters. |
2325 | A handle can be applied by players and (certain) monsters. |
2019 | Every time it is applied, the <connection> value is triggered. ]]> |
2326 | Every time it is applied, the <connection> value is triggered.]]> |
2020 | </description> |
2327 | </description> |
2021 | <use><![CDATA[ |
2328 | <use><![CDATA[ |
2022 | Handles are commonly used to move gates. When placing your lever, |
2329 | Handles are commonly used to move gates. When placing your lever, |
2023 | don't forget that some monsters are able to apply it. |
2330 | don't forget that some monsters are able to apply it. |
2024 | The ability to apply levers is rare among monsters - |
2331 | The ability to apply levers is rare among monsters - |
2025 | but vampires can do it for example. ]]> |
2332 | but vampires can do it for example.]]> |
2026 | </use> |
2333 | </use> |
2027 | <attribute arch="no_pick" value="1" type="fixed" /> |
2334 | <attribute arch="no_pick" value="1" type="fixed" /> |
2028 | <attribute arch="connected" editor="connection" type="int"> |
2335 | <attribute arch="connected" editor="connection" type="string"> |
2029 | Every time the handle is applied, all objects |
2336 | Every time the handle is applied, all objects |
2030 | with the same <connection> value are activated. |
2337 | with the same <connection> value are activated. |
2031 | </attribute> |
2338 | </attribute> |
2032 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2339 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2033 | This text may describe the item. You can use this |
2340 | This text may describe the item. You can use this |
… | |
… | |
2042 | <ignore_list name="non_pickable" /> |
2349 | <ignore_list name="non_pickable" /> |
2043 | </ignore> |
2350 | </ignore> |
2044 | <description><![CDATA[ |
2351 | <description><![CDATA[ |
2045 | Handle triggers are handles which reset after a short period |
2352 | Handle triggers are handles which reset after a short period |
2046 | of time. Every time it is either applied or reset, the |
2353 | of time. Every time it is either applied or reset, the |
2047 | <connection> value is triggered. ]]> |
2354 | <connection> value is triggered.]]> |
2048 | </description> |
2355 | </description> |
2049 | <use><![CDATA[ |
2356 | <use><![CDATA[ |
2050 | When you connect an ordinary handle to a gate, the gate normally remains |
2357 | When you connect an ordinary handle to a gate, the gate normally remains |
2051 | opened after the first player passed. If you want to keep the gate shut, |
2358 | opened after the first player passed. If you want to keep the gate shut, |
2052 | connecting it to a handle trigger is an easy solution. ]]> |
2359 | connecting it to a handle trigger is an easy solution. ]]> |
2053 | </use> |
2360 | </use> |
2054 | </type> |
2361 | </type> |
2055 | |
2362 | |
2056 | <!--####################################################################--> |
2363 | <!--####################################################################--> |
2057 | <type number="88" name="Hazard Floor"> |
2364 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2062 | <ignore_list name="non_pickable" /> |
2369 | <ignore_list name="non_pickable" /> |
2063 | </ignore> |
2370 | </ignore> |
2064 | <description><![CDATA[ |
2371 | <description><![CDATA[ |
2065 | The best example for Hazard Floor is lava. It works like standard |
2372 | The best example for Hazard Floor is lava. It works like standard |
2066 | floor, but damages all creatures standing on it. |
2373 | floor, but damages all creatures standing on it. |
2067 | Damage is taken in regular time intervals. ]]> |
2374 | Damage is taken in regular time intervals.]]> |
2068 | </description> |
2375 | </description> |
2069 | <use><![CDATA[ |
2376 | <use><![CDATA[ |
2070 | The default lava for example does minor damage. But you can turn |
2377 | The default lava for example does minor damage. But you can turn |
2071 | it up so that your hazard floor poses a real threat.<br> |
2378 | it up so that your hazard floor poses a real threat.<br> |
2072 | Like magic walls, such floors add a permanent thrill to your map. |
2379 | Like magic walls, such floors add a permanent thrill to your map. |
2073 | You can use that to safely chase off too-weak players, or just |
2380 | You can use that to safely chase off too-weak players, or just |
2074 | to have something different. ]]> |
2381 | to have something different.]]> |
2075 | </use> |
2382 | </use> |
2076 | <attribute arch="is_floor" value="1" type="fixed" /> |
2383 | <attribute arch="is_floor" value="1" type="fixed" /> |
2077 | <attribute arch="lifesave" value="1" type="fixed" /> |
2384 | <attribute arch="lifesave" value="1" type="fixed" /> |
2078 | <attribute arch="walk_on" value="1" type="fixed" /> |
2385 | &move_on; |
2079 | <attribute arch="no_pick" value="1" type="fixed" /> |
2386 | <attribute arch="no_pick" value="1" type="fixed" /> |
2080 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2387 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2081 | This attribute specifys the attacktypes that this floor uses to |
2388 | This attribute specifys the attacktypes that this floor uses to |
2082 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2389 | 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. |
2390 | 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. |
2405 | 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 |
2406 | But in fact, it does not seem to have an effect. Set any non-zero |
2100 | value to be on the safe side. |
2407 | value to be on the safe side. |
2101 | </attribute> |
2408 | </attribute> |
2102 | <section name="terrain"> |
2409 | <section name="terrain"> |
2103 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2410 | &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"> |
2411 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2113 | This flag indicates this spot contains wood or high grass. |
2412 | This flag indicates this spot contains wood or high grass. |
2114 | Players with activated woodsman skill can move faster here. |
2413 | Players with activated woodsman skill can move faster here. |
2115 | </attribute> |
2414 | </attribute> |
2116 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2415 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2126 | If enabled, it is impossible for players to use prayers |
2425 | If enabled, it is impossible for players to use prayers |
2127 | on that spot. It also prevents players from saving. |
2426 | on that spot. It also prevents players from saving. |
2128 | </attribute> |
2427 | </attribute> |
2129 | <attribute arch="unique" editor="unique map" type="bool"> |
2428 | <attribute arch="unique" editor="unique map" type="bool"> |
2130 | Unique floor means that any items dropped on that spot |
2429 | Unique floor means that any items dropped on that spot |
2131 | will be saved byond map reset. For permanent apartments, |
2430 | will be saved beyond map reset. For permanent apartments, |
2132 | all floor tiles must be set <unique map>. |
2431 | all floor tiles must be set <unique map>. |
2133 | </attribute> |
2432 | </attribute> |
2134 | </type> |
2433 | </type> |
2135 | |
2434 | |
2136 | <!--####################################################################--> |
2435 | <!--####################################################################--> |
… | |
… | |
2138 | <import_type name="Amulet" /> |
2437 | <import_type name="Amulet" /> |
2139 | <description><![CDATA[ |
2438 | <description><![CDATA[ |
2140 | Wearing a helmet, the object's stats will directly be inherited to |
2439 | Wearing a helmet, the object's stats will directly be inherited to |
2141 | the player. Normal helmets usually increase defense, while crowns |
2440 | the player. Normal helmets usually increase defense, while crowns |
2142 | add more special bonuses like stats/resistances paired with |
2441 | add more special bonuses like stats/resistances paired with |
2143 | low defense. ]]> |
2442 | low defense.]]> |
2144 | </description> |
2443 | </description> |
2145 | <use><![CDATA[ |
2444 | <use><![CDATA[ |
2146 | Feel free to create your own special artifacts. However, it is very |
2445 | Feel free to create your own special artifacts. However, it is very |
2147 | important that you keep your artifact in balance with existing maps. ]]> |
2446 | important that you keep your artifact in balance with existing maps.]]> |
2148 | </use> |
2447 | </use> |
2149 | <attribute arch="magic" editor="magic bonus" type="int"> |
2448 | <attribute arch="magic" editor="magic bonus" type="int"> |
2150 | <magic bonus> works just like ac, except that it can be improved by |
2449 | <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 |
2450 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2152 | than direct armour-class bonus on the helmet. |
2451 | than direct armour-class bonus on the helmet. |
2153 | |
2452 | |
2154 | Important: <magic bonus> on helmets has no effect if there is no |
2453 | Important: <magic bonus> on helmets has no effect if there is no |
2155 | <armour class> set. It only works in combination with <armour class>. |
2454 | <armour class> set. It only works in combination with <armour class>. |
2156 | Crowns for instance typically provide no <amour class>. |
2455 | Crowns for instance typically provide no <amour class>. |
2157 | </attribute> |
2456 | </attribute> |
2158 | </type> |
2457 | </type> |
… | |
… | |
2161 | <type number="56" name="Holy Altar"> |
2460 | <type number="56" name="Holy Altar"> |
2162 | <ignore> |
2461 | <ignore> |
2163 | <ignore_list name="non_pickable" /> |
2462 | <ignore_list name="non_pickable" /> |
2164 | </ignore> |
2463 | </ignore> |
2165 | <description><![CDATA[ |
2464 | <description><![CDATA[ |
2166 | Holy_altars are altars for the various religions. Praying |
2465 | Holy Altars are altars for the various religions. Praying |
2167 | at a Holy_altar will make you a follower of that god, and |
2466 | at a Holy_altar will make you a follower of that god, and |
2168 | if you already follow that god, you may get some extra bonus. ]]> |
2467 | if you already follow that god, you may get some extra bonus.]]> |
2169 | </description> |
2468 | </description> |
2170 | <attribute arch="no_pick" value="1" type="fixed" /> |
2469 | <attribute arch="no_pick" value="1" type="fixed" /> |
2171 | <attribute arch="other_arch" editor="god name" type="string"> |
2470 | <attribute arch="other_arch" editor="god name" type="string"> |
2172 | The altar belongs to the god of the given name. Possible options for |
2471 | The altar belongs to the god of the given name. Possible options for |
2173 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2472 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2174 | Gorokh, Valriel and Sorig. |
2473 | Gorokh, Valriel and Sorig. |
2175 | |
2474 | |
2176 | If you want to have an unconsecrated altar, set |
2475 | If you want to have an unconsecrated altar, set |
2177 | <god name> 0 and eventually <reconsecrate level> 0. |
2476 | <god name> 0 and eventually <reconsecrate level> 0. |
2178 | </attribute> |
2477 | </attribute> |
2179 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2478 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2180 | To re-consecrate an altar, the player's wisdom level must be as |
2479 | 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 |
2480 | 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. |
2481 | be re-consecrated, while other altars, like those in dungeons, could be. |
2183 | |
2482 | |
2184 | Altars located in temples should have at least <reconsecrate level> 100. |
2483 | Altars located in temples should have at least <reconsecrate level> 120. |
2185 | Some characters might need those altars, they would be very unhappy to |
2484 | Some characters might need those altars, they would be very unhappy to |
2186 | see them re-consecrated to another cult. |
2485 | see them re-consecrated to another cult. |
2187 | </attribute> |
2486 | </attribute> |
2188 | </type> |
2487 | </type> |
2189 | |
2488 | |
… | |
… | |
2196 | Horns are very similar to rods. The difference is that horns regenerate |
2495 | Horns are very similar to rods. The difference is that horns regenerate |
2197 | spellpoints faster and thus are more valuable than rods. |
2496 | spellpoints faster and thus are more valuable than rods. |
2198 | <br><br> |
2497 | <br><br> |
2199 | A horn contains a spell. The player can use this spell by applying and |
2498 | A horn contains a spell. The player can use this spell by applying and |
2200 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2499 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2201 | used endlessly. ]]> |
2500 | used endlessly.]]> |
2202 | </description> |
2501 | </description> |
2203 | <use><![CDATA[ |
2502 | <use><![CDATA[ |
2204 | Horns are powerful due to their fast recharge rate. They should |
2503 | Horns are powerful due to their fast recharge rate. They should |
2205 | never contain high level attacking spells. Even curing/healing spells |
2504 | never contain high level attacking spells. Even curing/healing spells |
2206 | are almost too good on a horn. ]]> |
2505 | are almost too good on a horn.]]> |
2207 | </use> |
2506 | </use> |
2208 | <attribute arch="sp" editor="spell" type="spell"> |
2507 | <attribute arch="sp" editor="spell" type="spell"> |
2209 | Sets the <spell> of the horn. Consider twice before handing out any |
2508 | Sets the <spell> of the horn. Consider twice before handing out any |
2210 | horns to players, since they can be used endlessly without any mana cost! |
2509 | horns to players, since they can be used endlessly without any mana cost! |
2211 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2510 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2237 | <!--####################################################################--> |
2536 | <!--####################################################################--> |
2238 | <type number="73" name="Inorganic"> |
2537 | <type number="73" name="Inorganic"> |
2239 | <description><![CDATA[ |
2538 | <description><![CDATA[ |
2240 | Inorganic materials are generally used as ingredients for |
2539 | Inorganic materials are generally used as ingredients for |
2241 | alchemical receipes. By themselves, they have no special |
2540 | alchemical receipes. By themselves, they have no special |
2242 | functionalities. ]]> |
2541 | functionalities.]]> |
2243 | </description> |
2542 | </description> |
2244 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2543 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2245 | </attribute> |
2544 | </attribute> |
2246 | <section name="resistance"> |
2545 | &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> |
2546 | </type> |
2273 | |
2547 | |
2274 | <!--####################################################################--> |
2548 | <!--####################################################################--> |
2275 | <type number="64" name="Inventory Checker"> |
2549 | <type number="64" name="Inventory Checker"> |
2276 | <ignore> |
2550 | <ignore> |
… | |
… | |
2282 | either if that object is present or missing (-> "last_sp") when a |
2556 | 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 |
2557 | player walks over the inv. checker. A valid option is to remove the |
2284 | matching object (usually not recommended, see "last_heal"). |
2558 | matching object (usually not recommended, see "last_heal"). |
2285 | <br><br> |
2559 | <br><br> |
2286 | Alternatively, you can set your inv. checker to block all players |
2560 | Alternatively, you can set your inv. checker to block all players |
2287 | that do/don't carry the matching object (-> "no_pass"). |
2561 | that do/don't carry the matching object. |
2288 | <br><br> |
2562 | <br><br> |
2289 | As you can see, inv. checkers are quite powerful, holding a |
2563 | As you can see, inv. checkers are quite powerful, holding a |
2290 | great variety of possibilities. ]]> |
2564 | great variety of possibilities.]]> |
2291 | </description> |
2565 | </description> |
2292 | <use><![CDATA[ |
2566 | <use><![CDATA[ |
2293 | Putting a check_inventory space in front of a gate (one below) and |
2567 | Putting a check_inventory space in front of a gate (one below) and |
2294 | one on the opposite side works reasonably well as a control mechanism. |
2568 | one on the opposite side works reasonably well as a control mechanism. |
2295 | Unlike the key/door-combo, this one works infinite since it is |
2569 | Unlike the key/door-combo, this one works infinite since it is |
2296 | independant from map reset. Use it to put a "structure" into your |
2570 | independant from map reset. Use it to put a "structure" into your |
2297 | maps: Player must solve area A to gain access to area B. This concept |
2571 | maps: Player must solve area A to gain access to area B. This concept |
2298 | can be found in nearly every RPG - simple but effective. ]]> |
2572 | can be found in nearly every RPG - simple but effective.]]> |
2299 | </use> |
2573 | </use> |
2300 | <attribute arch="no_pick" value="1" type="fixed" /> |
2574 | <attribute arch="no_pick" value="1" type="fixed" /> |
2301 | <attribute arch="slaying" editor="match key string" type="string"> |
2575 | <attribute arch="slaying" editor="match key string" type="string"> |
2302 | This string specifies the object we are looking for: We have a match |
2576 | This string specifies the object we are looking for: We have a match |
2303 | if the player does/don't carry a key object or a mark with identical |
2577 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2308 | This string specifies the object we are looking for: We have a match |
2582 | 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>. |
2583 | if the player does/don't carry an object of archtype <match arch name>. |
2310 | </attribute> |
2584 | </attribute> |
2311 | <attribute arch="hp" editor="match type" type="int"> |
2585 | <attribute arch="hp" editor="match type" type="int"> |
2312 | This value specifies the object we are looking for: We have a match |
2586 | 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>. |
2587 | if the player does/don't carry an object that is of type <match type>. |
2314 | |
2588 | |
2315 | Example: Set <match type> 15 (type 15 => weapon) and <blocking passage> |
2589 | 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 |
2590 | 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 |
2591 | kind of melee weapon. To pass, a player is forced to leave behind all |
2318 | his weaponry... bad news for a warrior. ;) |
2592 | his weaponry... bad news for a warrior. ;) |
2319 | </attribute> |
2593 | </attribute> |
2320 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2594 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2321 | Enabled means having that object is a match. |
2595 | Enabled means having that object is a match. |
2322 | Disabled means not having that object is a match. |
2596 | Disabled means not having that object is a match. |
2323 | </attribute> |
2597 | </attribute> |
2324 | <attribute arch="connected" editor="connection" type="int"> |
2598 | <attribute arch="connected" editor="connection" type="string"> |
2325 | Whenever the inventory checker is triggered, all objects with identical |
2599 | Whenever the inventory checker is triggered, all objects with identical |
2326 | <connection> value get activated. This only makes sense together with |
2600 | <connection> value get activated. This only makes sense together with |
2327 | <blocking passage> disabled. |
2601 | <blocking passage> disabled. |
2328 | </attribute> |
2602 | </attribute> |
2329 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2603 | &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"> |
2604 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2335 | <remove match> means remove object if found. Setting this is usually not |
2605 | <remove match> means remove object if found. Setting this is usually not |
2336 | recommended because inv. checkers are in general invisible. So, unlike |
2606 | 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 |
2607 | 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. |
2608 | walking over that square. And he doesn't even get a message either. |
2339 | |
2609 | |
2340 | So, *if* you enable <remove match>, make sure |
2610 | So, *if* you enable <remove match>, make sure |
2341 | to inform the player what's going on! |
2611 | to inform the player what's going on! |
2342 | </attribute> |
2612 | </attribute> |
2343 | </type> |
2613 | </type> |
2344 | |
2614 | |
… | |
… | |
2383 | <!--####################################################################--> |
2653 | <!--####################################################################--> |
2384 | <type number="60" name="Jewel"> |
2654 | <type number="60" name="Jewel"> |
2385 | <description><![CDATA[ |
2655 | <description><![CDATA[ |
2386 | Items of the type Gold & Jewels are handled like a currency. |
2656 | Items of the type Gold & Jewels are handled like a currency. |
2387 | Unlike for any other type of item, in shops, the buy- and selling |
2657 | Unlike for any other type of item, in shops, the buy- and selling |
2388 | prices differ only marginally. ]]> |
2658 | prices differ only marginally.]]> |
2389 | </description> |
2659 | </description> |
2390 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2660 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2391 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2661 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2392 | This text may describe the object. |
2662 | This text may describe the object. |
2393 | </attribute> |
2663 | </attribute> |
2394 | </type> |
2664 | </type> |
2395 | |
2665 | |
2396 | <!--####################################################################--> |
2666 | <!--####################################################################--> |
|
|
2667 | <type number="24" name="Key"> |
|
|
2668 | <description><![CDATA[ |
|
|
2669 | When carrying a key, a normal door can be opened. The key will |
|
|
2670 | disappear.]]> |
|
|
2671 | </description> |
|
|
2672 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
2673 | A godgiven item vanishes as soon as the player |
|
|
2674 | drops it to the ground. |
|
|
2675 | </attribute> |
|
|
2676 | </type> |
|
|
2677 | |
|
|
2678 | <!--####################################################################--> |
2397 | <type number="20" name="Locked Door"> |
2679 | <type number="20" name="Locked Door"> |
2398 | <ignore> |
2680 | <ignore> |
2399 | <ignore_list name="non_pickable" /> |
2681 | <ignore_list name="non_pickable" /> |
2400 | </ignore> |
2682 | </ignore> |
2401 | <description><![CDATA[ |
2683 | <description><![CDATA[ |
2402 | A locked door can be opened only when carrying |
2684 | A locked door can be opened only when carrying |
2403 | the appropriate special key. ]]> |
2685 | the appropriate special key.]]> |
2404 | </description> |
2686 | </description> |
2405 | <use><![CDATA[ |
2687 | <use><![CDATA[ |
2406 | If you want to create a locked door that cannot be opened (no key), |
2688 | 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 |
2689 | set a <key string> like "no_key_available". This will clearify things |
2408 | and only a fool would create a key matching that string. |
2690 | and only a fool would create a key matching that string. |
2409 | |
2691 | |
2410 | Door-objects can not only be used for "doors". In many maps these |
2692 | 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 |
2693 | are used with all kinds of faces/names, especially often as |
2412 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2694 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2413 | There you have magic forces (door objects) put under certain artifact |
2695 | 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 |
2696 | items. To get your hands on the artifacts, you need to bring up the |
2415 | appropriate quest items (key objects). ]]> |
2697 | appropriate quest items (key objects).]]> |
2416 | </use> |
2698 | </use> |
2417 | <attribute arch="no_pass" value="1" type="fixed" /> |
2699 | <attribute arch="move_type" value="0" type="fixed" /> |
2418 | <attribute arch="no_pick" value="1" type="fixed" /> |
2700 | <attribute arch="no_pick" value="1" type="fixed" /> |
2419 | <attribute arch="slaying" editor="key string" type="string"> |
2701 | <attribute arch="slaying" editor="key string" type="string"> |
2420 | The <key string> in the door must be identical with the |
2702 | The <key string> in the door must be identical with the |
2421 | <key string> in the special key, then the door is unlocked. |
2703 | <key string> in the special key, then the door is unlocked. |
2422 | It is VERY important to set the <key string> to something that |
2704 | It is VERY important to set the <key string> to something that |
2423 | is unique among the CF mapset. |
2705 | is unique among the Deliantra mapset. |
2424 | |
2706 | |
2425 | DONT EVER USE the default string "set_individual_value". |
2707 | DONT EVER USE the default string "set_individual_value". |
2426 | </attribute> |
2708 | </attribute> |
2427 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2709 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2428 | Restricting the use of spells to pass this door. |
2710 | Restricting the use of spells to pass this door. |
2429 | This should be set in most cases. |
2711 | This should be set in most cases. |
… | |
… | |
2447 | <ignore> |
2729 | <ignore> |
2448 | <ignore_list name="system_object" /> |
2730 | <ignore_list name="system_object" /> |
2449 | </ignore> |
2731 | </ignore> |
2450 | <description><![CDATA[ |
2732 | <description><![CDATA[ |
2451 | Magic_ears trigger a connected value |
2733 | Magic_ears trigger a connected value |
2452 | when the player speaks a specific keyword. ]]> |
2734 | when the player speaks a specific keyword.]]> |
2453 | </description> |
2735 | </description> |
2454 | <use><![CDATA[ |
2736 | <use><![CDATA[ |
2455 | Whenever you put magic_ears on your maps, make sure there are |
2737 | Whenever you put magic_ears on your maps, make sure there are |
2456 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2738 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2457 | something like a gate that is opened by speaking "open" or |
2739 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2459 | <br><br> |
2741 | <br><br> |
2460 | Magic_ears are typically used for interaction with NPCs. You |
2742 | Magic_ears are typically used for interaction with NPCs. You |
2461 | can create the impression that the NPC actually *does* something |
2743 | can create the impression that the NPC actually *does* something |
2462 | according to his conversation with a player. Mostly this means |
2744 | according to his conversation with a player. Mostly this means |
2463 | opening a gate or handing out some item, but you could be quite |
2745 | opening a gate or handing out some item, but you could be quite |
2464 | creative here. ]]> |
2746 | creative here.]]> |
2465 | </use> |
2747 | </use> |
2466 | <attribute arch="no_pick" value="1" type="fixed" /> |
2748 | <attribute arch="no_pick" value="1" type="fixed" /> |
2467 | <attribute arch="connected" editor="connection" type="int"> |
2749 | <attribute arch="connected" editor="connection" type="string"> |
2468 | The Magic_ear will trigger all objects with the |
2750 | The Magic_ear will trigger all objects with the |
2469 | same connection value, every time it is activated. |
2751 | same connection value, every time it is activated. |
2470 | </attribute> |
2752 | </attribute> |
2471 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2753 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2472 | This textfield contains the keyword-matching-syntax. The text should |
2754 | This textfield contains the keyword-matching-syntax. The text should |
2473 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2755 | have the following format: "@match <keyword1>|<keyword2>|... ". |
2474 | Any number of keywords from one to infinite is allowed. Make sure |
2756 | Any number of keywords from one to infinite is allowed. Make sure |
2475 | they are seperated by a '|'. |
2757 | they are seperated by a '|'. |
2476 | |
2758 | |
2477 | Examples: "@match yes", "@match gold|treasure". The connected |
2759 | Examples: "@match yes", "@match gold|treasure". The connected |
2478 | value will be triggerd when the player speaks any of the given |
2760 | value will be triggerd when the player speaks any of the given |
2479 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2761 | keywords within a two-square radius. IMPORTANT: Upper/lower case |
2480 | does not make a difference! |
2762 | does not make a difference! |
2481 | </attribute> |
2763 | </attribute> |
… | |
… | |
2491 | Magic walls can contain any spell. However, some spells do not |
2773 | Magic walls can contain any spell. However, some spells do not |
2492 | operate very successfully in them. The only way to know is to test |
2774 | operate very successfully in them. The only way to know is to test |
2493 | the spell you want to use with a wall. |
2775 | the spell you want to use with a wall. |
2494 | <br><br> |
2776 | <br><br> |
2495 | Several types of magical walls are predefined for you in the |
2777 | Several types of magical walls are predefined for you in the |
2496 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2778 | archetypes, and can be found on the "connected" Pickmap.]]> |
2497 | </description> |
2779 | </description> |
2498 | <use><![CDATA[ |
2780 | <use><![CDATA[ |
2499 | Spellcasting walls pose an interesting alternative to monsters. |
2781 | Spellcasting walls pose an interesting alternative to monsters. |
2500 | Usually they are set to be undestroyable. Thus, while monsters |
2782 | Usually they are set to be undestroyable. Thus, while monsters |
2501 | in a map can be cleared out, the magic walls remain. Low level |
2783 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2512 | walls' spell(s). |
2794 | walls' spell(s). |
2513 | <br><br> |
2795 | <br><br> |
2514 | It is possible to make walls rotate when triggered. But that is so |
2796 | It is possible to make walls rotate when triggered. But that is so |
2515 | confusing (and useless IMHO) that I did not mention it above. You |
2797 | confusing (and useless IMHO) that I did not mention it above. You |
2516 | can find a working example on the map |
2798 | can find a working example on the map |
2517 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2799 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2518 | </use> |
2800 | </use> |
2519 | <attribute arch="dam" editor="spell" type="spell"> |
2801 | <attribute arch="dam" editor="spell" type="spell"> |
2520 | The magic wall will cast this <spell>. |
2802 | The magic wall will cast this <spell>. |
2521 | </attribute> |
2803 | </attribute> |
2522 | <attribute arch="level" editor="spell level" type="int"> |
2804 | <attribute arch="level" editor="spell level" type="int"> |
2523 | The wall will cast it's spells at level <spell level>. "level 1" |
2805 | The wall will cast it's spells at level <spell level>. "level 1" |
2524 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2806 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2525 | spells. Arch default is level 1 - you should always set this value |
2807 | spells. Arch default is level 1 - you should always set this value |
2526 | to meet the overall difficulty of your map. |
2808 | to meet the overall difficulty of your map. |
2527 | </attribute> |
2809 | </attribute> |
2528 | <attribute arch="connected" editor="connection" type="int"> |
2810 | <attribute arch="connected" editor="connection" type="string"> |
2529 | Every time the <connection> value is triggered, the wall will cast |
2811 | 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 |
2812 | it's spell. You should set <casting speed> to zero, or this won't |
2531 | have much visible effect. |
2813 | have much visible effect. |
2532 | </attribute> |
2814 | </attribute> |
|
|
2815 | &activate_on; |
2533 | <attribute arch="speed" editor="casting speed" type="float"> |
2816 | <attribute arch="speed" editor="casting speed" type="float"> |
2534 | The <casting speed> defines the spellcasting speed of the wall. |
2817 | The <casting speed> defines the spellcasting speed of the wall. |
2535 | You can fine-tune how long the duration between two casts shall |
2818 | 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 |
2819 | 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". |
2820 | trigger) via connected lever/button/etc, you must set "speed 0". |
2538 | </attribute> |
2821 | </attribute> |
|
|
2822 | &speed_left; |
2539 | <attribute arch="sp" editor="direction" type="list_direction"> |
2823 | <attribute arch="sp" editor="direction" type="list_direction"> |
2540 | The magic wall will cast it's spells always in the specified |
2824 | The magic wall will cast it's spells always in the specified |
2541 | <direction>. A magic wall with direction set to <none> will |
2825 | <direction>. A magic wall with direction set to <none> will |
2542 | always fire in a random direction. |
2826 | always fire in a random direction. |
2543 | </attribute> |
2827 | </attribute> |
2544 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2828 | &movement_types_terrain; |
2545 | If set, the object cannot be passed by players nor monsters. |
|
|
2546 | </attribute> |
|
|
2547 | <section name="destroyable"> |
2829 | <section name="destroyable"> |
2548 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2830 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2549 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2831 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2550 | destroyed by the player. If disabled, all other attributes on |
2832 | destroyed by the player. If disabled, all other attributes on |
2551 | this tab, as well as resistances, are meaningless. |
2833 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2562 | A magic wall of high <armour class> is less likely to get hit from |
2844 | A magic wall of high <armour class> is less likely to get hit from |
2563 | an opponent. <armour class> can be considered the "counterpiece" |
2845 | an opponent. <armour class> can be considered the "counterpiece" |
2564 | to <weapon class>. |
2846 | to <weapon class>. |
2565 | </attribute> |
2847 | </attribute> |
2566 | </section> |
2848 | </section> |
2567 | <section name="resistance"> |
2849 | &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> |
2850 | </type> |
2612 | |
2851 | |
2613 | <!--####################################################################--> |
2852 | <!--####################################################################--> |
2614 | <type number="55" name="Marker"> |
2853 | <type number="55" name="Marker"> |
2615 | <ignore> |
2854 | <ignore> |
… | |
… | |
2620 | player stepping on it. This force does nothing except containing a |
2859 | player stepping on it. This force does nothing except containing a |
2621 | <key string> which can be discovered by detectors or inventory |
2860 | <key string> which can be discovered by detectors or inventory |
2622 | checkers. It is also possible to use markers for removing marks again. |
2861 | checkers. It is also possible to use markers for removing marks again. |
2623 | <br><br> |
2862 | <br><br> |
2624 | Note that the player has no possibility to "see" his own marks, |
2863 | Note that the player has no possibility to "see" his own marks, |
2625 | except by the effect that they cause on the maps. ]]> |
2864 | except by the effect that they cause on the maps.]]> |
2626 | </description> |
2865 | </description> |
2627 | <use><![CDATA[ |
2866 | <use><![CDATA[ |
2628 | Markers hold real cool possibilities for map-making. I encourage |
2867 | Markers hold real cool possibilities for map-making. I encourage |
2629 | you to use them frequently. However there is one negative point |
2868 | you to use them frequently. However there is one negative point |
2630 | about markers: Players don't "see" what's going on with them. It is |
2869 | about markers: Players don't "see" what's going on with them. It is |
2631 | your task, as map-creator, to make sure the player is always well |
2870 | your task, as map-creator, to make sure the player is always well |
2632 | informed and never confused. |
2871 | informed and never confused. |
2633 | <br><br> |
2872 | <br><br> |
2634 | Please avoid infinite markers when they aren't needed. They're |
2873 | Please avoid infinite markers when they aren't needed. They're |
2635 | using a little space in the player file after all, so if there |
2874 | using a little space in the player file after all, so if there |
2636 | is no real purpose, set an expire time. ]]> |
2875 | is no real purpose, set an expire time.]]> |
2637 | </use> |
2876 | </use> |
2638 | <attribute arch="no_pick" value="1" type="fixed" /> |
2877 | <attribute arch="no_pick" value="1" type="fixed" /> |
2639 | <attribute arch="slaying" editor="key string" type="string"> |
2878 | <attribute arch="slaying" editor="key string" type="string"> |
2640 | The <key string> can be detected by inv. checkers/detectors. |
2879 | The <key string> can be detected by inv. checkers/detectors. |
2641 | If the player already has a force with that <key string>, |
2880 | If the player already has a force with that <key string>, |
2642 | there won't be inserted a second one. |
2881 | there won't be inserted a second one. |
2643 | </attribute> |
2882 | </attribute> |
2644 | <attribute arch="connected" editor="connection" type="int"> |
2883 | <attribute arch="connected" editor="connection" type="string"> |
2645 | When the detector is triggered, all objects with the same |
2884 | When the detector is triggered, all objects with the same |
2646 | connection value get activated. |
2885 | connection value get activated. |
2647 | </attribute> |
2886 | </attribute> |
2648 | <attribute arch="speed" editor="marking speed" type="float"> |
2887 | <attribute arch="speed" editor="marking speed" type="float"> |
2649 | The <marking speed> defines how quickly it will mark something |
2888 | The <marking speed> defines how quickly it will mark something |
2650 | standing on the marker. Set this value rather high to make |
2889 | 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 |
2890 | sure the player really gets his mark. I think <marking speed> 1.0 |
2652 | should do fine. |
2891 | should do fine. |
2653 | </attribute> |
2892 | </attribute> |
|
|
2893 | &speed_left; |
2654 | <attribute arch="food" editor="mark duration" type="int"> |
2894 | <attribute arch="food" editor="mark duration" type="int"> |
2655 | This value defines the duration of the force it inserts. |
2895 | This value defines the duration of the force it inserts. |
2656 | If nonzero, the duration of the player's mark is finite: |
2896 | If nonzero, the duration of the player's mark is finite: |
2657 | about 1 food per 10 seconds. <mark duration> zero/unset |
2897 | about 1 food per 10 seconds. <mark duration> zero/unset |
2658 | means the mark will stay on the player forever. |
2898 | means the mark will stay on the player forever. |
2659 | </attribute> |
2899 | </attribute> |
2660 | <attribute arch="name" editor="delete mark" type="string"> |
2900 | <attribute arch="name" editor="delete mark" type="string"> |
2661 | When the player steps onto the marker, all existing forces in |
2901 | When the player steps onto the marker, all existing forces in |
2662 | the players inventory with a <key string> matching <delete mark> |
2902 | the players inventory with a <key string> matching <delete mark> |
2663 | will be removed. If you don't want to remove any marks, leave |
2903 | will be removed. If you don't want to remove any marks, leave |
2664 | this textfield empty. |
2904 | this textfield empty. |
2665 | |
2905 | |
2666 | Note that the string <delete mark> is set as the name of |
2906 | Note that the string <delete mark> is set as the name of |
2667 | this marker. So don't be confused, and remember changing the |
2907 | this marker. So don't be confused, and remember changing the |
2668 | name will take effect on the marker's functionality. |
2908 | name will take effect on the marker's functionality. |
2669 | </attribute> |
2909 | </attribute> |
2670 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
2910 | <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 |
2911 | 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, |
2912 | 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. |
2913 | because it's the only way for the player to notice what's going on. |
2674 | </attribute> |
2914 | </attribute> |
2675 | </type> |
2915 | </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 | |
2916 | |
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 | <!--####################################################################--> |
2917 | <!--####################################################################--> |
2783 | <type number="36" name="Money"> |
2918 | <type number="36" name="Money"> |
2784 | <ignore> |
2919 | <ignore> |
2785 | <attribute arch="unpaid" /> |
2920 | <attribute arch="unpaid" /> |
2786 | </ignore> |
2921 | </ignore> |
… | |
… | |
2791 | When a player picks an item from a shop and attempts to |
2926 | When a player picks an item from a shop and attempts to |
2792 | walk over the shop mat, the item's selling-price is automatically |
2927 | walk over the shop mat, the item's selling-price is automatically |
2793 | subtracted from the player's money. |
2928 | subtracted from the player's money. |
2794 | <br><br> |
2929 | <br><br> |
2795 | For money, always use the default arches. |
2930 | For money, always use the default arches. |
2796 | Don't modify them. ]]> |
2931 | Don't modify them.]]> |
2797 | </description> |
2932 | </description> |
2798 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2933 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2799 | </type> |
2934 | </type> |
2800 | |
2935 | |
2801 | <!--####################################################################--> |
2936 | <!--####################################################################--> |
… | |
… | |
2816 | Monsters can behave in various kinds of ways. |
2951 | Monsters can behave in various kinds of ways. |
2817 | They can be aggressive, attacking the player. Or peaceful, |
2952 | They can be aggressive, attacking the player. Or peaceful, |
2818 | helping the player - maybe joining him as pet. |
2953 | helping the player - maybe joining him as pet. |
2819 | The unagressive creatures who communicate with players are |
2954 | The unagressive creatures who communicate with players are |
2820 | usually called "NPCs" (Non Player Character), a well-known |
2955 | usually called "NPCs" (Non Player Character), a well-known |
2821 | term in role-play environments. ]]> |
2956 | term in role-play environments.]]> |
2822 | </description> |
2957 | </description> |
2823 | <use><![CDATA[ |
2958 | <use><![CDATA[ |
2824 | Monsters play a central role in most maps. Choosing the right |
2959 | Monsters play a central role in most maps. Choosing the right |
2825 | combination of monsters for your map is vital: |
2960 | combination of monsters for your map is vital: |
2826 | <UL> |
2961 | <UL> |
… | |
… | |
2828 | It's no fun to play for two hours just to find out the last |
2963 | 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 |
2964 | monster is unbeatable. Similar, it's not exciting to fight orcs |
2830 | after passing a room of dragons.<br> |
2965 | after passing a room of dragons.<br> |
2831 | This rule applies only for linear maps (one room after the other), |
2966 | This rule applies only for linear maps (one room after the other), |
2832 | with treasure at the end. You can sprinkle the treasure around, |
2967 | with treasure at the end. You can sprinkle the treasure around, |
2833 | or make non-linear maps - That is often more entertaining. |
2968 | or make non-linear maps - That is often more entertaining. |
2834 | <LI> Places with high level monsters must not be easy to reach. |
2969 | <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, |
2970 | Balrogs, Dragonmen and the likes should be at the end of a quest, |
2836 | not at the beginning. |
2971 | not at the beginning. |
2837 | <LI> Don't stick monsters together that tend to kill each other. |
2972 | <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. |
2973 | 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, |
2974 | By weakening and killing each other they are easy prey for players, |
2840 | not worth the experience they hold. |
2975 | not worth the experience they hold. |
2841 | <LI> Create your own monsters, especially for "boss"-type monsters. |
2976 | <LI> Create your own monsters, especially for "boss"-type monsters. |
… | |
… | |
2851 | can use. |
2986 | can use. |
2852 | </UL> |
2987 | </UL> |
2853 | I know it's impossible to make the perfectly balanced map. There's always |
2988 | I know it's impossible to make the perfectly balanced map. There's always |
2854 | some part which is found too easy or too hard for a certain kind of player. |
2989 | some part which is found too easy or too hard for a certain kind of player. |
2855 | Just give it your best shot. And listen to feedback from players if you |
2990 | Just give it your best shot. And listen to feedback from players if you |
2856 | receive some. :-) ]]> |
2991 | receive some. :-)]]> |
2857 | </use> |
2992 | </use> |
2858 | <attribute arch="alive" value="1" type="fixed" /> |
2993 | <attribute arch="alive" value="1" type="fixed" /> |
2859 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2994 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2860 | When the monster is killed, items from the treasurelist will |
2995 | When the monster is killed, items from the treasurelist will |
2861 | drop to the ground. This is a common way to reward players |
2996 | drop to the ground. This is a common way to reward players |
2862 | for killing (masses of) monsters. |
2997 | for killing (masses of) monsters. |
2863 | |
2998 | |
2864 | Note that you can always put items into the monster's |
2999 | Note that you can always put items into the monster's |
2865 | inventory. Those will drop-at-kill just like the stuff |
3000 | inventory. Those will drop-at-kill just like the stuff |
2866 | from the <treasurelist>. |
3001 | from the <treasurelist>. |
2867 | </attribute> |
3002 | </attribute> |
|
|
3003 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
3004 | Set this flag to move treasure items created into the environment (map) |
|
|
3005 | instead of putting them into the object. |
|
|
3006 | </attribute> |
2868 | <attribute arch="level" editor="level" type="int"> |
3007 | <attribute arch="level" editor="level" type="int"> |
2869 | A monster's <level> is the most important attribute. |
3008 | A monster's <level> is the most important attribute. |
2870 | <level> affects the power of a monster in various ways. |
3009 | <level> affects the power of a monster in various ways. |
2871 | </attribute> |
3010 | </attribute> |
2872 | <attribute arch="race" editor="race" type="string"> |
3011 | <attribute arch="race" editor="race" type="string"> |
2873 | Every monster should have a race set to cathegorize it. |
3012 | Every monster should have a race set to categorize it. |
2874 | The monster's <race> can have different effects: |
3013 | The monster's <race> can have different effects: |
2875 | Slaying weapons inflict tripple damage against enemy races |
3014 | Slaying weapons inflict tripple damage against enemy races |
2876 | and holy word kills only enemy races of the god. |
3015 | and holy word kills only enemy races of the god. |
2877 | </attribute> |
3016 | </attribute> |
2878 | <attribute arch="exp" editor="experience" type="int"> |
3017 | <attribute arch="exp" editor="experience" type="int"> |
2879 | When a player kills this monster, he will get exactly this |
3018 | When a player kills this monster, he will get exactly this |
2880 | amount of <experience>. The experience will flow into |
3019 | amount of <experience>. The experience will flow into |
2881 | the skill-cathegory the player used for the kill. |
3020 | the skill-category the player used for the kill. |
2882 | |
3021 | |
2883 | If you create special monsters of tweaked strenght/abilities, |
3022 | If you create special monsters of tweaked strenght/abilities, |
2884 | always make sure that the <experience> is set to a |
3023 | always make sure that the <experience> is set to a |
2885 | reasonable value. Compare with existing arches to get a feeling |
3024 | reasonable value. Compare with existing arches to get a feeling |
2886 | what reasonable means. Keep in mind that spellcasting monsters |
3025 | what reasonable means. Keep in mind that spellcasting monsters |
2887 | are a lot harder to kill than non-spellcasters! |
3026 | are a lot harder to kill than non-spellcasters! |
2888 | </attribute> |
3027 | </attribute> |
2889 | <attribute arch="speed" editor="speed" type="float"> |
3028 | <attribute arch="speed" editor="speed" type="float"> |
2890 | The <speed> determines how fast a monster will both move |
3029 | The <speed> determines how fast a monster will both move |
2891 | and fight. High <speed> makes a monster considerably stronger. |
3030 | and fight. High <speed> makes a monster considerably stronger. |
2892 | </attribute> |
3031 | </attribute> |
|
|
3032 | &speed_left; |
2893 | <attribute arch="other_arch" editor="breed monster" type="string"> |
3033 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2894 | This only takes effect if <multiply> is enabled. The monster will |
3034 | This only takes effect if <multiply> is enabled. The monster will |
2895 | create a <breed monster> every once in a while. <breed monster> |
3035 | 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 |
3036 | can be set to any valid arch-name of a monster. Multipart monster |
2897 | should not be used. |
3037 | should not be used. |
… | |
… | |
2906 | This only takes effect if <multiply> is enabled. The monster |
3046 | 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. |
3047 | 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. |
3048 | 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 |
3049 | Each time the monster need to generate an object, it will be |
2910 | a randomly chosen item from the inventory. When generator is destroyed, |
3050 | a randomly chosen item from the inventory. When generator is destroyed, |
2911 | inventory is destroyed. |
3051 | inventory is destroyed. |
2912 | </attribute> |
3052 | </attribute> |
2913 | <attribute arch="flying" editor="flying" type="bool"> |
3053 | &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"> |
3054 | <attribute arch="undead" editor="undead" type="bool"> |
2918 | Several spells only affect undead monsters: |
3055 | Several spells only affect undead monsters: |
2919 | turn undead, banish undead, holy word, etc. |
3056 | turn undead, banish undead, holy word, etc. |
2920 | </attribute> |
3057 | </attribute> |
2921 | <attribute arch="carrying" editor="carries weight" type="int"> |
3058 | <attribute arch="carrying" editor="carries weight" type="int"> |
2922 | If a monster has something in the inventory, this |
3059 | If a monster has something in the inventory, this |
2923 | value can be set to reflect the slowdown due to |
3060 | value can be set to reflect the slowdown due to |
2924 | the carried weight. |
3061 | the carried weight. |
2925 | </attribute> |
3062 | </attribute> |
2926 | |
3063 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
3064 | Set this flag to indicate that this monster is precious, i.e. |
|
|
3065 | it should not be lightly destroyed. This is most useful on pets and |
|
|
3066 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
3067 | and will try to save them when the player logs out. |
|
|
3068 | </attribute> |
|
|
3069 | |
2927 | <section name="melee"> |
3070 | <section name="melee"> |
2928 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3071 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2929 | This number is a bitmask, specifying the monster's attacktypes |
3072 | This number is a bitmask, specifying the monster's attacktypes |
2930 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
3073 | for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. |
2931 | Strong monsters often have more than just physical attacktype. |
3074 | Strong monsters often have more than just physical attacktype. |
2932 | |
3075 | |
2933 | When a monster with multiple attacktypes hits aan oponent, it will do |
3076 | 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 |
3077 | as much damage as the "best" of it's attacktypes does. So, the more |
2935 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
3078 | attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are |
2936 | somehow exceptions. |
3079 | somehow exceptions. |
2937 | </attribute> |
3080 | </attribute> |
… | |
… | |
2981 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
3124 | <attribute arch="one_hit" editor="one hit only" type="bool"> |
2982 | Monsters with <one hit only> dissapear after one successful hit |
3125 | Monsters with <one hit only> dissapear after one successful hit |
2983 | to a player. |
3126 | to a player. |
2984 | </attribute> |
3127 | </attribute> |
2985 | </section> |
3128 | </section> |
2986 | |
3129 | |
2987 | <section name="spellcraft"> |
3130 | <section name="spellcraft"> |
2988 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
3131 | <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> |
2989 | If <can cast spell> is disabled, the monster cannot cast any spell. |
3132 | If <can cast spell> is disabled, the monster cannot cast any spell. |
2990 | Only wands/rods/etc can be used, given the appropriate abilities. |
3133 | Only wands/rods/etc can be used, given the appropriate abilities. |
2991 | </attribute> |
3134 | </attribute> |
2992 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
3135 | <attribute arch="reflect_spell" editor="reflect spells" type="bool"> |
2993 | A monster with this flag has the ability to <reflect spells>, |
3136 | A monster with this flag has the ability to <reflect spells>, |
2994 | all kinds of spell-bullets and -beams will bounce off. |
3137 | all kinds of spell-bullets and -beams will bounce off. |
2995 | |
3138 | |
2996 | Generally this flag should not be set because it puts |
3139 | Generally this flag should not be set because it puts |
2997 | wizard-type players at an unfair disadvantage. |
3140 | wizard-type players at an unfair disadvantage. |
2998 | </attribute> |
3141 | </attribute> |
2999 | <attribute arch="sp" editor="spellpoints" type="int"> |
3142 | <attribute arch="sp" editor="spellpoints" type="int"> |
3000 | Like players, monsters need <spellpoints> to do magic. Monsters use |
3143 | Like players, monsters need <spellpoints> to do magic. Monsters use |
… | |
… | |
3011 | "regenerate mana" at it's disposal. |
3154 | "regenerate mana" at it's disposal. |
3012 | </attribute> |
3155 | </attribute> |
3013 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3156 | <attribute arch="Pow" editor="spellpoint regen." type="int"> |
3014 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
3157 | Monsters regenerate this many spellpoints each 16 ticks. Hence, the |
3015 | spellpoint regeneration rate is independent of <speed>. |
3158 | spellpoint regeneration rate is independent of <speed>. |
3016 | |
3159 | |
3017 | To make a real tough spellcasting monster, the rate of spellpoint |
3160 | To make a real tough spellcasting monster, the rate of spellpoint |
3018 | regeneration is most important. If your monster is still not casting |
3161 | regeneration is most important. If your monster is still not casting |
3019 | fast enough, give it the spell-ability of "regenerate mana". |
3162 | fast enough, give it the spell-ability of "regenerate mana". |
3020 | That, paired with high <max spellpoints>, is the ultimate thing. |
3163 | That, paired with high <max spellpoints>, is the ultimate thing. |
3021 | </attribute> |
3164 | </attribute> |
… | |
… | |
3030 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3173 | <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> |
3031 | Click on the <denied paths> button to select spellpaths. |
3174 | Click on the <denied paths> button to select spellpaths. |
3032 | The creature won't be able to cast spells of the specified paths. |
3175 | The creature won't be able to cast spells of the specified paths. |
3033 | </attribute> |
3176 | </attribute> |
3034 | </section> |
3177 | </section> |
3035 | |
3178 | |
3036 | <section name="ability"> |
3179 | <section name="ability"> |
3037 | <attribute arch="Int" editor="detect hidden" type="int"> |
3180 | <attribute arch="Int" editor="detect hidden" type="int"> |
3038 | The <detect hidden> value gives monsters the ablitity to find |
3181 | The <detect hidden> value gives monsters the ablitity to find |
3039 | hidden/invisible creatures. Higher values make for better |
3182 | hidden/invisible creatures. Higher values make for better |
3040 | detection-skills. Enabling <see invisible> makes this value |
3183 | detection-skills. Enabling <see invisible> makes this value |
… | |
… | |
3075 | Monster is able to read scrolls. |
3218 | Monster is able to read scrolls. |
3076 | </attribute> |
3219 | </attribute> |
3077 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3220 | <attribute arch="can_use_skill" editor="can use skills" type="bool"> |
3078 | Monster is able to use skills from it's inventory. |
3221 | Monster is able to use skills from it's inventory. |
3079 | For example, you can put a throwing skill object and some |
3222 | For example, you can put a throwing skill object and some |
3080 | boulders into the monster's object and set <can use skills>. |
3223 | boulders into the monster's object and set <can use skills>. |
3081 | </attribute> |
3224 | </attribute> |
3082 | </section> |
3225 | </section> |
3083 | |
3226 | |
3084 | <section name="behave"> |
3227 | <section name="behave"> |
3085 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
3228 | <attribute arch="monster" editor="monster behaviour" type="bool"> |
3086 | When <monster behaviour> is enabled, this object will behave |
3229 | When <monster behaviour> is enabled, this object will behave |
3087 | like a monster: It can move and attack enemies (which are |
3230 | like a monster: It can move and attack enemies (which are |
3088 | typically players). |
3231 | typically players). |
3089 | This flag should be set for all monsters as-such. |
3232 | This flag should be set for all monsters as-such. |
3090 | Monsters which don't move, like guards, should also have |
3233 | Monsters which don't move, like guards, should also have |
3091 | <monster behaviour>, but in combination with <stand still>. |
3234 | <monster behaviour>, but in combination with <stand still>. |
3092 | It should *not* be set for things like immobile generators. |
3235 | It should *not* be set for things like immobile generators. |
3093 | </attribute> |
3236 | </attribute> |
3094 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3237 | <attribute arch="unaggressive" editor="unaggressive" type="bool"> |
3095 | <unaggressive> monsters do not attack players unless attacked first. |
3238 | <unaggressive> monsters do not attack players unless attacked first. |
3096 | </attribute> |
3239 | </attribute> |
3097 | <attribute arch="friendly" editor="friendly" type="bool"> |
3240 | <attribute arch="friendly" editor="friendly" type="bool"> |
… | |
… | |
3100 | </attribute> |
3243 | </attribute> |
3101 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3244 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3102 | Monsters which <stand still> won't move to leave their position. |
3245 | Monsters which <stand still> won't move to leave their position. |
3103 | When agressive, they will attack all enemies who get close to |
3246 | When agressive, they will attack all enemies who get close to |
3104 | them. This behaviour is commonly known from castle guards. |
3247 | them. This behaviour is commonly known from castle guards. |
3105 | |
3248 | |
3106 | In older versions of Crossfire it was possible to eventually |
3249 | In older versions of Deliantra it was possible to eventually |
3107 | push a <stand still>-monster out of position by force. |
3250 | push a <stand still>-monster out of position by force. |
3108 | I believe this is no longer possible. Neverthless, you should |
3251 | I believe this is no longer possible. Neverthless, you should |
3109 | still be cautious when lining up <stand still>-monster in order |
3252 | still be cautious when lining up <stand still>-monster in order |
3110 | to "defend" something: Such monsters are rather easy to kill. |
3253 | to "defend" something: Such monsters are rather easy to kill. |
3111 | It's good for low level maps, but not much more. |
3254 | It's good for low level maps, but not much more. |
… | |
… | |
3121 | creature is able to perform. |
3264 | creature is able to perform. |
3122 | </attribute> |
3265 | </attribute> |
3123 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3266 | <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> |
3124 | Click on the <pick up> button and select which types of objects |
3267 | Click on the <pick up> button and select which types of objects |
3125 | the creature should try to pick up. |
3268 | the creature should try to pick up. |
3126 | |
3269 | |
3127 | Note also that if <can use armor>, <can use weapon>, <can use ring>... |
3270 | 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 |
3271 | etc are set, then the creature will pick up the matching items even |
3129 | if this is not set here. |
3272 | if this is not set here. |
3130 | </attribute> |
3273 | </attribute> |
3131 | <attribute arch="Wis" editor="sensing range" type="int"> |
3274 | <attribute arch="Wis" editor="sensing range" type="int"> |
… | |
… | |
3133 | the creature wakes up. This is done as a square, for reasons of speed. |
3276 | 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 |
3277 | 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 |
3278 | 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. |
3279 | has stealth, the size of this square is reduced in half plus 1. |
3137 | </attribute> |
3280 | </attribute> |
3138 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3281 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3282 | If this is set to default, the standard mode of movement will be used. |
|
|
3283 | </attribute> |
|
|
3284 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3285 | This movement is not in effect when the monster has an enemy and should |
|
|
3286 | only be used for non agressive monsters. |
3139 | </attribute> |
3287 | </attribute> |
3140 | <attribute arch="run_away" editor="run at % health" type="int"> |
3288 | <attribute arch="run_away" editor="run at % health" type="int"> |
3141 | This is a percentage value in the range 0-100. |
3289 | This is a percentage value in the range 0-100. |
3142 | When the monster's health points drop below this percentage |
3290 | When the monster's health points drop below this percentage |
3143 | (relative to max health), it attempts to run away from the |
3291 | (relative to max health), it attempts to run away from the |
3144 | attacker. |
3292 | attacker. |
3145 | </attribute> |
3293 | </attribute> |
3146 | </section> |
3294 | </section> |
3147 | |
3295 | &resistances_basic; |
|
|
3296 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
|
|
3297 | </attribute> |
|
|
3298 | </type> |
|
|
3299 | |
|
|
3300 | <!--####################################################################--> |
|
|
3301 | <type number="28" name="Monster (Grimreaper)"> |
|
|
3302 | <import_type name="Monster & NPC" /> |
|
|
3303 | <ignore> |
|
|
3304 | <attribute arch="material" /> |
|
|
3305 | <attribute arch="name_pl" /> |
|
|
3306 | <attribute arch="nrof" /> |
|
|
3307 | <attribute arch="value" /> |
|
|
3308 | <attribute arch="unpaid" /> |
|
|
3309 | </ignore> |
|
|
3310 | <description> |
|
|
3311 | A grimreaper is a monster that vanishes after it did some number of |
|
|
3312 | draining attacks. |
|
|
3313 | </description> |
3148 | <section name="resistance"> |
3314 | <section name="grimreaper"> |
3149 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
3315 | <attribute arch="value" editor="attacks" type="int"> |
3150 | </attribute> |
3316 | 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> |
3317 | </attribute> |
3191 | </section> |
3318 | </section> |
3192 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
|
|
3193 | </attribute> |
|
|
3194 | </type> |
3319 | </type> |
3195 | |
3320 | |
3196 | <!--####################################################################--> |
3321 | <!--####################################################################--> |
3197 | <type number="65" name="Mood Floor"> |
3322 | <type number="65" name="Mood Floor"> |
3198 | <ignore> |
3323 | <ignore> |
… | |
… | |
3200 | </ignore> |
3325 | </ignore> |
3201 | <description><![CDATA[ |
3326 | <description><![CDATA[ |
3202 | As the name implies, mood floors can change the "mood" of |
3327 | As the name implies, mood floors can change the "mood" of |
3203 | a monsters/NPC. For example, an unagressive monster could be |
3328 | a monsters/NPC. For example, an unagressive monster could be |
3204 | turned mad to start attacking. Similar, an agressive monster |
3329 | turned mad to start attacking. Similar, an agressive monster |
3205 | could be calmed. ]]> |
3330 | could be calmed.]]> |
3206 | </description> |
3331 | </description> |
3207 | <use><![CDATA[ |
3332 | <use><![CDATA[ |
3208 | Mood floors are absolutely cool for NPC interaction. To make an |
3333 | Mood floors are absolutely cool for NPC interaction. To make an |
3209 | unaggressive monster/NPC attack, put a creator with "other_arch |
3334 | unaggressive monster/NPC attack, put a creator with "other_arch |
3210 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3335 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3214 | it directly to a magic_ear. Then the player speaks a keyword like |
3339 | it directly to a magic_ear. Then the player speaks a keyword like |
3215 | "help me" - and the NPC joins him as pet. |
3340 | "help me" - and the NPC joins him as pet. |
3216 | <br><br> |
3341 | <br><br> |
3217 | (Of course you must always give clear hints about keywords! |
3342 | (Of course you must always give clear hints about keywords! |
3218 | And there is no reason why you couldn't use a button/lever/pedestal |
3343 | And there is no reason why you couldn't use a button/lever/pedestal |
3219 | etc. instead of a magic_ear.) ]]> |
3344 | etc. instead of a magic_ear.)]]> |
3220 | </use> |
3345 | </use> |
3221 | <attribute arch="no_pick" value="1" type="fixed" /> |
3346 | <attribute arch="no_pick" value="1" type="fixed" /> |
3222 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3347 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3223 | <mood> is used to determine what will happen to the |
3348 | <mood> is used to determine what will happen to the |
3224 | monster when affected by the mood floor: |
3349 | monster when affected by the mood floor: |
3225 | |
3350 | |
3226 | <mood> 'furious': Makes all monsters aggressive |
3351 | <mood> 'furious': Makes all monsters aggressive |
3227 | |
3352 | |
3228 | <mood> 'angry': As above but pets are unaffected |
3353 | <mood> 'angry': As above but pets are unaffected |
3229 | |
3354 | |
3230 | <mood> 'calm': Makes all monsters unaggressive |
3355 | <mood> 'calm': Makes all monsters unaggressive |
3231 | |
3356 | |
3232 | <mood> 'sleep': Puts all monsters to sleep |
3357 | <mood> 'sleep': Puts all monsters to sleep |
3233 | |
3358 | |
3234 | <mood> 'charm': Turns monster into a pet of person |
3359 | <mood> 'charm': Turns monster into a pet of person |
3235 | who triggers the square. This setting is not |
3360 | who triggers the square. This setting is not |
3236 | enabled for continous operation, you need to |
3361 | enabled for continous operation, you need to |
3237 | insert a <connection> value! |
3362 | insert a <connection> value! |
3238 | </attribute> |
3363 | </attribute> |
3239 | <attribute arch="connected" editor="connection" type="int"> |
3364 | <attribute arch="connected" editor="connection" type="string"> |
3240 | This should only be set in combination with <mood number> 4. |
3365 | This should only be set in combination with <mood number> 4. |
3241 | Normally, monsters are affected by the mood floor as soon as they |
3366 | Normally, monsters are affected by the mood floor as soon as they |
3242 | step on it. But charming (monster -> pet) is too powerful, |
3367 | step on it. But charming (monster -> pet) is too powerful, |
3243 | so it needs to be activated. |
3368 | so it needs to be activated. |
3244 | |
3369 | |
3245 | Typically it is connected to an altar, for buying a "hireling". |
3370 | 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 |
3371 | 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! |
3372 | quest. Or even better: It could be *part* of a quest! |
3248 | </attribute> |
3373 | </attribute> |
3249 | <attribute arch="no_magic" editor="no spells" type="bool"> |
3374 | <attribute arch="no_magic" editor="no spells" type="bool"> |
… | |
… | |
3268 | can monsters. Motion is involuntary. Additionally, players or |
3393 | can monsters. Motion is involuntary. Additionally, players or |
3269 | monsters can be "frozen" while ontop of movers so that they MUST |
3394 | monsters can be "frozen" while ontop of movers so that they MUST |
3270 | move along a chain of them. |
3395 | move along a chain of them. |
3271 | <br><br> |
3396 | <br><br> |
3272 | Multisquare monsters can be moved as well, given |
3397 | Multisquare monsters can be moved as well, given |
3273 | enough space. Movers are usually invisible. ]]> |
3398 | enough space. Movers are usually invisible.]]> |
3274 | </description> |
3399 | </description> |
3275 | <use><![CDATA[ |
3400 | <use><![CDATA[ |
3276 | NEVER EVER consider a mover being unpassable in the backwards |
3401 | NEVER EVER consider a mover being unpassable in the backwards |
3277 | direction. Setting "forced movement" makes it seemingly impossible |
3402 | direction. Setting "forced movement" makes it seemingly impossible |
3278 | but there is still a trick: One player can push a second player |
3403 | but there is still a trick: One player can push a second player |
… | |
… | |
3285 | cannot be discovered with the show_invisible spell. |
3410 | cannot be discovered with the show_invisible spell. |
3286 | <br><br> |
3411 | <br><br> |
3287 | Note that Movers and Directors are seperate objects, even though |
3412 | Note that Movers and Directors are seperate objects, even though |
3288 | they look and act similar. Directors only do spells/missiles, |
3413 | they look and act similar. Directors only do spells/missiles, |
3289 | while movers only do living creatures (depending on how it |
3414 | while movers only do living creatures (depending on how it |
3290 | is set: monsters and players). ]]> |
3415 | is set: monsters and players).]]> |
3291 | </use> |
3416 | </use> |
3292 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3417 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3293 | If forced movement is enabled, the mover "freezes" anyone it |
3418 | If forced movement is enabled, the mover "freezes" anyone it |
3294 | moves (so they are forced to move along a chain). |
3419 | moves (so they are forced to move along a chain). |
3295 | For players there is no way to escape this forced movement, |
3420 | For players there is no way to escape this forced movement, |
… | |
… | |
3303 | </attribute> |
3428 | </attribute> |
3304 | <attribute arch="speed" editor="movement speed" type="float"> |
3429 | <attribute arch="speed" editor="movement speed" type="float"> |
3305 | The movement speed value determines how fast a chain of |
3430 | The movement speed value determines how fast a chain of |
3306 | these movers will push a player along (default is -0.2). |
3431 | these movers will push a player along (default is -0.2). |
3307 | </attribute> |
3432 | </attribute> |
|
|
3433 | &speed_left; |
3308 | <attribute arch="sp" editor="direction" type="list_direction"> |
3434 | <attribute arch="sp" editor="direction" type="list_direction"> |
3309 | The mover will push creatures in the specified <direction>. |
3435 | The mover will push creatures in the specified <direction>. |
3310 | A mover with direction set to <none> will spin clockwise, |
3436 | A mover with direction set to <none> will spin clockwise, |
3311 | thus pushing creatures in unpredictable directions. |
3437 | thus pushing creatures in unpredictable directions. |
3312 | </attribute> |
3438 | </attribute> |
3313 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3439 | <attribute arch="lifesave" editor="gets used up" type="bool"> |
3314 | If enabled, the mover gets "used up" after a certain number of moves |
3440 | 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. |
3441 | (specified by <number of uses>). If disabled, the mover works infinitely. |
3316 | </attribute> |
3442 | </attribute> |
3317 | <attribute arch="hp" editor="number of uses" type="int"> |
3443 | <attribute arch="hp" editor="number of uses" type="int"> |
3318 | This value has only a meaning if <gets used up> is set: |
3444 | 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 |
3445 | <number of uses> is the number of times minus one, that it |
3320 | will move a creature before disappearing. (It will move |
3446 | will move a creature before disappearing. (It will move |
3321 | someone <number of uses>+1 times, then vanish). |
3447 | someone <number of uses>+1 times, then vanish). |
3322 | </attribute> |
3448 | </attribute> |
3323 | <section name="targets"> |
3449 | <section name="targets"> |
3324 | <attribute arch="level" editor="move players" type="bool"> |
3450 | <attribute arch="level" editor="move players" type="bool"> |
3325 | If <move players> is enabled, both players and monsters will be |
3451 | If <move players> is enabled, both players and monsters will be |
3326 | moved. In the arches' default it is disabled - thus ONLY monsters |
3452 | moved. In the arches' default it is disabled - thus ONLY monsters |
3327 | get moved. Remember that "monsters" includes NPCs! |
3453 | get moved. Remember that "monsters" includes NPCs! |
3328 | |
3454 | |
3329 | This feature provides you with the possibility to make NPCs |
3455 | This feature provides you with the possibility to make NPCs |
3330 | literally "come to life". Example: The player is talking with an |
3456 | literally "come to life". Example: The player is talking with an |
3331 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3457 | NPC, speaking a certain keyword. This triggers a magic_ear and |
3332 | activates creators, creating (per default: monster-only) movers |
3458 | activates creators, creating (per default: monster-only) movers |
3333 | under the NPC's feet. The NPC starts "walking" on a predefined |
3459 | 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, |
3460 | route! Note that it's useful to set this NPC immune to everything, |
3335 | preventing the player to push the NPC off his trace. |
3461 | preventing the player to push the NPC off his trace. |
3336 | </attribute> |
3462 | </attribute> |
3337 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3463 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3338 | This should always be set. |
3464 | 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> |
3465 | </attribute> |
3345 | </section> |
3466 | </section> |
3346 | </type> |
3467 | </type> |
3347 | |
3468 | |
3348 | <!--####################################################################--> |
3469 | <!--####################################################################--> |
… | |
… | |
3351 | <ignore_list name="non_pickable" /> |
3472 | <ignore_list name="non_pickable" /> |
3352 | </ignore> |
3473 | </ignore> |
3353 | <description><![CDATA[ |
3474 | <description><![CDATA[ |
3354 | Pedestals are designed to detect certain types of living objects. |
3475 | Pedestals are designed to detect certain types of living objects. |
3355 | When a predefined type of living creature steps on the pedestal, the |
3476 | When a predefined type of living creature steps on the pedestal, the |
3356 | connected value is triggered. ]]> |
3477 | connected value is triggered.]]> |
3357 | </description> |
3478 | </description> |
3358 | <use><![CDATA[ |
3479 | <use><![CDATA[ |
3359 | If you want to create a place where only players of a certain race |
3480 | If you want to create a place where only players of a certain race |
3360 | can enter, put a teleporter over your pedestal. So the teleporter is |
3481 | can enter, put a teleporter over your pedestal. So the teleporter is |
3361 | only activated for players of the matching race. Do not use gates, |
3482 | only activated for players of the matching race. Do not use gates, |
3362 | because many other players could sneak in. If you put powerful |
3483 | because many other players could sneak in. If you put powerful |
3363 | artifacts into such places, generally set "startequip 1", so that |
3484 | artifacts into such places, generally set "startequip 1", so that |
3364 | they are preserved for that one race and can't be traded to others. ]]> |
3485 | they are preserved for that one race and can't be traded to others.]]> |
3365 | </use> |
3486 | </use> |
3366 | <attribute arch="no_pick" value="1" type="fixed" /> |
3487 | <attribute arch="no_pick" value="1" type="fixed" /> |
3367 | <attribute arch="slaying" editor="match race" type="string"> |
3488 | <attribute arch="slaying" editor="match race" type="string"> |
3368 | the <match race> defines the object we're looking for. If <match race> |
3489 | 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. |
3490 | 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 |
3491 | 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". |
3492 | place where only fireborns can enter, by setting "slaying unnatural". |
3372 | |
3493 | |
3373 | If it is set to "player", any player stepping on the pedestal |
3494 | 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 |
3495 | is a match. Very useful if you want to open a gate for players |
3375 | but not for monsters. |
3496 | but not for monsters. |
|
|
3497 | |
|
|
3498 | &match_compat; |
3376 | </attribute> |
3499 | </attribute> |
3377 | <attribute arch="connected" editor="connection" type="int"> |
3500 | <attribute arch="connected" editor="connection" type="string"> |
3378 | When the pedestal is triggered, all objects with the same |
3501 | When the pedestal is triggered, all objects with the same |
3379 | connection value get activated. |
3502 | connection value get activated. |
3380 | </attribute> |
3503 | </attribute> |
|
|
3504 | &move_on; |
|
|
3505 | </type> |
|
|
3506 | |
|
|
3507 | <!--####################################################################--> |
|
|
3508 | <type number="19" name="Item Match"> |
|
|
3509 | <ignore> |
|
|
3510 | <ignore_list name="non_pickable" /> |
|
|
3511 | </ignore> |
|
|
3512 | <description><![CDATA[ |
|
|
3513 | Match objects use the deliantra matching language |
|
|
3514 | (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) |
|
|
3515 | to match items on the same mapspace (if move_on/off are unset) or |
|
|
3516 | items trying to enter (if move_blocked is set). |
|
|
3517 | |
|
|
3518 | If a connected value is given, then it is triggered if the first object |
|
|
3519 | matching the expression is put on it, and the last is removed.]]> |
|
|
3520 | </description> |
|
|
3521 | <use><![CDATA[ |
|
|
3522 | If you want to trigger something else (e.g. a gate) when an item is above this object, |
|
|
3523 | use the move_on/move_off settings. |
|
|
3524 | |
|
|
3525 | If you want to keep something from entering if it has (or lacks) a specific item, |
|
|
3526 | use the move_blocked setting.]]> |
|
|
3527 | </use> |
3381 | <attribute arch="walk_on" value="1" type="fixed" /> |
3528 | <attribute arch="no_pick" value="1" type="fixed" /> |
3382 | <attribute arch="walk_off" value="1" type="fixed" /> |
3529 | <attribute arch="slaying" editor="match expression" type="string"> |
|
|
3530 | &match_compat; |
|
|
3531 | |
|
|
3532 | Optionally you can leave out the "match " prefix. |
|
|
3533 | </attribute> |
|
|
3534 | <attribute arch="connected" editor="connection" type="string"> |
|
|
3535 | When the match is triggered, all objects with the same |
|
|
3536 | connection value get activated. |
|
|
3537 | </attribute> |
|
|
3538 | &move_on; |
|
|
3539 | &move_off; |
|
|
3540 | &move_block; |
3383 | </type> |
3541 | </type> |
3384 | |
3542 | |
3385 | <!--####################################################################--> |
3543 | <!--####################################################################--> |
3386 | <type number="94" name="Pit"> |
3544 | <type number="94" name="Pit"> |
3387 | <ignore> |
3545 | <ignore> |
3388 | <ignore_list name="non_pickable" /> |
3546 | <ignore_list name="non_pickable" /> |
3389 | </ignore> |
3547 | </ignore> |
3390 | <description><![CDATA[ |
3548 | <description><![CDATA[ |
3391 | Pits are holes, transporting the player when he walks (and falls) into them. |
3549 | Pits are holes, transporting the player when he walks (and falls) into them. |
3392 | A speciality about pits is that they don't transport the player to |
3550 | A speciality about pits is that they don't transport the player to |
3393 | the exact destination, but within a two-square radius of the destination |
3551 | the exact destination, but within a configurable radius of the destination |
3394 | (never on blocked squares).<br> |
3552 | (never on blocked squares).<br> |
3395 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3553 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3396 | Monsters and items are affected by pits just as well as players. |
3554 | Monsters and items are affected by pits just as well as players. |
3397 | Even multipart monsters can fall through them, given enough space. ]]> |
3555 | Even multipart monsters can fall through them, given enough space.]]> |
3398 | </description> |
3556 | </description> |
3399 | <use><![CDATA[ |
3557 | <use><![CDATA[ |
3400 | Pits can add interesting effects to your map. When using them, make |
3558 | Pits can add interesting effects to your map. When using them, make |
3401 | sure to use them in a "logical way": Pits should always drop the |
3559 | sure to use them in a "logical way": Pits should always drop the |
3402 | player to some kind of lower level. They should not be used to |
3560 | player to some kind of lower level. They should not be used to |
3403 | randomly interconnect maps like teleporters do. ]]> |
3561 | randomly interconnect maps like teleporters do.]]> |
3404 | </use> |
3562 | </use> |
3405 | <attribute arch="no_pick" value="1" type="fixed" /> |
3563 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3564 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3565 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3566 | </attribute> |
3406 | <attribute arch="connected" editor="connection" type="int"> |
3567 | <attribute arch="connected" editor="connection" type="string"> |
3407 | When a <connection> value is set, the pit can be opened/closed |
3568 | When a <connection> value is set, the pit can be opened/closed |
3408 | by activating the connection. |
3569 | by activating the connection. |
3409 | </attribute> |
3570 | </attribute> |
|
|
3571 | &activate_on; |
3410 | <attribute arch="hp" editor="destination X" type="int"> |
3572 | <attribute arch="hp" editor="destination X" type="int"> |
3411 | The pit will transport creatures (and items) randomly into a two-square |
3573 | The pit will transport creatures (and items) randomly into a two-square |
3412 | radius of the destination coordinates. |
3574 | radius of the destination coordinates. |
3413 | If the destination square becomes blocked, the pit will act like |
3575 | If the destination square becomes blocked, the pit will act like |
3414 | being filled up and not work anymore! |
3576 | being filled up and not work anymore! |
… | |
… | |
3423 | The <position state> defines the position of the gate: |
3585 | The <position state> defines the position of the gate: |
3424 | Zero means completely open/down, the "number of animation-steps" (usually |
3586 | 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 |
3587 | about 6 or 7) means completely closed/up state. I suggest you don't |
3426 | mess with this value - Leave the default in place. |
3588 | mess with this value - Leave the default in place. |
3427 | </attribute> |
3589 | </attribute> |
3428 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3590 | &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> |
3591 | </type> |
3441 | |
3592 | |
3442 | <!--####################################################################--> |
3593 | <!--####################################################################--> |
3443 | <type number="7" name="Poison Food"> |
3594 | <type number="7" name="Poison Food"> |
3444 | <description><![CDATA[ |
3595 | <description><![CDATA[ |
3445 | When eating, the player's stomache is drained by 1/4 of food. |
3596 | When eating, the player's stomache is drained by 1/4 of food. |
3446 | If his food drops to zero, the player might even die. ]]> |
3597 | If his food drops to zero, the player might even die.]]> |
3447 | </description> |
3598 | </description> |
3448 | </type> |
3599 | </type> |
3449 | |
3600 | |
3450 | <!--####################################################################--> |
3601 | <!--####################################################################--> |
3451 | <type number="5" name="Potion"> |
3602 | <type number="5" name="Potion"> |
3452 | <description><![CDATA[ |
3603 | <description><![CDATA[ |
3453 | The player can drink these and gain various kinds of benefits |
3604 | The player can drink these and gain various kinds of benefits |
3454 | (/penalties) by doing so. ]]> |
3605 | (/penalties) by doing so.]]> |
3455 | </description> |
3606 | </description> |
3456 | <use><![CDATA[ |
3607 | <use><![CDATA[ |
3457 | One potion should never give multiple benefits at once. ]]> |
3608 | One potion should never give multiple benefits at once.]]> |
3458 | </use> |
3609 | </use> |
3459 | <attribute arch="level" editor="potion level" type="int"> |
3610 | <attribute arch="level" editor="potion level" type="int"> |
3460 | If the potion contains a spell, the spell is cast at this level. |
3611 | If the potion contains a spell, the spell is cast at this level. |
3461 | For other potions it should be set at least to 1. |
3612 | For other potions it should be set at least to 1. |
3462 | </attribute> |
3613 | </attribute> |
… | |
… | |
3467 | </attribute> |
3618 | </attribute> |
3468 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3619 | <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> |
3469 | There are two types of special effects for potions: |
3620 | There are two types of special effects for potions: |
3470 | 'life restoration' - restore the player's stats lost by death or draining |
3621 | 'life restoration' - restore the player's stats lost by death or draining |
3471 | (this has nothing in common with the restoration spell!) |
3622 | (this has nothing in common with the restoration spell!) |
3472 | 'improvement' - increase the player's maximum health/mana/grace |
3623 | 'improvement' - increase the player's maximum health/mana/grace |
3473 | by a very small amount. |
3624 | by a very small amount. |
3474 | </attribute> |
3625 | </attribute> |
3475 | <attribute arch="cursed" editor="cursed" type="bool"> |
3626 | <attribute arch="cursed" editor="cursed" type="bool"> |
3476 | If a potion is cursed, benefits generally turn into penalties. |
3627 | If a potion is cursed, benefits generally turn into penalties. |
3477 | Note that potions can be "uncursed" by praying over an altar, |
3628 | Note that potions can be "uncursed" by praying over an altar, |
… | |
… | |
3480 | </attribute> |
3631 | </attribute> |
3481 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3632 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3482 | A godgiven item vanishes as soon as the player |
3633 | A godgiven item vanishes as soon as the player |
3483 | drops it to the ground. |
3634 | drops it to the ground. |
3484 | </attribute> |
3635 | </attribute> |
3485 | <section name="stats"> |
3636 | &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> |
3637 | </type> |
3604 | |
3638 | |
3605 | <!--####################################################################--> |
3639 | <!--####################################################################--> |
3606 | <type number="156" name="Power Crystal"> |
3640 | <type number="156" name="Power Crystal"> |
3607 | <description><![CDATA[ |
3641 | <description><![CDATA[ |
3608 | Power crystals can store a player's mana: |
3642 | Power crystals can store a player's mana: |
3609 | When the player applies the crystal with full mana, half of |
3643 | When the player applies the crystal with full mana, half of |
3610 | it flows into the crystal. When the player applies it with |
3644 | it flows into the crystal. When the player applies it with |
3611 | lacking mana, the crystal replenishes the player's mana. ]]> |
3645 | lacking mana, the crystal replenishes the player's mana.]]> |
3612 | </description> |
3646 | </description> |
3613 | <attribute arch="sp" editor="initial mana" type="int"> |
3647 | <attribute arch="sp" editor="initial mana" type="int"> |
3614 | <initial mana> is the amount of spellpoints that the |
3648 | <initial mana> is the amount of spellpoints that the |
3615 | crystal holds when the map is loaded. |
3649 | crystal holds when the map is loaded. |
3616 | </attribute> |
3650 | </attribute> |
… | |
… | |
3628 | Projectiles like arrows/crossbow bolts are used as ammunition |
3662 | Projectiles like arrows/crossbow bolts are used as ammunition |
3629 | for shooting weapons. |
3663 | for shooting weapons. |
3630 | <br><br> |
3664 | <br><br> |
3631 | It's very easy to add new pairs of weapons & projectiles. |
3665 | It's very easy to add new pairs of weapons & projectiles. |
3632 | Just set matching <ammunition class> both for shooting |
3666 | Just set matching <ammunition class> both for shooting |
3633 | weapon and projectile. ]]> |
3667 | weapon and projectile.]]> |
3634 | </description> |
3668 | </description> |
3635 | <use><![CDATA[ |
3669 | <use><![CDATA[ |
3636 | If you want to create new kinds of projectiles, you could |
3670 | If you want to create new kinds of projectiles, you could |
3637 | add an alchemical receipe to create these. |
3671 | add an alchemical receipe to create these. |
3638 | |
3672 | |
3639 | Don't create new pairs of weapons & projectiles unless |
3673 | Don't create new pairs of weapons & projectiles unless |
3640 | they really fullfill a useful purpose. In fact, even bows |
3674 | they really fullfill a useful purpose. In fact, even bows |
3641 | and crossbows are rarely ever used. ]]> |
3675 | and crossbows are rarely ever used.]]> |
3642 | </use> |
3676 | </use> |
3643 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3677 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3644 | This number is a bitmask, specifying the projectile's attacktypes. |
3678 | This number is a bitmask, specifying the projectile's attacktypes. |
3645 | Attacktypes are: physical, magical, fire, cold.. etc. |
3679 | Attacktypes are: physical, magical, fire, cold.. etc. |
3646 | This works identical to melee weapons. Note that shooting |
3680 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3648 | </attribute> |
3682 | </attribute> |
3649 | <attribute arch="race" editor="ammunition class" type="string"> |
3683 | <attribute arch="race" editor="ammunition class" type="string"> |
3650 | Only shooting weapons with matching <ammunition class> can fire |
3684 | Only shooting weapons with matching <ammunition class> can fire |
3651 | these projectiles. For arrows set "arrows", for crossbow bolts |
3685 | these projectiles. For arrows set "arrows", for crossbow bolts |
3652 | set "crossbow bolts" (big surprise). |
3686 | set "crossbow bolts" (big surprise). |
3653 | |
3687 | |
3654 | In certain cases, the ammunition class is displayed in the game. |
3688 | In certain cases, the ammunition class is displayed in the game. |
3655 | Hence, when you create a new ammunition class, choose an |
3689 | Hence, when you create a new ammunition class, choose an |
3656 | intuitive name like "missiles", "spirit bolts" - whatever. |
3690 | intuitive name like "missiles", "spirit bolts" - whatever. |
3657 | |
3691 | |
3658 | You can also make special containers holding these projectiles |
3692 | You can also make special containers holding these projectiles |
3659 | by setting the <container class> to match your <ammunition class>. |
3693 | by setting the <container class> to match your <ammunition class>. |
3660 | </attribute> |
3694 | </attribute> |
3661 | <attribute arch="slaying" editor="slaying race" type="string"> |
3695 | <attribute arch="slaying" editor="slaying race" type="string"> |
3662 | Slaying means the weapon does tripple (3x) damage to monsters |
3696 | Slaying means the weapon does tripple (3x) damage to monsters |
… | |
… | |
3708 | <type number="70" name="Ring"> |
3742 | <type number="70" name="Ring"> |
3709 | <import_type name="Amulet" /> |
3743 | <import_type name="Amulet" /> |
3710 | <description><![CDATA[ |
3744 | <description><![CDATA[ |
3711 | Rings are worn on the hands - one ring each. |
3745 | Rings are worn on the hands - one ring each. |
3712 | Wearing rings, the object's stats will directly be inherited to |
3746 | Wearing rings, the object's stats will directly be inherited to |
3713 | the player. Usually enhancing his spellcasting potential. ]]> |
3747 | the player. Usually enhancing his spellcasting potential.]]> |
3714 | </description> |
3748 | </description> |
3715 | <use><![CDATA[ |
3749 | <use><![CDATA[ |
3716 | When you create an artifact ring, never forget that players can |
3750 | When you create an artifact ring, never forget that players can |
3717 | wear <B>two</B> rings! Due to that it is extremely important to |
3751 | wear <B>two</B> rings! Due to that it is extremely important to |
3718 | keep rings in balance with the game. |
3752 | keep rings in balance with the game. |
3719 | <br><br> |
3753 | <br><br> |
3720 | Also keep in mind that rings are generally the wizard's tools. |
3754 | Also keep in mind that rings are generally the wizard's tools. |
3721 | They should primarily grant bonuses to spellcasting abilities |
3755 | They should primarily grant bonuses to spellcasting abilities |
3722 | and non-physical resistances. ]]> |
3756 | and non-physical resistances.]]> |
3723 | </use> |
3757 | </use> |
3724 | </type> |
3758 | </type> |
3725 | |
3759 | |
3726 | <!--####################################################################--> |
3760 | <!--####################################################################--> |
3727 | <type number="3" name="Rod"> |
3761 | <type number="3" name="Rod"> |
… | |
… | |
3730 | </ignore> |
3764 | </ignore> |
3731 | <description><![CDATA[ |
3765 | <description><![CDATA[ |
3732 | A rod contains a spell. The player can use this spell by applying and |
3766 | A rod contains a spell. The player can use this spell by applying and |
3733 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3767 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3734 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3768 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3735 | used endlessly. ]]> |
3769 | used endlessly.]]> |
3736 | </description> |
3770 | </description> |
3737 | <use><![CDATA[ |
3771 | <use><![CDATA[ |
3738 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3772 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3739 | to be used for that purpose. Though, potions are expensive and only good for |
3773 | to be used for that purpose. Though, potions are expensive and only good for |
3740 | one-time-use.<br> ]]> |
3774 | one-time-use.<br>]]> |
3741 | </use> |
3775 | </use> |
3742 | <attribute arch="sp" editor="spell" type="spell"> |
3776 | <attribute arch="sp" editor="spell" type="spell"> |
3743 | Sets the <spell> of the rod. Consider twice before handing out special |
3777 | Sets the <spell> of the rod. Consider twice before handing out special |
3744 | rods to players, since they can be used endlessly without any mana cost! |
3778 | rods to players, since they can be used endlessly without any mana cost! |
3745 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3779 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3778 | <attribute arch="value" /> |
3812 | <attribute arch="value" /> |
3779 | <attribute arch="material" /> |
3813 | <attribute arch="material" /> |
3780 | <attribute arch="unpaid" /> |
3814 | <attribute arch="unpaid" /> |
3781 | </ignore> |
3815 | </ignore> |
3782 | <description><![CDATA[ |
3816 | <description><![CDATA[ |
3783 | A rune is a magical enscription on the dungeon floor. |
3817 | A rune is a magical enscription on the dungeon floor. |
3784 | <br><br> |
3818 | <br><br> |
3785 | Runes hit any monster or person who steps on them for 'dam' damage in |
3819 | Runes hit any monster or person who steps on them for 'dam' damage in |
3786 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3820 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3787 | and will cast this spell when it detonates. Yet another kind is the |
3821 | and will cast this spell when it detonates. Yet another kind is the |
3788 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3822 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3789 | <br><br> |
3823 | <br><br> |
3790 | Many runes are already defined in the archetypes. ]]> |
3824 | Many runes are already defined in the archetypes.]]> |
3791 | </description> |
3825 | </description> |
3792 | <use><![CDATA[ |
3826 | <use><![CDATA[ |
3793 | Avoid monsters stepping on your runes. For example, summoning runes |
3827 | Avoid monsters stepping on your runes. For example, summoning runes |
3794 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3828 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3795 | </use> |
3829 | </use> |
3796 | <attribute arch="no_pick" value="1" type="fixed" /> |
3830 | <attribute arch="no_pick" value="1" type="fixed" /> |
3797 | <attribute arch="walk_on" value="1" type="fixed" /> |
3831 | &move_on; |
3798 | <attribute arch="level" editor="rune level" type="int"> |
3832 | <attribute arch="level" editor="rune level" type="int"> |
3799 | This value sets the level the rune will cast the spell it contains at, |
3833 | 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. |
3834 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3801 | (<rune level> 0 runes won't detonate at all!) |
3835 | (<rune level> 0 runes won't detonate at all!) |
3802 | |
3836 | |
3803 | Level Also effects how easily a rune may be found and disarmed, and |
3837 | 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 |
3838 | 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 |
3839 | runes can be quite a cheap source of experience! So either make them |
3806 | tough, or keep the level low. |
3840 | tough, or keep the level low. |
3807 | </attribute> |
3841 | </attribute> |
… | |
… | |
3814 | The rune will detonate <number of charges> times before disappearing. |
3848 | The rune will detonate <number of charges> times before disappearing. |
3815 | </attribute> |
3849 | </attribute> |
3816 | <attribute arch="dam" editor="direct damage" type="int"> |
3850 | <attribute arch="dam" editor="direct damage" type="int"> |
3817 | <direct damage> specifies how much damage is done by the rune, |
3851 | <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 |
3852 | if it doesn't contain a spell. This should be set in reasonable |
3819 | relation to the rune's level. |
3853 | relation to the rune's level. |
3820 | </attribute> |
3854 | </attribute> |
3821 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3855 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3822 | If there isn't any spell (and <summon monster> is unset), this |
3856 | If there isn't any spell (and <summon monster> is unset), this |
3823 | attribute defines what attacktype to use for direct damage when |
3857 | attribute defines what attacktype to use for direct damage when |
3824 | the rune detonates. |
3858 | the rune detonates. |
… | |
… | |
3867 | <ignore_list name="non_pickable" /> |
3901 | <ignore_list name="non_pickable" /> |
3868 | </ignore> |
3902 | </ignore> |
3869 | <description><![CDATA[ |
3903 | <description><![CDATA[ |
3870 | When the player applies a savebed, he is not only saved. Both his |
3904 | When the player applies a savebed, he is not only saved. Both his |
3871 | respawn-after-death and his word-of-recall positions are pointing |
3905 | respawn-after-death and his word-of-recall positions are pointing |
3872 | to the last-applied savebed. ]]> |
3906 | to the last-applied savebed.]]> |
3873 | </description> |
3907 | </description> |
3874 | <use><![CDATA[ |
3908 | <use><![CDATA[ |
3875 | Put savebed locations in towns, do not put them into dungeons. |
3909 | Put savebed locations in towns, do not put them into dungeons. |
3876 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3910 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3877 | That means: |
3911 | That means: |
3878 | <UL> |
3912 | <UL> |
3879 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3913 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3880 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3914 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3881 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3915 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3882 | players get trapped in a savebed location. |
3916 | players get trapped in a savebed location. |
3883 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3917 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3884 | arch called "dungeon_magic" everywhere). This is not required, |
3918 | arch called "dungeon_magic" everywhere). This is not required, |
3885 | but it makes the place much more safe. |
3919 | but it makes the place much more safe. |
3886 | </UL> ]]> |
3920 | </UL>]]> |
3887 | </use> |
3921 | </use> |
3888 | <attribute arch="no_pick" value="1" type="fixed" /> |
3922 | <attribute arch="no_pick" value="1" type="fixed" /> |
3889 | <attribute arch="no_magic" value="1" type="fixed" /> |
3923 | <attribute arch="no_magic" value="1" type="fixed" /> |
3890 | <attribute arch="damned" value="1" type="fixed" /> |
3924 | <attribute arch="damned" value="1" type="fixed" /> |
3891 | </type> |
3925 | </type> |
3892 | |
3926 | |
3893 | <!--####################################################################--> |
3927 | <!--####################################################################--> |
|
|
3928 | <type number="111" name="Scroll"> |
|
|
3929 | <ignore> |
|
|
3930 | <attribute arch="title" /> |
|
|
3931 | </ignore> |
|
|
3932 | <description><![CDATA[ |
|
|
3933 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
|
|
3934 | scrolls require a certain literacy skill to read successfully. |
|
|
3935 | Accordingly, for a successful reading, a small amount of |
|
|
3936 | experience is gained. Scrolls allow only one time usage, but |
|
|
3937 | usually they are sold in bulks.]]> |
|
|
3938 | </description> |
|
|
3939 | <use><![CDATA[ |
|
|
3940 | For low level quests, scrolls of healing/curing-spells |
|
|
3941 | can be a nice reward. At higher levels, scrolls become less |
|
|
3942 | and less useful.]]> |
|
|
3943 | </use> |
|
|
3944 | <attribute arch="level" editor="casting level" type="int"> |
|
|
3945 | The spell of the scroll will be casted at this level. |
|
|
3946 | This value should always be set, at least to 1. |
|
|
3947 | </attribute> |
|
|
3948 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
3949 | When a player/monster applies this scroll, the selected <spell> |
|
|
3950 | will be casted (once). This should work for any given spell. |
|
|
3951 | </attribute> |
|
|
3952 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
3953 | A godgiven item vanishes as soon as the player |
|
|
3954 | drops it to the ground. |
|
|
3955 | </attribute> |
|
|
3956 | </type> |
|
|
3957 | |
|
|
3958 | <!--####################################################################--> |
|
|
3959 | <type number="33" name="Shield"> |
|
|
3960 | <import_type name="Amulet" /> |
|
|
3961 | <description><![CDATA[ |
|
|
3962 | Wearing a shield, the object's stats will directly be inherited to |
|
|
3963 | the player. Shields usually provide good defense, only surpassed |
|
|
3964 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
|
|
3965 | </description> |
|
|
3966 | <use><![CDATA[ |
|
|
3967 | Feel free to create your own special artifacts. However, it is very |
|
|
3968 | important that you keep your artifact in balance with existing maps.]]> |
|
|
3969 | </use> |
|
|
3970 | <attribute arch="magic" editor="magic bonus" type="int"> |
|
|
3971 | <magic bonus> works just like ac, except that it can be improved by |
|
|
3972 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
|
|
3973 | than direct armour-class bonus on the shield. |
|
|
3974 | </attribute> |
|
|
3975 | </type> |
|
|
3976 | |
|
|
3977 | <!--####################################################################--> |
3894 | <type number="14" name="Shooting Weapon"> |
3978 | <type number="14" name="Shooting Weapon"> |
3895 | <description><![CDATA[ |
3979 | <description><![CDATA[ |
3896 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3980 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3897 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3981 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3898 | wielded both at the same time. Like with any other equipment, |
3982 | wielded both at the same time. Like with any other equipment, |
3899 | stats/bonuses from shooting weapons are directly inherited to the player. |
3983 | stats/bonuses from shooting weapons are directly inherited to the player. |
3900 | <br><br> |
3984 | <br><br> |
3901 | It's very easy to add new pairs of weapons & projectiles. |
3985 | It's very easy to add new pairs of weapons & projectiles. |
3902 | Just set matching <ammunition class> both for shooting |
3986 | Just set matching <ammunition class> both for shooting |
3903 | weapon and projectile. ]]> |
3987 | weapon and projectile.]]> |
3904 | </description> |
3988 | </description> |
3905 | <use><![CDATA[ |
3989 | <use><![CDATA[ |
3906 | Shooting weapons should not add bonuses in general. There's already |
3990 | Shooting weapons should not add bonuses in general. There's already |
3907 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3991 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3908 | Schooting weapons should especially not add bonuses to the player |
3992 | Shooting weapons should especially not add bonuses to the player |
3909 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3993 | 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 |
3994 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3911 | - still crap. ]]> |
3995 | - still crap.]]> |
3912 | </use> |
3996 | </use> |
3913 | <attribute arch="race" editor="ammunition class" type="string"> |
3997 | <attribute arch="race" editor="ammunition class" type="string"> |
3914 | Only projectiles with matching <ammunition class> can be fired |
3998 | Only projectiles with matching <ammunition class> can be fired |
3915 | with this weapon. For normal bows set "arrows", for normal |
3999 | with this weapon. For normal bows set "arrows", for normal |
3916 | crossbows set "crossbow bolts". |
4000 | crossbows set "crossbow bolts". |
3917 | |
4001 | |
3918 | In certain cases, the ammunition class is displayed in the game. |
4002 | In certain cases, the ammunition class is displayed in the game. |
3919 | Hence, when you create a new ammunition class, choose an |
4003 | Hence, when you create a new ammunition class, choose an |
3920 | intuitive name like "missiles", "spirit bolts" - whatever. |
4004 | intuitive name like "missiles", "spirit bolts" - whatever. |
3921 | </attribute> |
4005 | </attribute> |
3922 | <attribute arch="sp" editor="shooting speed" type="int"> |
4006 | <attribute arch="sp" editor="shooting speed" type="int"> |
3923 | After shooting a projectile, the player is frozen for a short |
4007 | After shooting a projectile, the player is frozen for a short |
3924 | period of time (to prevent shooting arrows machine-gun-like). |
4008 | period of time (to prevent shooting arrows machine-gun-like). |
3925 | The greater <shooting speed>, the shorter this period of time. |
4009 | The greater <shooting speed>, the shorter this period of time. |
3926 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
4010 | 1 is minimum (=worst) and 100 is maximum (=best) value. |
3927 | |
4011 | |
3928 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
4012 | You shouldn't set <shooting speed> lower than 10. YOU MUST NOT |
3929 | SET IT TO ZERO! (That would freeze the player for eternety). |
4013 | SET IT TO ZERO! (That would freeze the player for eternety). |
3930 | </attribute> |
4014 | </attribute> |
3931 | <attribute arch="dam" editor="base damage" type="int"> |
4015 | <attribute arch="dam" editor="base damage" type="int"> |
3932 | The <base damage> significantly affects the damage done |
4016 | The <base damage> significantly affects the damage done |
… | |
… | |
3943 | The <item power> value measures how "powerful" an artifact is. |
4027 | The <item power> value measures how "powerful" an artifact is. |
3944 | Players will only be able to wear equipment with a certain total |
4028 | 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 |
4029 | amount of <item power>, depending on their own level. This is the |
3946 | only way to prevent low level players to wear "undeserved" equipment |
4030 | only way to prevent low level players to wear "undeserved" equipment |
3947 | (like gifts from other players or cheated items). |
4031 | (like gifts from other players or cheated items). |
3948 | |
4032 | |
3949 | It is very important to adjust the <item power> value carefully |
4033 | It is very important to adjust the <item power> value carefully |
3950 | for every artifact you create! If zero/unset, the CF server will |
4034 | for every artifact you create! If zero/unset, the Deliantra server will |
3951 | calculate a provisional value at runtime, but this is never |
4035 | calculate a provisional value at runtime, but this is never |
3952 | going to be an accurate measurement of <item power>. |
4036 | going to be an accurate measurement of <item power>. |
3953 | </attribute> |
4037 | </attribute> |
3954 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4038 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3955 | Usually the player's strentgh takes effect on the damage |
4039 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4024 | should have such a description. |
4108 | should have such a description. |
4025 | </attribute> |
4109 | </attribute> |
4026 | </type> |
4110 | </type> |
4027 | |
4111 | |
4028 | <!--####################################################################--> |
4112 | <!--####################################################################--> |
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"> |
4113 | <type number="68" name="Shop Floor"> |
4080 | <ignore> |
4114 | <ignore> |
4081 | <ignore_list name="non_pickable" /> |
4115 | <ignore_list name="non_pickable" /> |
4082 | </ignore> |
4116 | </ignore> |
4083 | <description><![CDATA[ |
4117 | <description><![CDATA[ |
… | |
… | |
4087 | These items are all flagged as unpaid. |
4121 | These items are all flagged as unpaid. |
4088 | When a player drops an item onto shop floor, the item becomes |
4122 | When a player drops an item onto shop floor, the item becomes |
4089 | unpaid and the player receives payment according to the item's |
4123 | unpaid and the player receives payment according to the item's |
4090 | selling-value. |
4124 | selling-value. |
4091 | Shopfloor always prevents magic (To hinder players from burning |
4125 | Shopfloor always prevents magic (To hinder players from burning |
4092 | or freezing the goods). ]]> |
4126 | or freezing the goods).]]> |
4093 | </description> |
4127 | </description> |
4094 | <use><![CDATA[ |
4128 | <use><![CDATA[ |
4095 | Tile your whole shop-interior space which shop floor. |
4129 | Tile your whole shop-interior space which shop floor. |
4096 | (That assures players receive payment for dropping items). |
4130 | (That assures players receive payment for dropping items). |
4097 | Place shop mats to enter/leave the shop, and make sure |
4131 | Place shop mats to enter/leave the shop, and make sure |
4098 | there is no other exit than the shop mat. ]]> |
4132 | there is no other exit than the shop mat.]]> |
4099 | </use> |
4133 | </use> |
4100 | <attribute arch="is_floor" value="1" type="fixed" /> |
4134 | <attribute arch="is_floor" value="1" type="fixed" /> |
4101 | <attribute arch="no_pick" value="1" type="fixed" /> |
4135 | <attribute arch="no_pick" value="1" type="fixed" /> |
4102 | <attribute arch="no_magic" value="1" type="fixed" /> |
4136 | <attribute arch="no_magic" value="1" type="fixed" /> |
4103 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4137 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4137 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4171 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4138 | or -destinations. When stepping onto a shopmat the player gets beamed |
4172 | or -destinations. When stepping onto a shopmat the player gets beamed |
4139 | to the nearest other mat. If the player has unpaid items in his |
4173 | to the nearest other mat. If the player has unpaid items in his |
4140 | inventory, the price gets charged from his coins automatically. |
4174 | inventory, the price gets charged from his coins automatically. |
4141 | If the player has insufficient coins to buy his unpaid items, he |
4175 | If the player has insufficient coins to buy his unpaid items, he |
4142 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4176 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4143 | </description> |
4177 | </description> |
4144 | <use><![CDATA[ |
4178 | <use><![CDATA[ |
4145 | As stated above, always place TWO shop mats into your shop. |
4179 | As stated above, always place TWO shop mats into your shop. |
4146 | Not more and not less than that. ]]> |
4180 | Not more and not less than that.]]> |
4147 | </use> |
4181 | </use> |
4148 | <attribute arch="no_pick" value="1" type="fixed" /> |
4182 | <attribute arch="no_pick" value="1" type="fixed" /> |
4149 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4183 | &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> |
4184 | </type> |
4158 | |
4185 | |
4159 | <!--####################################################################--> |
4186 | <!--####################################################################--> |
4160 | <type number="98" name="Sign & MagicMouth"> |
4187 | <type number="98" name="Sign & MagicMouth"> |
4161 | <ignore> |
4188 | <ignore> |
… | |
… | |
4163 | </ignore> |
4190 | </ignore> |
4164 | <description><![CDATA[ |
4191 | <description><![CDATA[ |
4165 | The purpose of a sign or magic_mouth is to display a certain message to |
4192 | The purpose of a sign or magic_mouth is to display a certain message to |
4166 | the player. There are three ways to have the player get this message: |
4193 | the player. There are three ways to have the player get this message: |
4167 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4194 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4168 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4195 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4169 | </description> |
4196 | </description> |
4170 | <use><![CDATA[ |
4197 | <use><![CDATA[ |
4171 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4198 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4172 | some true roleplay feeling to your maps, support your storyline or give |
4199 | some true roleplay feeling to your maps, support your storyline or give |
4173 | hints about hidden secrets/dangers. Place signs to provide the player |
4200 | hints about hidden secrets/dangers. Place signs to provide the player |
4174 | with all kinds of useful information for getting along in your maps. ]]> |
4201 | with all kinds of useful information for getting along in your maps.]]> |
4175 | </use> |
4202 | </use> |
4176 | <attribute arch="connected" editor="connection" type="int"> |
4203 | <attribute arch="connected" editor="connection" type="string"> |
4177 | When a connection value is set, the message will be printed whenever |
4204 | When a connection value is set, the message will be printed whenever |
4178 | the connection is triggered. This should be used in combination with |
4205 | the connection is triggered. This should be used in combination with |
4179 | <invisible> enabled and <activate by walking/flying> disabled. |
4206 | <invisible> enabled and <activate by walking/flying> disabled. |
4180 | If activating your magic_mouth this way, the message will not only be |
4207 | 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. |
4208 | printed to one player, but all players on the current map. |
4182 | </attribute> |
4209 | </attribute> |
4183 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4210 | &activate_on; |
4184 | If set, the player gets the message when walking ontop of the object. |
4211 | &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"> |
4212 | <attribute arch="food" editor="counter" type="int"> |
4195 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4213 | 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 |
4214 | (printing the message) only that many times. For signs this really shouldn't |
4197 | be used, while for magic_mouths it is extremely helpful. |
4215 | be used, while for magic_mouths it is extremely helpful. |
4198 | Monsters walking over the magic_mouth do not decrease the counter. |
4216 | Monsters walking over the magic_mouth do not decrease the counter. |
4199 | |
4217 | |
4200 | Often, you might want to have a message displayed only one time. For example: |
4218 | 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 |
4219 | 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 |
4220 | 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 |
4221 | 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. |
4222 | second time would be silly. <counter> 1 does a perfect job in such cases. |
… | |
… | |
4207 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4225 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4208 | This text will be displayed to the player. |
4226 | This text will be displayed to the player. |
4209 | </attribute> |
4227 | </attribute> |
4210 | </type> |
4228 | </type> |
4211 | |
4229 | |
|
|
4230 | <type number="150" name="Shop Inventory"> |
|
|
4231 | <ignore> |
|
|
4232 | <ignore_list name="non_pickable" /> |
|
|
4233 | </ignore> |
|
|
4234 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4235 | </description> |
|
|
4236 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4237 | </use> |
|
|
4238 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4239 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4240 | the map that will be searched for unpaid items. |
|
|
4241 | </attribute> |
|
|
4242 | </type> |
|
|
4243 | |
4212 | <!--####################################################################--> |
4244 | <!--####################################################################--> |
4213 | <type number="43" name="Skill"> |
4245 | <type number="43" name="Skill"> |
4214 | <ignore> |
4246 | <ignore> |
4215 | <ignore_list name="system_object" /> |
4247 | <ignore_list name="system_object" /> |
4216 | </ignore> |
4248 | </ignore> |
4217 | <description><![CDATA[ |
4249 | <description><![CDATA[ |
4218 | Skills are objects which exist in the player/monster inventory. |
4250 | Skills are objects which exist in the player/monster inventory. |
4219 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4251 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4220 | are enabled for monster use however. ]]> |
4252 | are enabled for monster use however.]]> |
4221 | </description> |
4253 | </description> |
4222 | <use><![CDATA[ |
4254 | <use><![CDATA[ |
4223 | For mapmaking, Skill objects serve two purposes: |
4255 | For mapmaking, Skill objects serve two purposes: |
4224 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4256 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4225 | can be seen as the global skill definitions. A skill which doesn't |
4257 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4230 | </p><p> |
4262 | </p><p> |
4231 | Secondly, in order to enable monsters to use skills, you will need to |
4263 | Secondly, in order to enable monsters to use skills, you will need to |
4232 | copy default skill archtypes into the monsters' inventories. |
4264 | copy default skill archtypes into the monsters' inventories. |
4233 | You can even customize the skills by changing stats. It is not |
4265 | You can even customize the skills by changing stats. It is not |
4234 | recommended however, to use skills in your maps which are totally |
4266 | recommended however, to use skills in your maps which are totally |
4235 | unrelated to any predefined skill archtype.</p> ]]> |
4267 | unrelated to any predefined skill archtype.</p>]]> |
4236 | </use> |
4268 | </use> |
4237 | <attribute arch="invisible" value="1" type="fixed" /> |
4269 | <attribute arch="invisible" value="1" type="fixed" /> |
4238 | <attribute arch="no_drop" value="1" type="fixed" /> |
4270 | <attribute arch="no_drop" value="1" type="fixed" /> |
4239 | <attribute arch="skill" editor="skill name" type="string"> |
4271 | <attribute arch="skill" editor="skill name" type="string"> |
4240 | The <skill name> is used for matchings. When a usable |
4272 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4250 | expmul is 1, the player will get 500 added to that skill as well as |
4282 | expmul is 1, the player will get 500 added to that skill as well as |
4251 | 500 to their total. |
4283 | 500 to their total. |
4252 | </attribute> |
4284 | </attribute> |
4253 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4285 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4254 | The <skill type> defines the base functionality of the skill. |
4286 | The <skill type> defines the base functionality of the skill. |
4255 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4287 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4256 | create new skill types, but it requires a bit of server-coding. |
4288 | create new skill types, but it requires a bit of server-coding. |
4257 | </attribute> |
4289 | </attribute> |
4258 | <attribute arch="level" editor="level" type="int"> |
4290 | <attribute arch="level" editor="level" type="int"> |
4259 | </attribute> |
4291 | </attribute> |
4260 | <attribute arch="exp" editor="experience" type="int"> |
4292 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4269 | |
4301 | |
4270 | <!--####################################################################--> |
4302 | <!--####################################################################--> |
4271 | <type number="130" name="Skill Scroll"> |
4303 | <type number="130" name="Skill Scroll"> |
4272 | <description><![CDATA[ |
4304 | <description><![CDATA[ |
4273 | By reading a skill scroll, a player has a chance to learn the |
4305 | By reading a skill scroll, a player has a chance to learn the |
4274 | contained skill. ]]> |
4306 | contained skill.]]> |
4275 | </description> |
4307 | </description> |
4276 | <use><![CDATA[ |
4308 | <use><![CDATA[ |
4277 | Skill scrolls are very much sought for by players. Currently, |
4309 | Skill scrolls are very much sought for by players. Currently, |
4278 | all skill scrolls are sold in shops randomly, which is in fact not |
4310 | all skill scrolls are sold in shops randomly, which is in fact not |
4279 | a good system. It would be nice to have some cool quests with |
4311 | a good system. It would be nice to have some cool quests with |
4280 | skill scrolls rewarded at the end. ]]> |
4312 | skill scrolls rewarded at the end.]]> |
4281 | </use> |
4313 | </use> |
4282 | <attribute arch="race" value="scrolls" type="fixed" /> |
4314 | <attribute arch="race" value="scrolls" type="fixed" /> |
4283 | <attribute arch="skill" editor="skill name" type="string"> |
4315 | <attribute arch="skill" editor="skill name" type="string"> |
4284 | The <skill name> matches the skill object that can |
4316 | The <skill name> matches the skill object that can |
4285 | be learned from this scroll. |
4317 | be learned from this scroll. |
… | |
… | |
4295 | When carrying the appropriate special key, a locked door can |
4327 | When carrying the appropriate special key, a locked door can |
4296 | be opened. The key will dissapear. |
4328 | be opened. The key will dissapear. |
4297 | <br><br> |
4329 | <br><br> |
4298 | This object-type can also be used for "passport"-like items: |
4330 | This object-type can also be used for "passport"-like items: |
4299 | When walking onto an invetory checker, a gate for example might |
4331 | When walking onto an invetory checker, a gate for example might |
4300 | get opened. The "passport" will stay in the player's inventory. ]]> |
4332 | get opened. The "passport" will stay in the player's inventory.]]> |
4301 | </description> |
4333 | </description> |
4302 | <use><![CDATA[ |
4334 | <use><![CDATA[ |
4303 | How to make a "passport": You take the special key arch |
4335 | How to make a "passport": You take the special key arch |
4304 | (archetype name is "key2"), set the face to something like |
4336 | (archetype name is "key2"), set the face to something like |
4305 | card.111 and the name to "passport" - that's all. The <key string> |
4337 | card.111 and the name to "passport" - that's all. The <key string> |
4306 | certainly must match with the appropiate inventory checker. |
4338 | certainly must match with the appropiate inventory checker. |
4307 | <br><br> |
4339 | <br><br> |
4308 | Of course you can be creative with names and faces of |
4340 | Of course you can be creative with names and faces of |
4309 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4341 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4310 | (with appropriate faces) appear more interesting than just |
4342 | (with appropriate faces) appear more interesting than just |
4311 | a "strange key", or "passport". ]]> |
4343 | a "strange key", or "passport".]]> |
4312 | </use> |
4344 | </use> |
4313 | <attribute arch="slaying" editor="key string" type="string"> |
4345 | <attribute arch="slaying" editor="key string" type="string"> |
4314 | This string must be identical with the <key string> in the |
4346 | This string must be identical with the <key string> in the |
4315 | locked door, then it can be unlocked. It can also be used |
4347 | locked door, then it can be unlocked. It can also be used |
4316 | to trigger inventory checkers. |
4348 | to trigger inventory checkers. |
… | |
… | |
4321 | burned or otherwise destroyed. |
4353 | burned or otherwise destroyed. |
4322 | </attribute> |
4354 | </attribute> |
4323 | <attribute arch="unique" editor="unique item" type="bool"> |
4355 | <attribute arch="unique" editor="unique item" type="bool"> |
4324 | Unique items exist only one time on a server. If the item |
4356 | Unique items exist only one time on a server. If the item |
4325 | is taken, lost or destroyed - it's gone for good. |
4357 | is taken, lost or destroyed - it's gone for good. |
4326 | |
4358 | |
4327 | This can be used if you want to sell apartments on your |
4359 | This can be used if you want to sell apartments on your |
4328 | map: Simply sell a unique passport/key, and place |
4360 | map: Simply sell a unique passport/key, and place |
4329 | an inventory checker at the entrance of your apartment. |
4361 | an inventory checker at the entrance of your apartment. |
4330 | </attribute> |
4362 | </attribute> |
4331 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4363 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
… | |
… | |
4351 | players can learn it by reading the book. Once learned, players |
4383 | players can learn it by reading the book. Once learned, players |
4352 | can use the spell as often as they like. With increasing skill level |
4384 | can use the spell as often as they like. With increasing skill level |
4353 | of the player, spells may gain power but also increase cost.<br> |
4385 | of the player, spells may gain power but also increase cost.<br> |
4354 | Monsters can use spells which are put in their inventory (provided |
4386 | Monsters can use spells which are put in their inventory (provided |
4355 | that certain "enabling" settings are correct). The monster's |
4387 | that certain "enabling" settings are correct). The monster's |
4356 | <treasurelist> can also be used to provide it with spells. ]]> |
4388 | <treasurelist> can also be used to provide it with spells.]]> |
4357 | </description> |
4389 | </description> |
4358 | <use><![CDATA[ |
4390 | <use><![CDATA[ |
4359 | A lot of the spells' settings can be tuned and customized. |
4391 | A lot of the spells' settings can be tuned and customized. |
4360 | When creating new spells which are accessible to players, it is |
4392 | When creating new spells which are accessible to players, it is |
4361 | important to think about balance. A single spell which is too |
4393 | important to think about balance. A single spell which is too |
4362 | powerful and/or too easy to use can eventually toss the whole skill |
4394 | powerful and/or too easy to use can eventually toss the whole skill |
4363 | and magic school system out of whack. Testing new spells is |
4395 | and magic school system out of whack. Testing new spells is |
4364 | quite important therefore. ]]> |
4396 | quite important therefore.]]> |
4365 | </use> |
4397 | </use> |
4366 | <attribute arch="no_drop" value="1" type="fixed" /> |
4398 | <attribute arch="no_drop" value="1" type="fixed" /> |
4367 | <attribute arch="invisible" value="1" type="fixed" /> |
4399 | <attribute arch="invisible" value="1" type="fixed" /> |
4368 | <attribute arch="skill" editor="skill name" type="string"> |
4400 | <attribute arch="skill" editor="skill name" type="string"> |
4369 | The <skill name> matches the skill which is needed |
4401 | The <skill name> matches the skill which is needed |
… | |
… | |
4401 | to read.<br><br> |
4433 | to read.<br><br> |
4402 | You can create widely customized spells only by adjusting the |
4434 | You can create widely customized spells only by adjusting the |
4403 | spell object in the spellbooks inventory. Refer to the description |
4435 | spell object in the spellbooks inventory. Refer to the description |
4404 | of spell objects for detailed information how to customize spells.<br> |
4436 | of spell objects for detailed information how to customize spells.<br> |
4405 | If you want to have a random spellbook instead, choose a <treasurelist> |
4437 | If you want to have a random spellbook instead, choose a <treasurelist> |
4406 | with a compilation of spells that the book may contain. ]]> |
4438 | with a compilation of spells that the book may contain.]]> |
4407 | </description> |
4439 | </description> |
4408 | <use><![CDATA[ |
4440 | <use><![CDATA[ |
4409 | Don't put any of the godgiven spells into a spellbook! These are |
4441 | Don't put any of the godgiven spells into a spellbook! These are |
4410 | reserved for the followers of the appropriate cults. Handing them |
4442 | reserved for the followers of the appropriate cults. Handing them |
4411 | out in a spellbook would violate the balance between different religions. |
4443 | out in a spellbook would violate the balance between different religions. |
4412 | <br><br> |
4444 | <br><br> |
4413 | Note that there is no fundamental difference between the spellbooks |
4445 | Note that there is no fundamental difference between the spellbooks |
4414 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4446 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4415 | even praying). The difference lies only in the spells they contain. |
4447 | even praying). The difference lies only in the spells they contain. |
4416 | It is up to you, the mapmaker, to pick the right type of book |
4448 | It is up to you, the mapmaker, to pick the right type of book |
4417 | for your spells. ]]> |
4449 | for your spells.]]> |
4418 | </use> |
4450 | </use> |
4419 | <attribute arch="skill" value="literacy" type="fixed" /> |
4451 | <attribute arch="skill" value="literacy" type="fixed" /> |
4420 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4452 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4421 | There are two ways to put spells into a spellbook: |
4453 | There are two ways to put spells into a spellbook: |
4422 | 1. Put a spell object in the books inventory. In this case, |
4454 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4441 | </ignore> |
4473 | </ignore> |
4442 | <description><![CDATA[ |
4474 | <description><![CDATA[ |
4443 | Spinners change the direction of spell objects and other projectiles |
4475 | Spinners change the direction of spell objects and other projectiles |
4444 | that fly past. Unlike directors, it does make a difference from what |
4476 | that fly past. Unlike directors, it does make a difference from what |
4445 | angle you shoot into the spinner. The direction of objects flying past |
4477 | angle you shoot into the spinner. The direction of objects flying past |
4446 | is always changed by a certain degree. ]]> |
4478 | is always changed by a certain degree.]]> |
4447 | </description> |
4479 | </description> |
4448 | <use><![CDATA[ |
4480 | <use><![CDATA[ |
4449 | Spinners are very rarely used. I believe they are quite |
4481 | Spinners are very rarely used. I believe they are quite |
4450 | confusing and pointless. The only use I can think of is building |
4482 | 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 |
4483 | some puzzle about where to shoot into spinners to shoot somewhere you |
4452 | otherwise couldn't. |
4484 | otherwise couldn't. |
4453 | |
4485 | |
4454 | When placing spinners on a map with magic walls, make sure the spell- |
4486 | 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. ]]> |
4487 | projectiles from magic walls don't get to fly in loops.]]> |
4456 | </use> |
4488 | </use> |
4457 | <attribute arch="sp" editor="direction number" type="int"> |
4489 | <attribute arch="sp" editor="direction number" type="int"> |
4458 | The spinner will change the direction of flying objects by |
4490 | The spinner will change the direction of flying objects by |
4459 | 45 degrees per <direction number>. Negative values spin clockwise, |
4491 | 45 degrees per <direction number>. Negative values spin clockwise, |
4460 | positive values counter clockwise. |
4492 | positive values counter clockwise. |
4461 | |
4493 | |
4462 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4494 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4463 | </attribute> |
4495 | </attribute> |
4464 | <attribute arch="walk_on" value="1" type="fixed" /> |
4496 | &move_on; |
4465 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4466 | </type> |
4497 | </type> |
4467 | |
4498 | |
4468 | <!--####################################################################--> |
4499 | <!--####################################################################--> |
4469 | <type number="138" name="Swamp"> |
4500 | <type number="138" name="Swamp"> |
4470 | <ignore> |
4501 | <ignore> |
… | |
… | |
4474 | Swamp areas show a special behaviour: |
4505 | Swamp areas show a special behaviour: |
4475 | When a player stands still on a swamp-square for too long, |
4506 | When a player stands still on a swamp-square for too long, |
4476 | he will start to sink in and eventually drown and die. |
4507 | he will start to sink in and eventually drown and die. |
4477 | Items dropped on the swamp sink in and dissapear. |
4508 | Items dropped on the swamp sink in and dissapear. |
4478 | Players with knowledge of the woodsman skill are a lot less likely |
4509 | Players with knowledge of the woodsman skill are a lot less likely |
4479 | to die in the swamp. ]]> |
4510 | to die in the swamp.]]> |
4480 | </description> |
4511 | </description> |
4481 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4482 | <attribute arch="is_floor" value="1" type="fixed" /> |
4512 | <attribute arch="is_floor" value="1" type="fixed" /> |
4483 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4513 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4484 | <attribute arch="speed" editor="drowning speed" type="float"> |
4514 | <attribute arch="speed" editor="drowning speed" type="float"> |
4485 | The higher the <drowning speed>, the faster will players and items |
4515 | 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 |
4516 | 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. |
4517 | and unexpected death-trap. Players should get a warning before such areas. |
4488 | </attribute> |
4518 | </attribute> |
4489 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4519 | &speed_left; |
4490 | If <slow movement> is set to a value greater zero, all |
4520 | &move_on; |
4491 | creatures moving over this spot will be slower than normal. |
4521 | &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"> |
4522 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4499 | If enabled, it is impossible for players to use (wizard-) |
4523 | If enabled, it is impossible for players to use (wizard-) |
4500 | spells on that spot. |
4524 | spells on that spot. |
4501 | </attribute> |
4525 | </attribute> |
4502 | <attribute arch="damned" editor="no prayers" type="bool"> |
4526 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4515 | different location. The main difference to the object-type exit |
4539 | different location. The main difference to the object-type exit |
4516 | is the possibility to have teleporters connected to levers/buttons/etc. |
4540 | is the possibility to have teleporters connected to levers/buttons/etc. |
4517 | Sometimes teleporters are activated even against the players will. |
4541 | Sometimes teleporters are activated even against the players will. |
4518 | <br><br> |
4542 | <br><br> |
4519 | Unlike exits, teleporters can also transfer items and |
4543 | Unlike exits, teleporters can also transfer items and |
4520 | monsters to different locations on the same map. ]]> |
4544 | monsters to different locations on the same map.]]> |
4521 | </description> |
4545 | </description> |
4522 | <use><![CDATA[ |
4546 | <use><![CDATA[ |
4523 | When creating maps, I guess sooner or later you'll want to have |
4547 | When creating maps, I guess sooner or later you'll want to have |
4524 | an invisible teleporter. If using "invisible 1", the teleporter |
4548 | an invisible teleporter. If using "invisible 1", the teleporter |
4525 | can still be discovered with the show_invisible spell. And in |
4549 | can still be discovered with the show_invisible spell. And in |
4526 | some cases you can't place it under the floor to prevent this. |
4550 | some cases you can't place it under the floor to prevent this. |
4527 | <br><br> |
4551 | <br><br> |
4528 | Fortunately, there is a cool trick to make a perfectly invisible |
4552 | Fortunately, there is a cool trick to make a perfectly invisible |
4529 | teleporter: You simply add teleporter functionality to the floor |
4553 | teleporter: You simply add teleporter functionality to the floor |
4530 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4554 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4531 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4555 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4532 | </use> |
4556 | </use> |
4533 | <attribute arch="slaying" editor="exit path" type="string"> |
4557 | <attribute arch="slaying" editor="exit path" type="string"> |
4534 | The exit path specifies the map that the player is transferred to. |
4558 | The exit path specifies the map that the player is transferred to. |
4535 | <exit path> can be an absolute path, beginning with '/' |
4559 | <exit path> can be an absolute path, beginning with '/' |
4536 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4560 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4537 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4561 | path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" |
4538 | for example I could use the relative path "Fire1"). Use relative |
4562 | for example I could use the relative path "Fire1"). Use relative |
4539 | paths whenever possible! Note that upper/lower case must always be |
4563 | paths whenever possible! Note that upper/lower case must always be |
4540 | set correctly. However, please use lower case only. |
4564 | set correctly. However, please use lower case only. |
4541 | |
4565 | |
4542 | If the <exit path> is set, ONLY players can get teleported. If the |
4566 | If the <exit path> is set, ONLY players can get teleported. If the |
4543 | <exit path> is unset (empty), anything can get teleported: Players, |
4567 | <exit path> is unset (empty), anything can get teleported: Players, |
4544 | monsters and items. In this case, the destined map is automatically |
4568 | monsters and items. In this case, the destined map is automatically |
4545 | the same map the teleporter is on. |
4569 | the same map the teleporter is on. |
4546 | </attribute> |
4570 | </attribute> |
4547 | <attribute arch="hp" editor="destination X" type="int"> |
4571 | <attribute arch="hp" editor="destination X" type="int"> |
4548 | The exit destinations define the (x, y)-coordinates where the exit |
4572 | The exit destinations define the (x, y)-coordinates where the exit |
4549 | leads to. |
4573 | leads to. |
4550 | |
4574 | |
4551 | If both are set to zero and <exit path> is empty, the player will |
4575 | 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 |
4576 | get teleported to another, randomly chosen teleporter on the same |
4553 | map (Slightly confusing for the player though). Make sure there |
4577 | map (Slightly confusing for the player though). Make sure there |
4554 | actually *is* a second one in that case. |
4578 | actually *is* a second one in that case. |
4555 | |
4579 | |
4556 | If both are set to zero and <exit path> is set, the player will |
4580 | 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. |
4581 | 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, |
4582 | 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 |
4583 | please DO NOT use that. It turned out to be a source for numerous |
4560 | map-bugs. |
4584 | map-bugs. |
4561 | </attribute> |
4585 | </attribute> |
4562 | <attribute arch="sp" editor="destination Y" type="int"> |
4586 | <attribute arch="sp" editor="destination Y" type="int"> |
4563 | The exit destinations define the (x, y)-coordinates where the exit |
4587 | The exit destinations define the (x, y)-coordinates where the exit |
4564 | leads to. |
4588 | leads to. |
4565 | |
4589 | |
4566 | If both are set to zero and <exit path> is empty, the player will |
4590 | 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 |
4591 | get teleported to another, randomly chosen teleporter on the same |
4568 | map (Slightly confusing for the player though). Make sure there |
4592 | map (Slightly confusing for the player though). Make sure there |
4569 | actually *is* a second one in that case. |
4593 | actually *is* a second one in that case. |
4570 | |
4594 | |
4571 | If both are set to zero and <exit path> is set, the player will |
4595 | 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. |
4596 | 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, |
4597 | 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 |
4598 | please DO NOT use that. It turned out to be a source for numerous |
4575 | map-bugs. |
4599 | map-bugs. |
4576 | </attribute> |
4600 | </attribute> |
4577 | <attribute arch="connected" editor="connection" type="int"> |
4601 | <attribute arch="connected" editor="connection" type="string"> |
4578 | If a connection value is set, the teleporter will be activated |
4602 | If a connection value is set, the teleporter will be activated |
4579 | whenever the connection is triggered. To use this properly, |
4603 | whenever the connection is triggered. To use this properly, |
4580 | <activation speed> must be zero. |
4604 | <activation speed> must be zero. |
4581 | </attribute> |
4605 | </attribute> |
|
|
4606 | &activate_on; |
4582 | <attribute arch="speed" editor="activation speed" type="float"> |
4607 | <attribute arch="speed" editor="activation speed" type="float"> |
4583 | If the <activation speed> is nonzero, the teleporter will |
4608 | If the <activation speed> is nonzero, the teleporter will |
4584 | automatically be activated in regular time-intervals. Hence, the |
4609 | automatically be activated in regular time-intervals. Hence, the |
4585 | player can just step on it and gets teleported sooner or later. |
4610 | player can just step on it and gets teleported sooner or later. |
4586 | The duration between two activates depends on the given value. |
4611 | The duration between two activates depends on the given value. |
4587 | Default in the teleporter arch is <activation speed> 0.1. |
4612 | Default in the teleporter arch is <activation speed> 0.1. |
4588 | |
4613 | |
4589 | VERY IMPORTANT: If you want to have your teleporter activated via |
4614 | VERY IMPORTANT: If you want to have your teleporter activated via |
4590 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4615 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
4616 | </attribute> |
|
|
4617 | &speed_left; |
|
|
4618 | </type> |
|
|
4619 | |
|
|
4620 | <!--####################################################################--> |
|
|
4621 | <type number="26" name="Timed Gate"> |
|
|
4622 | <ignore> |
|
|
4623 | <ignore_list name="non_pickable" /> |
|
|
4624 | </ignore> |
|
|
4625 | <description><![CDATA[ |
|
|
4626 | Gates play an important role in Deliantra. Gates can be opened |
|
|
4627 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
|
|
4628 | or carrying special key-objects (-> inventory checker). |
|
|
4629 | Unlike locked doors, gates can get shut again after a player has |
|
|
4630 | passed, which makes them more practical in many cases. Unlike normal |
|
|
4631 | gates, timed gates open when triggered but automatically close again |
|
|
4632 | after some time.]]> |
|
|
4633 | </description> |
|
|
4634 | <use><![CDATA[ |
|
|
4635 | Use gates to divide your maps into separated areas. After solving |
|
|
4636 | area A, the player gains access to area B, and so on. Make your |
|
|
4637 | maps more complex than "one-way".]]> |
|
|
4638 | </use> |
|
|
4639 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4640 | <attribute arch="connected" editor="connection" type="string"> |
|
|
4641 | Whenever the inventory checker is triggered, all objects with identical |
|
|
4642 | <connection> value get activated. This only makes sense together with |
|
|
4643 | <blocking passage> disabled. If unset, the gate opens automatically |
|
|
4644 | after some time. |
|
|
4645 | </attribute> |
|
|
4646 | &activate_on; |
|
|
4647 | <attribute arch="wc" editor="position state" type="int"> |
|
|
4648 | The <position state> defines the position of the gate: |
|
|
4649 | Zero means completely open/down, the "number of animation-steps" (usually |
|
|
4650 | about 6 or 7) means completely closed/up state. I suggest you don't |
|
|
4651 | mess with this value - Leave the default in place. |
|
|
4652 | </attribute> |
|
|
4653 | &movement_types_terrain; |
|
|
4654 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
|
|
4655 | Restricting the use of spells to pass this gate. This has |
|
|
4656 | an effect only if <block view> is disabled. |
|
|
4657 | </attribute> |
|
|
4658 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
|
|
4659 | Restricting the use of prayers to pass this door. This has |
|
|
4660 | an effect only if <block view> is disabled. |
|
|
4661 | </attribute> |
|
|
4662 | <attribute arch="hp" editor="open duration" type="int"> |
|
|
4663 | Defines the duration the gate remains closed. This only takes effect |
|
|
4664 | if the gate is not connected. |
4591 | </attribute> |
4665 | </attribute> |
4592 | </type> |
4666 | </type> |
4593 | |
4667 | |
4594 | <!--####################################################################--> |
4668 | <!--####################################################################--> |
4595 | <type number="155" name="Trap"> |
4669 | <type number="155" name="Trap"> |
… | |
… | |
4602 | <attribute arch="material" /> |
4676 | <attribute arch="material" /> |
4603 | <attribute arch="unpaid" /> |
4677 | <attribute arch="unpaid" /> |
4604 | </ignore> |
4678 | </ignore> |
4605 | <description><![CDATA[ |
4679 | <description><![CDATA[ |
4606 | A trap is a object that can either do damage or trigger another connected object |
4680 | 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, |
4681 | 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. |
4682 | and generally have either a physical attack or trigger a reaction. |
4609 | <br><br> |
4683 | <br><br> |
4610 | Traps hit any monster or person who steps on them for 'dam' damage in |
4684 | Traps hit any monster or person who steps on them for 'dam' damage in |
4611 | 'attacktype' attacktype and/or trigger a reaction. |
4685 | 'attacktype' attacktype and/or trigger a reaction. |
4612 | <br><br> |
4686 | <br><br> |
4613 | Many traps are already defined in the archetypes. ]]> |
4687 | Many traps are already defined in the archetypes.]]> |
4614 | </description> |
4688 | </description> |
4615 | <use><![CDATA[ |
4689 | <use><![CDATA[ |
4616 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4690 | 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. ]]> |
4691 | off your lightning wall and pit trap is usually a bad idea.]]> |
4618 | </use> |
4692 | </use> |
4619 | <attribute arch="no_pick" value="1" type="fixed" /> |
4693 | <attribute arch="no_pick" value="1" type="fixed" /> |
4620 | <attribute arch="walk_on" value="1" type="fixed" /> |
4694 | &move_on; |
4621 | <attribute arch="level" editor="trap level" type="int"> |
4695 | <attribute arch="level" editor="trap level" type="int"> |
4622 | Level effects how easily a trap may be found and disarmed, and |
4696 | 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 |
4697 | 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 |
4698 | traps can be quite a cheap source of experience! So either make them |
4625 | tough, or keep the level low. |
4699 | tough, or keep the level low. |
4626 | </attribute> |
4700 | </attribute> |
… | |
… | |
4631 | </attribute> |
4705 | </attribute> |
4632 | <attribute arch="hp" editor="number of charges" type="int"> |
4706 | <attribute arch="hp" editor="number of charges" type="int"> |
4633 | The trap will detonate <number of charges> times before disappearing. |
4707 | The trap will detonate <number of charges> times before disappearing. |
4634 | </attribute> |
4708 | </attribute> |
4635 | <attribute arch="dam" editor="direct damage" type="int"> |
4709 | <attribute arch="dam" editor="direct damage" type="int"> |
4636 | <direct damage> specifies how much damage is done by the trap. |
4710 | <direct damage> specifies how much damage is done by the trap. |
4637 | This should be set in reasonable relation to the trap's level. |
4711 | This should be set in reasonable relation to the trap's level. |
4638 | </attribute> |
4712 | </attribute> |
4639 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4713 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4640 | This attribute defines what attacktype to use for direct damage when |
4714 | This attribute defines what attacktype to use for direct damage when |
4641 | the trap detonates. |
4715 | the trap detonates. |
4642 | </attribute> |
4716 | </attribute> |
4643 | <attribute arch="connected" editor="connection" type="int"> |
4717 | <attribute arch="connected" editor="connection" type="string"> |
4644 | When the trap is detonated, all objects with the same |
4718 | When the trap is detonated, all objects with the same |
4645 | connection value get activated. |
4719 | connection value get activated. |
4646 | </attribute> |
4720 | </attribute> |
4647 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4721 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4648 | When the trap detonates, this text is displayed to the |
4722 | When the trap detonates, this text is displayed to the |
… | |
… | |
4660 | Trapdoors are very similar to pits. The difference is that they |
4734 | Trapdoors are very similar to pits. The difference is that they |
4661 | can not be closed. Instead, the weight of the object on the |
4735 | can not be closed. Instead, the weight of the object on the |
4662 | trapdoor determines weither it slams the trapdoor open and falls through |
4736 | trapdoor determines weither it slams the trapdoor open and falls through |
4663 | or not.<br> |
4737 | or not.<br> |
4664 | Once a trapdoor has been opened (by a creature or items of sufficient |
4738 | Once a trapdoor has been opened (by a creature or items of sufficient |
4665 | weight,) it remains open, acting like an opened pit. ]]> |
4739 | weight,) it remains open, acting like an opened pit.]]> |
4666 | </description> |
4740 | </description> |
4667 | <use><![CDATA[ |
4741 | <use><![CDATA[ |
4668 | Trapdoors should be used in the same fashion as pits: |
4742 | Trapdoors should be used in the same fashion as pits: |
4669 | They should always drop the victims to some kind of lower level. They |
4743 | 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. ]]> |
4744 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4671 | </use> |
4745 | </use> |
4672 | <attribute arch="no_pick" value="1" type="fixed" /> |
4746 | <attribute arch="no_pick" value="1" type="fixed" /> |
4673 | <attribute arch="walk_on" value="1" type="fixed" /> |
4747 | &move_on; |
4674 | <attribute arch="weight" editor="hold weight" type="int"> |
4748 | <attribute arch="weight" editor="hold weight" type="int"> |
4675 | This value defines how much weight the trapdoor can hold. |
4749 | This value defines how much weight the trapdoor can hold. |
4676 | Once items or creatures are gathered on the trapdoor, with |
4750 | Once items or creatures are gathered on the trapdoor, with |
4677 | a total weight surpassing this value, then the trapdoor will |
4751 | a total weight surpassing this value, then the trapdoor will |
4678 | open and things start falling through. |
4752 | open and things start falling through. |
… | |
… | |
4701 | <attribute arch="value" /> |
4775 | <attribute arch="value" /> |
4702 | <attribute arch="material" /> |
4776 | <attribute arch="material" /> |
4703 | </ignore> |
4777 | </ignore> |
4704 | <description><![CDATA[ |
4778 | <description><![CDATA[ |
4705 | A treasure-object turns into certain randomitems when the map is loaded |
4779 | A treasure-object turns into certain randomitems when the map is loaded |
4706 | into the game. ]]> |
4780 | into the game.]]> |
4707 | </description> |
4781 | </description> |
4708 | <use><![CDATA[ |
4782 | <use><![CDATA[ |
4709 | About usage of the "random-artifact" treasurelist: |
4783 | About usage of the "random-artifact" treasurelist: |
4710 | This will generate powerful stuff like girdles, xray helmets, special |
4784 | This will generate powerful stuff like girdles, xray helmets, special |
4711 | swords etc. If you put this as reward to your quest, players might be |
4785 | swords etc. If you put this as reward to your quest, players might be |
4712 | motivated to do it more than once. BUT, by doing so they will get a huge |
4786 | motivated to do it more than once. BUT, by doing so they will get a huge |
4713 | number of different artifacts! Besides, players will always seek the place |
4787 | number of different artifacts! Besides, players will always seek the place |
4714 | with the most easy-to-get random artifact and ignore all others. |
4788 | with the most easy-to-get random artifact and ignore all others. |
4715 | My advice: Don't use it! Attract players with good fighting experience |
4789 | My advice: Don't use it! Attract players with good fighting experience |
4716 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4790 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4717 | </use> |
4791 | </use> |
4718 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4792 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4719 | This entry determines what kind of treasure will appear. Look into |
4793 | This entry determines what kind of treasure will appear. Look into |
4720 | /crossfire/share/crossfire/treasures for details about existing |
4794 | /crossfire/share/crossfire/treasures for details about existing |
4721 | treasurelists. |
4795 | treasurelists. |
… | |
… | |
4741 | <quality level> 5 per default). |
4815 | <quality level> 5 per default). |
4742 | </attribute> |
4816 | </attribute> |
4743 | </type> |
4817 | </type> |
4744 | |
4818 | |
4745 | <!--####################################################################--> |
4819 | <!--####################################################################--> |
|
|
4820 | <type number="52" name="Trigger Marker"> |
|
|
4821 | <ignore> |
|
|
4822 | <ignore_list name="system_object" /> |
|
|
4823 | </ignore> |
|
|
4824 | <description><![CDATA[ |
|
|
4825 | A trigger marker is an object that inserts an invisible force (a mark) into a |
|
|
4826 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
|
|
4827 | <key string> which can be discovered by detectors or inventory |
|
|
4828 | checkers. It is also possible to use markers for removing marks again. |
|
|
4829 | <br><br> |
|
|
4830 | Note that the player has no possibility to "see" his own marks, |
|
|
4831 | except by the effect that they cause on the maps.]]> |
|
|
4832 | </description> |
|
|
4833 | <use><![CDATA[ |
|
|
4834 | Markers hold real cool possibilities for map-making. I encourage |
|
|
4835 | you to use them frequently. However there is one negative point |
|
|
4836 | about markers: Players don't "see" what's going on with them. It is |
|
|
4837 | your task, as map-creator, to make sure the player is always well |
|
|
4838 | informed and never confused. |
|
|
4839 | <br><br> |
|
|
4840 | Please avoid infinite markers when they aren't needed. They're |
|
|
4841 | using a little space in the player file after all, so if there |
|
|
4842 | is no real purpose, set an expire time.]]> |
|
|
4843 | </use> |
|
|
4844 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
4845 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
4846 | The <key string> can be detected by inv. checkers/detectors. |
|
|
4847 | If the player already has a force with that <key string>, |
|
|
4848 | there won't be inserted a second one. |
|
|
4849 | </attribute> |
|
|
4850 | <attribute arch="connected" editor="connection" type="string"> |
|
|
4851 | Unlike a regular marker this is the connection that triggers this marker to activate. |
|
|
4852 | </attribute> |
|
|
4853 | <attribute arch="food" editor="mark duration" type="int"> |
|
|
4854 | This value defines the duration of the force it inserts. |
|
|
4855 | If nonzero, the duration of the player's mark is finite: |
|
|
4856 | about 1 food per 10 seconds. <mark duration> zero/unset |
|
|
4857 | means the mark will stay on the player forever. |
|
|
4858 | </attribute> |
|
|
4859 | <attribute arch="name" editor="delete mark" type="string"> |
|
|
4860 | When the player steps onto the marker, all existing forces in |
|
|
4861 | the players inventory with a <key string> matching <delete mark> |
|
|
4862 | will be removed. If you don't want to remove any marks, leave |
|
|
4863 | this textfield empty. |
|
|
4864 | |
|
|
4865 | Note that the string <delete mark> is set as the name of |
|
|
4866 | this marker. So don't be confused, and remember changing the |
|
|
4867 | name will take effect on the marker's functionality. |
|
|
4868 | </attribute> |
|
|
4869 | <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> |
|
|
4870 | In the moment when the player gets marked, this text is displayed |
|
|
4871 | to him. You should really set a message in any marker you create, |
|
|
4872 | because it's the only way for the player to notice what's going on. |
|
|
4873 | </attribute> |
|
|
4874 | </type> |
|
|
4875 | |
|
|
4876 | <!--####################################################################--> |
4746 | <type number="0" name="Wall"> |
4877 | <type number="0" name="Wall"> |
4747 | <required> |
4878 | <required> |
4748 | <attribute arch="is_floor" value="0" /> |
4879 | <attribute arch="is_floor" value="0" /> |
4749 | <attribute arch="alive" value="0" /> |
4880 | <attribute arch="alive" value="0" /> |
4750 | <attribute arch="no_pass" value="1" /> |
4881 | <attribute arch="no_pass" value="1" /> |
… | |
… | |
4755 | <attribute arch="name_pl" /> |
4886 | <attribute arch="name_pl" /> |
4756 | <attribute arch="value" /> |
4887 | <attribute arch="value" /> |
4757 | <attribute arch="unpaid" /> |
4888 | <attribute arch="unpaid" /> |
4758 | </ignore> |
4889 | </ignore> |
4759 | <description><![CDATA[ |
4890 | <description><![CDATA[ |
4760 | Walls usually block passage and sight. ]]> |
4891 | Walls usually block passage and sight.]]> |
4761 | </description> |
4892 | </description> |
4762 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4893 | &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"> |
4894 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4766 | If set, the object is able to "roll", so it can be pushed around. |
4895 | If set, the object is able to "roll", so it can be pushed around. |
4767 | This setting is used for boulders and barrels. |
4896 | This setting is used for boulders and barrels. |
4768 | </attribute> |
4897 | </attribute> |
4769 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4898 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
… | |
… | |
4771 | Restricting the use of spells to pass this wall. |
4900 | Restricting the use of spells to pass this wall. |
4772 | </attribute> |
4901 | </attribute> |
4773 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4902 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4774 | This takes effect only with <blocksview> disabled. |
4903 | This takes effect only with <blocksview> disabled. |
4775 | Restricting the use of spells to pass this wall. |
4904 | Restricting the use of spells to pass this wall. |
|
|
4905 | </attribute> |
|
|
4906 | </type> |
|
|
4907 | |
|
|
4908 | <!--####################################################################--> |
|
|
4909 | <type number="109" name="Wand & Staff"> |
|
|
4910 | <description><![CDATA[ |
|
|
4911 | Wands contain a certain spell. The player can apply (ready) and |
|
|
4912 | fire the wand. After a defined number of casts, the wand is |
|
|
4913 | "used up". It is possible to recharge a wand with scrolls of |
|
|
4914 | charging, but usually that isn't worth the cost.]]> |
|
|
4915 | </description> |
|
|
4916 | <use><![CDATA[ |
|
|
4917 | Wands are quite seldomly used. The reason prolly is that they're |
|
|
4918 | generally not cost-efficient. Handing out high-level wands with |
|
|
4919 | powerful special spells isn't a good idea either, because of |
|
|
4920 | the recharge ability. |
|
|
4921 | <br><br> |
|
|
4922 | For low levels, staffs of healing/cure and word of recall are |
|
|
4923 | quite desirable though. Ideal rewards for low level quests.]]> |
|
|
4924 | </use> |
|
|
4925 | <attribute arch="sp" editor="spell" type="spell"> |
|
|
4926 | The <spell> specifies the contained spell. |
|
|
4927 | </attribute> |
|
|
4928 | <attribute arch="level" editor="casting level" type="int"> |
|
|
4929 | The <casting level> of the wand determines it's power. |
|
|
4930 | An average level for wands in shops is about 10. |
|
|
4931 | </attribute> |
|
|
4932 | <attribute arch="food" editor="number of charges" type="int"> |
|
|
4933 | The wand can be used <number of charges> times before it is |
|
|
4934 | used up. It can be recharged with scrolls of charging. |
|
|
4935 | </attribute> |
|
|
4936 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
4937 | A godgiven item vanishes as soon as the player |
|
|
4938 | drops it to the ground. |
|
|
4939 | </attribute> |
|
|
4940 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
|
|
4941 | This text may contain a description of the wand. |
4776 | </attribute> |
4942 | </attribute> |
4777 | </type> |
4943 | </type> |
4778 | |
4944 | |
4779 | <!--####################################################################--> |
4945 | <!--####################################################################--> |
4780 | <type number="0" name="Weak Wall"> |
4946 | <type number="0" name="Weak Wall"> |
… | |
… | |
4787 | <ignore_list name="non_pickable" /> |
4953 | <ignore_list name="non_pickable" /> |
4788 | </ignore> |
4954 | </ignore> |
4789 | <description><![CDATA[ |
4955 | <description><![CDATA[ |
4790 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4956 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4791 | these weak walls look similar to their solid "relatives" except |
4957 | these weak walls look similar to their solid "relatives" except |
4792 | for a small crack or little chunks of wall on the ground. ]]> |
4958 | for a small crack or little chunks of wall on the ground.]]> |
4793 | </description> |
4959 | </description> |
4794 | <use><![CDATA[ |
4960 | <use><![CDATA[ |
4795 | If you want to create hidden rooms, using weak walls is alot |
4961 | If you want to create hidden rooms, using weak walls is alot |
4796 | better than completely indiscernible passages in a wall.<br> |
4962 | better than completely indiscernible passages in a wall.<br> |
4797 | Anyways, there can be a lot more to weak walls than just finding |
4963 | Anyways, there can be a lot more to weak walls than just finding |
4798 | them: Rising their defensive stats, weak walls can become a |
4964 | them: Rising their defensive stats, weak walls can become a |
4799 | serious obstacle. An ice wall might only be torn down by a fire |
4965 | serious obstacle. An ice wall might only be torn down by a fire |
4800 | attack for example. A granite wall for instance might be very |
4966 | attack for example. A granite wall for instance might be very |
4801 | hard to destroy. ]]> |
4967 | hard to destroy.]]> |
4802 | </use> |
4968 | </use> |
4803 | <attribute arch="alive" value="1" type="fixed" /> |
4969 | <attribute arch="alive" value="1" type="fixed" /> |
4804 | <attribute arch="no_pick" value="1" type="fixed" /> |
4970 | <attribute arch="no_pick" value="1" type="fixed" /> |
4805 | <attribute arch="tear_down" value="1" type="fixed" /> |
4971 | <attribute arch="tear_down" value="1" type="fixed" /> |
4806 | <attribute arch="race" editor="race" type="string"> |
4972 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4827 | </attribute> |
4993 | </attribute> |
4828 | <attribute arch="ac" editor="armour class" type="int"> |
4994 | <attribute arch="ac" editor="armour class" type="int"> |
4829 | Weak walls of high <armour class> are less likely to get hit. |
4995 | Weak walls of high <armour class> are less likely to get hit. |
4830 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4996 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4831 | </attribute> |
4997 | </attribute> |
4832 | <section name="resistance"> |
4998 | &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> |
4999 | </type> |
4877 | |
5000 | |
4878 | <!--####################################################################--> |
5001 | <!--####################################################################--> |
4879 | <type number="15" name="Weapon"> |
5002 | <type number="15" name="Weapon"> |
4880 | <description><![CDATA[ |
5003 | <description><![CDATA[ |
4881 | Wielding a weapon, the object's stats will directly be inherited to the |
5004 | Wielding a weapon, the object's stats will directly be inherited to the |
4882 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5005 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4883 | be improved with scrolls. ]]> |
5006 | be improved with scrolls.]]> |
4884 | </description> |
5007 | </description> |
4885 | <use><![CDATA[ |
5008 | <use><![CDATA[ |
4886 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5009 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4887 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5010 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4888 | fighting AND questing. ]]> |
5011 | fighting AND questing.]]> |
4889 | </use> |
5012 | </use> |
4890 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5013 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4891 | This number is a bitmask, specifying the weapon's attacktypes. |
5014 | This number is a bitmask, specifying the weapon's attacktypes. |
4892 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5015 | 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 |
5016 | 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. |
5017 | can be blessed by the player's diety, thus adding an additional attacktype. |
4895 | |
5018 | |
4896 | When a player hits a monster with a weapon that has more than one attacktype, |
5019 | 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, |
5020 | 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 |
5021 | 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. |
5022 | of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. |
4900 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
5023 | player.). Attacktypes "magic" and "chaos" are somehow exceptions. |
… | |
… | |
4902 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
5025 | <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> |
4903 | The <weapontype> characterizes the weapon's type of physical |
5026 | The <weapontype> characterizes the weapon's type of physical |
4904 | attack. It could best be considered a "subclassification" |
5027 | attack. It could best be considered a "subclassification" |
4905 | of the physical attacktype. For now, this is only used for |
5028 | of the physical attacktype. For now, this is only used for |
4906 | attack messages! |
5029 | attack messages! |
4907 | |
5030 | |
4908 | You should always set this correctly when creating new |
5031 | You should always set this correctly when creating new |
4909 | weapons for your maps. |
5032 | weapons for your maps. |
4910 | </attribute> |
5033 | </attribute> |
4911 | <attribute arch="skill" editor="skill name" type="string"> |
5034 | <attribute arch="skill" editor="skill name" type="string"> |
4912 | Matching <skill name> of the skill that is required |
5035 | Matching <skill name> of the skill that is required |
… | |
… | |
4920 | </attribute> |
5043 | </attribute> |
4921 | <attribute arch="slaying" editor="slaying race" type="string"> |
5044 | <attribute arch="slaying" editor="slaying race" type="string"> |
4922 | Slaying means the weapon does tripple (3x) damage to monsters of the |
5045 | 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"), |
5046 | specified race. If <slaying race> matches an arch name (e.g. "big_dragon"), |
4924 | only monsters of that archtype are hit with tripple damage. |
5047 | only monsters of that archtype are hit with tripple damage. |
4925 | |
5048 | |
4926 | No god blessings are possible for weapons with a race set in this entry |
5049 | 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 |
5050 | (That's because god blessings add tripple damage against their own |
4928 | enemy races). Tripple damage is very effective. |
5051 | enemy races). Tripple damage is very effective. |
4929 | </attribute> |
5052 | </attribute> |
4930 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
5053 | <attribute arch="last_sp" editor="weapon speed" type="int"> |
… | |
… | |
4946 | The <item power> value measures how "powerful" an artifact is. |
5069 | The <item power> value measures how "powerful" an artifact is. |
4947 | Players will only be able to wear equipment with a certain total |
5070 | 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 |
5071 | amount of <item power>, depending on their own level. This is the |
4949 | only way to prevent low level players to wear "undeserved" equipment |
5072 | only way to prevent low level players to wear "undeserved" equipment |
4950 | (like gifts from other players or cheated items). |
5073 | (like gifts from other players or cheated items). |
4951 | |
5074 | |
4952 | It is very important to adjust the <item power> value carefully |
5075 | It is very important to adjust the <item power> value carefully |
4953 | for every artifact you create! If zero/unset, the CF server will |
5076 | for every artifact you create! If zero/unset, the Deliantra server will |
4954 | calculate a provisional value at runtime, but this is never |
5077 | calculate a provisional value at runtime, but this is never |
4955 | going to be an accurate measurement of <item power>. |
5078 | going to be an accurate measurement of <item power>. |
4956 | </attribute> |
5079 | </attribute> |
4957 | <attribute arch="damned" editor="damnation" type="bool"> |
5080 | <attribute arch="damned" editor="damnation" type="bool"> |
4958 | A damned weapon cannot be unwielded unless |
5081 | A damned weapon cannot be unwielded unless |
… | |
… | |
4964 | the curse is removed. |
5087 | the curse is removed. |
4965 | </attribute> |
5088 | </attribute> |
4966 | <attribute arch="lifesave" editor="save life" type="bool"> |
5089 | <attribute arch="lifesave" editor="save life" type="bool"> |
4967 | An item with this flag enabled will save the players life |
5090 | An item with this flag enabled will save the players life |
4968 | for one time: When the player is wearing this item and his |
5091 | for one time: When the player is wearing this item and his |
4969 | healthpoints reach zero, the item dissapears, replenishing |
5092 | health points reach zero, the item disappears, replenishing |
4970 | half of the player's health. |
5093 | half of the player's health. |
4971 | |
5094 | |
4972 | An item with <save life> should not have |
5095 | An item with <save life> should not have |
4973 | any decent additional bonuses! |
5096 | any decent additional bonuses! |
4974 | </attribute> |
5097 | </attribute> |
4975 | <attribute arch="unique" editor="unique item" type="bool"> |
5098 | <attribute arch="unique" editor="unique item" type="bool"> |
4976 | Unique items exist only one time on a server. If the item |
5099 | Unique items exist only one time on a server. If the item |
… | |
… | |
4978 | </attribute> |
5101 | </attribute> |
4979 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5102 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4980 | A godgiven item vanishes as soon as the player |
5103 | A godgiven item vanishes as soon as the player |
4981 | drops it to the ground. |
5104 | drops it to the ground. |
4982 | </attribute> |
5105 | </attribute> |
4983 | <section name="resistance"> |
5106 | &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"> |
5107 | <section name="misc"> |
5116 | <attribute arch="luck" editor="luck bonus" type="int"> |
5108 | <attribute arch="luck" editor="luck bonus" type="int"> |
5117 | With positive luck bonus, the player is more likely to |
5109 | With positive luck bonus, the player is more likely to |
5118 | succeed in all sorts of things (spellcasting, praying,...). |
5110 | succeed in all sorts of things (spellcasting, praying,...). |
5119 | Unless the <luck bonus> is very high, the effect will be |
5111 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5136 | additional <grace regen.> bonus should be VERY RARE!! |
5128 | additional <grace regen.> bonus should be VERY RARE!! |
5137 | </attribute> |
5129 | </attribute> |
5138 | <attribute arch="food" editor="food bonus" type="int"> |
5130 | <attribute arch="food" editor="food bonus" type="int"> |
5139 | Positive <food bonus> slows down the player's digestion, |
5131 | Positive <food bonus> slows down the player's digestion, |
5140 | thus he consumes less food. Negative values speed it up. |
5132 | thus he consumes less food. Negative values speed it up. |
5141 | |
5133 | |
5142 | Note that food is consumed not only for "being alive", but |
5134 | Note that food is consumed not only for "being alive", but |
5143 | also for healing and mana-regeneration. |
5135 | also for healing and mana-regeneration. |
5144 | <food bonus> only affects the amount of food consumed |
5136 | <food bonus> only affects the amount of food consumed |
5145 | for "being alive". Hence, even with high <food bonus>, |
5137 | for "being alive". Hence, even with high <food bonus>, |
5146 | during a fight a player can run out of food quickly. |
5138 | during a fight a player can run out of food quickly. |
5147 | </attribute> |
5139 | </attribute> |
5148 | <attribute arch="xrays" editor="xray vision" type="bool"> |
5140 | <attribute arch="xrays" editor="xray vision" type="bool"> |
5149 | Xray vision allows the player to see through obstacles |
5141 | Xray vision allows the player to see through obstacles |
5150 | in a two-square-wide radius. This is extremely helpful and |
5142 | in a two-square-wide radius. This is extremely helpful and |
5151 | desireable, so don't give it away for cheap on equipment. |
5143 | desirable, so don't give it away for cheap on equipment. |
5152 | </attribute> |
5144 | </attribute> |
5153 | <attribute arch="stealth" editor="stealth" type="bool"> |
5145 | <attribute arch="stealth" editor="stealth" type="bool"> |
5154 | Stealth allows the player to move silently. |
5146 | Stealth allows the player to move silently. |
5155 | This comes to effect if a player turns himself |
5147 | This comes to effect if a player turns himself |
5156 | invisible and tries to sneak around monsters. |
5148 | invisible and tries to sneak around monsters. |
… | |
… | |
5161 | the ability to <reflect spells>, all kinds of |
5153 | the ability to <reflect spells>, all kinds of |
5162 | spell-bullets and -beams will bounce off him. |
5154 | spell-bullets and -beams will bounce off him. |
5163 | This works only about 90% of all times, to |
5155 | This works only about 90% of all times, to |
5164 | avoid players being completely immune to certain |
5156 | avoid players being completely immune to certain |
5165 | types of attacks. |
5157 | types of attacks. |
5166 | |
5158 | |
5167 | This is a very powerful ability and it |
5159 | This is a very powerful ability and it |
5168 | shouldn't be handed out cheap! |
5160 | shouldn't be handed out cheap! |
5169 | </attribute> |
5161 | </attribute> |
5170 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5162 | <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> |
5171 | If a player is wearing any piece of equipment with |
5163 | If a player is wearing any piece of equipment with |
… | |
… | |
5195 | This text describes the weapons's "story". Every decent artifact weapon |
5187 | This text describes the weapons's "story". Every decent artifact weapon |
5196 | should have such a description. |
5188 | should have such a description. |
5197 | </attribute> |
5189 | </attribute> |
5198 | </type> |
5190 | </type> |
5199 | |
5191 | |
5200 | <!--####################################################################--> |
5192 | <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> |
5193 | <description><![CDATA[ |
5208 | <use><![CDATA[ |
5194 | Event connectors link specific events that happen to objects to |
5209 | Wands are quite seldomly used. The reason prolly is that they're |
5195 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5210 | generally not cost-efficient. Handing out high-level wands with |
5196 | </description> |
5211 | powerfull special spells isn't a good idea either, because of |
|
|
5212 | the recharge ability. |
|
|
5213 | <br><br> |
|
|
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"> |
|
|
5218 | The <spell> specifies the contained spell. |
|
|
5219 | </attribute> |
|
|
5220 | <attribute arch="level" editor="casting level" type="int"> |
|
|
5221 | The <casting level> of the wand determines it's power. |
|
|
5222 | An average level for wands in shops is about 10. |
|
|
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> |
|
|
5235 | </type> |
5197 | </type> |
5236 | |
5198 | |
5237 | </types> |
5199 | </types> |