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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.3 by root, Mon Mar 13 04:38:47 2006 UTC vs.
Revision 1.11 by root, Thu Mar 23 20:15:08 2006 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
113]> 153]>
114 154
115<types> 155<types>
116 156
117<!--###################### bitmask definitions ######################--> 157<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 190 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 191 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 192 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 193 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 194 <entry bit="8" name="Adamantite" />
195 <entry bit="9" name="Liquid" />
196 <entry bit="10" name="Soft Metal" />
197 <entry bit="11" name="Bone" />
198 <entry bit="12" name="Ice" />
199 <entry bit="13" name="(supress name on display)" />
200
155</bitmask> 201</bitmask>
156 202
157<bitmask name="spellpath"> 203<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 204 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 205 <entry bit="1" name="Fire" />
190 <entry bit="2" name="Food" /> 236 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" /> 237 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" /> 238 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 239 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 240 <entry bit="6" name="All" />
241</bitmask>
242
243<bitmask name="movement_type">
244 <entry bit="0" name="Walk" />
245 <entry bit="1" name="Fly Low" />
246 <entry bit="2" name="Fly High" />
247 <entry bit="3" name="Swim" />
248 <entry bit="4" name="Boat" />
249 <entry bit="16" name="Other" />
195</bitmask> 250</bitmask>
196 251
197<!--###################### list definitions ######################--> 252<!--###################### list definitions ######################-->
198 253
199<list name="direction"> 254<list name="direction">
322 <entry value="45" name="disease" /> 377 <entry value="45" name="disease" />
323 <entry value="46" name="aura" /> 378 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" /> 379 <entry value="47" name="town portal" />
325</list> 380</list>
326 381
382<list name="event_type">
383 <entry value="0" name="none" />
384 <entry value="1" name="apply" />
385 <entry value="2" name="attack" />
386 <entry value="3" name="death" />
387 <entry value="4" name="drop" />
388 <entry value="5" name="pickup" />
389 <entry value="6" name="say" />
390 <entry value="7" name="stop" />
391 <entry value="8" name="time" />
392 <entry value="9" name="throw" />
393 <entry value="10" name="trigger" />
394 <entry value="11" name="close" />
395 <entry value="12" name="timer" />
396 <entry value="28" name="move" />
397</list>
398
399<list name="attack_movement_bits_0_3">
400 <entry value="0" name="default" />
401 <entry value="1" name="attack from distance" />
402 <entry value="2" name="run away" />
403 <entry value="3" name="hit and run" />
404 <entry value="4" name="wait, then hit, then move" />
405 <entry value="5" name="rush blindly" />
406 <entry value="6" name="always run" />
407 <entry value="7" name="attack from distance if hit" />
408 <entry value="8" name="do not approach" />
409</list>
410
411<list name="attack_movement_bits_4_7">
412 <entry value="0" name="none" />
413 <entry value="16" name="pet" />
414 <entry value="32" name="small circle" />
415 <entry value="48" name="large circle" />
416 <entry value="64" name="small horizontal" />
417 <entry value="80" name="large horizontal" />
418 <entry value="96" name="random direction" />
419 <entry value="112" name="random movement" />
420 <entry value="128" name="small vertical" />
421 <entry value="144" name="large vertical" />
422</list>
423
327<!--###################### default attributes ######################--> 424<!--###################### default attributes ######################-->
328 425
329<!-- 426<!--
330 The attributes of the default_type get added to all other types by default. 427 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 428 Every type can have an 'ignore' element however, which is used to specify
435 the fallback for all types which don't match any other defined types. 532 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 533 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. --> 534 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" /> 535 <attribute arch="misc" value="x" />
439 </required> 536 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool"> 537 &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"> 538 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food, 539 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way. 540 they generally harm the player in some way.
446 </attribute> 541 </attribute>
447 <attribute arch="damned" editor="damned" type="bool"> 542 <attribute arch="damned" editor="damned" type="bool">
536 then either a spell is casted (on the player) or a connector is 631 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. 632 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item disappears. ]]> 633 Either way, the sacrificed item disappears. ]]>
539 </description> 634 </description>
540 <attribute arch="no_pick" value="1" type="fixed" /> 635 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" /> 636 &move_on;
542 <attribute arch="slaying" editor="match item name" type="string"> 637 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to 638 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 639 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. 640 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 641 Remember to put a note somewhere, telling the player what he is
637 will push the connected value TWICE per sacrifice: First by 732 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically 733 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the 734 used for altars being connected to gates, resulting in the
640 gate being opened and closed again. 735 gate being opened and closed again.
641 </attribute> 736 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed"> 737 &move_on;
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 738 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player 739 This text will be displayed to the player
646 in the exact moment when the altar is activated. 740 in the exact moment when the altar is activated.
647 </attribute> 741 </attribute>
648</type> 742</type>
905 projectiles (e.g. arrows, bolts, boulders) will 999 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all 1000 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to 1001 times, to avoid players being completely immune to
908 certain types of attacks. 1002 certain types of attacks.
909 </attribute> 1003 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool"> 1004 &move_type;
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1005 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths. 1006 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths 1007 The player will get attuned to the specified spellpaths
917 while wearing this item. 1008 while wearing this item.
918 </attribute> 1009 </attribute>
993 is taken, lost or destroyed - it's gone for good. 1084 is taken, lost or destroyed - it's gone for good.
994 </attribute> 1085 </attribute>
995 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1086 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
996 This is the text that appears "written" in the book. 1087 This is the text that appears "written" in the book.
997 </attribute> 1088 </attribute>
1089 <attribute arch="slaying" editor="key string" type="string">
1090 This is the key string of the book. The key string is checked by an inventory checker.
1091 (This is used eg. for the gate/port passes in scorn)
1092 </attribute>
998</type> 1093</type>
999 1094
1000<!--####################################################################--> 1095<!--####################################################################-->
1001<type number="99" name="Boots"> 1096<type number="99" name="Boots">
1002 <import_type name="Amulet" /> 1097 <import_type name="Amulet" />
1081 When a predefined amount of weigh is placed on a button, the 1176 When a predefined amount of weigh is placed on a button, the
1082 &lt;connection&gt; value is triggered. In most cases this happens when a 1177 &lt;connection&gt; value is triggered. In most cases this happens when a
1083 player or monster steps on it. When the button is "released", the 1178 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1179 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description> 1180 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1181 &move_on;
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1182 &move_off;
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1183 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="int"> 1184 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1185 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1186 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1187 </attribute>
1421 <attribute arch="sp" editor="direction" type="list_direction"> 1516 <attribute arch="sp" editor="direction" type="list_direction">
1422 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1517 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1423 A director with direction &lt;none&gt; simply stops projectiles. 1518 A director with direction &lt;none&gt; simply stops projectiles.
1424 (The latter works out a bit strange for some spells). 1519 (The latter works out a bit strange for some spells).
1425 </attribute> 1520 </attribute>
1426 <attribute arch="walk_on" value="1" type="fixed" /> 1521 &move_on;
1427 <attribute arch="fly_on" value="1" type="fixed" />
1428</type> 1522</type>
1429 1523
1430<!--####################################################################--> 1524<!--####################################################################-->
1431<type number="158" name="Disease"> 1525<type number="158" name="Disease">
1432 <ignore> 1526 <ignore>
1599 defeated, horizontally and vertically adjacent doors are automatically 1693 defeated, horizontally and vertically adjacent doors are automatically
1600 removed. ]]> 1694 removed. ]]>
1601 </description> 1695 </description>
1602 <attribute arch="no_pick" value="1" type="fixed" /> 1696 <attribute arch="no_pick" value="1" type="fixed" />
1603 <attribute arch="alive" value="1" type="fixed" /> 1697 <attribute arch="alive" value="1" type="fixed" />
1604 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1698 &movement_types_terrain;
1605 If set, a player must defeat the door to enter.
1606 </attribute>
1607 <attribute arch="hp" editor="hitpoints" type="int"> 1699 <attribute arch="hp" editor="hitpoints" type="int">
1608 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1700 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1609 </attribute> 1701 </attribute>
1610 <attribute arch="ac" editor="armour class" type="int"> 1702 <attribute arch="ac" editor="armour class" type="int">
1611 Doors of high &lt;armour class&gt; are less likely to get hit. 1703 Doors of high &lt;armour class&gt; are less likely to get hit.
1705 If both are set to zero, the player will be transferred to the "default 1797 If both are set to zero, the player will be transferred to the "default
1706 enter location" of the destined map. The latter can be set in the map- 1798 enter location" of the destined map. The latter can be set in the map-
1707 properties as "Enter X/Y". Though, please DO NOT use that. 1799 properties as "Enter X/Y". Though, please DO NOT use that.
1708 It turned out to be a source for numerous map-bugs. 1800 It turned out to be a source for numerous map-bugs.
1709 </attribute> 1801 </attribute>
1710 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1802 &move_on;
1711 If set, the player will apply the exit by just walking into it. This must
1712 be set for the invisible exits for example. If unset, the player has
1713 to step onto the exit and press 'a' to get transferred.
1714 </attribute>
1715 <attribute arch="fly_on" editor="apply by flying" type="bool">
1716 If set, the player will apply the exit by "flying into it". Flying means
1717 the player is levitating. E.g. wearing levitation boots.
1718 </attribute>
1719 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1803 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1720 If set, this message will be displayed to the player when he applies the exit. 1804 If set, this message will be displayed to the player when he applies the exit.
1721 This is quite useful to throw in some "role-play feeling": "As you enter the 1805 This is quite useful to throw in some "role-play feeling": "As you enter the
1722 dark cave you hear the sound of rustling dragonscales...". Well, my english 1806 dark cave you hear the sound of rustling dragonscales...". Well, my english
1723 is poor, but you get the point. =) 1807 is poor, but you get the point. =)
1901 Floor is a very basic thing whithout too much 1985 Floor is a very basic thing whithout too much
1902 functionality. It's a floor - you stand on it. ]]> 1986 functionality. It's a floor - you stand on it. ]]>
1903 </description> 1987 </description>
1904 <attribute arch="is_floor" value="1" type="fixed" /> 1988 <attribute arch="is_floor" value="1" type="fixed" />
1905 <attribute arch="no_pick" value="1" type="fixed" /> 1989 <attribute arch="no_pick" value="1" type="fixed" />
1906 <attribute arch="no_pass" editor="blocking passage" type="bool">
1907 If set, the object cannot be passed by players nor monsters.
1908 </attribute>
1909<section name="terrain"> 1990<section name="terrain">
1910 <attribute arch="slow_move" editor="slow movement" type="int"> 1991 &movement_types_terrain;
1911 If &lt;slow movement&gt; is set to a value greater zero, all
1912 creatures moving over this spot will be slower than normal.
1913
1914 &lt;slow movement&gt; 1 - rough terrain
1915 &lt;slow movement&gt; 2 - very rough terrain
1916 ...
1917 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1918 </attribute>
1919 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 1992 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1920 This flag indicates this spot contains wood or high grass. 1993 This flag indicates this spot contains wood or high grass.
1921 Players with activated woodsman skill can move faster here. 1994 Players with activated woodsman skill can move faster here.
1922 </attribute> 1995 </attribute>
1923 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 1996 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1956 with monsters on them. Nowadays this feature is disabled - 2029 with monsters on them. Nowadays this feature is disabled -
1957 Hence encounter floor is not different from normal floor. ]]> 2030 Hence encounter floor is not different from normal floor. ]]>
1958 </description> 2031 </description>
1959 <attribute arch="is_floor" value="1" type="fixed" /> 2032 <attribute arch="is_floor" value="1" type="fixed" />
1960 <attribute arch="no_pick" value="1" type="fixed" /> 2033 <attribute arch="no_pick" value="1" type="fixed" />
1961 <attribute arch="no_pass" editor="blocking passage" type="bool">
1962 If set, the object cannot be passed by players nor monsters.
1963 </attribute>
1964<section name="terrain"> 2034<section name="terrain">
1965 <attribute arch="slow_move" editor="slow movement" type="int"> 2035 &movement_types_terrain;
1966 If &lt;slow movement&gt; is set to a value greater zero, all
1967 creatures moving over this spot will be slower than normal.
1968
1969 &lt;slow movement&gt; 1 - rough terrain
1970 &lt;slow movement&gt; 2 - very rough terrain
1971 ...
1972 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1973 </attribute>
1974 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2036 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1975 This flag indicates this spot contains wood or high grass. 2037 This flag indicates this spot contains wood or high grass.
1976 Players with activated woodsman skill can move faster here. 2038 Players with activated woodsman skill can move faster here.
1977 </attribute> 2039 </attribute>
1978 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2040 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2041 The &lt;position state&gt; defines the position of the gate: 2103 The &lt;position state&gt; defines the position of the gate:
2042 Zero means completely open/down, the "number of animation-steps" (usually 2104 Zero means completely open/down, the "number of animation-steps" (usually
2043 about 6 or 7) means completely closed/up state. I suggest you don't 2105 about 6 or 7) means completely closed/up state. I suggest you don't
2044 mess with this value - Leave the default in place. 2106 mess with this value - Leave the default in place.
2045 </attribute> 2107 </attribute>
2046 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2108 &movement_types_terrain;
2047 For open gates, &lt;blocking passage&gt; should be unset.
2048 For closed gates it must be set.
2049 </attribute>
2050 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2109 <attribute arch="no_magic" editor="restrict spells" type="bool">
2051 Restricting the use of spells to pass this gate. This has 2110 Restricting the use of spells to pass this gate. This has
2052 an effect only if &lt;block view&gt; is disabled. 2111 an effect only if &lt;block view&gt; is disabled.
2053 </attribute> 2112 </attribute>
2054 <attribute arch="damned" editor="restrict prayers" type="bool"> 2113 <attribute arch="damned" editor="restrict prayers" type="bool">
2162 You can use that to safely chase off too-weak players, or just 2221 You can use that to safely chase off too-weak players, or just
2163 to have something different. ]]> 2222 to have something different. ]]>
2164 </use> 2223 </use>
2165 <attribute arch="is_floor" value="1" type="fixed" /> 2224 <attribute arch="is_floor" value="1" type="fixed" />
2166 <attribute arch="lifesave" value="1" type="fixed" /> 2225 <attribute arch="lifesave" value="1" type="fixed" />
2167 <attribute arch="walk_on" value="1" type="fixed" /> 2226 &move_on;
2168 <attribute arch="no_pick" value="1" type="fixed" /> 2227 <attribute arch="no_pick" value="1" type="fixed" />
2169 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2228 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2170 This attribute specifys the attacktypes that this floor uses to 2229 This attribute specifys the attacktypes that this floor uses to
2171 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2230 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2172 If you want a real tough hazard floor, add more than just one attacktype. 2231 If you want a real tough hazard floor, add more than just one attacktype.
2187 I guess this value is supposed to work similar to monster levels. 2246 I guess this value is supposed to work similar to monster levels.
2188 But in fact, it does not seem to have an effect. Set any non-zero 2247 But in fact, it does not seem to have an effect. Set any non-zero
2189 value to be on the safe side. 2248 value to be on the safe side.
2190 </attribute> 2249 </attribute>
2191<section name="terrain"> 2250<section name="terrain">
2192 <attribute arch="slow_move" editor="slow movement" type="int"> 2251 &movement_types_terrain;
2193 If &lt;slow movement&gt; is set to a value greater zero, all
2194 creatures moving over this spot will be slower than normal.
2195
2196 &lt;slow movement&gt; 1 - rough terrain
2197 &lt;slow movement&gt; 2 - very rough terrain
2198 ...
2199 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2200 </attribute>
2201 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2252 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2202 This flag indicates this spot contains wood or high grass. 2253 This flag indicates this spot contains wood or high grass.
2203 Players with activated woodsman skill can move faster here. 2254 Players with activated woodsman skill can move faster here.
2204 </attribute> 2255 </attribute>
2205 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2256 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2371 either if that object is present or missing (-&gt; "last_sp") when a 2422 either if that object is present or missing (-&gt; "last_sp") when a
2372 player walks over the inv. checker. A valid option is to remove the 2423 player walks over the inv. checker. A valid option is to remove the
2373 matching object (usually not recommended, see "last_heal"). 2424 matching object (usually not recommended, see "last_heal").
2374 <br><br> 2425 <br><br>
2375 Alternatively, you can set your inv. checker to block all players 2426 Alternatively, you can set your inv. checker to block all players
2376 that do/don't carry the matching object (-&gt; "no_pass"). 2427 that do/don't carry the matching object.
2377 <br><br> 2428 <br><br>
2378 As you can see, inv. checkers are quite powerful, holding a 2429 As you can see, inv. checkers are quite powerful, holding a
2379 great variety of possibilities. ]]> 2430 great variety of possibilities. ]]>
2380 </description> 2431 </description>
2381 <use><![CDATA[ 2432 <use><![CDATA[
2413 <attribute arch="connected" editor="connection" type="int"> 2464 <attribute arch="connected" editor="connection" type="int">
2414 Whenever the inventory checker is triggered, all objects with identical 2465 Whenever the inventory checker is triggered, all objects with identical
2415 &lt;connection&gt; value get activated. This only makes sense together with 2466 &lt;connection&gt; value get activated. This only makes sense together with
2416 &lt;blocking passage&gt; disabled. 2467 &lt;blocking passage&gt; disabled.
2417 </attribute> 2468 </attribute>
2418 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2469 &movement_types_terrain;
2419 If set, only players meeting the match criteria can pass
2420 through that space. If unset (default), the inventory
2421 checker acts like a trigger/button.
2422 </attribute>
2423 <attribute arch="last_heal" editor="remove match" type="bool"> 2470 <attribute arch="last_heal" editor="remove match" type="bool">
2424 &lt;remove match&gt; means remove object if found. Setting this is usually not 2471 &lt;remove match&gt; means remove object if found. Setting this is usually not
2425 recommended because inv. checkers are in general invisible. So, unlike 2472 recommended because inv. checkers are in general invisible. So, unlike
2426 for altars/ locked doors, the player won't expect to lose an object when 2473 for altars/ locked doors, the player won't expect to lose an object when
2427 walking over that square. And he doesn't even get a message either. 2474 walking over that square. And he doesn't even get a message either.
2513 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2560 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2514 There you have magic forces (door objects) put under certain artifact 2561 There you have magic forces (door objects) put under certain artifact
2515 items. To get your hands on the artifacts, you need to bring up the 2562 items. To get your hands on the artifacts, you need to bring up the
2516 appropriate quest items (key objects). ]]> 2563 appropriate quest items (key objects). ]]>
2517 </use> 2564 </use>
2518 <attribute arch="no_pass" value="1" type="fixed" /> 2565 <attribute arch="move_type" value="0" type="fixed" />
2519 <attribute arch="no_pick" value="1" type="fixed" /> 2566 <attribute arch="no_pick" value="1" type="fixed" />
2520 <attribute arch="slaying" editor="key string" type="string"> 2567 <attribute arch="slaying" editor="key string" type="string">
2521 The &lt;key string&gt; in the door must be identical with the 2568 The &lt;key string&gt; in the door must be identical with the
2522 &lt;key string&gt; in the special key, then the door is unlocked. 2569 &lt;key string&gt; in the special key, then the door is unlocked.
2523 It is VERY important to set the &lt;key string&gt; to something that 2570 It is VERY important to set the &lt;key string&gt; to something that
2640 <attribute arch="sp" editor="direction" type="list_direction"> 2687 <attribute arch="sp" editor="direction" type="list_direction">
2641 The magic wall will cast it's spells always in the specified 2688 The magic wall will cast it's spells always in the specified
2642 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2689 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2643 always fire in a random direction. 2690 always fire in a random direction.
2644 </attribute> 2691 </attribute>
2645 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2692 &movement_types_terrain;
2646 If set, the object cannot be passed by players nor monsters.
2647 </attribute>
2648<section name="destroyable"> 2693<section name="destroyable">
2649 <attribute arch="alive" editor="is destroyable" type="bool"> 2694 <attribute arch="alive" editor="is destroyable" type="bool">
2650 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2695 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2651 destroyed by the player. If disabled, all other attributes on 2696 destroyed by the player. If disabled, all other attributes on
2652 this tab, as well as resistances, are meaningless. 2697 this tab, as well as resistances, are meaningless.
2904 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2949 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2905 Each time the monster need to generate an object, it will be 2950 Each time the monster need to generate an object, it will be
2906 a randomly chosen item from the inventory. When generator is destroyed, 2951 a randomly chosen item from the inventory. When generator is destroyed,
2907 inventory is destroyed. 2952 inventory is destroyed.
2908 </attribute> 2953 </attribute>
2909 <attribute arch="flying" editor="flying" type="bool"> 2954 &move_type;
2910 Flying monsters won't get slowed down in rough terrain
2911 and they won't be affected by movers.
2912 </attribute>
2913 <attribute arch="undead" editor="undead" type="bool"> 2955 <attribute arch="undead" editor="undead" type="bool">
2914 Several spells only affect undead monsters: 2956 Several spells only affect undead monsters:
2915 turn undead, banish undead, holy word, etc. 2957 turn undead, banish undead, holy word, etc.
2916 </attribute> 2958 </attribute>
2917 <attribute arch="carrying" editor="carries weight" type="int"> 2959 <attribute arch="carrying" editor="carries weight" type="int">
3129 the creature wakes up. This is done as a square, for reasons of speed. 3171 the creature wakes up. This is done as a square, for reasons of speed.
3130 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3172 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3131 11x11 square of the monster will wake the monster up. If the player 3173 11x11 square of the monster will wake the monster up. If the player
3132 has stealth, the size of this square is reduced in half plus 1. 3174 has stealth, the size of this square is reduced in half plus 1.
3133 </attribute> 3175 </attribute>
3134 <attribute arch="attack_movement" editor="attack movement" type="int"> 3176 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3177 If this is set to default, the standard mode of movement will be used.
3178 </attribute>
3179 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3180 This movement is not in effect when the monster has an enemy and should
3181 only be used for non agressive monsters.
3135 </attribute> 3182 </attribute>
3136 <attribute arch="run_away" editor="run at % health" type="int"> 3183 <attribute arch="run_away" editor="run at % health" type="int">
3137 This is a percentage value in the range 0-100. 3184 This is a percentage value in the range 0-100.
3138 When the monster's health points drop below this percentage 3185 When the monster's health points drop below this percentage
3139 (relative to max health), it attempts to run away from the 3186 (relative to max health), it attempts to run away from the
3349 activates creators, creating (per default: monster-only) movers 3396 activates creators, creating (per default: monster-only) movers
3350 under the NPC's feet. The NPC starts "walking" on a predefined 3397 under the NPC's feet. The NPC starts "walking" on a predefined
3351 route! Note that it's useful to set this NPC immune to everything, 3398 route! Note that it's useful to set this NPC immune to everything,
3352 preventing the player to push the NPC off his trace. 3399 preventing the player to push the NPC off his trace.
3353 </attribute> 3400 </attribute>
3354 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3401 <attribute arch="move_on" editor="movement type" type="movement_type">
3355 This should always be set. 3402 Which movement types activate the mover.
3356 </attribute>
3357 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3358 Move flying creatures enabled means all flying (living)
3359 objects will get moved too. If disabled, only walking
3360 (non-flying) creatures will get moved.
3361 </attribute> 3403 </attribute>
3362</section> 3404</section>
3363</type> 3405</type>
3364 3406
3365<!--####################################################################--> 3407<!--####################################################################-->
3393 </attribute> 3435 </attribute>
3394 <attribute arch="connected" editor="connection" type="int"> 3436 <attribute arch="connected" editor="connection" type="int">
3395 When the pedestal is triggered, all objects with the same 3437 When the pedestal is triggered, all objects with the same
3396 connection value get activated. 3438 connection value get activated.
3397 </attribute> 3439 </attribute>
3398 <attribute arch="walk_on" value="1" type="fixed" /> 3440 &move_on;
3399 <attribute arch="walk_off" value="1" type="fixed" />
3400</type> 3441</type>
3401 3442
3402<!--####################################################################--> 3443<!--####################################################################-->
3403<type number="94" name="Pit"> 3444<type number="94" name="Pit">
3404 <ignore> 3445 <ignore>
3440 The &lt;position state&gt; defines the position of the gate: 3481 The &lt;position state&gt; defines the position of the gate:
3441 Zero means completely open/down, the "number of animation-steps" (usually 3482 Zero means completely open/down, the "number of animation-steps" (usually
3442 about 6 or 7) means completely closed/up state. I suggest you don't 3483 about 6 or 7) means completely closed/up state. I suggest you don't
3443 mess with this value - Leave the default in place. 3484 mess with this value - Leave the default in place.
3444 </attribute> 3485 </attribute>
3445 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3486 &move_on;
3446 If set, all walking creatures will fall into the pit.
3447 This does NOT need to be set for closed pits!
3448 </attribute>
3449 <attribute arch="fly_on" editor="swallow flying" type="bool">
3450 If set, all flying creatures will fall into the pit as well.
3451 This is not the behaviour expected from a pit, and it should
3452 only be used for map-mechanisms (e.g. for transporting flying
3453 monsters).
3454 An interesting side-effect: If this flag is enabled, spell
3455 effects like fire/snow also make their way through the pit.
3456 </attribute>
3457</type> 3487</type>
3458 3488
3459<!--####################################################################--> 3489<!--####################################################################-->
3460<type number="7" name="Poison Food"> 3490<type number="7" name="Poison Food">
3461 <description><![CDATA[ 3491 <description><![CDATA[
3809 <use><![CDATA[ 3839 <use><![CDATA[
3810 Avoid monsters stepping on your runes. For example, summoning runes 3840 Avoid monsters stepping on your runes. For example, summoning runes
3811 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3841 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3812 </use> 3842 </use>
3813 <attribute arch="no_pick" value="1" type="fixed" /> 3843 <attribute arch="no_pick" value="1" type="fixed" />
3814 <attribute arch="walk_on" value="1" type="fixed" /> 3844 &move_on;
3815 <attribute arch="level" editor="rune level" type="int"> 3845 <attribute arch="level" editor="rune level" type="int">
3816 This value sets the level the rune will cast the spell it contains at, 3846 This value sets the level the rune will cast the spell it contains at,
3817 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3847 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3818 (&lt;rune level&gt; 0 runes won't detonate at all!) 3848 (&lt;rune level&gt; 0 runes won't detonate at all!)
3819 3849
4161 <use><![CDATA[ 4191 <use><![CDATA[
4162 As stated above, always place TWO shop mats into your shop. 4192 As stated above, always place TWO shop mats into your shop.
4163 Not more and not less than that. ]]> 4193 Not more and not less than that. ]]>
4164 </use> 4194 </use>
4165 <attribute arch="no_pick" value="1" type="fixed" /> 4195 <attribute arch="no_pick" value="1" type="fixed" />
4166 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4196 &move_on;
4167 If set, the player can enter/leave the
4168 shop by just walking into the shop mat.
4169 </attribute>
4170 <attribute arch="fly_on" editor="apply by flying" type="bool">
4171 If set, the player can enter/leave the
4172 shop by "flying" into the shop mat.
4173 </attribute>
4174</type> 4197</type>
4175 4198
4176<!--####################################################################--> 4199<!--####################################################################-->
4177<type number="98" name="Sign &amp; MagicMouth"> 4200<type number="98" name="Sign &amp; MagicMouth">
4178 <ignore> 4201 <ignore>
4195 the connection is triggered. This should be used in combination with 4218 the connection is triggered. This should be used in combination with
4196 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4197 If activating your magic_mouth this way, the message will not only be 4220 If activating your magic_mouth this way, the message will not only be
4198 printed to one player, but all players on the current map. 4221 printed to one player, but all players on the current map.
4199 </attribute> 4222 </attribute>
4200 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4223 &move_on;
4201 If set, the player gets the message when walking ontop of the object.
4202 "invisible 1" should be set in this case. This is the typical configuration
4203 for a "magic_mouth": The player walks through a dungeon and suddenly he
4204 gets a message. Use this to create some roleplay atmosphere, and to inform
4205 the player about possible dangers or secrets.
4206 </attribute>
4207 <attribute arch="fly_on" editor="activate by flying" type="bool">
4208 If set, the player gets the message when flying (=levitating) ontop
4209 of the object. Usually this should be set together with walk_on.
4210 </attribute>
4211 <attribute arch="food" editor="counter" type="int"> 4224 <attribute arch="food" editor="counter" type="int">
4212 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4225 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4213 (printing the message) only that many times. For signs this really shouldn't 4226 (printing the message) only that many times. For signs this really shouldn't
4214 be used, while for magic_mouths it is extremely helpful. 4227 be used, while for magic_mouths it is extremely helpful.
4215 Monsters walking over the magic_mouth do not decrease the counter. 4228 Monsters walking over the magic_mouth do not decrease the counter.
4476 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4489 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4477 positive values counter clockwise. 4490 positive values counter clockwise.
4478 4491
4479 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4492 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4480 </attribute> 4493 </attribute>
4481 <attribute arch="walk_on" value="1" type="fixed" /> 4494 &move_on;
4482 <attribute arch="fly_on" value="1" type="fixed" />
4483</type> 4495</type>
4484 4496
4485<!--####################################################################--> 4497<!--####################################################################-->
4486<type number="138" name="Swamp"> 4498<type number="138" name="Swamp">
4487 <ignore> 4499 <ignore>
4493 he will start to sink in and eventually drown and die. 4505 he will start to sink in and eventually drown and die.
4494 Items dropped on the swamp sink in and dissapear. 4506 Items dropped on the swamp sink in and dissapear.
4495 Players with knowledge of the woodsman skill are a lot less likely 4507 Players with knowledge of the woodsman skill are a lot less likely
4496 to die in the swamp. ]]> 4508 to die in the swamp. ]]>
4497 </description> 4509 </description>
4498 <attribute arch="walk_on" value="1" type="fixed" />
4499 <attribute arch="is_floor" value="1" type="fixed" /> 4510 <attribute arch="is_floor" value="1" type="fixed" />
4500 <attribute arch="is_wooded" value="1" type="fixed" /> 4511 <attribute arch="is_wooded" value="1" type="fixed" />
4501 <attribute arch="speed" editor="drowning speed" type="float"> 4512 <attribute arch="speed" editor="drowning speed" type="float">
4502 The higher the &lt;drowning speed&gt;, the faster will players and items 4513 The higher the &lt;drowning speed&gt;, the faster will players and items
4503 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4514 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4504 and unexpected death-trap. Players should get a warning before such areas. 4515 and unexpected death-trap. Players should get a warning before such areas.
4505 </attribute> 4516 </attribute>
4506 <attribute arch="slow_move" editor="slow movement" type="int"> 4517 &move_on;
4507 If &lt;slow movement&gt; is set to a value greater zero, all 4518 &movement_types_terrain;
4508 creatures moving over this spot will be slower than normal.
4509
4510 &lt;slow movement&gt; 1 - rough terrain
4511 &lt;slow movement&gt; 2 - very rough terrain
4512 ...
4513 &lt;slow movement&gt; 5 - default for deep swamp
4514 </attribute>
4515 <attribute arch="no_magic" editor="no spells" type="bool"> 4519 <attribute arch="no_magic" editor="no spells" type="bool">
4516 If enabled, it is impossible for players to use (wizard-) 4520 If enabled, it is impossible for players to use (wizard-)
4517 spells on that spot. 4521 spells on that spot.
4518 </attribute> 4522 </attribute>
4519 <attribute arch="damned" editor="no prayers" type="bool"> 4523 <attribute arch="damned" editor="no prayers" type="bool">
4638 The &lt;position state&gt; defines the position of the gate: 4642 The &lt;position state&gt; defines the position of the gate:
4639 Zero means completely open/down, the "number of animation-steps" (usually 4643 Zero means completely open/down, the "number of animation-steps" (usually
4640 about 6 or 7) means completely closed/up state. I suggest you don't 4644 about 6 or 7) means completely closed/up state. I suggest you don't
4641 mess with this value - Leave the default in place. 4645 mess with this value - Leave the default in place.
4642 </attribute> 4646 </attribute>
4643 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4647 &movement_types_terrain;
4644 For open gates, &lt;blocking passage&gt; should be unset.
4645 For closed gates it must be set.
4646 </attribute>
4647 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4648 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648 Restricting the use of spells to pass this gate. This has 4649 Restricting the use of spells to pass this gate. This has
4649 an effect only if &lt;block view&gt; is disabled. 4650 an effect only if &lt;block view&gt; is disabled.
4650 </attribute> 4651 </attribute>
4651 <attribute arch="damned" editor="restrict prayers" type="bool"> 4652 <attribute arch="damned" editor="restrict prayers" type="bool">
4682 <use><![CDATA[ 4683 <use><![CDATA[
4683 Avoid monsters stepping on your traps. For example, a party of orcs setting 4684 Avoid monsters stepping on your traps. For example, a party of orcs setting
4684off your lightning wall and pit trap is usually a bad idea. ]]> 4685off your lightning wall and pit trap is usually a bad idea. ]]>
4685 </use> 4686 </use>
4686 <attribute arch="no_pick" value="1" type="fixed" /> 4687 <attribute arch="no_pick" value="1" type="fixed" />
4687 <attribute arch="walk_on" value="1" type="fixed" /> 4688 &move_on;
4688 <attribute arch="level" editor="trap level" type="int"> 4689 <attribute arch="level" editor="trap level" type="int">
4689 Level effects how easily a trap may be found and disarmed, and 4690 Level effects how easily a trap may be found and disarmed, and
4690 how much experience the player gets for doing so. Beware: High level 4691 how much experience the player gets for doing so. Beware: High level
4691 traps can be quite a cheap source of experience! So either make them 4692 traps can be quite a cheap source of experience! So either make them
4692 tough, or keep the level low. 4693 tough, or keep the level low.
4735 Trapdoors should be used in the same fashion as pits: 4736 Trapdoors should be used in the same fashion as pits:
4736 They should always drop the victims to some kind of lower level. They 4737 They should always drop the victims to some kind of lower level. They
4737 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4738 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4738 </use> 4739 </use>
4739 <attribute arch="no_pick" value="1" type="fixed" /> 4740 <attribute arch="no_pick" value="1" type="fixed" />
4740 <attribute arch="walk_on" value="1" type="fixed" /> 4741 &move_on;
4741 <attribute arch="weight" editor="hold weight" type="int"> 4742 <attribute arch="weight" editor="hold weight" type="int">
4742 This value defines how much weight the trapdoor can hold. 4743 This value defines how much weight the trapdoor can hold.
4743 Once items or creatures are gathered on the trapdoor, with 4744 Once items or creatures are gathered on the trapdoor, with
4744 a total weight surpassing this value, then the trapdoor will 4745 a total weight surpassing this value, then the trapdoor will
4745 open and things start falling through. 4746 open and things start falling through.
4869<!--####################################################################--> 4870<!--####################################################################-->
4870<type number="0" name="Wall"> 4871<type number="0" name="Wall">
4871 <required> 4872 <required>
4872 <attribute arch="is_floor" value="0" /> 4873 <attribute arch="is_floor" value="0" />
4873 <attribute arch="alive" value="0" /> 4874 <attribute arch="alive" value="0" />
4874 <attribute arch="no_pass" value="1" /> 4875 <attribute arch="move_block" value="255" />
4875 </required> 4876 </required>
4876 <ignore> 4877 <ignore>
4877 <attribute arch="nrof" /> 4878 <attribute arch="nrof" />
4878 <attribute arch="title" /> 4879 <attribute arch="title" />
4879 <attribute arch="name_pl" /> 4880 <attribute arch="name_pl" />
4881 <attribute arch="unpaid" /> 4882 <attribute arch="unpaid" />
4882 </ignore> 4883 </ignore>
4883 <description><![CDATA[ 4884 <description><![CDATA[
4884 Walls usually block passage and sight. ]]> 4885 Walls usually block passage and sight. ]]>
4885 </description> 4886 </description>
4886 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4887 &movement_types_terrain;
4887 If set, the object cannot be passed by players nor monsters.
4888 </attribute>
4889 <attribute arch="can_roll" editor="moveable" type="bool"> 4888 <attribute arch="can_roll" editor="moveable" type="bool">
4890 If set, the object is able to "roll", so it can be pushed around. 4889 If set, the object is able to "roll", so it can be pushed around.
4891 This setting is used for boulders and barrels. 4890 This setting is used for boulders and barrels.
4892 </attribute> 4891 </attribute>
4893 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4892 <attribute arch="no_magic" editor="restrict spells" type="bool">
5356 This text describes the weapons's "story". Every decent artifact weapon 5355 This text describes the weapons's "story". Every decent artifact weapon
5357 should have such a description. 5356 should have such a description.
5358 </attribute> 5357 </attribute>
5359</type> 5358</type>
5360 5359
5360<type number="116" name="Event Connector">
5361 <description><![CDATA[
5362 Event connectors link specific events that happen to objects to
5363 a crossfire plug-in. ]]>
5364 </description>
5365 <attribute arch="subtype" editor="event type" type="list_event_type">
5366 The type of event that triggers a notify to the plug-in.
5367 </attribute>
5368 <attribute arch="title" editor="plug-in" type="string">
5369 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5370 for python and "perl" for the Crossfire-Perl plug-in.
5371 </attribute>
5372 <attribute arch="slaying" editor="extension" type="string">
5373 The name of the extension to invoke (for python, this is the path to a script,
5374 for perl this is the name of a extension package without the ".ext" extension.
5375 </attribute>
5376 <attribute arch="name" editor="options" type="string">
5377 A string that is passed unaltered to the extension above. Often used to pass
5378 options to the extension that alter its behaviour.
5379 </attribute>
5380</type>
5381
5361</types> 5382</types>

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