1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
149 | every tick. |
159 | </attribute> |
150 | </attribute> |
160 | "> |
151 | "> |
161 | <!ENTITY activate_on " |
152 | <!ENTITY activate_on " |
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
163 | Whether the teleporter should only be activated on push. |
154 | Whether the teleporter should only be activated on push. |
164 | </attribute> |
155 | </attribute> |
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
166 | Whether the teleporter should only be activated on release. |
157 | Whether the teleporter should only be activated on release. |
167 | </attribute> |
158 | </attribute> |
168 | "> |
159 | "> |
169 | |
160 | |
170 | <!ENTITY resistances_flesh_desc " |
161 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
650 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
651 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
652 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
653 | </attribute> |
644 | </attribute> |
654 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
655 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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647 | object has an animation! See also the 'animation' attribute. |
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648 | </attribute> |
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649 | <attribute arch="animation" editor="animation" type="string"> |
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|
650 | The animation-name of the object. If you assign custom faces and the archetype |
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|
651 | defines an animation you can disable the animation of an archetype by setting this |
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652 | field to NONE. |
656 | </attribute> |
653 | </attribute> |
657 | <attribute arch="tag" editor="tag" type="string"> |
654 | <attribute arch="tag" editor="tag" type="string"> |
658 | You can tag objects with an identifier. Tagged objects can be found quickly |
655 | You can tag objects with an identifier. Tagged objects can be found quickly |
659 | from their tag, which makes them useful to tag exits and refer to those by |
656 | from their tag, which makes them useful to tag exits and refer to those by |
660 | their name. |
657 | their name. |
… | |
… | |
794 | <br><br> |
791 | <br><br> |
795 | A particularly nice feature of abilities is that they can hold two |
792 | A particularly nice feature of abilities is that they can hold two |
796 | spells: One for short range- and one for long range use. |
793 | spells: One for short range- and one for long range use. |
797 | \n\n |
794 | \n\n |
798 | You should know that spellcasting monsters receive abilities via |
795 | You should know that spellcasting monsters receive abilities via |
799 | <treasurelist>. ]]> |
796 | <treasurelist>.]]> |
800 | </description> |
797 | </description> |
801 | <use><![CDATA[ |
798 | <use><![CDATA[ |
802 | If you want to create "customized" spellcasting monsters, you |
799 | If you want to create "customized" spellcasting monsters, you |
803 | should use abilities (rather than spellbooks/wands or something). |
800 | should use abilities (rather than spellbooks/wands or something). |
804 | The long/short-range spell feature can make boss-monsters more |
801 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
806 | <br><br> |
803 | <br><br> |
807 | You should keep in mind that magic abilities allow players |
804 | You should keep in mind that magic abilities allow players |
808 | to get better resistance. You can turn off the magic part to |
805 | to get better resistance. You can turn off the magic part to |
809 | make the spells more dangerous. However, this really shouldn't |
806 | make the spells more dangerous. However, this really shouldn't |
810 | be neccessary unless you work on very high level maps. |
807 | be neccessary unless you work on very high level maps. |
811 | And what fun is a magic resistance cloak when it has no effect? ]]> |
808 | And what fun is a magic resistance cloak when it has no effect?]]> |
812 | </use> |
809 | </use> |
813 | <attribute arch="invisible" value="1" type="fixed" /> |
810 | <attribute arch="invisible" value="1" type="fixed" /> |
814 | <attribute arch="no_drop" value="1" type="fixed" /> |
811 | <attribute arch="no_drop" value="1" type="fixed" /> |
815 | <attribute arch="sp" editor="short range spell" type="spell"> |
812 | <attribute arch="sp" editor="short range spell" type="spell"> |
816 | The monster will use the specified <short range spell> |
813 | The monster will use the specified <short range spell> |
… | |
… | |
853 | </ignore> |
850 | </ignore> |
854 | <description><![CDATA[ |
851 | <description><![CDATA[ |
855 | When a player puts a defined number of certain items on the altar, |
852 | When a player puts a defined number of certain items on the altar, |
856 | then either a spell is casted (on the player) or a connector is |
853 | then either a spell is casted (on the player) or a connector is |
857 | triggered. If the latter is the case, the altar works only once. |
854 | triggered. If the latter is the case, the altar works only once. |
858 | Either way, the sacrificed item disappears. ]]> |
855 | Either way, the sacrificed item disappears.]]> |
859 | </description> |
856 | </description> |
860 | <attribute arch="no_pick" value="1" type="fixed" /> |
857 | <attribute arch="no_pick" value="1" type="fixed" /> |
861 | &move_on; |
858 | &move_on; |
862 | <attribute arch="slaying" editor="match item name" type="string"> |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
863 | This string specifies the item that must be put on the altar to |
860 | This string specifies the item that must be put on the altar to |
864 | activate it. It can either be the name of an archetype, or directly |
861 | activate it. It can either be the name of an archetype, or directly |
865 | the name of an object. Yet, titles are not recognized by altars. |
862 | the name of an object. Yet, titles are not recognized by altars. |
866 | Remember to put a note somewhere, telling the player what he is |
863 | If you want the player to have to drop a specific amount of money use "money". |
867 | expected to drop on the altar. (Often this is put in the altar's |
864 | See also the "drop amount" attribute. |
868 | name: E.g. "drop 100 platinums") |
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|
869 | </attribute> |
865 | </attribute> |
870 | <attribute arch="food" editor="drop amount" type="int"> |
866 | <attribute arch="food" editor="drop amount" type="int"> |
871 | The drop amount specifies the amount of items (specified |
867 | The drop amount specifies the amount of items (specified |
872 | in <match item name>) that must be dropped to activate the altar. |
868 | in <match item name>) that must be dropped to activate the altar. |
873 | |
869 | |
… | |
… | |
899 | <ignore_list name="non_pickable" /> |
895 | <ignore_list name="non_pickable" /> |
900 | </ignore> |
896 | </ignore> |
901 | <description><![CDATA[ |
897 | <description><![CDATA[ |
902 | Altar_triggers work pretty much like normal altars |
898 | Altar_triggers work pretty much like normal altars |
903 | (drop sacrifice -> connection activated), except for the fact that |
899 | (drop sacrifice -> connection activated), except for the fact that |
904 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
900 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
905 | </description> |
901 | </description> |
906 | <use><![CDATA[ |
902 | <use><![CDATA[ |
907 | Altar_triggers are very useful if you want to charge a price for... |
903 | Altar_triggers are very useful if you want to charge a price for... |
908 | <UL> |
904 | <UL> |
909 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
905 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
910 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
906 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
911 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
907 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
912 | </UL> |
908 | </UL> |
913 | The big advantage over normal altars is the infinite usability |
909 | The big advantage over normal altars is the infinite usability |
914 | of altar_triggers! If there are ten players on one server, they're |
910 | of altar_triggers! If there are ten players on one server, they're |
915 | quite grateful if things work more than once. =) ]]> |
911 | quite grateful if things work more than once. =)]]> |
916 | </use> |
912 | </use> |
917 | <attribute arch="no_pick" value="1" type="fixed" /> |
913 | <attribute arch="no_pick" value="1" type="fixed" /> |
918 | <attribute arch="slaying" editor="match item name" type="string"> |
914 | <attribute arch="slaying" editor="match item name" type="string"> |
919 | This string specifies the item that must be put on the altar to |
915 | This string specifies the item that must be put on the altar to |
920 | activate it. It can either be the name of an archetype, or directly |
916 | activate it. It can either be the name of an archetype, or directly |
921 | the name of an object. Yet, titles are not recognized by altars. |
917 | the name of an object. Yet, titles are not recognized by altars. |
922 | Remember to put a note somewhere, telling the player what he is |
918 | If you want the player to have to drop a specific amount of money use "money". |
923 | expected to drop on the altar. (Often this is put in the altar's |
919 | See also the "drop amount" attribute. |
924 | name: E.g. "drop 100 platinums") |
|
|
925 | </attribute> |
920 | </attribute> |
926 | <attribute arch="food" editor="drop amount" type="int"> |
921 | <attribute arch="food" editor="drop amount" type="int"> |
927 | The drop amount specifies the amount of items (specified |
922 | The drop amount specifies the amount of items (specified |
928 | in <match item name>) that must be dropped to activate the altar. |
923 | in <match item name>) that must be dropped to activate the altar. |
929 | |
924 | |
… | |
… | |
968 | |
963 | |
969 | <!--####################################################################--> |
964 | <!--####################################################################--> |
970 | <type number="74" name="Skill Tool"> |
965 | <type number="74" name="Skill Tool"> |
971 | <description><![CDATA[ |
966 | <description><![CDATA[ |
972 | Wearing a skill tool will give the player the ability to use a skill. |
967 | Wearing a skill tool will give the player the ability to use a skill. |
973 | ]]> |
968 | ]]> |
974 | </description> |
969 | </description> |
975 | <use><![CDATA[ |
970 | <use><![CDATA[ |
976 | Feel free to assign resistancies and stats to a skill tools or change |
971 | Feel free to assign resistancies and stats to a skill tools or change |
977 | the skill that is given. |
972 | the skill that is given. |
978 | ]]> |
973 | ]]> |
979 | </use> |
974 | </use> |
980 | <attribute arch="skill" editor="skill name" type="string"> |
975 | <attribute arch="skill" editor="skill name" type="string"> |
981 | This field describes which skill the player will be able to use wearing this item. |
976 | This field describes which skill the player will be able to use wearing this item. |
982 | </attribute> |
977 | </attribute> |
983 | &player_stat_resist_sections; |
978 | &player_stat_resist_sections; |
984 | </type> |
979 | </type> |
985 | <!--####################################################################--> |
980 | <!--####################################################################--> |
986 | <type number="39" name="Amulet"> |
981 | <type number="39" name="Amulet"> |
987 | <description><![CDATA[ |
982 | <description><![CDATA[ |
988 | Wearing an amulet, the object's stats will directly be inherited to |
983 | Wearing an amulet, the object's stats will directly be inherited to |
989 | the player. Amulets are usually meant for protection and defense. ]]> |
984 | the player. Amulets are usually meant for protection and defense.]]> |
990 | </description> |
985 | </description> |
991 | <use><![CDATA[ |
986 | <use><![CDATA[ |
992 | Feel free to create your own special artifacts. However, it is very |
987 | Feel free to create your own special artifacts. However, it is very |
993 | important that you keep your artifact in balance with existing maps. ]]> |
988 | important that you keep your artifact in balance with existing maps.]]> |
994 | </use> |
989 | </use> |
995 | <attribute arch="ac" editor="armour class" type="int"> |
990 | <attribute arch="ac" editor="armour class" type="int"> |
996 | This value defines the amount of armour-class bonus for wearing |
991 | This value defines the amount of armour-class bonus for wearing |
997 | this item. <Armour class> lessens the chance of being hit. Lower |
992 | this item. <Armour class> lessens the chance of being hit. Lower |
998 | values are better. It should usually be set only for armour-like equipment. |
993 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
1009 | amount of <item power>, depending on their own level. This is the |
1004 | amount of <item power>, depending on their own level. This is the |
1010 | only way to prevent low level players to wear "undeserved" equipment |
1005 | only way to prevent low level players to wear "undeserved" equipment |
1011 | (like gifts from other players or cheated items). |
1006 | (like gifts from other players or cheated items). |
1012 | |
1007 | |
1013 | It is very important to adjust the <item power> value carefully |
1008 | It is very important to adjust the <item power> value carefully |
1014 | for every artifact you create! If zero/unset, the CF server will |
1009 | for every artifact you create! If zero/unset, the Deliantra server will |
1015 | calculate a provisional value at runtime, but this is never |
1010 | calculate a provisional value at runtime, but this is never |
1016 | going to be an accurate measurement of <item power>. |
1011 | going to be an accurate measurement of <item power>. |
1017 | </attribute> |
1012 | </attribute> |
1018 | <attribute arch="damned" editor="damnation" type="bool"> |
1013 | <attribute arch="damned" editor="damnation" type="bool"> |
1019 | A damned piece of equipment cannot be unwielded unless the curse |
1014 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
1143 | Battleground is very special: In short, players can die on battleground |
1138 | Battleground is very special: In short, players can die on battleground |
1144 | without any death penalties. They don't loose or gain experience |
1139 | without any death penalties. They don't loose or gain experience |
1145 | while on battleground. Acid, draining and depletion effects don't |
1140 | while on battleground. Acid, draining and depletion effects don't |
1146 | work either. |
1141 | work either. |
1147 | When a player dies on battleground, he gets teleported to an exit |
1142 | When a player dies on battleground, he gets teleported to an exit |
1148 | location which is defined in the battleground object. ]]> |
1143 | location which is defined in the battleground object.]]> |
1149 | </description> |
1144 | </description> |
1150 | <use><![CDATA[ |
1145 | <use><![CDATA[ |
1151 | Battleground is only meant for player vs. player duels. You can |
1146 | Battleground is only meant for player vs. player duels. You can |
1152 | design combat arenas similiar to the one in scorn.<br> |
1147 | design combat arenas similiar to the one in scorn.<br> |
1153 | What should NEVER be done is placing battleground tiles in |
1148 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1155 | It must not be possible to gain significant treasure for fighting |
1150 | It must not be possible to gain significant treasure for fighting |
1156 | on battleground, because it bears no risk.<br><br> |
1151 | on battleground, because it bears no risk.<br><br> |
1157 | (Battleground will cease to work when the image or name is changed, |
1152 | (Battleground will cease to work when the image or name is changed, |
1158 | or when it is placed beneath another floor tile. |
1153 | or when it is placed beneath another floor tile. |
1159 | This is not a bug, it is there to prevent any attempts of placing |
1154 | This is not a bug, it is there to prevent any attempts of placing |
1160 | "hidden" battleground tiles anywhere.) ]]> |
1155 | "hidden" battleground tiles anywhere.)]]> |
1161 | </use> |
1156 | </use> |
1162 | <attribute arch="no_pick" value="1" type="fixed" /> |
1157 | <attribute arch="no_pick" value="1" type="fixed" /> |
1163 | <attribute arch="is_floor" value="1" type="fixed" /> |
1158 | <attribute arch="is_floor" value="1" type="fixed" /> |
1164 | <attribute arch="hp" editor="destination X" type="int"> |
1159 | <attribute arch="hp" editor="destination X" type="int"> |
1165 | The exit destinations define the (x, y)-coordinates where players |
1160 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1170 | get teleported after they died on this battleground. |
1165 | get teleported after they died on this battleground. |
1171 | </attribute> |
1166 | </attribute> |
1172 | </type> |
1167 | </type> |
1173 | |
1168 | |
1174 | <!--####################################################################--> |
1169 | <!--####################################################################--> |
1175 | <type number="165" name="Safe ground (CF+)"> |
1170 | <type number="165" name="Safe ground"> |
1176 | <ignore> |
1171 | <ignore> |
1177 | <ignore_list name="non_pickable" /> |
1172 | <ignore_list name="non_pickable" /> |
1178 | </ignore> |
1173 | </ignore> |
1179 | <description><![CDATA[ |
1174 | <description><![CDATA[ |
1180 | Safe ground is a special object that prevents any effects that might |
1175 | Safe ground is a special object that prevents any effects that might |
1181 | be harmful for the map, other players or items on the map. |
1176 | be harmful for the map, other players or items on the map. |
1182 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1183 | from being used and blocks bombs from exploding. Note that altars that |
1178 | from being used and blocks bombs from exploding. Note that altars that |
1184 | do cast spells still work. |
1179 | do cast spells still work. |
1185 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1186 | ]]> |
1180 | ]]> |
1187 | </description> |
1181 | </description> |
1188 | <use><![CDATA[ |
1182 | <use><![CDATA[ |
1189 | Safe ground can be used to prevents any means of burning |
1183 | Safe ground can be used to prevents any means of burning |
1190 | or destroying the items in a shop. Put this object below all floor tiles |
1184 | or destroying the items in a shop. Put this object below all floor tiles |
1191 | in your map and your shop will be safe. It's generally useful for making |
1185 | in your map and your shop will be safe. It's generally useful for making |
1192 | areas where really no kind of spell should be invoked by a player. |
1186 | areas where really no kind of spell should be invoked by a player. |
1193 | ]]> |
1187 | ]]> |
1194 | </use> |
1188 | </use> |
1195 | &movement_types_terrain; |
1189 | &movement_types_terrain; |
1196 | <attribute arch="no_pick" value="1" type="fixed" /> |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1197 | </type> |
1191 | </type> |
1198 | |
1192 | |
1199 | <!--####################################################################--> |
1193 | <!--####################################################################--> |
1200 | <type number="8" name="Book"> |
1194 | <type number="8" name="Book"> |
1201 | <description><![CDATA[ |
1195 | <description><![CDATA[ |
1202 | Applying a book, the containing message is displayed to the player. ]]> |
1196 | Applying a book, the containing message is displayed to the player.]]> |
1203 | </description> |
1197 | </description> |
1204 | <attribute arch="level" editor="literacy level" type="int"> |
1198 | <attribute arch="level" editor="literacy level" type="int"> |
1205 | If this value is set to be greater than zero, the player needs a |
1199 | If this value is set to be greater than zero, the player needs a |
1206 | certain literacy level to succeed reading the book. The book can be |
1200 | certain literacy level to succeed reading the book. The book can be |
1207 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1201 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1231 | <type number="99" name="Boots"> |
1225 | <type number="99" name="Boots"> |
1232 | <import_type name="Amulet" /> |
1226 | <import_type name="Amulet" /> |
1233 | <description><![CDATA[ |
1227 | <description><![CDATA[ |
1234 | Wearing boots, the object's stats will directly be inherited to |
1228 | Wearing boots, the object's stats will directly be inherited to |
1235 | the player. Usually enhancing his speed, or granting some minor |
1229 | the player. Usually enhancing his speed, or granting some minor |
1236 | protection bonus. ]]> |
1230 | protection bonus.]]> |
1237 | </description> |
1231 | </description> |
1238 | <use><![CDATA[ |
1232 | <use><![CDATA[ |
1239 | Feel free to create your own special artifacts. However, it is very |
1233 | Feel free to create your own special artifacts. However, it is very |
1240 | important that you keep your artifact in balance with existing maps. ]]> |
1234 | important that you keep your artifact in balance with existing maps.]]> |
1241 | </use> |
1235 | </use> |
1242 | <attribute arch="exp" editor="speed bonus" type="int"> |
1236 | <attribute arch="exp" editor="speed bonus" type="int"> |
1243 | Boots with <speed bonus> will increase the player's walking speed |
1237 | Boots with <speed bonus> will increase the player's walking speed |
1244 | while worn. This kind of bonus is quite desirable for players of low- |
1238 | while worn. This kind of bonus is quite desirable for players of low- |
1245 | and medium level. High level players usually have fastest possible |
1239 | and medium level. High level players usually have fastest possible |
… | |
… | |
1261 | <type number="104" name="Bracers"> |
1255 | <type number="104" name="Bracers"> |
1262 | <import_type name="Amulet" /> |
1256 | <import_type name="Amulet" /> |
1263 | <description><![CDATA[ |
1257 | <description><![CDATA[ |
1264 | Bracers are armour-plates worn around the wrists. |
1258 | Bracers are armour-plates worn around the wrists. |
1265 | Wearing bracer, the object's stats will directly be inherited to |
1259 | Wearing bracer, the object's stats will directly be inherited to |
1266 | the player. Usually enhancing his defense. ]]> |
1260 | the player. Usually enhancing his defense.]]> |
1267 | </description> |
1261 | </description> |
1268 | <use><![CDATA[ |
1262 | <use><![CDATA[ |
1269 | Feel free to create your own special artifacts. However, it is very |
1263 | Feel free to create your own special artifacts. However, it is very |
1270 | important that you keep your artifact in balance with existing maps. ]]> |
1264 | important that you keep your artifact in balance with existing maps.]]> |
1271 | </use> |
1265 | </use> |
1272 | <attribute arch="magic" editor="magic bonus" type="int"> |
1266 | <attribute arch="magic" editor="magic bonus" type="int"> |
1273 | <magic bonus> works just like ac, except that it can be improved by |
1267 | <magic bonus> works just like ac, except that it can be improved by |
1274 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1268 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1275 | than direct armour-class bonus on the bracers. |
1269 | than direct armour-class bonus on the bracers. |
… | |
… | |
1279 | <!--####################################################################--> |
1273 | <!--####################################################################--> |
1280 | <type number="16" name="Brestplate Armour"> |
1274 | <type number="16" name="Brestplate Armour"> |
1281 | <import_type name="Amulet" /> |
1275 | <import_type name="Amulet" /> |
1282 | <description><![CDATA[ |
1276 | <description><![CDATA[ |
1283 | Wearing an armour, the object's stats will directly be inherited to |
1277 | Wearing an armour, the object's stats will directly be inherited to |
1284 | the player. Usually enhancing his defense. ]]> |
1278 | the player. Usually enhancing his defense.]]> |
1285 | </description> |
1279 | </description> |
1286 | <use><![CDATA[ |
1280 | <use><![CDATA[ |
1287 | Feel free to create your own special artifacts. However, it is very |
1281 | Feel free to create your own special artifacts. However, it is very |
1288 | important that you keep your artifact in balance with existing maps. ]]> |
1282 | important that you keep your artifact in balance with existing maps.]]> |
1289 | </use> |
1283 | </use> |
1290 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1284 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1291 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1285 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1292 | The bigger the spellpoint penalty, the worse. |
1286 | The bigger the spellpoint penalty, the worse. |
1293 | </attribute> |
1287 | </attribute> |
… | |
… | |
1309 | </ignore> |
1303 | </ignore> |
1310 | <description><![CDATA[ |
1304 | <description><![CDATA[ |
1311 | When a predefined amount of weigh is placed on a button, the |
1305 | When a predefined amount of weigh is placed on a button, the |
1312 | <connection> value is triggered. In most cases this happens when a |
1306 | <connection> value is triggered. In most cases this happens when a |
1313 | player or monster steps on it. When the button is "released", the |
1307 | player or monster steps on it. When the button is "released", the |
1314 | <connection> value get's triggered a second time. ]]> |
1308 | <connection> value get's triggered a second time.]]> |
1315 | </description> |
1309 | </description> |
1316 | &move_on; |
1310 | &move_on; |
1317 | &move_off; |
1311 | &move_off; |
1318 | <attribute arch="no_pick" value="1" type="fixed" /> |
1312 | <attribute arch="no_pick" value="1" type="fixed" /> |
1319 | <attribute arch="weight" editor="press weight" type="int"> |
1313 | <attribute arch="weight" editor="press weight" type="int"> |
… | |
… | |
1337 | <ignore_list name="non_pickable" /> |
1331 | <ignore_list name="non_pickable" /> |
1338 | </ignore> |
1332 | </ignore> |
1339 | <description><![CDATA[ |
1333 | <description><![CDATA[ |
1340 | Handle buttons are buttons which reset after a short period |
1334 | Handle buttons are buttons which reset after a short period |
1341 | of time. Every time it is either applied or reset, the |
1335 | of time. Every time it is either applied or reset, the |
1342 | <connection> value is triggered. ]]> |
1336 | <connection> value is triggered.]]> |
1343 | </description> |
1337 | </description> |
1344 | </type> |
1338 | </type> |
1345 | |
1339 | |
1346 | <!--####################################################################--> |
1340 | <!--####################################################################--> |
1347 | <type number="37" name="Class Changer"> |
1341 | <type number="37" name="Class Changer"> |
1348 | <ignore> |
1342 | <ignore> |
1349 | <ignore_list name="non_pickable" /> |
1343 | <ignore_list name="non_pickable" /> |
1350 | </ignore> |
1344 | </ignore> |
1351 | <description><![CDATA[ |
1345 | <description><![CDATA[ |
1352 | Class changer are used while creating a character. ]]> |
1346 | Class changer are used while creating a character.]]> |
1353 | </description> |
1347 | </description> |
1354 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1348 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1355 | This entry determines which initial items the character receives. |
1349 | This entry determines which initial items the character receives. |
1356 | </attribute> |
1350 | </attribute> |
1357 | <section name="stats"> |
1351 | <section name="stats"> |
… | |
… | |
1390 | <type number="87" name="Cloak"> |
1384 | <type number="87" name="Cloak"> |
1391 | <import_type name="Amulet" /> |
1385 | <import_type name="Amulet" /> |
1392 | <description><![CDATA[ |
1386 | <description><![CDATA[ |
1393 | Wearing a cloak, the object's stats will directly be inherited to |
1387 | Wearing a cloak, the object's stats will directly be inherited to |
1394 | the player. Cloaks usually add minor <armour class> and |
1388 | the player. Cloaks usually add minor <armour class> and |
1395 | sometimes a bit of resistance. ]]> |
1389 | sometimes a bit of resistance.]]> |
1396 | </description> |
1390 | </description> |
1397 | <use><![CDATA[ |
1391 | <use><![CDATA[ |
1398 | Feel free to create your own special artifacts. However, it is very |
1392 | Feel free to create your own special artifacts. However, it is very |
1399 | important that you keep your artifact in balance with existing maps. ]]> |
1393 | important that you keep your artifact in balance with existing maps.]]> |
1400 | </use> |
1394 | </use> |
1401 | <attribute arch="magic" editor="magic bonus" type="int"> |
1395 | <attribute arch="magic" editor="magic bonus" type="int"> |
1402 | <magic bonus> works just like ac, except that it can be improved by |
1396 | <magic bonus> works just like ac, except that it can be improved by |
1403 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1397 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1404 | than direct armour-class bonus on the cloak. |
1398 | than direct armour-class bonus on the cloak. |
… | |
… | |
1409 | </type> |
1403 | </type> |
1410 | |
1404 | |
1411 | <!--####################################################################--> |
1405 | <!--####################################################################--> |
1412 | <type number="9" name="Clock"> |
1406 | <type number="9" name="Clock"> |
1413 | <description><![CDATA[ |
1407 | <description><![CDATA[ |
1414 | Applying a clock, the time is displayed to the player. ]]> |
1408 | Applying a clock, the time is displayed to the player.]]> |
1415 | </description> |
1409 | </description> |
1416 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1410 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1417 | This text may describe the item |
1411 | This text may describe the item |
1418 | </attribute> |
1412 | </attribute> |
1419 | </type> |
1413 | </type> |
… | |
… | |
1424 | A player can put (certain kinds of) items in the container. |
1418 | A player can put (certain kinds of) items in the container. |
1425 | The overall weight of items is reduced when put inside a |
1419 | The overall weight of items is reduced when put inside a |
1426 | container, depending on the settings. |
1420 | container, depending on the settings. |
1427 | <br><br> |
1421 | <br><br> |
1428 | A special feature of containers is the "cauldron", |
1422 | A special feature of containers is the "cauldron", |
1429 | capable of mixing alchemical receipes. ]]> |
1423 | capable of mixing alchemical receipes.]]> |
1430 | </description> |
1424 | </description> |
1431 | <use><![CDATA[ |
1425 | <use><![CDATA[ |
1432 | Note on chests - There are two types of chests: |
1426 | Note on chests - There are two types of chests: |
1433 | <UL> |
1427 | <UL> |
1434 | <LI> First the random treasure chests - Those are NOT containers |
1428 | <LI> First the random treasure chests - Those are NOT containers |
1435 | (but object type Treasure), they create random treasures when |
1429 | (but object type Treasure), they create random treasures when |
1436 | applied. Archetype name is "chest". |
1430 | applied. Archetype name is "chest". |
1437 | <LI> Second there are the permanent chests - Those are containers, |
1431 | <LI> Second there are the permanent chests - Those are containers, |
1438 | they can be opened and closed again. Archetype name is "chest_2". |
1432 | they can be opened and closed again. Archetype name is "chest_2". |
1439 | </UL> ]]> |
1433 | </UL>]]> |
1440 | </use> |
1434 | </use> |
1441 | <attribute arch="race" editor="container class" type="string"> |
1435 | <attribute arch="race" editor="container class" type="string"> |
1442 | If set, the container will hold only certain types of objects. |
1436 | If set, the container will hold only certain types of objects. |
1443 | Possible choices for <container class> are: "gold and jewels", |
1437 | Possible choices for <container class> are: "gold and jewels", |
1444 | "arrows" and "keys". |
1438 | "arrows" and "keys". |
… | |
… | |
1499 | <attribute arch="title" /> |
1493 | <attribute arch="title" /> |
1500 | </ignore> |
1494 | </ignore> |
1501 | <description><![CDATA[ |
1495 | <description><![CDATA[ |
1502 | Converters are like "exchange tables". When the player drops a |
1496 | Converters are like "exchange tables". When the player drops a |
1503 | specific type of items, they get converted into other items, at a |
1497 | specific type of items, they get converted into other items, at a |
1504 | predefined exchange-ratio. ]]> |
1498 | predefined exchange-ratio.]]> |
1505 | </description> |
1499 | </description> |
1506 | <use><![CDATA[ |
1500 | <use><![CDATA[ |
1507 | Converters are better than shopping with doormats, because the |
1501 | Converters are better than shopping with doormats, because the |
1508 | converters never get sold out. For some items like food or jewels |
1502 | converters never get sold out. For some items like food or jewels |
1509 | those "exchange tables" are really nice, while for the more important |
1503 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1511 | <br><br> |
1505 | <br><br> |
1512 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1506 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1513 | items on a converter, the stuff you get must be of equal or lesser |
1507 | items on a converter, the stuff you get must be of equal or lesser |
1514 | value than before! (Except if you are using "rare" items like |
1508 | value than before! (Except if you are using "rare" items like |
1515 | dragonscales for payment). The code will not check if your ratio is |
1509 | dragonscales for payment). The code will not check if your ratio is |
1516 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1510 | sane, so the player could gain infinite wealth by using your converter.]]> |
1517 | </use> |
1511 | </use> |
1518 | <attribute arch="no_pick" value="1" type="fixed" /> |
1512 | <attribute arch="no_pick" value="1" type="fixed" /> |
1519 | <attribute arch="slaying" editor="cost arch" type="string"> |
1513 | <attribute arch="slaying" editor="cost arch" type="string"> |
1520 | <cost arch> is the name of the archetype the player has to |
1514 | <cost arch> is the name of the archetype the player has to |
1521 | put on the converter, as payment. |
1515 | put on the converter, as payment. |
… | |
… | |
1548 | </ignore> |
1542 | </ignore> |
1549 | <description><![CDATA[ |
1543 | <description><![CDATA[ |
1550 | A creator is an object which creates another object when it |
1544 | A creator is an object which creates another object when it |
1551 | is triggered. The child object can be anything. Creators are |
1545 | is triggered. The child object can be anything. Creators are |
1552 | VERY useful for all kinds of map-mechanisms. They can even |
1546 | VERY useful for all kinds of map-mechanisms. They can even |
1553 | periodically create things. ]]> |
1547 | periodically create things.]]> |
1554 | </description> |
1548 | </description> |
1555 | <use><![CDATA[ |
1549 | <use><![CDATA[ |
1556 | Don't hesitate to hide your creators under the floor. |
1550 | Don't hesitate to hide your creators under the floor. |
1557 | The created items will still always appear ontop of the floor. ]]> |
1551 | The created items will still always appear ontop of the floor.]]> |
1558 | </use> |
1552 | </use> |
1559 | <attribute arch="no_pick" value="1" type="fixed" /> |
1553 | <attribute arch="no_pick" value="1" type="fixed" /> |
1560 | <attribute arch="other_arch" editor="create arch" type="string"> |
1554 | <attribute arch="other_arch" editor="create arch" type="string"> |
1561 | This string defines the object that will be created. |
1555 | This string defines the object that will be created. |
1562 | You can choose any of the existing arches. |
1556 | You can choose any of the existing arches. |
… | |
… | |
1604 | finds a specific object, it toggles its connected value. |
1598 | finds a specific object, it toggles its connected value. |
1605 | <br><br> |
1599 | <br><br> |
1606 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1600 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1607 | - First, detectors check their square for a match periodically, not |
1601 | - First, detectors check their square for a match periodically, not |
1608 | instantly. Second, detectors check directly for object names. Third, |
1602 | instantly. Second, detectors check directly for object names. Third, |
1609 | detectors do not check the inventory of players/monsters. ]]> |
1603 | detectors do not check the inventory of players/monsters.]]> |
1610 | </description> |
1604 | </description> |
1611 | <use><![CDATA[ |
1605 | <use><![CDATA[ |
1612 | There is one major speciality about detectors: You can detect spells |
1606 | There is one major speciality about detectors: You can detect spells |
1613 | blown over a detector! To detect a lighting bolt for example, set |
1607 | blown over a detector! To detect a lighting bolt for example, set |
1614 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1608 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1615 | walls, this can be very useful for map-mechanisms. ]]> |
1609 | walls, this can be very useful for map-mechanisms.]]> |
1616 | </use> |
1610 | </use> |
1617 | <attribute arch="no_pick" value="1" type="fixed" /> |
1611 | <attribute arch="no_pick" value="1" type="fixed" /> |
1618 | <attribute arch="slaying" editor="match name" type="string"> |
1612 | <attribute arch="slaying" editor="match name" type="string"> |
1619 | <match name> specifies the name of the object we are looking for. |
1613 | <match name> specifies the name of the object we are looking for. |
1620 | Actually it does also check for the <key string> in key-objects, |
1614 | Actually it does also check for the <key string> in key-objects, |
… | |
… | |
1645 | <description><![CDATA[ |
1639 | <description><![CDATA[ |
1646 | Directors change the direction of spell objects and other projectiles |
1640 | Directors change the direction of spell objects and other projectiles |
1647 | that fly past. Unlike spinners, directors always move objects in the |
1641 | that fly past. Unlike spinners, directors always move objects in the |
1648 | same direction. It does not make a difference from what angle you |
1642 | same direction. It does not make a difference from what angle you |
1649 | shoot into it.<br> |
1643 | shoot into it.<br> |
1650 | Directors are visible per default. ]]> |
1644 | Directors are visible per default.]]> |
1651 | </description> |
1645 | </description> |
1652 | <use><![CDATA[ |
1646 | <use><![CDATA[ |
1653 | Directors are rarely used in maps. Sometimes they are placed to |
1647 | Directors are rarely used in maps. Sometimes they are placed to |
1654 | change the direction of spells coming out of magic walls, |
1648 | change the direction of spells coming out of magic walls, |
1655 | "channeling" spell-projectiles in some direction. When doing this, |
1649 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1657 | into them!</B> The spell-projectiles bouncing between the directors |
1651 | into them!</B> The spell-projectiles bouncing between the directors |
1658 | would accumulate to huge numbers and at some point slow down the |
1652 | would accumulate to huge numbers and at some point slow down the |
1659 | server by eating memory- and CPU-time. |
1653 | server by eating memory- and CPU-time. |
1660 | <br><br> |
1654 | <br><br> |
1661 | You'd better not place directors in monster vs. player combat |
1655 | You'd better not place directors in monster vs. player combat |
1662 | areas too much, because that freaks out wizard-type players. ]]> |
1656 | areas too much, because that freaks out wizard-type players.]]> |
1663 | </use> |
1657 | </use> |
1664 | <attribute arch="sp" editor="direction" type="list_direction"> |
1658 | <attribute arch="sp" editor="direction" type="list_direction"> |
1665 | Projectiles will leave the director flying in the selected <direction>. |
1659 | Projectiles will leave the director flying in the selected <direction>. |
1666 | A director with direction <none> simply stops projectiles. |
1660 | A director with direction <none> simply stops projectiles. |
1667 | (The latter works out a bit strange for some spells). |
1661 | (The latter works out a bit strange for some spells). |
… | |
… | |
1673 | <type number="158" name="Disease"> |
1667 | <type number="158" name="Disease"> |
1674 | <ignore> |
1668 | <ignore> |
1675 | <ignore_list name="system_object" /> |
1669 | <ignore_list name="system_object" /> |
1676 | </ignore> |
1670 | </ignore> |
1677 | <description><![CDATA[ |
1671 | <description><![CDATA[ |
1678 | Diseases are an intersting form of spellcraft in Crossfire. |
1672 | Diseases are an intersting form of spellcraft in Deliantra. |
1679 | Once casted, they can spread out and infect creatures in a large |
1673 | Once casted, they can spread out and infect creatures in a large |
1680 | area. Being infected can have various effects, from amusing farts |
1674 | area. Being infected can have various effects, from amusing farts |
1681 | to horrible damage - almost everything is possible. ]]> |
1675 | to horrible damage - almost everything is possible.]]> |
1682 | </description> |
1676 | </description> |
1683 | <use><![CDATA[ |
1677 | <use><![CDATA[ |
1684 | Diseases are extremely flexible and usable in a many ways. |
1678 | Diseases are extremely flexible and usable in a many ways. |
1685 | So far they are mostly used for causing bad, unwanted effects. |
1679 | So far they are mostly used for causing bad, unwanted effects. |
1686 | You could just as well create a disease which helps the player |
1680 | You could just as well create a disease which helps the player |
1687 | (recharging mana for example). |
1681 | (recharging mana for example). |
1688 | Infection with a "positive disease" could even be a quest reward. ]]> |
1682 | Infection with a "positive disease" could even be a quest reward.]]> |
1689 | </use> |
1683 | </use> |
1690 | <attribute arch="invisible" value="1" type="fixed" /> |
1684 | <attribute arch="invisible" value="1" type="fixed" /> |
1691 | <attribute arch="level" editor="plaque level" type="int"> |
1685 | <attribute arch="level" editor="plaque level" type="int"> |
1692 | The <plaque level> is proportional to the disease's deadliness. |
1686 | The <plaque level> is proportional to the disease's deadliness. |
1693 | This mainly reflects in the <damage>. It has no effect on |
1687 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1838 | </ignore> |
1832 | </ignore> |
1839 | <description><![CDATA[ |
1833 | <description><![CDATA[ |
1840 | A door can be opened with a normal key. It also can be broken by attacking |
1834 | A door can be opened with a normal key. It also can be broken by attacking |
1841 | it, and it can be defeated with the lockpicking skill. If a door is |
1835 | it, and it can be defeated with the lockpicking skill. If a door is |
1842 | defeated, horizontally and vertically adjacent doors are automatically |
1836 | defeated, horizontally and vertically adjacent doors are automatically |
1843 | removed. ]]> |
1837 | removed.]]> |
1844 | </description> |
1838 | </description> |
1845 | <attribute arch="no_pick" value="1" type="fixed" /> |
1839 | <attribute arch="no_pick" value="1" type="fixed" /> |
1846 | <attribute arch="alive" value="1" type="fixed" /> |
1840 | <attribute arch="alive" value="1" type="fixed" /> |
1847 | &movement_types_terrain; |
1841 | &movement_types_terrain; |
1848 | <attribute arch="hp" editor="hitpoints" type="int"> |
1842 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1875 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1869 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1876 | objects which lies somewhere on top of the duplicator. |
1870 | objects which lies somewhere on top of the duplicator. |
1877 | The duplicator has one arch name specified as <target arch>, |
1871 | The duplicator has one arch name specified as <target arch>, |
1878 | and only objects of this archetype can be affected.<br> |
1872 | and only objects of this archetype can be affected.<br> |
1879 | It will multiply the number of items in the pile, by the <multiply factor>. |
1873 | It will multiply the number of items in the pile, by the <multiply factor>. |
1880 | If the latter is set to zero, it will destroy objects. ]]> |
1874 | If the latter is set to zero, it will destroy objects.]]> |
1881 | </description> |
1875 | </description> |
1882 | <use><![CDATA[ |
1876 | <use><![CDATA[ |
1883 | I hope it is clear that one must be very cautious when inserting a duplicator |
1877 | I hope it is clear that one must be very cautious when inserting a duplicator |
1884 | anywhere with <multiply factor> greater than one. |
1878 | anywhere with <multiply factor> greater than one. |
1885 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1879 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1886 | It is <b>not acceptable</b> to allow duplication of anything other than |
1880 | It is <b>not acceptable</b> to allow duplication of anything other than |
1887 | coins, gold and jewels. Besides, it is very important that the chance to |
1881 | coins, gold and jewels. Besides, it is very important that the chance to |
1888 | loose the input matches the chance to earn winnings.<br> |
1882 | loose the input matches the chance to earn winnings.<br> |
1889 | A duplicator with <multiply factor> 3 for example should have a |
1883 | A duplicator with <multiply factor> 3 for example should have a |
1890 | loosing rate of 2/3 = 67%. ]]> |
1884 | loosing rate of 2/3 = 67%.]]> |
1891 | </use> |
1885 | </use> |
1892 | <attribute arch="other_arch" editor="target arch" type="string"> |
1886 | <attribute arch="other_arch" editor="target arch" type="string"> |
1893 | Only objects of matching archtype, lying ontop of the duplicator will be |
1887 | Only objects of matching archtype, lying ontop of the duplicator will be |
1894 | duplicated, multiplied or removed. All other objects will be ignored. |
1888 | duplicated, multiplied or removed. All other objects will be ignored. |
1895 | </attribute> |
1889 | </attribute> |
… | |
… | |
1913 | </ignore> |
1907 | </ignore> |
1914 | <description><![CDATA[ |
1908 | <description><![CDATA[ |
1915 | When the player applies an exit, he is transferred to a different location. |
1909 | When the player applies an exit, he is transferred to a different location. |
1916 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1910 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1917 | the exit just by walking into it, or by pressing <a>pply when standing on |
1911 | the exit just by walking into it, or by pressing <a>pply when standing on |
1918 | the exit. ]]> |
1912 | the exit. ]]> |
1919 | </description> |
1913 | </description> |
1920 | <use><![CDATA[ |
1914 | <use><![CDATA[ |
1921 | If you want to have an invisible exit, set <invisible> (, of course |
1915 | If you want to have an invisible exit, set <invisible> (, of course |
1922 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1916 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1923 | detected with the show_invisible spell. |
1917 | detected with the show_invisible spell. |
1924 | <br><br> |
1918 | <br><br> |
1925 | You can be quite creative with the outlook of secret exits (their "face"). |
1919 | You can be quite creative with the outlook of secret exits (their "face"). |
1926 | Don't forget to give the player relyable hints about them though. ]]> |
1920 | Don't forget to give the player relyable hints about them though.]]> |
1927 | </use> |
1921 | </use> |
1928 | <attribute arch="slaying" editor="exit path" type="string"> |
1922 | <attribute arch="slaying" editor="exit path" type="string"> |
1929 | The exit path defines the map that the player is transferred to. |
1923 | The exit path defines the map that the player is transferred to. |
1930 | You can enter an absolute path, beginning with '/' (for example |
1924 | You can enter an absolute path, beginning with '/' (for example |
1931 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1925 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1973 | little health by eating flesh-objects. <br> |
1967 | little health by eating flesh-objects. <br> |
1974 | For dragon players, flesh plays a very special role though: If the |
1968 | For dragon players, flesh plays a very special role though: If the |
1975 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1969 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1976 | those categories. The only constraint to this process is the <flesh level>. |
1970 | those categories. The only constraint to this process is the <flesh level>. |
1977 | Don't forget that flesh items with resistances have to be balanced |
1971 | Don't forget that flesh items with resistances have to be balanced |
1978 | according to map/monster difficulty. ]]> |
1972 | according to map/monster difficulty.]]> |
1979 | </description> |
1973 | </description> |
1980 | <use><![CDATA[ |
1974 | <use><![CDATA[ |
1981 | For dragon players, flesh items can be highly valuable. Note that many |
1975 | For dragon players, flesh items can be highly valuable. Note that many |
1982 | standard monsters carry flesh items from their <treasurelist>. |
1976 | standard monsters carry flesh items from their <treasurelist>. |
1983 | These flesh items "inherit" resistances and level from the monster they belong to. |
1977 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1985 | not the case - so you have to set it manually. |
1979 | not the case - so you have to set it manually. |
1986 | <br><br> |
1980 | <br><br> |
1987 | Generally adding special flesh-treaties for dragon players is a great thing |
1981 | Generally adding special flesh-treaties for dragon players is a great thing |
1988 | to do. Always consider that dragon players might really not be interested |
1982 | to do. Always consider that dragon players might really not be interested |
1989 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1983 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1990 | out on the reward completely. ]]> |
1984 | out on the reward completely.]]> |
1991 | </use> |
1985 | </use> |
1992 | <attribute arch="food" editor="foodpoints" type="int"> |
1986 | <attribute arch="food" editor="foodpoints" type="int"> |
1993 | The player's stomache will get filled with this amount of foodpoints. |
1987 | The player's stomache will get filled with this amount of foodpoints. |
1994 | The player's health will increase by <foodpoints>/50 hp. |
1988 | The player's health will increase by <foodpoints>/50 hp. |
1995 | </attribute> |
1989 | </attribute> |
… | |
… | |
2019 | <ignore> |
2013 | <ignore> |
2020 | <ignore_list name="non_pickable" /> |
2014 | <ignore_list name="non_pickable" /> |
2021 | </ignore> |
2015 | </ignore> |
2022 | <description><![CDATA[ |
2016 | <description><![CDATA[ |
2023 | Floor is a very basic thing whithout too much |
2017 | Floor is a very basic thing whithout too much |
2024 | functionality. It's a floor - you stand on it. ]]> |
2018 | functionality. It's a floor - you stand on it.]]> |
2025 | </description> |
2019 | </description> |
2026 | <attribute arch="is_floor" value="1" type="fixed" /> |
2020 | <attribute arch="is_floor" value="1" type="fixed" /> |
2027 | <attribute arch="no_pick" value="1" type="fixed" /> |
2021 | <attribute arch="no_pick" value="1" type="fixed" /> |
2028 | <section name="terrain"> |
2022 | <section name="terrain"> |
2029 | &movement_types_terrain; |
2023 | &movement_types_terrain; |
… | |
… | |
2063 | Encounter-Floor is pretty much the same as normal floor. |
2057 | Encounter-Floor is pretty much the same as normal floor. |
2064 | Most outdoor floor/ground-arches are set to be "encounters". |
2058 | Most outdoor floor/ground-arches are set to be "encounters". |
2065 | That is kind of a relict from former code: When walking over |
2059 | That is kind of a relict from former code: When walking over |
2066 | encounter-floor, players sometimes got beamed to little maps |
2060 | encounter-floor, players sometimes got beamed to little maps |
2067 | with monsters on them. Nowadays this feature is disabled - |
2061 | with monsters on them. Nowadays this feature is disabled - |
2068 | Hence encounter floor is not different from normal floor. ]]> |
2062 | Hence encounter floor is not different from normal floor.]]> |
2069 | </description> |
2063 | </description> |
2070 | <attribute arch="is_floor" value="1" type="fixed" /> |
2064 | <attribute arch="is_floor" value="1" type="fixed" /> |
2071 | <attribute arch="no_pick" value="1" type="fixed" /> |
2065 | <attribute arch="no_pick" value="1" type="fixed" /> |
2072 | <section name="terrain"> |
2066 | <section name="terrain"> |
2073 | &movement_types_terrain; |
2067 | &movement_types_terrain; |
… | |
… | |
2100 | |
2094 | |
2101 | <!--####################################################################--> |
2095 | <!--####################################################################--> |
2102 | <type number="6" name="Food"> |
2096 | <type number="6" name="Food"> |
2103 | <description><![CDATA[ |
2097 | <description><![CDATA[ |
2104 | By eating/drinking food-objects, the player can fill his |
2098 | By eating/drinking food-objects, the player can fill his |
2105 | stomache and gain a little health. ]]> |
2099 | stomache and gain a little health.]]> |
2106 | </description> |
2100 | </description> |
2107 | <attribute arch="food" editor="foodpoints" type="int"> |
2101 | <attribute arch="food" editor="foodpoints" type="int"> |
2108 | The player's stomache will get filled with this amount of foodpoints. |
2102 | The player's stomache will get filled with this amount of foodpoints. |
2109 | The player's health will increase by <foodpoints>/50 hp. |
2103 | The player's health will increase by <foodpoints>/50 hp. |
2110 | </attribute> |
2104 | </attribute> |
… | |
… | |
2118 | <type number="91" name="Gate"> |
2112 | <type number="91" name="Gate"> |
2119 | <ignore> |
2113 | <ignore> |
2120 | <ignore_list name="non_pickable" /> |
2114 | <ignore_list name="non_pickable" /> |
2121 | </ignore> |
2115 | </ignore> |
2122 | <description><![CDATA[ |
2116 | <description><![CDATA[ |
2123 | Gates play an important role in Crossfire. Gates can be opened |
2117 | Gates play an important role in Deliantra. Gates can be opened |
2124 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2125 | or carrying special key-objects (-> inventory checker). |
2119 | or carrying special key-objects (-> inventory checker). |
2126 | Unlike locked doors, gates can get shut again after a player has |
2120 | Unlike locked doors, gates can get shut again after a player has |
2127 | passed, which makes them more practical in many cases. ]]> |
2121 | passed, which makes them more practical in many cases.]]> |
2128 | </description> |
2122 | </description> |
2129 | <use><![CDATA[ |
2123 | <use><![CDATA[ |
2130 | Use gates to divide your maps into seperated areas. After solving |
2124 | Use gates to divide your maps into seperated areas. After solving |
2131 | area A, the player gains access to area B, and so on. Make your |
2125 | area A, the player gains access to area B, and so on. Make your |
2132 | maps more complex than "one-way". ]]> |
2126 | maps more complex than "one-way".]]> |
2133 | </use> |
2127 | </use> |
2134 | <attribute arch="no_pick" value="1" type="fixed" /> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
2135 | <attribute arch="speed" value="1" type="float"> |
2129 | <attribute arch="speed" value="1" type="float"> |
2136 | The speed of the gate affects how fast it is closing/opening. |
2130 | The speed of the gate affects how fast it is closing/opening. |
2137 | </attribute> |
2131 | </attribute> |
… | |
… | |
2161 | <type number="113" name="Girdle"> |
2155 | <type number="113" name="Girdle"> |
2162 | <import_type name="Amulet" /> |
2156 | <import_type name="Amulet" /> |
2163 | <description><![CDATA[ |
2157 | <description><![CDATA[ |
2164 | Wearing a girdle, the object's stats will directly be inherited to |
2158 | Wearing a girdle, the object's stats will directly be inherited to |
2165 | the player. Girdles usually provide stats- or damage bonuses and no |
2159 | the player. Girdles usually provide stats- or damage bonuses and no |
2166 | defense. ]]> |
2160 | defense.]]> |
2167 | </description> |
2161 | </description> |
2168 | <use><![CDATA[ |
2162 | <use><![CDATA[ |
2169 | Feel free to create your own special artifacts. However, it is very |
2163 | Feel free to create your own special artifacts. However, it is very |
2170 | important that you keep your artifact in balance with existing maps. ]]> |
2164 | important that you keep your artifact in balance with existing maps.]]> |
2171 | </use> |
2165 | </use> |
2172 | <attribute arch="magic" editor="magic bonus" type="int"> |
2166 | <attribute arch="magic" editor="magic bonus" type="int"> |
2173 | <magic bonus> works just like ac, except that it can be improved by |
2167 | <magic bonus> works just like ac, except that it can be improved by |
2174 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2168 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2175 | than direct armour-class bonus on the helmet. |
2169 | than direct armour-class bonus on the helmet. |
… | |
… | |
2183 | <!--####################################################################--> |
2177 | <!--####################################################################--> |
2184 | <type number="100" name="Gloves"> |
2178 | <type number="100" name="Gloves"> |
2185 | <import_type name="Amulet" /> |
2179 | <import_type name="Amulet" /> |
2186 | <description><![CDATA[ |
2180 | <description><![CDATA[ |
2187 | Wearing gloves, the object's stats will directly be inherited to |
2181 | Wearing gloves, the object's stats will directly be inherited to |
2188 | the player. Gloves can add defense or damage bonuses. ]]> |
2182 | the player. Gloves can add defense or damage bonuses.]]> |
2189 | </description> |
2183 | </description> |
2190 | <use><![CDATA[ |
2184 | <use><![CDATA[ |
2191 | Feel free to create your own special artifacts. However, it is very |
2185 | Feel free to create your own special artifacts. However, it is very |
2192 | important that you keep your artifact in balance with existing maps. ]]> |
2186 | important that you keep your artifact in balance with existing maps.]]> |
2193 | </use> |
2187 | </use> |
2194 | <attribute arch="magic" editor="magic bonus" type="int"> |
2188 | <attribute arch="magic" editor="magic bonus" type="int"> |
2195 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2189 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2196 | If the gloves have <weapon class> instead, then <magic bonus> |
2190 | If the gloves have <weapon class> instead, then <magic bonus> |
2197 | will increase that. |
2191 | will increase that. |
… | |
… | |
2203 | <ignore> |
2197 | <ignore> |
2204 | <ignore_list name="non_pickable" /> |
2198 | <ignore_list name="non_pickable" /> |
2205 | </ignore> |
2199 | </ignore> |
2206 | <description><![CDATA[ |
2200 | <description><![CDATA[ |
2207 | A handle can be applied by players and (certain) monsters. |
2201 | A handle can be applied by players and (certain) monsters. |
2208 | Every time it is applied, the <connection> value is triggered. ]]> |
2202 | Every time it is applied, the <connection> value is triggered.]]> |
2209 | </description> |
2203 | </description> |
2210 | <use><![CDATA[ |
2204 | <use><![CDATA[ |
2211 | Handles are commonly used to move gates. When placing your lever, |
2205 | Handles are commonly used to move gates. When placing your lever, |
2212 | don't forget that some monsters are able to apply it. |
2206 | don't forget that some monsters are able to apply it. |
2213 | The ability to apply levers is rare among monsters - |
2207 | The ability to apply levers is rare among monsters - |
2214 | but vampires can do it for example. ]]> |
2208 | but vampires can do it for example.]]> |
2215 | </use> |
2209 | </use> |
2216 | <attribute arch="no_pick" value="1" type="fixed" /> |
2210 | <attribute arch="no_pick" value="1" type="fixed" /> |
2217 | <attribute arch="connected" editor="connection" type="int"> |
2211 | <attribute arch="connected" editor="connection" type="int"> |
2218 | Every time the handle is applied, all objects |
2212 | Every time the handle is applied, all objects |
2219 | with the same <connection> value are activated. |
2213 | with the same <connection> value are activated. |
… | |
… | |
2231 | <ignore_list name="non_pickable" /> |
2225 | <ignore_list name="non_pickable" /> |
2232 | </ignore> |
2226 | </ignore> |
2233 | <description><![CDATA[ |
2227 | <description><![CDATA[ |
2234 | Handle triggers are handles which reset after a short period |
2228 | Handle triggers are handles which reset after a short period |
2235 | of time. Every time it is either applied or reset, the |
2229 | of time. Every time it is either applied or reset, the |
2236 | <connection> value is triggered. ]]> |
2230 | <connection> value is triggered.]]> |
2237 | </description> |
2231 | </description> |
2238 | <use><![CDATA[ |
2232 | <use><![CDATA[ |
2239 | When you connect an ordinary handle to a gate, the gate normally remains |
2233 | When you connect an ordinary handle to a gate, the gate normally remains |
2240 | opened after the first player passed. If you want to keep the gate shut, |
2234 | opened after the first player passed. If you want to keep the gate shut, |
2241 | connecting it to a handle trigger is an easy solution. ]]> |
2235 | connecting it to a handle trigger is an easy solution. ]]> |
2242 | </use> |
2236 | </use> |
2243 | </type> |
2237 | </type> |
2244 | |
2238 | |
2245 | <!--####################################################################--> |
2239 | <!--####################################################################--> |
2246 | <type number="88" name="Hazard Floor"> |
2240 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2251 | <ignore_list name="non_pickable" /> |
2245 | <ignore_list name="non_pickable" /> |
2252 | </ignore> |
2246 | </ignore> |
2253 | <description><![CDATA[ |
2247 | <description><![CDATA[ |
2254 | The best example for Hazard Floor is lava. It works like standard |
2248 | The best example for Hazard Floor is lava. It works like standard |
2255 | floor, but damages all creatures standing on it. |
2249 | floor, but damages all creatures standing on it. |
2256 | Damage is taken in regular time intervals. ]]> |
2250 | Damage is taken in regular time intervals.]]> |
2257 | </description> |
2251 | </description> |
2258 | <use><![CDATA[ |
2252 | <use><![CDATA[ |
2259 | The default lava for example does minor damage. But you can turn |
2253 | The default lava for example does minor damage. But you can turn |
2260 | it up so that your hazard floor poses a real threat.<br> |
2254 | it up so that your hazard floor poses a real threat.<br> |
2261 | Like magic walls, such floors add a permanent thrill to your map. |
2255 | Like magic walls, such floors add a permanent thrill to your map. |
2262 | You can use that to safely chase off too-weak players, or just |
2256 | You can use that to safely chase off too-weak players, or just |
2263 | to have something different. ]]> |
2257 | to have something different.]]> |
2264 | </use> |
2258 | </use> |
2265 | <attribute arch="is_floor" value="1" type="fixed" /> |
2259 | <attribute arch="is_floor" value="1" type="fixed" /> |
2266 | <attribute arch="lifesave" value="1" type="fixed" /> |
2260 | <attribute arch="lifesave" value="1" type="fixed" /> |
2267 | &move_on; |
2261 | &move_on; |
2268 | <attribute arch="no_pick" value="1" type="fixed" /> |
2262 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2319 | <import_type name="Amulet" /> |
2313 | <import_type name="Amulet" /> |
2320 | <description><![CDATA[ |
2314 | <description><![CDATA[ |
2321 | Wearing a helmet, the object's stats will directly be inherited to |
2315 | Wearing a helmet, the object's stats will directly be inherited to |
2322 | the player. Normal helmets usually increase defense, while crowns |
2316 | the player. Normal helmets usually increase defense, while crowns |
2323 | add more special bonuses like stats/resistances paired with |
2317 | add more special bonuses like stats/resistances paired with |
2324 | low defense. ]]> |
2318 | low defense.]]> |
2325 | </description> |
2319 | </description> |
2326 | <use><![CDATA[ |
2320 | <use><![CDATA[ |
2327 | Feel free to create your own special artifacts. However, it is very |
2321 | Feel free to create your own special artifacts. However, it is very |
2328 | important that you keep your artifact in balance with existing maps. ]]> |
2322 | important that you keep your artifact in balance with existing maps.]]> |
2329 | </use> |
2323 | </use> |
2330 | <attribute arch="magic" editor="magic bonus" type="int"> |
2324 | <attribute arch="magic" editor="magic bonus" type="int"> |
2331 | <magic bonus> works just like ac, except that it can be improved by |
2325 | <magic bonus> works just like ac, except that it can be improved by |
2332 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2326 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2333 | than direct armour-class bonus on the helmet. |
2327 | than direct armour-class bonus on the helmet. |
… | |
… | |
2344 | <ignore_list name="non_pickable" /> |
2338 | <ignore_list name="non_pickable" /> |
2345 | </ignore> |
2339 | </ignore> |
2346 | <description><![CDATA[ |
2340 | <description><![CDATA[ |
2347 | Holy_altars are altars for the various religions. Praying |
2341 | Holy_altars are altars for the various religions. Praying |
2348 | at a Holy_altar will make you a follower of that god, and |
2342 | at a Holy_altar will make you a follower of that god, and |
2349 | if you already follow that god, you may get some extra bonus. ]]> |
2343 | if you already follow that god, you may get some extra bonus.]]> |
2350 | </description> |
2344 | </description> |
2351 | <attribute arch="no_pick" value="1" type="fixed" /> |
2345 | <attribute arch="no_pick" value="1" type="fixed" /> |
2352 | <attribute arch="other_arch" editor="god name" type="string"> |
2346 | <attribute arch="other_arch" editor="god name" type="string"> |
2353 | The altar belongs to the god of the given name. Possible options for |
2347 | The altar belongs to the god of the given name. Possible options for |
2354 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2348 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2377 | Horns are very similar to rods. The difference is that horns regenerate |
2371 | Horns are very similar to rods. The difference is that horns regenerate |
2378 | spellpoints faster and thus are more valuable than rods. |
2372 | spellpoints faster and thus are more valuable than rods. |
2379 | <br><br> |
2373 | <br><br> |
2380 | A horn contains a spell. The player can use this spell by applying and |
2374 | A horn contains a spell. The player can use this spell by applying and |
2381 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2375 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2382 | used endlessly. ]]> |
2376 | used endlessly.]]> |
2383 | </description> |
2377 | </description> |
2384 | <use><![CDATA[ |
2378 | <use><![CDATA[ |
2385 | Horns are powerful due to their fast recharge rate. They should |
2379 | Horns are powerful due to their fast recharge rate. They should |
2386 | never contain high level attacking spells. Even curing/healing spells |
2380 | never contain high level attacking spells. Even curing/healing spells |
2387 | are almost too good on a horn. ]]> |
2381 | are almost too good on a horn.]]> |
2388 | </use> |
2382 | </use> |
2389 | <attribute arch="sp" editor="spell" type="spell"> |
2383 | <attribute arch="sp" editor="spell" type="spell"> |
2390 | Sets the <spell> of the horn. Consider twice before handing out any |
2384 | Sets the <spell> of the horn. Consider twice before handing out any |
2391 | horns to players, since they can be used endlessly without any mana cost! |
2385 | horns to players, since they can be used endlessly without any mana cost! |
2392 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2386 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2418 | <!--####################################################################--> |
2412 | <!--####################################################################--> |
2419 | <type number="73" name="Inorganic"> |
2413 | <type number="73" name="Inorganic"> |
2420 | <description><![CDATA[ |
2414 | <description><![CDATA[ |
2421 | Inorganic materials are generally used as ingredients for |
2415 | Inorganic materials are generally used as ingredients for |
2422 | alchemical receipes. By themselves, they have no special |
2416 | alchemical receipes. By themselves, they have no special |
2423 | functionalities. ]]> |
2417 | functionalities.]]> |
2424 | </description> |
2418 | </description> |
2425 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2419 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2426 | </attribute> |
2420 | </attribute> |
2427 | &resistances_basic; |
2421 | &resistances_basic; |
2428 | </type> |
2422 | </type> |
… | |
… | |
2441 | <br><br> |
2435 | <br><br> |
2442 | Alternatively, you can set your inv. checker to block all players |
2436 | Alternatively, you can set your inv. checker to block all players |
2443 | that do/don't carry the matching object. |
2437 | that do/don't carry the matching object. |
2444 | <br><br> |
2438 | <br><br> |
2445 | As you can see, inv. checkers are quite powerful, holding a |
2439 | As you can see, inv. checkers are quite powerful, holding a |
2446 | great variety of possibilities. ]]> |
2440 | great variety of possibilities.]]> |
2447 | </description> |
2441 | </description> |
2448 | <use><![CDATA[ |
2442 | <use><![CDATA[ |
2449 | Putting a check_inventory space in front of a gate (one below) and |
2443 | Putting a check_inventory space in front of a gate (one below) and |
2450 | one on the opposite side works reasonably well as a control mechanism. |
2444 | one on the opposite side works reasonably well as a control mechanism. |
2451 | Unlike the key/door-combo, this one works infinite since it is |
2445 | Unlike the key/door-combo, this one works infinite since it is |
2452 | independant from map reset. Use it to put a "structure" into your |
2446 | independant from map reset. Use it to put a "structure" into your |
2453 | maps: Player must solve area A to gain access to area B. This concept |
2447 | maps: Player must solve area A to gain access to area B. This concept |
2454 | can be found in nearly every RPG - simple but effective. ]]> |
2448 | can be found in nearly every RPG - simple but effective.]]> |
2455 | </use> |
2449 | </use> |
2456 | <attribute arch="no_pick" value="1" type="fixed" /> |
2450 | <attribute arch="no_pick" value="1" type="fixed" /> |
2457 | <attribute arch="slaying" editor="match key string" type="string"> |
2451 | <attribute arch="slaying" editor="match key string" type="string"> |
2458 | This string specifies the object we are looking for: We have a match |
2452 | This string specifies the object we are looking for: We have a match |
2459 | if the player does/don't carry a key object or a mark with identical |
2453 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2535 | <!--####################################################################--> |
2529 | <!--####################################################################--> |
2536 | <type number="60" name="Jewel"> |
2530 | <type number="60" name="Jewel"> |
2537 | <description><![CDATA[ |
2531 | <description><![CDATA[ |
2538 | Items of the type Gold & Jewels are handled like a currency. |
2532 | Items of the type Gold & Jewels are handled like a currency. |
2539 | Unlike for any other type of item, in shops, the buy- and selling |
2533 | Unlike for any other type of item, in shops, the buy- and selling |
2540 | prices differ only marginally. ]]> |
2534 | prices differ only marginally.]]> |
2541 | </description> |
2535 | </description> |
2542 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2536 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2543 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2537 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2544 | This text may describe the object. |
2538 | This text may describe the object. |
2545 | </attribute> |
2539 | </attribute> |
… | |
… | |
2547 | |
2541 | |
2548 | <!--####################################################################--> |
2542 | <!--####################################################################--> |
2549 | <type number="24" name="Key"> |
2543 | <type number="24" name="Key"> |
2550 | <description><![CDATA[ |
2544 | <description><![CDATA[ |
2551 | When carrying a key, a normal door can be opened. The key will |
2545 | When carrying a key, a normal door can be opened. The key will |
2552 | disappear. ]]> |
2546 | disappear.]]> |
2553 | </description> |
2547 | </description> |
2554 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2548 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2555 | A godgiven item vanishes as soon as the player |
2549 | A godgiven item vanishes as soon as the player |
2556 | drops it to the ground. |
2550 | drops it to the ground. |
2557 | </attribute> |
2551 | </attribute> |
… | |
… | |
2562 | <ignore> |
2556 | <ignore> |
2563 | <ignore_list name="non_pickable" /> |
2557 | <ignore_list name="non_pickable" /> |
2564 | </ignore> |
2558 | </ignore> |
2565 | <description><![CDATA[ |
2559 | <description><![CDATA[ |
2566 | A locked door can be opened only when carrying |
2560 | A locked door can be opened only when carrying |
2567 | the appropriate special key. ]]> |
2561 | the appropriate special key.]]> |
2568 | </description> |
2562 | </description> |
2569 | <use><![CDATA[ |
2563 | <use><![CDATA[ |
2570 | If you want to create a locked door that cannot be opened (no key), |
2564 | If you want to create a locked door that cannot be opened (no key), |
2571 | set a <key string> like "no_key_available". This will clearify things |
2565 | set a <key string> like "no_key_available". This will clearify things |
2572 | and only a fool would create a key matching that string. |
2566 | and only a fool would create a key matching that string. |
… | |
… | |
2574 | Door-objects can not only be used for "doors". In many maps these |
2568 | Door-objects can not only be used for "doors". In many maps these |
2575 | are used with all kinds of faces/names, especially often as |
2569 | are used with all kinds of faces/names, especially often as |
2576 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2570 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2577 | There you have magic forces (door objects) put under certain artifact |
2571 | There you have magic forces (door objects) put under certain artifact |
2578 | items. To get your hands on the artifacts, you need to bring up the |
2572 | items. To get your hands on the artifacts, you need to bring up the |
2579 | appropriate quest items (key objects). ]]> |
2573 | appropriate quest items (key objects).]]> |
2580 | </use> |
2574 | </use> |
2581 | <attribute arch="move_type" value="0" type="fixed" /> |
2575 | <attribute arch="move_type" value="0" type="fixed" /> |
2582 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2583 | <attribute arch="slaying" editor="key string" type="string"> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2584 | The <key string> in the door must be identical with the |
2578 | The <key string> in the door must be identical with the |
2585 | <key string> in the special key, then the door is unlocked. |
2579 | <key string> in the special key, then the door is unlocked. |
2586 | It is VERY important to set the <key string> to something that |
2580 | It is VERY important to set the <key string> to something that |
2587 | is unique among the CF mapset. |
2581 | is unique among the Deliantra mapset. |
2588 | |
2582 | |
2589 | DONT EVER USE the default string "set_individual_value". |
2583 | DONT EVER USE the default string "set_individual_value". |
2590 | </attribute> |
2584 | </attribute> |
2591 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2585 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2592 | Restricting the use of spells to pass this door. |
2586 | Restricting the use of spells to pass this door. |
… | |
… | |
2611 | <ignore> |
2605 | <ignore> |
2612 | <ignore_list name="system_object" /> |
2606 | <ignore_list name="system_object" /> |
2613 | </ignore> |
2607 | </ignore> |
2614 | <description><![CDATA[ |
2608 | <description><![CDATA[ |
2615 | Magic_ears trigger a connected value |
2609 | Magic_ears trigger a connected value |
2616 | when the player speaks a specific keyword. ]]> |
2610 | when the player speaks a specific keyword.]]> |
2617 | </description> |
2611 | </description> |
2618 | <use><![CDATA[ |
2612 | <use><![CDATA[ |
2619 | Whenever you put magic_ears on your maps, make sure there are |
2613 | Whenever you put magic_ears on your maps, make sure there are |
2620 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2614 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2621 | something like a gate that is opened by speaking "open" or |
2615 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2623 | <br><br> |
2617 | <br><br> |
2624 | Magic_ears are typically used for interaction with NPCs. You |
2618 | Magic_ears are typically used for interaction with NPCs. You |
2625 | can create the impression that the NPC actually *does* something |
2619 | can create the impression that the NPC actually *does* something |
2626 | according to his conversation with a player. Mostly this means |
2620 | according to his conversation with a player. Mostly this means |
2627 | opening a gate or handing out some item, but you could be quite |
2621 | opening a gate or handing out some item, but you could be quite |
2628 | creative here. ]]> |
2622 | creative here.]]> |
2629 | </use> |
2623 | </use> |
2630 | <attribute arch="no_pick" value="1" type="fixed" /> |
2624 | <attribute arch="no_pick" value="1" type="fixed" /> |
2631 | <attribute arch="connected" editor="connection" type="int"> |
2625 | <attribute arch="connected" editor="connection" type="int"> |
2632 | The Magic_ear will trigger all objects with the |
2626 | The Magic_ear will trigger all objects with the |
2633 | same connection value, every time it is activated. |
2627 | same connection value, every time it is activated. |
… | |
… | |
2655 | Magic walls can contain any spell. However, some spells do not |
2649 | Magic walls can contain any spell. However, some spells do not |
2656 | operate very successfully in them. The only way to know is to test |
2650 | operate very successfully in them. The only way to know is to test |
2657 | the spell you want to use with a wall. |
2651 | the spell you want to use with a wall. |
2658 | <br><br> |
2652 | <br><br> |
2659 | Several types of magical walls are predefined for you in the |
2653 | Several types of magical walls are predefined for you in the |
2660 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2654 | archetypes, and can be found on the "connected" Pickmap.]]> |
2661 | </description> |
2655 | </description> |
2662 | <use><![CDATA[ |
2656 | <use><![CDATA[ |
2663 | Spellcasting walls pose an interesting alternative to monsters. |
2657 | Spellcasting walls pose an interesting alternative to monsters. |
2664 | Usually they are set to be undestroyable. Thus, while monsters |
2658 | Usually they are set to be undestroyable. Thus, while monsters |
2665 | in a map can be cleared out, the magic walls remain. Low level |
2659 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2676 | walls' spell(s). |
2670 | walls' spell(s). |
2677 | <br><br> |
2671 | <br><br> |
2678 | It is possible to make walls rotate when triggered. But that is so |
2672 | It is possible to make walls rotate when triggered. But that is so |
2679 | confusing (and useless IMHO) that I did not mention it above. You |
2673 | confusing (and useless IMHO) that I did not mention it above. You |
2680 | can find a working example on the map |
2674 | can find a working example on the map |
2681 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2675 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2682 | </use> |
2676 | </use> |
2683 | <attribute arch="dam" editor="spell" type="spell"> |
2677 | <attribute arch="dam" editor="spell" type="spell"> |
2684 | The magic wall will cast this <spell>. |
2678 | The magic wall will cast this <spell>. |
2685 | </attribute> |
2679 | </attribute> |
2686 | <attribute arch="level" editor="spell level" type="int"> |
2680 | <attribute arch="level" editor="spell level" type="int"> |
… | |
… | |
2741 | player stepping on it. This force does nothing except containing a |
2735 | player stepping on it. This force does nothing except containing a |
2742 | <key string> which can be discovered by detectors or inventory |
2736 | <key string> which can be discovered by detectors or inventory |
2743 | checkers. It is also possible to use markers for removing marks again. |
2737 | checkers. It is also possible to use markers for removing marks again. |
2744 | <br><br> |
2738 | <br><br> |
2745 | Note that the player has no possibility to "see" his own marks, |
2739 | Note that the player has no possibility to "see" his own marks, |
2746 | except by the effect that they cause on the maps. ]]> |
2740 | except by the effect that they cause on the maps.]]> |
2747 | </description> |
2741 | </description> |
2748 | <use><![CDATA[ |
2742 | <use><![CDATA[ |
2749 | Markers hold real cool possibilities for map-making. I encourage |
2743 | Markers hold real cool possibilities for map-making. I encourage |
2750 | you to use them frequently. However there is one negative point |
2744 | you to use them frequently. However there is one negative point |
2751 | about markers: Players don't "see" what's going on with them. It is |
2745 | about markers: Players don't "see" what's going on with them. It is |
2752 | your task, as map-creator, to make sure the player is always well |
2746 | your task, as map-creator, to make sure the player is always well |
2753 | informed and never confused. |
2747 | informed and never confused. |
2754 | <br><br> |
2748 | <br><br> |
2755 | Please avoid infinite markers when they aren't needed. They're |
2749 | Please avoid infinite markers when they aren't needed. They're |
2756 | using a little space in the player file after all, so if there |
2750 | using a little space in the player file after all, so if there |
2757 | is no real purpose, set an expire time. ]]> |
2751 | is no real purpose, set an expire time.]]> |
2758 | </use> |
2752 | </use> |
2759 | <attribute arch="no_pick" value="1" type="fixed" /> |
2753 | <attribute arch="no_pick" value="1" type="fixed" /> |
2760 | <attribute arch="slaying" editor="key string" type="string"> |
2754 | <attribute arch="slaying" editor="key string" type="string"> |
2761 | The <key string> can be detected by inv. checkers/detectors. |
2755 | The <key string> can be detected by inv. checkers/detectors. |
2762 | If the player already has a force with that <key string>, |
2756 | If the player already has a force with that <key string>, |
… | |
… | |
2808 | When a player picks an item from a shop and attempts to |
2802 | When a player picks an item from a shop and attempts to |
2809 | walk over the shop mat, the item's selling-price is automatically |
2803 | walk over the shop mat, the item's selling-price is automatically |
2810 | subtracted from the player's money. |
2804 | subtracted from the player's money. |
2811 | <br><br> |
2805 | <br><br> |
2812 | For money, always use the default arches. |
2806 | For money, always use the default arches. |
2813 | Don't modify them. ]]> |
2807 | Don't modify them.]]> |
2814 | </description> |
2808 | </description> |
2815 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2809 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2816 | </type> |
2810 | </type> |
2817 | |
2811 | |
2818 | <!--####################################################################--> |
2812 | <!--####################################################################--> |
… | |
… | |
2833 | Monsters can behave in various kinds of ways. |
2827 | Monsters can behave in various kinds of ways. |
2834 | They can be aggressive, attacking the player. Or peaceful, |
2828 | They can be aggressive, attacking the player. Or peaceful, |
2835 | helping the player - maybe joining him as pet. |
2829 | helping the player - maybe joining him as pet. |
2836 | The unagressive creatures who communicate with players are |
2830 | The unagressive creatures who communicate with players are |
2837 | usually called "NPCs" (Non Player Character), a well-known |
2831 | usually called "NPCs" (Non Player Character), a well-known |
2838 | term in role-play environments. ]]> |
2832 | term in role-play environments.]]> |
2839 | </description> |
2833 | </description> |
2840 | <use><![CDATA[ |
2834 | <use><![CDATA[ |
2841 | Monsters play a central role in most maps. Choosing the right |
2835 | Monsters play a central role in most maps. Choosing the right |
2842 | combination of monsters for your map is vital: |
2836 | combination of monsters for your map is vital: |
2843 | <UL> |
2837 | <UL> |
… | |
… | |
2868 | can use. |
2862 | can use. |
2869 | </UL> |
2863 | </UL> |
2870 | I know it's impossible to make the perfectly balanced map. There's always |
2864 | I know it's impossible to make the perfectly balanced map. There's always |
2871 | some part which is found too easy or too hard for a certain kind of player. |
2865 | some part which is found too easy or too hard for a certain kind of player. |
2872 | Just give it your best shot. And listen to feedback from players if you |
2866 | Just give it your best shot. And listen to feedback from players if you |
2873 | receive some. :-) ]]> |
2867 | receive some. :-)]]> |
2874 | </use> |
2868 | </use> |
2875 | <attribute arch="alive" value="1" type="fixed" /> |
2869 | <attribute arch="alive" value="1" type="fixed" /> |
2876 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2870 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2877 | When the monster is killed, items from the treasurelist will |
2871 | When the monster is killed, items from the treasurelist will |
2878 | drop to the ground. This is a common way to reward players |
2872 | drop to the ground. This is a common way to reward players |
… | |
… | |
3126 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3120 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3127 | Monsters which <stand still> won't move to leave their position. |
3121 | Monsters which <stand still> won't move to leave their position. |
3128 | When agressive, they will attack all enemies who get close to |
3122 | When agressive, they will attack all enemies who get close to |
3129 | them. This behaviour is commonly known from castle guards. |
3123 | them. This behaviour is commonly known from castle guards. |
3130 | |
3124 | |
3131 | In older versions of Crossfire it was possible to eventually |
3125 | In older versions of Deliantra it was possible to eventually |
3132 | push a <stand still>-monster out of position by force. |
3126 | push a <stand still>-monster out of position by force. |
3133 | I believe this is no longer possible. Neverthless, you should |
3127 | I believe this is no longer possible. Neverthless, you should |
3134 | still be cautious when lining up <stand still>-monster in order |
3128 | still be cautious when lining up <stand still>-monster in order |
3135 | to "defend" something: Such monsters are rather easy to kill. |
3129 | to "defend" something: Such monsters are rather easy to kill. |
3136 | It's good for low level maps, but not much more. |
3130 | It's good for low level maps, but not much more. |
… | |
… | |
3207 | </ignore> |
3201 | </ignore> |
3208 | <description><![CDATA[ |
3202 | <description><![CDATA[ |
3209 | As the name implies, mood floors can change the "mood" of |
3203 | As the name implies, mood floors can change the "mood" of |
3210 | a monsters/NPC. For example, an unagressive monster could be |
3204 | a monsters/NPC. For example, an unagressive monster could be |
3211 | turned mad to start attacking. Similar, an agressive monster |
3205 | turned mad to start attacking. Similar, an agressive monster |
3212 | could be calmed. ]]> |
3206 | could be calmed.]]> |
3213 | </description> |
3207 | </description> |
3214 | <use><![CDATA[ |
3208 | <use><![CDATA[ |
3215 | Mood floors are absolutely cool for NPC interaction. To make an |
3209 | Mood floors are absolutely cool for NPC interaction. To make an |
3216 | unaggressive monster/NPC attack, put a creator with "other_arch |
3210 | unaggressive monster/NPC attack, put a creator with "other_arch |
3217 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3211 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3221 | it directly to a magic_ear. Then the player speaks a keyword like |
3215 | it directly to a magic_ear. Then the player speaks a keyword like |
3222 | "help me" - and the NPC joins him as pet. |
3216 | "help me" - and the NPC joins him as pet. |
3223 | <br><br> |
3217 | <br><br> |
3224 | (Of course you must always give clear hints about keywords! |
3218 | (Of course you must always give clear hints about keywords! |
3225 | And there is no reason why you couldn't use a button/lever/pedestal |
3219 | And there is no reason why you couldn't use a button/lever/pedestal |
3226 | etc. instead of a magic_ear.) ]]> |
3220 | etc. instead of a magic_ear.)]]> |
3227 | </use> |
3221 | </use> |
3228 | <attribute arch="no_pick" value="1" type="fixed" /> |
3222 | <attribute arch="no_pick" value="1" type="fixed" /> |
3229 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3223 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3230 | <mood> is used to determine what will happen to the |
3224 | <mood> is used to determine what will happen to the |
3231 | monster when affected by the mood floor: |
3225 | monster when affected by the mood floor: |
… | |
… | |
3275 | can monsters. Motion is involuntary. Additionally, players or |
3269 | can monsters. Motion is involuntary. Additionally, players or |
3276 | monsters can be "frozen" while ontop of movers so that they MUST |
3270 | monsters can be "frozen" while ontop of movers so that they MUST |
3277 | move along a chain of them. |
3271 | move along a chain of them. |
3278 | <br><br> |
3272 | <br><br> |
3279 | Multisquare monsters can be moved as well, given |
3273 | Multisquare monsters can be moved as well, given |
3280 | enough space. Movers are usually invisible. ]]> |
3274 | enough space. Movers are usually invisible.]]> |
3281 | </description> |
3275 | </description> |
3282 | <use><![CDATA[ |
3276 | <use><![CDATA[ |
3283 | NEVER EVER consider a mover being unpassable in the backwards |
3277 | NEVER EVER consider a mover being unpassable in the backwards |
3284 | direction. Setting "forced movement" makes it seemingly impossible |
3278 | direction. Setting "forced movement" makes it seemingly impossible |
3285 | but there is still a trick: One player can push a second player |
3279 | but there is still a trick: One player can push a second player |
… | |
… | |
3292 | cannot be discovered with the show_invisible spell. |
3286 | cannot be discovered with the show_invisible spell. |
3293 | <br><br> |
3287 | <br><br> |
3294 | Note that Movers and Directors are seperate objects, even though |
3288 | Note that Movers and Directors are seperate objects, even though |
3295 | they look and act similar. Directors only do spells/missiles, |
3289 | they look and act similar. Directors only do spells/missiles, |
3296 | while movers only do living creatures (depending on how it |
3290 | while movers only do living creatures (depending on how it |
3297 | is set: monsters and players). ]]> |
3291 | is set: monsters and players).]]> |
3298 | </use> |
3292 | </use> |
3299 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3293 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3300 | If forced movement is enabled, the mover "freezes" anyone it |
3294 | If forced movement is enabled, the mover "freezes" anyone it |
3301 | moves (so they are forced to move along a chain). |
3295 | moves (so they are forced to move along a chain). |
3302 | For players there is no way to escape this forced movement, |
3296 | For players there is no way to escape this forced movement, |
… | |
… | |
3354 | <ignore_list name="non_pickable" /> |
3348 | <ignore_list name="non_pickable" /> |
3355 | </ignore> |
3349 | </ignore> |
3356 | <description><![CDATA[ |
3350 | <description><![CDATA[ |
3357 | Pedestals are designed to detect certain types of living objects. |
3351 | Pedestals are designed to detect certain types of living objects. |
3358 | When a predefined type of living creature steps on the pedestal, the |
3352 | When a predefined type of living creature steps on the pedestal, the |
3359 | connected value is triggered. ]]> |
3353 | connected value is triggered.]]> |
3360 | </description> |
3354 | </description> |
3361 | <use><![CDATA[ |
3355 | <use><![CDATA[ |
3362 | If you want to create a place where only players of a certain race |
3356 | If you want to create a place where only players of a certain race |
3363 | can enter, put a teleporter over your pedestal. So the teleporter is |
3357 | can enter, put a teleporter over your pedestal. So the teleporter is |
3364 | only activated for players of the matching race. Do not use gates, |
3358 | only activated for players of the matching race. Do not use gates, |
3365 | because many other players could sneak in. If you put powerful |
3359 | because many other players could sneak in. If you put powerful |
3366 | artifacts into such places, generally set "startequip 1", so that |
3360 | artifacts into such places, generally set "startequip 1", so that |
3367 | they are preserved for that one race and can't be traded to others. ]]> |
3361 | they are preserved for that one race and can't be traded to others.]]> |
3368 | </use> |
3362 | </use> |
3369 | <attribute arch="no_pick" value="1" type="fixed" /> |
3363 | <attribute arch="no_pick" value="1" type="fixed" /> |
3370 | <attribute arch="slaying" editor="match race" type="string"> |
3364 | <attribute arch="slaying" editor="match race" type="string"> |
3371 | the <match race> defines the object we're looking for. If <match race> |
3365 | the <match race> defines the object we're looking for. If <match race> |
3372 | matches the monster's or the player's race, we have a match. |
3366 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3390 | <ignore_list name="non_pickable" /> |
3384 | <ignore_list name="non_pickable" /> |
3391 | </ignore> |
3385 | </ignore> |
3392 | <description><![CDATA[ |
3386 | <description><![CDATA[ |
3393 | Pits are holes, transporting the player when he walks (and falls) into them. |
3387 | Pits are holes, transporting the player when he walks (and falls) into them. |
3394 | A speciality about pits is that they don't transport the player to |
3388 | A speciality about pits is that they don't transport the player to |
3395 | the exact destination, but within a two-square radius of the destination |
3389 | the exact destination, but within a configurable radius of the destination |
3396 | (never on blocked squares).<br> |
3390 | (never on blocked squares).<br> |
3397 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3391 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3398 | Monsters and items are affected by pits just as well as players. |
3392 | Monsters and items are affected by pits just as well as players. |
3399 | Even multipart monsters can fall through them, given enough space. ]]> |
3393 | Even multipart monsters can fall through them, given enough space.]]> |
3400 | </description> |
3394 | </description> |
3401 | <use><![CDATA[ |
3395 | <use><![CDATA[ |
3402 | Pits can add interesting effects to your map. When using them, make |
3396 | Pits can add interesting effects to your map. When using them, make |
3403 | sure to use them in a "logical way": Pits should always drop the |
3397 | sure to use them in a "logical way": Pits should always drop the |
3404 | player to some kind of lower level. They should not be used to |
3398 | player to some kind of lower level. They should not be used to |
3405 | randomly interconnect maps like teleporters do. ]]> |
3399 | randomly interconnect maps like teleporters do.]]> |
3406 | </use> |
3400 | </use> |
3407 | <attribute arch="no_pick" value="1" type="fixed" /> |
3401 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3402 | <attribute arch="range" editor="random radius" type="int"> |
|
|
3403 | The radius of the square area that the pit will randomly put the player into. |
|
|
3404 | </attribute> |
3408 | <attribute arch="connected" editor="connection" type="int"> |
3405 | <attribute arch="connected" editor="connection" type="int"> |
3409 | When a <connection> value is set, the pit can be opened/closed |
3406 | When a <connection> value is set, the pit can be opened/closed |
3410 | by activating the connection. |
3407 | by activating the connection. |
3411 | </attribute> |
3408 | </attribute> |
3412 | &activate_on; |
3409 | &activate_on; |
… | |
… | |
3433 | |
3430 | |
3434 | <!--####################################################################--> |
3431 | <!--####################################################################--> |
3435 | <type number="7" name="Poison Food"> |
3432 | <type number="7" name="Poison Food"> |
3436 | <description><![CDATA[ |
3433 | <description><![CDATA[ |
3437 | When eating, the player's stomache is drained by 1/4 of food. |
3434 | When eating, the player's stomache is drained by 1/4 of food. |
3438 | If his food drops to zero, the player might even die. ]]> |
3435 | If his food drops to zero, the player might even die.]]> |
3439 | </description> |
3436 | </description> |
3440 | </type> |
3437 | </type> |
3441 | |
3438 | |
3442 | <!--####################################################################--> |
3439 | <!--####################################################################--> |
3443 | <type number="5" name="Potion"> |
3440 | <type number="5" name="Potion"> |
3444 | <description><![CDATA[ |
3441 | <description><![CDATA[ |
3445 | The player can drink these and gain various kinds of benefits |
3442 | The player can drink these and gain various kinds of benefits |
3446 | (/penalties) by doing so. ]]> |
3443 | (/penalties) by doing so.]]> |
3447 | </description> |
3444 | </description> |
3448 | <use><![CDATA[ |
3445 | <use><![CDATA[ |
3449 | One potion should never give multiple benefits at once. ]]> |
3446 | One potion should never give multiple benefits at once.]]> |
3450 | </use> |
3447 | </use> |
3451 | <attribute arch="level" editor="potion level" type="int"> |
3448 | <attribute arch="level" editor="potion level" type="int"> |
3452 | If the potion contains a spell, the spell is cast at this level. |
3449 | If the potion contains a spell, the spell is cast at this level. |
3453 | For other potions it should be set at least to 1. |
3450 | For other potions it should be set at least to 1. |
3454 | </attribute> |
3451 | </attribute> |
… | |
… | |
3481 | <type number="156" name="Power Crystal"> |
3478 | <type number="156" name="Power Crystal"> |
3482 | <description><![CDATA[ |
3479 | <description><![CDATA[ |
3483 | Power crystals can store a player's mana: |
3480 | Power crystals can store a player's mana: |
3484 | When the player applies the crystal with full mana, half of |
3481 | When the player applies the crystal with full mana, half of |
3485 | it flows into the crystal. When the player applies it with |
3482 | it flows into the crystal. When the player applies it with |
3486 | lacking mana, the crystal replenishes the player's mana. ]]> |
3483 | lacking mana, the crystal replenishes the player's mana.]]> |
3487 | </description> |
3484 | </description> |
3488 | <attribute arch="sp" editor="initial mana" type="int"> |
3485 | <attribute arch="sp" editor="initial mana" type="int"> |
3489 | <initial mana> is the amount of spellpoints that the |
3486 | <initial mana> is the amount of spellpoints that the |
3490 | crystal holds when the map is loaded. |
3487 | crystal holds when the map is loaded. |
3491 | </attribute> |
3488 | </attribute> |
… | |
… | |
3503 | Projectiles like arrows/crossbow bolts are used as ammunition |
3500 | Projectiles like arrows/crossbow bolts are used as ammunition |
3504 | for shooting weapons. |
3501 | for shooting weapons. |
3505 | <br><br> |
3502 | <br><br> |
3506 | It's very easy to add new pairs of weapons & projectiles. |
3503 | It's very easy to add new pairs of weapons & projectiles. |
3507 | Just set matching <ammunition class> both for shooting |
3504 | Just set matching <ammunition class> both for shooting |
3508 | weapon and projectile. ]]> |
3505 | weapon and projectile.]]> |
3509 | </description> |
3506 | </description> |
3510 | <use><![CDATA[ |
3507 | <use><![CDATA[ |
3511 | If you want to create new kinds of projectiles, you could |
3508 | If you want to create new kinds of projectiles, you could |
3512 | add an alchemical receipe to create these. |
3509 | add an alchemical receipe to create these. |
3513 | |
3510 | |
3514 | Don't create new pairs of weapons & projectiles unless |
3511 | Don't create new pairs of weapons & projectiles unless |
3515 | they really fullfill a useful purpose. In fact, even bows |
3512 | they really fullfill a useful purpose. In fact, even bows |
3516 | and crossbows are rarely ever used. ]]> |
3513 | and crossbows are rarely ever used.]]> |
3517 | </use> |
3514 | </use> |
3518 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3515 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3519 | This number is a bitmask, specifying the projectile's attacktypes. |
3516 | This number is a bitmask, specifying the projectile's attacktypes. |
3520 | Attacktypes are: physical, magical, fire, cold.. etc. |
3517 | Attacktypes are: physical, magical, fire, cold.. etc. |
3521 | This works identical to melee weapons. Note that shooting |
3518 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3583 | <type number="70" name="Ring"> |
3580 | <type number="70" name="Ring"> |
3584 | <import_type name="Amulet" /> |
3581 | <import_type name="Amulet" /> |
3585 | <description><![CDATA[ |
3582 | <description><![CDATA[ |
3586 | Rings are worn on the hands - one ring each. |
3583 | Rings are worn on the hands - one ring each. |
3587 | Wearing rings, the object's stats will directly be inherited to |
3584 | Wearing rings, the object's stats will directly be inherited to |
3588 | the player. Usually enhancing his spellcasting potential. ]]> |
3585 | the player. Usually enhancing his spellcasting potential.]]> |
3589 | </description> |
3586 | </description> |
3590 | <use><![CDATA[ |
3587 | <use><![CDATA[ |
3591 | When you create an artifact ring, never forget that players can |
3588 | When you create an artifact ring, never forget that players can |
3592 | wear <B>two</B> rings! Due to that it is extremely important to |
3589 | wear <B>two</B> rings! Due to that it is extremely important to |
3593 | keep rings in balance with the game. |
3590 | keep rings in balance with the game. |
3594 | <br><br> |
3591 | <br><br> |
3595 | Also keep in mind that rings are generally the wizard's tools. |
3592 | Also keep in mind that rings are generally the wizard's tools. |
3596 | They should primarily grant bonuses to spellcasting abilities |
3593 | They should primarily grant bonuses to spellcasting abilities |
3597 | and non-physical resistances. ]]> |
3594 | and non-physical resistances.]]> |
3598 | </use> |
3595 | </use> |
3599 | </type> |
3596 | </type> |
3600 | |
3597 | |
3601 | <!--####################################################################--> |
3598 | <!--####################################################################--> |
3602 | <type number="3" name="Rod"> |
3599 | <type number="3" name="Rod"> |
… | |
… | |
3605 | </ignore> |
3602 | </ignore> |
3606 | <description><![CDATA[ |
3603 | <description><![CDATA[ |
3607 | A rod contains a spell. The player can use this spell by applying and |
3604 | A rod contains a spell. The player can use this spell by applying and |
3608 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3605 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3609 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3606 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3610 | used endlessly. ]]> |
3607 | used endlessly.]]> |
3611 | </description> |
3608 | </description> |
3612 | <use><![CDATA[ |
3609 | <use><![CDATA[ |
3613 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3610 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3614 | to be used for that purpose. Though, potions are expensive and only good for |
3611 | to be used for that purpose. Though, potions are expensive and only good for |
3615 | one-time-use.<br> ]]> |
3612 | one-time-use.<br>]]> |
3616 | </use> |
3613 | </use> |
3617 | <attribute arch="sp" editor="spell" type="spell"> |
3614 | <attribute arch="sp" editor="spell" type="spell"> |
3618 | Sets the <spell> of the rod. Consider twice before handing out special |
3615 | Sets the <spell> of the rod. Consider twice before handing out special |
3619 | rods to players, since they can be used endlessly without any mana cost! |
3616 | rods to players, since they can be used endlessly without any mana cost! |
3620 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3617 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3660 | Runes hit any monster or person who steps on them for 'dam' damage in |
3657 | Runes hit any monster or person who steps on them for 'dam' damage in |
3661 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3658 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3662 | and will cast this spell when it detonates. Yet another kind is the |
3659 | and will cast this spell when it detonates. Yet another kind is the |
3663 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3660 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3664 | <br><br> |
3661 | <br><br> |
3665 | Many runes are already defined in the archetypes. ]]> |
3662 | Many runes are already defined in the archetypes.]]> |
3666 | </description> |
3663 | </description> |
3667 | <use><![CDATA[ |
3664 | <use><![CDATA[ |
3668 | Avoid monsters stepping on your runes. For example, summoning runes |
3665 | Avoid monsters stepping on your runes. For example, summoning runes |
3669 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3666 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3670 | </use> |
3667 | </use> |
3671 | <attribute arch="no_pick" value="1" type="fixed" /> |
3668 | <attribute arch="no_pick" value="1" type="fixed" /> |
3672 | &move_on; |
3669 | &move_on; |
3673 | <attribute arch="level" editor="rune level" type="int"> |
3670 | <attribute arch="level" editor="rune level" type="int"> |
3674 | This value sets the level the rune will cast the spell it contains at, |
3671 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3742 | <ignore_list name="non_pickable" /> |
3739 | <ignore_list name="non_pickable" /> |
3743 | </ignore> |
3740 | </ignore> |
3744 | <description><![CDATA[ |
3741 | <description><![CDATA[ |
3745 | When the player applies a savebed, he is not only saved. Both his |
3742 | When the player applies a savebed, he is not only saved. Both his |
3746 | respawn-after-death and his word-of-recall positions are pointing |
3743 | respawn-after-death and his word-of-recall positions are pointing |
3747 | to the last-applied savebed. ]]> |
3744 | to the last-applied savebed.]]> |
3748 | </description> |
3745 | </description> |
3749 | <use><![CDATA[ |
3746 | <use><![CDATA[ |
3750 | Put savebed locations in towns, do not put them into dungeons. |
3747 | Put savebed locations in towns, do not put them into dungeons. |
3751 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3748 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3752 | That means: |
3749 | That means: |
… | |
… | |
3756 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3753 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3757 | players get trapped in a savebed location. |
3754 | players get trapped in a savebed location. |
3758 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3755 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3759 | arch called "dungeon_magic" everywhere). This is not required, |
3756 | arch called "dungeon_magic" everywhere). This is not required, |
3760 | but it makes the place much more safe. |
3757 | but it makes the place much more safe. |
3761 | </UL> ]]> |
3758 | </UL>]]> |
3762 | </use> |
3759 | </use> |
3763 | <attribute arch="no_pick" value="1" type="fixed" /> |
3760 | <attribute arch="no_pick" value="1" type="fixed" /> |
3764 | <attribute arch="no_magic" value="1" type="fixed" /> |
3761 | <attribute arch="no_magic" value="1" type="fixed" /> |
3765 | <attribute arch="damned" value="1" type="fixed" /> |
3762 | <attribute arch="damned" value="1" type="fixed" /> |
3766 | </type> |
3763 | </type> |
… | |
… | |
3773 | <description><![CDATA[ |
3770 | <description><![CDATA[ |
3774 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3771 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3775 | scrolls require a certain literacy skill to read successfully. |
3772 | scrolls require a certain literacy skill to read successfully. |
3776 | Accordingly, for a successful reading, a small amount of |
3773 | Accordingly, for a successful reading, a small amount of |
3777 | experience is gained. Scrolls allow only one time usage, but |
3774 | experience is gained. Scrolls allow only one time usage, but |
3778 | usually they are sold in bulks. ]]> |
3775 | usually they are sold in bulks.]]> |
3779 | </description> |
3776 | </description> |
3780 | <use><![CDATA[ |
3777 | <use><![CDATA[ |
3781 | For low level quests, scrolls of healing/curing-spells |
3778 | For low level quests, scrolls of healing/curing-spells |
3782 | can be a nice reward. At higher levels, scrolls become less |
3779 | can be a nice reward. At higher levels, scrolls become less |
3783 | and less useful. ]]> |
3780 | and less useful.]]> |
3784 | </use> |
3781 | </use> |
3785 | <attribute arch="level" editor="casting level" type="int"> |
3782 | <attribute arch="level" editor="casting level" type="int"> |
3786 | The spell of the scroll will be casted at this level. |
3783 | The spell of the scroll will be casted at this level. |
3787 | This value should always be set, at least to 1. |
3784 | This value should always be set, at least to 1. |
3788 | </attribute> |
3785 | </attribute> |
… | |
… | |
3800 | <type number="33" name="Shield"> |
3797 | <type number="33" name="Shield"> |
3801 | <import_type name="Amulet" /> |
3798 | <import_type name="Amulet" /> |
3802 | <description><![CDATA[ |
3799 | <description><![CDATA[ |
3803 | Wearing a shield, the object's stats will directly be inherited to |
3800 | Wearing a shield, the object's stats will directly be inherited to |
3804 | the player. Shields usually provide good defense, only surpassed |
3801 | the player. Shields usually provide good defense, only surpassed |
3805 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3802 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3806 | </description> |
3803 | </description> |
3807 | <use><![CDATA[ |
3804 | <use><![CDATA[ |
3808 | Feel free to create your own special artifacts. However, it is very |
3805 | Feel free to create your own special artifacts. However, it is very |
3809 | important that you keep your artifact in balance with existing maps. ]]> |
3806 | important that you keep your artifact in balance with existing maps.]]> |
3810 | </use> |
3807 | </use> |
3811 | <attribute arch="magic" editor="magic bonus" type="int"> |
3808 | <attribute arch="magic" editor="magic bonus" type="int"> |
3812 | <magic bonus> works just like ac, except that it can be improved by |
3809 | <magic bonus> works just like ac, except that it can be improved by |
3813 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3810 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3814 | than direct armour-class bonus on the shield. |
3811 | than direct armour-class bonus on the shield. |
… | |
… | |
3823 | wielded both at the same time. Like with any other equipment, |
3820 | wielded both at the same time. Like with any other equipment, |
3824 | stats/bonuses from shooting weapons are directly inherited to the player. |
3821 | stats/bonuses from shooting weapons are directly inherited to the player. |
3825 | <br><br> |
3822 | <br><br> |
3826 | It's very easy to add new pairs of weapons & projectiles. |
3823 | It's very easy to add new pairs of weapons & projectiles. |
3827 | Just set matching <ammunition class> both for shooting |
3824 | Just set matching <ammunition class> both for shooting |
3828 | weapon and projectile. ]]> |
3825 | weapon and projectile.]]> |
3829 | </description> |
3826 | </description> |
3830 | <use><![CDATA[ |
3827 | <use><![CDATA[ |
3831 | Shooting weapons should not add bonuses in general. There's already |
3828 | Shooting weapons should not add bonuses in general. There's already |
3832 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3829 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3833 | Shooting weapons should especially not add bonuses to the player |
3830 | Shooting weapons should especially not add bonuses to the player |
3834 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3831 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3835 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3832 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3836 | - still crap. ]]> |
3833 | - still crap.]]> |
3837 | </use> |
3834 | </use> |
3838 | <attribute arch="race" editor="ammunition class" type="string"> |
3835 | <attribute arch="race" editor="ammunition class" type="string"> |
3839 | Only projectiles with matching <ammunition class> can be fired |
3836 | Only projectiles with matching <ammunition class> can be fired |
3840 | with this weapon. For normal bows set "arrows", for normal |
3837 | with this weapon. For normal bows set "arrows", for normal |
3841 | crossbows set "crossbow bolts". |
3838 | crossbows set "crossbow bolts". |
… | |
… | |
3870 | amount of <item power>, depending on their own level. This is the |
3867 | amount of <item power>, depending on their own level. This is the |
3871 | only way to prevent low level players to wear "undeserved" equipment |
3868 | only way to prevent low level players to wear "undeserved" equipment |
3872 | (like gifts from other players or cheated items). |
3869 | (like gifts from other players or cheated items). |
3873 | |
3870 | |
3874 | It is very important to adjust the <item power> value carefully |
3871 | It is very important to adjust the <item power> value carefully |
3875 | for every artifact you create! If zero/unset, the CF server will |
3872 | for every artifact you create! If zero/unset, the Deliantra server will |
3876 | calculate a provisional value at runtime, but this is never |
3873 | calculate a provisional value at runtime, but this is never |
3877 | going to be an accurate measurement of <item power>. |
3874 | going to be an accurate measurement of <item power>. |
3878 | </attribute> |
3875 | </attribute> |
3879 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3876 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3880 | Usually the player's strentgh takes effect on the damage |
3877 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
3962 | These items are all flagged as unpaid. |
3959 | These items are all flagged as unpaid. |
3963 | When a player drops an item onto shop floor, the item becomes |
3960 | When a player drops an item onto shop floor, the item becomes |
3964 | unpaid and the player receives payment according to the item's |
3961 | unpaid and the player receives payment according to the item's |
3965 | selling-value. |
3962 | selling-value. |
3966 | Shopfloor always prevents magic (To hinder players from burning |
3963 | Shopfloor always prevents magic (To hinder players from burning |
3967 | or freezing the goods). ]]> |
3964 | or freezing the goods).]]> |
3968 | </description> |
3965 | </description> |
3969 | <use><![CDATA[ |
3966 | <use><![CDATA[ |
3970 | Tile your whole shop-interior space which shop floor. |
3967 | Tile your whole shop-interior space which shop floor. |
3971 | (That assures players receive payment for dropping items). |
3968 | (That assures players receive payment for dropping items). |
3972 | Place shop mats to enter/leave the shop, and make sure |
3969 | Place shop mats to enter/leave the shop, and make sure |
3973 | there is no other exit than the shop mat. ]]> |
3970 | there is no other exit than the shop mat.]]> |
3974 | </use> |
3971 | </use> |
3975 | <attribute arch="is_floor" value="1" type="fixed" /> |
3972 | <attribute arch="is_floor" value="1" type="fixed" /> |
3976 | <attribute arch="no_pick" value="1" type="fixed" /> |
3973 | <attribute arch="no_pick" value="1" type="fixed" /> |
3977 | <attribute arch="no_magic" value="1" type="fixed" /> |
3974 | <attribute arch="no_magic" value="1" type="fixed" /> |
3978 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
3975 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4012 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4009 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4013 | or -destinations. When stepping onto a shopmat the player gets beamed |
4010 | or -destinations. When stepping onto a shopmat the player gets beamed |
4014 | to the nearest other mat. If the player has unpaid items in his |
4011 | to the nearest other mat. If the player has unpaid items in his |
4015 | inventory, the price gets charged from his coins automatically. |
4012 | inventory, the price gets charged from his coins automatically. |
4016 | If the player has insufficient coins to buy his unpaid items, he |
4013 | If the player has insufficient coins to buy his unpaid items, he |
4017 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4014 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4018 | </description> |
4015 | </description> |
4019 | <use><![CDATA[ |
4016 | <use><![CDATA[ |
4020 | As stated above, always place TWO shop mats into your shop. |
4017 | As stated above, always place TWO shop mats into your shop. |
4021 | Not more and not less than that. ]]> |
4018 | Not more and not less than that.]]> |
4022 | </use> |
4019 | </use> |
4023 | <attribute arch="no_pick" value="1" type="fixed" /> |
4020 | <attribute arch="no_pick" value="1" type="fixed" /> |
4024 | &move_on; |
4021 | &move_on; |
4025 | </type> |
4022 | </type> |
4026 | |
4023 | |
… | |
… | |
4031 | </ignore> |
4028 | </ignore> |
4032 | <description><![CDATA[ |
4029 | <description><![CDATA[ |
4033 | The purpose of a sign or magic_mouth is to display a certain message to |
4030 | The purpose of a sign or magic_mouth is to display a certain message to |
4034 | the player. There are three ways to have the player get this message: |
4031 | the player. There are three ways to have the player get this message: |
4035 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4032 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4036 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4033 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4037 | </description> |
4034 | </description> |
4038 | <use><![CDATA[ |
4035 | <use><![CDATA[ |
4039 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4036 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4040 | some true roleplay feeling to your maps, support your storyline or give |
4037 | some true roleplay feeling to your maps, support your storyline or give |
4041 | hints about hidden secrets/dangers. Place signs to provide the player |
4038 | hints about hidden secrets/dangers. Place signs to provide the player |
4042 | with all kinds of useful information for getting along in your maps. ]]> |
4039 | with all kinds of useful information for getting along in your maps.]]> |
4043 | </use> |
4040 | </use> |
4044 | <attribute arch="connected" editor="connection" type="int"> |
4041 | <attribute arch="connected" editor="connection" type="int"> |
4045 | When a connection value is set, the message will be printed whenever |
4042 | When a connection value is set, the message will be printed whenever |
4046 | the connection is triggered. This should be used in combination with |
4043 | the connection is triggered. This should be used in combination with |
4047 | <invisible> enabled and <activate by walking/flying> disabled. |
4044 | <invisible> enabled and <activate by walking/flying> disabled. |
… | |
… | |
4088 | <ignore_list name="system_object" /> |
4085 | <ignore_list name="system_object" /> |
4089 | </ignore> |
4086 | </ignore> |
4090 | <description><![CDATA[ |
4087 | <description><![CDATA[ |
4091 | Skills are objects which exist in the player/monster inventory. |
4088 | Skills are objects which exist in the player/monster inventory. |
4092 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4089 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4093 | are enabled for monster use however. ]]> |
4090 | are enabled for monster use however.]]> |
4094 | </description> |
4091 | </description> |
4095 | <use><![CDATA[ |
4092 | <use><![CDATA[ |
4096 | For mapmaking, Skill objects serve two purposes: |
4093 | For mapmaking, Skill objects serve two purposes: |
4097 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4094 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4098 | can be seen as the global skill definitions. A skill which doesn't |
4095 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4103 | </p><p> |
4100 | </p><p> |
4104 | Secondly, in order to enable monsters to use skills, you will need to |
4101 | Secondly, in order to enable monsters to use skills, you will need to |
4105 | copy default skill archtypes into the monsters' inventories. |
4102 | copy default skill archtypes into the monsters' inventories. |
4106 | You can even customize the skills by changing stats. It is not |
4103 | You can even customize the skills by changing stats. It is not |
4107 | recommended however, to use skills in your maps which are totally |
4104 | recommended however, to use skills in your maps which are totally |
4108 | unrelated to any predefined skill archtype.</p> ]]> |
4105 | unrelated to any predefined skill archtype.</p>]]> |
4109 | </use> |
4106 | </use> |
4110 | <attribute arch="invisible" value="1" type="fixed" /> |
4107 | <attribute arch="invisible" value="1" type="fixed" /> |
4111 | <attribute arch="no_drop" value="1" type="fixed" /> |
4108 | <attribute arch="no_drop" value="1" type="fixed" /> |
4112 | <attribute arch="skill" editor="skill name" type="string"> |
4109 | <attribute arch="skill" editor="skill name" type="string"> |
4113 | The <skill name> is used for matchings. When a usable |
4110 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4123 | expmul is 1, the player will get 500 added to that skill as well as |
4120 | expmul is 1, the player will get 500 added to that skill as well as |
4124 | 500 to their total. |
4121 | 500 to their total. |
4125 | </attribute> |
4122 | </attribute> |
4126 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4123 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4127 | The <skill type> defines the base functionality of the skill. |
4124 | The <skill type> defines the base functionality of the skill. |
4128 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4125 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4129 | create new skill types, but it requires a bit of server-coding. |
4126 | create new skill types, but it requires a bit of server-coding. |
4130 | </attribute> |
4127 | </attribute> |
4131 | <attribute arch="level" editor="level" type="int"> |
4128 | <attribute arch="level" editor="level" type="int"> |
4132 | </attribute> |
4129 | </attribute> |
4133 | <attribute arch="exp" editor="experience" type="int"> |
4130 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4142 | |
4139 | |
4143 | <!--####################################################################--> |
4140 | <!--####################################################################--> |
4144 | <type number="130" name="Skill Scroll"> |
4141 | <type number="130" name="Skill Scroll"> |
4145 | <description><![CDATA[ |
4142 | <description><![CDATA[ |
4146 | By reading a skill scroll, a player has a chance to learn the |
4143 | By reading a skill scroll, a player has a chance to learn the |
4147 | contained skill. ]]> |
4144 | contained skill.]]> |
4148 | </description> |
4145 | </description> |
4149 | <use><![CDATA[ |
4146 | <use><![CDATA[ |
4150 | Skill scrolls are very much sought for by players. Currently, |
4147 | Skill scrolls are very much sought for by players. Currently, |
4151 | all skill scrolls are sold in shops randomly, which is in fact not |
4148 | all skill scrolls are sold in shops randomly, which is in fact not |
4152 | a good system. It would be nice to have some cool quests with |
4149 | a good system. It would be nice to have some cool quests with |
4153 | skill scrolls rewarded at the end. ]]> |
4150 | skill scrolls rewarded at the end.]]> |
4154 | </use> |
4151 | </use> |
4155 | <attribute arch="race" value="scrolls" type="fixed" /> |
4152 | <attribute arch="race" value="scrolls" type="fixed" /> |
4156 | <attribute arch="skill" editor="skill name" type="string"> |
4153 | <attribute arch="skill" editor="skill name" type="string"> |
4157 | The <skill name> matches the skill object that can |
4154 | The <skill name> matches the skill object that can |
4158 | be learned from this scroll. |
4155 | be learned from this scroll. |
… | |
… | |
4168 | When carrying the appropriate special key, a locked door can |
4165 | When carrying the appropriate special key, a locked door can |
4169 | be opened. The key will dissapear. |
4166 | be opened. The key will dissapear. |
4170 | <br><br> |
4167 | <br><br> |
4171 | This object-type can also be used for "passport"-like items: |
4168 | This object-type can also be used for "passport"-like items: |
4172 | When walking onto an invetory checker, a gate for example might |
4169 | When walking onto an invetory checker, a gate for example might |
4173 | get opened. The "passport" will stay in the player's inventory. ]]> |
4170 | get opened. The "passport" will stay in the player's inventory.]]> |
4174 | </description> |
4171 | </description> |
4175 | <use><![CDATA[ |
4172 | <use><![CDATA[ |
4176 | How to make a "passport": You take the special key arch |
4173 | How to make a "passport": You take the special key arch |
4177 | (archetype name is "key2"), set the face to something like |
4174 | (archetype name is "key2"), set the face to something like |
4178 | card.111 and the name to "passport" - that's all. The <key string> |
4175 | card.111 and the name to "passport" - that's all. The <key string> |
4179 | certainly must match with the appropiate inventory checker. |
4176 | certainly must match with the appropiate inventory checker. |
4180 | <br><br> |
4177 | <br><br> |
4181 | Of course you can be creative with names and faces of |
4178 | Of course you can be creative with names and faces of |
4182 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4179 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4183 | (with appropriate faces) appear more interesting than just |
4180 | (with appropriate faces) appear more interesting than just |
4184 | a "strange key", or "passport". ]]> |
4181 | a "strange key", or "passport".]]> |
4185 | </use> |
4182 | </use> |
4186 | <attribute arch="slaying" editor="key string" type="string"> |
4183 | <attribute arch="slaying" editor="key string" type="string"> |
4187 | This string must be identical with the <key string> in the |
4184 | This string must be identical with the <key string> in the |
4188 | locked door, then it can be unlocked. It can also be used |
4185 | locked door, then it can be unlocked. It can also be used |
4189 | to trigger inventory checkers. |
4186 | to trigger inventory checkers. |
… | |
… | |
4224 | players can learn it by reading the book. Once learned, players |
4221 | players can learn it by reading the book. Once learned, players |
4225 | can use the spell as often as they like. With increasing skill level |
4222 | can use the spell as often as they like. With increasing skill level |
4226 | of the player, spells may gain power but also increase cost.<br> |
4223 | of the player, spells may gain power but also increase cost.<br> |
4227 | Monsters can use spells which are put in their inventory (provided |
4224 | Monsters can use spells which are put in their inventory (provided |
4228 | that certain "enabling" settings are correct). The monster's |
4225 | that certain "enabling" settings are correct). The monster's |
4229 | <treasurelist> can also be used to provide it with spells. ]]> |
4226 | <treasurelist> can also be used to provide it with spells.]]> |
4230 | </description> |
4227 | </description> |
4231 | <use><![CDATA[ |
4228 | <use><![CDATA[ |
4232 | A lot of the spells' settings can be tuned and customized. |
4229 | A lot of the spells' settings can be tuned and customized. |
4233 | When creating new spells which are accessible to players, it is |
4230 | When creating new spells which are accessible to players, it is |
4234 | important to think about balance. A single spell which is too |
4231 | important to think about balance. A single spell which is too |
4235 | powerful and/or too easy to use can eventually toss the whole skill |
4232 | powerful and/or too easy to use can eventually toss the whole skill |
4236 | and magic school system out of whack. Testing new spells is |
4233 | and magic school system out of whack. Testing new spells is |
4237 | quite important therefore. ]]> |
4234 | quite important therefore.]]> |
4238 | </use> |
4235 | </use> |
4239 | <attribute arch="no_drop" value="1" type="fixed" /> |
4236 | <attribute arch="no_drop" value="1" type="fixed" /> |
4240 | <attribute arch="invisible" value="1" type="fixed" /> |
4237 | <attribute arch="invisible" value="1" type="fixed" /> |
4241 | <attribute arch="skill" editor="skill name" type="string"> |
4238 | <attribute arch="skill" editor="skill name" type="string"> |
4242 | The <skill name> matches the skill which is needed |
4239 | The <skill name> matches the skill which is needed |
… | |
… | |
4274 | to read.<br><br> |
4271 | to read.<br><br> |
4275 | You can create widely customized spells only by adjusting the |
4272 | You can create widely customized spells only by adjusting the |
4276 | spell object in the spellbooks inventory. Refer to the description |
4273 | spell object in the spellbooks inventory. Refer to the description |
4277 | of spell objects for detailed information how to customize spells.<br> |
4274 | of spell objects for detailed information how to customize spells.<br> |
4278 | If you want to have a random spellbook instead, choose a <treasurelist> |
4275 | If you want to have a random spellbook instead, choose a <treasurelist> |
4279 | with a compilation of spells that the book may contain. ]]> |
4276 | with a compilation of spells that the book may contain.]]> |
4280 | </description> |
4277 | </description> |
4281 | <use><![CDATA[ |
4278 | <use><![CDATA[ |
4282 | Don't put any of the godgiven spells into a spellbook! These are |
4279 | Don't put any of the godgiven spells into a spellbook! These are |
4283 | reserved for the followers of the appropriate cults. Handing them |
4280 | reserved for the followers of the appropriate cults. Handing them |
4284 | out in a spellbook would violate the balance between different religions. |
4281 | out in a spellbook would violate the balance between different religions. |
4285 | <br><br> |
4282 | <br><br> |
4286 | Note that there is no fundamental difference between the spellbooks |
4283 | Note that there is no fundamental difference between the spellbooks |
4287 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4284 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4288 | even praying). The difference lies only in the spells they contain. |
4285 | even praying). The difference lies only in the spells they contain. |
4289 | It is up to you, the mapmaker, to pick the right type of book |
4286 | It is up to you, the mapmaker, to pick the right type of book |
4290 | for your spells. ]]> |
4287 | for your spells.]]> |
4291 | </use> |
4288 | </use> |
4292 | <attribute arch="skill" value="literacy" type="fixed" /> |
4289 | <attribute arch="skill" value="literacy" type="fixed" /> |
4293 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4290 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4294 | There are two ways to put spells into a spellbook: |
4291 | There are two ways to put spells into a spellbook: |
4295 | 1. Put a spell object in the books inventory. In this case, |
4292 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4314 | </ignore> |
4311 | </ignore> |
4315 | <description><![CDATA[ |
4312 | <description><![CDATA[ |
4316 | Spinners change the direction of spell objects and other projectiles |
4313 | Spinners change the direction of spell objects and other projectiles |
4317 | that fly past. Unlike directors, it does make a difference from what |
4314 | that fly past. Unlike directors, it does make a difference from what |
4318 | angle you shoot into the spinner. The direction of objects flying past |
4315 | angle you shoot into the spinner. The direction of objects flying past |
4319 | is always changed by a certain degree. ]]> |
4316 | is always changed by a certain degree.]]> |
4320 | </description> |
4317 | </description> |
4321 | <use><![CDATA[ |
4318 | <use><![CDATA[ |
4322 | Spinners are very rarely used. I believe they are quite |
4319 | Spinners are very rarely used. I believe they are quite |
4323 | confusing and pointless. The only use I can think of is building |
4320 | confusing and pointless. The only use I can think of is building |
4324 | some puzzle about where to shoot into spinners to shoot somewhere you |
4321 | some puzzle about where to shoot into spinners to shoot somewhere you |
4325 | otherwise couldn't. |
4322 | otherwise couldn't. |
4326 | |
4323 | |
4327 | When placing spinners on a map with magic walls, make sure the spell- |
4324 | When placing spinners on a map with magic walls, make sure the spell- |
4328 | projectiles from magic walls don't get to fly in loops. ]]> |
4325 | projectiles from magic walls don't get to fly in loops.]]> |
4329 | </use> |
4326 | </use> |
4330 | <attribute arch="sp" editor="direction number" type="int"> |
4327 | <attribute arch="sp" editor="direction number" type="int"> |
4331 | The spinner will change the direction of flying objects by |
4328 | The spinner will change the direction of flying objects by |
4332 | 45 degrees per <direction number>. Negative values spin clockwise, |
4329 | 45 degrees per <direction number>. Negative values spin clockwise, |
4333 | positive values counter clockwise. |
4330 | positive values counter clockwise. |
… | |
… | |
4346 | Swamp areas show a special behaviour: |
4343 | Swamp areas show a special behaviour: |
4347 | When a player stands still on a swamp-square for too long, |
4344 | When a player stands still on a swamp-square for too long, |
4348 | he will start to sink in and eventually drown and die. |
4345 | he will start to sink in and eventually drown and die. |
4349 | Items dropped on the swamp sink in and dissapear. |
4346 | Items dropped on the swamp sink in and dissapear. |
4350 | Players with knowledge of the woodsman skill are a lot less likely |
4347 | Players with knowledge of the woodsman skill are a lot less likely |
4351 | to die in the swamp. ]]> |
4348 | to die in the swamp.]]> |
4352 | </description> |
4349 | </description> |
4353 | <attribute arch="is_floor" value="1" type="fixed" /> |
4350 | <attribute arch="is_floor" value="1" type="fixed" /> |
4354 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4351 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4355 | <attribute arch="speed" editor="drowning speed" type="float"> |
4352 | <attribute arch="speed" editor="drowning speed" type="float"> |
4356 | The higher the <drowning speed>, the faster will players and items |
4353 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4380 | different location. The main difference to the object-type exit |
4377 | different location. The main difference to the object-type exit |
4381 | is the possibility to have teleporters connected to levers/buttons/etc. |
4378 | is the possibility to have teleporters connected to levers/buttons/etc. |
4382 | Sometimes teleporters are activated even against the players will. |
4379 | Sometimes teleporters are activated even against the players will. |
4383 | <br><br> |
4380 | <br><br> |
4384 | Unlike exits, teleporters can also transfer items and |
4381 | Unlike exits, teleporters can also transfer items and |
4385 | monsters to different locations on the same map. ]]> |
4382 | monsters to different locations on the same map.]]> |
4386 | </description> |
4383 | </description> |
4387 | <use><![CDATA[ |
4384 | <use><![CDATA[ |
4388 | When creating maps, I guess sooner or later you'll want to have |
4385 | When creating maps, I guess sooner or later you'll want to have |
4389 | an invisible teleporter. If using "invisible 1", the teleporter |
4386 | an invisible teleporter. If using "invisible 1", the teleporter |
4390 | can still be discovered with the show_invisible spell. And in |
4387 | can still be discovered with the show_invisible spell. And in |
4391 | some cases you can't place it under the floor to prevent this. |
4388 | some cases you can't place it under the floor to prevent this. |
4392 | <br><br> |
4389 | <br><br> |
4393 | Fortunately, there is a cool trick to make a perfectly invisible |
4390 | Fortunately, there is a cool trick to make a perfectly invisible |
4394 | teleporter: You simply add teleporter functionality to the floor |
4391 | teleporter: You simply add teleporter functionality to the floor |
4395 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4392 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4396 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4393 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4397 | </use> |
4394 | </use> |
4398 | <attribute arch="slaying" editor="exit path" type="string"> |
4395 | <attribute arch="slaying" editor="exit path" type="string"> |
4399 | The exit path specifies the map that the player is transferred to. |
4396 | The exit path specifies the map that the player is transferred to. |
4400 | <exit path> can be an absolute path, beginning with '/' |
4397 | <exit path> can be an absolute path, beginning with '/' |
4401 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4398 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4462 | <type number="26" name="Timed Gate"> |
4459 | <type number="26" name="Timed Gate"> |
4463 | <ignore> |
4460 | <ignore> |
4464 | <ignore_list name="non_pickable" /> |
4461 | <ignore_list name="non_pickable" /> |
4465 | </ignore> |
4462 | </ignore> |
4466 | <description><![CDATA[ |
4463 | <description><![CDATA[ |
4467 | Gates play an important role in Crossfire. Gates can be opened |
4464 | Gates play an important role in Deliantra. Gates can be opened |
4468 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4465 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4469 | or carrying special key-objects (-> inventory checker). |
4466 | or carrying special key-objects (-> inventory checker). |
4470 | Unlike locked doors, gates can get shut again after a player has |
4467 | Unlike locked doors, gates can get shut again after a player has |
4471 | passed, which makes them more practical in many cases. Unlike normal |
4468 | passed, which makes them more practical in many cases. Unlike normal |
4472 | gates, timed gates open when triggered but automatically close again |
4469 | gates, timed gates open when triggered but automatically close again |
4473 | after some time.]]> |
4470 | after some time.]]> |
4474 | </description> |
4471 | </description> |
4475 | <use><![CDATA[ |
4472 | <use><![CDATA[ |
4476 | Use gates to divide your maps into separated areas. After solving |
4473 | Use gates to divide your maps into separated areas. After solving |
4477 | area A, the player gains access to area B, and so on. Make your |
4474 | area A, the player gains access to area B, and so on. Make your |
4478 | maps more complex than "one-way". ]]> |
4475 | maps more complex than "one-way".]]> |
4479 | </use> |
4476 | </use> |
4480 | <attribute arch="no_pick" value="1" type="fixed" /> |
4477 | <attribute arch="no_pick" value="1" type="fixed" /> |
4481 | <attribute arch="connected" editor="connection" type="int"> |
4478 | <attribute arch="connected" editor="connection" type="int"> |
4482 | Whenever the inventory checker is triggered, all objects with identical |
4479 | Whenever the inventory checker is triggered, all objects with identical |
4483 | <connection> value get activated. This only makes sense together with |
4480 | <connection> value get activated. This only makes sense together with |
… | |
… | |
4575 | Trapdoors are very similar to pits. The difference is that they |
4572 | Trapdoors are very similar to pits. The difference is that they |
4576 | can not be closed. Instead, the weight of the object on the |
4573 | can not be closed. Instead, the weight of the object on the |
4577 | trapdoor determines weither it slams the trapdoor open and falls through |
4574 | trapdoor determines weither it slams the trapdoor open and falls through |
4578 | or not.<br> |
4575 | or not.<br> |
4579 | Once a trapdoor has been opened (by a creature or items of sufficient |
4576 | Once a trapdoor has been opened (by a creature or items of sufficient |
4580 | weight,) it remains open, acting like an opened pit. ]]> |
4577 | weight,) it remains open, acting like an opened pit.]]> |
4581 | </description> |
4578 | </description> |
4582 | <use><![CDATA[ |
4579 | <use><![CDATA[ |
4583 | Trapdoors should be used in the same fashion as pits: |
4580 | Trapdoors should be used in the same fashion as pits: |
4584 | They should always drop the victims to some kind of lower level. They |
4581 | They should always drop the victims to some kind of lower level. They |
4585 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4582 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4586 | </use> |
4583 | </use> |
4587 | <attribute arch="no_pick" value="1" type="fixed" /> |
4584 | <attribute arch="no_pick" value="1" type="fixed" /> |
4588 | &move_on; |
4585 | &move_on; |
4589 | <attribute arch="weight" editor="hold weight" type="int"> |
4586 | <attribute arch="weight" editor="hold weight" type="int"> |
4590 | This value defines how much weight the trapdoor can hold. |
4587 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4616 | <attribute arch="value" /> |
4613 | <attribute arch="value" /> |
4617 | <attribute arch="material" /> |
4614 | <attribute arch="material" /> |
4618 | </ignore> |
4615 | </ignore> |
4619 | <description><![CDATA[ |
4616 | <description><![CDATA[ |
4620 | A treasure-object turns into certain randomitems when the map is loaded |
4617 | A treasure-object turns into certain randomitems when the map is loaded |
4621 | into the game. ]]> |
4618 | into the game.]]> |
4622 | </description> |
4619 | </description> |
4623 | <use><![CDATA[ |
4620 | <use><![CDATA[ |
4624 | About usage of the "random-artifact" treasurelist: |
4621 | About usage of the "random-artifact" treasurelist: |
4625 | This will generate powerful stuff like girdles, xray helmets, special |
4622 | This will generate powerful stuff like girdles, xray helmets, special |
4626 | swords etc. If you put this as reward to your quest, players might be |
4623 | swords etc. If you put this as reward to your quest, players might be |
4627 | motivated to do it more than once. BUT, by doing so they will get a huge |
4624 | motivated to do it more than once. BUT, by doing so they will get a huge |
4628 | number of different artifacts! Besides, players will always seek the place |
4625 | number of different artifacts! Besides, players will always seek the place |
4629 | with the most easy-to-get random artifact and ignore all others. |
4626 | with the most easy-to-get random artifact and ignore all others. |
4630 | My advice: Don't use it! Attract players with good fighting experience |
4627 | My advice: Don't use it! Attract players with good fighting experience |
4631 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4628 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4632 | </use> |
4629 | </use> |
4633 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4630 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4634 | This entry determines what kind of treasure will appear. Look into |
4631 | This entry determines what kind of treasure will appear. Look into |
4635 | /crossfire/share/crossfire/treasures for details about existing |
4632 | /crossfire/share/crossfire/treasures for details about existing |
4636 | treasurelists. |
4633 | treasurelists. |
… | |
… | |
4667 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4664 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4668 | <key string> which can be discovered by detectors or inventory |
4665 | <key string> which can be discovered by detectors or inventory |
4669 | checkers. It is also possible to use markers for removing marks again. |
4666 | checkers. It is also possible to use markers for removing marks again. |
4670 | <br><br> |
4667 | <br><br> |
4671 | Note that the player has no possibility to "see" his own marks, |
4668 | Note that the player has no possibility to "see" his own marks, |
4672 | except by the effect that they cause on the maps. ]]> |
4669 | except by the effect that they cause on the maps.]]> |
4673 | </description> |
4670 | </description> |
4674 | <use><![CDATA[ |
4671 | <use><![CDATA[ |
4675 | Markers hold real cool possibilities for map-making. I encourage |
4672 | Markers hold real cool possibilities for map-making. I encourage |
4676 | you to use them frequently. However there is one negative point |
4673 | you to use them frequently. However there is one negative point |
4677 | about markers: Players don't "see" what's going on with them. It is |
4674 | about markers: Players don't "see" what's going on with them. It is |
4678 | your task, as map-creator, to make sure the player is always well |
4675 | your task, as map-creator, to make sure the player is always well |
4679 | informed and never confused. |
4676 | informed and never confused. |
4680 | <br><br> |
4677 | <br><br> |
4681 | Please avoid infinite markers when they aren't needed. They're |
4678 | Please avoid infinite markers when they aren't needed. They're |
4682 | using a little space in the player file after all, so if there |
4679 | using a little space in the player file after all, so if there |
4683 | is no real purpose, set an expire time. ]]> |
4680 | is no real purpose, set an expire time.]]> |
4684 | </use> |
4681 | </use> |
4685 | <attribute arch="no_pick" value="1" type="fixed" /> |
4682 | <attribute arch="no_pick" value="1" type="fixed" /> |
4686 | <attribute arch="slaying" editor="key string" type="string"> |
4683 | <attribute arch="slaying" editor="key string" type="string"> |
4687 | The <key string> can be detected by inv. checkers/detectors. |
4684 | The <key string> can be detected by inv. checkers/detectors. |
4688 | If the player already has a force with that <key string>, |
4685 | If the player already has a force with that <key string>, |
… | |
… | |
4727 | <attribute arch="name_pl" /> |
4724 | <attribute arch="name_pl" /> |
4728 | <attribute arch="value" /> |
4725 | <attribute arch="value" /> |
4729 | <attribute arch="unpaid" /> |
4726 | <attribute arch="unpaid" /> |
4730 | </ignore> |
4727 | </ignore> |
4731 | <description><![CDATA[ |
4728 | <description><![CDATA[ |
4732 | Walls usually block passage and sight. ]]> |
4729 | Walls usually block passage and sight.]]> |
4733 | </description> |
4730 | </description> |
4734 | &movement_types_terrain; |
4731 | &movement_types_terrain; |
4735 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4732 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4736 | If set, the object is able to "roll", so it can be pushed around. |
4733 | If set, the object is able to "roll", so it can be pushed around. |
4737 | This setting is used for boulders and barrels. |
4734 | This setting is used for boulders and barrels. |
… | |
… | |
4750 | <type number="109" name="Wand & Staff"> |
4747 | <type number="109" name="Wand & Staff"> |
4751 | <description><![CDATA[ |
4748 | <description><![CDATA[ |
4752 | Wands contain a certain spell. The player can apply (ready) and |
4749 | Wands contain a certain spell. The player can apply (ready) and |
4753 | fire the wand. After a defined number of casts, the wand is |
4750 | fire the wand. After a defined number of casts, the wand is |
4754 | "used up". It is possible to recharge a wand with scrolls of |
4751 | "used up". It is possible to recharge a wand with scrolls of |
4755 | charging, but usually that isn't worth the cost. ]]> |
4752 | charging, but usually that isn't worth the cost.]]> |
4756 | </description> |
4753 | </description> |
4757 | <use><![CDATA[ |
4754 | <use><![CDATA[ |
4758 | Wands are quite seldomly used. The reason prolly is that they're |
4755 | Wands are quite seldomly used. The reason prolly is that they're |
4759 | generally not cost-efficient. Handing out high-level wands with |
4756 | generally not cost-efficient. Handing out high-level wands with |
4760 | powerful special spells isn't a good idea either, because of |
4757 | powerful special spells isn't a good idea either, because of |
4761 | the recharge ability. |
4758 | the recharge ability. |
4762 | <br><br> |
4759 | <br><br> |
4763 | For low levels, staffs of healing/cure and word of recall are |
4760 | For low levels, staffs of healing/cure and word of recall are |
4764 | quite desirable though. Ideal rewards for low level quests. ]]> |
4761 | quite desirable though. Ideal rewards for low level quests.]]> |
4765 | </use> |
4762 | </use> |
4766 | <attribute arch="sp" editor="spell" type="spell"> |
4763 | <attribute arch="sp" editor="spell" type="spell"> |
4767 | The <spell> specifies the contained spell. |
4764 | The <spell> specifies the contained spell. |
4768 | </attribute> |
4765 | </attribute> |
4769 | <attribute arch="level" editor="casting level" type="int"> |
4766 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4794 | <ignore_list name="non_pickable" /> |
4791 | <ignore_list name="non_pickable" /> |
4795 | </ignore> |
4792 | </ignore> |
4796 | <description><![CDATA[ |
4793 | <description><![CDATA[ |
4797 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4794 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4798 | these weak walls look similar to their solid "relatives" except |
4795 | these weak walls look similar to their solid "relatives" except |
4799 | for a small crack or little chunks of wall on the ground. ]]> |
4796 | for a small crack or little chunks of wall on the ground.]]> |
4800 | </description> |
4797 | </description> |
4801 | <use><![CDATA[ |
4798 | <use><![CDATA[ |
4802 | If you want to create hidden rooms, using weak walls is alot |
4799 | If you want to create hidden rooms, using weak walls is alot |
4803 | better than completely indiscernible passages in a wall.<br> |
4800 | better than completely indiscernible passages in a wall.<br> |
4804 | Anyways, there can be a lot more to weak walls than just finding |
4801 | Anyways, there can be a lot more to weak walls than just finding |
4805 | them: Rising their defensive stats, weak walls can become a |
4802 | them: Rising their defensive stats, weak walls can become a |
4806 | serious obstacle. An ice wall might only be torn down by a fire |
4803 | serious obstacle. An ice wall might only be torn down by a fire |
4807 | attack for example. A granite wall for instance might be very |
4804 | attack for example. A granite wall for instance might be very |
4808 | hard to destroy. ]]> |
4805 | hard to destroy.]]> |
4809 | </use> |
4806 | </use> |
4810 | <attribute arch="alive" value="1" type="fixed" /> |
4807 | <attribute arch="alive" value="1" type="fixed" /> |
4811 | <attribute arch="no_pick" value="1" type="fixed" /> |
4808 | <attribute arch="no_pick" value="1" type="fixed" /> |
4812 | <attribute arch="tear_down" value="1" type="fixed" /> |
4809 | <attribute arch="tear_down" value="1" type="fixed" /> |
4813 | <attribute arch="race" editor="race" type="string"> |
4810 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4842 | <!--####################################################################--> |
4839 | <!--####################################################################--> |
4843 | <type number="15" name="Weapon"> |
4840 | <type number="15" name="Weapon"> |
4844 | <description><![CDATA[ |
4841 | <description><![CDATA[ |
4845 | Wielding a weapon, the object's stats will directly be inherited to the |
4842 | Wielding a weapon, the object's stats will directly be inherited to the |
4846 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4843 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4847 | be improved with scrolls. ]]> |
4844 | be improved with scrolls.]]> |
4848 | </description> |
4845 | </description> |
4849 | <use><![CDATA[ |
4846 | <use><![CDATA[ |
4850 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4847 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4851 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4848 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4852 | fighting AND questing. ]]> |
4849 | fighting AND questing.]]> |
4853 | </use> |
4850 | </use> |
4854 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4851 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4855 | This number is a bitmask, specifying the weapon's attacktypes. |
4852 | This number is a bitmask, specifying the weapon's attacktypes. |
4856 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4853 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4857 | have no more than one or two attacktypes. Keep in mind that all weapons |
4854 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
4912 | amount of <item power>, depending on their own level. This is the |
4909 | amount of <item power>, depending on their own level. This is the |
4913 | only way to prevent low level players to wear "undeserved" equipment |
4910 | only way to prevent low level players to wear "undeserved" equipment |
4914 | (like gifts from other players or cheated items). |
4911 | (like gifts from other players or cheated items). |
4915 | |
4912 | |
4916 | It is very important to adjust the <item power> value carefully |
4913 | It is very important to adjust the <item power> value carefully |
4917 | for every artifact you create! If zero/unset, the CF server will |
4914 | for every artifact you create! If zero/unset, the Deliantra server will |
4918 | calculate a provisional value at runtime, but this is never |
4915 | calculate a provisional value at runtime, but this is never |
4919 | going to be an accurate measurement of <item power>. |
4916 | going to be an accurate measurement of <item power>. |
4920 | </attribute> |
4917 | </attribute> |
4921 | <attribute arch="damned" editor="damnation" type="bool"> |
4918 | <attribute arch="damned" editor="damnation" type="bool"> |
4922 | A damned weapon cannot be unwielded unless |
4919 | A damned weapon cannot be unwielded unless |
… | |
… | |
5031 | </type> |
5028 | </type> |
5032 | |
5029 | |
5033 | <type number="116" name="Event Connector"> |
5030 | <type number="116" name="Event Connector"> |
5034 | <description><![CDATA[ |
5031 | <description><![CDATA[ |
5035 | Event connectors link specific events that happen to objects to |
5032 | Event connectors link specific events that happen to objects to |
5036 | a crossfire plug-in. ]]> |
5033 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5037 | </description> |
5034 | </description> |
5038 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5039 | The type of event that triggers a notify to the plug-in. |
|
|
5040 | </attribute> |
|
|
5041 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5042 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5043 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5044 | </attribute> |
|
|
5045 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5046 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5047 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5048 | </attribute> |
|
|
5049 | <attribute arch="name" editor="options" type="string"> |
|
|
5050 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5051 | options to the extension that alter its behaviour. |
|
|
5052 | </attribute> |
|
|
5053 | </type> |
5035 | </type> |
5054 | |
5036 | |
5055 | </types> |
5037 | </types> |