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. |
… | |
… | |
781 | This text may describe the object. |
778 | This text may describe the object. |
782 | </attribute> |
779 | </attribute> |
783 | </type> |
780 | </type> |
784 | |
781 | |
785 | <!--####################################################################--> |
782 | <!--####################################################################--> |
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783 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
786 | <type number="110" name="Ability"> |
784 | <type number="999" name="Ability"> |
787 | <ignore> |
785 | <ignore> |
788 | <ignore_list name="system_object" /> |
786 | <ignore_list name="system_object" /> |
789 | </ignore> |
787 | </ignore> |
790 | <description><![CDATA[ |
788 | <description><![CDATA[ |
791 | Abilities are to be put in a monster's inventory. They grant monsters the |
789 | Abilities are to be put in a monster's inventory. They grant monsters the |
792 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | knowledge to cast spells. Spells from abilities are usually magical in |
793 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | nature, thus adding magic attacktype to the spell-damage they produce. |
794 | <br><br> |
792 | <br><br> |
795 | A particularly nice feature of abilities is that they can hold two |
793 | A particularly nice feature of abilities is that they can hold two |
796 | spells: One for short range- and one for long range use. |
794 | spells: One for short range - and one for long range use. |
797 | \n\n |
795 | \n\n |
798 | You should know that spellcasting monsters receive abilities via |
796 | You should know that spellcasting monsters receive abilities via |
799 | <treasurelist>. ]]> |
797 | <treasurelist>.]]> |
800 | </description> |
798 | </description> |
801 | <use><![CDATA[ |
799 | <use><![CDATA[ |
802 | If you want to create "customized" spellcasting monsters, you |
800 | If you want to create "customized" spellcasting monsters, you |
803 | should use abilities (rather than spellbooks/wands or something). |
801 | should use abilities (rather than spellbooks/wands or something). |
804 | The long/short-range spell feature can make boss-monsters more |
802 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
806 | <br><br> |
804 | <br><br> |
807 | You should keep in mind that magic abilities allow players |
805 | You should keep in mind that magic abilities allow players |
808 | to get better resistance. You can turn off the magic part to |
806 | to get better resistance. You can turn off the magic part to |
809 | make the spells more dangerous. However, this really shouldn't |
807 | make the spells more dangerous. However, this really shouldn't |
810 | be neccessary unless you work on very high level maps. |
808 | be neccessary unless you work on very high level maps. |
811 | And what fun is a magic resistance cloak when it has no effect? ]]> |
809 | And what fun is a magic resistance cloak when it has no effect?]]> |
812 | </use> |
810 | </use> |
813 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="invisible" value="1" type="fixed" /> |
814 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="no_drop" value="1" type="fixed" /> |
815 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | <attribute arch="sp" editor="short range spell" type="spell"> |
816 | The monster will use the specified <short range spell> |
814 | The monster will use the specified <short range spell> |
… | |
… | |
853 | </ignore> |
851 | </ignore> |
854 | <description><![CDATA[ |
852 | <description><![CDATA[ |
855 | When a player puts a defined number of certain items on the altar, |
853 | 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 |
854 | 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. |
855 | triggered. If the latter is the case, the altar works only once. |
858 | Either way, the sacrificed item disappears. ]]> |
856 | Either way, the sacrificed item disappears.]]> |
859 | </description> |
857 | </description> |
860 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | <attribute arch="no_pick" value="1" type="fixed" /> |
861 | &move_on; |
859 | &move_on; |
862 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | <attribute arch="slaying" editor="match item name" type="string"> |
863 | This string specifies the item that must be put on the altar to |
861 | 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 |
862 | 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. |
863 | 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 |
864 | 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 |
865 | See also the "drop amount" attribute. |
868 | name: E.g. "drop 100 platinums") |
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|
869 | </attribute> |
866 | </attribute> |
870 | <attribute arch="food" editor="drop amount" type="int"> |
867 | <attribute arch="food" editor="drop amount" type="int"> |
871 | The drop amount specifies the amount of items (specified |
868 | The drop amount specifies the amount of items (specified |
872 | in <match item name>) that must be dropped to activate the altar. |
869 | in <match item name>) that must be dropped to activate the altar. |
873 | |
870 | |
… | |
… | |
899 | <ignore_list name="non_pickable" /> |
896 | <ignore_list name="non_pickable" /> |
900 | </ignore> |
897 | </ignore> |
901 | <description><![CDATA[ |
898 | <description><![CDATA[ |
902 | Altar_triggers work pretty much like normal altars |
899 | Altar_triggers work pretty much like normal altars |
903 | (drop sacrifice -> connection activated), except for the fact that |
900 | (drop sacrifice -> connection activated), except for the fact that |
904 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
901 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
905 | </description> |
902 | </description> |
906 | <use><![CDATA[ |
903 | <use><![CDATA[ |
907 | Altar_triggers are very useful if you want to charge a price for... |
904 | Altar_triggers are very useful if you want to charge a price for... |
908 | <UL> |
905 | <UL> |
909 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
906 | <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. |
907 | <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. |
908 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
912 | </UL> |
909 | </UL> |
913 | The big advantage over normal altars is the infinite usability |
910 | The big advantage over normal altars is the infinite usability |
914 | of altar_triggers! If there are ten players on one server, they're |
911 | of altar_triggers! If there are ten players on one server, they're |
915 | quite grateful if things work more than once. =) ]]> |
912 | quite grateful if things work more than once. =)]]> |
916 | </use> |
913 | </use> |
917 | <attribute arch="no_pick" value="1" type="fixed" /> |
914 | <attribute arch="no_pick" value="1" type="fixed" /> |
918 | <attribute arch="slaying" editor="match item name" type="string"> |
915 | <attribute arch="slaying" editor="match item name" type="string"> |
919 | This string specifies the item that must be put on the altar to |
916 | 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 |
917 | 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. |
918 | 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 |
919 | 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 |
920 | See also the "drop amount" attribute. |
924 | name: E.g. "drop 100 platinums") |
|
|
925 | </attribute> |
921 | </attribute> |
926 | <attribute arch="food" editor="drop amount" type="int"> |
922 | <attribute arch="food" editor="drop amount" type="int"> |
927 | The drop amount specifies the amount of items (specified |
923 | The drop amount specifies the amount of items (specified |
928 | in <match item name>) that must be dropped to activate the altar. |
924 | in <match item name>) that must be dropped to activate the altar. |
929 | |
925 | |
… | |
… | |
968 | |
964 | |
969 | <!--####################################################################--> |
965 | <!--####################################################################--> |
970 | <type number="74" name="Skill Tool"> |
966 | <type number="74" name="Skill Tool"> |
971 | <description><![CDATA[ |
967 | <description><![CDATA[ |
972 | Wearing a skill tool will give the player the ability to use a skill. |
968 | Wearing a skill tool will give the player the ability to use a skill. |
973 | ]]> |
969 | ]]> |
974 | </description> |
970 | </description> |
975 | <use><![CDATA[ |
971 | <use><![CDATA[ |
976 | Feel free to assign resistancies and stats to a skill tools or change |
972 | Feel free to assign resistancies and stats to a skill tools or change |
977 | the skill that is given. |
973 | the skill that is given. |
978 | ]]> |
974 | ]]> |
979 | </use> |
975 | </use> |
980 | <attribute arch="skill" editor="skill name" type="string"> |
976 | <attribute arch="skill" editor="skill name" type="string"> |
981 | This field describes which skill the player will be able to use wearing this item. |
977 | This field describes which skill the player will be able to use wearing this item. |
982 | </attribute> |
978 | </attribute> |
983 | &player_stat_resist_sections; |
979 | &player_stat_resist_sections; |
984 | </type> |
980 | </type> |
985 | <!--####################################################################--> |
981 | <!--####################################################################--> |
986 | <type number="39" name="Amulet"> |
982 | <type number="39" name="Amulet"> |
987 | <description><![CDATA[ |
983 | <description><![CDATA[ |
988 | Wearing an amulet, the object's stats will directly be inherited to |
984 | Wearing an amulet, the object's stats will directly be inherited to |
989 | the player. Amulets are usually meant for protection and defense. ]]> |
985 | the player. Amulets are usually meant for protection and defense.]]> |
990 | </description> |
986 | </description> |
991 | <use><![CDATA[ |
987 | <use><![CDATA[ |
992 | Feel free to create your own special artifacts. However, it is very |
988 | Feel free to create your own special artifacts. However, it is very |
993 | important that you keep your artifact in balance with existing maps. ]]> |
989 | important that you keep your artifact in balance with existing maps.]]> |
994 | </use> |
990 | </use> |
995 | <attribute arch="ac" editor="armour class" type="int"> |
991 | <attribute arch="ac" editor="armour class" type="int"> |
996 | This value defines the amount of armour-class bonus for wearing |
992 | This value defines the amount of armour-class bonus for wearing |
997 | this item. <Armour class> lessens the chance of being hit. Lower |
993 | 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. |
994 | 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 |
1005 | amount of <item power>, depending on their own level. This is the |
1010 | only way to prevent low level players to wear "undeserved" equipment |
1006 | only way to prevent low level players to wear "undeserved" equipment |
1011 | (like gifts from other players or cheated items). |
1007 | (like gifts from other players or cheated items). |
1012 | |
1008 | |
1013 | It is very important to adjust the <item power> value carefully |
1009 | It is very important to adjust the <item power> value carefully |
1014 | for every artifact you create! If zero/unset, the CF server will |
1010 | for every artifact you create! If zero/unset, the Deliantra server will |
1015 | calculate a provisional value at runtime, but this is never |
1011 | calculate a provisional value at runtime, but this is never |
1016 | going to be an accurate measurement of <item power>. |
1012 | going to be an accurate measurement of <item power>. |
1017 | </attribute> |
1013 | </attribute> |
1018 | <attribute arch="damned" editor="damnation" type="bool"> |
1014 | <attribute arch="damned" editor="damnation" type="bool"> |
1019 | A damned piece of equipment cannot be unwielded unless the curse |
1015 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
1143 | Battleground is very special: In short, players can die on battleground |
1139 | Battleground is very special: In short, players can die on battleground |
1144 | without any death penalties. They don't loose or gain experience |
1140 | without any death penalties. They don't loose or gain experience |
1145 | while on battleground. Acid, draining and depletion effects don't |
1141 | while on battleground. Acid, draining and depletion effects don't |
1146 | work either. |
1142 | work either. |
1147 | When a player dies on battleground, he gets teleported to an exit |
1143 | When a player dies on battleground, he gets teleported to an exit |
1148 | location which is defined in the battleground object. ]]> |
1144 | location which is defined in the battleground object.]]> |
1149 | </description> |
1145 | </description> |
1150 | <use><![CDATA[ |
1146 | <use><![CDATA[ |
1151 | Battleground is only meant for player vs. player duels. You can |
1147 | Battleground is only meant for player vs. player duels. You can |
1152 | design combat arenas similiar to the one in scorn.<br> |
1148 | design combat arenas similiar to the one in scorn.<br> |
1153 | What should NEVER be done is placing battleground tiles in |
1149 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1155 | It must not be possible to gain significant treasure for fighting |
1151 | It must not be possible to gain significant treasure for fighting |
1156 | on battleground, because it bears no risk.<br><br> |
1152 | on battleground, because it bears no risk.<br><br> |
1157 | (Battleground will cease to work when the image or name is changed, |
1153 | (Battleground will cease to work when the image or name is changed, |
1158 | or when it is placed beneath another floor tile. |
1154 | or when it is placed beneath another floor tile. |
1159 | This is not a bug, it is there to prevent any attempts of placing |
1155 | This is not a bug, it is there to prevent any attempts of placing |
1160 | "hidden" battleground tiles anywhere.) ]]> |
1156 | "hidden" battleground tiles anywhere.)]]> |
1161 | </use> |
1157 | </use> |
1162 | <attribute arch="no_pick" value="1" type="fixed" /> |
1158 | <attribute arch="no_pick" value="1" type="fixed" /> |
1163 | <attribute arch="is_floor" value="1" type="fixed" /> |
1159 | <attribute arch="is_floor" value="1" type="fixed" /> |
1164 | <attribute arch="hp" editor="destination X" type="int"> |
1160 | <attribute arch="hp" editor="destination X" type="int"> |
1165 | The exit destinations define the (x, y)-coordinates where players |
1161 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1170 | get teleported after they died on this battleground. |
1166 | get teleported after they died on this battleground. |
1171 | </attribute> |
1167 | </attribute> |
1172 | </type> |
1168 | </type> |
1173 | |
1169 | |
1174 | <!--####################################################################--> |
1170 | <!--####################################################################--> |
1175 | <type number="165" name="Safe ground (CF+)"> |
1171 | <type number="165" name="Safe ground"> |
1176 | <ignore> |
1172 | <ignore> |
1177 | <ignore_list name="non_pickable" /> |
1173 | <ignore_list name="non_pickable" /> |
1178 | </ignore> |
1174 | </ignore> |
1179 | <description><![CDATA[ |
1175 | <description><![CDATA[ |
1180 | Safe ground is a special object that prevents any effects that might |
1176 | 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. |
1177 | be harmful for the map, other players or items on the map. |
1182 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1183 | from being used and blocks bombs from exploding. Note that altars that |
1179 | from being used and blocks bombs from exploding. Note that altars that |
1184 | do cast spells still work. |
1180 | do cast spells still work. |
1185 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1186 | ]]> |
1181 | ]]> |
1187 | </description> |
1182 | </description> |
1188 | <use><![CDATA[ |
1183 | <use><![CDATA[ |
1189 | Safe ground can be used to prevents any means of burning |
1184 | 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 |
1185 | 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 |
1186 | 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. |
1187 | areas where really no kind of spell should be invoked by a player. |
1193 | ]]> |
1188 | ]]> |
1194 | </use> |
1189 | </use> |
1195 | &movement_types_terrain; |
1190 | &movement_types_terrain; |
1196 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | <attribute arch="no_pick" value="1" type="fixed" /> |
1197 | </type> |
1192 | </type> |
1198 | |
1193 | |
1199 | <!--####################################################################--> |
1194 | <!--####################################################################--> |
1200 | <type number="8" name="Book"> |
1195 | <type number="8" name="Book"> |
1201 | <description><![CDATA[ |
1196 | <description><![CDATA[ |
1202 | Applying a book, the containing message is displayed to the player. ]]> |
1197 | Applying a book, the containing message is displayed to the player.]]> |
1203 | </description> |
1198 | </description> |
1204 | <attribute arch="level" editor="literacy level" type="int"> |
1199 | <attribute arch="level" editor="literacy level" type="int"> |
1205 | If this value is set to be greater than zero, the player needs a |
1200 | 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 |
1201 | 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 |
1202 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1223 | </attribute> |
1218 | </attribute> |
1224 | <attribute arch="slaying" editor="key string" type="string"> |
1219 | <attribute arch="slaying" editor="key string" type="string"> |
1225 | This is the key string of the book. The key string is checked by an inventory checker. |
1220 | This is the key string of the book. The key string is checked by an inventory checker. |
1226 | (This is used eg. for the gate/port passes in scorn) |
1221 | (This is used eg. for the gate/port passes in scorn) |
1227 | </attribute> |
1222 | </attribute> |
|
|
1223 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1224 | If this flag is true the player won't be able to identify this |
|
|
1225 | item with by using a skill. |
|
|
1226 | </attribute> |
1228 | </type> |
1227 | </type> |
1229 | |
1228 | |
1230 | <!--####################################################################--> |
1229 | <!--####################################################################--> |
1231 | <type number="99" name="Boots"> |
1230 | <type number="99" name="Boots"> |
1232 | <import_type name="Amulet" /> |
1231 | <import_type name="Amulet" /> |
1233 | <description><![CDATA[ |
1232 | <description><![CDATA[ |
1234 | Wearing boots, the object's stats will directly be inherited to |
1233 | Wearing boots, the object's stats will directly be inherited to |
1235 | the player. Usually enhancing his speed, or granting some minor |
1234 | the player. Usually enhancing his speed, or granting some minor |
1236 | protection bonus. ]]> |
1235 | protection bonus.]]> |
1237 | </description> |
1236 | </description> |
1238 | <use><![CDATA[ |
1237 | <use><![CDATA[ |
1239 | Feel free to create your own special artifacts. However, it is very |
1238 | Feel free to create your own special artifacts. However, it is very |
1240 | important that you keep your artifact in balance with existing maps. ]]> |
1239 | important that you keep your artifact in balance with existing maps.]]> |
1241 | </use> |
1240 | </use> |
1242 | <attribute arch="exp" editor="speed bonus" type="int"> |
1241 | <attribute arch="exp" editor="speed bonus" type="int"> |
1243 | Boots with <speed bonus> will increase the player's walking speed |
1242 | 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- |
1243 | while worn. This kind of bonus is quite desirable for players of low- |
1245 | and medium level. High level players usually have fastest possible |
1244 | and medium level. High level players usually have fastest possible |
… | |
… | |
1261 | <type number="104" name="Bracers"> |
1260 | <type number="104" name="Bracers"> |
1262 | <import_type name="Amulet" /> |
1261 | <import_type name="Amulet" /> |
1263 | <description><![CDATA[ |
1262 | <description><![CDATA[ |
1264 | Bracers are armour-plates worn around the wrists. |
1263 | Bracers are armour-plates worn around the wrists. |
1265 | Wearing bracer, the object's stats will directly be inherited to |
1264 | Wearing bracer, the object's stats will directly be inherited to |
1266 | the player. Usually enhancing his defense. ]]> |
1265 | the player. Usually enhancing his defense.]]> |
1267 | </description> |
1266 | </description> |
1268 | <use><![CDATA[ |
1267 | <use><![CDATA[ |
1269 | Feel free to create your own special artifacts. However, it is very |
1268 | Feel free to create your own special artifacts. However, it is very |
1270 | important that you keep your artifact in balance with existing maps. ]]> |
1269 | important that you keep your artifact in balance with existing maps.]]> |
1271 | </use> |
1270 | </use> |
1272 | <attribute arch="magic" editor="magic bonus" type="int"> |
1271 | <attribute arch="magic" editor="magic bonus" type="int"> |
1273 | <magic bonus> works just like ac, except that it can be improved by |
1272 | <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 |
1273 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1275 | than direct armour-class bonus on the bracers. |
1274 | than direct armour-class bonus on the bracers. |
… | |
… | |
1279 | <!--####################################################################--> |
1278 | <!--####################################################################--> |
1280 | <type number="16" name="Brestplate Armour"> |
1279 | <type number="16" name="Brestplate Armour"> |
1281 | <import_type name="Amulet" /> |
1280 | <import_type name="Amulet" /> |
1282 | <description><![CDATA[ |
1281 | <description><![CDATA[ |
1283 | Wearing an armour, the object's stats will directly be inherited to |
1282 | Wearing an armour, the object's stats will directly be inherited to |
1284 | the player. Usually enhancing his defense. ]]> |
1283 | the player. Usually enhancing his defense.]]> |
1285 | </description> |
1284 | </description> |
1286 | <use><![CDATA[ |
1285 | <use><![CDATA[ |
1287 | Feel free to create your own special artifacts. However, it is very |
1286 | Feel free to create your own special artifacts. However, it is very |
1288 | important that you keep your artifact in balance with existing maps. ]]> |
1287 | important that you keep your artifact in balance with existing maps.]]> |
1289 | </use> |
1288 | </use> |
1290 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1289 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1291 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1290 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1292 | The bigger the spellpoint penalty, the worse. |
1291 | The bigger the spellpoint penalty, the worse. |
1293 | </attribute> |
1292 | </attribute> |
… | |
… | |
1309 | </ignore> |
1308 | </ignore> |
1310 | <description><![CDATA[ |
1309 | <description><![CDATA[ |
1311 | When a predefined amount of weigh is placed on a button, the |
1310 | When a predefined amount of weigh is placed on a button, the |
1312 | <connection> value is triggered. In most cases this happens when a |
1311 | <connection> value is triggered. In most cases this happens when a |
1313 | player or monster steps on it. When the button is "released", the |
1312 | player or monster steps on it. When the button is "released", the |
1314 | <connection> value get's triggered a second time. ]]> |
1313 | <connection> value get's triggered a second time.]]> |
1315 | </description> |
1314 | </description> |
1316 | &move_on; |
1315 | &move_on; |
1317 | &move_off; |
1316 | &move_off; |
1318 | <attribute arch="no_pick" value="1" type="fixed" /> |
1317 | <attribute arch="no_pick" value="1" type="fixed" /> |
1319 | <attribute arch="weight" editor="press weight" type="int"> |
1318 | <attribute arch="weight" editor="press weight" type="int"> |
… | |
… | |
1337 | <ignore_list name="non_pickable" /> |
1336 | <ignore_list name="non_pickable" /> |
1338 | </ignore> |
1337 | </ignore> |
1339 | <description><![CDATA[ |
1338 | <description><![CDATA[ |
1340 | Handle buttons are buttons which reset after a short period |
1339 | Handle buttons are buttons which reset after a short period |
1341 | of time. Every time it is either applied or reset, the |
1340 | of time. Every time it is either applied or reset, the |
1342 | <connection> value is triggered. ]]> |
1341 | <connection> value is triggered.]]> |
1343 | </description> |
1342 | </description> |
1344 | </type> |
1343 | </type> |
1345 | |
1344 | |
1346 | <!--####################################################################--> |
1345 | <!--####################################################################--> |
1347 | <type number="37" name="Class Changer"> |
1346 | <type number="37" name="Class Changer"> |
1348 | <ignore> |
1347 | <ignore> |
1349 | <ignore_list name="non_pickable" /> |
1348 | <ignore_list name="non_pickable" /> |
1350 | </ignore> |
1349 | </ignore> |
1351 | <description><![CDATA[ |
1350 | <description><![CDATA[ |
1352 | Class changer are used while creating a character. ]]> |
1351 | Class changer are used while creating a character.]]> |
1353 | </description> |
1352 | </description> |
1354 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1353 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1355 | This entry determines which initial items the character receives. |
1354 | This entry determines which initial items the character receives. |
1356 | </attribute> |
1355 | </attribute> |
1357 | <section name="stats"> |
1356 | <section name="stats"> |
… | |
… | |
1390 | <type number="87" name="Cloak"> |
1389 | <type number="87" name="Cloak"> |
1391 | <import_type name="Amulet" /> |
1390 | <import_type name="Amulet" /> |
1392 | <description><![CDATA[ |
1391 | <description><![CDATA[ |
1393 | Wearing a cloak, the object's stats will directly be inherited to |
1392 | Wearing a cloak, the object's stats will directly be inherited to |
1394 | the player. Cloaks usually add minor <armour class> and |
1393 | the player. Cloaks usually add minor <armour class> and |
1395 | sometimes a bit of resistance. ]]> |
1394 | sometimes a bit of resistance.]]> |
1396 | </description> |
1395 | </description> |
1397 | <use><![CDATA[ |
1396 | <use><![CDATA[ |
1398 | Feel free to create your own special artifacts. However, it is very |
1397 | Feel free to create your own special artifacts. However, it is very |
1399 | important that you keep your artifact in balance with existing maps. ]]> |
1398 | important that you keep your artifact in balance with existing maps.]]> |
1400 | </use> |
1399 | </use> |
1401 | <attribute arch="magic" editor="magic bonus" type="int"> |
1400 | <attribute arch="magic" editor="magic bonus" type="int"> |
1402 | <magic bonus> works just like ac, except that it can be improved by |
1401 | <magic bonus> works just like ac, except that it can be improved by |
1403 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1402 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1404 | than direct armour-class bonus on the cloak. |
1403 | than direct armour-class bonus on the cloak. |
… | |
… | |
1409 | </type> |
1408 | </type> |
1410 | |
1409 | |
1411 | <!--####################################################################--> |
1410 | <!--####################################################################--> |
1412 | <type number="9" name="Clock"> |
1411 | <type number="9" name="Clock"> |
1413 | <description><![CDATA[ |
1412 | <description><![CDATA[ |
1414 | Applying a clock, the time is displayed to the player. ]]> |
1413 | Applying a clock, the time is displayed to the player.]]> |
1415 | </description> |
1414 | </description> |
1416 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1415 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1417 | This text may describe the item |
1416 | This text may describe the item |
1418 | </attribute> |
1417 | </attribute> |
1419 | </type> |
1418 | </type> |
… | |
… | |
1424 | A player can put (certain kinds of) items in the container. |
1423 | A player can put (certain kinds of) items in the container. |
1425 | The overall weight of items is reduced when put inside a |
1424 | The overall weight of items is reduced when put inside a |
1426 | container, depending on the settings. |
1425 | container, depending on the settings. |
1427 | <br><br> |
1426 | <br><br> |
1428 | A special feature of containers is the "cauldron", |
1427 | A special feature of containers is the "cauldron", |
1429 | capable of mixing alchemical receipes. ]]> |
1428 | capable of mixing alchemical receipes.]]> |
1430 | </description> |
1429 | </description> |
1431 | <use><![CDATA[ |
1430 | <use><![CDATA[ |
1432 | Note on chests - There are two types of chests: |
1431 | Note on chests - There are two types of chests: |
1433 | <UL> |
1432 | <UL> |
1434 | <LI> First the random treasure chests - Those are NOT containers |
1433 | <LI> First the random treasure chests - Those are NOT containers |
1435 | (but object type Treasure), they create random treasures when |
1434 | (but object type Treasure), they create random treasures when |
1436 | applied. Archetype name is "chest". |
1435 | applied. Archetype name is "chest". |
1437 | <LI> Second there are the permanent chests - Those are containers, |
1436 | <LI> Second there are the permanent chests - Those are containers, |
1438 | they can be opened and closed again. Archetype name is "chest_2". |
1437 | they can be opened and closed again. Archetype name is "chest_2". |
1439 | </UL> ]]> |
1438 | </UL>]]> |
1440 | </use> |
1439 | </use> |
1441 | <attribute arch="race" editor="container class" type="string"> |
1440 | <attribute arch="race" editor="container class" type="string"> |
1442 | If set, the container will hold only certain types of objects. |
1441 | If set, the container will hold only certain types of objects. |
1443 | Possible choices for <container class> are: "gold and jewels", |
1442 | Possible choices for <container class> are: "gold and jewels", |
1444 | "arrows" and "keys". |
1443 | "arrows" and "keys". |
… | |
… | |
1499 | <attribute arch="title" /> |
1498 | <attribute arch="title" /> |
1500 | </ignore> |
1499 | </ignore> |
1501 | <description><![CDATA[ |
1500 | <description><![CDATA[ |
1502 | Converters are like "exchange tables". When the player drops a |
1501 | Converters are like "exchange tables". When the player drops a |
1503 | specific type of items, they get converted into other items, at a |
1502 | specific type of items, they get converted into other items, at a |
1504 | predefined exchange-ratio. ]]> |
1503 | predefined exchange-ratio.]]> |
1505 | </description> |
1504 | </description> |
1506 | <use><![CDATA[ |
1505 | <use><![CDATA[ |
1507 | Converters are better than shopping with doormats, because the |
1506 | Converters are better than shopping with doormats, because the |
1508 | converters never get sold out. For some items like food or jewels |
1507 | converters never get sold out. For some items like food or jewels |
1509 | those "exchange tables" are really nice, while for the more important |
1508 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1511 | <br><br> |
1510 | <br><br> |
1512 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1511 | 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 |
1512 | 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 |
1513 | value than before! (Except if you are using "rare" items like |
1515 | dragonscales for payment). The code will not check if your ratio is |
1514 | 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. ]]> |
1515 | sane, so the player could gain infinite wealth by using your converter.]]> |
1517 | </use> |
1516 | </use> |
1518 | <attribute arch="no_pick" value="1" type="fixed" /> |
1517 | <attribute arch="no_pick" value="1" type="fixed" /> |
1519 | <attribute arch="slaying" editor="cost arch" type="string"> |
1518 | <attribute arch="slaying" editor="cost arch" type="string"> |
1520 | <cost arch> is the name of the archetype the player has to |
1519 | <cost arch> is the name of the archetype the player has to |
1521 | put on the converter, as payment. |
1520 | put on the converter, as payment. |
… | |
… | |
1537 | of <receive arch>. |
1536 | of <receive arch>. |
1538 | </attribute> |
1537 | </attribute> |
1539 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1538 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1540 | This text may contain a description of the converter. |
1539 | This text may contain a description of the converter. |
1541 | </attribute> |
1540 | </attribute> |
|
|
1541 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1542 | If the converter has this flag set the generated items will |
|
|
1543 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1544 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1545 | armour shops.) |
|
|
1546 | </attribute> |
1542 | </type> |
1547 | </type> |
1543 | |
1548 | |
1544 | <!--####################################################################--> |
1549 | <!--####################################################################--> |
1545 | <type number="42" name="Creator"> |
1550 | <type number="42" name="Creator"> |
1546 | <ignore> |
1551 | <ignore> |
… | |
… | |
1548 | </ignore> |
1553 | </ignore> |
1549 | <description><![CDATA[ |
1554 | <description><![CDATA[ |
1550 | A creator is an object which creates another object when it |
1555 | A creator is an object which creates another object when it |
1551 | is triggered. The child object can be anything. Creators are |
1556 | is triggered. The child object can be anything. Creators are |
1552 | VERY useful for all kinds of map-mechanisms. They can even |
1557 | VERY useful for all kinds of map-mechanisms. They can even |
1553 | periodically create things. ]]> |
1558 | periodically create things.]]> |
1554 | </description> |
1559 | </description> |
1555 | <use><![CDATA[ |
1560 | <use><![CDATA[ |
1556 | Don't hesitate to hide your creators under the floor. |
1561 | Don't hesitate to hide your creators under the floor. |
1557 | The created items will still always appear ontop of the floor. ]]> |
1562 | The created items will still always appear ontop of the floor.]]> |
1558 | </use> |
1563 | </use> |
1559 | <attribute arch="no_pick" value="1" type="fixed" /> |
1564 | <attribute arch="no_pick" value="1" type="fixed" /> |
1560 | <attribute arch="other_arch" editor="create arch" type="string"> |
1565 | <attribute arch="other_arch" editor="create arch" type="string"> |
1561 | This string defines the object that will be created. |
1566 | This string defines the object that will be created. |
1562 | You can choose any of the existing arches. |
1567 | You can choose any of the existing arches. |
… | |
… | |
1604 | finds a specific object, it toggles its connected value. |
1609 | finds a specific object, it toggles its connected value. |
1605 | <br><br> |
1610 | <br><br> |
1606 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1611 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1607 | - First, detectors check their square for a match periodically, not |
1612 | - First, detectors check their square for a match periodically, not |
1608 | instantly. Second, detectors check directly for object names. Third, |
1613 | instantly. Second, detectors check directly for object names. Third, |
1609 | detectors do not check the inventory of players/monsters. ]]> |
1614 | detectors do not check the inventory of players/monsters.]]> |
1610 | </description> |
1615 | </description> |
1611 | <use><![CDATA[ |
1616 | <use><![CDATA[ |
1612 | There is one major speciality about detectors: You can detect spells |
1617 | There is one major speciality about detectors: You can detect spells |
1613 | blown over a detector! To detect a lighting bolt for example, set |
1618 | blown over a detector! To detect a lighting bolt for example, set |
1614 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1619 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1615 | walls, this can be very useful for map-mechanisms. ]]> |
1620 | walls, this can be very useful for map-mechanisms.]]> |
1616 | </use> |
1621 | </use> |
1617 | <attribute arch="no_pick" value="1" type="fixed" /> |
1622 | <attribute arch="no_pick" value="1" type="fixed" /> |
1618 | <attribute arch="slaying" editor="match name" type="string"> |
1623 | <attribute arch="slaying" editor="match name" type="string"> |
1619 | <match name> specifies the name of the object we are looking for. |
1624 | <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, |
1625 | Actually it does also check for the <key string> in key-objects, |
… | |
… | |
1645 | <description><![CDATA[ |
1650 | <description><![CDATA[ |
1646 | Directors change the direction of spell objects and other projectiles |
1651 | Directors change the direction of spell objects and other projectiles |
1647 | that fly past. Unlike spinners, directors always move objects in the |
1652 | that fly past. Unlike spinners, directors always move objects in the |
1648 | same direction. It does not make a difference from what angle you |
1653 | same direction. It does not make a difference from what angle you |
1649 | shoot into it.<br> |
1654 | shoot into it.<br> |
1650 | Directors are visible per default. ]]> |
1655 | Directors are visible per default.]]> |
1651 | </description> |
1656 | </description> |
1652 | <use><![CDATA[ |
1657 | <use><![CDATA[ |
1653 | Directors are rarely used in maps. Sometimes they are placed to |
1658 | Directors are rarely used in maps. Sometimes they are placed to |
1654 | change the direction of spells coming out of magic walls, |
1659 | change the direction of spells coming out of magic walls, |
1655 | "channeling" spell-projectiles in some direction. When doing this, |
1660 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1657 | into them!</B> The spell-projectiles bouncing between the directors |
1662 | into them!</B> The spell-projectiles bouncing between the directors |
1658 | would accumulate to huge numbers and at some point slow down the |
1663 | would accumulate to huge numbers and at some point slow down the |
1659 | server by eating memory- and CPU-time. |
1664 | server by eating memory- and CPU-time. |
1660 | <br><br> |
1665 | <br><br> |
1661 | You'd better not place directors in monster vs. player combat |
1666 | You'd better not place directors in monster vs. player combat |
1662 | areas too much, because that freaks out wizard-type players. ]]> |
1667 | areas too much, because that freaks out wizard-type players.]]> |
1663 | </use> |
1668 | </use> |
1664 | <attribute arch="sp" editor="direction" type="list_direction"> |
1669 | <attribute arch="sp" editor="direction" type="list_direction"> |
1665 | Projectiles will leave the director flying in the selected <direction>. |
1670 | Projectiles will leave the director flying in the selected <direction>. |
1666 | A director with direction <none> simply stops projectiles. |
1671 | A director with direction <none> simply stops projectiles. |
1667 | (The latter works out a bit strange for some spells). |
1672 | (The latter works out a bit strange for some spells). |
… | |
… | |
1673 | <type number="158" name="Disease"> |
1678 | <type number="158" name="Disease"> |
1674 | <ignore> |
1679 | <ignore> |
1675 | <ignore_list name="system_object" /> |
1680 | <ignore_list name="system_object" /> |
1676 | </ignore> |
1681 | </ignore> |
1677 | <description><![CDATA[ |
1682 | <description><![CDATA[ |
1678 | Diseases are an intersting form of spellcraft in Crossfire. |
1683 | Diseases are an intersting form of spellcraft in Deliantra. |
1679 | Once casted, they can spread out and infect creatures in a large |
1684 | Once casted, they can spread out and infect creatures in a large |
1680 | area. Being infected can have various effects, from amusing farts |
1685 | area. Being infected can have various effects, from amusing farts |
1681 | to horrible damage - almost everything is possible. ]]> |
1686 | to horrible damage - almost everything is possible.]]> |
1682 | </description> |
1687 | </description> |
1683 | <use><![CDATA[ |
1688 | <use><![CDATA[ |
1684 | Diseases are extremely flexible and usable in a many ways. |
1689 | Diseases are extremely flexible and usable in a many ways. |
1685 | So far they are mostly used for causing bad, unwanted effects. |
1690 | So far they are mostly used for causing bad, unwanted effects. |
1686 | You could just as well create a disease which helps the player |
1691 | You could just as well create a disease which helps the player |
1687 | (recharging mana for example). |
1692 | (recharging mana for example). |
1688 | Infection with a "positive disease" could even be a quest reward. ]]> |
1693 | Infection with a "positive disease" could even be a quest reward.]]> |
1689 | </use> |
1694 | </use> |
1690 | <attribute arch="invisible" value="1" type="fixed" /> |
1695 | <attribute arch="invisible" value="1" type="fixed" /> |
1691 | <attribute arch="level" editor="plaque level" type="int"> |
1696 | <attribute arch="level" editor="plaque level" type="int"> |
1692 | The <plaque level> is proportional to the disease's deadliness. |
1697 | The <plaque level> is proportional to the disease's deadliness. |
1693 | This mainly reflects in the <damage>. It has no effect on |
1698 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1838 | </ignore> |
1843 | </ignore> |
1839 | <description><![CDATA[ |
1844 | <description><![CDATA[ |
1840 | A door can be opened with a normal key. It also can be broken by attacking |
1845 | 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 |
1846 | it, and it can be defeated with the lockpicking skill. If a door is |
1842 | defeated, horizontally and vertically adjacent doors are automatically |
1847 | defeated, horizontally and vertically adjacent doors are automatically |
1843 | removed. ]]> |
1848 | removed.]]> |
1844 | </description> |
1849 | </description> |
1845 | <attribute arch="no_pick" value="1" type="fixed" /> |
1850 | <attribute arch="no_pick" value="1" type="fixed" /> |
1846 | <attribute arch="alive" value="1" type="fixed" /> |
1851 | <attribute arch="alive" value="1" type="fixed" /> |
1847 | &movement_types_terrain; |
1852 | &movement_types_terrain; |
1848 | <attribute arch="hp" editor="hitpoints" type="int"> |
1853 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1875 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1880 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1876 | objects which lies somewhere on top of the duplicator. |
1881 | objects which lies somewhere on top of the duplicator. |
1877 | The duplicator has one arch name specified as <target arch>, |
1882 | The duplicator has one arch name specified as <target arch>, |
1878 | and only objects of this archetype can be affected.<br> |
1883 | 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>. |
1884 | 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. ]]> |
1885 | If the latter is set to zero, it will destroy objects.]]> |
1881 | </description> |
1886 | </description> |
1882 | <use><![CDATA[ |
1887 | <use><![CDATA[ |
1883 | I hope it is clear that one must be very cautious when inserting a duplicator |
1888 | I hope it is clear that one must be very cautious when inserting a duplicator |
1884 | anywhere with <multiply factor> greater than one. |
1889 | anywhere with <multiply factor> greater than one. |
1885 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1890 | 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 |
1891 | 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 |
1892 | coins, gold and jewels. Besides, it is very important that the chance to |
1888 | loose the input matches the chance to earn winnings.<br> |
1893 | loose the input matches the chance to earn winnings.<br> |
1889 | A duplicator with <multiply factor> 3 for example should have a |
1894 | A duplicator with <multiply factor> 3 for example should have a |
1890 | loosing rate of 2/3 = 67%. ]]> |
1895 | loosing rate of 2/3 = 67%.]]> |
1891 | </use> |
1896 | </use> |
1892 | <attribute arch="other_arch" editor="target arch" type="string"> |
1897 | <attribute arch="other_arch" editor="target arch" type="string"> |
1893 | Only objects of matching archtype, lying ontop of the duplicator will be |
1898 | Only objects of matching archtype, lying ontop of the duplicator will be |
1894 | duplicated, multiplied or removed. All other objects will be ignored. |
1899 | duplicated, multiplied or removed. All other objects will be ignored. |
1895 | </attribute> |
1900 | </attribute> |
… | |
… | |
1913 | </ignore> |
1918 | </ignore> |
1914 | <description><![CDATA[ |
1919 | <description><![CDATA[ |
1915 | When the player applies an exit, he is transferred to a different location. |
1920 | 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 |
1921 | (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 |
1922 | the exit just by walking into it, or by pressing <a>pply when standing on |
1918 | the exit. ]]> |
1923 | the exit. ]]> |
1919 | </description> |
1924 | </description> |
1920 | <use><![CDATA[ |
1925 | <use><![CDATA[ |
1921 | If you want to have an invisible exit, set <invisible> (, of course |
1926 | 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 |
1927 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1923 | detected with the show_invisible spell. |
1928 | detected with the show_invisible spell. |
1924 | <br><br> |
1929 | <br><br> |
1925 | You can be quite creative with the outlook of secret exits (their "face"). |
1930 | 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. ]]> |
1931 | Don't forget to give the player relyable hints about them though.]]> |
1927 | </use> |
1932 | </use> |
1928 | <attribute arch="slaying" editor="exit path" type="string"> |
1933 | <attribute arch="slaying" editor="exit path" type="string"> |
1929 | The exit path defines the map that the player is transferred to. |
1934 | The exit path defines the map that the player is transferred to. |
1930 | You can enter an absolute path, beginning with '/' (for example |
1935 | You can enter an absolute path, beginning with '/' (for example |
1931 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1936 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1973 | little health by eating flesh-objects. <br> |
1978 | little health by eating flesh-objects. <br> |
1974 | For dragon players, flesh plays a very special role though: If the |
1979 | 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 |
1980 | 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>. |
1981 | 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 |
1982 | Don't forget that flesh items with resistances have to be balanced |
1978 | according to map/monster difficulty. ]]> |
1983 | according to map/monster difficulty.]]> |
1979 | </description> |
1984 | </description> |
1980 | <use><![CDATA[ |
1985 | <use><![CDATA[ |
1981 | For dragon players, flesh items can be highly valuable. Note that many |
1986 | For dragon players, flesh items can be highly valuable. Note that many |
1982 | standard monsters carry flesh items from their <treasurelist>. |
1987 | standard monsters carry flesh items from their <treasurelist>. |
1983 | These flesh items "inherit" resistances and level from the monster they belong to. |
1988 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1985 | not the case - so you have to set it manually. |
1990 | not the case - so you have to set it manually. |
1986 | <br><br> |
1991 | <br><br> |
1987 | Generally adding special flesh-treaties for dragon players is a great thing |
1992 | 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 |
1993 | 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 |
1994 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1990 | out on the reward completely. ]]> |
1995 | out on the reward completely.]]> |
1991 | </use> |
1996 | </use> |
1992 | <attribute arch="food" editor="foodpoints" type="int"> |
1997 | <attribute arch="food" editor="foodpoints" type="int"> |
1993 | The player's stomache will get filled with this amount of foodpoints. |
1998 | The player's stomache will get filled with this amount of foodpoints. |
1994 | The player's health will increase by <foodpoints>/50 hp. |
1999 | The player's health will increase by <foodpoints>/50 hp. |
1995 | </attribute> |
2000 | </attribute> |
… | |
… | |
2019 | <ignore> |
2024 | <ignore> |
2020 | <ignore_list name="non_pickable" /> |
2025 | <ignore_list name="non_pickable" /> |
2021 | </ignore> |
2026 | </ignore> |
2022 | <description><![CDATA[ |
2027 | <description><![CDATA[ |
2023 | Floor is a very basic thing whithout too much |
2028 | Floor is a very basic thing whithout too much |
2024 | functionality. It's a floor - you stand on it. ]]> |
2029 | functionality. It's a floor - you stand on it.]]> |
2025 | </description> |
2030 | </description> |
2026 | <attribute arch="is_floor" value="1" type="fixed" /> |
2031 | <attribute arch="is_floor" value="1" type="fixed" /> |
2027 | <attribute arch="no_pick" value="1" type="fixed" /> |
2032 | <attribute arch="no_pick" value="1" type="fixed" /> |
2028 | <section name="terrain"> |
2033 | <section name="terrain"> |
2029 | &movement_types_terrain; |
2034 | &movement_types_terrain; |
… | |
… | |
2063 | Encounter-Floor is pretty much the same as normal floor. |
2068 | Encounter-Floor is pretty much the same as normal floor. |
2064 | Most outdoor floor/ground-arches are set to be "encounters". |
2069 | Most outdoor floor/ground-arches are set to be "encounters". |
2065 | That is kind of a relict from former code: When walking over |
2070 | That is kind of a relict from former code: When walking over |
2066 | encounter-floor, players sometimes got beamed to little maps |
2071 | encounter-floor, players sometimes got beamed to little maps |
2067 | with monsters on them. Nowadays this feature is disabled - |
2072 | with monsters on them. Nowadays this feature is disabled - |
2068 | Hence encounter floor is not different from normal floor. ]]> |
2073 | Hence encounter floor is not different from normal floor.]]> |
2069 | </description> |
2074 | </description> |
2070 | <attribute arch="is_floor" value="1" type="fixed" /> |
2075 | <attribute arch="is_floor" value="1" type="fixed" /> |
2071 | <attribute arch="no_pick" value="1" type="fixed" /> |
2076 | <attribute arch="no_pick" value="1" type="fixed" /> |
2072 | <section name="terrain"> |
2077 | <section name="terrain"> |
2073 | &movement_types_terrain; |
2078 | &movement_types_terrain; |
… | |
… | |
2100 | |
2105 | |
2101 | <!--####################################################################--> |
2106 | <!--####################################################################--> |
2102 | <type number="6" name="Food"> |
2107 | <type number="6" name="Food"> |
2103 | <description><![CDATA[ |
2108 | <description><![CDATA[ |
2104 | By eating/drinking food-objects, the player can fill his |
2109 | By eating/drinking food-objects, the player can fill his |
2105 | stomache and gain a little health. ]]> |
2110 | stomache and gain a little health.]]> |
2106 | </description> |
2111 | </description> |
2107 | <attribute arch="food" editor="foodpoints" type="int"> |
2112 | <attribute arch="food" editor="foodpoints" type="int"> |
2108 | The player's stomache will get filled with this amount of foodpoints. |
2113 | The player's stomache will get filled with this amount of foodpoints. |
2109 | The player's health will increase by <foodpoints>/50 hp. |
2114 | The player's health will increase by <foodpoints>/50 hp. |
2110 | </attribute> |
2115 | </attribute> |
… | |
… | |
2118 | <type number="91" name="Gate"> |
2123 | <type number="91" name="Gate"> |
2119 | <ignore> |
2124 | <ignore> |
2120 | <ignore_list name="non_pickable" /> |
2125 | <ignore_list name="non_pickable" /> |
2121 | </ignore> |
2126 | </ignore> |
2122 | <description><![CDATA[ |
2127 | <description><![CDATA[ |
2123 | Gates play an important role in Crossfire. Gates can be opened |
2128 | Gates play an important role in Deliantra. Gates can be opened |
2124 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2129 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2125 | or carrying special key-objects (-> inventory checker). |
2130 | or carrying special key-objects (-> inventory checker). |
2126 | Unlike locked doors, gates can get shut again after a player has |
2131 | Unlike locked doors, gates can get shut again after a player has |
2127 | passed, which makes them more practical in many cases. ]]> |
2132 | passed, which makes them more practical in many cases.]]> |
2128 | </description> |
2133 | </description> |
2129 | <use><![CDATA[ |
2134 | <use><![CDATA[ |
2130 | Use gates to divide your maps into seperated areas. After solving |
2135 | 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 |
2136 | area A, the player gains access to area B, and so on. Make your |
2132 | maps more complex than "one-way". ]]> |
2137 | maps more complex than "one-way".]]> |
2133 | </use> |
2138 | </use> |
2134 | <attribute arch="no_pick" value="1" type="fixed" /> |
2139 | <attribute arch="no_pick" value="1" type="fixed" /> |
2135 | <attribute arch="speed" value="1" type="float"> |
2140 | <attribute arch="speed" value="1" type="float"> |
2136 | The speed of the gate affects how fast it is closing/opening. |
2141 | The speed of the gate affects how fast it is closing/opening. |
2137 | </attribute> |
2142 | </attribute> |
… | |
… | |
2161 | <type number="113" name="Girdle"> |
2166 | <type number="113" name="Girdle"> |
2162 | <import_type name="Amulet" /> |
2167 | <import_type name="Amulet" /> |
2163 | <description><![CDATA[ |
2168 | <description><![CDATA[ |
2164 | Wearing a girdle, the object's stats will directly be inherited to |
2169 | Wearing a girdle, the object's stats will directly be inherited to |
2165 | the player. Girdles usually provide stats- or damage bonuses and no |
2170 | the player. Girdles usually provide stats- or damage bonuses and no |
2166 | defense. ]]> |
2171 | defense.]]> |
2167 | </description> |
2172 | </description> |
2168 | <use><![CDATA[ |
2173 | <use><![CDATA[ |
2169 | Feel free to create your own special artifacts. However, it is very |
2174 | Feel free to create your own special artifacts. However, it is very |
2170 | important that you keep your artifact in balance with existing maps. ]]> |
2175 | important that you keep your artifact in balance with existing maps.]]> |
2171 | </use> |
2176 | </use> |
2172 | <attribute arch="magic" editor="magic bonus" type="int"> |
2177 | <attribute arch="magic" editor="magic bonus" type="int"> |
2173 | <magic bonus> works just like ac, except that it can be improved by |
2178 | <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 |
2179 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2175 | than direct armour-class bonus on the helmet. |
2180 | than direct armour-class bonus on the helmet. |
… | |
… | |
2183 | <!--####################################################################--> |
2188 | <!--####################################################################--> |
2184 | <type number="100" name="Gloves"> |
2189 | <type number="100" name="Gloves"> |
2185 | <import_type name="Amulet" /> |
2190 | <import_type name="Amulet" /> |
2186 | <description><![CDATA[ |
2191 | <description><![CDATA[ |
2187 | Wearing gloves, the object's stats will directly be inherited to |
2192 | Wearing gloves, the object's stats will directly be inherited to |
2188 | the player. Gloves can add defense or damage bonuses. ]]> |
2193 | the player. Gloves can add defense or damage bonuses.]]> |
2189 | </description> |
2194 | </description> |
2190 | <use><![CDATA[ |
2195 | <use><![CDATA[ |
2191 | Feel free to create your own special artifacts. However, it is very |
2196 | Feel free to create your own special artifacts. However, it is very |
2192 | important that you keep your artifact in balance with existing maps. ]]> |
2197 | important that you keep your artifact in balance with existing maps.]]> |
2193 | </use> |
2198 | </use> |
2194 | <attribute arch="magic" editor="magic bonus" type="int"> |
2199 | <attribute arch="magic" editor="magic bonus" type="int"> |
2195 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2200 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2196 | If the gloves have <weapon class> instead, then <magic bonus> |
2201 | If the gloves have <weapon class> instead, then <magic bonus> |
2197 | will increase that. |
2202 | will increase that. |
… | |
… | |
2203 | <ignore> |
2208 | <ignore> |
2204 | <ignore_list name="non_pickable" /> |
2209 | <ignore_list name="non_pickable" /> |
2205 | </ignore> |
2210 | </ignore> |
2206 | <description><![CDATA[ |
2211 | <description><![CDATA[ |
2207 | A handle can be applied by players and (certain) monsters. |
2212 | A handle can be applied by players and (certain) monsters. |
2208 | Every time it is applied, the <connection> value is triggered. ]]> |
2213 | Every time it is applied, the <connection> value is triggered.]]> |
2209 | </description> |
2214 | </description> |
2210 | <use><![CDATA[ |
2215 | <use><![CDATA[ |
2211 | Handles are commonly used to move gates. When placing your lever, |
2216 | Handles are commonly used to move gates. When placing your lever, |
2212 | don't forget that some monsters are able to apply it. |
2217 | don't forget that some monsters are able to apply it. |
2213 | The ability to apply levers is rare among monsters - |
2218 | The ability to apply levers is rare among monsters - |
2214 | but vampires can do it for example. ]]> |
2219 | but vampires can do it for example.]]> |
2215 | </use> |
2220 | </use> |
2216 | <attribute arch="no_pick" value="1" type="fixed" /> |
2221 | <attribute arch="no_pick" value="1" type="fixed" /> |
2217 | <attribute arch="connected" editor="connection" type="int"> |
2222 | <attribute arch="connected" editor="connection" type="int"> |
2218 | Every time the handle is applied, all objects |
2223 | Every time the handle is applied, all objects |
2219 | with the same <connection> value are activated. |
2224 | with the same <connection> value are activated. |
… | |
… | |
2231 | <ignore_list name="non_pickable" /> |
2236 | <ignore_list name="non_pickable" /> |
2232 | </ignore> |
2237 | </ignore> |
2233 | <description><![CDATA[ |
2238 | <description><![CDATA[ |
2234 | Handle triggers are handles which reset after a short period |
2239 | Handle triggers are handles which reset after a short period |
2235 | of time. Every time it is either applied or reset, the |
2240 | of time. Every time it is either applied or reset, the |
2236 | <connection> value is triggered. ]]> |
2241 | <connection> value is triggered.]]> |
2237 | </description> |
2242 | </description> |
2238 | <use><![CDATA[ |
2243 | <use><![CDATA[ |
2239 | When you connect an ordinary handle to a gate, the gate normally remains |
2244 | 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, |
2245 | 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. ]]> |
2246 | connecting it to a handle trigger is an easy solution. ]]> |
2242 | </use> |
2247 | </use> |
2243 | </type> |
2248 | </type> |
2244 | |
2249 | |
2245 | <!--####################################################################--> |
2250 | <!--####################################################################--> |
2246 | <type number="88" name="Hazard Floor"> |
2251 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2251 | <ignore_list name="non_pickable" /> |
2256 | <ignore_list name="non_pickable" /> |
2252 | </ignore> |
2257 | </ignore> |
2253 | <description><![CDATA[ |
2258 | <description><![CDATA[ |
2254 | The best example for Hazard Floor is lava. It works like standard |
2259 | The best example for Hazard Floor is lava. It works like standard |
2255 | floor, but damages all creatures standing on it. |
2260 | floor, but damages all creatures standing on it. |
2256 | Damage is taken in regular time intervals. ]]> |
2261 | Damage is taken in regular time intervals.]]> |
2257 | </description> |
2262 | </description> |
2258 | <use><![CDATA[ |
2263 | <use><![CDATA[ |
2259 | The default lava for example does minor damage. But you can turn |
2264 | 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> |
2265 | 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. |
2266 | 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 |
2267 | You can use that to safely chase off too-weak players, or just |
2263 | to have something different. ]]> |
2268 | to have something different.]]> |
2264 | </use> |
2269 | </use> |
2265 | <attribute arch="is_floor" value="1" type="fixed" /> |
2270 | <attribute arch="is_floor" value="1" type="fixed" /> |
2266 | <attribute arch="lifesave" value="1" type="fixed" /> |
2271 | <attribute arch="lifesave" value="1" type="fixed" /> |
2267 | &move_on; |
2272 | &move_on; |
2268 | <attribute arch="no_pick" value="1" type="fixed" /> |
2273 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2319 | <import_type name="Amulet" /> |
2324 | <import_type name="Amulet" /> |
2320 | <description><![CDATA[ |
2325 | <description><![CDATA[ |
2321 | Wearing a helmet, the object's stats will directly be inherited to |
2326 | Wearing a helmet, the object's stats will directly be inherited to |
2322 | the player. Normal helmets usually increase defense, while crowns |
2327 | the player. Normal helmets usually increase defense, while crowns |
2323 | add more special bonuses like stats/resistances paired with |
2328 | add more special bonuses like stats/resistances paired with |
2324 | low defense. ]]> |
2329 | low defense.]]> |
2325 | </description> |
2330 | </description> |
2326 | <use><![CDATA[ |
2331 | <use><![CDATA[ |
2327 | Feel free to create your own special artifacts. However, it is very |
2332 | Feel free to create your own special artifacts. However, it is very |
2328 | important that you keep your artifact in balance with existing maps. ]]> |
2333 | important that you keep your artifact in balance with existing maps.]]> |
2329 | </use> |
2334 | </use> |
2330 | <attribute arch="magic" editor="magic bonus" type="int"> |
2335 | <attribute arch="magic" editor="magic bonus" type="int"> |
2331 | <magic bonus> works just like ac, except that it can be improved by |
2336 | <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 |
2337 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2333 | than direct armour-class bonus on the helmet. |
2338 | than direct armour-class bonus on the helmet. |
… | |
… | |
2344 | <ignore_list name="non_pickable" /> |
2349 | <ignore_list name="non_pickable" /> |
2345 | </ignore> |
2350 | </ignore> |
2346 | <description><![CDATA[ |
2351 | <description><![CDATA[ |
2347 | Holy_altars are altars for the various religions. Praying |
2352 | Holy_altars are altars for the various religions. Praying |
2348 | at a Holy_altar will make you a follower of that god, and |
2353 | 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. ]]> |
2354 | if you already follow that god, you may get some extra bonus.]]> |
2350 | </description> |
2355 | </description> |
2351 | <attribute arch="no_pick" value="1" type="fixed" /> |
2356 | <attribute arch="no_pick" value="1" type="fixed" /> |
2352 | <attribute arch="other_arch" editor="god name" type="string"> |
2357 | <attribute arch="other_arch" editor="god name" type="string"> |
2353 | The altar belongs to the god of the given name. Possible options for |
2358 | The altar belongs to the god of the given name. Possible options for |
2354 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2359 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2377 | Horns are very similar to rods. The difference is that horns regenerate |
2382 | Horns are very similar to rods. The difference is that horns regenerate |
2378 | spellpoints faster and thus are more valuable than rods. |
2383 | spellpoints faster and thus are more valuable than rods. |
2379 | <br><br> |
2384 | <br><br> |
2380 | A horn contains a spell. The player can use this spell by applying and |
2385 | 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 |
2386 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2382 | used endlessly. ]]> |
2387 | used endlessly.]]> |
2383 | </description> |
2388 | </description> |
2384 | <use><![CDATA[ |
2389 | <use><![CDATA[ |
2385 | Horns are powerful due to their fast recharge rate. They should |
2390 | Horns are powerful due to their fast recharge rate. They should |
2386 | never contain high level attacking spells. Even curing/healing spells |
2391 | never contain high level attacking spells. Even curing/healing spells |
2387 | are almost too good on a horn. ]]> |
2392 | are almost too good on a horn.]]> |
2388 | </use> |
2393 | </use> |
2389 | <attribute arch="sp" editor="spell" type="spell"> |
2394 | <attribute arch="sp" editor="spell" type="spell"> |
2390 | Sets the <spell> of the horn. Consider twice before handing out any |
2395 | 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! |
2396 | horns to players, since they can be used endlessly without any mana cost! |
2392 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2397 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2418 | <!--####################################################################--> |
2423 | <!--####################################################################--> |
2419 | <type number="73" name="Inorganic"> |
2424 | <type number="73" name="Inorganic"> |
2420 | <description><![CDATA[ |
2425 | <description><![CDATA[ |
2421 | Inorganic materials are generally used as ingredients for |
2426 | Inorganic materials are generally used as ingredients for |
2422 | alchemical receipes. By themselves, they have no special |
2427 | alchemical receipes. By themselves, they have no special |
2423 | functionalities. ]]> |
2428 | functionalities.]]> |
2424 | </description> |
2429 | </description> |
2425 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2430 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2426 | </attribute> |
2431 | </attribute> |
2427 | &resistances_basic; |
2432 | &resistances_basic; |
2428 | </type> |
2433 | </type> |
… | |
… | |
2441 | <br><br> |
2446 | <br><br> |
2442 | Alternatively, you can set your inv. checker to block all players |
2447 | Alternatively, you can set your inv. checker to block all players |
2443 | that do/don't carry the matching object. |
2448 | that do/don't carry the matching object. |
2444 | <br><br> |
2449 | <br><br> |
2445 | As you can see, inv. checkers are quite powerful, holding a |
2450 | As you can see, inv. checkers are quite powerful, holding a |
2446 | great variety of possibilities. ]]> |
2451 | great variety of possibilities.]]> |
2447 | </description> |
2452 | </description> |
2448 | <use><![CDATA[ |
2453 | <use><![CDATA[ |
2449 | Putting a check_inventory space in front of a gate (one below) and |
2454 | 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. |
2455 | 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 |
2456 | 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 |
2457 | 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 |
2458 | 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. ]]> |
2459 | can be found in nearly every RPG - simple but effective.]]> |
2455 | </use> |
2460 | </use> |
2456 | <attribute arch="no_pick" value="1" type="fixed" /> |
2461 | <attribute arch="no_pick" value="1" type="fixed" /> |
2457 | <attribute arch="slaying" editor="match key string" type="string"> |
2462 | <attribute arch="slaying" editor="match key string" type="string"> |
2458 | This string specifies the object we are looking for: We have a match |
2463 | This string specifies the object we are looking for: We have a match |
2459 | if the player does/don't carry a key object or a mark with identical |
2464 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2535 | <!--####################################################################--> |
2540 | <!--####################################################################--> |
2536 | <type number="60" name="Jewel"> |
2541 | <type number="60" name="Jewel"> |
2537 | <description><![CDATA[ |
2542 | <description><![CDATA[ |
2538 | Items of the type Gold & Jewels are handled like a currency. |
2543 | 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 |
2544 | Unlike for any other type of item, in shops, the buy- and selling |
2540 | prices differ only marginally. ]]> |
2545 | prices differ only marginally.]]> |
2541 | </description> |
2546 | </description> |
2542 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2547 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2543 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2548 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2544 | This text may describe the object. |
2549 | This text may describe the object. |
2545 | </attribute> |
2550 | </attribute> |
… | |
… | |
2547 | |
2552 | |
2548 | <!--####################################################################--> |
2553 | <!--####################################################################--> |
2549 | <type number="24" name="Key"> |
2554 | <type number="24" name="Key"> |
2550 | <description><![CDATA[ |
2555 | <description><![CDATA[ |
2551 | When carrying a key, a normal door can be opened. The key will |
2556 | When carrying a key, a normal door can be opened. The key will |
2552 | disappear. ]]> |
2557 | disappear.]]> |
2553 | </description> |
2558 | </description> |
2554 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2559 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2555 | A godgiven item vanishes as soon as the player |
2560 | A godgiven item vanishes as soon as the player |
2556 | drops it to the ground. |
2561 | drops it to the ground. |
2557 | </attribute> |
2562 | </attribute> |
… | |
… | |
2562 | <ignore> |
2567 | <ignore> |
2563 | <ignore_list name="non_pickable" /> |
2568 | <ignore_list name="non_pickable" /> |
2564 | </ignore> |
2569 | </ignore> |
2565 | <description><![CDATA[ |
2570 | <description><![CDATA[ |
2566 | A locked door can be opened only when carrying |
2571 | A locked door can be opened only when carrying |
2567 | the appropriate special key. ]]> |
2572 | the appropriate special key.]]> |
2568 | </description> |
2573 | </description> |
2569 | <use><![CDATA[ |
2574 | <use><![CDATA[ |
2570 | If you want to create a locked door that cannot be opened (no key), |
2575 | 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 |
2576 | set a <key string> like "no_key_available". This will clearify things |
2572 | and only a fool would create a key matching that string. |
2577 | 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 |
2579 | 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 |
2580 | are used with all kinds of faces/names, especially often as |
2576 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2581 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2577 | There you have magic forces (door objects) put under certain artifact |
2582 | 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 |
2583 | items. To get your hands on the artifacts, you need to bring up the |
2579 | appropriate quest items (key objects). ]]> |
2584 | appropriate quest items (key objects).]]> |
2580 | </use> |
2585 | </use> |
2581 | <attribute arch="move_type" value="0" type="fixed" /> |
2586 | <attribute arch="move_type" value="0" type="fixed" /> |
2582 | <attribute arch="no_pick" value="1" type="fixed" /> |
2587 | <attribute arch="no_pick" value="1" type="fixed" /> |
2583 | <attribute arch="slaying" editor="key string" type="string"> |
2588 | <attribute arch="slaying" editor="key string" type="string"> |
2584 | The <key string> in the door must be identical with the |
2589 | The <key string> in the door must be identical with the |
2585 | <key string> in the special key, then the door is unlocked. |
2590 | <key string> in the special key, then the door is unlocked. |
2586 | It is VERY important to set the <key string> to something that |
2591 | It is VERY important to set the <key string> to something that |
2587 | is unique among the CF mapset. |
2592 | is unique among the Deliantra mapset. |
2588 | |
2593 | |
2589 | DONT EVER USE the default string "set_individual_value". |
2594 | DONT EVER USE the default string "set_individual_value". |
2590 | </attribute> |
2595 | </attribute> |
2591 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2596 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2592 | Restricting the use of spells to pass this door. |
2597 | Restricting the use of spells to pass this door. |
… | |
… | |
2611 | <ignore> |
2616 | <ignore> |
2612 | <ignore_list name="system_object" /> |
2617 | <ignore_list name="system_object" /> |
2613 | </ignore> |
2618 | </ignore> |
2614 | <description><![CDATA[ |
2619 | <description><![CDATA[ |
2615 | Magic_ears trigger a connected value |
2620 | Magic_ears trigger a connected value |
2616 | when the player speaks a specific keyword. ]]> |
2621 | when the player speaks a specific keyword.]]> |
2617 | </description> |
2622 | </description> |
2618 | <use><![CDATA[ |
2623 | <use><![CDATA[ |
2619 | Whenever you put magic_ears on your maps, make sure there are |
2624 | Whenever you put magic_ears on your maps, make sure there are |
2620 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2625 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2621 | something like a gate that is opened by speaking "open" or |
2626 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2623 | <br><br> |
2628 | <br><br> |
2624 | Magic_ears are typically used for interaction with NPCs. You |
2629 | Magic_ears are typically used for interaction with NPCs. You |
2625 | can create the impression that the NPC actually *does* something |
2630 | can create the impression that the NPC actually *does* something |
2626 | according to his conversation with a player. Mostly this means |
2631 | according to his conversation with a player. Mostly this means |
2627 | opening a gate or handing out some item, but you could be quite |
2632 | opening a gate or handing out some item, but you could be quite |
2628 | creative here. ]]> |
2633 | creative here.]]> |
2629 | </use> |
2634 | </use> |
2630 | <attribute arch="no_pick" value="1" type="fixed" /> |
2635 | <attribute arch="no_pick" value="1" type="fixed" /> |
2631 | <attribute arch="connected" editor="connection" type="int"> |
2636 | <attribute arch="connected" editor="connection" type="int"> |
2632 | The Magic_ear will trigger all objects with the |
2637 | The Magic_ear will trigger all objects with the |
2633 | same connection value, every time it is activated. |
2638 | same connection value, every time it is activated. |
… | |
… | |
2655 | Magic walls can contain any spell. However, some spells do not |
2660 | 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 |
2661 | operate very successfully in them. The only way to know is to test |
2657 | the spell you want to use with a wall. |
2662 | the spell you want to use with a wall. |
2658 | <br><br> |
2663 | <br><br> |
2659 | Several types of magical walls are predefined for you in the |
2664 | Several types of magical walls are predefined for you in the |
2660 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2665 | archetypes, and can be found on the "connected" Pickmap.]]> |
2661 | </description> |
2666 | </description> |
2662 | <use><![CDATA[ |
2667 | <use><![CDATA[ |
2663 | Spellcasting walls pose an interesting alternative to monsters. |
2668 | Spellcasting walls pose an interesting alternative to monsters. |
2664 | Usually they are set to be undestroyable. Thus, while monsters |
2669 | Usually they are set to be undestroyable. Thus, while monsters |
2665 | in a map can be cleared out, the magic walls remain. Low level |
2670 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2676 | walls' spell(s). |
2681 | walls' spell(s). |
2677 | <br><br> |
2682 | <br><br> |
2678 | It is possible to make walls rotate when triggered. But that is so |
2683 | 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 |
2684 | confusing (and useless IMHO) that I did not mention it above. You |
2680 | can find a working example on the map |
2685 | can find a working example on the map |
2681 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2686 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2682 | </use> |
2687 | </use> |
2683 | <attribute arch="dam" editor="spell" type="spell"> |
2688 | <attribute arch="dam" editor="spell" type="spell"> |
2684 | The magic wall will cast this <spell>. |
2689 | The magic wall will cast this <spell>. |
2685 | </attribute> |
2690 | </attribute> |
2686 | <attribute arch="level" editor="spell level" type="int"> |
2691 | <attribute arch="level" editor="spell level" type="int"> |
… | |
… | |
2741 | player stepping on it. This force does nothing except containing a |
2746 | player stepping on it. This force does nothing except containing a |
2742 | <key string> which can be discovered by detectors or inventory |
2747 | <key string> which can be discovered by detectors or inventory |
2743 | checkers. It is also possible to use markers for removing marks again. |
2748 | checkers. It is also possible to use markers for removing marks again. |
2744 | <br><br> |
2749 | <br><br> |
2745 | Note that the player has no possibility to "see" his own marks, |
2750 | Note that the player has no possibility to "see" his own marks, |
2746 | except by the effect that they cause on the maps. ]]> |
2751 | except by the effect that they cause on the maps.]]> |
2747 | </description> |
2752 | </description> |
2748 | <use><![CDATA[ |
2753 | <use><![CDATA[ |
2749 | Markers hold real cool possibilities for map-making. I encourage |
2754 | Markers hold real cool possibilities for map-making. I encourage |
2750 | you to use them frequently. However there is one negative point |
2755 | 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 |
2756 | 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 |
2757 | your task, as map-creator, to make sure the player is always well |
2753 | informed and never confused. |
2758 | informed and never confused. |
2754 | <br><br> |
2759 | <br><br> |
2755 | Please avoid infinite markers when they aren't needed. They're |
2760 | 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 |
2761 | using a little space in the player file after all, so if there |
2757 | is no real purpose, set an expire time. ]]> |
2762 | is no real purpose, set an expire time.]]> |
2758 | </use> |
2763 | </use> |
2759 | <attribute arch="no_pick" value="1" type="fixed" /> |
2764 | <attribute arch="no_pick" value="1" type="fixed" /> |
2760 | <attribute arch="slaying" editor="key string" type="string"> |
2765 | <attribute arch="slaying" editor="key string" type="string"> |
2761 | The <key string> can be detected by inv. checkers/detectors. |
2766 | The <key string> can be detected by inv. checkers/detectors. |
2762 | If the player already has a force with that <key string>, |
2767 | If the player already has a force with that <key string>, |
… | |
… | |
2808 | When a player picks an item from a shop and attempts to |
2813 | 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 |
2814 | walk over the shop mat, the item's selling-price is automatically |
2810 | subtracted from the player's money. |
2815 | subtracted from the player's money. |
2811 | <br><br> |
2816 | <br><br> |
2812 | For money, always use the default arches. |
2817 | For money, always use the default arches. |
2813 | Don't modify them. ]]> |
2818 | Don't modify them.]]> |
2814 | </description> |
2819 | </description> |
2815 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2820 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2816 | </type> |
2821 | </type> |
2817 | |
2822 | |
2818 | <!--####################################################################--> |
2823 | <!--####################################################################--> |
… | |
… | |
2833 | Monsters can behave in various kinds of ways. |
2838 | Monsters can behave in various kinds of ways. |
2834 | They can be aggressive, attacking the player. Or peaceful, |
2839 | They can be aggressive, attacking the player. Or peaceful, |
2835 | helping the player - maybe joining him as pet. |
2840 | helping the player - maybe joining him as pet. |
2836 | The unagressive creatures who communicate with players are |
2841 | The unagressive creatures who communicate with players are |
2837 | usually called "NPCs" (Non Player Character), a well-known |
2842 | usually called "NPCs" (Non Player Character), a well-known |
2838 | term in role-play environments. ]]> |
2843 | term in role-play environments.]]> |
2839 | </description> |
2844 | </description> |
2840 | <use><![CDATA[ |
2845 | <use><![CDATA[ |
2841 | Monsters play a central role in most maps. Choosing the right |
2846 | Monsters play a central role in most maps. Choosing the right |
2842 | combination of monsters for your map is vital: |
2847 | combination of monsters for your map is vital: |
2843 | <UL> |
2848 | <UL> |
… | |
… | |
2868 | can use. |
2873 | can use. |
2869 | </UL> |
2874 | </UL> |
2870 | I know it's impossible to make the perfectly balanced map. There's always |
2875 | 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. |
2876 | 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 |
2877 | Just give it your best shot. And listen to feedback from players if you |
2873 | receive some. :-) ]]> |
2878 | receive some. :-)]]> |
2874 | </use> |
2879 | </use> |
2875 | <attribute arch="alive" value="1" type="fixed" /> |
2880 | <attribute arch="alive" value="1" type="fixed" /> |
2876 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2881 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2877 | When the monster is killed, items from the treasurelist will |
2882 | When the monster is killed, items from the treasurelist will |
2878 | drop to the ground. This is a common way to reward players |
2883 | drop to the ground. This is a common way to reward players |
… | |
… | |
3126 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3131 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3127 | Monsters which <stand still> won't move to leave their position. |
3132 | Monsters which <stand still> won't move to leave their position. |
3128 | When agressive, they will attack all enemies who get close to |
3133 | When agressive, they will attack all enemies who get close to |
3129 | them. This behaviour is commonly known from castle guards. |
3134 | them. This behaviour is commonly known from castle guards. |
3130 | |
3135 | |
3131 | In older versions of Crossfire it was possible to eventually |
3136 | In older versions of Deliantra it was possible to eventually |
3132 | push a <stand still>-monster out of position by force. |
3137 | push a <stand still>-monster out of position by force. |
3133 | I believe this is no longer possible. Neverthless, you should |
3138 | I believe this is no longer possible. Neverthless, you should |
3134 | still be cautious when lining up <stand still>-monster in order |
3139 | still be cautious when lining up <stand still>-monster in order |
3135 | to "defend" something: Such monsters are rather easy to kill. |
3140 | to "defend" something: Such monsters are rather easy to kill. |
3136 | It's good for low level maps, but not much more. |
3141 | It's good for low level maps, but not much more. |
… | |
… | |
3207 | </ignore> |
3212 | </ignore> |
3208 | <description><![CDATA[ |
3213 | <description><![CDATA[ |
3209 | As the name implies, mood floors can change the "mood" of |
3214 | As the name implies, mood floors can change the "mood" of |
3210 | a monsters/NPC. For example, an unagressive monster could be |
3215 | a monsters/NPC. For example, an unagressive monster could be |
3211 | turned mad to start attacking. Similar, an agressive monster |
3216 | turned mad to start attacking. Similar, an agressive monster |
3212 | could be calmed. ]]> |
3217 | could be calmed.]]> |
3213 | </description> |
3218 | </description> |
3214 | <use><![CDATA[ |
3219 | <use><![CDATA[ |
3215 | Mood floors are absolutely cool for NPC interaction. To make an |
3220 | Mood floors are absolutely cool for NPC interaction. To make an |
3216 | unaggressive monster/NPC attack, put a creator with "other_arch |
3221 | unaggressive monster/NPC attack, put a creator with "other_arch |
3217 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3222 | 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 |
3226 | it directly to a magic_ear. Then the player speaks a keyword like |
3222 | "help me" - and the NPC joins him as pet. |
3227 | "help me" - and the NPC joins him as pet. |
3223 | <br><br> |
3228 | <br><br> |
3224 | (Of course you must always give clear hints about keywords! |
3229 | (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 |
3230 | And there is no reason why you couldn't use a button/lever/pedestal |
3226 | etc. instead of a magic_ear.) ]]> |
3231 | etc. instead of a magic_ear.)]]> |
3227 | </use> |
3232 | </use> |
3228 | <attribute arch="no_pick" value="1" type="fixed" /> |
3233 | <attribute arch="no_pick" value="1" type="fixed" /> |
3229 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3234 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3230 | <mood> is used to determine what will happen to the |
3235 | <mood> is used to determine what will happen to the |
3231 | monster when affected by the mood floor: |
3236 | monster when affected by the mood floor: |
… | |
… | |
3275 | can monsters. Motion is involuntary. Additionally, players or |
3280 | can monsters. Motion is involuntary. Additionally, players or |
3276 | monsters can be "frozen" while ontop of movers so that they MUST |
3281 | monsters can be "frozen" while ontop of movers so that they MUST |
3277 | move along a chain of them. |
3282 | move along a chain of them. |
3278 | <br><br> |
3283 | <br><br> |
3279 | Multisquare monsters can be moved as well, given |
3284 | Multisquare monsters can be moved as well, given |
3280 | enough space. Movers are usually invisible. ]]> |
3285 | enough space. Movers are usually invisible.]]> |
3281 | </description> |
3286 | </description> |
3282 | <use><![CDATA[ |
3287 | <use><![CDATA[ |
3283 | NEVER EVER consider a mover being unpassable in the backwards |
3288 | NEVER EVER consider a mover being unpassable in the backwards |
3284 | direction. Setting "forced movement" makes it seemingly impossible |
3289 | direction. Setting "forced movement" makes it seemingly impossible |
3285 | but there is still a trick: One player can push a second player |
3290 | but there is still a trick: One player can push a second player |
… | |
… | |
3292 | cannot be discovered with the show_invisible spell. |
3297 | cannot be discovered with the show_invisible spell. |
3293 | <br><br> |
3298 | <br><br> |
3294 | Note that Movers and Directors are seperate objects, even though |
3299 | Note that Movers and Directors are seperate objects, even though |
3295 | they look and act similar. Directors only do spells/missiles, |
3300 | they look and act similar. Directors only do spells/missiles, |
3296 | while movers only do living creatures (depending on how it |
3301 | while movers only do living creatures (depending on how it |
3297 | is set: monsters and players). ]]> |
3302 | is set: monsters and players).]]> |
3298 | </use> |
3303 | </use> |
3299 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3304 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3300 | If forced movement is enabled, the mover "freezes" anyone it |
3305 | If forced movement is enabled, the mover "freezes" anyone it |
3301 | moves (so they are forced to move along a chain). |
3306 | moves (so they are forced to move along a chain). |
3302 | For players there is no way to escape this forced movement, |
3307 | For players there is no way to escape this forced movement, |
… | |
… | |
3354 | <ignore_list name="non_pickable" /> |
3359 | <ignore_list name="non_pickable" /> |
3355 | </ignore> |
3360 | </ignore> |
3356 | <description><![CDATA[ |
3361 | <description><![CDATA[ |
3357 | Pedestals are designed to detect certain types of living objects. |
3362 | Pedestals are designed to detect certain types of living objects. |
3358 | When a predefined type of living creature steps on the pedestal, the |
3363 | When a predefined type of living creature steps on the pedestal, the |
3359 | connected value is triggered. ]]> |
3364 | connected value is triggered.]]> |
3360 | </description> |
3365 | </description> |
3361 | <use><![CDATA[ |
3366 | <use><![CDATA[ |
3362 | If you want to create a place where only players of a certain race |
3367 | 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 |
3368 | 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, |
3369 | only activated for players of the matching race. Do not use gates, |
3365 | because many other players could sneak in. If you put powerful |
3370 | because many other players could sneak in. If you put powerful |
3366 | artifacts into such places, generally set "startequip 1", so that |
3371 | 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. ]]> |
3372 | they are preserved for that one race and can't be traded to others.]]> |
3368 | </use> |
3373 | </use> |
3369 | <attribute arch="no_pick" value="1" type="fixed" /> |
3374 | <attribute arch="no_pick" value="1" type="fixed" /> |
3370 | <attribute arch="slaying" editor="match race" type="string"> |
3375 | <attribute arch="slaying" editor="match race" type="string"> |
3371 | the <match race> defines the object we're looking for. If <match race> |
3376 | 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. |
3377 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3390 | <ignore_list name="non_pickable" /> |
3395 | <ignore_list name="non_pickable" /> |
3391 | </ignore> |
3396 | </ignore> |
3392 | <description><![CDATA[ |
3397 | <description><![CDATA[ |
3393 | Pits are holes, transporting the player when he walks (and falls) into them. |
3398 | 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 |
3399 | 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 |
3400 | the exact destination, but within a configurable radius of the destination |
3396 | (never on blocked squares).<br> |
3401 | (never on blocked squares).<br> |
3397 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3402 | 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. |
3403 | Monsters and items are affected by pits just as well as players. |
3399 | Even multipart monsters can fall through them, given enough space. ]]> |
3404 | Even multipart monsters can fall through them, given enough space.]]> |
3400 | </description> |
3405 | </description> |
3401 | <use><![CDATA[ |
3406 | <use><![CDATA[ |
3402 | Pits can add interesting effects to your map. When using them, make |
3407 | 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 |
3408 | 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 |
3409 | player to some kind of lower level. They should not be used to |
3405 | randomly interconnect maps like teleporters do. ]]> |
3410 | randomly interconnect maps like teleporters do.]]> |
3406 | </use> |
3411 | </use> |
3407 | <attribute arch="no_pick" value="1" type="fixed" /> |
3412 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3413 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3414 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3415 | </attribute> |
3408 | <attribute arch="connected" editor="connection" type="int"> |
3416 | <attribute arch="connected" editor="connection" type="int"> |
3409 | When a <connection> value is set, the pit can be opened/closed |
3417 | When a <connection> value is set, the pit can be opened/closed |
3410 | by activating the connection. |
3418 | by activating the connection. |
3411 | </attribute> |
3419 | </attribute> |
3412 | &activate_on; |
3420 | &activate_on; |
… | |
… | |
3433 | |
3441 | |
3434 | <!--####################################################################--> |
3442 | <!--####################################################################--> |
3435 | <type number="7" name="Poison Food"> |
3443 | <type number="7" name="Poison Food"> |
3436 | <description><![CDATA[ |
3444 | <description><![CDATA[ |
3437 | When eating, the player's stomache is drained by 1/4 of food. |
3445 | 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. ]]> |
3446 | If his food drops to zero, the player might even die.]]> |
3439 | </description> |
3447 | </description> |
3440 | </type> |
3448 | </type> |
3441 | |
3449 | |
3442 | <!--####################################################################--> |
3450 | <!--####################################################################--> |
3443 | <type number="5" name="Potion"> |
3451 | <type number="5" name="Potion"> |
3444 | <description><![CDATA[ |
3452 | <description><![CDATA[ |
3445 | The player can drink these and gain various kinds of benefits |
3453 | The player can drink these and gain various kinds of benefits |
3446 | (/penalties) by doing so. ]]> |
3454 | (/penalties) by doing so.]]> |
3447 | </description> |
3455 | </description> |
3448 | <use><![CDATA[ |
3456 | <use><![CDATA[ |
3449 | One potion should never give multiple benefits at once. ]]> |
3457 | One potion should never give multiple benefits at once.]]> |
3450 | </use> |
3458 | </use> |
3451 | <attribute arch="level" editor="potion level" type="int"> |
3459 | <attribute arch="level" editor="potion level" type="int"> |
3452 | If the potion contains a spell, the spell is cast at this level. |
3460 | 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. |
3461 | For other potions it should be set at least to 1. |
3454 | </attribute> |
3462 | </attribute> |
… | |
… | |
3481 | <type number="156" name="Power Crystal"> |
3489 | <type number="156" name="Power Crystal"> |
3482 | <description><![CDATA[ |
3490 | <description><![CDATA[ |
3483 | Power crystals can store a player's mana: |
3491 | Power crystals can store a player's mana: |
3484 | When the player applies the crystal with full mana, half of |
3492 | When the player applies the crystal with full mana, half of |
3485 | it flows into the crystal. When the player applies it with |
3493 | it flows into the crystal. When the player applies it with |
3486 | lacking mana, the crystal replenishes the player's mana. ]]> |
3494 | lacking mana, the crystal replenishes the player's mana.]]> |
3487 | </description> |
3495 | </description> |
3488 | <attribute arch="sp" editor="initial mana" type="int"> |
3496 | <attribute arch="sp" editor="initial mana" type="int"> |
3489 | <initial mana> is the amount of spellpoints that the |
3497 | <initial mana> is the amount of spellpoints that the |
3490 | crystal holds when the map is loaded. |
3498 | crystal holds when the map is loaded. |
3491 | </attribute> |
3499 | </attribute> |
… | |
… | |
3503 | Projectiles like arrows/crossbow bolts are used as ammunition |
3511 | Projectiles like arrows/crossbow bolts are used as ammunition |
3504 | for shooting weapons. |
3512 | for shooting weapons. |
3505 | <br><br> |
3513 | <br><br> |
3506 | It's very easy to add new pairs of weapons & projectiles. |
3514 | It's very easy to add new pairs of weapons & projectiles. |
3507 | Just set matching <ammunition class> both for shooting |
3515 | Just set matching <ammunition class> both for shooting |
3508 | weapon and projectile. ]]> |
3516 | weapon and projectile.]]> |
3509 | </description> |
3517 | </description> |
3510 | <use><![CDATA[ |
3518 | <use><![CDATA[ |
3511 | If you want to create new kinds of projectiles, you could |
3519 | If you want to create new kinds of projectiles, you could |
3512 | add an alchemical receipe to create these. |
3520 | add an alchemical receipe to create these. |
3513 | |
3521 | |
3514 | Don't create new pairs of weapons & projectiles unless |
3522 | Don't create new pairs of weapons & projectiles unless |
3515 | they really fullfill a useful purpose. In fact, even bows |
3523 | they really fullfill a useful purpose. In fact, even bows |
3516 | and crossbows are rarely ever used. ]]> |
3524 | and crossbows are rarely ever used.]]> |
3517 | </use> |
3525 | </use> |
3518 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3526 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3519 | This number is a bitmask, specifying the projectile's attacktypes. |
3527 | This number is a bitmask, specifying the projectile's attacktypes. |
3520 | Attacktypes are: physical, magical, fire, cold.. etc. |
3528 | Attacktypes are: physical, magical, fire, cold.. etc. |
3521 | This works identical to melee weapons. Note that shooting |
3529 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3583 | <type number="70" name="Ring"> |
3591 | <type number="70" name="Ring"> |
3584 | <import_type name="Amulet" /> |
3592 | <import_type name="Amulet" /> |
3585 | <description><![CDATA[ |
3593 | <description><![CDATA[ |
3586 | Rings are worn on the hands - one ring each. |
3594 | Rings are worn on the hands - one ring each. |
3587 | Wearing rings, the object's stats will directly be inherited to |
3595 | Wearing rings, the object's stats will directly be inherited to |
3588 | the player. Usually enhancing his spellcasting potential. ]]> |
3596 | the player. Usually enhancing his spellcasting potential.]]> |
3589 | </description> |
3597 | </description> |
3590 | <use><![CDATA[ |
3598 | <use><![CDATA[ |
3591 | When you create an artifact ring, never forget that players can |
3599 | 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 |
3600 | wear <B>two</B> rings! Due to that it is extremely important to |
3593 | keep rings in balance with the game. |
3601 | keep rings in balance with the game. |
3594 | <br><br> |
3602 | <br><br> |
3595 | Also keep in mind that rings are generally the wizard's tools. |
3603 | Also keep in mind that rings are generally the wizard's tools. |
3596 | They should primarily grant bonuses to spellcasting abilities |
3604 | They should primarily grant bonuses to spellcasting abilities |
3597 | and non-physical resistances. ]]> |
3605 | and non-physical resistances.]]> |
3598 | </use> |
3606 | </use> |
3599 | </type> |
3607 | </type> |
3600 | |
3608 | |
3601 | <!--####################################################################--> |
3609 | <!--####################################################################--> |
3602 | <type number="3" name="Rod"> |
3610 | <type number="3" name="Rod"> |
… | |
… | |
3605 | </ignore> |
3613 | </ignore> |
3606 | <description><![CDATA[ |
3614 | <description><![CDATA[ |
3607 | A rod contains a spell. The player can use this spell by applying and |
3615 | 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, |
3616 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3609 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3617 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3610 | used endlessly. ]]> |
3618 | used endlessly.]]> |
3611 | </description> |
3619 | </description> |
3612 | <use><![CDATA[ |
3620 | <use><![CDATA[ |
3613 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3621 | 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 |
3622 | to be used for that purpose. Though, potions are expensive and only good for |
3615 | one-time-use.<br> ]]> |
3623 | one-time-use.<br>]]> |
3616 | </use> |
3624 | </use> |
3617 | <attribute arch="sp" editor="spell" type="spell"> |
3625 | <attribute arch="sp" editor="spell" type="spell"> |
3618 | Sets the <spell> of the rod. Consider twice before handing out special |
3626 | 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! |
3627 | rods to players, since they can be used endlessly without any mana cost! |
3620 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3628 | 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 |
3668 | Runes hit any monster or person who steps on them for 'dam' damage in |
3661 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3669 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3662 | and will cast this spell when it detonates. Yet another kind is the |
3670 | and will cast this spell when it detonates. Yet another kind is the |
3663 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3671 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3664 | <br><br> |
3672 | <br><br> |
3665 | Many runes are already defined in the archetypes. ]]> |
3673 | Many runes are already defined in the archetypes.]]> |
3666 | </description> |
3674 | </description> |
3667 | <use><![CDATA[ |
3675 | <use><![CDATA[ |
3668 | Avoid monsters stepping on your runes. For example, summoning runes |
3676 | Avoid monsters stepping on your runes. For example, summoning runes |
3669 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3677 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3670 | </use> |
3678 | </use> |
3671 | <attribute arch="no_pick" value="1" type="fixed" /> |
3679 | <attribute arch="no_pick" value="1" type="fixed" /> |
3672 | &move_on; |
3680 | &move_on; |
3673 | <attribute arch="level" editor="rune level" type="int"> |
3681 | <attribute arch="level" editor="rune level" type="int"> |
3674 | This value sets the level the rune will cast the spell it contains at, |
3682 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3742 | <ignore_list name="non_pickable" /> |
3750 | <ignore_list name="non_pickable" /> |
3743 | </ignore> |
3751 | </ignore> |
3744 | <description><![CDATA[ |
3752 | <description><![CDATA[ |
3745 | When the player applies a savebed, he is not only saved. Both his |
3753 | 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 |
3754 | respawn-after-death and his word-of-recall positions are pointing |
3747 | to the last-applied savebed. ]]> |
3755 | to the last-applied savebed.]]> |
3748 | </description> |
3756 | </description> |
3749 | <use><![CDATA[ |
3757 | <use><![CDATA[ |
3750 | Put savebed locations in towns, do not put them into dungeons. |
3758 | Put savebed locations in towns, do not put them into dungeons. |
3751 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3759 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3752 | That means: |
3760 | That means: |
… | |
… | |
3756 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3764 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3757 | players get trapped in a savebed location. |
3765 | players get trapped in a savebed location. |
3758 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3766 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3759 | arch called "dungeon_magic" everywhere). This is not required, |
3767 | arch called "dungeon_magic" everywhere). This is not required, |
3760 | but it makes the place much more safe. |
3768 | but it makes the place much more safe. |
3761 | </UL> ]]> |
3769 | </UL>]]> |
3762 | </use> |
3770 | </use> |
3763 | <attribute arch="no_pick" value="1" type="fixed" /> |
3771 | <attribute arch="no_pick" value="1" type="fixed" /> |
3764 | <attribute arch="no_magic" value="1" type="fixed" /> |
3772 | <attribute arch="no_magic" value="1" type="fixed" /> |
3765 | <attribute arch="damned" value="1" type="fixed" /> |
3773 | <attribute arch="damned" value="1" type="fixed" /> |
3766 | </type> |
3774 | </type> |
… | |
… | |
3773 | <description><![CDATA[ |
3781 | <description><![CDATA[ |
3774 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3782 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3775 | scrolls require a certain literacy skill to read successfully. |
3783 | scrolls require a certain literacy skill to read successfully. |
3776 | Accordingly, for a successful reading, a small amount of |
3784 | Accordingly, for a successful reading, a small amount of |
3777 | experience is gained. Scrolls allow only one time usage, but |
3785 | experience is gained. Scrolls allow only one time usage, but |
3778 | usually they are sold in bulks. ]]> |
3786 | usually they are sold in bulks.]]> |
3779 | </description> |
3787 | </description> |
3780 | <use><![CDATA[ |
3788 | <use><![CDATA[ |
3781 | For low level quests, scrolls of healing/curing-spells |
3789 | For low level quests, scrolls of healing/curing-spells |
3782 | can be a nice reward. At higher levels, scrolls become less |
3790 | can be a nice reward. At higher levels, scrolls become less |
3783 | and less useful. ]]> |
3791 | and less useful.]]> |
3784 | </use> |
3792 | </use> |
3785 | <attribute arch="level" editor="casting level" type="int"> |
3793 | <attribute arch="level" editor="casting level" type="int"> |
3786 | The spell of the scroll will be casted at this level. |
3794 | The spell of the scroll will be casted at this level. |
3787 | This value should always be set, at least to 1. |
3795 | This value should always be set, at least to 1. |
3788 | </attribute> |
3796 | </attribute> |
… | |
… | |
3800 | <type number="33" name="Shield"> |
3808 | <type number="33" name="Shield"> |
3801 | <import_type name="Amulet" /> |
3809 | <import_type name="Amulet" /> |
3802 | <description><![CDATA[ |
3810 | <description><![CDATA[ |
3803 | Wearing a shield, the object's stats will directly be inherited to |
3811 | Wearing a shield, the object's stats will directly be inherited to |
3804 | the player. Shields usually provide good defense, only surpassed |
3812 | the player. Shields usually provide good defense, only surpassed |
3805 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3813 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3806 | </description> |
3814 | </description> |
3807 | <use><![CDATA[ |
3815 | <use><![CDATA[ |
3808 | Feel free to create your own special artifacts. However, it is very |
3816 | Feel free to create your own special artifacts. However, it is very |
3809 | important that you keep your artifact in balance with existing maps. ]]> |
3817 | important that you keep your artifact in balance with existing maps.]]> |
3810 | </use> |
3818 | </use> |
3811 | <attribute arch="magic" editor="magic bonus" type="int"> |
3819 | <attribute arch="magic" editor="magic bonus" type="int"> |
3812 | <magic bonus> works just like ac, except that it can be improved by |
3820 | <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 |
3821 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3814 | than direct armour-class bonus on the shield. |
3822 | than direct armour-class bonus on the shield. |
… | |
… | |
3823 | wielded both at the same time. Like with any other equipment, |
3831 | wielded both at the same time. Like with any other equipment, |
3824 | stats/bonuses from shooting weapons are directly inherited to the player. |
3832 | stats/bonuses from shooting weapons are directly inherited to the player. |
3825 | <br><br> |
3833 | <br><br> |
3826 | It's very easy to add new pairs of weapons & projectiles. |
3834 | It's very easy to add new pairs of weapons & projectiles. |
3827 | Just set matching <ammunition class> both for shooting |
3835 | Just set matching <ammunition class> both for shooting |
3828 | weapon and projectile. ]]> |
3836 | weapon and projectile.]]> |
3829 | </description> |
3837 | </description> |
3830 | <use><![CDATA[ |
3838 | <use><![CDATA[ |
3831 | Shooting weapons should not add bonuses in general. There's already |
3839 | Shooting weapons should not add bonuses in general. There's already |
3832 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3840 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3833 | Shooting weapons should especially not add bonuses to the player |
3841 | Shooting weapons should especially not add bonuses to the player |
3834 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3842 | 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 |
3843 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3836 | - still crap. ]]> |
3844 | - still crap.]]> |
3837 | </use> |
3845 | </use> |
3838 | <attribute arch="race" editor="ammunition class" type="string"> |
3846 | <attribute arch="race" editor="ammunition class" type="string"> |
3839 | Only projectiles with matching <ammunition class> can be fired |
3847 | Only projectiles with matching <ammunition class> can be fired |
3840 | with this weapon. For normal bows set "arrows", for normal |
3848 | with this weapon. For normal bows set "arrows", for normal |
3841 | crossbows set "crossbow bolts". |
3849 | crossbows set "crossbow bolts". |
… | |
… | |
3870 | amount of <item power>, depending on their own level. This is the |
3878 | amount of <item power>, depending on their own level. This is the |
3871 | only way to prevent low level players to wear "undeserved" equipment |
3879 | only way to prevent low level players to wear "undeserved" equipment |
3872 | (like gifts from other players or cheated items). |
3880 | (like gifts from other players or cheated items). |
3873 | |
3881 | |
3874 | It is very important to adjust the <item power> value carefully |
3882 | It is very important to adjust the <item power> value carefully |
3875 | for every artifact you create! If zero/unset, the CF server will |
3883 | for every artifact you create! If zero/unset, the Deliantra server will |
3876 | calculate a provisional value at runtime, but this is never |
3884 | calculate a provisional value at runtime, but this is never |
3877 | going to be an accurate measurement of <item power>. |
3885 | going to be an accurate measurement of <item power>. |
3878 | </attribute> |
3886 | </attribute> |
3879 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3887 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3880 | Usually the player's strentgh takes effect on the damage |
3888 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
3962 | These items are all flagged as unpaid. |
3970 | These items are all flagged as unpaid. |
3963 | When a player drops an item onto shop floor, the item becomes |
3971 | When a player drops an item onto shop floor, the item becomes |
3964 | unpaid and the player receives payment according to the item's |
3972 | unpaid and the player receives payment according to the item's |
3965 | selling-value. |
3973 | selling-value. |
3966 | Shopfloor always prevents magic (To hinder players from burning |
3974 | Shopfloor always prevents magic (To hinder players from burning |
3967 | or freezing the goods). ]]> |
3975 | or freezing the goods).]]> |
3968 | </description> |
3976 | </description> |
3969 | <use><![CDATA[ |
3977 | <use><![CDATA[ |
3970 | Tile your whole shop-interior space which shop floor. |
3978 | Tile your whole shop-interior space which shop floor. |
3971 | (That assures players receive payment for dropping items). |
3979 | (That assures players receive payment for dropping items). |
3972 | Place shop mats to enter/leave the shop, and make sure |
3980 | Place shop mats to enter/leave the shop, and make sure |
3973 | there is no other exit than the shop mat. ]]> |
3981 | there is no other exit than the shop mat.]]> |
3974 | </use> |
3982 | </use> |
3975 | <attribute arch="is_floor" value="1" type="fixed" /> |
3983 | <attribute arch="is_floor" value="1" type="fixed" /> |
3976 | <attribute arch="no_pick" value="1" type="fixed" /> |
3984 | <attribute arch="no_pick" value="1" type="fixed" /> |
3977 | <attribute arch="no_magic" value="1" type="fixed" /> |
3985 | <attribute arch="no_magic" value="1" type="fixed" /> |
3978 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
3986 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4012 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4020 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4013 | or -destinations. When stepping onto a shopmat the player gets beamed |
4021 | 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 |
4022 | to the nearest other mat. If the player has unpaid items in his |
4015 | inventory, the price gets charged from his coins automatically. |
4023 | inventory, the price gets charged from his coins automatically. |
4016 | If the player has insufficient coins to buy his unpaid items, he |
4024 | 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). ]]> |
4025 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4018 | </description> |
4026 | </description> |
4019 | <use><![CDATA[ |
4027 | <use><![CDATA[ |
4020 | As stated above, always place TWO shop mats into your shop. |
4028 | As stated above, always place TWO shop mats into your shop. |
4021 | Not more and not less than that. ]]> |
4029 | Not more and not less than that.]]> |
4022 | </use> |
4030 | </use> |
4023 | <attribute arch="no_pick" value="1" type="fixed" /> |
4031 | <attribute arch="no_pick" value="1" type="fixed" /> |
4024 | &move_on; |
4032 | &move_on; |
4025 | </type> |
4033 | </type> |
4026 | |
4034 | |
… | |
… | |
4031 | </ignore> |
4039 | </ignore> |
4032 | <description><![CDATA[ |
4040 | <description><![CDATA[ |
4033 | The purpose of a sign or magic_mouth is to display a certain message to |
4041 | 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: |
4042 | 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 |
4043 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4036 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4044 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4037 | </description> |
4045 | </description> |
4038 | <use><![CDATA[ |
4046 | <use><![CDATA[ |
4039 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4047 | 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 |
4048 | some true roleplay feeling to your maps, support your storyline or give |
4041 | hints about hidden secrets/dangers. Place signs to provide the player |
4049 | hints about hidden secrets/dangers. Place signs to provide the player |
4042 | with all kinds of useful information for getting along in your maps. ]]> |
4050 | with all kinds of useful information for getting along in your maps.]]> |
4043 | </use> |
4051 | </use> |
4044 | <attribute arch="connected" editor="connection" type="int"> |
4052 | <attribute arch="connected" editor="connection" type="int"> |
4045 | When a connection value is set, the message will be printed whenever |
4053 | When a connection value is set, the message will be printed whenever |
4046 | the connection is triggered. This should be used in combination with |
4054 | the connection is triggered. This should be used in combination with |
4047 | <invisible> enabled and <activate by walking/flying> disabled. |
4055 | <invisible> enabled and <activate by walking/flying> disabled. |
… | |
… | |
4088 | <ignore_list name="system_object" /> |
4096 | <ignore_list name="system_object" /> |
4089 | </ignore> |
4097 | </ignore> |
4090 | <description><![CDATA[ |
4098 | <description><![CDATA[ |
4091 | Skills are objects which exist in the player/monster inventory. |
4099 | Skills are objects which exist in the player/monster inventory. |
4092 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4100 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4093 | are enabled for monster use however. ]]> |
4101 | are enabled for monster use however.]]> |
4094 | </description> |
4102 | </description> |
4095 | <use><![CDATA[ |
4103 | <use><![CDATA[ |
4096 | For mapmaking, Skill objects serve two purposes: |
4104 | For mapmaking, Skill objects serve two purposes: |
4097 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4105 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4098 | can be seen as the global skill definitions. A skill which doesn't |
4106 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4103 | </p><p> |
4111 | </p><p> |
4104 | Secondly, in order to enable monsters to use skills, you will need to |
4112 | Secondly, in order to enable monsters to use skills, you will need to |
4105 | copy default skill archtypes into the monsters' inventories. |
4113 | copy default skill archtypes into the monsters' inventories. |
4106 | You can even customize the skills by changing stats. It is not |
4114 | You can even customize the skills by changing stats. It is not |
4107 | recommended however, to use skills in your maps which are totally |
4115 | recommended however, to use skills in your maps which are totally |
4108 | unrelated to any predefined skill archtype.</p> ]]> |
4116 | unrelated to any predefined skill archtype.</p>]]> |
4109 | </use> |
4117 | </use> |
4110 | <attribute arch="invisible" value="1" type="fixed" /> |
4118 | <attribute arch="invisible" value="1" type="fixed" /> |
4111 | <attribute arch="no_drop" value="1" type="fixed" /> |
4119 | <attribute arch="no_drop" value="1" type="fixed" /> |
4112 | <attribute arch="skill" editor="skill name" type="string"> |
4120 | <attribute arch="skill" editor="skill name" type="string"> |
4113 | The <skill name> is used for matchings. When a usable |
4121 | 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 |
4131 | expmul is 1, the player will get 500 added to that skill as well as |
4124 | 500 to their total. |
4132 | 500 to their total. |
4125 | </attribute> |
4133 | </attribute> |
4126 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4134 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4127 | The <skill type> defines the base functionality of the skill. |
4135 | The <skill type> defines the base functionality of the skill. |
4128 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4136 | 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. |
4137 | create new skill types, but it requires a bit of server-coding. |
4130 | </attribute> |
4138 | </attribute> |
4131 | <attribute arch="level" editor="level" type="int"> |
4139 | <attribute arch="level" editor="level" type="int"> |
4132 | </attribute> |
4140 | </attribute> |
4133 | <attribute arch="exp" editor="experience" type="int"> |
4141 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4142 | |
4150 | |
4143 | <!--####################################################################--> |
4151 | <!--####################################################################--> |
4144 | <type number="130" name="Skill Scroll"> |
4152 | <type number="130" name="Skill Scroll"> |
4145 | <description><![CDATA[ |
4153 | <description><![CDATA[ |
4146 | By reading a skill scroll, a player has a chance to learn the |
4154 | By reading a skill scroll, a player has a chance to learn the |
4147 | contained skill. ]]> |
4155 | contained skill.]]> |
4148 | </description> |
4156 | </description> |
4149 | <use><![CDATA[ |
4157 | <use><![CDATA[ |
4150 | Skill scrolls are very much sought for by players. Currently, |
4158 | Skill scrolls are very much sought for by players. Currently, |
4151 | all skill scrolls are sold in shops randomly, which is in fact not |
4159 | 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 |
4160 | a good system. It would be nice to have some cool quests with |
4153 | skill scrolls rewarded at the end. ]]> |
4161 | skill scrolls rewarded at the end.]]> |
4154 | </use> |
4162 | </use> |
4155 | <attribute arch="race" value="scrolls" type="fixed" /> |
4163 | <attribute arch="race" value="scrolls" type="fixed" /> |
4156 | <attribute arch="skill" editor="skill name" type="string"> |
4164 | <attribute arch="skill" editor="skill name" type="string"> |
4157 | The <skill name> matches the skill object that can |
4165 | The <skill name> matches the skill object that can |
4158 | be learned from this scroll. |
4166 | be learned from this scroll. |
… | |
… | |
4168 | When carrying the appropriate special key, a locked door can |
4176 | When carrying the appropriate special key, a locked door can |
4169 | be opened. The key will dissapear. |
4177 | be opened. The key will dissapear. |
4170 | <br><br> |
4178 | <br><br> |
4171 | This object-type can also be used for "passport"-like items: |
4179 | This object-type can also be used for "passport"-like items: |
4172 | When walking onto an invetory checker, a gate for example might |
4180 | When walking onto an invetory checker, a gate for example might |
4173 | get opened. The "passport" will stay in the player's inventory. ]]> |
4181 | get opened. The "passport" will stay in the player's inventory.]]> |
4174 | </description> |
4182 | </description> |
4175 | <use><![CDATA[ |
4183 | <use><![CDATA[ |
4176 | How to make a "passport": You take the special key arch |
4184 | How to make a "passport": You take the special key arch |
4177 | (archetype name is "key2"), set the face to something like |
4185 | (archetype name is "key2"), set the face to something like |
4178 | card.111 and the name to "passport" - that's all. The <key string> |
4186 | card.111 and the name to "passport" - that's all. The <key string> |
4179 | certainly must match with the appropiate inventory checker. |
4187 | certainly must match with the appropiate inventory checker. |
4180 | <br><br> |
4188 | <br><br> |
4181 | Of course you can be creative with names and faces of |
4189 | Of course you can be creative with names and faces of |
4182 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4190 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4183 | (with appropriate faces) appear more interesting than just |
4191 | (with appropriate faces) appear more interesting than just |
4184 | a "strange key", or "passport". ]]> |
4192 | a "strange key", or "passport".]]> |
4185 | </use> |
4193 | </use> |
4186 | <attribute arch="slaying" editor="key string" type="string"> |
4194 | <attribute arch="slaying" editor="key string" type="string"> |
4187 | This string must be identical with the <key string> in the |
4195 | This string must be identical with the <key string> in the |
4188 | locked door, then it can be unlocked. It can also be used |
4196 | locked door, then it can be unlocked. It can also be used |
4189 | to trigger inventory checkers. |
4197 | to trigger inventory checkers. |
… | |
… | |
4224 | players can learn it by reading the book. Once learned, players |
4232 | 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 |
4233 | 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> |
4234 | of the player, spells may gain power but also increase cost.<br> |
4227 | Monsters can use spells which are put in their inventory (provided |
4235 | Monsters can use spells which are put in their inventory (provided |
4228 | that certain "enabling" settings are correct). The monster's |
4236 | that certain "enabling" settings are correct). The monster's |
4229 | <treasurelist> can also be used to provide it with spells. ]]> |
4237 | <treasurelist> can also be used to provide it with spells.]]> |
4230 | </description> |
4238 | </description> |
4231 | <use><![CDATA[ |
4239 | <use><![CDATA[ |
4232 | A lot of the spells' settings can be tuned and customized. |
4240 | A lot of the spells' settings can be tuned and customized. |
4233 | When creating new spells which are accessible to players, it is |
4241 | When creating new spells which are accessible to players, it is |
4234 | important to think about balance. A single spell which is too |
4242 | 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 |
4243 | 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 |
4244 | and magic school system out of whack. Testing new spells is |
4237 | quite important therefore. ]]> |
4245 | quite important therefore.]]> |
4238 | </use> |
4246 | </use> |
4239 | <attribute arch="no_drop" value="1" type="fixed" /> |
4247 | <attribute arch="no_drop" value="1" type="fixed" /> |
4240 | <attribute arch="invisible" value="1" type="fixed" /> |
4248 | <attribute arch="invisible" value="1" type="fixed" /> |
4241 | <attribute arch="skill" editor="skill name" type="string"> |
4249 | <attribute arch="skill" editor="skill name" type="string"> |
4242 | The <skill name> matches the skill which is needed |
4250 | The <skill name> matches the skill which is needed |
… | |
… | |
4274 | to read.<br><br> |
4282 | to read.<br><br> |
4275 | You can create widely customized spells only by adjusting the |
4283 | You can create widely customized spells only by adjusting the |
4276 | spell object in the spellbooks inventory. Refer to the description |
4284 | spell object in the spellbooks inventory. Refer to the description |
4277 | of spell objects for detailed information how to customize spells.<br> |
4285 | of spell objects for detailed information how to customize spells.<br> |
4278 | If you want to have a random spellbook instead, choose a <treasurelist> |
4286 | If you want to have a random spellbook instead, choose a <treasurelist> |
4279 | with a compilation of spells that the book may contain. ]]> |
4287 | with a compilation of spells that the book may contain.]]> |
4280 | </description> |
4288 | </description> |
4281 | <use><![CDATA[ |
4289 | <use><![CDATA[ |
4282 | Don't put any of the godgiven spells into a spellbook! These are |
4290 | Don't put any of the godgiven spells into a spellbook! These are |
4283 | reserved for the followers of the appropriate cults. Handing them |
4291 | reserved for the followers of the appropriate cults. Handing them |
4284 | out in a spellbook would violate the balance between different religions. |
4292 | out in a spellbook would violate the balance between different religions. |
4285 | <br><br> |
4293 | <br><br> |
4286 | Note that there is no fundamental difference between the spellbooks |
4294 | Note that there is no fundamental difference between the spellbooks |
4287 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4295 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4288 | even praying). The difference lies only in the spells they contain. |
4296 | 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 |
4297 | It is up to you, the mapmaker, to pick the right type of book |
4290 | for your spells. ]]> |
4298 | for your spells.]]> |
4291 | </use> |
4299 | </use> |
4292 | <attribute arch="skill" value="literacy" type="fixed" /> |
4300 | <attribute arch="skill" value="literacy" type="fixed" /> |
4293 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4301 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4294 | There are two ways to put spells into a spellbook: |
4302 | There are two ways to put spells into a spellbook: |
4295 | 1. Put a spell object in the books inventory. In this case, |
4303 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4314 | </ignore> |
4322 | </ignore> |
4315 | <description><![CDATA[ |
4323 | <description><![CDATA[ |
4316 | Spinners change the direction of spell objects and other projectiles |
4324 | Spinners change the direction of spell objects and other projectiles |
4317 | that fly past. Unlike directors, it does make a difference from what |
4325 | 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 |
4326 | angle you shoot into the spinner. The direction of objects flying past |
4319 | is always changed by a certain degree. ]]> |
4327 | is always changed by a certain degree.]]> |
4320 | </description> |
4328 | </description> |
4321 | <use><![CDATA[ |
4329 | <use><![CDATA[ |
4322 | Spinners are very rarely used. I believe they are quite |
4330 | Spinners are very rarely used. I believe they are quite |
4323 | confusing and pointless. The only use I can think of is building |
4331 | 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 |
4332 | some puzzle about where to shoot into spinners to shoot somewhere you |
4325 | otherwise couldn't. |
4333 | otherwise couldn't. |
4326 | |
4334 | |
4327 | When placing spinners on a map with magic walls, make sure the spell- |
4335 | 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. ]]> |
4336 | projectiles from magic walls don't get to fly in loops.]]> |
4329 | </use> |
4337 | </use> |
4330 | <attribute arch="sp" editor="direction number" type="int"> |
4338 | <attribute arch="sp" editor="direction number" type="int"> |
4331 | The spinner will change the direction of flying objects by |
4339 | The spinner will change the direction of flying objects by |
4332 | 45 degrees per <direction number>. Negative values spin clockwise, |
4340 | 45 degrees per <direction number>. Negative values spin clockwise, |
4333 | positive values counter clockwise. |
4341 | positive values counter clockwise. |
… | |
… | |
4346 | Swamp areas show a special behaviour: |
4354 | Swamp areas show a special behaviour: |
4347 | When a player stands still on a swamp-square for too long, |
4355 | When a player stands still on a swamp-square for too long, |
4348 | he will start to sink in and eventually drown and die. |
4356 | he will start to sink in and eventually drown and die. |
4349 | Items dropped on the swamp sink in and dissapear. |
4357 | Items dropped on the swamp sink in and dissapear. |
4350 | Players with knowledge of the woodsman skill are a lot less likely |
4358 | Players with knowledge of the woodsman skill are a lot less likely |
4351 | to die in the swamp. ]]> |
4359 | to die in the swamp.]]> |
4352 | </description> |
4360 | </description> |
4353 | <attribute arch="is_floor" value="1" type="fixed" /> |
4361 | <attribute arch="is_floor" value="1" type="fixed" /> |
4354 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4362 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4355 | <attribute arch="speed" editor="drowning speed" type="float"> |
4363 | <attribute arch="speed" editor="drowning speed" type="float"> |
4356 | The higher the <drowning speed>, the faster will players and items |
4364 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4380 | different location. The main difference to the object-type exit |
4388 | different location. The main difference to the object-type exit |
4381 | is the possibility to have teleporters connected to levers/buttons/etc. |
4389 | is the possibility to have teleporters connected to levers/buttons/etc. |
4382 | Sometimes teleporters are activated even against the players will. |
4390 | Sometimes teleporters are activated even against the players will. |
4383 | <br><br> |
4391 | <br><br> |
4384 | Unlike exits, teleporters can also transfer items and |
4392 | Unlike exits, teleporters can also transfer items and |
4385 | monsters to different locations on the same map. ]]> |
4393 | monsters to different locations on the same map.]]> |
4386 | </description> |
4394 | </description> |
4387 | <use><![CDATA[ |
4395 | <use><![CDATA[ |
4388 | When creating maps, I guess sooner or later you'll want to have |
4396 | When creating maps, I guess sooner or later you'll want to have |
4389 | an invisible teleporter. If using "invisible 1", the teleporter |
4397 | an invisible teleporter. If using "invisible 1", the teleporter |
4390 | can still be discovered with the show_invisible spell. And in |
4398 | 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. |
4399 | some cases you can't place it under the floor to prevent this. |
4392 | <br><br> |
4400 | <br><br> |
4393 | Fortunately, there is a cool trick to make a perfectly invisible |
4401 | Fortunately, there is a cool trick to make a perfectly invisible |
4394 | teleporter: You simply add teleporter functionality to the floor |
4402 | teleporter: You simply add teleporter functionality to the floor |
4395 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4403 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4396 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4404 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4397 | </use> |
4405 | </use> |
4398 | <attribute arch="slaying" editor="exit path" type="string"> |
4406 | <attribute arch="slaying" editor="exit path" type="string"> |
4399 | The exit path specifies the map that the player is transferred to. |
4407 | The exit path specifies the map that the player is transferred to. |
4400 | <exit path> can be an absolute path, beginning with '/' |
4408 | <exit path> can be an absolute path, beginning with '/' |
4401 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4409 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4462 | <type number="26" name="Timed Gate"> |
4470 | <type number="26" name="Timed Gate"> |
4463 | <ignore> |
4471 | <ignore> |
4464 | <ignore_list name="non_pickable" /> |
4472 | <ignore_list name="non_pickable" /> |
4465 | </ignore> |
4473 | </ignore> |
4466 | <description><![CDATA[ |
4474 | <description><![CDATA[ |
4467 | Gates play an important role in Crossfire. Gates can be opened |
4475 | Gates play an important role in Deliantra. Gates can be opened |
4468 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4476 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4469 | or carrying special key-objects (-> inventory checker). |
4477 | or carrying special key-objects (-> inventory checker). |
4470 | Unlike locked doors, gates can get shut again after a player has |
4478 | Unlike locked doors, gates can get shut again after a player has |
4471 | passed, which makes them more practical in many cases. Unlike normal |
4479 | passed, which makes them more practical in many cases. Unlike normal |
4472 | gates, timed gates open when triggered but automatically close again |
4480 | gates, timed gates open when triggered but automatically close again |
4473 | after some time.]]> |
4481 | after some time.]]> |
4474 | </description> |
4482 | </description> |
4475 | <use><![CDATA[ |
4483 | <use><![CDATA[ |
4476 | Use gates to divide your maps into separated areas. After solving |
4484 | 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 |
4485 | area A, the player gains access to area B, and so on. Make your |
4478 | maps more complex than "one-way". ]]> |
4486 | maps more complex than "one-way".]]> |
4479 | </use> |
4487 | </use> |
4480 | <attribute arch="no_pick" value="1" type="fixed" /> |
4488 | <attribute arch="no_pick" value="1" type="fixed" /> |
4481 | <attribute arch="connected" editor="connection" type="int"> |
4489 | <attribute arch="connected" editor="connection" type="int"> |
4482 | Whenever the inventory checker is triggered, all objects with identical |
4490 | Whenever the inventory checker is triggered, all objects with identical |
4483 | <connection> value get activated. This only makes sense together with |
4491 | <connection> value get activated. This only makes sense together with |
… | |
… | |
4575 | Trapdoors are very similar to pits. The difference is that they |
4583 | Trapdoors are very similar to pits. The difference is that they |
4576 | can not be closed. Instead, the weight of the object on the |
4584 | can not be closed. Instead, the weight of the object on the |
4577 | trapdoor determines weither it slams the trapdoor open and falls through |
4585 | trapdoor determines weither it slams the trapdoor open and falls through |
4578 | or not.<br> |
4586 | or not.<br> |
4579 | Once a trapdoor has been opened (by a creature or items of sufficient |
4587 | Once a trapdoor has been opened (by a creature or items of sufficient |
4580 | weight,) it remains open, acting like an opened pit. ]]> |
4588 | weight,) it remains open, acting like an opened pit.]]> |
4581 | </description> |
4589 | </description> |
4582 | <use><![CDATA[ |
4590 | <use><![CDATA[ |
4583 | Trapdoors should be used in the same fashion as pits: |
4591 | Trapdoors should be used in the same fashion as pits: |
4584 | They should always drop the victims to some kind of lower level. They |
4592 | 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. ]]> |
4593 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4586 | </use> |
4594 | </use> |
4587 | <attribute arch="no_pick" value="1" type="fixed" /> |
4595 | <attribute arch="no_pick" value="1" type="fixed" /> |
4588 | &move_on; |
4596 | &move_on; |
4589 | <attribute arch="weight" editor="hold weight" type="int"> |
4597 | <attribute arch="weight" editor="hold weight" type="int"> |
4590 | This value defines how much weight the trapdoor can hold. |
4598 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4616 | <attribute arch="value" /> |
4624 | <attribute arch="value" /> |
4617 | <attribute arch="material" /> |
4625 | <attribute arch="material" /> |
4618 | </ignore> |
4626 | </ignore> |
4619 | <description><![CDATA[ |
4627 | <description><![CDATA[ |
4620 | A treasure-object turns into certain randomitems when the map is loaded |
4628 | A treasure-object turns into certain randomitems when the map is loaded |
4621 | into the game. ]]> |
4629 | into the game.]]> |
4622 | </description> |
4630 | </description> |
4623 | <use><![CDATA[ |
4631 | <use><![CDATA[ |
4624 | About usage of the "random-artifact" treasurelist: |
4632 | About usage of the "random-artifact" treasurelist: |
4625 | This will generate powerful stuff like girdles, xray helmets, special |
4633 | 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 |
4634 | 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 |
4635 | 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 |
4636 | number of different artifacts! Besides, players will always seek the place |
4629 | with the most easy-to-get random artifact and ignore all others. |
4637 | 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 |
4638 | My advice: Don't use it! Attract players with good fighting experience |
4631 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4639 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4632 | </use> |
4640 | </use> |
4633 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4641 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4634 | This entry determines what kind of treasure will appear. Look into |
4642 | This entry determines what kind of treasure will appear. Look into |
4635 | /crossfire/share/crossfire/treasures for details about existing |
4643 | /crossfire/share/crossfire/treasures for details about existing |
4636 | treasurelists. |
4644 | treasurelists. |
… | |
… | |
4667 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4675 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4668 | <key string> which can be discovered by detectors or inventory |
4676 | <key string> which can be discovered by detectors or inventory |
4669 | checkers. It is also possible to use markers for removing marks again. |
4677 | checkers. It is also possible to use markers for removing marks again. |
4670 | <br><br> |
4678 | <br><br> |
4671 | Note that the player has no possibility to "see" his own marks, |
4679 | Note that the player has no possibility to "see" his own marks, |
4672 | except by the effect that they cause on the maps. ]]> |
4680 | except by the effect that they cause on the maps.]]> |
4673 | </description> |
4681 | </description> |
4674 | <use><![CDATA[ |
4682 | <use><![CDATA[ |
4675 | Markers hold real cool possibilities for map-making. I encourage |
4683 | Markers hold real cool possibilities for map-making. I encourage |
4676 | you to use them frequently. However there is one negative point |
4684 | 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 |
4685 | 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 |
4686 | your task, as map-creator, to make sure the player is always well |
4679 | informed and never confused. |
4687 | informed and never confused. |
4680 | <br><br> |
4688 | <br><br> |
4681 | Please avoid infinite markers when they aren't needed. They're |
4689 | 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 |
4690 | using a little space in the player file after all, so if there |
4683 | is no real purpose, set an expire time. ]]> |
4691 | is no real purpose, set an expire time.]]> |
4684 | </use> |
4692 | </use> |
4685 | <attribute arch="no_pick" value="1" type="fixed" /> |
4693 | <attribute arch="no_pick" value="1" type="fixed" /> |
4686 | <attribute arch="slaying" editor="key string" type="string"> |
4694 | <attribute arch="slaying" editor="key string" type="string"> |
4687 | The <key string> can be detected by inv. checkers/detectors. |
4695 | The <key string> can be detected by inv. checkers/detectors. |
4688 | If the player already has a force with that <key string>, |
4696 | If the player already has a force with that <key string>, |
… | |
… | |
4727 | <attribute arch="name_pl" /> |
4735 | <attribute arch="name_pl" /> |
4728 | <attribute arch="value" /> |
4736 | <attribute arch="value" /> |
4729 | <attribute arch="unpaid" /> |
4737 | <attribute arch="unpaid" /> |
4730 | </ignore> |
4738 | </ignore> |
4731 | <description><![CDATA[ |
4739 | <description><![CDATA[ |
4732 | Walls usually block passage and sight. ]]> |
4740 | Walls usually block passage and sight.]]> |
4733 | </description> |
4741 | </description> |
4734 | &movement_types_terrain; |
4742 | &movement_types_terrain; |
4735 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4743 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4736 | If set, the object is able to "roll", so it can be pushed around. |
4744 | If set, the object is able to "roll", so it can be pushed around. |
4737 | This setting is used for boulders and barrels. |
4745 | This setting is used for boulders and barrels. |
… | |
… | |
4750 | <type number="109" name="Wand & Staff"> |
4758 | <type number="109" name="Wand & Staff"> |
4751 | <description><![CDATA[ |
4759 | <description><![CDATA[ |
4752 | Wands contain a certain spell. The player can apply (ready) and |
4760 | Wands contain a certain spell. The player can apply (ready) and |
4753 | fire the wand. After a defined number of casts, the wand is |
4761 | 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 |
4762 | "used up". It is possible to recharge a wand with scrolls of |
4755 | charging, but usually that isn't worth the cost. ]]> |
4763 | charging, but usually that isn't worth the cost.]]> |
4756 | </description> |
4764 | </description> |
4757 | <use><![CDATA[ |
4765 | <use><![CDATA[ |
4758 | Wands are quite seldomly used. The reason prolly is that they're |
4766 | Wands are quite seldomly used. The reason prolly is that they're |
4759 | generally not cost-efficient. Handing out high-level wands with |
4767 | generally not cost-efficient. Handing out high-level wands with |
4760 | powerful special spells isn't a good idea either, because of |
4768 | powerful special spells isn't a good idea either, because of |
4761 | the recharge ability. |
4769 | the recharge ability. |
4762 | <br><br> |
4770 | <br><br> |
4763 | For low levels, staffs of healing/cure and word of recall are |
4771 | For low levels, staffs of healing/cure and word of recall are |
4764 | quite desirable though. Ideal rewards for low level quests. ]]> |
4772 | quite desirable though. Ideal rewards for low level quests.]]> |
4765 | </use> |
4773 | </use> |
4766 | <attribute arch="sp" editor="spell" type="spell"> |
4774 | <attribute arch="sp" editor="spell" type="spell"> |
4767 | The <spell> specifies the contained spell. |
4775 | The <spell> specifies the contained spell. |
4768 | </attribute> |
4776 | </attribute> |
4769 | <attribute arch="level" editor="casting level" type="int"> |
4777 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4794 | <ignore_list name="non_pickable" /> |
4802 | <ignore_list name="non_pickable" /> |
4795 | </ignore> |
4803 | </ignore> |
4796 | <description><![CDATA[ |
4804 | <description><![CDATA[ |
4797 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4805 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4798 | these weak walls look similar to their solid "relatives" except |
4806 | these weak walls look similar to their solid "relatives" except |
4799 | for a small crack or little chunks of wall on the ground. ]]> |
4807 | for a small crack or little chunks of wall on the ground.]]> |
4800 | </description> |
4808 | </description> |
4801 | <use><![CDATA[ |
4809 | <use><![CDATA[ |
4802 | If you want to create hidden rooms, using weak walls is alot |
4810 | If you want to create hidden rooms, using weak walls is alot |
4803 | better than completely indiscernible passages in a wall.<br> |
4811 | better than completely indiscernible passages in a wall.<br> |
4804 | Anyways, there can be a lot more to weak walls than just finding |
4812 | Anyways, there can be a lot more to weak walls than just finding |
4805 | them: Rising their defensive stats, weak walls can become a |
4813 | them: Rising their defensive stats, weak walls can become a |
4806 | serious obstacle. An ice wall might only be torn down by a fire |
4814 | 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 |
4815 | attack for example. A granite wall for instance might be very |
4808 | hard to destroy. ]]> |
4816 | hard to destroy.]]> |
4809 | </use> |
4817 | </use> |
4810 | <attribute arch="alive" value="1" type="fixed" /> |
4818 | <attribute arch="alive" value="1" type="fixed" /> |
4811 | <attribute arch="no_pick" value="1" type="fixed" /> |
4819 | <attribute arch="no_pick" value="1" type="fixed" /> |
4812 | <attribute arch="tear_down" value="1" type="fixed" /> |
4820 | <attribute arch="tear_down" value="1" type="fixed" /> |
4813 | <attribute arch="race" editor="race" type="string"> |
4821 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4842 | <!--####################################################################--> |
4850 | <!--####################################################################--> |
4843 | <type number="15" name="Weapon"> |
4851 | <type number="15" name="Weapon"> |
4844 | <description><![CDATA[ |
4852 | <description><![CDATA[ |
4845 | Wielding a weapon, the object's stats will directly be inherited to the |
4853 | Wielding a weapon, the object's stats will directly be inherited to the |
4846 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4854 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4847 | be improved with scrolls. ]]> |
4855 | be improved with scrolls.]]> |
4848 | </description> |
4856 | </description> |
4849 | <use><![CDATA[ |
4857 | <use><![CDATA[ |
4850 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4858 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4851 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4859 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4852 | fighting AND questing. ]]> |
4860 | fighting AND questing.]]> |
4853 | </use> |
4861 | </use> |
4854 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4862 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4855 | This number is a bitmask, specifying the weapon's attacktypes. |
4863 | This number is a bitmask, specifying the weapon's attacktypes. |
4856 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4864 | 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 |
4865 | 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 |
4920 | amount of <item power>, depending on their own level. This is the |
4913 | only way to prevent low level players to wear "undeserved" equipment |
4921 | only way to prevent low level players to wear "undeserved" equipment |
4914 | (like gifts from other players or cheated items). |
4922 | (like gifts from other players or cheated items). |
4915 | |
4923 | |
4916 | It is very important to adjust the <item power> value carefully |
4924 | It is very important to adjust the <item power> value carefully |
4917 | for every artifact you create! If zero/unset, the CF server will |
4925 | for every artifact you create! If zero/unset, the Deliantra server will |
4918 | calculate a provisional value at runtime, but this is never |
4926 | calculate a provisional value at runtime, but this is never |
4919 | going to be an accurate measurement of <item power>. |
4927 | going to be an accurate measurement of <item power>. |
4920 | </attribute> |
4928 | </attribute> |
4921 | <attribute arch="damned" editor="damnation" type="bool"> |
4929 | <attribute arch="damned" editor="damnation" type="bool"> |
4922 | A damned weapon cannot be unwielded unless |
4930 | A damned weapon cannot be unwielded unless |
… | |
… | |
5031 | </type> |
5039 | </type> |
5032 | |
5040 | |
5033 | <type number="116" name="Event Connector"> |
5041 | <type number="116" name="Event Connector"> |
5034 | <description><![CDATA[ |
5042 | <description><![CDATA[ |
5035 | Event connectors link specific events that happen to objects to |
5043 | Event connectors link specific events that happen to objects to |
5036 | a crossfire plug-in. ]]> |
5044 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5037 | </description> |
5045 | </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> |
5046 | </type> |
5054 | |
5047 | |
5055 | </types> |
5048 | </types> |