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" > # |
… | |
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110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
113 | |
104 | |
114 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
106 | <attribute arch='move_on' editor='movement on' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
108 | </attribute> |
118 | "> |
109 | "> |
119 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
111 | <attribute arch='move_off' editor='movement off' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
113 | </attribute> |
123 | "> |
114 | "> |
124 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
128 | </attribute> |
119 | </attribute> |
129 | "> |
120 | "> |
130 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY move_block " |
131 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
124 | </attribute> |
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125 | "> |
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126 | <!ENTITY movement_types_terrain " |
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127 | &move_block; |
134 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
128 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
129 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
130 | precedence over 'blocked movements'. |
137 | </attribute> |
131 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
132 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
… | |
… | |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
151 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
152 | every tick. |
159 | </attribute> |
153 | </attribute> |
160 | "> |
154 | "> |
161 | <!ENTITY activate_on " |
155 | <!ENTITY activate_on " |
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
156 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
163 | Whether the teleporter should only be activated on push. |
157 | Whether the teleporter should only be activated on push. |
164 | </attribute> |
158 | </attribute> |
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
159 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
166 | Whether the teleporter should only be activated on release. |
160 | Whether the teleporter should only be activated on release. |
167 | </attribute> |
161 | </attribute> |
168 | "> |
162 | "> |
169 | |
163 | |
170 | <!ENTITY resistances_flesh_desc " |
164 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
358 | &player_res_desc; |
352 | &player_res_desc; |
359 | </attribute> |
353 | </attribute> |
360 | </section> |
354 | </section> |
361 | "> |
355 | "> |
362 | |
356 | |
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357 | <!ENTITY match_compat " |
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358 | If the string starts with 'match ', then it is interpreted |
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359 | as a match expression (e.g. 'match type=POTION', or 'match type=SPELL |
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360 | in applied type=CONTAINER in inv in originator'). For details, see |
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361 | http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm |
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362 | "> |
363 | ]> |
363 | ]> |
364 | |
364 | |
365 | <types> |
365 | <types> |
366 | |
366 | |
367 | <!--###################### bitmask definitions ######################--> |
367 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
477 | <entry value="0" name="furious" /> |
477 | <entry value="0" name="furious" /> |
478 | <entry value="1" name="angry" /> |
478 | <entry value="1" name="angry" /> |
479 | <entry value="2" name="calm" /> |
479 | <entry value="2" name="calm" /> |
480 | <entry value="3" name="sleep" /> |
480 | <entry value="3" name="sleep" /> |
481 | <entry value="4" name="charm" /> |
481 | <entry value="4" name="charm" /> |
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482 | <entry value="5" name="destroy monster" /> |
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483 | <entry value="6" name="destroy pet" /> |
482 | </list> |
484 | </list> |
483 | |
485 | |
484 | <list name="potion_effect"> |
486 | <list name="potion_effect"> |
485 | <entry value="0" name="<none>" /> |
487 | <entry value="0" name="<none>" /> |
486 | <entry value="65536" name="life restoration" /> |
488 | <entry value="65536" name="life restoration" /> |
… | |
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650 | <attribute arch="title" editor="title" type="string"> |
652 | <attribute arch="title" editor="title" type="string"> |
651 | This is the object's title. Once an object is identified the title is |
653 | 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. |
654 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
653 | </attribute> |
655 | </attribute> |
654 | <attribute arch="face" editor="image" type="string"> |
656 | <attribute arch="face" editor="image" type="string"> |
655 | The image-name defines what image is displayed for this object in-game. |
657 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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658 | object has an animation! See also the 'animation' attribute. |
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659 | </attribute> |
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660 | <attribute arch="animation" editor="animation" type="string"> |
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661 | The animation-name of the object. If you assign custom faces and the archetype |
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662 | defines an animation you can disable the animation of an archetype by setting this |
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663 | field to NONE. |
656 | </attribute> |
664 | </attribute> |
657 | <attribute arch="tag" editor="tag" type="string"> |
665 | <attribute arch="tag" editor="tag" type="string"> |
658 | You can tag objects with an identifier. Tagged objects can be found quickly |
666 | 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 |
667 | from their tag, which makes them useful to tag exits and refer to those by |
660 | their name. |
668 | their name. |
… | |
… | |
677 | usually inevitable. |
685 | usually inevitable. |
678 | </attribute> |
686 | </attribute> |
679 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
687 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
680 | If <glow radius> is set to a value greater zero, the object |
688 | If <glow radius> is set to a value greater zero, the object |
681 | appears lit up on dark maps. <glow radius> can be a value |
689 | appears lit up on dark maps. <glow radius> can be a value |
682 | between 0 and 4, the higher, the more light does the object emit. |
690 | between 0 and 9, the higher, the more light does the object emit. |
683 | </attribute> |
691 | </attribute> |
684 | <attribute arch="material" editor="material" type="bitmask_material"> |
692 | <attribute arch="material" editor="material" type="bitmask_material"> |
685 | This bitmask-value informs the player of which material(s) the |
693 | This bitmask-value informs the player of which material(s) the |
686 | object consists. Material does also affect how likely the object |
694 | object consists. Material does also affect how likely the object |
687 | can be destroyed by hazardous spell-effects. |
695 | can be destroyed by hazardous spell-effects. |
… | |
… | |
695 | Putting an invisible object under the floor always prevents it from being |
703 | Putting an invisible object under the floor always prevents it from being |
696 | shown. |
704 | shown. |
697 | </attribute> |
705 | </attribute> |
698 | <attribute arch="blocksview" editor="block view" type="bool"> |
706 | <attribute arch="blocksview" editor="block view" type="bool"> |
699 | If an item is set to block view, players (and monsters) cannot |
707 | If an item is set to block view, players (and monsters) cannot |
700 | see byond it unless they cross it or manage to stand ontop. |
708 | see beyond it unless they cross it or manage to stand ontop. |
701 | </attribute> |
709 | </attribute> |
702 | <attribute arch="identified" editor="identified" type="bool"> |
710 | <attribute arch="identified" editor="identified" type="bool"> |
703 | If an item is identified, the player has full knowledge about it. |
711 | If an item is identified, the player has full knowledge about it. |
704 | </attribute> |
712 | </attribute> |
705 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
713 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
… | |
… | |
714 | </attribute> |
722 | </attribute> |
715 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
723 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
716 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
724 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
717 | arch/res/sound.conf.res or a path. If you enter <path> in this |
725 | arch/res/sound.conf.res or a path. If you enter <path> in this |
718 | field it will point to sound/<path>.ext |
726 | field it will point to sound/<path>.ext |
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727 | </attribute> |
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728 | <attribute arch="unique" editor="unique" type="bool"> |
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729 | Unique items exist only one time on a server. If the item |
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730 | is taken, lost or destroyed - it's gone for good. |
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731 | </attribute> |
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732 | <attribute arch="connected" editor="connection" type="string"> |
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733 | For "normal" objects the connected value is mainly used for scripting purposes. |
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734 | You can write a string in this field that can be used from a Perl script (find_link function) |
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735 | to find this object, or all objects that got this connected value. |
719 | </attribute> |
736 | </attribute> |
720 | </default_type> |
737 | </default_type> |
721 | |
738 | |
722 | <!-- This ignorelist is for all system objects which are non pickable |
739 | <!-- This ignorelist is for all system objects which are non pickable |
723 | and invisible. They don't interact with players at all. --> |
740 | and invisible. They don't interact with players at all. --> |
… | |
… | |
781 | This text may describe the object. |
798 | This text may describe the object. |
782 | </attribute> |
799 | </attribute> |
783 | </type> |
800 | </type> |
784 | |
801 | |
785 | <!--####################################################################--> |
802 | <!--####################################################################--> |
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803 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
786 | <type number="110" name="Ability"> |
804 | <type number="999" name="Ability"> |
787 | <ignore> |
805 | <ignore> |
788 | <ignore_list name="system_object" /> |
806 | <ignore_list name="system_object" /> |
789 | </ignore> |
807 | </ignore> |
790 | <description><![CDATA[ |
808 | <description><![CDATA[ |
791 | Abilities are to be put in a monster's inventory. They grant monsters the |
809 | 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 |
810 | knowledge to cast spells. Spells from abilities are usually magical in |
793 | nature, thus adding magic attacktype to the spell-damage they produce. |
811 | nature, thus adding magic attacktype to the spell-damage they produce. |
794 | <br><br> |
812 | <br><br> |
795 | A particularly nice feature of abilities is that they can hold two |
813 | A particularly nice feature of abilities is that they can hold two |
796 | spells: One for short range- and one for long range use. |
814 | spells: One for short range - and one for long range use. |
797 | \n\n |
815 | \n\n |
798 | You should know that spellcasting monsters receive abilities via |
816 | You should know that spellcasting monsters receive abilities via |
799 | <treasurelist>. ]]> |
817 | <treasurelist>.]]> |
800 | </description> |
818 | </description> |
801 | <use><![CDATA[ |
819 | <use><![CDATA[ |
802 | If you want to create "customized" spellcasting monsters, you |
820 | If you want to create "customized" spellcasting monsters, you |
803 | should use abilities (rather than spellbooks/wands or something). |
821 | should use abilities (rather than spellbooks/wands or something). |
804 | The long/short-range spell feature can make boss-monsters more |
822 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
806 | <br><br> |
824 | <br><br> |
807 | You should keep in mind that magic abilities allow players |
825 | You should keep in mind that magic abilities allow players |
808 | to get better resistance. You can turn off the magic part to |
826 | to get better resistance. You can turn off the magic part to |
809 | make the spells more dangerous. However, this really shouldn't |
827 | make the spells more dangerous. However, this really shouldn't |
810 | be neccessary unless you work on very high level maps. |
828 | be neccessary unless you work on very high level maps. |
811 | And what fun is a magic resistance cloak when it has no effect? ]]> |
829 | And what fun is a magic resistance cloak when it has no effect?]]> |
812 | </use> |
830 | </use> |
813 | <attribute arch="invisible" value="1" type="fixed" /> |
831 | <attribute arch="invisible" value="1" type="fixed" /> |
814 | <attribute arch="no_drop" value="1" type="fixed" /> |
832 | <attribute arch="no_drop" value="1" type="fixed" /> |
815 | <attribute arch="sp" editor="short range spell" type="spell"> |
833 | <attribute arch="sp" editor="short range spell" type="spell"> |
816 | The monster will use the specified <short range spell> |
834 | The monster will use the specified <short range spell> |
… | |
… | |
845 | Note that non-magical abilities are more dangerous because |
863 | Note that non-magical abilities are more dangerous because |
846 | magic resistance does not protect from those.</attribute> |
864 | magic resistance does not protect from those.</attribute> |
847 | </type> |
865 | </type> |
848 | |
866 | |
849 | <!--####################################################################--> |
867 | <!--####################################################################--> |
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868 | |
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869 | <type number="81" name="Torch"> |
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870 | <description><![CDATA[ |
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871 | Torches are a special kind of Lamp that offer the option of lighting them |
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872 | up without using a lighter (These torches are usually |
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873 | called 'pyrophor torches'. See also the 'reignitable' setting). |
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874 | The other kind of torches, that are reignitable, can be put out and |
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875 | put on again using a lighter.]]> |
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876 | </description> |
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877 | <attribute arch="is_lightable" editor="reignitable" type="bool"> |
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878 | This flag controls whether the torch can be lit up again using |
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879 | a lighter or whether it can only be used once, in which case |
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880 | they can be enabled by simply applying them without any special tools. |
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881 | </attribute> |
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882 | <attribute arch="food" editor="burning duration" type="int"> |
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883 | This field specifies the burning duration of the torch. |
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884 | </attribute> |
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885 | <attribute arch="range" editor="enabled glow radius" type="int"> |
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886 | This field sets the glow radius of the torch if it is enabled. |
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887 | If you want to make a torch that is already burning set the |
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888 | "glow radius" field. |
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889 | </attribute> |
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890 | <attribute arch="level" editor="level" type="int"> |
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891 | If this field specyfies the cursed effect's level. If it is |
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892 | 0 no cursed effect will be generate. See also the "cursed" flag. |
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893 | </attribute> |
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894 | <attribute arch="cursed" editor="cursed" type="bool"> |
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895 | Cursed torches, which have a level above 0, explode if the |
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896 | player applies them. |
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897 | </attribute> |
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898 | </type> |
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899 | |
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900 | <type number="82" name="Lamp"> |
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901 | <description><![CDATA[ |
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902 | Lamps are carryable light sources for players with a fuel tank.]]> |
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903 | </description> |
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904 | <attribute arch="speed" editor="burn speed" type="float"> |
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905 | This field is the speed of the lamp. (If the value 0.00208 is given |
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906 | here the fuel field will specify the burning duration in minutes.) |
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907 | </attribute> |
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908 | <attribute arch="food" editor="fuel" type="int"> |
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909 | This field sets the burning duration of the lamp, which depends on the speed |
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910 | field of this object. |
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911 | </attribute> |
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912 | <attribute arch="range" editor="enabled glow radius" type="int"> |
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913 | This field sets the glow radius of the lamp if it is enabled. |
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914 | If you want to make a lamp that is already burning set the |
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915 | "glow radius" field. |
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916 | </attribute> |
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917 | <attribute arch="level" editor="level" type="int"> |
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918 | If this field specyfies the cursed effect's level. If it is |
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919 | 0 no cursed effect will be generate. See also the "cursed" flag. |
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920 | </attribute> |
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921 | <attribute arch="cursed" editor="cursed" type="bool"> |
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922 | Cursed lamps, which have a level above 0, explode if the |
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923 | player applies them. |
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924 | </attribute> |
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925 | </type> |
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926 | |
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927 | <!--####################################################################--> |
850 | <type number="18" name="Altar"> |
928 | <type number="18" name="Altar"> |
851 | <ignore> |
929 | <ignore> |
852 | <ignore_list name="non_pickable" /> |
930 | <ignore_list name="non_pickable" /> |
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931 | <attribute arch="connected"/> |
853 | </ignore> |
932 | </ignore> |
854 | <description><![CDATA[ |
933 | <description><![CDATA[ |
855 | When a player puts a defined number of certain items on the altar, |
934 | 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 |
935 | 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. |
936 | triggered. If the latter is the case, the altar works only once. |
858 | Either way, the sacrificed item disappears. ]]> |
937 | Either way, the sacrificed item disappears.]]> |
859 | </description> |
938 | </description> |
860 | <attribute arch="no_pick" value="1" type="fixed" /> |
939 | <attribute arch="no_pick" value="1" type="fixed" /> |
861 | &move_on; |
940 | &move_on; |
862 | <attribute arch="slaying" editor="match item name" type="string"> |
941 | <attribute arch="slaying" editor="match item name" type="string"> |
863 | This string specifies the item that must be put on the altar to |
942 | 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 |
943 | 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. |
944 | 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 |
945 | 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 |
946 | See also the "drop amount" attribute. |
868 | name: E.g. "drop 100 platinums") |
947 | &match_compat; |
869 | </attribute> |
948 | </attribute> |
870 | <attribute arch="food" editor="drop amount" type="int"> |
949 | <attribute arch="food" editor="drop amount" type="int"> |
871 | The drop amount specifies the amount of items (specified |
950 | The drop amount specifies the amount of items (specified |
872 | in <match item name>) that must be dropped to activate the altar. |
951 | in <match item name>) that must be dropped to activate the altar. |
873 | |
952 | |
… | |
… | |
875 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
954 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
876 | 200 silver, 20 gold, or 4 platinum will all work.) |
955 | 200 silver, 20 gold, or 4 platinum will all work.) |
877 | |
956 | |
878 | Note that the maximum possible for <drop amount> is 32767. |
957 | Note that the maximum possible for <drop amount> is 32767. |
879 | </attribute> |
958 | </attribute> |
880 | <attribute arch="connected" editor="connection" type="int"> |
959 | <attribute arch="connected" editor="connection" type="string"> |
881 | If a connection value is set, the altar will trigger all objects |
960 | If a connection value is set, the altar will trigger all objects |
882 | with the same value, when activated. This will only work once. |
961 | with the same value, when activated. This will only work once. |
883 | </attribute> |
962 | </attribute> |
884 | <attribute arch="sp" editor="spell" type="spell"> |
963 | <attribute arch="sp" editor="spell" type="spell"> |
885 | When activated, the selected <spell> will be casted (once, on the |
964 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
895 | |
974 | |
896 | <!--####################################################################--> |
975 | <!--####################################################################--> |
897 | <type number="31" name="Altar Trigger"> |
976 | <type number="31" name="Altar Trigger"> |
898 | <ignore> |
977 | <ignore> |
899 | <ignore_list name="non_pickable" /> |
978 | <ignore_list name="non_pickable" /> |
|
|
979 | <attribute arch="connected"/> |
900 | </ignore> |
980 | </ignore> |
901 | <description><![CDATA[ |
981 | <description><![CDATA[ |
902 | Altar_triggers work pretty much like normal altars |
982 | Altar_triggers work pretty much like normal altars |
903 | (drop sacrifice -> connection activated), except for the fact that |
983 | (drop sacrifice -> connection activated), except for the fact that |
904 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
984 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
905 | </description> |
985 | </description> |
906 | <use><![CDATA[ |
986 | <use><![CDATA[ |
907 | Altar_triggers are very useful if you want to charge a price for... |
987 | Altar_triggers are very useful if you want to charge a price for... |
908 | <UL> |
988 | <UL> |
909 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
989 | <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. |
990 | <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. |
991 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
912 | </UL> |
992 | </UL> |
913 | The big advantage over normal altars is the infinite usability |
993 | The big advantage over normal altars is the infinite usability |
914 | of altar_triggers! If there are ten players on one server, they're |
994 | of altar_triggers! If there are ten players on one server, they're |
915 | quite grateful if things work more than once. =) ]]> |
995 | quite grateful if things work more than once. =)]]> |
916 | </use> |
996 | </use> |
917 | <attribute arch="no_pick" value="1" type="fixed" /> |
997 | <attribute arch="no_pick" value="1" type="fixed" /> |
918 | <attribute arch="slaying" editor="match item name" type="string"> |
998 | <attribute arch="slaying" editor="match item name" type="string"> |
919 | This string specifies the item that must be put on the altar to |
999 | 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 |
1000 | 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. |
1001 | 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 |
1002 | 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 |
1003 | See also the "drop amount" attribute. |
924 | name: E.g. "drop 100 platinums") |
1004 | &match_compat; |
925 | </attribute> |
1005 | </attribute> |
926 | <attribute arch="food" editor="drop amount" type="int"> |
1006 | <attribute arch="food" editor="drop amount" type="int"> |
927 | The drop amount specifies the amount of items (specified |
1007 | The drop amount specifies the amount of items (specified |
928 | in <match item name>) that must be dropped to activate the altar. |
1008 | in <match item name>) that must be dropped to activate the altar. |
929 | |
1009 | |
… | |
… | |
931 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
1011 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
932 | 200 silver, 20 gold, or 4 platinum will all work.) |
1012 | 200 silver, 20 gold, or 4 platinum will all work.) |
933 | |
1013 | |
934 | Note that the maximum possible for <drop amount> is 32767. |
1014 | Note that the maximum possible for <drop amount> is 32767. |
935 | </attribute> |
1015 | </attribute> |
936 | <attribute arch="connected" editor="connection" type="int"> |
1016 | <attribute arch="connected" editor="connection" type="string"> |
937 | If a connection value is set, the altar will trigger all objects |
1017 | If a connection value is set, the altar will trigger all objects |
938 | with the same value, when activated. This will only work once. |
1018 | with the same value, when activated. This will only work once. |
939 | </attribute> |
1019 | </attribute> |
940 | <attribute arch="sp" editor="spell" type="spell"> |
1020 | <attribute arch="sp" editor="spell" type="spell"> |
941 | When activated, this <spell> will be casted (once, on the player). |
1021 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
968 | |
1048 | |
969 | <!--####################################################################--> |
1049 | <!--####################################################################--> |
970 | <type number="74" name="Skill Tool"> |
1050 | <type number="74" name="Skill Tool"> |
971 | <description><![CDATA[ |
1051 | <description><![CDATA[ |
972 | Wearing a skill tool will give the player the ability to use a skill. |
1052 | Wearing a skill tool will give the player the ability to use a skill. |
973 | ]]> |
1053 | ]]> |
974 | </description> |
1054 | </description> |
975 | <use><![CDATA[ |
1055 | <use><![CDATA[ |
976 | Feel free to assign resistancies and stats to a skill tools or change |
1056 | Feel free to assign resistancies and stats to a skill tools or change |
977 | the skill that is given. |
1057 | the skill that is given. |
978 | ]]> |
1058 | ]]> |
979 | </use> |
1059 | </use> |
980 | <attribute arch="skill" editor="skill name" type="string"> |
1060 | <attribute arch="skill" editor="skill name" type="string"> |
981 | This field describes which skill the player will be able to use wearing this item. |
1061 | This field describes which skill the player will be able to use wearing this item. |
982 | </attribute> |
1062 | </attribute> |
983 | &player_stat_resist_sections; |
1063 | &player_stat_resist_sections; |
984 | </type> |
1064 | </type> |
985 | <!--####################################################################--> |
1065 | <!--####################################################################--> |
986 | <type number="39" name="Amulet"> |
1066 | <type number="39" name="Amulet"> |
987 | <description><![CDATA[ |
1067 | <description><![CDATA[ |
988 | Wearing an amulet, the object's stats will directly be inherited to |
1068 | Wearing an amulet, the object's stats will directly be inherited to |
989 | the player. Amulets are usually meant for protection and defense. ]]> |
1069 | the player. Amulets are usually meant for protection and defense.]]> |
990 | </description> |
1070 | </description> |
991 | <use><![CDATA[ |
1071 | <use><![CDATA[ |
992 | Feel free to create your own special artifacts. However, it is very |
1072 | Feel free to create your own special artifacts. However, it is very |
993 | important that you keep your artifact in balance with existing maps. ]]> |
1073 | important that you keep your artifact in balance with existing maps.]]> |
994 | </use> |
1074 | </use> |
995 | <attribute arch="ac" editor="armour class" type="int"> |
1075 | <attribute arch="ac" editor="armour class" type="int"> |
996 | This value defines the amount of armour-class bonus for wearing |
1076 | This value defines the amount of armour-class bonus for wearing |
997 | this item. <Armour class> lessens the chance of being hit. Lower |
1077 | 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. |
1078 | 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 |
1089 | amount of <item power>, depending on their own level. This is the |
1010 | only way to prevent low level players to wear "undeserved" equipment |
1090 | only way to prevent low level players to wear "undeserved" equipment |
1011 | (like gifts from other players or cheated items). |
1091 | (like gifts from other players or cheated items). |
1012 | |
1092 | |
1013 | It is very important to adjust the <item power> value carefully |
1093 | It is very important to adjust the <item power> value carefully |
1014 | for every artifact you create! If zero/unset, the CF server will |
1094 | for every artifact you create! If zero/unset, the Deliantra server will |
1015 | calculate a provisional value at runtime, but this is never |
1095 | calculate a provisional value at runtime, but this is never |
1016 | going to be an accurate measurement of <item power>. |
1096 | going to be an accurate measurement of <item power>. |
1017 | </attribute> |
1097 | </attribute> |
1018 | <attribute arch="damned" editor="damnation" type="bool"> |
1098 | <attribute arch="damned" editor="damnation" type="bool"> |
1019 | A damned piece of equipment cannot be unwielded unless the curse |
1099 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
1143 | Battleground is very special: In short, players can die on battleground |
1223 | Battleground is very special: In short, players can die on battleground |
1144 | without any death penalties. They don't loose or gain experience |
1224 | without any death penalties. They don't loose or gain experience |
1145 | while on battleground. Acid, draining and depletion effects don't |
1225 | while on battleground. Acid, draining and depletion effects don't |
1146 | work either. |
1226 | work either. |
1147 | When a player dies on battleground, he gets teleported to an exit |
1227 | When a player dies on battleground, he gets teleported to an exit |
1148 | location which is defined in the battleground object. ]]> |
1228 | location which is defined in the battleground object.]]> |
1149 | </description> |
1229 | </description> |
1150 | <use><![CDATA[ |
1230 | <use><![CDATA[ |
1151 | Battleground is only meant for player vs. player duels. You can |
1231 | Battleground is only meant for player vs. player duels. You can |
1152 | design combat arenas similiar to the one in scorn.<br> |
1232 | design combat arenas similiar to the one in scorn.<br> |
1153 | What should NEVER be done is placing battleground tiles in |
1233 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1155 | It must not be possible to gain significant treasure for fighting |
1235 | It must not be possible to gain significant treasure for fighting |
1156 | on battleground, because it bears no risk.<br><br> |
1236 | on battleground, because it bears no risk.<br><br> |
1157 | (Battleground will cease to work when the image or name is changed, |
1237 | (Battleground will cease to work when the image or name is changed, |
1158 | or when it is placed beneath another floor tile. |
1238 | or when it is placed beneath another floor tile. |
1159 | This is not a bug, it is there to prevent any attempts of placing |
1239 | This is not a bug, it is there to prevent any attempts of placing |
1160 | "hidden" battleground tiles anywhere.) ]]> |
1240 | "hidden" battleground tiles anywhere.)]]> |
1161 | </use> |
1241 | </use> |
1162 | <attribute arch="no_pick" value="1" type="fixed" /> |
1242 | <attribute arch="no_pick" value="1" type="fixed" /> |
1163 | <attribute arch="is_floor" value="1" type="fixed" /> |
1243 | <attribute arch="is_floor" value="1" type="fixed" /> |
1164 | <attribute arch="hp" editor="destination X" type="int"> |
1244 | <attribute arch="hp" editor="destination X" type="int"> |
1165 | The exit destinations define the (x, y)-coordinates where players |
1245 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1170 | get teleported after they died on this battleground. |
1250 | get teleported after they died on this battleground. |
1171 | </attribute> |
1251 | </attribute> |
1172 | </type> |
1252 | </type> |
1173 | |
1253 | |
1174 | <!--####################################################################--> |
1254 | <!--####################################################################--> |
1175 | <type number="165" name="Safe ground (CF+)"> |
1255 | <type number="165" name="Safe ground"> |
1176 | <ignore> |
1256 | <ignore> |
1177 | <ignore_list name="non_pickable" /> |
1257 | <ignore_list name="non_pickable" /> |
1178 | </ignore> |
1258 | </ignore> |
1179 | <description><![CDATA[ |
1259 | <description><![CDATA[ |
1180 | Safe ground is a special object that prevents any effects that might |
1260 | 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. |
1261 | be harmful for the map, other players or items on the map. |
1182 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1262 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1183 | from being used and blocks bombs from exploding. Note that altars that |
1263 | from being used and blocks bombs from exploding. Note that altars that |
1184 | do cast spells still work. |
1264 | do cast spells still work. |
1185 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1186 | ]]> |
1265 | ]]> |
1187 | </description> |
1266 | </description> |
1188 | <use><![CDATA[ |
1267 | <use><![CDATA[ |
1189 | Safe ground can be used to prevents any means of burning |
1268 | 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 |
1269 | 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 |
1270 | 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. |
1271 | areas where really no kind of spell should be invoked by a player. |
1193 | ]]> |
1272 | ]]> |
1194 | </use> |
1273 | </use> |
1195 | &movement_types_terrain; |
1274 | &movement_types_terrain; |
1196 | <attribute arch="no_pick" value="1" type="fixed" /> |
1275 | <attribute arch="no_pick" value="1" type="fixed" /> |
1197 | </type> |
1276 | </type> |
1198 | |
1277 | |
1199 | <!--####################################################################--> |
1278 | <!--####################################################################--> |
1200 | <type number="8" name="Book"> |
1279 | <type number="8" name="Book"> |
1201 | <description><![CDATA[ |
1280 | <description><![CDATA[ |
1202 | Applying a book, the containing message is displayed to the player. ]]> |
1281 | Applying a book, the containing message is displayed to the player.]]> |
1203 | </description> |
1282 | </description> |
1204 | <attribute arch="level" editor="literacy level" type="int"> |
1283 | <attribute arch="level" editor="literacy level" type="int"> |
1205 | If this value is set to be greater than zero, the player needs a |
1284 | 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 |
1285 | 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 |
1286 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1223 | </attribute> |
1302 | </attribute> |
1224 | <attribute arch="slaying" editor="key string" type="string"> |
1303 | <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. |
1304 | 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) |
1305 | (This is used eg. for the gate/port passes in scorn) |
1227 | </attribute> |
1306 | </attribute> |
|
|
1307 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1308 | If this flag is true the player won't be able to identify this |
|
|
1309 | item with by using a skill. |
|
|
1310 | </attribute> |
|
|
1311 | </type> |
|
|
1312 | |
|
|
1313 | <!--####################################################################--> |
|
|
1314 | <type number="110" name="Inscribable"> |
|
|
1315 | <description><![CDATA[ |
|
|
1316 | Inscribable Item - when inscribed, it becomes another object.]]> |
|
|
1317 | </description> |
|
|
1318 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
1319 | A godgiven item vanishes as soon as the player |
|
|
1320 | drops it to the ground. |
|
|
1321 | </attribute> |
|
|
1322 | <attribute arch="unique" editor="unique item" type="bool"> |
|
|
1323 | Unique items exist only one time on a server. If the item |
|
|
1324 | is taken, lost or destroyed - it's gone for good. |
|
|
1325 | </attribute> |
|
|
1326 | <attribute arch="other_arch" editor="book/scroll arch" type="string"> |
|
|
1327 | This is the item created after being inscribed - scrolls are treated |
|
|
1328 | like spell scrolls, all else will have it's message replaced. |
|
|
1329 | </attribute> |
1228 | </type> |
1330 | </type> |
1229 | |
1331 | |
1230 | <!--####################################################################--> |
1332 | <!--####################################################################--> |
1231 | <type number="99" name="Boots"> |
1333 | <type number="99" name="Boots"> |
1232 | <import_type name="Amulet" /> |
1334 | <import_type name="Amulet" /> |
1233 | <description><![CDATA[ |
1335 | <description><![CDATA[ |
1234 | Wearing boots, the object's stats will directly be inherited to |
1336 | Wearing boots, the object's stats will directly be inherited to |
1235 | the player. Usually enhancing his speed, or granting some minor |
1337 | the player. Usually enhancing his speed, or granting some minor |
1236 | protection bonus. ]]> |
1338 | protection bonus.]]> |
1237 | </description> |
1339 | </description> |
1238 | <use><![CDATA[ |
1340 | <use><![CDATA[ |
1239 | Feel free to create your own special artifacts. However, it is very |
1341 | Feel free to create your own special artifacts. However, it is very |
1240 | important that you keep your artifact in balance with existing maps. ]]> |
1342 | important that you keep your artifact in balance with existing maps.]]> |
1241 | </use> |
1343 | </use> |
1242 | <attribute arch="exp" editor="speed bonus" type="int"> |
1344 | <attribute arch="exp" editor="speed bonus" type="int"> |
1243 | Boots with <speed bonus> will increase the player's walking speed |
1345 | 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- |
1346 | while worn. This kind of bonus is quite desirable for players of low- |
1245 | and medium level. High level players usually have fastest possible |
1347 | and medium level. High level players usually have fastest possible |
… | |
… | |
1261 | <type number="104" name="Bracers"> |
1363 | <type number="104" name="Bracers"> |
1262 | <import_type name="Amulet" /> |
1364 | <import_type name="Amulet" /> |
1263 | <description><![CDATA[ |
1365 | <description><![CDATA[ |
1264 | Bracers are armour-plates worn around the wrists. |
1366 | Bracers are armour-plates worn around the wrists. |
1265 | Wearing bracer, the object's stats will directly be inherited to |
1367 | Wearing bracer, the object's stats will directly be inherited to |
1266 | the player. Usually enhancing his defense. ]]> |
1368 | the player. Usually enhancing his defense.]]> |
1267 | </description> |
1369 | </description> |
1268 | <use><![CDATA[ |
1370 | <use><![CDATA[ |
1269 | Feel free to create your own special artifacts. However, it is very |
1371 | Feel free to create your own special artifacts. However, it is very |
1270 | important that you keep your artifact in balance with existing maps. ]]> |
1372 | important that you keep your artifact in balance with existing maps.]]> |
1271 | </use> |
1373 | </use> |
1272 | <attribute arch="magic" editor="magic bonus" type="int"> |
1374 | <attribute arch="magic" editor="magic bonus" type="int"> |
1273 | <magic bonus> works just like ac, except that it can be improved by |
1375 | <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 |
1376 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1275 | than direct armour-class bonus on the bracers. |
1377 | than direct armour-class bonus on the bracers. |
… | |
… | |
1279 | <!--####################################################################--> |
1381 | <!--####################################################################--> |
1280 | <type number="16" name="Brestplate Armour"> |
1382 | <type number="16" name="Brestplate Armour"> |
1281 | <import_type name="Amulet" /> |
1383 | <import_type name="Amulet" /> |
1282 | <description><![CDATA[ |
1384 | <description><![CDATA[ |
1283 | Wearing an armour, the object's stats will directly be inherited to |
1385 | Wearing an armour, the object's stats will directly be inherited to |
1284 | the player. Usually enhancing his defense. ]]> |
1386 | the player. Usually enhancing his defense.]]> |
1285 | </description> |
1387 | </description> |
1286 | <use><![CDATA[ |
1388 | <use><![CDATA[ |
1287 | Feel free to create your own special artifacts. However, it is very |
1389 | Feel free to create your own special artifacts. However, it is very |
1288 | important that you keep your artifact in balance with existing maps. ]]> |
1390 | important that you keep your artifact in balance with existing maps.]]> |
1289 | </use> |
1391 | </use> |
1290 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1392 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1291 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1393 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1292 | The bigger the spellpoint penalty, the worse. |
1394 | The bigger the spellpoint penalty, the worse. |
1293 | </attribute> |
1395 | </attribute> |
… | |
… | |
1304 | |
1406 | |
1305 | <!--####################################################################--> |
1407 | <!--####################################################################--> |
1306 | <type number="92" name="Button"> |
1408 | <type number="92" name="Button"> |
1307 | <ignore> |
1409 | <ignore> |
1308 | <ignore_list name="non_pickable" /> |
1410 | <ignore_list name="non_pickable" /> |
|
|
1411 | <attribute arch="connected"/> |
1309 | </ignore> |
1412 | </ignore> |
1310 | <description><![CDATA[ |
1413 | <description><![CDATA[ |
1311 | When a predefined amount of weigh is placed on a button, the |
1414 | When a predefined amount of weigh is placed on a button, the |
1312 | <connection> value is triggered. In most cases this happens when a |
1415 | <connection> value is triggered. In most cases this happens when a |
1313 | player or monster steps on it. When the button is "released", the |
1416 | player or monster steps on it. When the button is "released", the |
1314 | <connection> value get's triggered a second time. ]]> |
1417 | <connection> value get's triggered a second time.]]> |
1315 | </description> |
1418 | </description> |
1316 | &move_on; |
1419 | &move_on; |
1317 | &move_off; |
1420 | &move_off; |
1318 | <attribute arch="no_pick" value="1" type="fixed" /> |
1421 | <attribute arch="no_pick" value="1" type="fixed" /> |
1319 | <attribute arch="weight" editor="press weight" type="int"> |
1422 | <attribute arch="weight" editor="press weight" type="int"> |
1320 | The button is pressed (triggered), as soon as |
1423 | The button is pressed (triggered), as soon as |
1321 | <press weigh> gram are placed ontop of it. |
1424 | <press weigh> gram are placed ontop of it. |
1322 | </attribute> |
1425 | </attribute> |
1323 | <attribute arch="connected" editor="connection" type="int"> |
1426 | <attribute arch="connected" editor="connection" type="string"> |
1324 | Every time the button is pressed or released, all objects |
1427 | Every time the button is pressed or released, all objects |
1325 | with the same <connection> value are activated. |
1428 | with the same <connection> value are activated. |
1326 | </attribute> |
1429 | </attribute> |
1327 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1430 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1328 | This text may describe the item. You can use this |
1431 | This text may describe the item. You can use this |
… | |
… | |
1337 | <ignore_list name="non_pickable" /> |
1440 | <ignore_list name="non_pickable" /> |
1338 | </ignore> |
1441 | </ignore> |
1339 | <description><![CDATA[ |
1442 | <description><![CDATA[ |
1340 | Handle buttons are buttons which reset after a short period |
1443 | Handle buttons are buttons which reset after a short period |
1341 | of time. Every time it is either applied or reset, the |
1444 | of time. Every time it is either applied or reset, the |
1342 | <connection> value is triggered. ]]> |
1445 | <connection> value is triggered.]]> |
1343 | </description> |
1446 | </description> |
1344 | </type> |
1447 | </type> |
1345 | |
1448 | |
1346 | <!--####################################################################--> |
1449 | <!--####################################################################--> |
1347 | <type number="37" name="Class Changer"> |
1450 | <type number="37" name="Class Changer"> |
1348 | <ignore> |
1451 | <ignore> |
1349 | <ignore_list name="non_pickable" /> |
1452 | <ignore_list name="non_pickable" /> |
1350 | </ignore> |
1453 | </ignore> |
1351 | <description><![CDATA[ |
1454 | <description><![CDATA[ |
1352 | Class changer are used while creating a character. ]]> |
1455 | Class changer are used while creating a character.]]> |
1353 | </description> |
1456 | </description> |
1354 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1457 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1355 | This entry determines which initial items the character receives. |
1458 | This entry determines which initial items the character receives. |
1356 | </attribute> |
1459 | </attribute> |
1357 | <section name="stats"> |
1460 | <section name="stats"> |
… | |
… | |
1390 | <type number="87" name="Cloak"> |
1493 | <type number="87" name="Cloak"> |
1391 | <import_type name="Amulet" /> |
1494 | <import_type name="Amulet" /> |
1392 | <description><![CDATA[ |
1495 | <description><![CDATA[ |
1393 | Wearing a cloak, the object's stats will directly be inherited to |
1496 | Wearing a cloak, the object's stats will directly be inherited to |
1394 | the player. Cloaks usually add minor <armour class> and |
1497 | the player. Cloaks usually add minor <armour class> and |
1395 | sometimes a bit of resistance. ]]> |
1498 | sometimes a bit of resistance.]]> |
1396 | </description> |
1499 | </description> |
1397 | <use><![CDATA[ |
1500 | <use><![CDATA[ |
1398 | Feel free to create your own special artifacts. However, it is very |
1501 | Feel free to create your own special artifacts. However, it is very |
1399 | important that you keep your artifact in balance with existing maps. ]]> |
1502 | important that you keep your artifact in balance with existing maps.]]> |
1400 | </use> |
1503 | </use> |
1401 | <attribute arch="magic" editor="magic bonus" type="int"> |
1504 | <attribute arch="magic" editor="magic bonus" type="int"> |
1402 | <magic bonus> works just like ac, except that it can be improved by |
1505 | <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 |
1506 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1404 | than direct armour-class bonus on the cloak. |
1507 | than direct armour-class bonus on the cloak. |
… | |
… | |
1409 | </type> |
1512 | </type> |
1410 | |
1513 | |
1411 | <!--####################################################################--> |
1514 | <!--####################################################################--> |
1412 | <type number="9" name="Clock"> |
1515 | <type number="9" name="Clock"> |
1413 | <description><![CDATA[ |
1516 | <description><![CDATA[ |
1414 | Applying a clock, the time is displayed to the player. ]]> |
1517 | Applying a clock, the time is displayed to the player.]]> |
1415 | </description> |
1518 | </description> |
1416 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1519 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1417 | This text may describe the item |
1520 | This text may describe the item |
1418 | </attribute> |
1521 | </attribute> |
1419 | </type> |
1522 | </type> |
… | |
… | |
1424 | A player can put (certain kinds of) items in the container. |
1527 | A player can put (certain kinds of) items in the container. |
1425 | The overall weight of items is reduced when put inside a |
1528 | The overall weight of items is reduced when put inside a |
1426 | container, depending on the settings. |
1529 | container, depending on the settings. |
1427 | <br><br> |
1530 | <br><br> |
1428 | A special feature of containers is the "cauldron", |
1531 | A special feature of containers is the "cauldron", |
1429 | capable of mixing alchemical receipes. ]]> |
1532 | capable of mixing alchemical receipes.]]> |
1430 | </description> |
1533 | </description> |
1431 | <use><![CDATA[ |
1534 | <use><![CDATA[ |
1432 | Note on chests - There are two types of chests: |
1535 | Note on chests - There are two types of chests: |
1433 | <UL> |
1536 | <UL> |
1434 | <LI> First the random treasure chests - Those are NOT containers |
1537 | <LI> First the random treasure chests - Those are NOT containers |
1435 | (but object type Treasure), they create random treasures when |
1538 | (but object type Treasure), they create random treasures when |
1436 | applied. Archetype name is "chest". |
1539 | applied. Archetype name is "chest". |
1437 | <LI> Second there are the permanent chests - Those are containers, |
1540 | <LI> Second there are the permanent chests - Those are containers, |
1438 | they can be opened and closed again. Archetype name is "chest_2". |
1541 | they can be opened and closed again. Archetype name is "chest_2". |
1439 | </UL> ]]> |
1542 | </UL>]]> |
1440 | </use> |
1543 | </use> |
1441 | <attribute arch="race" editor="container class" type="string"> |
1544 | <attribute arch="race" editor="container class" type="string"> |
1442 | If set, the container will hold only certain types of objects. |
1545 | If set, the container will hold only certain types of objects. |
1443 | Possible choices for <container class> are: "gold and jewels", |
1546 | Possible choices for <container class> are: "gold and jewels", |
1444 | "arrows" and "keys". |
1547 | "arrows" and "keys". |
… | |
… | |
1450 | container classes. |
1553 | container classes. |
1451 | </attribute> |
1554 | </attribute> |
1452 | <attribute arch="slaying" editor="key string" type="string"> |
1555 | <attribute arch="slaying" editor="key string" type="string"> |
1453 | If <key string> is set, only players with a special key |
1556 | If <key string> is set, only players with a special key |
1454 | of matching <key string> are able to open the container. |
1557 | of matching <key string> are able to open the container. |
|
|
1558 | |
|
|
1559 | When the key string starts with "match ", then it is expected to |
|
|
1560 | be a match expression, which will be applied to the player, so |
|
|
1561 | you can use e.g. (match type=POTION in inv). Note that the matched |
|
|
1562 | object will be removed. |
1455 | </attribute> |
1563 | </attribute> |
1456 | <attribute arch="container" editor="maximum weight" type="int"> |
1564 | <attribute arch="container" editor="maximum weight" type="int"> |
1457 | The container can hold a maximum total weight of the given value |
1565 | The container can hold a maximum total weight of the given value |
1458 | in gram. Note that this weight limit is calculated *after* the |
1566 | in gram. Note that this weight limit is calculated *after* the |
1459 | weight reduction (<reduce weight>) has been applied. |
1567 | weight reduction (<reduce weight>) has been applied. |
… | |
… | |
1499 | <attribute arch="title" /> |
1607 | <attribute arch="title" /> |
1500 | </ignore> |
1608 | </ignore> |
1501 | <description><![CDATA[ |
1609 | <description><![CDATA[ |
1502 | Converters are like "exchange tables". When the player drops a |
1610 | Converters are like "exchange tables". When the player drops a |
1503 | specific type of items, they get converted into other items, at a |
1611 | specific type of items, they get converted into other items, at a |
1504 | predefined exchange-ratio. ]]> |
1612 | predefined exchange-ratio.]]> |
1505 | </description> |
1613 | </description> |
1506 | <use><![CDATA[ |
1614 | <use><![CDATA[ |
1507 | Converters are better than shopping with doormats, because the |
1615 | Converters are better than shopping with doormats, because the |
1508 | converters never get sold out. For some items like food or jewels |
1616 | converters never get sold out. For some items like food or jewels |
1509 | those "exchange tables" are really nice, while for the more important |
1617 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1511 | <br><br> |
1619 | <br><br> |
1512 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1620 | 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 |
1621 | 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 |
1622 | value than before! (Except if you are using "rare" items like |
1515 | dragonscales for payment). The code will not check if your ratio is |
1623 | 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. ]]> |
1624 | sane, so the player could gain infinite wealth by using your converter.]]> |
1517 | </use> |
1625 | </use> |
1518 | <attribute arch="no_pick" value="1" type="fixed" /> |
1626 | <attribute arch="no_pick" value="1" type="fixed" /> |
1519 | <attribute arch="slaying" editor="cost arch" type="string"> |
1627 | <attribute arch="slaying" editor="cost arch" type="string"> |
1520 | <cost arch> is the name of the archetype the player has to |
1628 | <cost arch> is the name of the archetype the player has to |
1521 | put on the converter, as payment. |
1629 | put on the converter, as payment. |
… | |
… | |
1537 | of <receive arch>. |
1645 | of <receive arch>. |
1538 | </attribute> |
1646 | </attribute> |
1539 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1647 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1540 | This text may contain a description of the converter. |
1648 | This text may contain a description of the converter. |
1541 | </attribute> |
1649 | </attribute> |
|
|
1650 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1651 | If the converter has this flag set the generated items will |
|
|
1652 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1653 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1654 | armour shops.) |
|
|
1655 | </attribute> |
1542 | </type> |
1656 | </type> |
1543 | |
1657 | |
1544 | <!--####################################################################--> |
1658 | <!--####################################################################--> |
1545 | <type number="42" name="Creator"> |
1659 | <type number="42" name="Creator"> |
1546 | <ignore> |
1660 | <ignore> |
1547 | <ignore_list name="system_object" /> |
1661 | <ignore_list name="system_object" /> |
|
|
1662 | <attribute arch="connected"/> |
1548 | </ignore> |
1663 | </ignore> |
1549 | <description><![CDATA[ |
1664 | <description><![CDATA[ |
1550 | A creator is an object which creates another object when it |
1665 | A creator is an object which creates another object when it |
1551 | is triggered. The child object can be anything. Creators are |
1666 | is triggered. The child object can be anything. Creators are |
1552 | VERY useful for all kinds of map-mechanisms. They can even |
1667 | VERY useful for all kinds of map-mechanisms. They can even |
1553 | periodically create things. ]]> |
1668 | periodically create things.]]> |
1554 | </description> |
1669 | </description> |
1555 | <use><![CDATA[ |
1670 | <use><![CDATA[ |
1556 | Don't hesitate to hide your creators under the floor. |
1671 | Don't hesitate to hide your creators under the floor. |
1557 | The created items will still always appear ontop of the floor. ]]> |
1672 | The created items will still always appear ontop of the floor.]]> |
1558 | </use> |
1673 | </use> |
1559 | <attribute arch="no_pick" value="1" type="fixed" /> |
1674 | <attribute arch="no_pick" value="1" type="fixed" /> |
1560 | <attribute arch="other_arch" editor="create arch" type="string"> |
1675 | <attribute arch="other_arch" editor="create arch" type="string"> |
1561 | This string defines the object that will be created. |
1676 | This string defines the object that will be created. |
1562 | You can choose any of the existing arches. |
1677 | You can choose any of the existing arches. |
1563 | This field is ignored if the creator has items in inventory. In this case |
1678 | This field is ignored if the creator has items in inventory. In this case |
1564 | one of the inventory items is duplicated. The duplicated item is randomly |
1679 | one of the inventory items is duplicated. The duplicated item is randomly |
1565 | chosen from all items present. |
1680 | chosen from all items present. |
1566 | </attribute> |
1681 | </attribute> |
1567 | <attribute arch="connected" editor="connection" type="int"> |
1682 | <attribute arch="connected" editor="connection" type="string"> |
1568 | Whenever the connection value is activated, |
1683 | Whenever the connection value is activated, |
1569 | the creator gets triggered. |
1684 | the creator gets triggered. |
1570 | </attribute> |
1685 | </attribute> |
1571 | &activate_on; |
1686 | &activate_on; |
1572 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1687 | <attribute arch="lifesave" editor="unlimited uses" type="bool"> |
1573 | If <infinit uses> is set, the creator will work |
1688 | If <unlimited uses> is set, the creator will work |
1574 | infinitely, regardless of the value in <number of uses>. |
1689 | infinitely, regardless of the value in <number of uses>. |
1575 | </attribute> |
1690 | </attribute> |
1576 | <attribute arch="speed" editor="speed" type="float"> |
1691 | <attribute arch="speed" editor="speed" type="float"> |
1577 | When this field is set the creator will periodically create stuff |
1692 | When this field is set the creator will periodically create stuff |
1578 | (and will still do so when the connection is triggered). |
1693 | (and will still do so when the connection is triggered). |
… | |
… | |
1596 | |
1711 | |
1597 | <!--####################################################################--> |
1712 | <!--####################################################################--> |
1598 | <type number="51" name="Detector"> |
1713 | <type number="51" name="Detector"> |
1599 | <ignore> |
1714 | <ignore> |
1600 | <ignore_list name="system_object" /> |
1715 | <ignore_list name="system_object" /> |
|
|
1716 | <attribute arch="connected"/> |
1601 | </ignore> |
1717 | </ignore> |
1602 | <description><![CDATA[ |
1718 | <description><![CDATA[ |
1603 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1719 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1604 | finds a specific object, it toggles its connected value. |
1720 | finds a specific object, it toggles its connected value. |
1605 | <br><br> |
1721 | <br><br> |
1606 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1722 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1607 | - First, detectors check their square for a match periodically, not |
1723 | - First, detectors check their square for a match periodically, not |
|
|
1724 | instantly, so generate much higher server load |
1608 | instantly. Second, detectors check directly for object names. Third, |
1725 | Second, detectors check directly for object names. Third, |
1609 | detectors do not check the inventory of players/monsters. ]]> |
1726 | detectors do not check the inventory of players/monsters.]]> |
1610 | </description> |
1727 | </description> |
1611 | <use><![CDATA[ |
1728 | <use> |
1612 | There is one major speciality about detectors: You can detect spells |
1729 | Best avoid this type at all costs, use a pedestal instead. |
1613 | blown over a detector! To detect a lighting bolt for example, set |
|
|
1614 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
|
|
1615 | walls, this can be very useful for map-mechanisms. ]]> |
|
|
1616 | </use> |
1730 | </use> |
1617 | <attribute arch="no_pick" value="1" type="fixed" /> |
1731 | <attribute arch="no_pick" value="1" type="fixed" /> |
1618 | <attribute arch="slaying" editor="match name" type="string"> |
1732 | <attribute arch="slaying" editor="match name" type="string"> |
1619 | <match name> specifies the name of the object we are looking for. |
1733 | <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, |
1734 | Actually it does also check for the <key string> in key-objects, |
1621 | but for this case inventory checkers are often more powerful to use. |
1735 | but for this case inventory checkers are often more powerful to use. |
1622 | </attribute> |
1736 | </attribute> |
1623 | <attribute arch="connected" editor="connection" type="int"> |
1737 | <attribute arch="connected" editor="connection" type="string"> |
1624 | When the detector is triggered, all objects with the same |
1738 | When the detector is triggered, all objects with the same |
1625 | connection value get activated. |
1739 | connection value get activated. |
1626 | </attribute> |
1740 | </attribute> |
1627 | <attribute arch="speed" editor="detection speed" type="float"> |
1741 | <attribute arch="speed" editor="detection speed" type="float"> |
1628 | This value defines the time between two detector-checks. |
1742 | This value defines the time between two detector-checks. |
… | |
… | |
1636 | by 1. |
1750 | by 1. |
1637 | </attribute> |
1751 | </attribute> |
1638 | </type> |
1752 | </type> |
1639 | |
1753 | |
1640 | <!--####################################################################--> |
1754 | <!--####################################################################--> |
|
|
1755 | <type number="164" name="Map Script"> |
|
|
1756 | <ignore> |
|
|
1757 | <ignore_list name="system_object" /> |
|
|
1758 | <attribute arch="connected"/> |
|
|
1759 | </ignore> |
|
|
1760 | <description><![CDATA[ |
|
|
1761 | The map script object is a very special object that can react to connected |
|
|
1762 | events and executes a perl script in the msg slot. |
|
|
1763 | ]]> |
|
|
1764 | </description> |
|
|
1765 | <use><![CDATA[ |
|
|
1766 | The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions |
|
|
1767 | to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details. |
|
|
1768 | ]]> |
|
|
1769 | </use> |
|
|
1770 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1771 | When the map script object is triggered, it will execute |
|
|
1772 | the perl script with the triggering object as $activator. |
|
|
1773 | </attribute> |
|
|
1774 | &activate_on; |
|
|
1775 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1776 | This perl script will be executed each time the objetc is triggered. |
|
|
1777 | </attribute> |
|
|
1778 | </type> |
|
|
1779 | |
|
|
1780 | <!--####################################################################--> |
1641 | <type number="112" name="Director"> |
1781 | <type number="112" name="Director"> |
1642 | <ignore> |
1782 | <ignore> |
1643 | <ignore_list name="non_pickable" /> |
1783 | <ignore_list name="non_pickable" /> |
1644 | </ignore> |
1784 | </ignore> |
1645 | <description><![CDATA[ |
1785 | <description><![CDATA[ |
1646 | Directors change the direction of spell objects and other projectiles |
1786 | Directors change the direction of spell objects and other projectiles |
1647 | that fly past. Unlike spinners, directors always move objects in the |
1787 | that fly past. Unlike spinners, directors always move objects in the |
1648 | same direction. It does not make a difference from what angle you |
1788 | same direction. It does not make a difference from what angle you |
1649 | shoot into it.<br> |
1789 | shoot into it.<br> |
1650 | Directors are visible per default. ]]> |
1790 | Directors are visible per default.]]> |
1651 | </description> |
1791 | </description> |
1652 | <use><![CDATA[ |
1792 | <use><![CDATA[ |
1653 | Directors are rarely used in maps. Sometimes they are placed to |
1793 | Directors are rarely used in maps. Sometimes they are placed to |
1654 | change the direction of spells coming out of magic walls, |
1794 | change the direction of spells coming out of magic walls, |
1655 | "channeling" spell-projectiles in some direction. When doing this, |
1795 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1657 | into them!</B> The spell-projectiles bouncing between the directors |
1797 | into them!</B> The spell-projectiles bouncing between the directors |
1658 | would accumulate to huge numbers and at some point slow down the |
1798 | would accumulate to huge numbers and at some point slow down the |
1659 | server by eating memory- and CPU-time. |
1799 | server by eating memory- and CPU-time. |
1660 | <br><br> |
1800 | <br><br> |
1661 | You'd better not place directors in monster vs. player combat |
1801 | You'd better not place directors in monster vs. player combat |
1662 | areas too much, because that freaks out wizard-type players. ]]> |
1802 | areas too much, because that freaks out wizard-type players.]]> |
1663 | </use> |
1803 | </use> |
1664 | <attribute arch="sp" editor="direction" type="list_direction"> |
1804 | <attribute arch="sp" editor="direction" type="list_direction"> |
1665 | Projectiles will leave the director flying in the selected <direction>. |
1805 | Projectiles will leave the director flying in the selected <direction>. |
1666 | A director with direction <none> simply stops projectiles. |
1806 | A director with direction <none> simply stops projectiles. |
1667 | (The latter works out a bit strange for some spells). |
1807 | (The latter works out a bit strange for some spells). |
… | |
… | |
1673 | <type number="158" name="Disease"> |
1813 | <type number="158" name="Disease"> |
1674 | <ignore> |
1814 | <ignore> |
1675 | <ignore_list name="system_object" /> |
1815 | <ignore_list name="system_object" /> |
1676 | </ignore> |
1816 | </ignore> |
1677 | <description><![CDATA[ |
1817 | <description><![CDATA[ |
1678 | Diseases are an intersting form of spellcraft in Crossfire. |
1818 | Diseases are an intersting form of spellcraft in Deliantra. |
1679 | Once casted, they can spread out and infect creatures in a large |
1819 | Once casted, they can spread out and infect creatures in a large |
1680 | area. Being infected can have various effects, from amusing farts |
1820 | area. Being infected can have various effects, from amusing farts |
1681 | to horrible damage - almost everything is possible. ]]> |
1821 | to horrible damage - almost everything is possible.]]> |
1682 | </description> |
1822 | </description> |
1683 | <use><![CDATA[ |
1823 | <use><![CDATA[ |
1684 | Diseases are extremely flexible and usable in a many ways. |
1824 | Diseases are extremely flexible and usable in a many ways. |
1685 | So far they are mostly used for causing bad, unwanted effects. |
1825 | So far they are mostly used for causing bad, unwanted effects. |
1686 | You could just as well create a disease which helps the player |
1826 | You could just as well create a disease which helps the player |
1687 | (recharging mana for example). |
1827 | (recharging mana for example). |
1688 | Infection with a "positive disease" could even be a quest reward. ]]> |
1828 | Infection with a "positive disease" could even be a quest reward.]]> |
1689 | </use> |
1829 | </use> |
1690 | <attribute arch="invisible" value="1" type="fixed" /> |
1830 | <attribute arch="invisible" value="1" type="fixed" /> |
1691 | <attribute arch="level" editor="plaque level" type="int"> |
1831 | <attribute arch="level" editor="plaque level" type="int"> |
1692 | The <plaque level> is proportional to the disease's deadliness. |
1832 | The <plaque level> is proportional to the disease's deadliness. |
1693 | This mainly reflects in the <damage>. It has no effect on |
1833 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1835 | <type number="23" name="Door"> |
1975 | <type number="23" name="Door"> |
1836 | <ignore> |
1976 | <ignore> |
1837 | <ignore_list name="non_pickable" /> |
1977 | <ignore_list name="non_pickable" /> |
1838 | </ignore> |
1978 | </ignore> |
1839 | <description><![CDATA[ |
1979 | <description><![CDATA[ |
1840 | A door can be opened with a normal key. It also can be broken by attacking |
1980 | A door can be opened with any normal key. It also can be broken by attacking |
1841 | it, and it can be defeated with the lockpicking skill. If a door is |
1981 | it, and it can be defeated with the lockpicking skill. If a door is |
1842 | defeated, horizontally and vertically adjacent doors are automatically |
1982 | defeated, horizontally and vertically adjacent doors are automatically |
1843 | removed. ]]> |
1983 | removed.]]> |
1844 | </description> |
1984 | </description> |
1845 | <attribute arch="no_pick" value="1" type="fixed" /> |
1985 | <attribute arch="no_pick" value="1" type="fixed" /> |
1846 | <attribute arch="alive" value="1" type="fixed" /> |
1986 | <attribute arch="alive" value="1" type="fixed" /> |
1847 | &movement_types_terrain; |
1987 | &movement_types_terrain; |
1848 | <attribute arch="hp" editor="hitpoints" type="int"> |
1988 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1868 | |
2008 | |
1869 | <!--####################################################################--> |
2009 | <!--####################################################################--> |
1870 | <type number="83" name="Duplicator"> |
2010 | <type number="83" name="Duplicator"> |
1871 | <ignore> |
2011 | <ignore> |
1872 | <ignore_list name="system_object" /> |
2012 | <ignore_list name="system_object" /> |
|
|
2013 | <attribute arch="connected"/> |
1873 | </ignore> |
2014 | </ignore> |
1874 | <description><![CDATA[ |
2015 | <description><![CDATA[ |
1875 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
2016 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1876 | objects which lies somewhere on top of the duplicator. |
2017 | objects which lies somewhere on top of the duplicator. |
1877 | The duplicator has one arch name specified as <target arch>, |
2018 | The duplicator has one arch name specified as <target arch>, |
1878 | and only objects of this archetype can be affected.<br> |
2019 | 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>. |
2020 | 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. ]]> |
2021 | If the latter is set to zero, it will destroy objects.]]> |
1881 | </description> |
2022 | </description> |
1882 | <use><![CDATA[ |
2023 | <use><![CDATA[ |
1883 | I hope it is clear that one must be very cautious when inserting a duplicator |
2024 | I hope it is clear that one must be very cautious when inserting a duplicator |
1884 | anywhere with <multiply factor> greater than one. |
2025 | anywhere with <multiply factor> greater than one. |
1885 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
2026 | 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 |
2027 | 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 |
2028 | coins, gold and jewels. Besides, it is very important that the chance to |
1888 | loose the input matches the chance to earn winnings.<br> |
2029 | loose the input matches the chance to earn winnings.<br> |
1889 | A duplicator with <multiply factor> 3 for example should have a |
2030 | A duplicator with <multiply factor> 3 for example should have a |
1890 | loosing rate of 2/3 = 67%. ]]> |
2031 | loosing rate of 2/3 = 67%.]]> |
1891 | </use> |
2032 | </use> |
1892 | <attribute arch="other_arch" editor="target arch" type="string"> |
2033 | <attribute arch="other_arch" editor="target arch" type="string"> |
1893 | Only objects of matching archtype, lying ontop of the duplicator will be |
2034 | Only objects of matching archtype, lying ontop of the duplicator will be |
1894 | duplicated, multiplied or removed. All other objects will be ignored. |
2035 | duplicated, multiplied or removed. All other objects will be ignored. |
1895 | </attribute> |
2036 | </attribute> |
1896 | <attribute arch="level" editor="multiply factor" type="int"> |
2037 | <attribute arch="level" editor="multiply factor" type="int"> |
1897 | The number of items in the target pile will be multiplied by the |
2038 | The number of items in the target pile will be multiplied by the |
1898 | <multiply factor>. If it is set to zero, all target objects |
2039 | <multiply factor>. If it is set to zero, all target objects |
1899 | will be destroyed. |
2040 | will be destroyed. |
1900 | </attribute> |
2041 | </attribute> |
1901 | <attribute arch="connected" editor="connection" type="int"> |
2042 | <attribute arch="connected" editor="connection" type="string"> |
1902 | An activator (lever, altar, button, etc) with matching connection value |
2043 | An activator (lever, altar, button, etc) with matching connection value |
1903 | is able to trigger this duplicator. Be very careful that players cannot |
2044 | is able to trigger this duplicator. Be very careful that players cannot |
1904 | abuse it to create endless amounts of money or other valuable stuff! |
2045 | abuse it to create endless amounts of money or other valuable stuff! |
1905 | </attribute> |
2046 | </attribute> |
1906 | &activate_on; |
2047 | &activate_on; |
… | |
… | |
1913 | </ignore> |
2054 | </ignore> |
1914 | <description><![CDATA[ |
2055 | <description><![CDATA[ |
1915 | When the player applies an exit, he is transferred to a different location. |
2056 | 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 |
2057 | (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 |
2058 | the exit just by walking into it, or by pressing <a>pply when standing on |
1918 | the exit. ]]> |
2059 | the exit. ]]> |
1919 | </description> |
2060 | </description> |
1920 | <use><![CDATA[ |
2061 | <use><![CDATA[ |
1921 | If you want to have an invisible exit, set <invisible> (, of course |
2062 | 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 |
2063 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1923 | detected with the show_invisible spell. |
2064 | detected with the show_invisible spell. |
1924 | <br><br> |
2065 | <br><br> |
1925 | You can be quite creative with the outlook of secret exits (their "face"). |
2066 | 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. ]]> |
2067 | Don't forget to give the player relyable hints about them though.]]> |
1927 | </use> |
2068 | </use> |
1928 | <attribute arch="slaying" editor="exit path" type="string"> |
2069 | <attribute arch="slaying" editor="exit path" type="string"> |
1929 | The exit path defines the map that the player is transferred to. |
2070 | The exit path defines the map that the player is transferred to. |
1930 | You can enter an absolute path, beginning with '/' (for example |
2071 | You can enter an absolute path, beginning with '/' (for example |
1931 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
2072 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1973 | little health by eating flesh-objects. <br> |
2114 | little health by eating flesh-objects. <br> |
1974 | For dragon players, flesh plays a very special role though: If the |
2115 | 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 |
2116 | 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>. |
2117 | 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 |
2118 | Don't forget that flesh items with resistances have to be balanced |
1978 | according to map/monster difficulty. ]]> |
2119 | according to map/monster difficulty.]]> |
1979 | </description> |
2120 | </description> |
1980 | <use><![CDATA[ |
2121 | <use><![CDATA[ |
1981 | For dragon players, flesh items can be highly valuable. Note that many |
2122 | For dragon players, flesh items can be highly valuable. Note that many |
1982 | standard monsters carry flesh items from their <treasurelist>. |
2123 | standard monsters carry flesh items from their <treasurelist>. |
1983 | These flesh items "inherit" resistances and level from the monster they belong to. |
2124 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1985 | not the case - so you have to set it manually. |
2126 | not the case - so you have to set it manually. |
1986 | <br><br> |
2127 | <br><br> |
1987 | Generally adding special flesh-treaties for dragon players is a great thing |
2128 | 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 |
2129 | 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 |
2130 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1990 | out on the reward completely. ]]> |
2131 | out on the reward completely.]]> |
1991 | </use> |
2132 | </use> |
1992 | <attribute arch="food" editor="foodpoints" type="int"> |
2133 | <attribute arch="food" editor="foodpoints" type="int"> |
1993 | The player's stomache will get filled with this amount of foodpoints. |
2134 | The player's stomache will get filled with this amount of foodpoints. |
1994 | The player's health will increase by <foodpoints>/50 hp. |
2135 | The player's health will increase by <foodpoints>/50 hp. |
1995 | </attribute> |
2136 | </attribute> |
… | |
… | |
2019 | <ignore> |
2160 | <ignore> |
2020 | <ignore_list name="non_pickable" /> |
2161 | <ignore_list name="non_pickable" /> |
2021 | </ignore> |
2162 | </ignore> |
2022 | <description><![CDATA[ |
2163 | <description><![CDATA[ |
2023 | Floor is a very basic thing whithout too much |
2164 | Floor is a very basic thing whithout too much |
2024 | functionality. It's a floor - you stand on it. ]]> |
2165 | functionality. It's a floor - you stand on it.]]> |
2025 | </description> |
2166 | </description> |
2026 | <attribute arch="is_floor" value="1" type="fixed" /> |
2167 | <attribute arch="is_floor" value="1" type="fixed" /> |
2027 | <attribute arch="no_pick" value="1" type="fixed" /> |
2168 | <attribute arch="no_pick" value="1" type="fixed" /> |
2028 | <section name="terrain"> |
2169 | <section name="terrain"> |
2029 | &movement_types_terrain; |
2170 | &movement_types_terrain; |
… | |
… | |
2044 | If enabled, it is impossible for players to use prayers |
2185 | If enabled, it is impossible for players to use prayers |
2045 | on that spot. It also prevents players from saving. |
2186 | on that spot. It also prevents players from saving. |
2046 | </attribute> |
2187 | </attribute> |
2047 | <attribute arch="unique" editor="unique map" type="bool"> |
2188 | <attribute arch="unique" editor="unique map" type="bool"> |
2048 | Unique floor means that any items dropped on that spot |
2189 | Unique floor means that any items dropped on that spot |
2049 | will be saved byond map reset. For permanent apartments, |
2190 | will be saved beyond map reset. For permanent apartments, |
2050 | all floor tiles must be set <unique map>. |
2191 | all floor tiles must be set <unique map>. |
|
|
2192 | </attribute> |
|
|
2193 | <attribute arch="buildable" editor="buildable" type="bool"> |
|
|
2194 | A buildable can be built upon. This is usually used in combination with |
|
|
2195 | the unique attribute for player apartments or guild storages. But it's |
|
|
2196 | use is not limited to private maps. |
2051 | </attribute> |
2197 | </attribute> |
2052 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2198 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2053 | This text may describe the object. |
2199 | This text may describe the object. |
2054 | </attribute> |
2200 | </attribute> |
2055 | </type> |
2201 | </type> |
… | |
… | |
2063 | Encounter-Floor is pretty much the same as normal floor. |
2209 | Encounter-Floor is pretty much the same as normal floor. |
2064 | Most outdoor floor/ground-arches are set to be "encounters". |
2210 | Most outdoor floor/ground-arches are set to be "encounters". |
2065 | That is kind of a relict from former code: When walking over |
2211 | That is kind of a relict from former code: When walking over |
2066 | encounter-floor, players sometimes got beamed to little maps |
2212 | encounter-floor, players sometimes got beamed to little maps |
2067 | with monsters on them. Nowadays this feature is disabled - |
2213 | with monsters on them. Nowadays this feature is disabled - |
2068 | Hence encounter floor is not different from normal floor. ]]> |
2214 | Hence encounter floor is not different from normal floor.]]> |
2069 | </description> |
2215 | </description> |
2070 | <attribute arch="is_floor" value="1" type="fixed" /> |
2216 | <attribute arch="is_floor" value="1" type="fixed" /> |
2071 | <attribute arch="no_pick" value="1" type="fixed" /> |
2217 | <attribute arch="no_pick" value="1" type="fixed" /> |
2072 | <section name="terrain"> |
2218 | <section name="terrain"> |
2073 | &movement_types_terrain; |
2219 | &movement_types_terrain; |
… | |
… | |
2088 | If enabled, it is impossible for players to use prayers |
2234 | If enabled, it is impossible for players to use prayers |
2089 | on that spot. It also prevents players from saving. |
2235 | on that spot. It also prevents players from saving. |
2090 | </attribute> |
2236 | </attribute> |
2091 | <attribute arch="unique" editor="unique map" type="bool"> |
2237 | <attribute arch="unique" editor="unique map" type="bool"> |
2092 | Unique floor means that any items dropped on that spot |
2238 | Unique floor means that any items dropped on that spot |
2093 | will be saved byond map reset. For permanent apartments, |
2239 | will be saved beyond map reset. For permanent apartments, |
2094 | all floor tiles must be set <unique map>. |
2240 | all floor tiles must be set <unique map>. |
|
|
2241 | </attribute> |
|
|
2242 | <attribute arch="buildable" editor="buildable" type="bool"> |
|
|
2243 | A buildable can be built upon. This is usually used in combination with |
|
|
2244 | the unique attribute for player apartments or guild storages. But it's |
|
|
2245 | use is not limited to private maps. |
2095 | </attribute> |
2246 | </attribute> |
2096 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2247 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2097 | This text may describe the object. |
2248 | This text may describe the object. |
2098 | </attribute> |
2249 | </attribute> |
2099 | </type> |
2250 | </type> |
2100 | |
2251 | |
2101 | <!--####################################################################--> |
2252 | <!--####################################################################--> |
2102 | <type number="6" name="Food"> |
2253 | <type number="6" name="Food"> |
2103 | <description><![CDATA[ |
2254 | <description><![CDATA[ |
2104 | By eating/drinking food-objects, the player can fill his |
2255 | By eating/drinking food-objects, the player can fill his |
2105 | stomache and gain a little health. ]]> |
2256 | stomache and gain a little health.]]> |
2106 | </description> |
2257 | </description> |
2107 | <attribute arch="food" editor="foodpoints" type="int"> |
2258 | <attribute arch="food" editor="foodpoints" type="int"> |
2108 | The player's stomache will get filled with this amount of foodpoints. |
2259 | The player's stomache will get filled with this amount of foodpoints. |
2109 | The player's health will increase by <foodpoints>/50 hp. |
2260 | The player's health will increase by <foodpoints>/50 hp. |
2110 | </attribute> |
2261 | </attribute> |
… | |
… | |
2116 | |
2267 | |
2117 | <!--####################################################################--> |
2268 | <!--####################################################################--> |
2118 | <type number="91" name="Gate"> |
2269 | <type number="91" name="Gate"> |
2119 | <ignore> |
2270 | <ignore> |
2120 | <ignore_list name="non_pickable" /> |
2271 | <ignore_list name="non_pickable" /> |
|
|
2272 | <attribute arch="connected"/> |
2121 | </ignore> |
2273 | </ignore> |
2122 | <description><![CDATA[ |
2274 | <description><![CDATA[ |
2123 | Gates play an important role in Crossfire. Gates can be opened |
2275 | Gates play an important role in Deliantra. Gates can be opened |
2124 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2276 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2125 | or carrying special key-objects (-> inventory checker). |
2277 | or carrying special key-objects (-> inventory checker). |
2126 | Unlike locked doors, gates can get shut again after a player has |
2278 | Unlike locked doors, gates can get shut again after a player has |
2127 | passed, which makes them more practical in many cases. ]]> |
2279 | passed, which makes them more practical in many cases.]]> |
2128 | </description> |
2280 | </description> |
2129 | <use><![CDATA[ |
2281 | <use><![CDATA[ |
2130 | Use gates to divide your maps into seperated areas. After solving |
2282 | 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 |
2283 | area A, the player gains access to area B, and so on. Make your |
2132 | maps more complex than "one-way". ]]> |
2284 | maps more complex than "one-way".]]> |
2133 | </use> |
2285 | </use> |
2134 | <attribute arch="no_pick" value="1" type="fixed" /> |
2286 | <attribute arch="no_pick" value="1" type="fixed" /> |
2135 | <attribute arch="speed" value="1" type="float"> |
2287 | <attribute arch="speed" value="1" type="float"> |
2136 | The speed of the gate affects how fast it is closing/opening. |
2288 | The speed of the gate affects how fast it is closing/opening. |
2137 | </attribute> |
2289 | </attribute> |
2138 | <attribute arch="connected" editor="connection" type="int"> |
2290 | <attribute arch="connected" editor="connection" type="string"> |
2139 | Whenever the inventory checker is triggered, all objects with identical |
2291 | Whenever the inventory checker is triggered, all objects with identical |
2140 | <connection> value get activated. This only makes sense together with |
2292 | <connection> value get activated. This only makes sense together with |
2141 | <blocking passage> disabled. |
2293 | <blocking passage> disabled. |
2142 | </attribute> |
2294 | </attribute> |
2143 | <attribute arch="wc" editor="position state" type="int"> |
2295 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2161 | <type number="113" name="Girdle"> |
2313 | <type number="113" name="Girdle"> |
2162 | <import_type name="Amulet" /> |
2314 | <import_type name="Amulet" /> |
2163 | <description><![CDATA[ |
2315 | <description><![CDATA[ |
2164 | Wearing a girdle, the object's stats will directly be inherited to |
2316 | Wearing a girdle, the object's stats will directly be inherited to |
2165 | the player. Girdles usually provide stats- or damage bonuses and no |
2317 | the player. Girdles usually provide stats- or damage bonuses and no |
2166 | defense. ]]> |
2318 | defense.]]> |
2167 | </description> |
2319 | </description> |
2168 | <use><![CDATA[ |
2320 | <use><![CDATA[ |
2169 | Feel free to create your own special artifacts. However, it is very |
2321 | Feel free to create your own special artifacts. However, it is very |
2170 | important that you keep your artifact in balance with existing maps. ]]> |
2322 | important that you keep your artifact in balance with existing maps.]]> |
2171 | </use> |
2323 | </use> |
2172 | <attribute arch="magic" editor="magic bonus" type="int"> |
2324 | <attribute arch="magic" editor="magic bonus" type="int"> |
2173 | <magic bonus> works just like ac, except that it can be improved by |
2325 | <magic bonus> works just like ac, except that it can be improved by |
2174 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2326 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2175 | than direct armour-class bonus on the helmet. |
2327 | than direct armour-class bonus on the helmet. |
… | |
… | |
2183 | <!--####################################################################--> |
2335 | <!--####################################################################--> |
2184 | <type number="100" name="Gloves"> |
2336 | <type number="100" name="Gloves"> |
2185 | <import_type name="Amulet" /> |
2337 | <import_type name="Amulet" /> |
2186 | <description><![CDATA[ |
2338 | <description><![CDATA[ |
2187 | Wearing gloves, the object's stats will directly be inherited to |
2339 | Wearing gloves, the object's stats will directly be inherited to |
2188 | the player. Gloves can add defense or damage bonuses. ]]> |
2340 | the player. Gloves can add defense or damage bonuses.]]> |
2189 | </description> |
2341 | </description> |
2190 | <use><![CDATA[ |
2342 | <use><![CDATA[ |
2191 | Feel free to create your own special artifacts. However, it is very |
2343 | Feel free to create your own special artifacts. However, it is very |
2192 | important that you keep your artifact in balance with existing maps. ]]> |
2344 | important that you keep your artifact in balance with existing maps.]]> |
2193 | </use> |
2345 | </use> |
2194 | <attribute arch="magic" editor="magic bonus" type="int"> |
2346 | <attribute arch="magic" editor="magic bonus" type="int"> |
2195 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2347 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2196 | If the gloves have <weapon class> instead, then <magic bonus> |
2348 | If the gloves have <weapon class> instead, then <magic bonus> |
2197 | will increase that. |
2349 | will increase that. |
… | |
… | |
2200 | |
2352 | |
2201 | <!--####################################################################--> |
2353 | <!--####################################################################--> |
2202 | <type number="93" name="Handle"> |
2354 | <type number="93" name="Handle"> |
2203 | <ignore> |
2355 | <ignore> |
2204 | <ignore_list name="non_pickable" /> |
2356 | <ignore_list name="non_pickable" /> |
|
|
2357 | <attribute arch="connected"/> |
2205 | </ignore> |
2358 | </ignore> |
2206 | <description><![CDATA[ |
2359 | <description><![CDATA[ |
2207 | A handle can be applied by players and (certain) monsters. |
2360 | A handle can be applied by players and (certain) monsters. |
2208 | Every time it is applied, the <connection> value is triggered. ]]> |
2361 | Every time it is applied, the <connection> value is triggered.]]> |
2209 | </description> |
2362 | </description> |
2210 | <use><![CDATA[ |
2363 | <use><![CDATA[ |
2211 | Handles are commonly used to move gates. When placing your lever, |
2364 | Handles are commonly used to move gates. When placing your lever, |
2212 | don't forget that some monsters are able to apply it. |
2365 | don't forget that some monsters are able to apply it. |
2213 | The ability to apply levers is rare among monsters - |
2366 | The ability to apply levers is rare among monsters - |
2214 | but vampires can do it for example. ]]> |
2367 | but vampires can do it for example.]]> |
2215 | </use> |
2368 | </use> |
2216 | <attribute arch="no_pick" value="1" type="fixed" /> |
2369 | <attribute arch="no_pick" value="1" type="fixed" /> |
2217 | <attribute arch="connected" editor="connection" type="int"> |
2370 | <attribute arch="connected" editor="connection" type="string"> |
2218 | Every time the handle is applied, all objects |
2371 | Every time the handle is applied, all objects |
2219 | with the same <connection> value are activated. |
2372 | with the same <connection> value are activated. |
2220 | </attribute> |
2373 | </attribute> |
2221 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2374 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2222 | This text may describe the item. You can use this |
2375 | This text may describe the item. You can use this |
… | |
… | |
2231 | <ignore_list name="non_pickable" /> |
2384 | <ignore_list name="non_pickable" /> |
2232 | </ignore> |
2385 | </ignore> |
2233 | <description><![CDATA[ |
2386 | <description><![CDATA[ |
2234 | Handle triggers are handles which reset after a short period |
2387 | Handle triggers are handles which reset after a short period |
2235 | of time. Every time it is either applied or reset, the |
2388 | of time. Every time it is either applied or reset, the |
2236 | <connection> value is triggered. ]]> |
2389 | <connection> value is triggered.]]> |
2237 | </description> |
2390 | </description> |
2238 | <use><![CDATA[ |
2391 | <use><![CDATA[ |
2239 | When you connect an ordinary handle to a gate, the gate normally remains |
2392 | 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, |
2393 | 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. ]]> |
2394 | connecting it to a handle trigger is an easy solution. ]]> |
2242 | </use> |
2395 | </use> |
2243 | </type> |
2396 | </type> |
2244 | |
2397 | |
2245 | <!--####################################################################--> |
2398 | <!--####################################################################--> |
2246 | <type number="88" name="Hazard Floor"> |
2399 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2251 | <ignore_list name="non_pickable" /> |
2404 | <ignore_list name="non_pickable" /> |
2252 | </ignore> |
2405 | </ignore> |
2253 | <description><![CDATA[ |
2406 | <description><![CDATA[ |
2254 | The best example for Hazard Floor is lava. It works like standard |
2407 | The best example for Hazard Floor is lava. It works like standard |
2255 | floor, but damages all creatures standing on it. |
2408 | floor, but damages all creatures standing on it. |
2256 | Damage is taken in regular time intervals. ]]> |
2409 | Damage is taken in regular time intervals.]]> |
2257 | </description> |
2410 | </description> |
2258 | <use><![CDATA[ |
2411 | <use><![CDATA[ |
2259 | The default lava for example does minor damage. But you can turn |
2412 | 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> |
2413 | 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. |
2414 | 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 |
2415 | You can use that to safely chase off too-weak players, or just |
2263 | to have something different. ]]> |
2416 | to have something different.]]> |
2264 | </use> |
2417 | </use> |
2265 | <attribute arch="is_floor" value="1" type="fixed" /> |
2418 | <attribute arch="is_floor" value="1" type="fixed" /> |
2266 | <attribute arch="lifesave" value="1" type="fixed" /> |
2419 | <attribute arch="lifesave" value="1" type="fixed" /> |
2267 | &move_on; |
2420 | &move_on; |
2268 | <attribute arch="no_pick" value="1" type="fixed" /> |
2421 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2307 | If enabled, it is impossible for players to use prayers |
2460 | If enabled, it is impossible for players to use prayers |
2308 | on that spot. It also prevents players from saving. |
2461 | on that spot. It also prevents players from saving. |
2309 | </attribute> |
2462 | </attribute> |
2310 | <attribute arch="unique" editor="unique map" type="bool"> |
2463 | <attribute arch="unique" editor="unique map" type="bool"> |
2311 | Unique floor means that any items dropped on that spot |
2464 | Unique floor means that any items dropped on that spot |
2312 | will be saved byond map reset. For permanent apartments, |
2465 | will be saved beyond map reset. For permanent apartments, |
2313 | all floor tiles must be set <unique map>. |
2466 | all floor tiles must be set <unique map>. |
2314 | </attribute> |
2467 | </attribute> |
2315 | </type> |
2468 | </type> |
2316 | |
2469 | |
2317 | <!--####################################################################--> |
2470 | <!--####################################################################--> |
… | |
… | |
2319 | <import_type name="Amulet" /> |
2472 | <import_type name="Amulet" /> |
2320 | <description><![CDATA[ |
2473 | <description><![CDATA[ |
2321 | Wearing a helmet, the object's stats will directly be inherited to |
2474 | Wearing a helmet, the object's stats will directly be inherited to |
2322 | the player. Normal helmets usually increase defense, while crowns |
2475 | the player. Normal helmets usually increase defense, while crowns |
2323 | add more special bonuses like stats/resistances paired with |
2476 | add more special bonuses like stats/resistances paired with |
2324 | low defense. ]]> |
2477 | low defense.]]> |
2325 | </description> |
2478 | </description> |
2326 | <use><![CDATA[ |
2479 | <use><![CDATA[ |
2327 | Feel free to create your own special artifacts. However, it is very |
2480 | Feel free to create your own special artifacts. However, it is very |
2328 | important that you keep your artifact in balance with existing maps. ]]> |
2481 | important that you keep your artifact in balance with existing maps.]]> |
2329 | </use> |
2482 | </use> |
2330 | <attribute arch="magic" editor="magic bonus" type="int"> |
2483 | <attribute arch="magic" editor="magic bonus" type="int"> |
2331 | <magic bonus> works just like ac, except that it can be improved by |
2484 | <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 |
2485 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2333 | than direct armour-class bonus on the helmet. |
2486 | than direct armour-class bonus on the helmet. |
… | |
… | |
2342 | <type number="56" name="Holy Altar"> |
2495 | <type number="56" name="Holy Altar"> |
2343 | <ignore> |
2496 | <ignore> |
2344 | <ignore_list name="non_pickable" /> |
2497 | <ignore_list name="non_pickable" /> |
2345 | </ignore> |
2498 | </ignore> |
2346 | <description><![CDATA[ |
2499 | <description><![CDATA[ |
2347 | Holy_altars are altars for the various religions. Praying |
2500 | Holy Altars are altars for the various religions. Praying |
2348 | at a Holy_altar will make you a follower of that god, and |
2501 | 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. ]]> |
2502 | if you already follow that god, you may get some extra bonus.]]> |
2350 | </description> |
2503 | </description> |
2351 | <attribute arch="no_pick" value="1" type="fixed" /> |
2504 | <attribute arch="no_pick" value="1" type="fixed" /> |
2352 | <attribute arch="other_arch" editor="god name" type="string"> |
2505 | <attribute arch="other_arch" editor="god name" type="string"> |
2353 | The altar belongs to the god of the given name. Possible options for |
2506 | The altar belongs to the god of the given name. Possible options for |
2354 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2507 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2377 | Horns are very similar to rods. The difference is that horns regenerate |
2530 | Horns are very similar to rods. The difference is that horns regenerate |
2378 | spellpoints faster and thus are more valuable than rods. |
2531 | spellpoints faster and thus are more valuable than rods. |
2379 | <br><br> |
2532 | <br><br> |
2380 | A horn contains a spell. The player can use this spell by applying and |
2533 | 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 |
2534 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2382 | used endlessly. ]]> |
2535 | used endlessly.]]> |
2383 | </description> |
2536 | </description> |
2384 | <use><![CDATA[ |
2537 | <use><![CDATA[ |
2385 | Horns are powerful due to their fast recharge rate. They should |
2538 | Horns are powerful due to their fast recharge rate. They should |
2386 | never contain high level attacking spells. Even curing/healing spells |
2539 | never contain high level attacking spells. Even curing/healing spells |
2387 | are almost too good on a horn. ]]> |
2540 | are almost too good on a horn.]]> |
2388 | </use> |
2541 | </use> |
2389 | <attribute arch="sp" editor="spell" type="spell"> |
2542 | <attribute arch="sp" editor="spell" type="spell"> |
2390 | Sets the <spell> of the horn. Consider twice before handing out any |
2543 | 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! |
2544 | horns to players, since they can be used endlessly without any mana cost! |
2392 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2545 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2418 | <!--####################################################################--> |
2571 | <!--####################################################################--> |
2419 | <type number="73" name="Inorganic"> |
2572 | <type number="73" name="Inorganic"> |
2420 | <description><![CDATA[ |
2573 | <description><![CDATA[ |
2421 | Inorganic materials are generally used as ingredients for |
2574 | Inorganic materials are generally used as ingredients for |
2422 | alchemical receipes. By themselves, they have no special |
2575 | alchemical receipes. By themselves, they have no special |
2423 | functionalities. ]]> |
2576 | functionalities.]]> |
2424 | </description> |
2577 | </description> |
2425 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2578 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2426 | </attribute> |
2579 | </attribute> |
2427 | &resistances_basic; |
2580 | &resistances_basic; |
2428 | </type> |
2581 | </type> |
2429 | |
2582 | |
2430 | <!--####################################################################--> |
2583 | <!--####################################################################--> |
2431 | <type number="64" name="Inventory Checker"> |
2584 | <type number="64" name="Inventory Checker"> |
2432 | <ignore> |
2585 | <ignore> |
2433 | <ignore_list name="system_object" /> |
2586 | <ignore_list name="system_object" /> |
|
|
2587 | <attribute arch="connected"/> |
2434 | </ignore> |
2588 | </ignore> |
2435 | <description><![CDATA[ |
2589 | <description><![CDATA[ |
2436 | Inventory checkers passively check the players inventory for a |
2590 | Inventory checkers passively check the players inventory for a |
2437 | specific object. You can set a connected value that is triggered |
2591 | specific object. You can set a connected value that is triggered |
2438 | either if that object is present or missing (-> "last_sp") when a |
2592 | either if that object is present or missing (-> "last_sp") when a |
… | |
… | |
2441 | <br><br> |
2595 | <br><br> |
2442 | Alternatively, you can set your inv. checker to block all players |
2596 | Alternatively, you can set your inv. checker to block all players |
2443 | that do/don't carry the matching object. |
2597 | that do/don't carry the matching object. |
2444 | <br><br> |
2598 | <br><br> |
2445 | As you can see, inv. checkers are quite powerful, holding a |
2599 | As you can see, inv. checkers are quite powerful, holding a |
2446 | great variety of possibilities. ]]> |
2600 | great variety of possibilities.]]> |
2447 | </description> |
2601 | </description> |
2448 | <use><![CDATA[ |
2602 | <use><![CDATA[ |
2449 | Putting a check_inventory space in front of a gate (one below) and |
2603 | 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. |
2604 | 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 |
2605 | 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 |
2606 | 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 |
2607 | 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. ]]> |
2608 | can be found in nearly every RPG - simple but effective.]]> |
2455 | </use> |
2609 | </use> |
2456 | <attribute arch="no_pick" value="1" type="fixed" /> |
2610 | <attribute arch="no_pick" value="1" type="fixed" /> |
2457 | <attribute arch="slaying" editor="match key string" type="string"> |
2611 | <attribute arch="slaying" editor="match key string" type="string"> |
2458 | This string specifies the object we are looking for: We have a match |
2612 | 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 |
2613 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2475 | </attribute> |
2629 | </attribute> |
2476 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2630 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2477 | Enabled means having that object is a match. |
2631 | Enabled means having that object is a match. |
2478 | Disabled means not having that object is a match. |
2632 | Disabled means not having that object is a match. |
2479 | </attribute> |
2633 | </attribute> |
2480 | <attribute arch="connected" editor="connection" type="int"> |
2634 | <attribute arch="connected" editor="connection" type="string"> |
2481 | Whenever the inventory checker is triggered, all objects with identical |
2635 | Whenever the inventory checker is triggered, all objects with identical |
2482 | <connection> value get activated. This only makes sense together with |
2636 | <connection> value get activated. This only makes sense together with |
2483 | <blocking passage> disabled. |
2637 | <blocking passage> disabled. |
2484 | </attribute> |
2638 | </attribute> |
2485 | &movement_types_terrain; |
2639 | &movement_types_terrain; |
… | |
… | |
2535 | <!--####################################################################--> |
2689 | <!--####################################################################--> |
2536 | <type number="60" name="Jewel"> |
2690 | <type number="60" name="Jewel"> |
2537 | <description><![CDATA[ |
2691 | <description><![CDATA[ |
2538 | Items of the type Gold & Jewels are handled like a currency. |
2692 | 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 |
2693 | Unlike for any other type of item, in shops, the buy- and selling |
2540 | prices differ only marginally. ]]> |
2694 | prices differ only marginally.]]> |
2541 | </description> |
2695 | </description> |
2542 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2696 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2543 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2697 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2544 | This text may describe the object. |
2698 | This text may describe the object. |
2545 | </attribute> |
2699 | </attribute> |
… | |
… | |
2547 | |
2701 | |
2548 | <!--####################################################################--> |
2702 | <!--####################################################################--> |
2549 | <type number="24" name="Key"> |
2703 | <type number="24" name="Key"> |
2550 | <description><![CDATA[ |
2704 | <description><![CDATA[ |
2551 | When carrying a key, a normal door can be opened. The key will |
2705 | When carrying a key, a normal door can be opened. The key will |
2552 | disappear. ]]> |
2706 | disappear.]]> |
2553 | </description> |
2707 | </description> |
2554 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2708 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2555 | A godgiven item vanishes as soon as the player |
2709 | A godgiven item vanishes as soon as the player |
2556 | drops it to the ground. |
2710 | drops it to the ground. |
2557 | </attribute> |
2711 | </attribute> |
… | |
… | |
2562 | <ignore> |
2716 | <ignore> |
2563 | <ignore_list name="non_pickable" /> |
2717 | <ignore_list name="non_pickable" /> |
2564 | </ignore> |
2718 | </ignore> |
2565 | <description><![CDATA[ |
2719 | <description><![CDATA[ |
2566 | A locked door can be opened only when carrying |
2720 | A locked door can be opened only when carrying |
2567 | the appropriate special key. ]]> |
2721 | the appropriate special key.]]> |
2568 | </description> |
2722 | </description> |
2569 | <use><![CDATA[ |
2723 | <use><![CDATA[ |
2570 | If you want to create a locked door that cannot be opened (no key), |
2724 | 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 |
2725 | set a <key string> like "no_key_available". This will clearify things |
2572 | and only a fool would create a key matching that string. |
2726 | 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 |
2728 | 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 |
2729 | are used with all kinds of faces/names, especially often as |
2576 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2730 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2577 | There you have magic forces (door objects) put under certain artifact |
2731 | 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 |
2732 | items. To get your hands on the artifacts, you need to bring up the |
2579 | appropriate quest items (key objects). ]]> |
2733 | appropriate quest items (key objects).]]> |
2580 | </use> |
2734 | </use> |
2581 | <attribute arch="move_type" value="0" type="fixed" /> |
2735 | <attribute arch="move_type" value="0" type="fixed" /> |
2582 | <attribute arch="no_pick" value="1" type="fixed" /> |
2736 | <attribute arch="no_pick" value="1" type="fixed" /> |
2583 | <attribute arch="slaying" editor="key string" type="string"> |
2737 | <attribute arch="slaying" editor="key string" type="string"> |
2584 | The <key string> in the door must be identical with the |
2738 | The <key string> in the door must be identical with the |
2585 | <key string> in the special key, then the door is unlocked. |
2739 | <key string> in the special key, then the door is unlocked. |
2586 | It is VERY important to set the <key string> to something that |
2740 | It is VERY important to set the <key string> to something that |
2587 | is unique among the CF mapset. |
2741 | is unique among the Deliantra mapset. |
2588 | |
2742 | |
2589 | DONT EVER USE the default string "set_individual_value". |
2743 | DONT EVER USE the default string "set_individual_value". |
|
|
2744 | |
|
|
2745 | When the key string starts with "match ", then it is expected to |
|
|
2746 | be a match expression, which will be applied to the player, so |
|
|
2747 | you can use e.g. (match type=POTION in inv). Note that the matched |
|
|
2748 | object will be removed. |
2590 | </attribute> |
2749 | </attribute> |
2591 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2750 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2592 | Restricting the use of spells to pass this door. |
2751 | Restricting the use of spells to pass this door. |
2593 | This should be set in most cases. |
2752 | This should be set in most cases. |
2594 | (Don't forget that the spell "dimension door" is easily |
2753 | (Don't forget that the spell "dimension door" is easily |
… | |
… | |
2608 | |
2767 | |
2609 | <!--####################################################################--> |
2768 | <!--####################################################################--> |
2610 | <type number="29" name="Magic Ear"> |
2769 | <type number="29" name="Magic Ear"> |
2611 | <ignore> |
2770 | <ignore> |
2612 | <ignore_list name="system_object" /> |
2771 | <ignore_list name="system_object" /> |
|
|
2772 | <attribute arch="connected"/> |
2613 | </ignore> |
2773 | </ignore> |
2614 | <description><![CDATA[ |
2774 | <description><![CDATA[ |
2615 | Magic_ears trigger a connected value |
2775 | Magic_ears trigger a connected value |
2616 | when the player speaks a specific keyword. ]]> |
2776 | when the player speaks a specific keyword.]]> |
2617 | </description> |
2777 | </description> |
2618 | <use><![CDATA[ |
2778 | <use><![CDATA[ |
2619 | Whenever you put magic_ears on your maps, make sure there are |
2779 | Whenever you put magic_ears on your maps, make sure there are |
2620 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2780 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2621 | something like a gate that is opened by speaking "open" or |
2781 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2623 | <br><br> |
2783 | <br><br> |
2624 | Magic_ears are typically used for interaction with NPCs. You |
2784 | Magic_ears are typically used for interaction with NPCs. You |
2625 | can create the impression that the NPC actually *does* something |
2785 | can create the impression that the NPC actually *does* something |
2626 | according to his conversation with a player. Mostly this means |
2786 | according to his conversation with a player. Mostly this means |
2627 | opening a gate or handing out some item, but you could be quite |
2787 | opening a gate or handing out some item, but you could be quite |
2628 | creative here. ]]> |
2788 | creative here.]]> |
2629 | </use> |
2789 | </use> |
2630 | <attribute arch="no_pick" value="1" type="fixed" /> |
2790 | <attribute arch="no_pick" value="1" type="fixed" /> |
2631 | <attribute arch="connected" editor="connection" type="int"> |
2791 | <attribute arch="connected" editor="connection" type="string"> |
2632 | The Magic_ear will trigger all objects with the |
2792 | The Magic_ear will trigger all objects with the |
2633 | same connection value, every time it is activated. |
2793 | same connection value, every time it is activated. |
2634 | </attribute> |
2794 | </attribute> |
2635 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2795 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2636 | This textfield contains the keyword-matching-syntax. The text should |
2796 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2647 | |
2807 | |
2648 | <!--####################################################################--> |
2808 | <!--####################################################################--> |
2649 | <type number="62" name="Magic Wall"> |
2809 | <type number="62" name="Magic Wall"> |
2650 | <ignore> |
2810 | <ignore> |
2651 | <ignore_list name="non_pickable" /> |
2811 | <ignore_list name="non_pickable" /> |
|
|
2812 | <attribute arch="connected"/> |
2652 | </ignore> |
2813 | </ignore> |
2653 | <description><![CDATA[ |
2814 | <description><![CDATA[ |
2654 | Magic walls fire spells in a given direction, in regular intervals. |
2815 | Magic walls fire spells in a given direction, in regular intervals. |
2655 | Magic walls can contain any spell. However, some spells do not |
2816 | 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 |
2817 | operate very successfully in them. The only way to know is to test |
2657 | the spell you want to use with a wall. |
2818 | the spell you want to use with a wall. |
2658 | <br><br> |
2819 | <br><br> |
2659 | Several types of magical walls are predefined for you in the |
2820 | Several types of magical walls are predefined for you in the |
2660 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2821 | archetypes, and can be found on the "connected" Pickmap.]]> |
2661 | </description> |
2822 | </description> |
2662 | <use><![CDATA[ |
2823 | <use><![CDATA[ |
2663 | Spellcasting walls pose an interesting alternative to monsters. |
2824 | Spellcasting walls pose an interesting alternative to monsters. |
2664 | Usually they are set to be undestroyable. Thus, while monsters |
2825 | Usually they are set to be undestroyable. Thus, while monsters |
2665 | in a map can be cleared out, the magic walls remain. Low level |
2826 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2676 | walls' spell(s). |
2837 | walls' spell(s). |
2677 | <br><br> |
2838 | <br><br> |
2678 | It is possible to make walls rotate when triggered. But that is so |
2839 | 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 |
2840 | confusing (and useless IMHO) that I did not mention it above. You |
2680 | can find a working example on the map |
2841 | can find a working example on the map |
2681 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2842 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2682 | </use> |
2843 | </use> |
2683 | <attribute arch="dam" editor="spell" type="spell"> |
2844 | <attribute arch="dam" editor="spell" type="spell"> |
2684 | The magic wall will cast this <spell>. |
2845 | The magic wall will cast this <spell>. |
2685 | </attribute> |
2846 | </attribute> |
2686 | <attribute arch="level" editor="spell level" type="int"> |
2847 | <attribute arch="level" editor="spell level" type="int"> |
2687 | The wall will cast it's spells at level <spell level>. "level 1" |
2848 | The wall will cast it's spells at level <spell level>. "level 1" |
2688 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2849 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2689 | spells. Arch default is level 1 - you should always set this value |
2850 | spells. Arch default is level 1 - you should always set this value |
2690 | to meet the overall difficulty of your map. |
2851 | to meet the overall difficulty of your map. |
2691 | </attribute> |
2852 | </attribute> |
2692 | <attribute arch="connected" editor="connection" type="int"> |
2853 | <attribute arch="connected" editor="connection" type="string"> |
2693 | Every time the <connection> value is triggered, the wall will cast |
2854 | Every time the <connection> value is triggered, the wall will cast |
2694 | it's spell. You should set <casting speed> to zero, or this won't |
2855 | it's spell. You should set <casting speed> to zero, or this won't |
2695 | have much visible effect. |
2856 | have much visible effect. |
2696 | </attribute> |
2857 | </attribute> |
2697 | &activate_on; |
2858 | &activate_on; |
… | |
… | |
2733 | |
2894 | |
2734 | <!--####################################################################--> |
2895 | <!--####################################################################--> |
2735 | <type number="55" name="Marker"> |
2896 | <type number="55" name="Marker"> |
2736 | <ignore> |
2897 | <ignore> |
2737 | <ignore_list name="system_object" /> |
2898 | <ignore_list name="system_object" /> |
|
|
2899 | <attribute arch="connected"/> |
2738 | </ignore> |
2900 | </ignore> |
2739 | <description><![CDATA[ |
2901 | <description><![CDATA[ |
2740 | A marker is an object that inserts an invisible force (a mark) into a |
2902 | A marker is an object that inserts an invisible force (a mark) into a |
2741 | player stepping on it. This force does nothing except containing a |
2903 | player stepping on it. This force does nothing except containing a |
2742 | <key string> which can be discovered by detectors or inventory |
2904 | <key string> which can be discovered by detectors or inventory |
2743 | checkers. It is also possible to use markers for removing marks again. |
2905 | checkers. It is also possible to use markers for removing marks again |
|
|
2906 | (by setting the "name" slot to the name of the marker to be removed). |
2744 | <br><br> |
2907 | <br><br> |
2745 | Note that the player has no possibility to "see" his own marks, |
2908 | Note that the player has no possibility to "see" his own marks, |
2746 | except by the effect that they cause on the maps. ]]> |
2909 | except by the effect that they cause on the maps.]]> |
2747 | </description> |
2910 | </description> |
2748 | <use><![CDATA[ |
2911 | <use><![CDATA[ |
2749 | Markers hold real cool possibilities for map-making. I encourage |
2912 | Markers hold real cool possibilities for map-making. I encourage |
2750 | you to use them frequently. However there is one negative point |
2913 | 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 |
2914 | 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 |
2915 | your task, as map-creator, to make sure the player is always well |
2753 | informed and never confused. |
2916 | informed and never confused. |
2754 | <br><br> |
2917 | <br><br> |
2755 | Please avoid infinite markers when they aren't needed. They're |
2918 | 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 |
2919 | using a little space in the player file after all, so if there |
2757 | is no real purpose, set an expire time. ]]> |
2920 | is no real purpose, set an expire time.]]> |
2758 | </use> |
2921 | </use> |
2759 | <attribute arch="no_pick" value="1" type="fixed" /> |
2922 | <attribute arch="no_pick" value="1" type="fixed" /> |
2760 | <attribute arch="slaying" editor="key string" type="string"> |
2923 | <attribute arch="slaying" editor="key string" type="string"> |
2761 | The <key string> can be detected by inv. checkers/detectors. |
2924 | The <key string> can be detected by inv. checkers/detectors. |
2762 | If the player already has a force with that <key string>, |
2925 | If the player already has a force with that <key string>, |
2763 | there won't be inserted a second one. |
2926 | there won't be inserted a second one. |
2764 | </attribute> |
2927 | </attribute> |
2765 | <attribute arch="connected" editor="connection" type="int"> |
2928 | <attribute arch="connected" editor="connection" type="string"> |
2766 | When the detector is triggered, all objects with the same |
2929 | When the detector is triggered, all objects with the same |
2767 | connection value get activated. |
2930 | connection value get activated. |
2768 | </attribute> |
2931 | </attribute> |
2769 | <attribute arch="speed" editor="marking speed" type="float"> |
2932 | <attribute arch="speed" editor="marking speed" type="float"> |
2770 | The <marking speed> defines how quickly it will mark something |
2933 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2808 | When a player picks an item from a shop and attempts to |
2971 | 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 |
2972 | walk over the shop mat, the item's selling-price is automatically |
2810 | subtracted from the player's money. |
2973 | subtracted from the player's money. |
2811 | <br><br> |
2974 | <br><br> |
2812 | For money, always use the default arches. |
2975 | For money, always use the default arches. |
2813 | Don't modify them. ]]> |
2976 | Don't modify them.]]> |
2814 | </description> |
2977 | </description> |
2815 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2978 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2816 | </type> |
2979 | </type> |
2817 | |
2980 | |
2818 | <!--####################################################################--> |
2981 | <!--####################################################################--> |
… | |
… | |
2833 | Monsters can behave in various kinds of ways. |
2996 | Monsters can behave in various kinds of ways. |
2834 | They can be aggressive, attacking the player. Or peaceful, |
2997 | They can be aggressive, attacking the player. Or peaceful, |
2835 | helping the player - maybe joining him as pet. |
2998 | helping the player - maybe joining him as pet. |
2836 | The unagressive creatures who communicate with players are |
2999 | The unagressive creatures who communicate with players are |
2837 | usually called "NPCs" (Non Player Character), a well-known |
3000 | usually called "NPCs" (Non Player Character), a well-known |
2838 | term in role-play environments. ]]> |
3001 | term in role-play environments.]]> |
2839 | </description> |
3002 | </description> |
2840 | <use><![CDATA[ |
3003 | <use><![CDATA[ |
2841 | Monsters play a central role in most maps. Choosing the right |
3004 | Monsters play a central role in most maps. Choosing the right |
2842 | combination of monsters for your map is vital: |
3005 | combination of monsters for your map is vital: |
2843 | <UL> |
3006 | <UL> |
… | |
… | |
2868 | can use. |
3031 | can use. |
2869 | </UL> |
3032 | </UL> |
2870 | I know it's impossible to make the perfectly balanced map. There's always |
3033 | 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. |
3034 | 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 |
3035 | Just give it your best shot. And listen to feedback from players if you |
2873 | receive some. :-) ]]> |
3036 | receive some. :-)]]> |
2874 | </use> |
3037 | </use> |
2875 | <attribute arch="alive" value="1" type="fixed" /> |
3038 | <attribute arch="alive" value="1" type="fixed" /> |
2876 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
3039 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2877 | When the monster is killed, items from the treasurelist will |
3040 | When the monster is killed, items from the treasurelist will |
2878 | drop to the ground. This is a common way to reward players |
3041 | drop to the ground. This is a common way to reward players |
… | |
… | |
3126 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3289 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3127 | Monsters which <stand still> won't move to leave their position. |
3290 | Monsters which <stand still> won't move to leave their position. |
3128 | When agressive, they will attack all enemies who get close to |
3291 | When agressive, they will attack all enemies who get close to |
3129 | them. This behaviour is commonly known from castle guards. |
3292 | them. This behaviour is commonly known from castle guards. |
3130 | |
3293 | |
3131 | In older versions of Crossfire it was possible to eventually |
3294 | In older versions of Deliantra it was possible to eventually |
3132 | push a <stand still>-monster out of position by force. |
3295 | push a <stand still>-monster out of position by force. |
3133 | I believe this is no longer possible. Neverthless, you should |
3296 | I believe this is no longer possible. Neverthless, you should |
3134 | still be cautious when lining up <stand still>-monster in order |
3297 | still be cautious when lining up <stand still>-monster in order |
3135 | to "defend" something: Such monsters are rather easy to kill. |
3298 | to "defend" something: Such monsters are rather easy to kill. |
3136 | It's good for low level maps, but not much more. |
3299 | It's good for low level maps, but not much more. |
… | |
… | |
3202 | |
3365 | |
3203 | <!--####################################################################--> |
3366 | <!--####################################################################--> |
3204 | <type number="65" name="Mood Floor"> |
3367 | <type number="65" name="Mood Floor"> |
3205 | <ignore> |
3368 | <ignore> |
3206 | <ignore_list name="system_object" /> |
3369 | <ignore_list name="system_object" /> |
|
|
3370 | <attribute arch="connected"/> |
3207 | </ignore> |
3371 | </ignore> |
3208 | <description><![CDATA[ |
3372 | <description><![CDATA[ |
3209 | As the name implies, mood floors can change the "mood" of |
3373 | As the name implies, mood floors can change the "mood" of |
3210 | a monsters/NPC. For example, an unagressive monster could be |
3374 | a monsters/NPC. For example, an unagressive monster could be |
3211 | turned mad to start attacking. Similar, an agressive monster |
3375 | turned mad to start attacking. Similar, an agressive monster |
3212 | could be calmed. ]]> |
3376 | could be calmed.]]> |
3213 | </description> |
3377 | </description> |
3214 | <use><![CDATA[ |
3378 | <use><![CDATA[ |
3215 | Mood floors are absolutely cool for NPC interaction. To make an |
3379 | Mood floors are absolutely cool for NPC interaction. To make an |
3216 | unaggressive monster/NPC attack, put a creator with "other_arch |
3380 | unaggressive monster/NPC attack, put a creator with "other_arch |
3217 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3381 | 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 |
3385 | it directly to a magic_ear. Then the player speaks a keyword like |
3222 | "help me" - and the NPC joins him as pet. |
3386 | "help me" - and the NPC joins him as pet. |
3223 | <br><br> |
3387 | <br><br> |
3224 | (Of course you must always give clear hints about keywords! |
3388 | (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 |
3389 | And there is no reason why you couldn't use a button/lever/pedestal |
3226 | etc. instead of a magic_ear.) ]]> |
3390 | etc. instead of a magic_ear.)]]> |
3227 | </use> |
3391 | </use> |
3228 | <attribute arch="no_pick" value="1" type="fixed" /> |
3392 | <attribute arch="no_pick" value="1" type="fixed" /> |
3229 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3393 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3230 | <mood> is used to determine what will happen to the |
3394 | <mood> is used to determine what will happen to the |
3231 | monster when affected by the mood floor: |
3395 | monster when affected by the mood floor: |
… | |
… | |
3241 | <mood> 'charm': Turns monster into a pet of person |
3405 | <mood> 'charm': Turns monster into a pet of person |
3242 | who triggers the square. This setting is not |
3406 | who triggers the square. This setting is not |
3243 | enabled for continous operation, you need to |
3407 | enabled for continous operation, you need to |
3244 | insert a <connection> value! |
3408 | insert a <connection> value! |
3245 | </attribute> |
3409 | </attribute> |
3246 | <attribute arch="connected" editor="connection" type="int"> |
3410 | <attribute arch="connected" editor="connection" type="string"> |
3247 | This should only be set in combination with <mood number> 4. |
3411 | This should only be set in combination with <mood number> 4. |
3248 | Normally, monsters are affected by the mood floor as soon as they |
3412 | Normally, monsters are affected by the mood floor as soon as they |
3249 | step on it. But charming (monster -> pet) is too powerful, |
3413 | step on it. But charming (monster -> pet) is too powerful, |
3250 | so it needs to be activated. |
3414 | so it needs to be activated. |
3251 | |
3415 | |
… | |
… | |
3275 | can monsters. Motion is involuntary. Additionally, players or |
3439 | can monsters. Motion is involuntary. Additionally, players or |
3276 | monsters can be "frozen" while ontop of movers so that they MUST |
3440 | monsters can be "frozen" while ontop of movers so that they MUST |
3277 | move along a chain of them. |
3441 | move along a chain of them. |
3278 | <br><br> |
3442 | <br><br> |
3279 | Multisquare monsters can be moved as well, given |
3443 | Multisquare monsters can be moved as well, given |
3280 | enough space. Movers are usually invisible. ]]> |
3444 | enough space. Movers are usually invisible.]]> |
3281 | </description> |
3445 | </description> |
3282 | <use><![CDATA[ |
3446 | <use><![CDATA[ |
3283 | NEVER EVER consider a mover being unpassable in the backwards |
3447 | NEVER EVER consider a mover being unpassable in the backwards |
3284 | direction. Setting "forced movement" makes it seemingly impossible |
3448 | direction. Setting "forced movement" makes it seemingly impossible |
3285 | but there is still a trick: One player can push a second player |
3449 | but there is still a trick: One player can push a second player |
… | |
… | |
3292 | cannot be discovered with the show_invisible spell. |
3456 | cannot be discovered with the show_invisible spell. |
3293 | <br><br> |
3457 | <br><br> |
3294 | Note that Movers and Directors are seperate objects, even though |
3458 | Note that Movers and Directors are seperate objects, even though |
3295 | they look and act similar. Directors only do spells/missiles, |
3459 | they look and act similar. Directors only do spells/missiles, |
3296 | while movers only do living creatures (depending on how it |
3460 | while movers only do living creatures (depending on how it |
3297 | is set: monsters and players). ]]> |
3461 | is set: monsters and players).]]> |
3298 | </use> |
3462 | </use> |
3299 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3463 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3300 | If forced movement is enabled, the mover "freezes" anyone it |
3464 | If forced movement is enabled, the mover "freezes" anyone it |
3301 | moves (so they are forced to move along a chain). |
3465 | moves (so they are forced to move along a chain). |
3302 | For players there is no way to escape this forced movement, |
3466 | For players there is no way to escape this forced movement, |
… | |
… | |
3350 | |
3514 | |
3351 | <!--####################################################################--> |
3515 | <!--####################################################################--> |
3352 | <type number="17" name="Pedestal"> |
3516 | <type number="17" name="Pedestal"> |
3353 | <ignore> |
3517 | <ignore> |
3354 | <ignore_list name="non_pickable" /> |
3518 | <ignore_list name="non_pickable" /> |
|
|
3519 | <attribute arch="connected"/> |
3355 | </ignore> |
3520 | </ignore> |
3356 | <description><![CDATA[ |
3521 | <description><![CDATA[ |
3357 | Pedestals are designed to detect certain types of living objects. |
3522 | Pedestals are designed to detect certain types of living objects. |
3358 | When a predefined type of living creature steps on the pedestal, the |
3523 | When a predefined type of living creature steps on the pedestal, the |
3359 | connected value is triggered. ]]> |
3524 | connected value is triggered.]]> |
3360 | </description> |
3525 | </description> |
3361 | <use><![CDATA[ |
3526 | <use><![CDATA[ |
3362 | If you want to create a place where only players of a certain race |
3527 | 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 |
3528 | 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, |
3529 | only activated for players of the matching race. Do not use gates, |
3365 | because many other players could sneak in. If you put powerful |
3530 | because many other players could sneak in. If you put powerful |
3366 | artifacts into such places, generally set "startequip 1", so that |
3531 | 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. ]]> |
3532 | they are preserved for that one race and can't be traded to others.]]> |
3368 | </use> |
3533 | </use> |
3369 | <attribute arch="no_pick" value="1" type="fixed" /> |
3534 | <attribute arch="no_pick" value="1" type="fixed" /> |
3370 | <attribute arch="slaying" editor="match race" type="string"> |
3535 | <attribute arch="slaying" editor="match race" type="string"> |
3371 | the <match race> defines the object we're looking for. If <match race> |
3536 | 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. |
3537 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3374 | place where only fireborns can enter, by setting "slaying unnatural". |
3539 | place where only fireborns can enter, by setting "slaying unnatural". |
3375 | |
3540 | |
3376 | If it is set to "player", any player stepping on the pedestal |
3541 | If it is set to "player", any player stepping on the pedestal |
3377 | is a match. Very useful if you want to open a gate for players |
3542 | is a match. Very useful if you want to open a gate for players |
3378 | but not for monsters. |
3543 | but not for monsters. |
|
|
3544 | |
|
|
3545 | &match_compat; |
3379 | </attribute> |
3546 | </attribute> |
3380 | <attribute arch="connected" editor="connection" type="int"> |
3547 | <attribute arch="connected" editor="connection" type="string"> |
3381 | When the pedestal is triggered, all objects with the same |
3548 | When the pedestal is triggered, all objects with the same |
3382 | connection value get activated. |
3549 | connection value get activated. |
3383 | </attribute> |
3550 | </attribute> |
3384 | &move_on; |
3551 | &move_on; |
3385 | </type> |
3552 | </type> |
3386 | |
3553 | |
3387 | <!--####################################################################--> |
3554 | <!--####################################################################--> |
|
|
3555 | <type number="32" name="Pedestal Trigger"> |
|
|
3556 | <import_type name="Pedestal" /> |
|
|
3557 | <ignore> |
|
|
3558 | <ignore_list name="non_pickable" /> |
|
|
3559 | </ignore> |
|
|
3560 | <description><![CDATA[ |
|
|
3561 | Pedestal triggers are pedestals which reset after a short period |
|
|
3562 | of time. Every time it is either applied or reset, the |
|
|
3563 | <connection> value is triggered.]]> |
|
|
3564 | </description> |
|
|
3565 | </type> |
|
|
3566 | |
|
|
3567 | <!--####################################################################--> |
|
|
3568 | <type number="19" name="Item Match"> |
|
|
3569 | <ignore> |
|
|
3570 | <ignore_list name="non_pickable" /> |
|
|
3571 | <attribute arch="connected"/> |
|
|
3572 | </ignore> |
|
|
3573 | <description><![CDATA[ |
|
|
3574 | Match objects use the deliantra matching language |
|
|
3575 | (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) |
|
|
3576 | to match items on the same mapspace (if move_on/off are unset) or |
|
|
3577 | items trying to enter (if move_blocked is set). |
|
|
3578 | |
|
|
3579 | If a connected value is given, then it is triggered if the first object |
|
|
3580 | matching the expression is put on it, and the last is removed.]]> |
|
|
3581 | </description> |
|
|
3582 | <use><![CDATA[ |
|
|
3583 | If you want to trigger something else (e.g. a gate) when an item is above this object, |
|
|
3584 | use the move_on/move_off settings. |
|
|
3585 | |
|
|
3586 | If you want to keep something from entering if it has (or lacks) a specific item, |
|
|
3587 | use the move_blocked setting.]]> |
|
|
3588 | </use> |
|
|
3589 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3590 | <attribute arch="slaying" editor="match expression" type="string"> |
|
|
3591 | &match_compat; |
|
|
3592 | |
|
|
3593 | Optionally you can leave out the "match " prefix. |
|
|
3594 | </attribute> |
|
|
3595 | <attribute arch="connected" editor="connection" type="string"> |
|
|
3596 | When the match is triggered, all objects with the same |
|
|
3597 | connection value get activated. |
|
|
3598 | </attribute> |
|
|
3599 | &move_on; |
|
|
3600 | &move_off; |
|
|
3601 | &move_block; |
|
|
3602 | </type> |
|
|
3603 | |
|
|
3604 | <!--####################################################################--> |
3388 | <type number="94" name="Pit"> |
3605 | <type number="94" name="Pit"> |
3389 | <ignore> |
3606 | <ignore> |
3390 | <ignore_list name="non_pickable" /> |
3607 | <ignore_list name="non_pickable" /> |
|
|
3608 | <attribute arch="connected"/> |
3391 | </ignore> |
3609 | </ignore> |
3392 | <description><![CDATA[ |
3610 | <description><![CDATA[ |
3393 | Pits are holes, transporting the player when he walks (and falls) into them. |
3611 | 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 |
3612 | 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 |
3613 | the exact destination, but within a configurable radius of the destination |
3396 | (never on blocked squares).<br> |
3614 | (never on blocked squares).<br> |
3397 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3615 | 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. |
3616 | Monsters and items are affected by pits just as well as players. |
3399 | Even multipart monsters can fall through them, given enough space. ]]> |
3617 | Even multipart monsters can fall through them, given enough space.]]> |
3400 | </description> |
3618 | </description> |
3401 | <use><![CDATA[ |
3619 | <use><![CDATA[ |
3402 | Pits can add interesting effects to your map. When using them, make |
3620 | 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 |
3621 | 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 |
3622 | player to some kind of lower level. They should not be used to |
3405 | randomly interconnect maps like teleporters do. ]]> |
3623 | randomly interconnect maps like teleporters do.]]> |
3406 | </use> |
3624 | </use> |
3407 | <attribute arch="no_pick" value="1" type="fixed" /> |
3625 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3626 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3627 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3628 | </attribute> |
3408 | <attribute arch="connected" editor="connection" type="int"> |
3629 | <attribute arch="connected" editor="connection" type="string"> |
3409 | When a <connection> value is set, the pit can be opened/closed |
3630 | When a <connection> value is set, the pit can be opened/closed |
3410 | by activating the connection. |
3631 | by activating the connection. |
3411 | </attribute> |
3632 | </attribute> |
3412 | &activate_on; |
3633 | &activate_on; |
3413 | <attribute arch="hp" editor="destination X" type="int"> |
3634 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3433 | |
3654 | |
3434 | <!--####################################################################--> |
3655 | <!--####################################################################--> |
3435 | <type number="7" name="Poison Food"> |
3656 | <type number="7" name="Poison Food"> |
3436 | <description><![CDATA[ |
3657 | <description><![CDATA[ |
3437 | When eating, the player's stomache is drained by 1/4 of food. |
3658 | 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. ]]> |
3659 | If his food drops to zero, the player might even die.]]> |
3439 | </description> |
3660 | </description> |
3440 | </type> |
3661 | </type> |
3441 | |
3662 | |
3442 | <!--####################################################################--> |
3663 | <!--####################################################################--> |
3443 | <type number="5" name="Potion"> |
3664 | <type number="5" name="Potion"> |
3444 | <description><![CDATA[ |
3665 | <description><![CDATA[ |
3445 | The player can drink these and gain various kinds of benefits |
3666 | The player can drink these and gain various kinds of benefits |
3446 | (/penalties) by doing so. ]]> |
3667 | (/penalties) by doing so.]]> |
3447 | </description> |
3668 | </description> |
3448 | <use><![CDATA[ |
3669 | <use><![CDATA[ |
3449 | One potion should never give multiple benefits at once. ]]> |
3670 | One potion should never give multiple benefits at once.]]> |
3450 | </use> |
3671 | </use> |
3451 | <attribute arch="level" editor="potion level" type="int"> |
3672 | <attribute arch="level" editor="potion level" type="int"> |
3452 | If the potion contains a spell, the spell is cast at this level. |
3673 | 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. |
3674 | For other potions it should be set at least to 1. |
3454 | </attribute> |
3675 | </attribute> |
… | |
… | |
3481 | <type number="156" name="Power Crystal"> |
3702 | <type number="156" name="Power Crystal"> |
3482 | <description><![CDATA[ |
3703 | <description><![CDATA[ |
3483 | Power crystals can store a player's mana: |
3704 | Power crystals can store a player's mana: |
3484 | When the player applies the crystal with full mana, half of |
3705 | When the player applies the crystal with full mana, half of |
3485 | it flows into the crystal. When the player applies it with |
3706 | it flows into the crystal. When the player applies it with |
3486 | lacking mana, the crystal replenishes the player's mana. ]]> |
3707 | lacking mana, the crystal replenishes the player's mana.]]> |
3487 | </description> |
3708 | </description> |
3488 | <attribute arch="sp" editor="initial mana" type="int"> |
3709 | <attribute arch="sp" editor="initial mana" type="int"> |
3489 | <initial mana> is the amount of spellpoints that the |
3710 | <initial mana> is the amount of spellpoints that the |
3490 | crystal holds when the map is loaded. |
3711 | crystal holds when the map is loaded. |
3491 | </attribute> |
3712 | </attribute> |
… | |
… | |
3503 | Projectiles like arrows/crossbow bolts are used as ammunition |
3724 | Projectiles like arrows/crossbow bolts are used as ammunition |
3504 | for shooting weapons. |
3725 | for shooting weapons. |
3505 | <br><br> |
3726 | <br><br> |
3506 | It's very easy to add new pairs of weapons & projectiles. |
3727 | It's very easy to add new pairs of weapons & projectiles. |
3507 | Just set matching <ammunition class> both for shooting |
3728 | Just set matching <ammunition class> both for shooting |
3508 | weapon and projectile. ]]> |
3729 | weapon and projectile.]]> |
3509 | </description> |
3730 | </description> |
3510 | <use><![CDATA[ |
3731 | <use><![CDATA[ |
3511 | If you want to create new kinds of projectiles, you could |
3732 | If you want to create new kinds of projectiles, you could |
3512 | add an alchemical receipe to create these. |
3733 | add an alchemical receipe to create these. |
3513 | |
3734 | |
3514 | Don't create new pairs of weapons & projectiles unless |
3735 | Don't create new pairs of weapons & projectiles unless |
3515 | they really fullfill a useful purpose. In fact, even bows |
3736 | they really fullfill a useful purpose. In fact, even bows |
3516 | and crossbows are rarely ever used. ]]> |
3737 | and crossbows are rarely ever used.]]> |
3517 | </use> |
3738 | </use> |
3518 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3739 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3519 | This number is a bitmask, specifying the projectile's attacktypes. |
3740 | This number is a bitmask, specifying the projectile's attacktypes. |
3520 | Attacktypes are: physical, magical, fire, cold.. etc. |
3741 | Attacktypes are: physical, magical, fire, cold.. etc. |
3521 | This works identical to melee weapons. Note that shooting |
3742 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3583 | <type number="70" name="Ring"> |
3804 | <type number="70" name="Ring"> |
3584 | <import_type name="Amulet" /> |
3805 | <import_type name="Amulet" /> |
3585 | <description><![CDATA[ |
3806 | <description><![CDATA[ |
3586 | Rings are worn on the hands - one ring each. |
3807 | Rings are worn on the hands - one ring each. |
3587 | Wearing rings, the object's stats will directly be inherited to |
3808 | Wearing rings, the object's stats will directly be inherited to |
3588 | the player. Usually enhancing his spellcasting potential. ]]> |
3809 | the player. Usually enhancing his spellcasting potential.]]> |
3589 | </description> |
3810 | </description> |
3590 | <use><![CDATA[ |
3811 | <use><![CDATA[ |
3591 | When you create an artifact ring, never forget that players can |
3812 | 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 |
3813 | wear <B>two</B> rings! Due to that it is extremely important to |
3593 | keep rings in balance with the game. |
3814 | keep rings in balance with the game. |
3594 | <br><br> |
3815 | <br><br> |
3595 | Also keep in mind that rings are generally the wizard's tools. |
3816 | Also keep in mind that rings are generally the wizard's tools. |
3596 | They should primarily grant bonuses to spellcasting abilities |
3817 | They should primarily grant bonuses to spellcasting abilities |
3597 | and non-physical resistances. ]]> |
3818 | and non-physical resistances.]]> |
3598 | </use> |
3819 | </use> |
3599 | </type> |
3820 | </type> |
3600 | |
3821 | |
3601 | <!--####################################################################--> |
3822 | <!--####################################################################--> |
3602 | <type number="3" name="Rod"> |
3823 | <type number="3" name="Rod"> |
… | |
… | |
3605 | </ignore> |
3826 | </ignore> |
3606 | <description><![CDATA[ |
3827 | <description><![CDATA[ |
3607 | A rod contains a spell. The player can use this spell by applying and |
3828 | 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, |
3829 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3609 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3830 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3610 | used endlessly. ]]> |
3831 | used endlessly.]]> |
3611 | </description> |
3832 | </description> |
3612 | <use><![CDATA[ |
3833 | <use><![CDATA[ |
3613 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3834 | 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 |
3835 | to be used for that purpose. Though, potions are expensive and only good for |
3615 | one-time-use.<br> ]]> |
3836 | one-time-use.<br>]]> |
3616 | </use> |
3837 | </use> |
3617 | <attribute arch="sp" editor="spell" type="spell"> |
3838 | <attribute arch="sp" editor="spell" type="spell"> |
3618 | Sets the <spell> of the rod. Consider twice before handing out special |
3839 | 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! |
3840 | rods to players, since they can be used endlessly without any mana cost! |
3620 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3841 | 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 |
3881 | Runes hit any monster or person who steps on them for 'dam' damage in |
3661 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3882 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3662 | and will cast this spell when it detonates. Yet another kind is the |
3883 | and will cast this spell when it detonates. Yet another kind is the |
3663 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3884 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3664 | <br><br> |
3885 | <br><br> |
3665 | Many runes are already defined in the archetypes. ]]> |
3886 | Many runes are already defined in the archetypes.]]> |
3666 | </description> |
3887 | </description> |
3667 | <use><![CDATA[ |
3888 | <use><![CDATA[ |
3668 | Avoid monsters stepping on your runes. For example, summoning runes |
3889 | Avoid monsters stepping on your runes. For example, summoning runes |
3669 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3890 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3670 | </use> |
3891 | </use> |
3671 | <attribute arch="no_pick" value="1" type="fixed" /> |
3892 | <attribute arch="no_pick" value="1" type="fixed" /> |
3672 | &move_on; |
3893 | &move_on; |
3673 | <attribute arch="level" editor="rune level" type="int"> |
3894 | <attribute arch="level" editor="rune level" type="int"> |
3674 | This value sets the level the rune will cast the spell it contains at, |
3895 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3742 | <ignore_list name="non_pickable" /> |
3963 | <ignore_list name="non_pickable" /> |
3743 | </ignore> |
3964 | </ignore> |
3744 | <description><![CDATA[ |
3965 | <description><![CDATA[ |
3745 | When the player applies a savebed, he is not only saved. Both his |
3966 | 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 |
3967 | respawn-after-death and his word-of-recall positions are pointing |
3747 | to the last-applied savebed. ]]> |
3968 | to the last-applied savebed.]]> |
3748 | </description> |
3969 | </description> |
3749 | <use><![CDATA[ |
3970 | <use><![CDATA[ |
3750 | Put savebed locations in towns, do not put them into dungeons. |
3971 | Put savebed locations in towns, do not put them into dungeons. |
3751 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3972 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3752 | That means: |
3973 | That means: |
… | |
… | |
3756 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3977 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3757 | players get trapped in a savebed location. |
3978 | players get trapped in a savebed location. |
3758 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3979 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3759 | arch called "dungeon_magic" everywhere). This is not required, |
3980 | arch called "dungeon_magic" everywhere). This is not required, |
3760 | but it makes the place much more safe. |
3981 | but it makes the place much more safe. |
3761 | </UL> ]]> |
3982 | </UL>]]> |
3762 | </use> |
3983 | </use> |
3763 | <attribute arch="no_pick" value="1" type="fixed" /> |
3984 | <attribute arch="no_pick" value="1" type="fixed" /> |
3764 | <attribute arch="no_magic" value="1" type="fixed" /> |
3985 | <attribute arch="no_magic" value="1" type="fixed" /> |
3765 | <attribute arch="damned" value="1" type="fixed" /> |
3986 | <attribute arch="damned" value="1" type="fixed" /> |
3766 | </type> |
3987 | </type> |
… | |
… | |
3773 | <description><![CDATA[ |
3994 | <description><![CDATA[ |
3774 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3995 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3775 | scrolls require a certain literacy skill to read successfully. |
3996 | scrolls require a certain literacy skill to read successfully. |
3776 | Accordingly, for a successful reading, a small amount of |
3997 | Accordingly, for a successful reading, a small amount of |
3777 | experience is gained. Scrolls allow only one time usage, but |
3998 | experience is gained. Scrolls allow only one time usage, but |
3778 | usually they are sold in bulks. ]]> |
3999 | usually they are sold in bulks.]]> |
3779 | </description> |
4000 | </description> |
3780 | <use><![CDATA[ |
4001 | <use><![CDATA[ |
3781 | For low level quests, scrolls of healing/curing-spells |
4002 | For low level quests, scrolls of healing/curing-spells |
3782 | can be a nice reward. At higher levels, scrolls become less |
4003 | can be a nice reward. At higher levels, scrolls become less |
3783 | and less useful. ]]> |
4004 | and less useful.]]> |
3784 | </use> |
4005 | </use> |
3785 | <attribute arch="level" editor="casting level" type="int"> |
4006 | <attribute arch="level" editor="casting level" type="int"> |
3786 | The spell of the scroll will be casted at this level. |
4007 | The spell of the scroll will be casted at this level. |
3787 | This value should always be set, at least to 1. |
4008 | This value should always be set, at least to 1. |
3788 | </attribute> |
4009 | </attribute> |
… | |
… | |
3800 | <type number="33" name="Shield"> |
4021 | <type number="33" name="Shield"> |
3801 | <import_type name="Amulet" /> |
4022 | <import_type name="Amulet" /> |
3802 | <description><![CDATA[ |
4023 | <description><![CDATA[ |
3803 | Wearing a shield, the object's stats will directly be inherited to |
4024 | Wearing a shield, the object's stats will directly be inherited to |
3804 | the player. Shields usually provide good defense, only surpassed |
4025 | the player. Shields usually provide good defense, only surpassed |
3805 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
4026 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3806 | </description> |
4027 | </description> |
3807 | <use><![CDATA[ |
4028 | <use><![CDATA[ |
3808 | Feel free to create your own special artifacts. However, it is very |
4029 | Feel free to create your own special artifacts. However, it is very |
3809 | important that you keep your artifact in balance with existing maps. ]]> |
4030 | important that you keep your artifact in balance with existing maps.]]> |
3810 | </use> |
4031 | </use> |
3811 | <attribute arch="magic" editor="magic bonus" type="int"> |
4032 | <attribute arch="magic" editor="magic bonus" type="int"> |
3812 | <magic bonus> works just like ac, except that it can be improved by |
4033 | <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 |
4034 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3814 | than direct armour-class bonus on the shield. |
4035 | than direct armour-class bonus on the shield. |
… | |
… | |
3823 | wielded both at the same time. Like with any other equipment, |
4044 | wielded both at the same time. Like with any other equipment, |
3824 | stats/bonuses from shooting weapons are directly inherited to the player. |
4045 | stats/bonuses from shooting weapons are directly inherited to the player. |
3825 | <br><br> |
4046 | <br><br> |
3826 | It's very easy to add new pairs of weapons & projectiles. |
4047 | It's very easy to add new pairs of weapons & projectiles. |
3827 | Just set matching <ammunition class> both for shooting |
4048 | Just set matching <ammunition class> both for shooting |
3828 | weapon and projectile. ]]> |
4049 | weapon and projectile.]]> |
3829 | </description> |
4050 | </description> |
3830 | <use><![CDATA[ |
4051 | <use><![CDATA[ |
3831 | Shooting weapons should not add bonuses in general. There's already |
4052 | Shooting weapons should not add bonuses in general. There's already |
3832 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4053 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3833 | Shooting weapons should especially not add bonuses to the player |
4054 | Shooting weapons should especially not add bonuses to the player |
3834 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4055 | 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 |
4056 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3836 | - still crap. ]]> |
4057 | - still crap.]]> |
3837 | </use> |
4058 | </use> |
3838 | <attribute arch="race" editor="ammunition class" type="string"> |
4059 | <attribute arch="race" editor="ammunition class" type="string"> |
3839 | Only projectiles with matching <ammunition class> can be fired |
4060 | Only projectiles with matching <ammunition class> can be fired |
3840 | with this weapon. For normal bows set "arrows", for normal |
4061 | with this weapon. For normal bows set "arrows", for normal |
3841 | crossbows set "crossbow bolts". |
4062 | crossbows set "crossbow bolts". |
… | |
… | |
3870 | amount of <item power>, depending on their own level. This is the |
4091 | amount of <item power>, depending on their own level. This is the |
3871 | only way to prevent low level players to wear "undeserved" equipment |
4092 | only way to prevent low level players to wear "undeserved" equipment |
3872 | (like gifts from other players or cheated items). |
4093 | (like gifts from other players or cheated items). |
3873 | |
4094 | |
3874 | It is very important to adjust the <item power> value carefully |
4095 | It is very important to adjust the <item power> value carefully |
3875 | for every artifact you create! If zero/unset, the CF server will |
4096 | for every artifact you create! If zero/unset, the Deliantra server will |
3876 | calculate a provisional value at runtime, but this is never |
4097 | calculate a provisional value at runtime, but this is never |
3877 | going to be an accurate measurement of <item power>. |
4098 | going to be an accurate measurement of <item power>. |
3878 | </attribute> |
4099 | </attribute> |
3879 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4100 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3880 | Usually the player's strentgh takes effect on the damage |
4101 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
3962 | These items are all flagged as unpaid. |
4183 | These items are all flagged as unpaid. |
3963 | When a player drops an item onto shop floor, the item becomes |
4184 | When a player drops an item onto shop floor, the item becomes |
3964 | unpaid and the player receives payment according to the item's |
4185 | unpaid and the player receives payment according to the item's |
3965 | selling-value. |
4186 | selling-value. |
3966 | Shopfloor always prevents magic (To hinder players from burning |
4187 | Shopfloor always prevents magic (To hinder players from burning |
3967 | or freezing the goods). ]]> |
4188 | or freezing the goods).]]> |
3968 | </description> |
4189 | </description> |
3969 | <use><![CDATA[ |
4190 | <use><![CDATA[ |
3970 | Tile your whole shop-interior space which shop floor. |
4191 | Tile your whole shop-interior space which shop floor. |
3971 | (That assures players receive payment for dropping items). |
4192 | (That assures players receive payment for dropping items). |
3972 | Place shop mats to enter/leave the shop, and make sure |
4193 | Place shop mats to enter/leave the shop, and make sure |
3973 | there is no other exit than the shop mat. ]]> |
4194 | there is no other exit than the shop mat.]]> |
3974 | </use> |
4195 | </use> |
3975 | <attribute arch="is_floor" value="1" type="fixed" /> |
4196 | <attribute arch="is_floor" value="1" type="fixed" /> |
3976 | <attribute arch="no_pick" value="1" type="fixed" /> |
4197 | <attribute arch="no_pick" value="1" type="fixed" /> |
3977 | <attribute arch="no_magic" value="1" type="fixed" /> |
4198 | <attribute arch="no_magic" value="1" type="fixed" /> |
3978 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4199 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4012 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4233 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4013 | or -destinations. When stepping onto a shopmat the player gets beamed |
4234 | 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 |
4235 | to the nearest other mat. If the player has unpaid items in his |
4015 | inventory, the price gets charged from his coins automatically. |
4236 | inventory, the price gets charged from his coins automatically. |
4016 | If the player has insufficient coins to buy his unpaid items, he |
4237 | 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). ]]> |
4238 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4018 | </description> |
4239 | </description> |
4019 | <use><![CDATA[ |
4240 | <use><![CDATA[ |
4020 | As stated above, always place TWO shop mats into your shop. |
4241 | As stated above, always place TWO shop mats into your shop. |
4021 | Not more and not less than that. ]]> |
4242 | Not more and not less than that.]]> |
4022 | </use> |
4243 | </use> |
4023 | <attribute arch="no_pick" value="1" type="fixed" /> |
4244 | <attribute arch="no_pick" value="1" type="fixed" /> |
4024 | &move_on; |
4245 | &move_on; |
4025 | </type> |
4246 | </type> |
4026 | |
4247 | |
4027 | <!--####################################################################--> |
4248 | <!--####################################################################--> |
4028 | <type number="98" name="Sign & MagicMouth"> |
4249 | <type number="98" name="Sign & MagicMouth"> |
4029 | <ignore> |
4250 | <ignore> |
4030 | <ignore_list name="non_pickable" /> |
4251 | <ignore_list name="non_pickable" /> |
|
|
4252 | <attribute arch="connected"/> |
4031 | </ignore> |
4253 | </ignore> |
4032 | <description><![CDATA[ |
4254 | <description><![CDATA[ |
4033 | The purpose of a sign or magic_mouth is to display a certain message to |
4255 | 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: |
4256 | 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 |
4257 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4036 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4258 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4037 | </description> |
4259 | </description> |
4038 | <use><![CDATA[ |
4260 | <use><![CDATA[ |
4039 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4261 | 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 |
4262 | some true roleplay feeling to your maps, support your storyline or give |
4041 | hints about hidden secrets/dangers. Place signs to provide the player |
4263 | hints about hidden secrets/dangers. Place signs to provide the player |
4042 | with all kinds of useful information for getting along in your maps. ]]> |
4264 | with all kinds of useful information for getting along in your maps.]]> |
4043 | </use> |
4265 | </use> |
4044 | <attribute arch="connected" editor="connection" type="int"> |
4266 | <attribute arch="connected" editor="connection" type="string"> |
4045 | When a connection value is set, the message will be printed whenever |
4267 | When a connection value is set, the message will be printed whenever |
4046 | the connection is triggered. This should be used in combination with |
4268 | the connection is triggered. This should be used in combination with |
4047 | <invisible> enabled and <activate by walking/flying> disabled. |
4269 | <invisible> enabled and <activate by walking/flying> disabled. |
4048 | If activating your magic_mouth this way, the message will not only be |
4270 | If activating your magic_mouth this way, the message will not only be |
4049 | printed to one player, but all players on the current map. |
4271 | printed to one player, but all players on the current map. |
… | |
… | |
4088 | <ignore_list name="system_object" /> |
4310 | <ignore_list name="system_object" /> |
4089 | </ignore> |
4311 | </ignore> |
4090 | <description><![CDATA[ |
4312 | <description><![CDATA[ |
4091 | Skills are objects which exist in the player/monster inventory. |
4313 | Skills are objects which exist in the player/monster inventory. |
4092 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4314 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4093 | are enabled for monster use however. ]]> |
4315 | are enabled for monster use however.]]> |
4094 | </description> |
4316 | </description> |
4095 | <use><![CDATA[ |
4317 | <use><![CDATA[ |
4096 | For mapmaking, Skill objects serve two purposes: |
4318 | For mapmaking, Skill objects serve two purposes: |
4097 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4319 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4098 | can be seen as the global skill definitions. A skill which doesn't |
4320 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4103 | </p><p> |
4325 | </p><p> |
4104 | Secondly, in order to enable monsters to use skills, you will need to |
4326 | Secondly, in order to enable monsters to use skills, you will need to |
4105 | copy default skill archtypes into the monsters' inventories. |
4327 | copy default skill archtypes into the monsters' inventories. |
4106 | You can even customize the skills by changing stats. It is not |
4328 | You can even customize the skills by changing stats. It is not |
4107 | recommended however, to use skills in your maps which are totally |
4329 | recommended however, to use skills in your maps which are totally |
4108 | unrelated to any predefined skill archtype.</p> ]]> |
4330 | unrelated to any predefined skill archtype.</p>]]> |
4109 | </use> |
4331 | </use> |
4110 | <attribute arch="invisible" value="1" type="fixed" /> |
4332 | <attribute arch="invisible" value="1" type="fixed" /> |
4111 | <attribute arch="no_drop" value="1" type="fixed" /> |
4333 | <attribute arch="no_drop" value="1" type="fixed" /> |
4112 | <attribute arch="skill" editor="skill name" type="string"> |
4334 | <attribute arch="skill" editor="skill name" type="string"> |
4113 | The <skill name> is used for matchings. When a usable |
4335 | 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 |
4345 | expmul is 1, the player will get 500 added to that skill as well as |
4124 | 500 to their total. |
4346 | 500 to their total. |
4125 | </attribute> |
4347 | </attribute> |
4126 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4348 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4127 | The <skill type> defines the base functionality of the skill. |
4349 | The <skill type> defines the base functionality of the skill. |
4128 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4350 | 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. |
4351 | create new skill types, but it requires a bit of server-coding. |
4130 | </attribute> |
4352 | </attribute> |
4131 | <attribute arch="level" editor="level" type="int"> |
4353 | <attribute arch="level" editor="level" type="int"> |
4132 | </attribute> |
4354 | </attribute> |
4133 | <attribute arch="exp" editor="experience" type="int"> |
4355 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4142 | |
4364 | |
4143 | <!--####################################################################--> |
4365 | <!--####################################################################--> |
4144 | <type number="130" name="Skill Scroll"> |
4366 | <type number="130" name="Skill Scroll"> |
4145 | <description><![CDATA[ |
4367 | <description><![CDATA[ |
4146 | By reading a skill scroll, a player has a chance to learn the |
4368 | By reading a skill scroll, a player has a chance to learn the |
4147 | contained skill. ]]> |
4369 | contained skill.]]> |
4148 | </description> |
4370 | </description> |
4149 | <use><![CDATA[ |
4371 | <use><![CDATA[ |
4150 | Skill scrolls are very much sought for by players. Currently, |
4372 | Skill scrolls are very much sought for by players. Currently, |
4151 | all skill scrolls are sold in shops randomly, which is in fact not |
4373 | 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 |
4374 | a good system. It would be nice to have some cool quests with |
4153 | skill scrolls rewarded at the end. ]]> |
4375 | skill scrolls rewarded at the end.]]> |
4154 | </use> |
4376 | </use> |
4155 | <attribute arch="race" value="scrolls" type="fixed" /> |
4377 | <attribute arch="race" value="scrolls" type="fixed" /> |
4156 | <attribute arch="skill" editor="skill name" type="string"> |
4378 | <attribute arch="skill" editor="skill name" type="string"> |
4157 | The <skill name> matches the skill object that can |
4379 | The <skill name> matches the skill object that can |
4158 | be learned from this scroll. |
4380 | be learned from this scroll. |
… | |
… | |
4168 | When carrying the appropriate special key, a locked door can |
4390 | When carrying the appropriate special key, a locked door can |
4169 | be opened. The key will dissapear. |
4391 | be opened. The key will dissapear. |
4170 | <br><br> |
4392 | <br><br> |
4171 | This object-type can also be used for "passport"-like items: |
4393 | This object-type can also be used for "passport"-like items: |
4172 | When walking onto an invetory checker, a gate for example might |
4394 | When walking onto an invetory checker, a gate for example might |
4173 | get opened. The "passport" will stay in the player's inventory. ]]> |
4395 | get opened. The "passport" will stay in the player's inventory.]]> |
4174 | </description> |
4396 | </description> |
4175 | <use><![CDATA[ |
4397 | <use><![CDATA[ |
4176 | How to make a "passport": You take the special key arch |
4398 | How to make a "passport": You take the special key arch |
4177 | (archetype name is "key2"), set the face to something like |
4399 | (archetype name is "key2"), set the face to something like |
4178 | card.111 and the name to "passport" - that's all. The <key string> |
4400 | card.111 and the name to "passport" - that's all. The <key string> |
4179 | certainly must match with the appropiate inventory checker. |
4401 | certainly must match with the appropiate inventory checker. |
4180 | <br><br> |
4402 | <br><br> |
4181 | Of course you can be creative with names and faces of |
4403 | Of course you can be creative with names and faces of |
4182 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4404 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4183 | (with appropriate faces) appear more interesting than just |
4405 | (with appropriate faces) appear more interesting than just |
4184 | a "strange key", or "passport". ]]> |
4406 | a "strange key", or "passport".]]> |
4185 | </use> |
4407 | </use> |
4186 | <attribute arch="slaying" editor="key string" type="string"> |
4408 | <attribute arch="slaying" editor="key string" type="string"> |
4187 | This string must be identical with the <key string> in the |
4409 | This string must be identical with the <key string> in the |
4188 | locked door, then it can be unlocked. It can also be used |
4410 | locked door, then it can be unlocked. It can also be used |
4189 | to trigger inventory checkers. |
4411 | to trigger inventory checkers. |
… | |
… | |
4224 | players can learn it by reading the book. Once learned, players |
4446 | 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 |
4447 | 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> |
4448 | of the player, spells may gain power but also increase cost.<br> |
4227 | Monsters can use spells which are put in their inventory (provided |
4449 | Monsters can use spells which are put in their inventory (provided |
4228 | that certain "enabling" settings are correct). The monster's |
4450 | that certain "enabling" settings are correct). The monster's |
4229 | <treasurelist> can also be used to provide it with spells. ]]> |
4451 | <treasurelist> can also be used to provide it with spells.]]> |
4230 | </description> |
4452 | </description> |
4231 | <use><![CDATA[ |
4453 | <use><![CDATA[ |
4232 | A lot of the spells' settings can be tuned and customized. |
4454 | A lot of the spells' settings can be tuned and customized. |
4233 | When creating new spells which are accessible to players, it is |
4455 | When creating new spells which are accessible to players, it is |
4234 | important to think about balance. A single spell which is too |
4456 | 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 |
4457 | 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 |
4458 | and magic school system out of whack. Testing new spells is |
4237 | quite important therefore. ]]> |
4459 | quite important therefore.]]> |
4238 | </use> |
4460 | </use> |
4239 | <attribute arch="no_drop" value="1" type="fixed" /> |
4461 | <attribute arch="no_drop" value="1" type="fixed" /> |
4240 | <attribute arch="invisible" value="1" type="fixed" /> |
4462 | <attribute arch="invisible" value="1" type="fixed" /> |
4241 | <attribute arch="skill" editor="skill name" type="string"> |
4463 | <attribute arch="skill" editor="skill name" type="string"> |
4242 | The <skill name> matches the skill which is needed |
4464 | The <skill name> matches the skill which is needed |
… | |
… | |
4257 | </attribute> |
4479 | </attribute> |
4258 | <attribute arch="other_arch" editor="create object" type="string"> |
4480 | <attribute arch="other_arch" editor="create object" type="string"> |
4259 | </attribute> |
4481 | </attribute> |
4260 | <attribute arch="sp" editor="cost spellpoints" type="int"> |
4482 | <attribute arch="sp" editor="cost spellpoints" type="int"> |
4261 | </attribute> |
4483 | </attribute> |
|
|
4484 | <attribute arch="dam" editor="damage" type="int"> |
|
|
4485 | </attribute> |
4262 | <attribute arch="grace" editor="cost grace" type="int"> |
4486 | <attribute arch="grace" editor="cost grace" type="int"> |
4263 | </attribute> |
4487 | </attribute> |
4264 | <attribute arch="maxsp" editor="double cost per level" type="int"> |
4488 | <attribute arch="maxsp" editor="double cost per level" type="int"> |
4265 | </attribute> |
4489 | </attribute> |
4266 | </type> |
4490 | </type> |
… | |
… | |
4274 | to read.<br><br> |
4498 | to read.<br><br> |
4275 | You can create widely customized spells only by adjusting the |
4499 | You can create widely customized spells only by adjusting the |
4276 | spell object in the spellbooks inventory. Refer to the description |
4500 | spell object in the spellbooks inventory. Refer to the description |
4277 | of spell objects for detailed information how to customize spells.<br> |
4501 | of spell objects for detailed information how to customize spells.<br> |
4278 | If you want to have a random spellbook instead, choose a <treasurelist> |
4502 | If you want to have a random spellbook instead, choose a <treasurelist> |
4279 | with a compilation of spells that the book may contain. ]]> |
4503 | with a compilation of spells that the book may contain.]]> |
4280 | </description> |
4504 | </description> |
4281 | <use><![CDATA[ |
4505 | <use><![CDATA[ |
4282 | Don't put any of the godgiven spells into a spellbook! These are |
4506 | Don't put any of the godgiven spells into a spellbook! These are |
4283 | reserved for the followers of the appropriate cults. Handing them |
4507 | reserved for the followers of the appropriate cults. Handing them |
4284 | out in a spellbook would violate the balance between different religions. |
4508 | out in a spellbook would violate the balance between different religions. |
4285 | <br><br> |
4509 | <br><br> |
4286 | Note that there is no fundamental difference between the spellbooks |
4510 | Note that there is no fundamental difference between the spellbooks |
4287 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4511 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4288 | even praying). The difference lies only in the spells they contain. |
4512 | 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 |
4513 | It is up to you, the mapmaker, to pick the right type of book |
4290 | for your spells. ]]> |
4514 | for your spells.]]> |
4291 | </use> |
4515 | </use> |
4292 | <attribute arch="skill" value="literacy" type="fixed" /> |
4516 | <attribute arch="skill" value="literacy" type="fixed" /> |
4293 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4517 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4294 | There are two ways to put spells into a spellbook: |
4518 | There are two ways to put spells into a spellbook: |
4295 | 1. Put a spell object in the books inventory. In this case, |
4519 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4314 | </ignore> |
4538 | </ignore> |
4315 | <description><![CDATA[ |
4539 | <description><![CDATA[ |
4316 | Spinners change the direction of spell objects and other projectiles |
4540 | Spinners change the direction of spell objects and other projectiles |
4317 | that fly past. Unlike directors, it does make a difference from what |
4541 | 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 |
4542 | angle you shoot into the spinner. The direction of objects flying past |
4319 | is always changed by a certain degree. ]]> |
4543 | is always changed by a certain degree.]]> |
4320 | </description> |
4544 | </description> |
4321 | <use><![CDATA[ |
4545 | <use><![CDATA[ |
4322 | Spinners are very rarely used. I believe they are quite |
4546 | Spinners are very rarely used. I believe they are quite |
4323 | confusing and pointless. The only use I can think of is building |
4547 | 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 |
4548 | some puzzle about where to shoot into spinners to shoot somewhere you |
4325 | otherwise couldn't. |
4549 | otherwise couldn't. |
4326 | |
4550 | |
4327 | When placing spinners on a map with magic walls, make sure the spell- |
4551 | 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. ]]> |
4552 | projectiles from magic walls don't get to fly in loops.]]> |
4329 | </use> |
4553 | </use> |
4330 | <attribute arch="sp" editor="direction number" type="int"> |
4554 | <attribute arch="sp" editor="direction number" type="int"> |
4331 | The spinner will change the direction of flying objects by |
4555 | The spinner will change the direction of flying objects by |
4332 | 45 degrees per <direction number>. Negative values spin clockwise, |
4556 | 45 degrees per <direction number>. Negative values spin clockwise, |
4333 | positive values counter clockwise. |
4557 | positive values counter clockwise. |
… | |
… | |
4346 | Swamp areas show a special behaviour: |
4570 | Swamp areas show a special behaviour: |
4347 | When a player stands still on a swamp-square for too long, |
4571 | When a player stands still on a swamp-square for too long, |
4348 | he will start to sink in and eventually drown and die. |
4572 | he will start to sink in and eventually drown and die. |
4349 | Items dropped on the swamp sink in and dissapear. |
4573 | Items dropped on the swamp sink in and dissapear. |
4350 | Players with knowledge of the woodsman skill are a lot less likely |
4574 | Players with knowledge of the woodsman skill are a lot less likely |
4351 | to die in the swamp. ]]> |
4575 | to die in the swamp.]]> |
4352 | </description> |
4576 | </description> |
4353 | <attribute arch="is_floor" value="1" type="fixed" /> |
4577 | <attribute arch="is_floor" value="1" type="fixed" /> |
4354 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4578 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4355 | <attribute arch="speed" editor="drowning speed" type="float"> |
4579 | <attribute arch="speed" editor="drowning speed" type="float"> |
4356 | The higher the <drowning speed>, the faster will players and items |
4580 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4372 | |
4596 | |
4373 | <!--####################################################################--> |
4597 | <!--####################################################################--> |
4374 | <type number="41" name="Teleporter"> |
4598 | <type number="41" name="Teleporter"> |
4375 | <ignore> |
4599 | <ignore> |
4376 | <ignore_list name="non_pickable" /> |
4600 | <ignore_list name="non_pickable" /> |
|
|
4601 | <attribute arch="connected"/> |
4377 | </ignore> |
4602 | </ignore> |
4378 | <description><![CDATA[ |
4603 | <description><![CDATA[ |
4379 | When the player walks into a teleporter, he is transferred to a |
4604 | When the player walks into a teleporter, he is transferred to a |
4380 | different location. The main difference to the object-type exit |
4605 | different location. The main difference to the object-type exit |
4381 | is the possibility to have teleporters connected to levers/buttons/etc. |
4606 | is the possibility to have teleporters connected to levers/buttons/etc. |
4382 | Sometimes teleporters are activated even against the players will. |
4607 | Sometimes teleporters are activated even against the players will. |
4383 | <br><br> |
4608 | <br><br> |
4384 | Unlike exits, teleporters can also transfer items and |
4609 | Unlike exits, teleporters can also transfer items and |
4385 | monsters to different locations on the same map. ]]> |
4610 | monsters to different locations on the same map.]]> |
4386 | </description> |
4611 | </description> |
4387 | <use><![CDATA[ |
4612 | <use><![CDATA[ |
4388 | When creating maps, I guess sooner or later you'll want to have |
4613 | When creating maps, I guess sooner or later you'll want to have |
4389 | an invisible teleporter. If using "invisible 1", the teleporter |
4614 | an invisible teleporter. If using "invisible 1", the teleporter |
4390 | can still be discovered with the show_invisible spell. And in |
4615 | 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. |
4616 | some cases you can't place it under the floor to prevent this. |
4392 | <br><br> |
4617 | <br><br> |
4393 | Fortunately, there is a cool trick to make a perfectly invisible |
4618 | Fortunately, there is a cool trick to make a perfectly invisible |
4394 | teleporter: You simply add teleporter functionality to the floor |
4619 | teleporter: You simply add teleporter functionality to the floor |
4395 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4620 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4396 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4621 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4397 | </use> |
4622 | </use> |
4398 | <attribute arch="slaying" editor="exit path" type="string"> |
4623 | <attribute arch="slaying" editor="exit path" type="string"> |
4399 | The exit path specifies the map that the player is transferred to. |
4624 | The exit path specifies the map that the player is transferred to. |
4400 | <exit path> can be an absolute path, beginning with '/' |
4625 | <exit path> can be an absolute path, beginning with '/' |
4401 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4626 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4437 | be transferred to the "default enter location" of the destined map. |
4662 | be transferred to the "default enter location" of the destined map. |
4438 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4663 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4439 | please DO NOT use that. It turned out to be a source for numerous |
4664 | please DO NOT use that. It turned out to be a source for numerous |
4440 | map-bugs. |
4665 | map-bugs. |
4441 | </attribute> |
4666 | </attribute> |
4442 | <attribute arch="connected" editor="connection" type="int"> |
4667 | <attribute arch="connected" editor="connection" type="string"> |
4443 | If a connection value is set, the teleporter will be activated |
4668 | If a connection value is set, the teleporter will be activated |
4444 | whenever the connection is triggered. To use this properly, |
4669 | whenever the connection is triggered. To use this properly, |
4445 | <activation speed> must be zero. |
4670 | <activation speed> must be zero. |
4446 | </attribute> |
4671 | </attribute> |
4447 | &activate_on; |
4672 | &activate_on; |
… | |
… | |
4460 | |
4685 | |
4461 | <!--####################################################################--> |
4686 | <!--####################################################################--> |
4462 | <type number="26" name="Timed Gate"> |
4687 | <type number="26" name="Timed Gate"> |
4463 | <ignore> |
4688 | <ignore> |
4464 | <ignore_list name="non_pickable" /> |
4689 | <ignore_list name="non_pickable" /> |
|
|
4690 | <attribute arch="connected"/> |
4465 | </ignore> |
4691 | </ignore> |
4466 | <description><![CDATA[ |
4692 | <description><![CDATA[ |
4467 | Gates play an important role in Crossfire. Gates can be opened |
4693 | Gates play an important role in Deliantra. Gates can be opened |
4468 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4694 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4469 | or carrying special key-objects (-> inventory checker). |
4695 | or carrying special key-objects (-> inventory checker). |
4470 | Unlike locked doors, gates can get shut again after a player has |
4696 | Unlike locked doors, gates can get shut again after a player has |
4471 | passed, which makes them more practical in many cases. Unlike normal |
4697 | passed, which makes them more practical in many cases. Unlike normal |
4472 | gates, timed gates open when triggered but automatically close again |
4698 | gates, timed gates open when triggered but automatically close again |
4473 | after some time.]]> |
4699 | after some time.]]> |
4474 | </description> |
4700 | </description> |
4475 | <use><![CDATA[ |
4701 | <use><![CDATA[ |
4476 | Use gates to divide your maps into separated areas. After solving |
4702 | 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 |
4703 | area A, the player gains access to area B, and so on. Make your |
4478 | maps more complex than "one-way". ]]> |
4704 | maps more complex than "one-way".]]> |
4479 | </use> |
4705 | </use> |
4480 | <attribute arch="no_pick" value="1" type="fixed" /> |
4706 | <attribute arch="no_pick" value="1" type="fixed" /> |
4481 | <attribute arch="connected" editor="connection" type="int"> |
4707 | <attribute arch="connected" editor="connection" type="string"> |
4482 | Whenever the inventory checker is triggered, all objects with identical |
4708 | Whenever the inventory checker is triggered, all objects with identical |
4483 | <connection> value get activated. This only makes sense together with |
4709 | <connection> value get activated. This only makes sense together with |
4484 | <blocking passage> disabled. If unset, the gate opens automatically |
4710 | <blocking passage> disabled. If unset, the gate opens automatically |
4485 | after some time. |
4711 | after some time. |
4486 | </attribute> |
4712 | </attribute> |
… | |
… | |
4514 | <attribute arch="name_pl" /> |
4740 | <attribute arch="name_pl" /> |
4515 | <attribute arch="weight" /> |
4741 | <attribute arch="weight" /> |
4516 | <attribute arch="value" /> |
4742 | <attribute arch="value" /> |
4517 | <attribute arch="material" /> |
4743 | <attribute arch="material" /> |
4518 | <attribute arch="unpaid" /> |
4744 | <attribute arch="unpaid" /> |
|
|
4745 | <attribute arch="connected"/> |
4519 | </ignore> |
4746 | </ignore> |
4520 | <description><![CDATA[ |
4747 | <description><![CDATA[ |
4521 | A trap is a object that can either do damage or trigger another connected object |
4748 | A trap is a object that can either do damage or trigger another connected object |
4522 | when detonated. Traps are like runes except they are not magical in nature, |
4749 | when detonated. Traps are like runes except they are not magical in nature, |
4523 | and generally have either a physical attack or trigger a reaction. |
4750 | and generally have either a physical attack or trigger a reaction. |
… | |
… | |
4553 | </attribute> |
4780 | </attribute> |
4554 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4781 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4555 | This attribute defines what attacktype to use for direct damage when |
4782 | This attribute defines what attacktype to use for direct damage when |
4556 | the trap detonates. |
4783 | the trap detonates. |
4557 | </attribute> |
4784 | </attribute> |
4558 | <attribute arch="connected" editor="connection" type="int"> |
4785 | <attribute arch="connected" editor="connection" type="string"> |
4559 | When the trap is detonated, all objects with the same |
4786 | When the trap is detonated, all objects with the same |
4560 | connection value get activated. |
4787 | connection value get activated. |
4561 | </attribute> |
4788 | </attribute> |
4562 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4789 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4563 | When the trap detonates, this text is displayed to the |
4790 | When the trap detonates, this text is displayed to the |
… | |
… | |
4575 | Trapdoors are very similar to pits. The difference is that they |
4802 | Trapdoors are very similar to pits. The difference is that they |
4576 | can not be closed. Instead, the weight of the object on the |
4803 | can not be closed. Instead, the weight of the object on the |
4577 | trapdoor determines weither it slams the trapdoor open and falls through |
4804 | trapdoor determines weither it slams the trapdoor open and falls through |
4578 | or not.<br> |
4805 | or not.<br> |
4579 | Once a trapdoor has been opened (by a creature or items of sufficient |
4806 | Once a trapdoor has been opened (by a creature or items of sufficient |
4580 | weight,) it remains open, acting like an opened pit. ]]> |
4807 | weight,) it remains open, acting like an opened pit.]]> |
4581 | </description> |
4808 | </description> |
4582 | <use><![CDATA[ |
4809 | <use><![CDATA[ |
4583 | Trapdoors should be used in the same fashion as pits: |
4810 | Trapdoors should be used in the same fashion as pits: |
4584 | They should always drop the victims to some kind of lower level. They |
4811 | 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. ]]> |
4812 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4586 | </use> |
4813 | </use> |
4587 | <attribute arch="no_pick" value="1" type="fixed" /> |
4814 | <attribute arch="no_pick" value="1" type="fixed" /> |
4588 | &move_on; |
4815 | &move_on; |
4589 | <attribute arch="weight" editor="hold weight" type="int"> |
4816 | <attribute arch="weight" editor="hold weight" type="int"> |
4590 | This value defines how much weight the trapdoor can hold. |
4817 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4616 | <attribute arch="value" /> |
4843 | <attribute arch="value" /> |
4617 | <attribute arch="material" /> |
4844 | <attribute arch="material" /> |
4618 | </ignore> |
4845 | </ignore> |
4619 | <description><![CDATA[ |
4846 | <description><![CDATA[ |
4620 | A treasure-object turns into certain randomitems when the map is loaded |
4847 | A treasure-object turns into certain randomitems when the map is loaded |
4621 | into the game. ]]> |
4848 | into the game.]]> |
4622 | </description> |
4849 | </description> |
4623 | <use><![CDATA[ |
4850 | <use><![CDATA[ |
4624 | About usage of the "random-artifact" treasurelist: |
4851 | About usage of the "random-artifact" treasurelist: |
4625 | This will generate powerful stuff like girdles, xray helmets, special |
4852 | 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 |
4853 | 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 |
4854 | 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 |
4855 | number of different artifacts! Besides, players will always seek the place |
4629 | with the most easy-to-get random artifact and ignore all others. |
4856 | 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 |
4857 | My advice: Don't use it! Attract players with good fighting experience |
4631 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4858 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4632 | </use> |
4859 | </use> |
4633 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4860 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4634 | This entry determines what kind of treasure will appear. Look into |
4861 | This entry determines what kind of treasure will appear. Look into |
4635 | /crossfire/share/crossfire/treasures for details about existing |
4862 | /crossfire/share/crossfire/treasures for details about existing |
4636 | treasurelists. |
4863 | treasurelists. |
… | |
… | |
4659 | |
4886 | |
4660 | <!--####################################################################--> |
4887 | <!--####################################################################--> |
4661 | <type number="52" name="Trigger Marker"> |
4888 | <type number="52" name="Trigger Marker"> |
4662 | <ignore> |
4889 | <ignore> |
4663 | <ignore_list name="system_object" /> |
4890 | <ignore_list name="system_object" /> |
|
|
4891 | <attribute arch="connected"/> |
4664 | </ignore> |
4892 | </ignore> |
4665 | <description><![CDATA[ |
4893 | <description><![CDATA[ |
4666 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4894 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4667 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4895 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4668 | <key string> which can be discovered by detectors or inventory |
4896 | <key string> which can be discovered by detectors or inventory |
4669 | checkers. It is also possible to use markers for removing marks again. |
4897 | checkers. It is also possible to use markers for removing marks again. |
|
|
4898 | (by setting the "name" slot to the name of the marker to be removed). |
4670 | <br><br> |
4899 | <br><br> |
4671 | Note that the player has no possibility to "see" his own marks, |
4900 | Note that the player has no possibility to "see" his own marks, |
4672 | except by the effect that they cause on the maps. ]]> |
4901 | except by the effect that they cause on the maps.]]> |
4673 | </description> |
4902 | </description> |
4674 | <use><![CDATA[ |
4903 | <use><![CDATA[ |
4675 | Markers hold real cool possibilities for map-making. I encourage |
4904 | Markers hold real cool possibilities for map-making. I encourage |
4676 | you to use them frequently. However there is one negative point |
4905 | 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 |
4906 | 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 |
4907 | your task, as map-creator, to make sure the player is always well |
4679 | informed and never confused. |
4908 | informed and never confused. |
4680 | <br><br> |
4909 | <br><br> |
4681 | Please avoid infinite markers when they aren't needed. They're |
4910 | 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 |
4911 | using a little space in the player file after all, so if there |
4683 | is no real purpose, set an expire time. ]]> |
4912 | is no real purpose, set an expire time.]]> |
4684 | </use> |
4913 | </use> |
4685 | <attribute arch="no_pick" value="1" type="fixed" /> |
4914 | <attribute arch="no_pick" value="1" type="fixed" /> |
4686 | <attribute arch="slaying" editor="key string" type="string"> |
4915 | <attribute arch="slaying" editor="key string" type="string"> |
4687 | The <key string> can be detected by inv. checkers/detectors. |
4916 | The <key string> can be detected by inv. checkers/detectors. |
4688 | If the player already has a force with that <key string>, |
4917 | If the player already has a force with that <key string>, |
4689 | there won't be inserted a second one. |
4918 | there won't be inserted a second one. |
4690 | </attribute> |
4919 | </attribute> |
4691 | <attribute arch="connected" editor="connection" type="int"> |
4920 | <attribute arch="connected" editor="connection" type="string"> |
4692 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4921 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4693 | </attribute> |
4922 | </attribute> |
4694 | <attribute arch="food" editor="mark duration" type="int"> |
4923 | <attribute arch="food" editor="mark duration" type="int"> |
4695 | This value defines the duration of the force it inserts. |
4924 | This value defines the duration of the force it inserts. |
4696 | If nonzero, the duration of the player's mark is finite: |
4925 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4727 | <attribute arch="name_pl" /> |
4956 | <attribute arch="name_pl" /> |
4728 | <attribute arch="value" /> |
4957 | <attribute arch="value" /> |
4729 | <attribute arch="unpaid" /> |
4958 | <attribute arch="unpaid" /> |
4730 | </ignore> |
4959 | </ignore> |
4731 | <description><![CDATA[ |
4960 | <description><![CDATA[ |
4732 | Walls usually block passage and sight. ]]> |
4961 | Walls usually block passage and sight.]]> |
4733 | </description> |
4962 | </description> |
4734 | &movement_types_terrain; |
4963 | &movement_types_terrain; |
4735 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4964 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4736 | If set, the object is able to "roll", so it can be pushed around. |
4965 | If set, the object is able to "roll", so it can be pushed around. |
4737 | This setting is used for boulders and barrels. |
4966 | This setting is used for boulders and barrels. |
… | |
… | |
4750 | <type number="109" name="Wand & Staff"> |
4979 | <type number="109" name="Wand & Staff"> |
4751 | <description><![CDATA[ |
4980 | <description><![CDATA[ |
4752 | Wands contain a certain spell. The player can apply (ready) and |
4981 | Wands contain a certain spell. The player can apply (ready) and |
4753 | fire the wand. After a defined number of casts, the wand is |
4982 | 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 |
4983 | "used up". It is possible to recharge a wand with scrolls of |
4755 | charging, but usually that isn't worth the cost. ]]> |
4984 | charging, but usually that isn't worth the cost.]]> |
4756 | </description> |
4985 | </description> |
4757 | <use><![CDATA[ |
4986 | <use><![CDATA[ |
4758 | Wands are quite seldomly used. The reason prolly is that they're |
4987 | Wands are quite seldomly used. The reason prolly is that they're |
4759 | generally not cost-efficient. Handing out high-level wands with |
4988 | generally not cost-efficient. Handing out high-level wands with |
4760 | powerful special spells isn't a good idea either, because of |
4989 | powerful special spells isn't a good idea either, because of |
4761 | the recharge ability. |
4990 | the recharge ability. |
4762 | <br><br> |
4991 | <br><br> |
4763 | For low levels, staffs of healing/cure and word of recall are |
4992 | For low levels, staffs of healing/cure and word of recall are |
4764 | quite desirable though. Ideal rewards for low level quests. ]]> |
4993 | quite desirable though. Ideal rewards for low level quests.]]> |
4765 | </use> |
4994 | </use> |
4766 | <attribute arch="sp" editor="spell" type="spell"> |
4995 | <attribute arch="sp" editor="spell" type="spell"> |
4767 | The <spell> specifies the contained spell. |
4996 | The <spell> specifies the contained spell. |
4768 | </attribute> |
4997 | </attribute> |
4769 | <attribute arch="level" editor="casting level" type="int"> |
4998 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4794 | <ignore_list name="non_pickable" /> |
5023 | <ignore_list name="non_pickable" /> |
4795 | </ignore> |
5024 | </ignore> |
4796 | <description><![CDATA[ |
5025 | <description><![CDATA[ |
4797 | A weak wall is a breakable spot amidsts a solid wall. Typically |
5026 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4798 | these weak walls look similar to their solid "relatives" except |
5027 | these weak walls look similar to their solid "relatives" except |
4799 | for a small crack or little chunks of wall on the ground. ]]> |
5028 | for a small crack or little chunks of wall on the ground.]]> |
4800 | </description> |
5029 | </description> |
4801 | <use><![CDATA[ |
5030 | <use><![CDATA[ |
4802 | If you want to create hidden rooms, using weak walls is alot |
5031 | If you want to create hidden rooms, using weak walls is alot |
4803 | better than completely indiscernible passages in a wall.<br> |
5032 | better than completely indiscernible passages in a wall.<br> |
4804 | Anyways, there can be a lot more to weak walls than just finding |
5033 | Anyways, there can be a lot more to weak walls than just finding |
4805 | them: Rising their defensive stats, weak walls can become a |
5034 | them: Rising their defensive stats, weak walls can become a |
4806 | serious obstacle. An ice wall might only be torn down by a fire |
5035 | 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 |
5036 | attack for example. A granite wall for instance might be very |
4808 | hard to destroy. ]]> |
5037 | hard to destroy.]]> |
4809 | </use> |
5038 | </use> |
4810 | <attribute arch="alive" value="1" type="fixed" /> |
5039 | <attribute arch="alive" value="1" type="fixed" /> |
4811 | <attribute arch="no_pick" value="1" type="fixed" /> |
5040 | <attribute arch="no_pick" value="1" type="fixed" /> |
4812 | <attribute arch="tear_down" value="1" type="fixed" /> |
5041 | <attribute arch="tear_down" value="1" type="fixed" /> |
4813 | <attribute arch="race" editor="race" type="string"> |
5042 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4842 | <!--####################################################################--> |
5071 | <!--####################################################################--> |
4843 | <type number="15" name="Weapon"> |
5072 | <type number="15" name="Weapon"> |
4844 | <description><![CDATA[ |
5073 | <description><![CDATA[ |
4845 | Wielding a weapon, the object's stats will directly be inherited to the |
5074 | Wielding a weapon, the object's stats will directly be inherited to the |
4846 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5075 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4847 | be improved with scrolls. ]]> |
5076 | be improved with scrolls.]]> |
4848 | </description> |
5077 | </description> |
4849 | <use><![CDATA[ |
5078 | <use><![CDATA[ |
4850 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5079 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4851 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5080 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4852 | fighting AND questing. ]]> |
5081 | fighting AND questing.]]> |
4853 | </use> |
5082 | </use> |
4854 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5083 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4855 | This number is a bitmask, specifying the weapon's attacktypes. |
5084 | This number is a bitmask, specifying the weapon's attacktypes. |
4856 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5085 | 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 |
5086 | 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 |
5141 | amount of <item power>, depending on their own level. This is the |
4913 | only way to prevent low level players to wear "undeserved" equipment |
5142 | only way to prevent low level players to wear "undeserved" equipment |
4914 | (like gifts from other players or cheated items). |
5143 | (like gifts from other players or cheated items). |
4915 | |
5144 | |
4916 | It is very important to adjust the <item power> value carefully |
5145 | It is very important to adjust the <item power> value carefully |
4917 | for every artifact you create! If zero/unset, the CF server will |
5146 | for every artifact you create! If zero/unset, the Deliantra server will |
4918 | calculate a provisional value at runtime, but this is never |
5147 | calculate a provisional value at runtime, but this is never |
4919 | going to be an accurate measurement of <item power>. |
5148 | going to be an accurate measurement of <item power>. |
4920 | </attribute> |
5149 | </attribute> |
4921 | <attribute arch="damned" editor="damnation" type="bool"> |
5150 | <attribute arch="damned" editor="damnation" type="bool"> |
4922 | A damned weapon cannot be unwielded unless |
5151 | A damned weapon cannot be unwielded unless |
… | |
… | |
5031 | </type> |
5260 | </type> |
5032 | |
5261 | |
5033 | <type number="116" name="Event Connector"> |
5262 | <type number="116" name="Event Connector"> |
5034 | <description><![CDATA[ |
5263 | <description><![CDATA[ |
5035 | Event connectors link specific events that happen to objects to |
5264 | Event connectors link specific events that happen to objects to |
5036 | a crossfire plug-in. ]]> |
5265 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5037 | </description> |
5266 | </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> |
5267 | </type> |
5054 | |
5268 | |
5055 | </types> |
5269 | </types> |