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 | # # |
… | |
… | |
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='bitmask_movement_type'> |
106 | <attribute arch='move_on' editor='movement type' 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='bitmask_movement_type'> |
111 | <attribute arch='move_off' editor='movement type' 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='bitmask_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 movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_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> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
126 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
127 | precedence over 'blocked movements'. |
137 | </attribute> |
128 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
131 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
133 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
134 | creatures matching 'slow move' will be slower than normal on this spot. |
… | |
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148 | <slow movement> 5 - default for deep swamp |
139 | <slow movement> 5 - default for deep swamp |
149 | ... |
140 | ... |
150 | <slow movement> 7 - spider web (sticky as hell) |
141 | <slow movement> 7 - spider web (sticky as hell) |
151 | </attribute> |
142 | </attribute> |
152 | "> |
143 | "> |
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144 | <!ENTITY speed_left " |
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145 | <attribute arch='speed_left' editor='speed left' type='float'> |
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146 | The speed left to the object. On every tick, if this value is higher |
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147 | than 0, the object acts/triggers/moves etc. and the value gets |
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148 | decremented by 1. Otherwise, it is incremented by <speed> on |
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149 | every tick. |
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150 | </attribute> |
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151 | "> |
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152 | <!ENTITY activate_on " |
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153 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
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154 | Whether the teleporter should only be activated on push. |
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155 | </attribute> |
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156 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
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157 | Whether the teleporter should only be activated on release. |
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158 | </attribute> |
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159 | "> |
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160 | |
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161 | <!ENTITY resistances_flesh_desc " |
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162 | Resistances on flesh items make them more durable against spellcraft |
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163 | of the appropriate kind. It also allows dragon players to eventually gain |
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164 | resistance by eating it. Usually resistance should only be set for flesh |
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165 | items in a monster's inventory. |
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166 | "> |
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167 | |
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168 | <!ENTITY resistances_flesh_section " |
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169 | <section name='resistance'> |
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170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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171 | &resistances_flesh_desc; |
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172 | </attribute> |
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173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | </section> |
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225 | "> |
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226 | |
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227 | <!ENTITY resistances_basic " |
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228 | <section name='resistance'> |
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229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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249 | </section> |
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250 | "> |
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251 | |
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252 | <!ENTITY player_stat_desc " |
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253 | The player's strentgh will rise/fall by the given value for permanent |
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254 | (of course there is an upper limit). Generally there shouldn't be stat |
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255 | potions granting more than one stat. Cursed potions will subtract the |
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256 | stats if positive. |
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257 | "> |
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258 | |
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259 | <!ENTITY player_res_desc " |
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260 | The player's resistance to physical will rise by this value in percent |
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261 | (range -100 till +100). The effect is only temporare, and it does NOT |
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262 | add on the values from the player's equipment. |
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263 | Cursed potions will make negative resistance.. very nasty in combat! |
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264 | "> |
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265 | |
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266 | <!ENTITY player_stat_resist_sections " |
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267 | <section name='stats'> |
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268 | <attribute arch='Str' editor='strength' type='int'> |
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269 | &player_stat_desc; |
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270 | </attribute> |
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271 | <attribute arch='Dex' editor='dexterity' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Con' editor='constitution' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Int' editor='intelligence' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Pow' editor='power' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Wis' editor='wisdom' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Cha' editor='charisma' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | </section> |
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290 | <section name='resistance'> |
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291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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292 | &player_res_desc; |
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293 | </attribute> |
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294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | </section> |
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352 | "> |
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353 | |
153 | ]> |
354 | ]> |
154 | |
355 | |
155 | <types> |
356 | <types> |
156 | |
357 | |
157 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
392 | <entry value="9" name="throw" /> |
593 | <entry value="9" name="throw" /> |
393 | <entry value="10" name="trigger" /> |
594 | <entry value="10" name="trigger" /> |
394 | <entry value="11" name="close" /> |
595 | <entry value="11" name="close" /> |
395 | <entry value="12" name="timer" /> |
596 | <entry value="12" name="timer" /> |
396 | <entry value="28" name="move" /> |
597 | <entry value="28" name="move" /> |
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598 | <entry value="41" name="drop_on" /> |
397 | </list> |
599 | </list> |
398 | |
600 | |
399 | <list name="attack_movement_bits_0_3"> |
601 | <list name="attack_movement_bits_0_3"> |
400 | <entry value="0" name="default" /> |
602 | <entry value="0" name="default" /> |
401 | <entry value="1" name="attack from distance" /> |
603 | <entry value="1" name="attack from distance" /> |
… | |
… | |
439 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
440 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
441 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
442 | </attribute> |
644 | </attribute> |
443 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
444 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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647 | object has an animation! See also the 'animation' attribute. |
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648 | </attribute> |
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649 | <attribute arch="animation" editor="animation" type="string"> |
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650 | The animation-name of the object. If you assign custom faces and the archetype |
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651 | defines an animation you can disable the animation of an archetype by setting this |
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652 | field to NONE. |
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653 | </attribute> |
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654 | <attribute arch="tag" editor="tag" type="string"> |
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655 | You can tag objects with an identifier. Tagged objects can be found quickly |
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656 | from their tag, which makes them useful to tag exits and refer to those by |
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657 | their name. |
445 | </attribute> |
658 | </attribute> |
446 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
447 | This value determines the number of objects in one stack (for example: |
660 | This value determines the number of objects in one stack (for example: |
448 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
661 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
449 | any pickable object - otherwise it won't be mergeable into a stack. |
662 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
… | |
453 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
666 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
454 | for explicitly non-pickable objects (hey, this is opensource.. you |
667 | for explicitly non-pickable objects (hey, this is opensource.. you |
455 | never know ;) ). |
668 | never know ;) ). |
456 | </attribute> |
669 | </attribute> |
457 | <attribute arch="value" editor="value" type="int"> |
670 | <attribute arch="value" editor="value" type="int"> |
458 | Adds a certain value to the object: It will be worth that many times the |
671 | Determines the value of the object, in units of silver coins (one |
459 | default value from it's archetype (E.g. "value = 3" means three times |
672 | platinum coin == 50 silver coins). Value for buying/selling will be |
460 | worth the default value). Value for buying/selling will be |
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461 | further modified by various factors. Hence, testing values in-game is |
673 | further modified by various factors. Hence, testing values in-game is |
462 | usually inevitable. |
674 | usually inevitable. |
463 | </attribute> |
675 | </attribute> |
464 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
465 | If <glow radius> is set to a value greater zero, the object |
677 | If <glow radius> is set to a value greater zero, the object |
… | |
… | |
489 | </attribute> |
701 | </attribute> |
490 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
491 | An <unpaid> item cannot be used unless a player carried it over |
703 | An <unpaid> item cannot be used unless a player carried it over |
492 | a shop mat, paying the demanded price. Setting this flag makes sense |
704 | a shop mat, paying the demanded price. Setting this flag makes sense |
493 | only for pickable items inside shops. |
705 | only for pickable items inside shops. |
|
|
706 | </attribute> |
|
|
707 | <attribute arch="sound" editor="sound" type="string"> |
|
|
708 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
709 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
710 | field it will point to sound/<path>.ext |
|
|
711 | </attribute> |
|
|
712 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
713 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
714 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
715 | field it will point to sound/<path>.ext |
494 | </attribute> |
716 | </attribute> |
495 | </default_type> |
717 | </default_type> |
496 | |
718 | |
497 | <!-- This ignorelist is for all system objects which are non pickable |
719 | <!-- This ignorelist is for all system objects which are non pickable |
498 | and invisible. They don't interact with players at all. --> |
720 | and invisible. They don't interact with players at all. --> |
… | |
… | |
740 | in the exact moment when the altar is activated. |
962 | in the exact moment when the altar is activated. |
741 | </attribute> |
963 | </attribute> |
742 | </type> |
964 | </type> |
743 | |
965 | |
744 | <!--####################################################################--> |
966 | <!--####################################################################--> |
|
|
967 | <type number="74" name="Skill Tool"> |
|
|
968 | <description><![CDATA[ |
|
|
969 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
970 | ]]> |
|
|
971 | </description> |
|
|
972 | <use><![CDATA[ |
|
|
973 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
974 | the skill that is given. |
|
|
975 | ]]> |
|
|
976 | </use> |
|
|
977 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
978 | This field describes which skill the player will be able to use wearing this item. |
|
|
979 | </attribute> |
|
|
980 | &player_stat_resist_sections; |
|
|
981 | </type> |
|
|
982 | <!--####################################################################--> |
745 | <type number="39" name="Amulet"> |
983 | <type number="39" name="Amulet"> |
746 | <description><![CDATA[ |
984 | <description><![CDATA[ |
747 | Wearing an amulet, the object's stats will directly be inherited to |
985 | Wearing an amulet, the object's stats will directly be inherited to |
748 | the player. Amulets are usually meant for protection and defense. ]]> |
986 | the player. Amulets are usually meant for protection and defense. ]]> |
749 | </description> |
987 | </description> |
… | |
… | |
768 | amount of <item power>, depending on their own level. This is the |
1006 | amount of <item power>, depending on their own level. This is the |
769 | only way to prevent low level players to wear "undeserved" equipment |
1007 | only way to prevent low level players to wear "undeserved" equipment |
770 | (like gifts from other players or cheated items). |
1008 | (like gifts from other players or cheated items). |
771 | |
1009 | |
772 | It is very important to adjust the <item power> value carefully |
1010 | It is very important to adjust the <item power> value carefully |
773 | for every artifact you create! If zero/unset, the CF server will |
1011 | for every artifact you create! If zero/unset, the Deliantra server will |
774 | calculate a provisional value at runtime, but this is never |
1012 | calculate a provisional value at runtime, but this is never |
775 | going to be an accurate measurement of <item power>. |
1013 | going to be an accurate measurement of <item power>. |
776 | </attribute> |
1014 | </attribute> |
777 | <attribute arch="damned" editor="damnation" type="bool"> |
1015 | <attribute arch="damned" editor="damnation" type="bool"> |
778 | A damned piece of equipment cannot be unwielded unless the curse |
1016 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
804 | you want the monster to use/wear the item - you must set |
1042 | you want the monster to use/wear the item - you must set |
805 | <is applied>. |
1043 | <is applied>. |
806 | Enabling this flag doesn't make any sense if the item |
1044 | Enabling this flag doesn't make any sense if the item |
807 | is NOT in a monster's inventory. |
1045 | is NOT in a monster's inventory. |
808 | </attribute> |
1046 | </attribute> |
809 | <section name="resistance"> |
1047 | &player_stat_resist_sections; |
810 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
811 | This adds physical resistance to the item (= armour value). The number is |
|
|
812 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
813 | and what they require to do for getting this-and-that artifact. |
|
|
814 | </attribute> |
|
|
815 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
816 | This adds magic resistance to the item. The number is a percent-value in |
|
|
817 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
818 | require to do for getting this-and-that artifact. |
|
|
819 | </attribute> |
|
|
820 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
821 | This adds fire resistance to the item. The number is a percent-value in |
|
|
822 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
823 | require to do for getting this-and-that artifact. |
|
|
824 | </attribute> |
|
|
825 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
826 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
827 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
828 | require to do for getting this-and-that artifact. |
|
|
829 | </attribute> |
|
|
830 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
831 | This adds fire resistance to the item. The number is a percent-value in |
|
|
832 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
833 | require to do for getting this-and-that artifact. |
|
|
834 | </attribute> |
|
|
835 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
836 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
837 | the range 0-100. Confusion resistance is not very effective |
|
|
838 | unless the value comes close to 100 (= perfect immunity). |
|
|
839 | </attribute> |
|
|
840 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
841 | This adds acid resistance to the item. The number is a percent-value in |
|
|
842 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
843 | require to do for getting this-and-that artifact. |
|
|
844 | </attribute> |
|
|
845 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
846 | This adds draining resistance to the item. The number is a percent-value |
|
|
847 | in the range 0-100. Draining resistance is little effective |
|
|
848 | unless the value is 100 (= perfect immunity). |
|
|
849 | </attribute> |
|
|
850 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
851 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
852 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
853 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
854 | are not meant to be easily resisted. |
|
|
855 | </attribute> |
|
|
856 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
857 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
858 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
859 | require to do for getting this-and-that artifact. |
|
|
860 | </attribute> |
|
|
861 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
862 | This adds poison resistance to the item. The number is a percent-value in |
|
|
863 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
864 | require to do for getting this-and-that artifact. |
|
|
865 | </attribute> |
|
|
866 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
867 | This adds fear resistance to the item. The number is a percent-value in |
|
|
868 | the range 0-100. Resistance to fear is pretty useless. |
|
|
869 | </attribute> |
|
|
870 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
871 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
872 | the range 0-100. Paralyze resistance is little effective |
|
|
873 | unless the value is 100 (= perfect immunity). |
|
|
874 | </attribute> |
|
|
875 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
876 | This adds fear resistance to the item. The number is a percent-value in |
|
|
877 | the range 0-100. Resistance to fear is pretty useless. |
|
|
878 | </attribute> |
|
|
879 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
880 | This adds depletion resistance to the item. The number is a percent-value |
|
|
881 | in the range 0-100. Depletion resistance is little effective |
|
|
882 | unless the value is 100 (= perfect immunity). |
|
|
883 | </attribute> |
|
|
884 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
885 | This adds death-attack resistance to the item. The number is a |
|
|
886 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
887 | effective unless the value is 100 (= perfect immunity). |
|
|
888 | Generally, resistance to death-attack is not supposed to be |
|
|
889 | available to players! |
|
|
890 | </attribute> |
|
|
891 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
892 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
893 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
894 | require to do for getting this-and-that artifact. |
|
|
895 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
896 | combination of other attacktypes. |
|
|
897 | </attribute> |
|
|
898 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
899 | This adds blinding resistance to the item. The number is a percent-value |
|
|
900 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
901 | require to do for getting this-and-that artifact. |
|
|
902 | </attribute> |
|
|
903 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
904 | This adds holy power resistance to the item. The number is a percent-value |
|
|
905 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
906 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
907 | for undead players (wraith or devourer cult). |
|
|
908 | Generally, resistance to holy word should not be available for players. |
|
|
909 | </attribute> |
|
|
910 | </section> |
|
|
911 | <section name="stats"> |
|
|
912 | <attribute arch="Str" editor="strength" type="int"> |
|
|
913 | The player's strentgh will rise/fall by the given value |
|
|
914 | while wearing this piece of equipment. |
|
|
915 | </attribute> |
|
|
916 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
917 | The player's dexterity will rise/fall by the given value |
|
|
918 | while wearing this piece of equipment. |
|
|
919 | </attribute> |
|
|
920 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
921 | The player's constitution will rise/fall by the given value |
|
|
922 | while wearing this piece of equipment. |
|
|
923 | </attribute> |
|
|
924 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
925 | The player's intelligence will rise/fall by the given value |
|
|
926 | while wearing this piece of equipment. |
|
|
927 | </attribute> |
|
|
928 | <attribute arch="Pow" editor="power" type="int"> |
|
|
929 | The player's power will rise/fall by the given value |
|
|
930 | while wearing this piece of equipment. |
|
|
931 | </attribute> |
|
|
932 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
933 | The player's wisdom will rise/fall by the given value while |
|
|
934 | wearing this piece of equipment. |
|
|
935 | </attribute> |
|
|
936 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
937 | The player's charisma will rise/fall by the given value |
|
|
938 | while wearing this piece of equipment. |
|
|
939 | </attribute> |
|
|
940 | </section> |
|
|
941 | <section name="misc"> |
1048 | <section name="misc"> |
942 | <attribute arch="luck" editor="luck bonus" type="int"> |
1049 | <attribute arch="luck" editor="luck bonus" type="int"> |
943 | With positive luck bonus, the player is more likely to |
1050 | With positive luck bonus, the player is more likely to |
944 | succeed in all sorts of things (spellcasting, praying,...). |
1051 | succeed in all sorts of things (spellcasting, praying,...). |
945 | Unless the <luck bonus> is very high, the effect will be |
1052 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1060 | get teleported after they died on this battleground. |
1167 | get teleported after they died on this battleground. |
1061 | </attribute> |
1168 | </attribute> |
1062 | </type> |
1169 | </type> |
1063 | |
1170 | |
1064 | <!--####################################################################--> |
1171 | <!--####################################################################--> |
|
|
1172 | <type number="165" name="Safe ground"> |
|
|
1173 | <ignore> |
|
|
1174 | <ignore_list name="non_pickable" /> |
|
|
1175 | </ignore> |
|
|
1176 | <description><![CDATA[ |
|
|
1177 | Safe ground is a special object that prevents any effects that might |
|
|
1178 | be harmful for the map, other players or items on the map. |
|
|
1179 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1180 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1181 | do cast spells still work. |
|
|
1182 | ]]> |
|
|
1183 | </description> |
|
|
1184 | <use><![CDATA[ |
|
|
1185 | Safe ground can be used to prevents any means of burning |
|
|
1186 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1187 | in your map and your shop will be safe. It's generally useful for making |
|
|
1188 | areas where really no kind of spell should be invoked by a player. |
|
|
1189 | ]]> |
|
|
1190 | </use> |
|
|
1191 | &movement_types_terrain; |
|
|
1192 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1193 | </type> |
|
|
1194 | |
|
|
1195 | <!--####################################################################--> |
1065 | <type number="8" name="Book"> |
1196 | <type number="8" name="Book"> |
1066 | <description><![CDATA[ |
1197 | <description><![CDATA[ |
1067 | Applying a book, the containing message is displayed to the player. ]]> |
1198 | Applying a book, the containing message is displayed to the player. ]]> |
1068 | </description> |
1199 | </description> |
1069 | <attribute arch="level" editor="literacy level" type="int"> |
1200 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1412 | <ignore_list name="system_object" /> |
1543 | <ignore_list name="system_object" /> |
1413 | </ignore> |
1544 | </ignore> |
1414 | <description><![CDATA[ |
1545 | <description><![CDATA[ |
1415 | A creator is an object which creates another object when it |
1546 | A creator is an object which creates another object when it |
1416 | is triggered. The child object can be anything. Creators are |
1547 | is triggered. The child object can be anything. Creators are |
1417 | VERY useful for all kinds of map-mechanisms. ]]> |
1548 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1549 | periodically create things. ]]> |
1418 | </description> |
1550 | </description> |
1419 | <use><![CDATA[ |
1551 | <use><![CDATA[ |
1420 | Don't hesitate to hide your creators under the floor. |
1552 | Don't hesitate to hide your creators under the floor. |
1421 | The created items will still always appear ontop of the floor. ]]> |
1553 | The created items will still always appear ontop of the floor. ]]> |
1422 | </use> |
1554 | </use> |
… | |
… | |
1430 | </attribute> |
1562 | </attribute> |
1431 | <attribute arch="connected" editor="connection" type="int"> |
1563 | <attribute arch="connected" editor="connection" type="int"> |
1432 | Whenever the connection value is activated, |
1564 | Whenever the connection value is activated, |
1433 | the creator gets triggered. |
1565 | the creator gets triggered. |
1434 | </attribute> |
1566 | </attribute> |
|
|
1567 | &activate_on; |
1435 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1568 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1436 | If <infinit uses> is set, the creator will work |
1569 | If <infinit uses> is set, the creator will work |
1437 | infinitely, regardless of the value in <number of uses>. |
1570 | infinitely, regardless of the value in <number of uses>. |
|
|
1571 | </attribute> |
|
|
1572 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1573 | When this field is set the creator will periodically create stuff |
|
|
1574 | (and will still do so when the connection is triggered). |
|
|
1575 | A value of 1 means roughly 8 times a second. |
1438 | </attribute> |
1576 | </attribute> |
1439 | <attribute arch="hp" editor="number of uses" type="int"> |
1577 | <attribute arch="hp" editor="number of uses" type="int"> |
1440 | The creator can be triggered <number of uses> times, thus |
1578 | The creator can be triggered <number of uses> times, thus |
1441 | creating that many objects, before it dissappears. |
1579 | creating that many objects, before it dissappears. |
1442 | Default is <number of uses> 1 (-> one-time usage). |
1580 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1484 | </attribute> |
1622 | </attribute> |
1485 | <attribute arch="speed" editor="detection speed" type="float"> |
1623 | <attribute arch="speed" editor="detection speed" type="float"> |
1486 | This value defines the time between two detector-checks. |
1624 | This value defines the time between two detector-checks. |
1487 | If you want the detector to behave almost like pedestals/buttons, |
1625 | If you want the detector to behave almost like pedestals/buttons, |
1488 | set speed rather high, like <detection speed> 1.0. |
1626 | set speed rather high, like <detection speed> 1.0. |
|
|
1627 | </attribute> |
|
|
1628 | &speed_left; |
|
|
1629 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1630 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1631 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1632 | by 1. |
1489 | </attribute> |
1633 | </attribute> |
1490 | </type> |
1634 | </type> |
1491 | |
1635 | |
1492 | <!--####################################################################--> |
1636 | <!--####################################################################--> |
1493 | <type number="112" name="Director"> |
1637 | <type number="112" name="Director"> |
… | |
… | |
1525 | <type number="158" name="Disease"> |
1669 | <type number="158" name="Disease"> |
1526 | <ignore> |
1670 | <ignore> |
1527 | <ignore_list name="system_object" /> |
1671 | <ignore_list name="system_object" /> |
1528 | </ignore> |
1672 | </ignore> |
1529 | <description><![CDATA[ |
1673 | <description><![CDATA[ |
1530 | Diseases are an intersting form of spellcraft in Crossfire. |
1674 | Diseases are an intersting form of spellcraft in Deliantra. |
1531 | Once casted, they can spread out and infect creatures in a large |
1675 | Once casted, they can spread out and infect creatures in a large |
1532 | area. Being infected can have various effects, from amusing farts |
1676 | area. Being infected can have various effects, from amusing farts |
1533 | to horrible damage - almost everything is possible. ]]> |
1677 | to horrible damage - almost everything is possible. ]]> |
1534 | </description> |
1678 | </description> |
1535 | <use><![CDATA[ |
1679 | <use><![CDATA[ |
… | |
… | |
1594 | </attribute> |
1738 | </attribute> |
1595 | <attribute arch="speed" editor="moving speed" type="float"> |
1739 | <attribute arch="speed" editor="moving speed" type="float"> |
1596 | The <speed> of the disease determines how fast the disease will |
1740 | The <speed> of the disease determines how fast the disease will |
1597 | "move", thus how fast the symptoms strike the host. |
1741 | "move", thus how fast the symptoms strike the host. |
1598 | </attribute> |
1742 | </attribute> |
|
|
1743 | &speed_left; |
1599 | </section> |
1744 | </section> |
1600 | <section name="symptoms"> |
1745 | <section name="symptoms"> |
1601 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1746 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1602 | The disease will attack the host with the given <attacktype>. |
1747 | The disease will attack the host with the given <attacktype>. |
1603 | Godpower attacktype is commonly used for "unresistable" diseases. |
1748 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1708 | This string defines the object that will be created when the door was |
1853 | This string defines the object that will be created when the door was |
1709 | defeated. |
1854 | defeated. |
1710 | </attribute> |
1855 | </attribute> |
1711 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1856 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1712 | This entry determines what kind of traps will appear in the door. |
1857 | This entry determines what kind of traps will appear in the door. |
|
|
1858 | </attribute> |
|
|
1859 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1860 | Set this flag to move treasure items created into the environment (map) |
|
|
1861 | instead of putting them into the object. |
1713 | </attribute> |
1862 | </attribute> |
1714 | </type> |
1863 | </type> |
1715 | |
1864 | |
1716 | <!--####################################################################--> |
1865 | <!--####################################################################--> |
1717 | <type number="83" name="Duplicator"> |
1866 | <type number="83" name="Duplicator"> |
… | |
… | |
1735 | loose the input matches the chance to earn winnings.<br> |
1884 | loose the input matches the chance to earn winnings.<br> |
1736 | A duplicator with <multiply factor> 3 for example should have a |
1885 | A duplicator with <multiply factor> 3 for example should have a |
1737 | loosing rate of 2/3 = 67%. ]]> |
1886 | loosing rate of 2/3 = 67%. ]]> |
1738 | </use> |
1887 | </use> |
1739 | <attribute arch="other_arch" editor="target arch" type="string"> |
1888 | <attribute arch="other_arch" editor="target arch" type="string"> |
1740 | Only objects of matching archtype, lying ontop of the dublicator will be |
1889 | Only objects of matching archtype, lying ontop of the duplicator will be |
1741 | dublicated, multiplied or removed. All other objects will be ignored. |
1890 | duplicated, multiplied or removed. All other objects will be ignored. |
1742 | </attribute> |
1891 | </attribute> |
1743 | <attribute arch="level" editor="multiply factor" type="int"> |
1892 | <attribute arch="level" editor="multiply factor" type="int"> |
1744 | The number of items in the target pile will be multiplied by the |
1893 | The number of items in the target pile will be multiplied by the |
1745 | <multiply factor>. If it is set to zero, all target objects |
1894 | <multiply factor>. If it is set to zero, all target objects |
1746 | will be destroyed. |
1895 | will be destroyed. |
… | |
… | |
1748 | <attribute arch="connected" editor="connection" type="int"> |
1897 | <attribute arch="connected" editor="connection" type="int"> |
1749 | An activator (lever, altar, button, etc) with matching connection value |
1898 | An activator (lever, altar, button, etc) with matching connection value |
1750 | is able to trigger this duplicator. Be very careful that players cannot |
1899 | is able to trigger this duplicator. Be very careful that players cannot |
1751 | abuse it to create endless amounts of money or other valuable stuff! |
1900 | abuse it to create endless amounts of money or other valuable stuff! |
1752 | </attribute> |
1901 | </attribute> |
|
|
1902 | &activate_on; |
1753 | </type> |
1903 | </type> |
1754 | |
1904 | |
1755 | <!--####################################################################--> |
1905 | <!--####################################################################--> |
1756 | <type number="66" name="Exit"> |
1906 | <type number="66" name="Exit"> |
1757 | <ignore> |
1907 | <ignore> |
… | |
… | |
1804 | If set, this message will be displayed to the player when he applies the exit. |
1954 | If set, this message will be displayed to the player when he applies the exit. |
1805 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1955 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1806 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1956 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1807 | is poor, but you get the point. =) |
1957 | is poor, but you get the point. =) |
1808 | </attribute> |
1958 | </attribute> |
1809 | <attribute arch="unique" editor="unique destination" type="bool"> |
1959 | <attribute arch="damned" editor="set savebed" type="bool"> |
1810 | This flag defines the destined map as "personal unique map". If set, |
1960 | If set, then players using this exit will have their savebed position |
1811 | there will be a seperate version of that map for every player out there. |
1961 | set to the destination of the exit when passing through. |
1812 | This feature is used for the permanent apartments |
|
|
1813 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1814 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1815 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1816 | (see floors). |
|
|
1817 | An exit pointing outside of a personal unique map must have the |
|
|
1818 | "unique destination"-flag unset. |
|
|
1819 | </attribute> |
1962 | </attribute> |
1820 | </type> |
1963 | </type> |
1821 | |
1964 | |
1822 | <!--####################################################################--> |
1965 | <!--####################################################################--> |
1823 | <type number="72" name="Flesh"> |
1966 | <type number="72" name="Flesh"> |
1824 | <description><![CDATA[ |
1967 | <description><![CDATA[ |
1825 | Just like with food, the player can fill his stomache and gain a |
1968 | Just like with food, the player can fill his stomache and gain a |
1826 | little health by eating flesh-objects. <br> |
1969 | little health by eating flesh-objects. <br> |
1827 | For dragon players, flesh plays a very special role though: If the |
1970 | For dragon players, flesh plays a very special role though: If the |
1828 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1971 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1829 | those cathegories. The only constraint to this process is the <flesh level>. |
1972 | those categories. The only constraint to this process is the <flesh level>. |
1830 | Don't forget that flesh items with resistances have to be balanced |
1973 | Don't forget that flesh items with resistances have to be balanced |
1831 | according to map/monster difficulty. ]]> |
1974 | according to map/monster difficulty. ]]> |
1832 | </description> |
1975 | </description> |
1833 | <use><![CDATA[ |
1976 | <use><![CDATA[ |
1834 | For dragon players, flesh items can be highly valuable. Note that many |
1977 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1855 | </attribute> |
1998 | </attribute> |
1856 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1999 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1857 | A godgiven item vanishes as soon as the player |
2000 | A godgiven item vanishes as soon as the player |
1858 | drops it to the ground. |
2001 | drops it to the ground. |
1859 | </attribute> |
2002 | </attribute> |
1860 | <section name="resistance"> |
2003 | &resistances_flesh_section; |
1861 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1862 | Resistances on flesh items make them more durable against spellcraft |
|
|
1863 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1864 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1865 | items in a monster's inventory. |
|
|
1866 | </attribute> |
|
|
1867 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1868 | Resistances on flesh items make them more durable against spellcraft |
|
|
1869 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1870 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1871 | items in a monster's inventory. |
|
|
1872 | </attribute> |
|
|
1873 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1874 | Resistances on flesh items make them more durable against spellcraft |
|
|
1875 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1876 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1877 | items in a monster's inventory. |
|
|
1878 | </attribute> |
|
|
1879 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1880 | Resistances on flesh items make them more durable against spellcraft |
|
|
1881 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1882 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1883 | items in a monster's inventory. |
|
|
1884 | </attribute> |
|
|
1885 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1886 | Resistances on flesh items make them more durable against spellcraft |
|
|
1887 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1888 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1889 | items in a monster's inventory. |
|
|
1890 | </attribute> |
|
|
1891 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1892 | Resistances on flesh items make them more durable against spellcraft |
|
|
1893 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1894 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1895 | items in a monster's inventory. |
|
|
1896 | </attribute> |
|
|
1897 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1898 | Resistances on flesh items make them more durable against spellcraft |
|
|
1899 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1900 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1901 | items in a monster's inventory. |
|
|
1902 | </attribute> |
|
|
1903 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1904 | Resistances on flesh items make them more durable against spellcraft |
|
|
1905 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1906 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1907 | items in a monster's inventory. |
|
|
1908 | </attribute> |
|
|
1909 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1910 | Resistances on flesh items make them more durable against spellcraft |
|
|
1911 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1912 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1913 | items in a monster's inventory. |
|
|
1914 | </attribute> |
|
|
1915 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1916 | Resistances on flesh items make them more durable against spellcraft |
|
|
1917 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1918 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1919 | items in a monster's inventory. |
|
|
1920 | </attribute> |
|
|
1921 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1922 | Resistances on flesh items make them more durable against spellcraft |
|
|
1923 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1924 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1925 | items in a monster's inventory. |
|
|
1926 | </attribute> |
|
|
1927 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1928 | Resistances on flesh items make them more durable against spellcraft |
|
|
1929 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1930 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1931 | items in a monster's inventory. |
|
|
1932 | </attribute> |
|
|
1933 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1934 | Resistances on flesh items make them more durable against spellcraft |
|
|
1935 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1936 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1937 | items in a monster's inventory. |
|
|
1938 | </attribute> |
|
|
1939 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1940 | Resistances on flesh items make them more durable against spellcraft |
|
|
1941 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1942 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1943 | items in a monster's inventory. |
|
|
1944 | </attribute> |
|
|
1945 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1946 | Resistances on flesh items make them more durable against spellcraft |
|
|
1947 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1948 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1949 | items in a monster's inventory. |
|
|
1950 | </attribute> |
|
|
1951 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1952 | RResistances on flesh items make them more durable against spellcraft |
|
|
1953 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1954 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1955 | items in a monster's inventory. |
|
|
1956 | </attribute> |
|
|
1957 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1958 | Resistances on flesh items make them more durable against spellcraft |
|
|
1959 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1960 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1961 | items in a monster's inventory. |
|
|
1962 | </attribute> |
|
|
1963 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1964 | Resistances on flesh items make them more durable against spellcraft |
|
|
1965 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1966 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1967 | items in a monster's inventory. |
|
|
1968 | </attribute> |
|
|
1969 | </section> |
|
|
1970 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2004 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1971 | This text may describe the item. |
2005 | This text may describe the item. |
1972 | </attribute> |
2006 | </attribute> |
1973 | </type> |
2007 | </type> |
1974 | |
2008 | |
… | |
… | |
2080 | <type number="91" name="Gate"> |
2114 | <type number="91" name="Gate"> |
2081 | <ignore> |
2115 | <ignore> |
2082 | <ignore_list name="non_pickable" /> |
2116 | <ignore_list name="non_pickable" /> |
2083 | </ignore> |
2117 | </ignore> |
2084 | <description><![CDATA[ |
2118 | <description><![CDATA[ |
2085 | Gates play an important role in Crossfire. Gates can be opened |
2119 | Gates play an important role in Deliantra. Gates can be opened |
2086 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2120 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2087 | or carrying special key-objects (-> inventory checker). |
2121 | or carrying special key-objects (-> inventory checker). |
2088 | Unlike locked doors, gates can get shut again after a player has |
2122 | Unlike locked doors, gates can get shut again after a player has |
2089 | passed, which makes them more practical in many cases. ]]> |
2123 | passed, which makes them more practical in many cases. ]]> |
2090 | </description> |
2124 | </description> |
… | |
… | |
2092 | Use gates to divide your maps into seperated areas. After solving |
2126 | Use gates to divide your maps into seperated areas. After solving |
2093 | area A, the player gains access to area B, and so on. Make your |
2127 | area A, the player gains access to area B, and so on. Make your |
2094 | maps more complex than "one-way". ]]> |
2128 | maps more complex than "one-way". ]]> |
2095 | </use> |
2129 | </use> |
2096 | <attribute arch="no_pick" value="1" type="fixed" /> |
2130 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2131 | <attribute arch="speed" value="1" type="float"> |
|
|
2132 | The speed of the gate affects how fast it is closing/opening. |
|
|
2133 | </attribute> |
2097 | <attribute arch="connected" editor="connection" type="int"> |
2134 | <attribute arch="connected" editor="connection" type="int"> |
2098 | Whenever the inventory checker is triggered, all objects with identical |
2135 | Whenever the inventory checker is triggered, all objects with identical |
2099 | <connection> value get activated. This only makes sense together with |
2136 | <connection> value get activated. This only makes sense together with |
2100 | <blocking passage> disabled. |
2137 | <blocking passage> disabled. |
2101 | </attribute> |
2138 | </attribute> |
… | |
… | |
2319 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2356 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2320 | To re-consecrate an altar, the player's wisdom level must be as |
2357 | To re-consecrate an altar, the player's wisdom level must be as |
2321 | high or higher than this value. In that way, some altars can not |
2358 | high or higher than this value. In that way, some altars can not |
2322 | be re-consecrated, while other altars, like those in dungeons, could be. |
2359 | be re-consecrated, while other altars, like those in dungeons, could be. |
2323 | |
2360 | |
2324 | Altars located in temples should have at least <reconsecrate level> 100. |
2361 | Altars located in temples should have at least <reconsecrate level> 120. |
2325 | Some characters might need those altars, they would be very unhappy to |
2362 | Some characters might need those altars, they would be very unhappy to |
2326 | see them re-consecrated to another cult. |
2363 | see them re-consecrated to another cult. |
2327 | </attribute> |
2364 | </attribute> |
2328 | </type> |
2365 | </type> |
2329 | |
2366 | |
… | |
… | |
2381 | alchemical receipes. By themselves, they have no special |
2418 | alchemical receipes. By themselves, they have no special |
2382 | functionalities. ]]> |
2419 | functionalities. ]]> |
2383 | </description> |
2420 | </description> |
2384 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2421 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2385 | </attribute> |
2422 | </attribute> |
2386 | <section name="resistance"> |
2423 | &resistances_basic; |
2387 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2388 | </attribute> |
|
|
2389 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2390 | </attribute> |
|
|
2391 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2392 | </attribute> |
|
|
2393 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2394 | </attribute> |
|
|
2395 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2396 | </attribute> |
|
|
2397 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2398 | </attribute> |
|
|
2399 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2400 | </attribute> |
|
|
2401 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2402 | </attribute> |
|
|
2403 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2404 | </attribute> |
|
|
2405 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2406 | </attribute> |
|
|
2407 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2408 | </attribute> |
|
|
2409 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2410 | </attribute> |
|
|
2411 | </section> |
|
|
2412 | </type> |
2424 | </type> |
2413 | |
2425 | |
2414 | <!--####################################################################--> |
2426 | <!--####################################################################--> |
2415 | <type number="64" name="Inventory Checker"> |
2427 | <type number="64" name="Inventory Checker"> |
2416 | <ignore> |
2428 | <ignore> |
… | |
… | |
2566 | <attribute arch="no_pick" value="1" type="fixed" /> |
2578 | <attribute arch="no_pick" value="1" type="fixed" /> |
2567 | <attribute arch="slaying" editor="key string" type="string"> |
2579 | <attribute arch="slaying" editor="key string" type="string"> |
2568 | The <key string> in the door must be identical with the |
2580 | The <key string> in the door must be identical with the |
2569 | <key string> in the special key, then the door is unlocked. |
2581 | <key string> in the special key, then the door is unlocked. |
2570 | It is VERY important to set the <key string> to something that |
2582 | It is VERY important to set the <key string> to something that |
2571 | is unique among the CF mapset. |
2583 | is unique among the Deliantra mapset. |
2572 | |
2584 | |
2573 | DONT EVER USE the default string "set_individual_value". |
2585 | DONT EVER USE the default string "set_individual_value". |
2574 | </attribute> |
2586 | </attribute> |
2575 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2587 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2576 | Restricting the use of spells to pass this door. |
2588 | Restricting the use of spells to pass this door. |
… | |
… | |
2676 | <attribute arch="connected" editor="connection" type="int"> |
2688 | <attribute arch="connected" editor="connection" type="int"> |
2677 | Every time the <connection> value is triggered, the wall will cast |
2689 | Every time the <connection> value is triggered, the wall will cast |
2678 | it's spell. You should set <casting speed> to zero, or this won't |
2690 | it's spell. You should set <casting speed> to zero, or this won't |
2679 | have much visible effect. |
2691 | have much visible effect. |
2680 | </attribute> |
2692 | </attribute> |
|
|
2693 | &activate_on; |
2681 | <attribute arch="speed" editor="casting speed" type="float"> |
2694 | <attribute arch="speed" editor="casting speed" type="float"> |
2682 | The <casting speed> defines the spellcasting speed of the wall. |
2695 | The <casting speed> defines the spellcasting speed of the wall. |
2683 | You can fine-tune how long the duration between two casts shall |
2696 | You can fine-tune how long the duration between two casts shall |
2684 | be. If you want to create a wall that can be activated (cast per |
2697 | be. If you want to create a wall that can be activated (cast per |
2685 | trigger) via connected lever/button/etc, you must set "speed 0". |
2698 | trigger) via connected lever/button/etc, you must set "speed 0". |
2686 | </attribute> |
2699 | </attribute> |
|
|
2700 | &speed_left; |
2687 | <attribute arch="sp" editor="direction" type="list_direction"> |
2701 | <attribute arch="sp" editor="direction" type="list_direction"> |
2688 | The magic wall will cast it's spells always in the specified |
2702 | The magic wall will cast it's spells always in the specified |
2689 | <direction>. A magic wall with direction set to <none> will |
2703 | <direction>. A magic wall with direction set to <none> will |
2690 | always fire in a random direction. |
2704 | always fire in a random direction. |
2691 | </attribute> |
2705 | </attribute> |
… | |
… | |
2708 | A magic wall of high <armour class> is less likely to get hit from |
2722 | A magic wall of high <armour class> is less likely to get hit from |
2709 | an opponent. <armour class> can be considered the "counterpiece" |
2723 | an opponent. <armour class> can be considered the "counterpiece" |
2710 | to <weapon class>. |
2724 | to <weapon class>. |
2711 | </attribute> |
2725 | </attribute> |
2712 | </section> |
2726 | </section> |
2713 | <section name="resistance"> |
2727 | &resistances_basic; |
2714 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2715 | </attribute> |
|
|
2716 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2717 | </attribute> |
|
|
2718 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2719 | </attribute> |
|
|
2720 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2721 | </attribute> |
|
|
2722 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2723 | </attribute> |
|
|
2724 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2725 | </attribute> |
|
|
2726 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2727 | </attribute> |
|
|
2728 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2729 | </attribute> |
|
|
2730 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2731 | </attribute> |
|
|
2732 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2733 | </attribute> |
|
|
2734 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2735 | </attribute> |
|
|
2736 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2737 | </attribute> |
|
|
2738 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2739 | </attribute> |
|
|
2740 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2741 | </attribute> |
|
|
2742 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2743 | </attribute> |
|
|
2744 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2745 | </attribute> |
|
|
2746 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2747 | </attribute> |
|
|
2748 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2749 | </attribute> |
|
|
2750 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2751 | </attribute> |
|
|
2752 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2753 | </attribute> |
|
|
2754 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2755 | </attribute> |
|
|
2756 | </section> |
|
|
2757 | </type> |
2728 | </type> |
2758 | |
2729 | |
2759 | <!--####################################################################--> |
2730 | <!--####################################################################--> |
2760 | <type number="55" name="Marker"> |
2731 | <type number="55" name="Marker"> |
2761 | <ignore> |
2732 | <ignore> |
… | |
… | |
2795 | The <marking speed> defines how quickly it will mark something |
2766 | The <marking speed> defines how quickly it will mark something |
2796 | standing on the marker. Set this value rather high to make |
2767 | standing on the marker. Set this value rather high to make |
2797 | sure the player really gets his mark. I think <marking speed> 1.0 |
2768 | sure the player really gets his mark. I think <marking speed> 1.0 |
2798 | should do fine. |
2769 | should do fine. |
2799 | </attribute> |
2770 | </attribute> |
|
|
2771 | &speed_left; |
2800 | <attribute arch="food" editor="mark duration" type="int"> |
2772 | <attribute arch="food" editor="mark duration" type="int"> |
2801 | This value defines the duration of the force it inserts. |
2773 | This value defines the duration of the force it inserts. |
2802 | If nonzero, the duration of the player's mark is finite: |
2774 | If nonzero, the duration of the player's mark is finite: |
2803 | about 1 food per 10 seconds. <mark duration> zero/unset |
2775 | about 1 food per 10 seconds. <mark duration> zero/unset |
2804 | means the mark will stay on the player forever. |
2776 | means the mark will stay on the player forever. |
… | |
… | |
2904 | |
2876 | |
2905 | Note that you can always put items into the monster's |
2877 | Note that you can always put items into the monster's |
2906 | inventory. Those will drop-at-kill just like the stuff |
2878 | inventory. Those will drop-at-kill just like the stuff |
2907 | from the <treasurelist>. |
2879 | from the <treasurelist>. |
2908 | </attribute> |
2880 | </attribute> |
|
|
2881 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2882 | Set this flag to move treasure items created into the environment (map) |
|
|
2883 | instead of putting them into the object. |
|
|
2884 | </attribute> |
2909 | <attribute arch="level" editor="level" type="int"> |
2885 | <attribute arch="level" editor="level" type="int"> |
2910 | A monster's <level> is the most important attribute. |
2886 | A monster's <level> is the most important attribute. |
2911 | <level> affects the power of a monster in various ways. |
2887 | <level> affects the power of a monster in various ways. |
2912 | </attribute> |
2888 | </attribute> |
2913 | <attribute arch="race" editor="race" type="string"> |
2889 | <attribute arch="race" editor="race" type="string"> |
2914 | Every monster should have a race set to cathegorize it. |
2890 | Every monster should have a race set to categorize it. |
2915 | The monster's <race> can have different effects: |
2891 | The monster's <race> can have different effects: |
2916 | Slaying weapons inflict tripple damage against enemy races |
2892 | Slaying weapons inflict tripple damage against enemy races |
2917 | and holy word kills only enemy races of the god. |
2893 | and holy word kills only enemy races of the god. |
2918 | </attribute> |
2894 | </attribute> |
2919 | <attribute arch="exp" editor="experience" type="int"> |
2895 | <attribute arch="exp" editor="experience" type="int"> |
2920 | When a player kills this monster, he will get exactly this |
2896 | When a player kills this monster, he will get exactly this |
2921 | amount of <experience>. The experience will flow into |
2897 | amount of <experience>. The experience will flow into |
2922 | the skill-cathegory the player used for the kill. |
2898 | the skill-category the player used for the kill. |
2923 | |
2899 | |
2924 | If you create special monsters of tweaked strenght/abilities, |
2900 | If you create special monsters of tweaked strenght/abilities, |
2925 | always make sure that the <experience> is set to a |
2901 | always make sure that the <experience> is set to a |
2926 | reasonable value. Compare with existing arches to get a feeling |
2902 | reasonable value. Compare with existing arches to get a feeling |
2927 | what reasonable means. Keep in mind that spellcasting monsters |
2903 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2929 | </attribute> |
2905 | </attribute> |
2930 | <attribute arch="speed" editor="speed" type="float"> |
2906 | <attribute arch="speed" editor="speed" type="float"> |
2931 | The <speed> determines how fast a monster will both move |
2907 | The <speed> determines how fast a monster will both move |
2932 | and fight. High <speed> makes a monster considerably stronger. |
2908 | and fight. High <speed> makes a monster considerably stronger. |
2933 | </attribute> |
2909 | </attribute> |
|
|
2910 | &speed_left; |
2934 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2911 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2935 | This only takes effect if <multiply> is enabled. The monster will |
2912 | This only takes effect if <multiply> is enabled. The monster will |
2936 | create a <breed monster> every once in a while. <breed monster> |
2913 | create a <breed monster> every once in a while. <breed monster> |
2937 | can be set to any valid arch-name of a monster. Multipart monster |
2914 | can be set to any valid arch-name of a monster. Multipart monster |
2938 | should not be used. |
2915 | should not be used. |
… | |
… | |
2958 | </attribute> |
2935 | </attribute> |
2959 | <attribute arch="carrying" editor="carries weight" type="int"> |
2936 | <attribute arch="carrying" editor="carries weight" type="int"> |
2960 | If a monster has something in the inventory, this |
2937 | If a monster has something in the inventory, this |
2961 | value can be set to reflect the slowdown due to |
2938 | value can be set to reflect the slowdown due to |
2962 | the carried weight. |
2939 | the carried weight. |
|
|
2940 | </attribute> |
|
|
2941 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2942 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2943 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2944 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2945 | and will try to save them when the player logs out. |
2963 | </attribute> |
2946 | </attribute> |
2964 | |
2947 | |
2965 | <section name="melee"> |
2948 | <section name="melee"> |
2966 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2949 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2967 | This number is a bitmask, specifying the monster's attacktypes |
2950 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3139 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3122 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3140 | Monsters which <stand still> won't move to leave their position. |
3123 | Monsters which <stand still> won't move to leave their position. |
3141 | When agressive, they will attack all enemies who get close to |
3124 | When agressive, they will attack all enemies who get close to |
3142 | them. This behaviour is commonly known from castle guards. |
3125 | them. This behaviour is commonly known from castle guards. |
3143 | |
3126 | |
3144 | In older versions of Crossfire it was possible to eventually |
3127 | In older versions of Deliantra it was possible to eventually |
3145 | push a <stand still>-monster out of position by force. |
3128 | push a <stand still>-monster out of position by force. |
3146 | I believe this is no longer possible. Neverthless, you should |
3129 | I believe this is no longer possible. Neverthless, you should |
3147 | still be cautious when lining up <stand still>-monster in order |
3130 | still be cautious when lining up <stand still>-monster in order |
3148 | to "defend" something: Such monsters are rather easy to kill. |
3131 | to "defend" something: Such monsters are rather easy to kill. |
3149 | It's good for low level maps, but not much more. |
3132 | It's good for low level maps, but not much more. |
… | |
… | |
3185 | When the monster's health points drop below this percentage |
3168 | When the monster's health points drop below this percentage |
3186 | (relative to max health), it attempts to run away from the |
3169 | (relative to max health), it attempts to run away from the |
3187 | attacker. |
3170 | attacker. |
3188 | </attribute> |
3171 | </attribute> |
3189 | </section> |
3172 | </section> |
3190 | |
3173 | &resistances_basic; |
3191 | <section name="resistance"> |
|
|
3192 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3193 | </attribute> |
|
|
3194 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3195 | </attribute> |
|
|
3196 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3197 | </attribute> |
|
|
3198 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3199 | </attribute> |
|
|
3200 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3201 | </attribute> |
|
|
3202 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3203 | </attribute> |
|
|
3204 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3205 | </attribute> |
|
|
3206 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3207 | </attribute> |
|
|
3208 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3209 | </attribute> |
|
|
3210 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3211 | </attribute> |
|
|
3212 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3213 | </attribute> |
|
|
3214 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3215 | </attribute> |
|
|
3216 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3217 | </attribute> |
|
|
3218 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3219 | </attribute> |
|
|
3220 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3221 | </attribute> |
|
|
3222 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3223 | </attribute> |
|
|
3224 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3225 | </attribute> |
|
|
3226 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3227 | </attribute> |
|
|
3228 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3229 | </attribute> |
|
|
3230 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3231 | </attribute> |
|
|
3232 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3233 | </attribute> |
|
|
3234 | </section> |
|
|
3235 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3174 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3236 | </attribute> |
3175 | </attribute> |
3237 | </type> |
3176 | </type> |
3238 | |
3177 | |
3239 | <!--####################################################################--> |
3178 | <!--####################################################################--> |
… | |
… | |
3244 | <attribute arch="name_pl" /> |
3183 | <attribute arch="name_pl" /> |
3245 | <attribute arch="nrof" /> |
3184 | <attribute arch="nrof" /> |
3246 | <attribute arch="value" /> |
3185 | <attribute arch="value" /> |
3247 | <attribute arch="unpaid" /> |
3186 | <attribute arch="unpaid" /> |
3248 | </ignore> |
3187 | </ignore> |
3249 | <description><![CDATA[ |
3188 | <description> |
3250 | A grimreaper is a monster that vanishes after it did some number of |
3189 | A grimreaper is a monster that vanishes after it did some number of |
3251 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3190 | draining attacks. |
3252 | </description> |
3191 | </description> |
3253 | <section name="grimreaper"> |
3192 | <section name="grimreaper"> |
3254 | <attribute arch="value" editor="attacks" type="int"> |
3193 | <attribute arch="value" editor="attacks" type="int"> |
3255 | The object vanishes after this number of draining attacks. |
3194 | The object vanishes after this number of draining attacks. |
3256 | </attribute> |
3195 | </attribute> |
… | |
… | |
3367 | </attribute> |
3306 | </attribute> |
3368 | <attribute arch="speed" editor="movement speed" type="float"> |
3307 | <attribute arch="speed" editor="movement speed" type="float"> |
3369 | The movement speed value determines how fast a chain of |
3308 | The movement speed value determines how fast a chain of |
3370 | these movers will push a player along (default is -0.2). |
3309 | these movers will push a player along (default is -0.2). |
3371 | </attribute> |
3310 | </attribute> |
|
|
3311 | &speed_left; |
3372 | <attribute arch="sp" editor="direction" type="list_direction"> |
3312 | <attribute arch="sp" editor="direction" type="list_direction"> |
3373 | The mover will push creatures in the specified <direction>. |
3313 | The mover will push creatures in the specified <direction>. |
3374 | A mover with direction set to <none> will spin clockwise, |
3314 | A mover with direction set to <none> will spin clockwise, |
3375 | thus pushing creatures in unpredictable directions. |
3315 | thus pushing creatures in unpredictable directions. |
3376 | </attribute> |
3316 | </attribute> |
… | |
… | |
3463 | <attribute arch="no_pick" value="1" type="fixed" /> |
3403 | <attribute arch="no_pick" value="1" type="fixed" /> |
3464 | <attribute arch="connected" editor="connection" type="int"> |
3404 | <attribute arch="connected" editor="connection" type="int"> |
3465 | When a <connection> value is set, the pit can be opened/closed |
3405 | When a <connection> value is set, the pit can be opened/closed |
3466 | by activating the connection. |
3406 | by activating the connection. |
3467 | </attribute> |
3407 | </attribute> |
|
|
3408 | &activate_on; |
3468 | <attribute arch="hp" editor="destination X" type="int"> |
3409 | <attribute arch="hp" editor="destination X" type="int"> |
3469 | The pit will transport creatures (and items) randomly into a two-square |
3410 | The pit will transport creatures (and items) randomly into a two-square |
3470 | radius of the destination coordinates. |
3411 | radius of the destination coordinates. |
3471 | If the destination square becomes blocked, the pit will act like |
3412 | If the destination square becomes blocked, the pit will act like |
3472 | being filled up and not work anymore! |
3413 | being filled up and not work anymore! |
… | |
… | |
3527 | </attribute> |
3468 | </attribute> |
3528 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3469 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3529 | A godgiven item vanishes as soon as the player |
3470 | A godgiven item vanishes as soon as the player |
3530 | drops it to the ground. |
3471 | drops it to the ground. |
3531 | </attribute> |
3472 | </attribute> |
3532 | <section name="stats"> |
3473 | &player_stat_resist_sections; |
3533 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3534 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3535 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3536 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3537 | stats if positive. |
|
|
3538 | </attribute> |
|
|
3539 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3540 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3541 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3542 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3543 | stats if positive. |
|
|
3544 | </attribute> |
|
|
3545 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3546 | The player's constitution will rise/fall by the given value for permanent |
|
|
3547 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3548 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3549 | stats if positive. |
|
|
3550 | </attribute> |
|
|
3551 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3552 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3553 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3554 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3555 | stats if positive. |
|
|
3556 | </attribute> |
|
|
3557 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3558 | The player's power will rise/fall by the given value for permanent |
|
|
3559 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3560 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3561 | stats if positive. |
|
|
3562 | </attribute> |
|
|
3563 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3564 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3565 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3566 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3567 | stats if positive. |
|
|
3568 | </attribute> |
|
|
3569 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3570 | The player's charisma will rise/fall by the given value for permanent |
|
|
3571 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3572 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3573 | stats if positive. |
|
|
3574 | </attribute> |
|
|
3575 | </section> |
|
|
3576 | <section name="resistance"> |
|
|
3577 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3578 | The player's resistance to physical will rise by this value in percent |
|
|
3579 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3580 | add on the values from the player's equipment. |
|
|
3581 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3582 | </attribute> |
|
|
3583 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3584 | The player's resistance to magic will rise by this value in percent |
|
|
3585 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3586 | add on the values from the player's equipment. |
|
|
3587 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3588 | </attribute> |
|
|
3589 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3590 | The player's resistance to fire will rise by this value in percent |
|
|
3591 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3592 | add on the values from the player's equipment. |
|
|
3593 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3594 | </attribute> |
|
|
3595 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3596 | The player's resistance to electricity will rise by this value in percent |
|
|
3597 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3598 | add on the values from the player's equipment. |
|
|
3599 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3600 | </attribute> |
|
|
3601 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3602 | The player's resistance to cold will rise by this value in percent |
|
|
3603 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3604 | add on the values from the player's equipment. |
|
|
3605 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3606 | </attribute> |
|
|
3607 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3608 | The player's resistance to acid will rise by this value in percent |
|
|
3609 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3610 | add on the values from the player's equipment. |
|
|
3611 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3612 | </attribute> |
|
|
3613 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3614 | The player's resistance to confusion will rise by this value in percent |
|
|
3615 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3616 | add on the values from the player's equipment. |
|
|
3617 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3618 | </attribute> |
|
|
3619 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3620 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3621 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3622 | add on the values from the player's equipment. |
|
|
3623 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3624 | </attribute> |
|
|
3625 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3626 | The player's resistance to paralyze will rise by this value in percent |
|
|
3627 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3628 | add on the values from the player's equipment. |
|
|
3629 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3630 | </attribute> |
|
|
3631 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3632 | The player's resistance to draining will rise by this value in percent |
|
|
3633 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3634 | add on the values from the player's equipment. |
|
|
3635 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3636 | </attribute> |
|
|
3637 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3638 | The player's resistance to depletion will rise by this value in percent |
|
|
3639 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3640 | add on the values from the player's equipment. |
|
|
3641 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3642 | </attribute> |
|
|
3643 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3644 | The player's resistance to poison will rise by this value in percent |
|
|
3645 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3646 | add on the values from the player's equipment. |
|
|
3647 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3648 | </attribute> |
|
|
3649 | </section> |
|
|
3650 | </type> |
3474 | </type> |
3651 | |
3475 | |
3652 | <!--####################################################################--> |
3476 | <!--####################################################################--> |
3653 | <type number="156" name="Power Crystal"> |
3477 | <type number="156" name="Power Crystal"> |
3654 | <description><![CDATA[ |
3478 | <description><![CDATA[ |
… | |
… | |
3923 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3747 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3924 | That means: |
3748 | That means: |
3925 | <UL> |
3749 | <UL> |
3926 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3750 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3927 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3751 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3928 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3752 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3929 | players get trapped in a savebed location. |
3753 | players get trapped in a savebed location. |
3930 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3754 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3931 | arch called "dungeon_magic" everywhere). This is not required, |
3755 | arch called "dungeon_magic" everywhere). This is not required, |
3932 | but it makes the place much more safe. |
3756 | but it makes the place much more safe. |
3933 | </UL> ]]> |
3757 | </UL> ]]> |
… | |
… | |
3988 | </type> |
3812 | </type> |
3989 | |
3813 | |
3990 | <!--####################################################################--> |
3814 | <!--####################################################################--> |
3991 | <type number="14" name="Shooting Weapon"> |
3815 | <type number="14" name="Shooting Weapon"> |
3992 | <description><![CDATA[ |
3816 | <description><![CDATA[ |
3993 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3817 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3994 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3818 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3995 | wielded both at the same time. Like with any other equipment, |
3819 | wielded both at the same time. Like with any other equipment, |
3996 | stats/bonuses from shooting weapons are directly inherited to the player. |
3820 | stats/bonuses from shooting weapons are directly inherited to the player. |
3997 | <br><br> |
3821 | <br><br> |
3998 | It's very easy to add new pairs of weapons & projectiles. |
3822 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
4000 | weapon and projectile. ]]> |
3824 | weapon and projectile. ]]> |
4001 | </description> |
3825 | </description> |
4002 | <use><![CDATA[ |
3826 | <use><![CDATA[ |
4003 | Shooting weapons should not add bonuses in general. There's already |
3827 | Shooting weapons should not add bonuses in general. There's already |
4004 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3828 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4005 | Schooting weapons should especially not add bonuses to the player |
3829 | Shooting weapons should especially not add bonuses to the player |
4006 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3830 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4007 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3831 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4008 | - still crap. ]]> |
3832 | - still crap. ]]> |
4009 | </use> |
3833 | </use> |
4010 | <attribute arch="race" editor="ammunition class" type="string"> |
3834 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4042 | amount of <item power>, depending on their own level. This is the |
3866 | amount of <item power>, depending on their own level. This is the |
4043 | only way to prevent low level players to wear "undeserved" equipment |
3867 | only way to prevent low level players to wear "undeserved" equipment |
4044 | (like gifts from other players or cheated items). |
3868 | (like gifts from other players or cheated items). |
4045 | |
3869 | |
4046 | It is very important to adjust the <item power> value carefully |
3870 | It is very important to adjust the <item power> value carefully |
4047 | for every artifact you create! If zero/unset, the CF server will |
3871 | for every artifact you create! If zero/unset, the Deliantra server will |
4048 | calculate a provisional value at runtime, but this is never |
3872 | calculate a provisional value at runtime, but this is never |
4049 | going to be an accurate measurement of <item power>. |
3873 | going to be an accurate measurement of <item power>. |
4050 | </attribute> |
3874 | </attribute> |
4051 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3875 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4052 | Usually the player's strentgh takes effect on the damage |
3876 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4218 | the connection is triggered. This should be used in combination with |
4042 | the connection is triggered. This should be used in combination with |
4219 | <invisible> enabled and <activate by walking/flying> disabled. |
4043 | <invisible> enabled and <activate by walking/flying> disabled. |
4220 | If activating your magic_mouth this way, the message will not only be |
4044 | If activating your magic_mouth this way, the message will not only be |
4221 | printed to one player, but all players on the current map. |
4045 | printed to one player, but all players on the current map. |
4222 | </attribute> |
4046 | </attribute> |
|
|
4047 | &activate_on; |
4223 | &move_on; |
4048 | &move_on; |
4224 | <attribute arch="food" editor="counter" type="int"> |
4049 | <attribute arch="food" editor="counter" type="int"> |
4225 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4050 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4226 | (printing the message) only that many times. For signs this really shouldn't |
4051 | (printing the message) only that many times. For signs this really shouldn't |
4227 | be used, while for magic_mouths it is extremely helpful. |
4052 | be used, while for magic_mouths it is extremely helpful. |
… | |
… | |
4234 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4059 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4235 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4060 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4236 | </attribute> |
4061 | </attribute> |
4237 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4062 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4238 | This text will be displayed to the player. |
4063 | This text will be displayed to the player. |
|
|
4064 | </attribute> |
|
|
4065 | </type> |
|
|
4066 | |
|
|
4067 | <type number="150" name="Shop Inventory"> |
|
|
4068 | <ignore> |
|
|
4069 | <ignore_list name="non_pickable" /> |
|
|
4070 | </ignore> |
|
|
4071 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4072 | </description> |
|
|
4073 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4074 | </use> |
|
|
4075 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4076 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4077 | the map that will be searched for unpaid items. |
4239 | </attribute> |
4078 | </attribute> |
4240 | </type> |
4079 | </type> |
4241 | |
4080 | |
4242 | <!--####################################################################--> |
4081 | <!--####################################################################--> |
4243 | <type number="43" name="Skill"> |
4082 | <type number="43" name="Skill"> |
… | |
… | |
4280 | expmul is 1, the player will get 500 added to that skill as well as |
4119 | expmul is 1, the player will get 500 added to that skill as well as |
4281 | 500 to their total. |
4120 | 500 to their total. |
4282 | </attribute> |
4121 | </attribute> |
4283 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4122 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4284 | The <skill type> defines the base functionality of the skill. |
4123 | The <skill type> defines the base functionality of the skill. |
4285 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4124 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4286 | create new skill types, but it requires a bit of server-coding. |
4125 | create new skill types, but it requires a bit of server-coding. |
4287 | </attribute> |
4126 | </attribute> |
4288 | <attribute arch="level" editor="level" type="int"> |
4127 | <attribute arch="level" editor="level" type="int"> |
4289 | </attribute> |
4128 | </attribute> |
4290 | <attribute arch="exp" editor="experience" type="int"> |
4129 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4512 | <attribute arch="speed" editor="drowning speed" type="float"> |
4351 | <attribute arch="speed" editor="drowning speed" type="float"> |
4513 | The higher the <drowning speed>, the faster will players and items |
4352 | The higher the <drowning speed>, the faster will players and items |
4514 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4353 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4515 | and unexpected death-trap. Players should get a warning before such areas. |
4354 | and unexpected death-trap. Players should get a warning before such areas. |
4516 | </attribute> |
4355 | </attribute> |
|
|
4356 | &speed_left; |
4517 | &move_on; |
4357 | &move_on; |
4518 | &movement_types_terrain; |
4358 | &movement_types_terrain; |
4519 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4359 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4520 | If enabled, it is impossible for players to use (wizard-) |
4360 | If enabled, it is impossible for players to use (wizard-) |
4521 | spells on that spot. |
4361 | spells on that spot. |
… | |
… | |
4598 | <attribute arch="connected" editor="connection" type="int"> |
4438 | <attribute arch="connected" editor="connection" type="int"> |
4599 | If a connection value is set, the teleporter will be activated |
4439 | If a connection value is set, the teleporter will be activated |
4600 | whenever the connection is triggered. To use this properly, |
4440 | whenever the connection is triggered. To use this properly, |
4601 | <activation speed> must be zero. |
4441 | <activation speed> must be zero. |
4602 | </attribute> |
4442 | </attribute> |
|
|
4443 | &activate_on; |
4603 | <attribute arch="speed" editor="activation speed" type="float"> |
4444 | <attribute arch="speed" editor="activation speed" type="float"> |
4604 | If the <activation speed> is nonzero, the teleporter will |
4445 | If the <activation speed> is nonzero, the teleporter will |
4605 | automatically be activated in regular time-intervals. Hence, the |
4446 | automatically be activated in regular time-intervals. Hence, the |
4606 | player can just step on it and gets teleported sooner or later. |
4447 | player can just step on it and gets teleported sooner or later. |
4607 | The duration between two activates depends on the given value. |
4448 | The duration between two activates depends on the given value. |
4608 | Default in the teleporter arch is <activation speed> 0.1. |
4449 | Default in the teleporter arch is <activation speed> 0.1. |
4609 | |
4450 | |
4610 | VERY IMPORTANT: If you want to have your teleporter activated via |
4451 | VERY IMPORTANT: If you want to have your teleporter activated via |
4611 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4452 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4612 | </attribute> |
4453 | </attribute> |
|
|
4454 | &speed_left; |
4613 | </type> |
4455 | </type> |
4614 | |
4456 | |
4615 | <!--####################################################################--> |
4457 | <!--####################################################################--> |
4616 | <type number="26" name="Timed Gate"> |
4458 | <type number="26" name="Timed Gate"> |
4617 | <ignore> |
4459 | <ignore> |
4618 | <ignore_list name="non_pickable" /> |
4460 | <ignore_list name="non_pickable" /> |
4619 | </ignore> |
4461 | </ignore> |
4620 | <description><![CDATA[ |
4462 | <description><![CDATA[ |
4621 | Gates play an important role in Crossfire. Gates can be opened |
4463 | Gates play an important role in Deliantra. Gates can be opened |
4622 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4464 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4623 | or carrying special key-objects (-> inventory checker). |
4465 | or carrying special key-objects (-> inventory checker). |
4624 | Unlike locked doors, gates can get shut again after a player has |
4466 | Unlike locked doors, gates can get shut again after a player has |
4625 | passed, which makes them more practical in many cases. Unlike normal |
4467 | passed, which makes them more practical in many cases. Unlike normal |
4626 | gates, timed gates open when triggered but automatically close again |
4468 | gates, timed gates open when triggered but automatically close again |
… | |
… | |
4636 | Whenever the inventory checker is triggered, all objects with identical |
4478 | Whenever the inventory checker is triggered, all objects with identical |
4637 | <connection> value get activated. This only makes sense together with |
4479 | <connection> value get activated. This only makes sense together with |
4638 | <blocking passage> disabled. If unset, the gate opens automatically |
4480 | <blocking passage> disabled. If unset, the gate opens automatically |
4639 | after some time. |
4481 | after some time. |
4640 | </attribute> |
4482 | </attribute> |
|
|
4483 | &activate_on; |
4641 | <attribute arch="wc" editor="position state" type="int"> |
4484 | <attribute arch="wc" editor="position state" type="int"> |
4642 | The <position state> defines the position of the gate: |
4485 | The <position state> defines the position of the gate: |
4643 | Zero means completely open/down, the "number of animation-steps" (usually |
4486 | Zero means completely open/down, the "number of animation-steps" (usually |
4644 | about 6 or 7) means completely closed/up state. I suggest you don't |
4487 | about 6 or 7) means completely closed/up state. I suggest you don't |
4645 | mess with this value - Leave the default in place. |
4488 | mess with this value - Leave the default in place. |
… | |
… | |
4676 | and generally have either a physical attack or trigger a reaction. |
4519 | and generally have either a physical attack or trigger a reaction. |
4677 | <br><br> |
4520 | <br><br> |
4678 | Traps hit any monster or person who steps on them for 'dam' damage in |
4521 | Traps hit any monster or person who steps on them for 'dam' damage in |
4679 | 'attacktype' attacktype and/or trigger a reaction. |
4522 | 'attacktype' attacktype and/or trigger a reaction. |
4680 | <br><br> |
4523 | <br><br> |
4681 | Many traps are already defined in the archetypes. ]]> |
4524 | Many traps are already defined in the archetypes.]]> |
4682 | </description> |
4525 | </description> |
4683 | <use><![CDATA[ |
4526 | <use><![CDATA[ |
4684 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4527 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4685 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4528 | off your lightning wall and pit trap is usually a bad idea.]]> |
4686 | </use> |
4529 | </use> |
4687 | <attribute arch="no_pick" value="1" type="fixed" /> |
4530 | <attribute arch="no_pick" value="1" type="fixed" /> |
4688 | &move_on; |
4531 | &move_on; |
4689 | <attribute arch="level" editor="trap level" type="int"> |
4532 | <attribute arch="level" editor="trap level" type="int"> |
4690 | Level effects how easily a trap may be found and disarmed, and |
4533 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4870 | <!--####################################################################--> |
4713 | <!--####################################################################--> |
4871 | <type number="0" name="Wall"> |
4714 | <type number="0" name="Wall"> |
4872 | <required> |
4715 | <required> |
4873 | <attribute arch="is_floor" value="0" /> |
4716 | <attribute arch="is_floor" value="0" /> |
4874 | <attribute arch="alive" value="0" /> |
4717 | <attribute arch="alive" value="0" /> |
4875 | <attribute arch="move_block" value="255" /> |
4718 | <attribute arch="no_pass" value="1" /> |
4876 | </required> |
4719 | </required> |
4877 | <ignore> |
4720 | <ignore> |
4878 | <attribute arch="nrof" /> |
4721 | <attribute arch="nrof" /> |
4879 | <attribute arch="title" /> |
4722 | <attribute arch="title" /> |
4880 | <attribute arch="name_pl" /> |
4723 | <attribute arch="name_pl" /> |
… | |
… | |
4987 | </attribute> |
4830 | </attribute> |
4988 | <attribute arch="ac" editor="armour class" type="int"> |
4831 | <attribute arch="ac" editor="armour class" type="int"> |
4989 | Weak walls of high <armour class> are less likely to get hit. |
4832 | Weak walls of high <armour class> are less likely to get hit. |
4990 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4833 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4991 | </attribute> |
4834 | </attribute> |
4992 | <section name="resistance"> |
4835 | &resistances_basic; |
4993 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
4994 | </attribute> |
|
|
4995 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
4996 | </attribute> |
|
|
4997 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
4998 | </attribute> |
|
|
4999 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5000 | </attribute> |
|
|
5001 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5002 | </attribute> |
|
|
5003 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5004 | </attribute> |
|
|
5005 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5006 | </attribute> |
|
|
5007 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5008 | </attribute> |
|
|
5009 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5010 | </attribute> |
|
|
5011 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5012 | </attribute> |
|
|
5013 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5014 | </attribute> |
|
|
5015 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5016 | </attribute> |
|
|
5017 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5018 | </attribute> |
|
|
5019 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5020 | </attribute> |
|
|
5021 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5022 | </attribute> |
|
|
5023 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5024 | </attribute> |
|
|
5025 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5026 | </attribute> |
|
|
5027 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5028 | </attribute> |
|
|
5029 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5030 | </attribute> |
|
|
5031 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5032 | </attribute> |
|
|
5033 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5034 | </attribute> |
|
|
5035 | </section> |
|
|
5036 | </type> |
4836 | </type> |
5037 | |
4837 | |
5038 | <!--####################################################################--> |
4838 | <!--####################################################################--> |
5039 | <type number="15" name="Weapon"> |
4839 | <type number="15" name="Weapon"> |
5040 | <description><![CDATA[ |
4840 | <description><![CDATA[ |
… | |
… | |
5108 | amount of <item power>, depending on their own level. This is the |
4908 | amount of <item power>, depending on their own level. This is the |
5109 | only way to prevent low level players to wear "undeserved" equipment |
4909 | only way to prevent low level players to wear "undeserved" equipment |
5110 | (like gifts from other players or cheated items). |
4910 | (like gifts from other players or cheated items). |
5111 | |
4911 | |
5112 | It is very important to adjust the <item power> value carefully |
4912 | It is very important to adjust the <item power> value carefully |
5113 | for every artifact you create! If zero/unset, the CF server will |
4913 | for every artifact you create! If zero/unset, the Deliantra server will |
5114 | calculate a provisional value at runtime, but this is never |
4914 | calculate a provisional value at runtime, but this is never |
5115 | going to be an accurate measurement of <item power>. |
4915 | going to be an accurate measurement of <item power>. |
5116 | </attribute> |
4916 | </attribute> |
5117 | <attribute arch="damned" editor="damnation" type="bool"> |
4917 | <attribute arch="damned" editor="damnation" type="bool"> |
5118 | A damned weapon cannot be unwielded unless |
4918 | A damned weapon cannot be unwielded unless |
… | |
… | |
5138 | </attribute> |
4938 | </attribute> |
5139 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4939 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5140 | A godgiven item vanishes as soon as the player |
4940 | A godgiven item vanishes as soon as the player |
5141 | drops it to the ground. |
4941 | drops it to the ground. |
5142 | </attribute> |
4942 | </attribute> |
5143 | <section name="resistance"> |
4943 | &player_stat_resist_sections; |
5144 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5145 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5146 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5147 | and what they require to do for getting this-and-that artifact. |
|
|
5148 | </attribute> |
|
|
5149 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5150 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5151 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5152 | require to do for getting this-and-that artifact. |
|
|
5153 | </attribute> |
|
|
5154 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5155 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5156 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5157 | require to do for getting this-and-that artifact. |
|
|
5158 | </attribute> |
|
|
5159 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5160 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5161 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5162 | require to do for getting this-and-that artifact. |
|
|
5163 | </attribute> |
|
|
5164 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5165 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5166 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5167 | require to do for getting this-and-that artifact. |
|
|
5168 | </attribute> |
|
|
5169 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5170 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5171 | the range 0-100. Confusion resistance is not very effective |
|
|
5172 | unless the value comes close to 100 (= perfect immunity). |
|
|
5173 | </attribute> |
|
|
5174 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5175 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5176 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5177 | require to do for getting this-and-that artifact. |
|
|
5178 | </attribute> |
|
|
5179 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5180 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5181 | in the range 0-100. Draining resistance is little effective |
|
|
5182 | unless the value is 100 (= perfect immunity). |
|
|
5183 | </attribute> |
|
|
5184 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5185 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5186 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5187 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5188 | are not meant to be easily resisted. |
|
|
5189 | </attribute> |
|
|
5190 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5191 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5192 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5193 | require to do for getting this-and-that artifact. |
|
|
5194 | </attribute> |
|
|
5195 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5196 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5197 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5198 | require to do for getting this-and-that artifact. |
|
|
5199 | </attribute> |
|
|
5200 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5201 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5202 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5203 | </attribute> |
|
|
5204 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5205 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5206 | the range 0-100. Paralyze resistance is little effective |
|
|
5207 | unless the value is 100 (= perfect immunity). |
|
|
5208 | </attribute> |
|
|
5209 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5210 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5211 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5212 | </attribute> |
|
|
5213 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5214 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5215 | in the range 0-100. Depletion resistance is little effective |
|
|
5216 | unless the value is 100 (= perfect immunity). |
|
|
5217 | </attribute> |
|
|
5218 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5219 | This adds death-attack resistance to the weapon. The number is a |
|
|
5220 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5221 | effective unless the value is 100 (= perfect immunity). |
|
|
5222 | Generally, resistance to death-attack is not supposed to be |
|
|
5223 | available to players! |
|
|
5224 | </attribute> |
|
|
5225 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5226 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5227 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5228 | require to do for getting this-and-that artifact. |
|
|
5229 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5230 | combination of other attacktypes. |
|
|
5231 | </attribute> |
|
|
5232 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5233 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5234 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5235 | require to do for getting this-and-that artifact. |
|
|
5236 | </attribute> |
|
|
5237 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5238 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5239 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5240 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5241 | for undead players (wraith or devourer cult). |
|
|
5242 | Generally, resistance to holy word should not be available for players. |
|
|
5243 | </attribute> |
|
|
5244 | </section> |
|
|
5245 | <section name="stats"> |
|
|
5246 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5247 | The player's strentgh will rise/fall by the given value |
|
|
5248 | while wearing this weapon. |
|
|
5249 | </attribute> |
|
|
5250 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5251 | The player's dexterity will rise/fall by the given value |
|
|
5252 | while wearing this weapon. |
|
|
5253 | </attribute> |
|
|
5254 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5255 | The player's constitution will rise/fall by the given value |
|
|
5256 | while wearing this weapon. |
|
|
5257 | </attribute> |
|
|
5258 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5259 | The player's intelligence will rise/fall by the given value |
|
|
5260 | while wearing this weapon. |
|
|
5261 | </attribute> |
|
|
5262 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5263 | The player's power will rise/fall by the given value |
|
|
5264 | while wearing this weapon. |
|
|
5265 | </attribute> |
|
|
5266 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5267 | The player's wisdom will rise/fall by the given value while |
|
|
5268 | wearing this weapon. |
|
|
5269 | </attribute> |
|
|
5270 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5271 | The player's charisma will rise/fall by the given value |
|
|
5272 | while wearing this weapon. |
|
|
5273 | </attribute> |
|
|
5274 | </section> |
|
|
5275 | <section name="misc"> |
4944 | <section name="misc"> |
5276 | <attribute arch="luck" editor="luck bonus" type="int"> |
4945 | <attribute arch="luck" editor="luck bonus" type="int"> |
5277 | With positive luck bonus, the player is more likely to |
4946 | With positive luck bonus, the player is more likely to |
5278 | succeed in all sorts of things (spellcasting, praying,...). |
4947 | succeed in all sorts of things (spellcasting, praying,...). |
5279 | Unless the <luck bonus> is very high, the effect will be |
4948 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5358 | </type> |
5027 | </type> |
5359 | |
5028 | |
5360 | <type number="116" name="Event Connector"> |
5029 | <type number="116" name="Event Connector"> |
5361 | <description><![CDATA[ |
5030 | <description><![CDATA[ |
5362 | Event connectors link specific events that happen to objects to |
5031 | Event connectors link specific events that happen to objects to |
5363 | a crossfire plug-in. ]]> |
5032 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5364 | </description> |
5033 | </description> |
5365 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5366 | The type of event that triggers a notify to the plug-in. |
|
|
5367 | </attribute> |
|
|
5368 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5369 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5370 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5371 | </attribute> |
|
|
5372 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5373 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5374 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5375 | </attribute> |
|
|
5376 | <attribute arch="name" editor="options" type="string"> |
|
|
5377 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5378 | options to the extension that alter its behaviour. |
|
|
5379 | </attribute> |
|
|
5380 | </type> |
5034 | </type> |
5381 | |
5035 | |
5382 | </types> |
5036 | </types> |