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 | # # |
|
|
14 | # If you encounter bugs, typos or missing entries in the LATEST # |
|
|
15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
|
|
16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
|
|
17 | # I will put it into the "official version" of the CFJavaEditor # |
|
|
18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
|
|
19 | # # |
|
|
20 | # IMPORTANT: Make a backup copy of this file before you start # |
|
|
21 | # to modify it! # |
|
|
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 | # # |
… | |
… | |
650 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
651 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
652 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
653 | </attribute> |
644 | </attribute> |
654 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
655 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
|
|
647 | object has an animation! See also the 'animation' attribute. |
|
|
648 | </attribute> |
|
|
649 | <attribute arch="animation" editor="animation" type="string"> |
|
|
650 | The animation-name of the object. If you assign custom faces and the archetype |
|
|
651 | defines an animation you can disable the animation of an archetype by setting this |
|
|
652 | field to NONE. |
|
|
653 | </attribute> |
|
|
654 | <attribute arch="tag" editor="tag" type="string"> |
|
|
655 | You can tag objects with an identifier. Tagged objects can be found quickly |
|
|
656 | from their tag, which makes them useful to tag exits and refer to those by |
|
|
657 | their name. |
656 | </attribute> |
658 | </attribute> |
657 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
658 | 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: |
659 | 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 |
660 | 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. |
… | |
… | |
1004 | 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 |
1005 | only way to prevent low level players to wear "undeserved" equipment |
1007 | only way to prevent low level players to wear "undeserved" equipment |
1006 | (like gifts from other players or cheated items). |
1008 | (like gifts from other players or cheated items). |
1007 | |
1009 | |
1008 | It is very important to adjust the <item power> value carefully |
1010 | It is very important to adjust the <item power> value carefully |
1009 | 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 |
1010 | calculate a provisional value at runtime, but this is never |
1012 | calculate a provisional value at runtime, but this is never |
1011 | going to be an accurate measurement of <item power>. |
1013 | going to be an accurate measurement of <item power>. |
1012 | </attribute> |
1014 | </attribute> |
1013 | <attribute arch="damned" editor="damnation" type="bool"> |
1015 | <attribute arch="damned" editor="damnation" type="bool"> |
1014 | A damned piece of equipment cannot be unwielded unless the curse |
1016 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
1165 | get teleported after they died on this battleground. |
1167 | get teleported after they died on this battleground. |
1166 | </attribute> |
1168 | </attribute> |
1167 | </type> |
1169 | </type> |
1168 | |
1170 | |
1169 | <!--####################################################################--> |
1171 | <!--####################################################################--> |
1170 | <type number="165" name="Safe ground (CF+)"> |
1172 | <type number="165" name="Safe ground"> |
1171 | <ignore> |
1173 | <ignore> |
1172 | <ignore_list name="non_pickable" /> |
1174 | <ignore_list name="non_pickable" /> |
1173 | </ignore> |
1175 | </ignore> |
1174 | <description><![CDATA[ |
1176 | <description><![CDATA[ |
1175 | Safe ground is a special object that prevents any effects that might |
1177 | Safe ground is a special object that prevents any effects that might |
1176 | be harmful for the map, other players or items on the map. |
1178 | be harmful for the map, other players or items on the map. |
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1179 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | from being used and blocks bombs from exploding. Note that altars that |
1180 | from being used and blocks bombs from exploding. Note that altars that |
1179 | do cast spells still work. |
1181 | do cast spells still work. |
1180 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1181 | ]]> |
1182 | ]]> |
1182 | </description> |
1183 | </description> |
1183 | <use><![CDATA[ |
1184 | <use><![CDATA[ |
1184 | Safe ground can be used to prevents any means of burning |
1185 | Safe ground can be used to prevents any means of burning |
1185 | or destroying the items in a shop. Put this object below all floor tiles |
1186 | or destroying the items in a shop. Put this object below all floor tiles |
1186 | in your map and your shop will be safe. It's generally useful for making |
1187 | in your map and your shop will be safe. It's generally useful for making |
1187 | areas where really no kind of spell should be invoked by a player. |
1188 | areas where really no kind of spell should be invoked by a player. |
1188 | ]]> |
1189 | ]]> |
1189 | </use> |
1190 | </use> |
|
|
1191 | &movement_types_terrain; |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1192 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | </type> |
1193 | </type> |
1192 | |
1194 | |
1193 | <!--####################################################################--> |
1195 | <!--####################################################################--> |
1194 | <type number="8" name="Book"> |
1196 | <type number="8" name="Book"> |
… | |
… | |
1667 | <type number="158" name="Disease"> |
1669 | <type number="158" name="Disease"> |
1668 | <ignore> |
1670 | <ignore> |
1669 | <ignore_list name="system_object" /> |
1671 | <ignore_list name="system_object" /> |
1670 | </ignore> |
1672 | </ignore> |
1671 | <description><![CDATA[ |
1673 | <description><![CDATA[ |
1672 | Diseases are an intersting form of spellcraft in Crossfire. |
1674 | Diseases are an intersting form of spellcraft in Deliantra. |
1673 | 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 |
1674 | area. Being infected can have various effects, from amusing farts |
1676 | area. Being infected can have various effects, from amusing farts |
1675 | to horrible damage - almost everything is possible. ]]> |
1677 | to horrible damage - almost everything is possible. ]]> |
1676 | </description> |
1678 | </description> |
1677 | <use><![CDATA[ |
1679 | <use><![CDATA[ |
… | |
… | |
2112 | <type number="91" name="Gate"> |
2114 | <type number="91" name="Gate"> |
2113 | <ignore> |
2115 | <ignore> |
2114 | <ignore_list name="non_pickable" /> |
2116 | <ignore_list name="non_pickable" /> |
2115 | </ignore> |
2117 | </ignore> |
2116 | <description><![CDATA[ |
2118 | <description><![CDATA[ |
2117 | Gates play an important role in Crossfire. Gates can be opened |
2119 | Gates play an important role in Deliantra. Gates can be opened |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2120 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2119 | or carrying special key-objects (-> inventory checker). |
2121 | or carrying special key-objects (-> inventory checker). |
2120 | 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 |
2121 | passed, which makes them more practical in many cases. ]]> |
2123 | passed, which makes them more practical in many cases. ]]> |
2122 | </description> |
2124 | </description> |
… | |
… | |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2578 | <attribute arch="no_pick" value="1" type="fixed" /> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2579 | <attribute arch="slaying" editor="key string" type="string"> |
2578 | The <key string> in the door must be identical with the |
2580 | The <key string> in the door must be identical with the |
2579 | <key string> in the special key, then the door is unlocked. |
2581 | <key string> in the special key, then the door is unlocked. |
2580 | 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 |
2581 | is unique among the CF mapset. |
2583 | is unique among the Deliantra mapset. |
2582 | |
2584 | |
2583 | DONT EVER USE the default string "set_individual_value". |
2585 | DONT EVER USE the default string "set_individual_value". |
2584 | </attribute> |
2586 | </attribute> |
2585 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2587 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2586 | Restricting the use of spells to pass this door. |
2588 | Restricting the use of spells to pass this door. |
… | |
… | |
3120 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3122 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3121 | Monsters which <stand still> won't move to leave their position. |
3123 | Monsters which <stand still> won't move to leave their position. |
3122 | When agressive, they will attack all enemies who get close to |
3124 | When agressive, they will attack all enemies who get close to |
3123 | them. This behaviour is commonly known from castle guards. |
3125 | them. This behaviour is commonly known from castle guards. |
3124 | |
3126 | |
3125 | In older versions of Crossfire it was possible to eventually |
3127 | In older versions of Deliantra it was possible to eventually |
3126 | push a <stand still>-monster out of position by force. |
3128 | push a <stand still>-monster out of position by force. |
3127 | I believe this is no longer possible. Neverthless, you should |
3129 | I believe this is no longer possible. Neverthless, you should |
3128 | still be cautious when lining up <stand still>-monster in order |
3130 | still be cautious when lining up <stand still>-monster in order |
3129 | to "defend" something: Such monsters are rather easy to kill. |
3131 | to "defend" something: Such monsters are rather easy to kill. |
3130 | It's good for low level maps, but not much more. |
3132 | It's good for low level maps, but not much more. |
… | |
… | |
3745 | 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. |
3746 | That means: |
3748 | That means: |
3747 | <UL> |
3749 | <UL> |
3748 | <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! |
3749 | <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. |
3750 | <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 |
3751 | players get trapped in a savebed location. |
3753 | players get trapped in a savebed location. |
3752 | <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 |
3753 | arch called "dungeon_magic" everywhere). This is not required, |
3755 | arch called "dungeon_magic" everywhere). This is not required, |
3754 | but it makes the place much more safe. |
3756 | but it makes the place much more safe. |
3755 | </UL> ]]> |
3757 | </UL> ]]> |
… | |
… | |
3864 | 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 |
3865 | only way to prevent low level players to wear "undeserved" equipment |
3867 | only way to prevent low level players to wear "undeserved" equipment |
3866 | (like gifts from other players or cheated items). |
3868 | (like gifts from other players or cheated items). |
3867 | |
3869 | |
3868 | It is very important to adjust the <item power> value carefully |
3870 | It is very important to adjust the <item power> value carefully |
3869 | 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 |
3870 | calculate a provisional value at runtime, but this is never |
3872 | calculate a provisional value at runtime, but this is never |
3871 | going to be an accurate measurement of <item power>. |
3873 | going to be an accurate measurement of <item power>. |
3872 | </attribute> |
3874 | </attribute> |
3873 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3875 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3874 | Usually the player's strentgh takes effect on the damage |
3876 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4117 | 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 |
4118 | 500 to their total. |
4120 | 500 to their total. |
4119 | </attribute> |
4121 | </attribute> |
4120 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4122 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4121 | The <skill type> defines the base functionality of the skill. |
4123 | The <skill type> defines the base functionality of the skill. |
4122 | 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 |
4123 | 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. |
4124 | </attribute> |
4126 | </attribute> |
4125 | <attribute arch="level" editor="level" type="int"> |
4127 | <attribute arch="level" editor="level" type="int"> |
4126 | </attribute> |
4128 | </attribute> |
4127 | <attribute arch="exp" editor="experience" type="int"> |
4129 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4456 | <type number="26" name="Timed Gate"> |
4458 | <type number="26" name="Timed Gate"> |
4457 | <ignore> |
4459 | <ignore> |
4458 | <ignore_list name="non_pickable" /> |
4460 | <ignore_list name="non_pickable" /> |
4459 | </ignore> |
4461 | </ignore> |
4460 | <description><![CDATA[ |
4462 | <description><![CDATA[ |
4461 | Gates play an important role in Crossfire. Gates can be opened |
4463 | Gates play an important role in Deliantra. Gates can be opened |
4462 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4464 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4463 | or carrying special key-objects (-> inventory checker). |
4465 | or carrying special key-objects (-> inventory checker). |
4464 | 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 |
4465 | passed, which makes them more practical in many cases. Unlike normal |
4467 | passed, which makes them more practical in many cases. Unlike normal |
4466 | gates, timed gates open when triggered but automatically close again |
4468 | gates, timed gates open when triggered but automatically close again |
… | |
… | |
4906 | 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 |
4907 | only way to prevent low level players to wear "undeserved" equipment |
4909 | only way to prevent low level players to wear "undeserved" equipment |
4908 | (like gifts from other players or cheated items). |
4910 | (like gifts from other players or cheated items). |
4909 | |
4911 | |
4910 | It is very important to adjust the <item power> value carefully |
4912 | It is very important to adjust the <item power> value carefully |
4911 | 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 |
4912 | calculate a provisional value at runtime, but this is never |
4914 | calculate a provisional value at runtime, but this is never |
4913 | going to be an accurate measurement of <item power>. |
4915 | going to be an accurate measurement of <item power>. |
4914 | </attribute> |
4916 | </attribute> |
4915 | <attribute arch="damned" editor="damnation" type="bool"> |
4917 | <attribute arch="damned" editor="damnation" type="bool"> |
4916 | A damned weapon cannot be unwielded unless |
4918 | A damned weapon cannot be unwielded unless |
… | |
… | |
5025 | </type> |
5027 | </type> |
5026 | |
5028 | |
5027 | <type number="116" name="Event Connector"> |
5029 | <type number="116" name="Event Connector"> |
5028 | <description><![CDATA[ |
5030 | <description><![CDATA[ |
5029 | Event connectors link specific events that happen to objects to |
5031 | Event connectors link specific events that happen to objects to |
5030 | a crossfire plug-in. ]]> |
5032 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5031 | </description> |
5033 | </description> |
5032 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5033 | The type of event that triggers a notify to the plug-in. |
|
|
5034 | </attribute> |
|
|
5035 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5036 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5037 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5038 | </attribute> |
|
|
5039 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5040 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5041 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5042 | </attribute> |
|
|
5043 | <attribute arch="name" editor="options" type="string"> |
|
|
5044 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5045 | options to the extension that alter its behaviour. |
|
|
5046 | </attribute> |
|
|
5047 | </type> |
5034 | </type> |
5048 | |
5035 | |
5049 | </types> |
5036 | </types> |