… | |
… | |
22 | # </required> # |
22 | # </required> # |
23 | # <ignore> # |
23 | # <ignore> # |
24 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
25 | # </ignore> # |
25 | # </ignore> # |
26 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
27 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
28 | # </description> # |
28 | # </description> # |
29 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
30 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
31 | # </use> # |
31 | # </use> # |
32 | # ... attributes ... # |
32 | # ... attributes ... # |
33 | # </type> # |
33 | # </type> # |
34 | # # |
34 | # # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
101 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
103 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
104 | |
104 | |
105 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
106 | <attribute arch='move_on' editor='movement on' type='movement_type'> |
107 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
108 | </attribute> |
108 | </attribute> |
109 | "> |
109 | "> |
110 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
111 | <attribute arch='move_off' editor='movement off' type='movement_type'> |
112 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
113 | </attribute> |
113 | </attribute> |
114 | "> |
114 | "> |
115 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
117 | 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) |
118 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
119 | </attribute> |
119 | </attribute> |
120 | "> |
120 | "> |
121 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY move_block " |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
123 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
124 | </attribute> |
124 | </attribute> |
|
|
125 | "> |
|
|
126 | <!ENTITY movement_types_terrain " |
|
|
127 | &move_block; |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
128 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
126 | Objects using these movement types are allowed to move over this space. Takes |
129 | Objects using these movement types are allowed to move over this space. Takes |
127 | precedence over 'blocked movements'. |
130 | precedence over 'blocked movements'. |
128 | </attribute> |
131 | </attribute> |
129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
132 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
… | |
… | |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
151 | decremented by 1. Otherwise, it is incremented by <speed> on |
149 | every tick. |
152 | every tick. |
150 | </attribute> |
153 | </attribute> |
151 | "> |
154 | "> |
152 | <!ENTITY activate_on " |
155 | <!ENTITY activate_on " |
153 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
156 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
154 | Whether the teleporter should only be activated on push. |
157 | Whether the teleporter should only be activated on push. |
155 | </attribute> |
158 | </attribute> |
156 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
159 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
157 | Whether the teleporter should only be activated on release. |
160 | Whether the teleporter should only be activated on release. |
158 | </attribute> |
161 | </attribute> |
159 | "> |
162 | "> |
160 | |
163 | |
161 | <!ENTITY resistances_flesh_desc " |
164 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
349 | &player_res_desc; |
352 | &player_res_desc; |
350 | </attribute> |
353 | </attribute> |
351 | </section> |
354 | </section> |
352 | "> |
355 | "> |
353 | |
356 | |
|
|
357 | <!ENTITY match_compat " |
|
|
358 | If the string starts with 'match ', then it is interpreted |
|
|
359 | as a match expression (e.g. 'match type=POTION', or 'match type=SPELL |
|
|
360 | in applied type=CONTAINER in inv in originator'). For details, see |
|
|
361 | http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm |
|
|
362 | "> |
354 | ]> |
363 | ]> |
355 | |
364 | |
356 | <types> |
365 | <types> |
357 | |
366 | |
358 | <!--###################### bitmask definitions ######################--> |
367 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
674 | usually inevitable. |
683 | usually inevitable. |
675 | </attribute> |
684 | </attribute> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
685 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
677 | If <glow radius> is set to a value greater zero, the object |
686 | If <glow radius> is set to a value greater zero, the object |
678 | appears lit up on dark maps. <glow radius> can be a value |
687 | appears lit up on dark maps. <glow radius> can be a value |
679 | between 0 and 4, the higher, the more light does the object emit. |
688 | between 0 and 9, the higher, the more light does the object emit. |
680 | </attribute> |
689 | </attribute> |
681 | <attribute arch="material" editor="material" type="bitmask_material"> |
690 | <attribute arch="material" editor="material" type="bitmask_material"> |
682 | This bitmask-value informs the player of which material(s) the |
691 | This bitmask-value informs the player of which material(s) the |
683 | object consists. Material does also affect how likely the object |
692 | object consists. Material does also affect how likely the object |
684 | can be destroyed by hazardous spell-effects. |
693 | can be destroyed by hazardous spell-effects. |
… | |
… | |
692 | Putting an invisible object under the floor always prevents it from being |
701 | Putting an invisible object under the floor always prevents it from being |
693 | shown. |
702 | shown. |
694 | </attribute> |
703 | </attribute> |
695 | <attribute arch="blocksview" editor="block view" type="bool"> |
704 | <attribute arch="blocksview" editor="block view" type="bool"> |
696 | If an item is set to block view, players (and monsters) cannot |
705 | If an item is set to block view, players (and monsters) cannot |
697 | see byond it unless they cross it or manage to stand ontop. |
706 | see beyond it unless they cross it or manage to stand ontop. |
698 | </attribute> |
707 | </attribute> |
699 | <attribute arch="identified" editor="identified" type="bool"> |
708 | <attribute arch="identified" editor="identified" type="bool"> |
700 | If an item is identified, the player has full knowledge about it. |
709 | If an item is identified, the player has full knowledge about it. |
701 | </attribute> |
710 | </attribute> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
711 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
… | |
… | |
778 | This text may describe the object. |
787 | This text may describe the object. |
779 | </attribute> |
788 | </attribute> |
780 | </type> |
789 | </type> |
781 | |
790 | |
782 | <!--####################################################################--> |
791 | <!--####################################################################--> |
|
|
792 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
783 | <type number="110" name="Ability"> |
793 | <type number="999" name="Ability"> |
784 | <ignore> |
794 | <ignore> |
785 | <ignore_list name="system_object" /> |
795 | <ignore_list name="system_object" /> |
786 | </ignore> |
796 | </ignore> |
787 | <description><![CDATA[ |
797 | <description><![CDATA[ |
788 | Abilities are to be put in a monster's inventory. They grant monsters the |
798 | Abilities are to be put in a monster's inventory. They grant monsters the |
789 | knowledge to cast spells. Spells from abilities are usually magical in |
799 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | nature, thus adding magic attacktype to the spell-damage they produce. |
800 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | <br><br> |
801 | <br><br> |
792 | A particularly nice feature of abilities is that they can hold two |
802 | A particularly nice feature of abilities is that they can hold two |
793 | spells: One for short range- and one for long range use. |
803 | spells: One for short range - and one for long range use. |
794 | \n\n |
804 | \n\n |
795 | You should know that spellcasting monsters receive abilities via |
805 | You should know that spellcasting monsters receive abilities via |
796 | <treasurelist>. ]]> |
806 | <treasurelist>.]]> |
797 | </description> |
807 | </description> |
798 | <use><![CDATA[ |
808 | <use><![CDATA[ |
799 | If you want to create "customized" spellcasting monsters, you |
809 | If you want to create "customized" spellcasting monsters, you |
800 | should use abilities (rather than spellbooks/wands or something). |
810 | should use abilities (rather than spellbooks/wands or something). |
801 | The long/short-range spell feature can make boss-monsters more |
811 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
803 | <br><br> |
813 | <br><br> |
804 | You should keep in mind that magic abilities allow players |
814 | You should keep in mind that magic abilities allow players |
805 | to get better resistance. You can turn off the magic part to |
815 | to get better resistance. You can turn off the magic part to |
806 | make the spells more dangerous. However, this really shouldn't |
816 | make the spells more dangerous. However, this really shouldn't |
807 | be neccessary unless you work on very high level maps. |
817 | be neccessary unless you work on very high level maps. |
808 | And what fun is a magic resistance cloak when it has no effect? ]]> |
818 | And what fun is a magic resistance cloak when it has no effect?]]> |
809 | </use> |
819 | </use> |
810 | <attribute arch="invisible" value="1" type="fixed" /> |
820 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="no_drop" value="1" type="fixed" /> |
821 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="sp" editor="short range spell" type="spell"> |
822 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | The monster will use the specified <short range spell> |
823 | The monster will use the specified <short range spell> |
… | |
… | |
842 | Note that non-magical abilities are more dangerous because |
852 | Note that non-magical abilities are more dangerous because |
843 | magic resistance does not protect from those.</attribute> |
853 | magic resistance does not protect from those.</attribute> |
844 | </type> |
854 | </type> |
845 | |
855 | |
846 | <!--####################################################################--> |
856 | <!--####################################################################--> |
|
|
857 | |
|
|
858 | <type number="81" name="Torch"> |
|
|
859 | <description><![CDATA[ |
|
|
860 | Torches are a special kind of Lamp that offer the option of lighting them |
|
|
861 | up without using a lighter (These torches are usually |
|
|
862 | called 'pyrophor torches'. See also the 'reignitable' setting). |
|
|
863 | The other kind of torches, that are reignitable, can be put out and |
|
|
864 | put on again using a lighter.]]> |
|
|
865 | </description> |
|
|
866 | <attribute arch="is_lightable" editor="reignitable" type="bool"> |
|
|
867 | This flag controls whether the torch can be lit up again using |
|
|
868 | a lighter or whether it can only be used once, in which case |
|
|
869 | they can be enabled by simply applying them without any special tools. |
|
|
870 | </attribute> |
|
|
871 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
872 | This field specifies the burning duration of the torch. |
|
|
873 | </attribute> |
|
|
874 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
875 | This field sets the glow radius of the torch if it is enabled. |
|
|
876 | If you want to make a torch that is already burning set the |
|
|
877 | "glow radius" field. |
|
|
878 | </attribute> |
|
|
879 | <attribute arch="level" editor="level" type="int"> |
|
|
880 | If this field specyfies the cursed effect's level. If it is |
|
|
881 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
882 | </attribute> |
|
|
883 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
884 | Cursed torches, which have a level above 0, explode if the |
|
|
885 | player applies them. |
|
|
886 | </attribute> |
|
|
887 | </type> |
|
|
888 | |
|
|
889 | <type number="82" name="Lamp"> |
|
|
890 | <description><![CDATA[ |
|
|
891 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
892 | </description> |
|
|
893 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
894 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
895 | here the fuel field will specify the burning duration in minutes.) |
|
|
896 | </attribute> |
|
|
897 | <attribute arch="food" editor="fuel" type="int"> |
|
|
898 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
899 | field of this object. |
|
|
900 | </attribute> |
|
|
901 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
902 | This field sets the glow radius of the lamp if it is enabled. |
|
|
903 | If you want to make a lamp that is already burning set the |
|
|
904 | "glow radius" field. |
|
|
905 | </attribute> |
|
|
906 | <attribute arch="level" editor="level" type="int"> |
|
|
907 | If this field specyfies the cursed effect's level. If it is |
|
|
908 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
909 | </attribute> |
|
|
910 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
911 | Cursed lamps, which have a level above 0, explode if the |
|
|
912 | player applies them. |
|
|
913 | </attribute> |
|
|
914 | </type> |
|
|
915 | |
|
|
916 | <!--####################################################################--> |
847 | <type number="18" name="Altar"> |
917 | <type number="18" name="Altar"> |
848 | <ignore> |
918 | <ignore> |
849 | <ignore_list name="non_pickable" /> |
919 | <ignore_list name="non_pickable" /> |
850 | </ignore> |
920 | </ignore> |
851 | <description><![CDATA[ |
921 | <description><![CDATA[ |
852 | When a player puts a defined number of certain items on the altar, |
922 | When a player puts a defined number of certain items on the altar, |
853 | then either a spell is casted (on the player) or a connector is |
923 | then either a spell is casted (on the player) or a connector is |
854 | triggered. If the latter is the case, the altar works only once. |
924 | triggered. If the latter is the case, the altar works only once. |
855 | Either way, the sacrificed item disappears. ]]> |
925 | Either way, the sacrificed item disappears.]]> |
856 | </description> |
926 | </description> |
857 | <attribute arch="no_pick" value="1" type="fixed" /> |
927 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | &move_on; |
928 | &move_on; |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
929 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | This string specifies the item that must be put on the altar to |
930 | This string specifies the item that must be put on the altar to |
861 | activate it. It can either be the name of an archetype, or directly |
931 | activate it. It can either be the name of an archetype, or directly |
862 | the name of an object. Yet, titles are not recognized by altars. |
932 | the name of an object. Yet, titles are not recognized by altars. |
863 | Remember to put a note somewhere, telling the player what he is |
933 | If you want the player to have to drop a specific amount of money use "money". |
864 | expected to drop on the altar. (Often this is put in the altar's |
934 | See also the "drop amount" attribute. |
865 | name: E.g. "drop 100 platinums") |
935 | &match_compat; |
866 | </attribute> |
936 | </attribute> |
867 | <attribute arch="food" editor="drop amount" type="int"> |
937 | <attribute arch="food" editor="drop amount" type="int"> |
868 | The drop amount specifies the amount of items (specified |
938 | The drop amount specifies the amount of items (specified |
869 | in <match item name>) that must be dropped to activate the altar. |
939 | in <match item name>) that must be dropped to activate the altar. |
870 | |
940 | |
… | |
… | |
872 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
942 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
873 | 200 silver, 20 gold, or 4 platinum will all work.) |
943 | 200 silver, 20 gold, or 4 platinum will all work.) |
874 | |
944 | |
875 | Note that the maximum possible for <drop amount> is 32767. |
945 | Note that the maximum possible for <drop amount> is 32767. |
876 | </attribute> |
946 | </attribute> |
877 | <attribute arch="connected" editor="connection" type="int"> |
947 | <attribute arch="connected" editor="connection" type="string"> |
878 | If a connection value is set, the altar will trigger all objects |
948 | If a connection value is set, the altar will trigger all objects |
879 | with the same value, when activated. This will only work once. |
949 | with the same value, when activated. This will only work once. |
880 | </attribute> |
950 | </attribute> |
881 | <attribute arch="sp" editor="spell" type="spell"> |
951 | <attribute arch="sp" editor="spell" type="spell"> |
882 | When activated, the selected <spell> will be casted (once, on the |
952 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
896 | <ignore_list name="non_pickable" /> |
966 | <ignore_list name="non_pickable" /> |
897 | </ignore> |
967 | </ignore> |
898 | <description><![CDATA[ |
968 | <description><![CDATA[ |
899 | Altar_triggers work pretty much like normal altars |
969 | Altar_triggers work pretty much like normal altars |
900 | (drop sacrifice -> connection activated), except for the fact that |
970 | (drop sacrifice -> connection activated), except for the fact that |
901 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
971 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
902 | </description> |
972 | </description> |
903 | <use><![CDATA[ |
973 | <use><![CDATA[ |
904 | Altar_triggers are very useful if you want to charge a price for... |
974 | Altar_triggers are very useful if you want to charge a price for... |
905 | <UL> |
975 | <UL> |
906 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
976 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
907 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
977 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
908 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
978 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
909 | </UL> |
979 | </UL> |
910 | The big advantage over normal altars is the infinite usability |
980 | The big advantage over normal altars is the infinite usability |
911 | of altar_triggers! If there are ten players on one server, they're |
981 | of altar_triggers! If there are ten players on one server, they're |
912 | quite grateful if things work more than once. =) ]]> |
982 | quite grateful if things work more than once. =)]]> |
913 | </use> |
983 | </use> |
914 | <attribute arch="no_pick" value="1" type="fixed" /> |
984 | <attribute arch="no_pick" value="1" type="fixed" /> |
915 | <attribute arch="slaying" editor="match item name" type="string"> |
985 | <attribute arch="slaying" editor="match item name" type="string"> |
916 | This string specifies the item that must be put on the altar to |
986 | This string specifies the item that must be put on the altar to |
917 | activate it. It can either be the name of an archetype, or directly |
987 | activate it. It can either be the name of an archetype, or directly |
918 | the name of an object. Yet, titles are not recognized by altars. |
988 | the name of an object. Yet, titles are not recognized by altars. |
919 | Remember to put a note somewhere, telling the player what he is |
989 | If you want the player to have to drop a specific amount of money use "money". |
920 | expected to drop on the altar. (Often this is put in the altar's |
990 | See also the "drop amount" attribute. |
921 | name: E.g. "drop 100 platinums") |
991 | &match_compat; |
922 | </attribute> |
992 | </attribute> |
923 | <attribute arch="food" editor="drop amount" type="int"> |
993 | <attribute arch="food" editor="drop amount" type="int"> |
924 | The drop amount specifies the amount of items (specified |
994 | The drop amount specifies the amount of items (specified |
925 | in <match item name>) that must be dropped to activate the altar. |
995 | in <match item name>) that must be dropped to activate the altar. |
926 | |
996 | |
… | |
… | |
928 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
998 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
929 | 200 silver, 20 gold, or 4 platinum will all work.) |
999 | 200 silver, 20 gold, or 4 platinum will all work.) |
930 | |
1000 | |
931 | Note that the maximum possible for <drop amount> is 32767. |
1001 | Note that the maximum possible for <drop amount> is 32767. |
932 | </attribute> |
1002 | </attribute> |
933 | <attribute arch="connected" editor="connection" type="int"> |
1003 | <attribute arch="connected" editor="connection" type="string"> |
934 | If a connection value is set, the altar will trigger all objects |
1004 | If a connection value is set, the altar will trigger all objects |
935 | with the same value, when activated. This will only work once. |
1005 | with the same value, when activated. This will only work once. |
936 | </attribute> |
1006 | </attribute> |
937 | <attribute arch="sp" editor="spell" type="spell"> |
1007 | <attribute arch="sp" editor="spell" type="spell"> |
938 | When activated, this <spell> will be casted (once, on the player). |
1008 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
965 | |
1035 | |
966 | <!--####################################################################--> |
1036 | <!--####################################################################--> |
967 | <type number="74" name="Skill Tool"> |
1037 | <type number="74" name="Skill Tool"> |
968 | <description><![CDATA[ |
1038 | <description><![CDATA[ |
969 | Wearing a skill tool will give the player the ability to use a skill. |
1039 | Wearing a skill tool will give the player the ability to use a skill. |
970 | ]]> |
1040 | ]]> |
971 | </description> |
1041 | </description> |
972 | <use><![CDATA[ |
1042 | <use><![CDATA[ |
973 | Feel free to assign resistancies and stats to a skill tools or change |
1043 | Feel free to assign resistancies and stats to a skill tools or change |
974 | the skill that is given. |
1044 | the skill that is given. |
975 | ]]> |
1045 | ]]> |
976 | </use> |
1046 | </use> |
977 | <attribute arch="skill" editor="skill name" type="string"> |
1047 | <attribute arch="skill" editor="skill name" type="string"> |
978 | This field describes which skill the player will be able to use wearing this item. |
1048 | This field describes which skill the player will be able to use wearing this item. |
979 | </attribute> |
1049 | </attribute> |
980 | &player_stat_resist_sections; |
1050 | &player_stat_resist_sections; |
981 | </type> |
1051 | </type> |
982 | <!--####################################################################--> |
1052 | <!--####################################################################--> |
983 | <type number="39" name="Amulet"> |
1053 | <type number="39" name="Amulet"> |
984 | <description><![CDATA[ |
1054 | <description><![CDATA[ |
985 | Wearing an amulet, the object's stats will directly be inherited to |
1055 | Wearing an amulet, the object's stats will directly be inherited to |
986 | the player. Amulets are usually meant for protection and defense. ]]> |
1056 | the player. Amulets are usually meant for protection and defense.]]> |
987 | </description> |
1057 | </description> |
988 | <use><![CDATA[ |
1058 | <use><![CDATA[ |
989 | Feel free to create your own special artifacts. However, it is very |
1059 | Feel free to create your own special artifacts. However, it is very |
990 | important that you keep your artifact in balance with existing maps. ]]> |
1060 | important that you keep your artifact in balance with existing maps.]]> |
991 | </use> |
1061 | </use> |
992 | <attribute arch="ac" editor="armour class" type="int"> |
1062 | <attribute arch="ac" editor="armour class" type="int"> |
993 | This value defines the amount of armour-class bonus for wearing |
1063 | This value defines the amount of armour-class bonus for wearing |
994 | this item. <Armour class> lessens the chance of being hit. Lower |
1064 | this item. <Armour class> lessens the chance of being hit. Lower |
995 | values are better. It should usually be set only for armour-like equipment. |
1065 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
1140 | Battleground is very special: In short, players can die on battleground |
1210 | Battleground is very special: In short, players can die on battleground |
1141 | without any death penalties. They don't loose or gain experience |
1211 | without any death penalties. They don't loose or gain experience |
1142 | while on battleground. Acid, draining and depletion effects don't |
1212 | while on battleground. Acid, draining and depletion effects don't |
1143 | work either. |
1213 | work either. |
1144 | When a player dies on battleground, he gets teleported to an exit |
1214 | When a player dies on battleground, he gets teleported to an exit |
1145 | location which is defined in the battleground object. ]]> |
1215 | location which is defined in the battleground object.]]> |
1146 | </description> |
1216 | </description> |
1147 | <use><![CDATA[ |
1217 | <use><![CDATA[ |
1148 | Battleground is only meant for player vs. player duels. You can |
1218 | Battleground is only meant for player vs. player duels. You can |
1149 | design combat arenas similiar to the one in scorn.<br> |
1219 | design combat arenas similiar to the one in scorn.<br> |
1150 | What should NEVER be done is placing battleground tiles in |
1220 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1152 | It must not be possible to gain significant treasure for fighting |
1222 | It must not be possible to gain significant treasure for fighting |
1153 | on battleground, because it bears no risk.<br><br> |
1223 | on battleground, because it bears no risk.<br><br> |
1154 | (Battleground will cease to work when the image or name is changed, |
1224 | (Battleground will cease to work when the image or name is changed, |
1155 | or when it is placed beneath another floor tile. |
1225 | or when it is placed beneath another floor tile. |
1156 | This is not a bug, it is there to prevent any attempts of placing |
1226 | This is not a bug, it is there to prevent any attempts of placing |
1157 | "hidden" battleground tiles anywhere.) ]]> |
1227 | "hidden" battleground tiles anywhere.)]]> |
1158 | </use> |
1228 | </use> |
1159 | <attribute arch="no_pick" value="1" type="fixed" /> |
1229 | <attribute arch="no_pick" value="1" type="fixed" /> |
1160 | <attribute arch="is_floor" value="1" type="fixed" /> |
1230 | <attribute arch="is_floor" value="1" type="fixed" /> |
1161 | <attribute arch="hp" editor="destination X" type="int"> |
1231 | <attribute arch="hp" editor="destination X" type="int"> |
1162 | The exit destinations define the (x, y)-coordinates where players |
1232 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1177 | Safe ground is a special object that prevents any effects that might |
1247 | 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. |
1248 | be harmful for the map, other players or items on the map. |
1179 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1249 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1180 | from being used and blocks bombs from exploding. Note that altars that |
1250 | from being used and blocks bombs from exploding. Note that altars that |
1181 | do cast spells still work. |
1251 | do cast spells still work. |
1182 | ]]> |
1252 | ]]> |
1183 | </description> |
1253 | </description> |
1184 | <use><![CDATA[ |
1254 | <use><![CDATA[ |
1185 | Safe ground can be used to prevents any means of burning |
1255 | 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 |
1256 | 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 |
1257 | 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. |
1258 | areas where really no kind of spell should be invoked by a player. |
1189 | ]]> |
1259 | ]]> |
1190 | </use> |
1260 | </use> |
1191 | &movement_types_terrain; |
1261 | &movement_types_terrain; |
1192 | <attribute arch="no_pick" value="1" type="fixed" /> |
1262 | <attribute arch="no_pick" value="1" type="fixed" /> |
1193 | </type> |
1263 | </type> |
1194 | |
1264 | |
1195 | <!--####################################################################--> |
1265 | <!--####################################################################--> |
1196 | <type number="8" name="Book"> |
1266 | <type number="8" name="Book"> |
1197 | <description><![CDATA[ |
1267 | <description><![CDATA[ |
1198 | Applying a book, the containing message is displayed to the player. ]]> |
1268 | Applying a book, the containing message is displayed to the player.]]> |
1199 | </description> |
1269 | </description> |
1200 | <attribute arch="level" editor="literacy level" type="int"> |
1270 | <attribute arch="level" editor="literacy level" type="int"> |
1201 | If this value is set to be greater than zero, the player needs a |
1271 | If this value is set to be greater than zero, the player needs a |
1202 | certain literacy level to succeed reading the book. The book can be |
1272 | certain literacy level to succeed reading the book. The book can be |
1203 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1273 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1219 | </attribute> |
1289 | </attribute> |
1220 | <attribute arch="slaying" editor="key string" type="string"> |
1290 | <attribute arch="slaying" editor="key string" type="string"> |
1221 | This is the key string of the book. The key string is checked by an inventory checker. |
1291 | This is the key string of the book. The key string is checked by an inventory checker. |
1222 | (This is used eg. for the gate/port passes in scorn) |
1292 | (This is used eg. for the gate/port passes in scorn) |
1223 | </attribute> |
1293 | </attribute> |
|
|
1294 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1295 | If this flag is true the player won't be able to identify this |
|
|
1296 | item with by using a skill. |
|
|
1297 | </attribute> |
|
|
1298 | </type> |
|
|
1299 | |
|
|
1300 | <!--####################################################################--> |
|
|
1301 | <type number="110" name="Inscribable"> |
|
|
1302 | <description><![CDATA[ |
|
|
1303 | Inscribable Item - when inscribed, it becomes another object.]]> |
|
|
1304 | </description> |
|
|
1305 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
1306 | A godgiven item vanishes as soon as the player |
|
|
1307 | drops it to the ground. |
|
|
1308 | </attribute> |
|
|
1309 | <attribute arch="unique" editor="unique item" type="bool"> |
|
|
1310 | Unique items exist only one time on a server. If the item |
|
|
1311 | is taken, lost or destroyed - it's gone for good. |
|
|
1312 | </attribute> |
|
|
1313 | <attribute arch="other_arch" editor="book/scroll arch" type="string"> |
|
|
1314 | This is the item created after being inscribed - scrolls are treated |
|
|
1315 | like spell scrolls, all else will have it's message replaced. |
|
|
1316 | </attribute> |
1224 | </type> |
1317 | </type> |
1225 | |
1318 | |
1226 | <!--####################################################################--> |
1319 | <!--####################################################################--> |
1227 | <type number="99" name="Boots"> |
1320 | <type number="99" name="Boots"> |
1228 | <import_type name="Amulet" /> |
1321 | <import_type name="Amulet" /> |
1229 | <description><![CDATA[ |
1322 | <description><![CDATA[ |
1230 | Wearing boots, the object's stats will directly be inherited to |
1323 | Wearing boots, the object's stats will directly be inherited to |
1231 | the player. Usually enhancing his speed, or granting some minor |
1324 | the player. Usually enhancing his speed, or granting some minor |
1232 | protection bonus. ]]> |
1325 | protection bonus.]]> |
1233 | </description> |
1326 | </description> |
1234 | <use><![CDATA[ |
1327 | <use><![CDATA[ |
1235 | Feel free to create your own special artifacts. However, it is very |
1328 | Feel free to create your own special artifacts. However, it is very |
1236 | important that you keep your artifact in balance with existing maps. ]]> |
1329 | important that you keep your artifact in balance with existing maps.]]> |
1237 | </use> |
1330 | </use> |
1238 | <attribute arch="exp" editor="speed bonus" type="int"> |
1331 | <attribute arch="exp" editor="speed bonus" type="int"> |
1239 | Boots with <speed bonus> will increase the player's walking speed |
1332 | Boots with <speed bonus> will increase the player's walking speed |
1240 | while worn. This kind of bonus is quite desirable for players of low- |
1333 | while worn. This kind of bonus is quite desirable for players of low- |
1241 | and medium level. High level players usually have fastest possible |
1334 | and medium level. High level players usually have fastest possible |
… | |
… | |
1257 | <type number="104" name="Bracers"> |
1350 | <type number="104" name="Bracers"> |
1258 | <import_type name="Amulet" /> |
1351 | <import_type name="Amulet" /> |
1259 | <description><![CDATA[ |
1352 | <description><![CDATA[ |
1260 | Bracers are armour-plates worn around the wrists. |
1353 | Bracers are armour-plates worn around the wrists. |
1261 | Wearing bracer, the object's stats will directly be inherited to |
1354 | Wearing bracer, the object's stats will directly be inherited to |
1262 | the player. Usually enhancing his defense. ]]> |
1355 | the player. Usually enhancing his defense.]]> |
1263 | </description> |
1356 | </description> |
1264 | <use><![CDATA[ |
1357 | <use><![CDATA[ |
1265 | Feel free to create your own special artifacts. However, it is very |
1358 | Feel free to create your own special artifacts. However, it is very |
1266 | important that you keep your artifact in balance with existing maps. ]]> |
1359 | important that you keep your artifact in balance with existing maps.]]> |
1267 | </use> |
1360 | </use> |
1268 | <attribute arch="magic" editor="magic bonus" type="int"> |
1361 | <attribute arch="magic" editor="magic bonus" type="int"> |
1269 | <magic bonus> works just like ac, except that it can be improved by |
1362 | <magic bonus> works just like ac, except that it can be improved by |
1270 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1363 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1271 | than direct armour-class bonus on the bracers. |
1364 | than direct armour-class bonus on the bracers. |
… | |
… | |
1275 | <!--####################################################################--> |
1368 | <!--####################################################################--> |
1276 | <type number="16" name="Brestplate Armour"> |
1369 | <type number="16" name="Brestplate Armour"> |
1277 | <import_type name="Amulet" /> |
1370 | <import_type name="Amulet" /> |
1278 | <description><![CDATA[ |
1371 | <description><![CDATA[ |
1279 | Wearing an armour, the object's stats will directly be inherited to |
1372 | Wearing an armour, the object's stats will directly be inherited to |
1280 | the player. Usually enhancing his defense. ]]> |
1373 | the player. Usually enhancing his defense.]]> |
1281 | </description> |
1374 | </description> |
1282 | <use><![CDATA[ |
1375 | <use><![CDATA[ |
1283 | Feel free to create your own special artifacts. However, it is very |
1376 | Feel free to create your own special artifacts. However, it is very |
1284 | important that you keep your artifact in balance with existing maps. ]]> |
1377 | important that you keep your artifact in balance with existing maps.]]> |
1285 | </use> |
1378 | </use> |
1286 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1379 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1287 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1380 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1288 | The bigger the spellpoint penalty, the worse. |
1381 | The bigger the spellpoint penalty, the worse. |
1289 | </attribute> |
1382 | </attribute> |
… | |
… | |
1305 | </ignore> |
1398 | </ignore> |
1306 | <description><![CDATA[ |
1399 | <description><![CDATA[ |
1307 | When a predefined amount of weigh is placed on a button, the |
1400 | When a predefined amount of weigh is placed on a button, the |
1308 | <connection> value is triggered. In most cases this happens when a |
1401 | <connection> value is triggered. In most cases this happens when a |
1309 | player or monster steps on it. When the button is "released", the |
1402 | player or monster steps on it. When the button is "released", the |
1310 | <connection> value get's triggered a second time. ]]> |
1403 | <connection> value get's triggered a second time.]]> |
1311 | </description> |
1404 | </description> |
1312 | &move_on; |
1405 | &move_on; |
1313 | &move_off; |
1406 | &move_off; |
1314 | <attribute arch="no_pick" value="1" type="fixed" /> |
1407 | <attribute arch="no_pick" value="1" type="fixed" /> |
1315 | <attribute arch="weight" editor="press weight" type="int"> |
1408 | <attribute arch="weight" editor="press weight" type="int"> |
1316 | The button is pressed (triggered), as soon as |
1409 | The button is pressed (triggered), as soon as |
1317 | <press weigh> gram are placed ontop of it. |
1410 | <press weigh> gram are placed ontop of it. |
1318 | </attribute> |
1411 | </attribute> |
1319 | <attribute arch="connected" editor="connection" type="int"> |
1412 | <attribute arch="connected" editor="connection" type="string"> |
1320 | Every time the button is pressed or released, all objects |
1413 | Every time the button is pressed or released, all objects |
1321 | with the same <connection> value are activated. |
1414 | with the same <connection> value are activated. |
1322 | </attribute> |
1415 | </attribute> |
1323 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1416 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1324 | This text may describe the item. You can use this |
1417 | This text may describe the item. You can use this |
… | |
… | |
1333 | <ignore_list name="non_pickable" /> |
1426 | <ignore_list name="non_pickable" /> |
1334 | </ignore> |
1427 | </ignore> |
1335 | <description><![CDATA[ |
1428 | <description><![CDATA[ |
1336 | Handle buttons are buttons which reset after a short period |
1429 | Handle buttons are buttons which reset after a short period |
1337 | of time. Every time it is either applied or reset, the |
1430 | of time. Every time it is either applied or reset, the |
1338 | <connection> value is triggered. ]]> |
1431 | <connection> value is triggered.]]> |
1339 | </description> |
1432 | </description> |
1340 | </type> |
1433 | </type> |
1341 | |
1434 | |
1342 | <!--####################################################################--> |
1435 | <!--####################################################################--> |
1343 | <type number="37" name="Class Changer"> |
1436 | <type number="37" name="Class Changer"> |
1344 | <ignore> |
1437 | <ignore> |
1345 | <ignore_list name="non_pickable" /> |
1438 | <ignore_list name="non_pickable" /> |
1346 | </ignore> |
1439 | </ignore> |
1347 | <description><![CDATA[ |
1440 | <description><![CDATA[ |
1348 | Class changer are used while creating a character. ]]> |
1441 | Class changer are used while creating a character.]]> |
1349 | </description> |
1442 | </description> |
1350 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1443 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1351 | This entry determines which initial items the character receives. |
1444 | This entry determines which initial items the character receives. |
1352 | </attribute> |
1445 | </attribute> |
1353 | <section name="stats"> |
1446 | <section name="stats"> |
… | |
… | |
1386 | <type number="87" name="Cloak"> |
1479 | <type number="87" name="Cloak"> |
1387 | <import_type name="Amulet" /> |
1480 | <import_type name="Amulet" /> |
1388 | <description><![CDATA[ |
1481 | <description><![CDATA[ |
1389 | Wearing a cloak, the object's stats will directly be inherited to |
1482 | Wearing a cloak, the object's stats will directly be inherited to |
1390 | the player. Cloaks usually add minor <armour class> and |
1483 | the player. Cloaks usually add minor <armour class> and |
1391 | sometimes a bit of resistance. ]]> |
1484 | sometimes a bit of resistance.]]> |
1392 | </description> |
1485 | </description> |
1393 | <use><![CDATA[ |
1486 | <use><![CDATA[ |
1394 | Feel free to create your own special artifacts. However, it is very |
1487 | Feel free to create your own special artifacts. However, it is very |
1395 | important that you keep your artifact in balance with existing maps. ]]> |
1488 | important that you keep your artifact in balance with existing maps.]]> |
1396 | </use> |
1489 | </use> |
1397 | <attribute arch="magic" editor="magic bonus" type="int"> |
1490 | <attribute arch="magic" editor="magic bonus" type="int"> |
1398 | <magic bonus> works just like ac, except that it can be improved by |
1491 | <magic bonus> works just like ac, except that it can be improved by |
1399 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1492 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1400 | than direct armour-class bonus on the cloak. |
1493 | than direct armour-class bonus on the cloak. |
… | |
… | |
1405 | </type> |
1498 | </type> |
1406 | |
1499 | |
1407 | <!--####################################################################--> |
1500 | <!--####################################################################--> |
1408 | <type number="9" name="Clock"> |
1501 | <type number="9" name="Clock"> |
1409 | <description><![CDATA[ |
1502 | <description><![CDATA[ |
1410 | Applying a clock, the time is displayed to the player. ]]> |
1503 | Applying a clock, the time is displayed to the player.]]> |
1411 | </description> |
1504 | </description> |
1412 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1505 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1413 | This text may describe the item |
1506 | This text may describe the item |
1414 | </attribute> |
1507 | </attribute> |
1415 | </type> |
1508 | </type> |
… | |
… | |
1420 | A player can put (certain kinds of) items in the container. |
1513 | A player can put (certain kinds of) items in the container. |
1421 | The overall weight of items is reduced when put inside a |
1514 | The overall weight of items is reduced when put inside a |
1422 | container, depending on the settings. |
1515 | container, depending on the settings. |
1423 | <br><br> |
1516 | <br><br> |
1424 | A special feature of containers is the "cauldron", |
1517 | A special feature of containers is the "cauldron", |
1425 | capable of mixing alchemical receipes. ]]> |
1518 | capable of mixing alchemical receipes.]]> |
1426 | </description> |
1519 | </description> |
1427 | <use><![CDATA[ |
1520 | <use><![CDATA[ |
1428 | Note on chests - There are two types of chests: |
1521 | Note on chests - There are two types of chests: |
1429 | <UL> |
1522 | <UL> |
1430 | <LI> First the random treasure chests - Those are NOT containers |
1523 | <LI> First the random treasure chests - Those are NOT containers |
1431 | (but object type Treasure), they create random treasures when |
1524 | (but object type Treasure), they create random treasures when |
1432 | applied. Archetype name is "chest". |
1525 | applied. Archetype name is "chest". |
1433 | <LI> Second there are the permanent chests - Those are containers, |
1526 | <LI> Second there are the permanent chests - Those are containers, |
1434 | they can be opened and closed again. Archetype name is "chest_2". |
1527 | they can be opened and closed again. Archetype name is "chest_2". |
1435 | </UL> ]]> |
1528 | </UL>]]> |
1436 | </use> |
1529 | </use> |
1437 | <attribute arch="race" editor="container class" type="string"> |
1530 | <attribute arch="race" editor="container class" type="string"> |
1438 | If set, the container will hold only certain types of objects. |
1531 | If set, the container will hold only certain types of objects. |
1439 | Possible choices for <container class> are: "gold and jewels", |
1532 | Possible choices for <container class> are: "gold and jewels", |
1440 | "arrows" and "keys". |
1533 | "arrows" and "keys". |
… | |
… | |
1495 | <attribute arch="title" /> |
1588 | <attribute arch="title" /> |
1496 | </ignore> |
1589 | </ignore> |
1497 | <description><![CDATA[ |
1590 | <description><![CDATA[ |
1498 | Converters are like "exchange tables". When the player drops a |
1591 | Converters are like "exchange tables". When the player drops a |
1499 | specific type of items, they get converted into other items, at a |
1592 | specific type of items, they get converted into other items, at a |
1500 | predefined exchange-ratio. ]]> |
1593 | predefined exchange-ratio.]]> |
1501 | </description> |
1594 | </description> |
1502 | <use><![CDATA[ |
1595 | <use><![CDATA[ |
1503 | Converters are better than shopping with doormats, because the |
1596 | Converters are better than shopping with doormats, because the |
1504 | converters never get sold out. For some items like food or jewels |
1597 | converters never get sold out. For some items like food or jewels |
1505 | those "exchange tables" are really nice, while for the more important |
1598 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1507 | <br><br> |
1600 | <br><br> |
1508 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1601 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1509 | items on a converter, the stuff you get must be of equal or lesser |
1602 | items on a converter, the stuff you get must be of equal or lesser |
1510 | value than before! (Except if you are using "rare" items like |
1603 | value than before! (Except if you are using "rare" items like |
1511 | dragonscales for payment). The code will not check if your ratio is |
1604 | dragonscales for payment). The code will not check if your ratio is |
1512 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1605 | sane, so the player could gain infinite wealth by using your converter.]]> |
1513 | </use> |
1606 | </use> |
1514 | <attribute arch="no_pick" value="1" type="fixed" /> |
1607 | <attribute arch="no_pick" value="1" type="fixed" /> |
1515 | <attribute arch="slaying" editor="cost arch" type="string"> |
1608 | <attribute arch="slaying" editor="cost arch" type="string"> |
1516 | <cost arch> is the name of the archetype the player has to |
1609 | <cost arch> is the name of the archetype the player has to |
1517 | put on the converter, as payment. |
1610 | put on the converter, as payment. |
… | |
… | |
1533 | of <receive arch>. |
1626 | of <receive arch>. |
1534 | </attribute> |
1627 | </attribute> |
1535 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1628 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1536 | This text may contain a description of the converter. |
1629 | This text may contain a description of the converter. |
1537 | </attribute> |
1630 | </attribute> |
|
|
1631 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1632 | If the converter has this flag set the generated items will |
|
|
1633 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1634 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1635 | armour shops.) |
|
|
1636 | </attribute> |
1538 | </type> |
1637 | </type> |
1539 | |
1638 | |
1540 | <!--####################################################################--> |
1639 | <!--####################################################################--> |
1541 | <type number="42" name="Creator"> |
1640 | <type number="42" name="Creator"> |
1542 | <ignore> |
1641 | <ignore> |
… | |
… | |
1544 | </ignore> |
1643 | </ignore> |
1545 | <description><![CDATA[ |
1644 | <description><![CDATA[ |
1546 | A creator is an object which creates another object when it |
1645 | A creator is an object which creates another object when it |
1547 | is triggered. The child object can be anything. Creators are |
1646 | is triggered. The child object can be anything. Creators are |
1548 | VERY useful for all kinds of map-mechanisms. They can even |
1647 | VERY useful for all kinds of map-mechanisms. They can even |
1549 | periodically create things. ]]> |
1648 | periodically create things.]]> |
1550 | </description> |
1649 | </description> |
1551 | <use><![CDATA[ |
1650 | <use><![CDATA[ |
1552 | Don't hesitate to hide your creators under the floor. |
1651 | Don't hesitate to hide your creators under the floor. |
1553 | The created items will still always appear ontop of the floor. ]]> |
1652 | The created items will still always appear ontop of the floor.]]> |
1554 | </use> |
1653 | </use> |
1555 | <attribute arch="no_pick" value="1" type="fixed" /> |
1654 | <attribute arch="no_pick" value="1" type="fixed" /> |
1556 | <attribute arch="other_arch" editor="create arch" type="string"> |
1655 | <attribute arch="other_arch" editor="create arch" type="string"> |
1557 | This string defines the object that will be created. |
1656 | This string defines the object that will be created. |
1558 | You can choose any of the existing arches. |
1657 | You can choose any of the existing arches. |
1559 | This field is ignored if the creator has items in inventory. In this case |
1658 | This field is ignored if the creator has items in inventory. In this case |
1560 | one of the inventory items is duplicated. The duplicated item is randomly |
1659 | one of the inventory items is duplicated. The duplicated item is randomly |
1561 | chosen from all items present. |
1660 | chosen from all items present. |
1562 | </attribute> |
1661 | </attribute> |
1563 | <attribute arch="connected" editor="connection" type="int"> |
1662 | <attribute arch="connected" editor="connection" type="string"> |
1564 | Whenever the connection value is activated, |
1663 | Whenever the connection value is activated, |
1565 | the creator gets triggered. |
1664 | the creator gets triggered. |
1566 | </attribute> |
1665 | </attribute> |
1567 | &activate_on; |
1666 | &activate_on; |
1568 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1667 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
… | |
… | |
1599 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1698 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1600 | finds a specific object, it toggles its connected value. |
1699 | finds a specific object, it toggles its connected value. |
1601 | <br><br> |
1700 | <br><br> |
1602 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1701 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1603 | - First, detectors check their square for a match periodically, not |
1702 | - First, detectors check their square for a match periodically, not |
|
|
1703 | instantly, so generate much higher server load |
1604 | instantly. Second, detectors check directly for object names. Third, |
1704 | Second, detectors check directly for object names. Third, |
1605 | detectors do not check the inventory of players/monsters. ]]> |
1705 | detectors do not check the inventory of players/monsters.]]> |
1606 | </description> |
1706 | </description> |
1607 | <use><![CDATA[ |
1707 | <use> |
1608 | There is one major speciality about detectors: You can detect spells |
1708 | Best avoid this type at all costs, use a pedestal instead. |
1609 | blown over a detector! To detect a lighting bolt for example, set |
|
|
1610 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
|
|
1611 | walls, this can be very useful for map-mechanisms. ]]> |
|
|
1612 | </use> |
1709 | </use> |
1613 | <attribute arch="no_pick" value="1" type="fixed" /> |
1710 | <attribute arch="no_pick" value="1" type="fixed" /> |
1614 | <attribute arch="slaying" editor="match name" type="string"> |
1711 | <attribute arch="slaying" editor="match name" type="string"> |
1615 | <match name> specifies the name of the object we are looking for. |
1712 | <match name> specifies the name of the object we are looking for. |
1616 | Actually it does also check for the <key string> in key-objects, |
1713 | Actually it does also check for the <key string> in key-objects, |
1617 | but for this case inventory checkers are often more powerful to use. |
1714 | but for this case inventory checkers are often more powerful to use. |
1618 | </attribute> |
1715 | </attribute> |
1619 | <attribute arch="connected" editor="connection" type="int"> |
1716 | <attribute arch="connected" editor="connection" type="string"> |
1620 | When the detector is triggered, all objects with the same |
1717 | When the detector is triggered, all objects with the same |
1621 | connection value get activated. |
1718 | connection value get activated. |
1622 | </attribute> |
1719 | </attribute> |
1623 | <attribute arch="speed" editor="detection speed" type="float"> |
1720 | <attribute arch="speed" editor="detection speed" type="float"> |
1624 | This value defines the time between two detector-checks. |
1721 | This value defines the time between two detector-checks. |
… | |
… | |
1632 | by 1. |
1729 | by 1. |
1633 | </attribute> |
1730 | </attribute> |
1634 | </type> |
1731 | </type> |
1635 | |
1732 | |
1636 | <!--####################################################################--> |
1733 | <!--####################################################################--> |
|
|
1734 | <type number="164" name="Map Script"> |
|
|
1735 | <ignore> |
|
|
1736 | <ignore_list name="system_object" /> |
|
|
1737 | </ignore> |
|
|
1738 | <description><![CDATA[ |
|
|
1739 | The map script object is a very special object that can react to connected |
|
|
1740 | events and executes a perl script in the msg slot. |
|
|
1741 | ]]> |
|
|
1742 | </description> |
|
|
1743 | <use><![CDATA[ |
|
|
1744 | The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions |
|
|
1745 | to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details. |
|
|
1746 | ]]> |
|
|
1747 | </use> |
|
|
1748 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1749 | When the map script object is triggered, it will execute |
|
|
1750 | the perl script with the triggering object as $activator. |
|
|
1751 | </attribute> |
|
|
1752 | &activate_on; |
|
|
1753 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1754 | This perl script will be executed each time the objetc is triggered. |
|
|
1755 | </attribute> |
|
|
1756 | </type> |
|
|
1757 | |
|
|
1758 | <!--####################################################################--> |
1637 | <type number="112" name="Director"> |
1759 | <type number="112" name="Director"> |
1638 | <ignore> |
1760 | <ignore> |
1639 | <ignore_list name="non_pickable" /> |
1761 | <ignore_list name="non_pickable" /> |
1640 | </ignore> |
1762 | </ignore> |
1641 | <description><![CDATA[ |
1763 | <description><![CDATA[ |
1642 | Directors change the direction of spell objects and other projectiles |
1764 | Directors change the direction of spell objects and other projectiles |
1643 | that fly past. Unlike spinners, directors always move objects in the |
1765 | that fly past. Unlike spinners, directors always move objects in the |
1644 | same direction. It does not make a difference from what angle you |
1766 | same direction. It does not make a difference from what angle you |
1645 | shoot into it.<br> |
1767 | shoot into it.<br> |
1646 | Directors are visible per default. ]]> |
1768 | Directors are visible per default.]]> |
1647 | </description> |
1769 | </description> |
1648 | <use><![CDATA[ |
1770 | <use><![CDATA[ |
1649 | Directors are rarely used in maps. Sometimes they are placed to |
1771 | Directors are rarely used in maps. Sometimes they are placed to |
1650 | change the direction of spells coming out of magic walls, |
1772 | change the direction of spells coming out of magic walls, |
1651 | "channeling" spell-projectiles in some direction. When doing this, |
1773 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1653 | into them!</B> The spell-projectiles bouncing between the directors |
1775 | into them!</B> The spell-projectiles bouncing between the directors |
1654 | would accumulate to huge numbers and at some point slow down the |
1776 | would accumulate to huge numbers and at some point slow down the |
1655 | server by eating memory- and CPU-time. |
1777 | server by eating memory- and CPU-time. |
1656 | <br><br> |
1778 | <br><br> |
1657 | You'd better not place directors in monster vs. player combat |
1779 | You'd better not place directors in monster vs. player combat |
1658 | areas too much, because that freaks out wizard-type players. ]]> |
1780 | areas too much, because that freaks out wizard-type players.]]> |
1659 | </use> |
1781 | </use> |
1660 | <attribute arch="sp" editor="direction" type="list_direction"> |
1782 | <attribute arch="sp" editor="direction" type="list_direction"> |
1661 | Projectiles will leave the director flying in the selected <direction>. |
1783 | Projectiles will leave the director flying in the selected <direction>. |
1662 | A director with direction <none> simply stops projectiles. |
1784 | A director with direction <none> simply stops projectiles. |
1663 | (The latter works out a bit strange for some spells). |
1785 | (The latter works out a bit strange for some spells). |
… | |
… | |
1672 | </ignore> |
1794 | </ignore> |
1673 | <description><![CDATA[ |
1795 | <description><![CDATA[ |
1674 | Diseases are an intersting form of spellcraft in Deliantra. |
1796 | Diseases are an intersting form of spellcraft in Deliantra. |
1675 | Once casted, they can spread out and infect creatures in a large |
1797 | Once casted, they can spread out and infect creatures in a large |
1676 | area. Being infected can have various effects, from amusing farts |
1798 | area. Being infected can have various effects, from amusing farts |
1677 | to horrible damage - almost everything is possible. ]]> |
1799 | to horrible damage - almost everything is possible.]]> |
1678 | </description> |
1800 | </description> |
1679 | <use><![CDATA[ |
1801 | <use><![CDATA[ |
1680 | Diseases are extremely flexible and usable in a many ways. |
1802 | Diseases are extremely flexible and usable in a many ways. |
1681 | So far they are mostly used for causing bad, unwanted effects. |
1803 | So far they are mostly used for causing bad, unwanted effects. |
1682 | You could just as well create a disease which helps the player |
1804 | You could just as well create a disease which helps the player |
1683 | (recharging mana for example). |
1805 | (recharging mana for example). |
1684 | Infection with a "positive disease" could even be a quest reward. ]]> |
1806 | Infection with a "positive disease" could even be a quest reward.]]> |
1685 | </use> |
1807 | </use> |
1686 | <attribute arch="invisible" value="1" type="fixed" /> |
1808 | <attribute arch="invisible" value="1" type="fixed" /> |
1687 | <attribute arch="level" editor="plaque level" type="int"> |
1809 | <attribute arch="level" editor="plaque level" type="int"> |
1688 | The <plaque level> is proportional to the disease's deadliness. |
1810 | The <plaque level> is proportional to the disease's deadliness. |
1689 | This mainly reflects in the <damage>. It has no effect on |
1811 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1834 | </ignore> |
1956 | </ignore> |
1835 | <description><![CDATA[ |
1957 | <description><![CDATA[ |
1836 | A door can be opened with a normal key. It also can be broken by attacking |
1958 | A door can be opened with a normal key. It also can be broken by attacking |
1837 | it, and it can be defeated with the lockpicking skill. If a door is |
1959 | it, and it can be defeated with the lockpicking skill. If a door is |
1838 | defeated, horizontally and vertically adjacent doors are automatically |
1960 | defeated, horizontally and vertically adjacent doors are automatically |
1839 | removed. ]]> |
1961 | removed.]]> |
1840 | </description> |
1962 | </description> |
1841 | <attribute arch="no_pick" value="1" type="fixed" /> |
1963 | <attribute arch="no_pick" value="1" type="fixed" /> |
1842 | <attribute arch="alive" value="1" type="fixed" /> |
1964 | <attribute arch="alive" value="1" type="fixed" /> |
1843 | &movement_types_terrain; |
1965 | &movement_types_terrain; |
1844 | <attribute arch="hp" editor="hitpoints" type="int"> |
1966 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1871 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1993 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1872 | objects which lies somewhere on top of the duplicator. |
1994 | objects which lies somewhere on top of the duplicator. |
1873 | The duplicator has one arch name specified as <target arch>, |
1995 | The duplicator has one arch name specified as <target arch>, |
1874 | and only objects of this archetype can be affected.<br> |
1996 | and only objects of this archetype can be affected.<br> |
1875 | It will multiply the number of items in the pile, by the <multiply factor>. |
1997 | It will multiply the number of items in the pile, by the <multiply factor>. |
1876 | If the latter is set to zero, it will destroy objects. ]]> |
1998 | If the latter is set to zero, it will destroy objects.]]> |
1877 | </description> |
1999 | </description> |
1878 | <use><![CDATA[ |
2000 | <use><![CDATA[ |
1879 | I hope it is clear that one must be very cautious when inserting a duplicator |
2001 | I hope it is clear that one must be very cautious when inserting a duplicator |
1880 | anywhere with <multiply factor> greater than one. |
2002 | anywhere with <multiply factor> greater than one. |
1881 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
2003 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1882 | It is <b>not acceptable</b> to allow duplication of anything other than |
2004 | It is <b>not acceptable</b> to allow duplication of anything other than |
1883 | coins, gold and jewels. Besides, it is very important that the chance to |
2005 | coins, gold and jewels. Besides, it is very important that the chance to |
1884 | loose the input matches the chance to earn winnings.<br> |
2006 | loose the input matches the chance to earn winnings.<br> |
1885 | A duplicator with <multiply factor> 3 for example should have a |
2007 | A duplicator with <multiply factor> 3 for example should have a |
1886 | loosing rate of 2/3 = 67%. ]]> |
2008 | loosing rate of 2/3 = 67%.]]> |
1887 | </use> |
2009 | </use> |
1888 | <attribute arch="other_arch" editor="target arch" type="string"> |
2010 | <attribute arch="other_arch" editor="target arch" type="string"> |
1889 | Only objects of matching archtype, lying ontop of the duplicator will be |
2011 | Only objects of matching archtype, lying ontop of the duplicator will be |
1890 | duplicated, multiplied or removed. All other objects will be ignored. |
2012 | duplicated, multiplied or removed. All other objects will be ignored. |
1891 | </attribute> |
2013 | </attribute> |
1892 | <attribute arch="level" editor="multiply factor" type="int"> |
2014 | <attribute arch="level" editor="multiply factor" type="int"> |
1893 | The number of items in the target pile will be multiplied by the |
2015 | The number of items in the target pile will be multiplied by the |
1894 | <multiply factor>. If it is set to zero, all target objects |
2016 | <multiply factor>. If it is set to zero, all target objects |
1895 | will be destroyed. |
2017 | will be destroyed. |
1896 | </attribute> |
2018 | </attribute> |
1897 | <attribute arch="connected" editor="connection" type="int"> |
2019 | <attribute arch="connected" editor="connection" type="string"> |
1898 | An activator (lever, altar, button, etc) with matching connection value |
2020 | An activator (lever, altar, button, etc) with matching connection value |
1899 | is able to trigger this duplicator. Be very careful that players cannot |
2021 | is able to trigger this duplicator. Be very careful that players cannot |
1900 | abuse it to create endless amounts of money or other valuable stuff! |
2022 | abuse it to create endless amounts of money or other valuable stuff! |
1901 | </attribute> |
2023 | </attribute> |
1902 | &activate_on; |
2024 | &activate_on; |
… | |
… | |
1909 | </ignore> |
2031 | </ignore> |
1910 | <description><![CDATA[ |
2032 | <description><![CDATA[ |
1911 | When the player applies an exit, he is transferred to a different location. |
2033 | When the player applies an exit, he is transferred to a different location. |
1912 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
2034 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1913 | the exit just by walking into it, or by pressing <a>pply when standing on |
2035 | the exit just by walking into it, or by pressing <a>pply when standing on |
1914 | the exit. ]]> |
2036 | the exit. ]]> |
1915 | </description> |
2037 | </description> |
1916 | <use><![CDATA[ |
2038 | <use><![CDATA[ |
1917 | If you want to have an invisible exit, set <invisible> (, of course |
2039 | If you want to have an invisible exit, set <invisible> (, of course |
1918 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
2040 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1919 | detected with the show_invisible spell. |
2041 | detected with the show_invisible spell. |
1920 | <br><br> |
2042 | <br><br> |
1921 | You can be quite creative with the outlook of secret exits (their "face"). |
2043 | You can be quite creative with the outlook of secret exits (their "face"). |
1922 | Don't forget to give the player relyable hints about them though. ]]> |
2044 | Don't forget to give the player relyable hints about them though.]]> |
1923 | </use> |
2045 | </use> |
1924 | <attribute arch="slaying" editor="exit path" type="string"> |
2046 | <attribute arch="slaying" editor="exit path" type="string"> |
1925 | The exit path defines the map that the player is transferred to. |
2047 | The exit path defines the map that the player is transferred to. |
1926 | You can enter an absolute path, beginning with '/' (for example |
2048 | You can enter an absolute path, beginning with '/' (for example |
1927 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
2049 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1969 | little health by eating flesh-objects. <br> |
2091 | little health by eating flesh-objects. <br> |
1970 | For dragon players, flesh plays a very special role though: If the |
2092 | For dragon players, flesh plays a very special role though: If the |
1971 | flesh has resistances set, a dragon player has a chance to gain resistance in |
2093 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1972 | those categories. The only constraint to this process is the <flesh level>. |
2094 | those categories. The only constraint to this process is the <flesh level>. |
1973 | Don't forget that flesh items with resistances have to be balanced |
2095 | Don't forget that flesh items with resistances have to be balanced |
1974 | according to map/monster difficulty. ]]> |
2096 | according to map/monster difficulty.]]> |
1975 | </description> |
2097 | </description> |
1976 | <use><![CDATA[ |
2098 | <use><![CDATA[ |
1977 | For dragon players, flesh items can be highly valuable. Note that many |
2099 | For dragon players, flesh items can be highly valuable. Note that many |
1978 | standard monsters carry flesh items from their <treasurelist>. |
2100 | standard monsters carry flesh items from their <treasurelist>. |
1979 | These flesh items "inherit" resistances and level from the monster they belong to. |
2101 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1981 | not the case - so you have to set it manually. |
2103 | not the case - so you have to set it manually. |
1982 | <br><br> |
2104 | <br><br> |
1983 | Generally adding special flesh-treaties for dragon players is a great thing |
2105 | Generally adding special flesh-treaties for dragon players is a great thing |
1984 | to do. Always consider that dragon players might really not be interested |
2106 | to do. Always consider that dragon players might really not be interested |
1985 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
2107 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1986 | out on the reward completely. ]]> |
2108 | out on the reward completely.]]> |
1987 | </use> |
2109 | </use> |
1988 | <attribute arch="food" editor="foodpoints" type="int"> |
2110 | <attribute arch="food" editor="foodpoints" type="int"> |
1989 | The player's stomache will get filled with this amount of foodpoints. |
2111 | The player's stomache will get filled with this amount of foodpoints. |
1990 | The player's health will increase by <foodpoints>/50 hp. |
2112 | The player's health will increase by <foodpoints>/50 hp. |
1991 | </attribute> |
2113 | </attribute> |
… | |
… | |
2015 | <ignore> |
2137 | <ignore> |
2016 | <ignore_list name="non_pickable" /> |
2138 | <ignore_list name="non_pickable" /> |
2017 | </ignore> |
2139 | </ignore> |
2018 | <description><![CDATA[ |
2140 | <description><![CDATA[ |
2019 | Floor is a very basic thing whithout too much |
2141 | Floor is a very basic thing whithout too much |
2020 | functionality. It's a floor - you stand on it. ]]> |
2142 | functionality. It's a floor - you stand on it.]]> |
2021 | </description> |
2143 | </description> |
2022 | <attribute arch="is_floor" value="1" type="fixed" /> |
2144 | <attribute arch="is_floor" value="1" type="fixed" /> |
2023 | <attribute arch="no_pick" value="1" type="fixed" /> |
2145 | <attribute arch="no_pick" value="1" type="fixed" /> |
2024 | <section name="terrain"> |
2146 | <section name="terrain"> |
2025 | &movement_types_terrain; |
2147 | &movement_types_terrain; |
… | |
… | |
2040 | If enabled, it is impossible for players to use prayers |
2162 | If enabled, it is impossible for players to use prayers |
2041 | on that spot. It also prevents players from saving. |
2163 | on that spot. It also prevents players from saving. |
2042 | </attribute> |
2164 | </attribute> |
2043 | <attribute arch="unique" editor="unique map" type="bool"> |
2165 | <attribute arch="unique" editor="unique map" type="bool"> |
2044 | Unique floor means that any items dropped on that spot |
2166 | Unique floor means that any items dropped on that spot |
2045 | will be saved byond map reset. For permanent apartments, |
2167 | will be saved beyond map reset. For permanent apartments, |
2046 | all floor tiles must be set <unique map>. |
2168 | all floor tiles must be set <unique map>. |
2047 | </attribute> |
2169 | </attribute> |
2048 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2170 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2049 | This text may describe the object. |
2171 | This text may describe the object. |
2050 | </attribute> |
2172 | </attribute> |
… | |
… | |
2059 | Encounter-Floor is pretty much the same as normal floor. |
2181 | Encounter-Floor is pretty much the same as normal floor. |
2060 | Most outdoor floor/ground-arches are set to be "encounters". |
2182 | Most outdoor floor/ground-arches are set to be "encounters". |
2061 | That is kind of a relict from former code: When walking over |
2183 | That is kind of a relict from former code: When walking over |
2062 | encounter-floor, players sometimes got beamed to little maps |
2184 | encounter-floor, players sometimes got beamed to little maps |
2063 | with monsters on them. Nowadays this feature is disabled - |
2185 | with monsters on them. Nowadays this feature is disabled - |
2064 | Hence encounter floor is not different from normal floor. ]]> |
2186 | Hence encounter floor is not different from normal floor.]]> |
2065 | </description> |
2187 | </description> |
2066 | <attribute arch="is_floor" value="1" type="fixed" /> |
2188 | <attribute arch="is_floor" value="1" type="fixed" /> |
2067 | <attribute arch="no_pick" value="1" type="fixed" /> |
2189 | <attribute arch="no_pick" value="1" type="fixed" /> |
2068 | <section name="terrain"> |
2190 | <section name="terrain"> |
2069 | &movement_types_terrain; |
2191 | &movement_types_terrain; |
… | |
… | |
2084 | If enabled, it is impossible for players to use prayers |
2206 | If enabled, it is impossible for players to use prayers |
2085 | on that spot. It also prevents players from saving. |
2207 | on that spot. It also prevents players from saving. |
2086 | </attribute> |
2208 | </attribute> |
2087 | <attribute arch="unique" editor="unique map" type="bool"> |
2209 | <attribute arch="unique" editor="unique map" type="bool"> |
2088 | Unique floor means that any items dropped on that spot |
2210 | Unique floor means that any items dropped on that spot |
2089 | will be saved byond map reset. For permanent apartments, |
2211 | will be saved beyond map reset. For permanent apartments, |
2090 | all floor tiles must be set <unique map>. |
2212 | all floor tiles must be set <unique map>. |
2091 | </attribute> |
2213 | </attribute> |
2092 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2214 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2093 | This text may describe the object. |
2215 | This text may describe the object. |
2094 | </attribute> |
2216 | </attribute> |
… | |
… | |
2096 | |
2218 | |
2097 | <!--####################################################################--> |
2219 | <!--####################################################################--> |
2098 | <type number="6" name="Food"> |
2220 | <type number="6" name="Food"> |
2099 | <description><![CDATA[ |
2221 | <description><![CDATA[ |
2100 | By eating/drinking food-objects, the player can fill his |
2222 | By eating/drinking food-objects, the player can fill his |
2101 | stomache and gain a little health. ]]> |
2223 | stomache and gain a little health.]]> |
2102 | </description> |
2224 | </description> |
2103 | <attribute arch="food" editor="foodpoints" type="int"> |
2225 | <attribute arch="food" editor="foodpoints" type="int"> |
2104 | The player's stomache will get filled with this amount of foodpoints. |
2226 | The player's stomache will get filled with this amount of foodpoints. |
2105 | The player's health will increase by <foodpoints>/50 hp. |
2227 | The player's health will increase by <foodpoints>/50 hp. |
2106 | </attribute> |
2228 | </attribute> |
… | |
… | |
2118 | <description><![CDATA[ |
2240 | <description><![CDATA[ |
2119 | Gates play an important role in Deliantra. Gates can be opened |
2241 | Gates play an important role in Deliantra. Gates can be opened |
2120 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2242 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2121 | or carrying special key-objects (-> inventory checker). |
2243 | or carrying special key-objects (-> inventory checker). |
2122 | Unlike locked doors, gates can get shut again after a player has |
2244 | Unlike locked doors, gates can get shut again after a player has |
2123 | passed, which makes them more practical in many cases. ]]> |
2245 | passed, which makes them more practical in many cases.]]> |
2124 | </description> |
2246 | </description> |
2125 | <use><![CDATA[ |
2247 | <use><![CDATA[ |
2126 | Use gates to divide your maps into seperated areas. After solving |
2248 | Use gates to divide your maps into seperated areas. After solving |
2127 | area A, the player gains access to area B, and so on. Make your |
2249 | area A, the player gains access to area B, and so on. Make your |
2128 | maps more complex than "one-way". ]]> |
2250 | maps more complex than "one-way".]]> |
2129 | </use> |
2251 | </use> |
2130 | <attribute arch="no_pick" value="1" type="fixed" /> |
2252 | <attribute arch="no_pick" value="1" type="fixed" /> |
2131 | <attribute arch="speed" value="1" type="float"> |
2253 | <attribute arch="speed" value="1" type="float"> |
2132 | The speed of the gate affects how fast it is closing/opening. |
2254 | The speed of the gate affects how fast it is closing/opening. |
2133 | </attribute> |
2255 | </attribute> |
2134 | <attribute arch="connected" editor="connection" type="int"> |
2256 | <attribute arch="connected" editor="connection" type="string"> |
2135 | Whenever the inventory checker is triggered, all objects with identical |
2257 | Whenever the inventory checker is triggered, all objects with identical |
2136 | <connection> value get activated. This only makes sense together with |
2258 | <connection> value get activated. This only makes sense together with |
2137 | <blocking passage> disabled. |
2259 | <blocking passage> disabled. |
2138 | </attribute> |
2260 | </attribute> |
2139 | <attribute arch="wc" editor="position state" type="int"> |
2261 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2157 | <type number="113" name="Girdle"> |
2279 | <type number="113" name="Girdle"> |
2158 | <import_type name="Amulet" /> |
2280 | <import_type name="Amulet" /> |
2159 | <description><![CDATA[ |
2281 | <description><![CDATA[ |
2160 | Wearing a girdle, the object's stats will directly be inherited to |
2282 | Wearing a girdle, the object's stats will directly be inherited to |
2161 | the player. Girdles usually provide stats- or damage bonuses and no |
2283 | the player. Girdles usually provide stats- or damage bonuses and no |
2162 | defense. ]]> |
2284 | defense.]]> |
2163 | </description> |
2285 | </description> |
2164 | <use><![CDATA[ |
2286 | <use><![CDATA[ |
2165 | Feel free to create your own special artifacts. However, it is very |
2287 | Feel free to create your own special artifacts. However, it is very |
2166 | important that you keep your artifact in balance with existing maps. ]]> |
2288 | important that you keep your artifact in balance with existing maps.]]> |
2167 | </use> |
2289 | </use> |
2168 | <attribute arch="magic" editor="magic bonus" type="int"> |
2290 | <attribute arch="magic" editor="magic bonus" type="int"> |
2169 | <magic bonus> works just like ac, except that it can be improved by |
2291 | <magic bonus> works just like ac, except that it can be improved by |
2170 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2292 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2171 | than direct armour-class bonus on the helmet. |
2293 | than direct armour-class bonus on the helmet. |
… | |
… | |
2179 | <!--####################################################################--> |
2301 | <!--####################################################################--> |
2180 | <type number="100" name="Gloves"> |
2302 | <type number="100" name="Gloves"> |
2181 | <import_type name="Amulet" /> |
2303 | <import_type name="Amulet" /> |
2182 | <description><![CDATA[ |
2304 | <description><![CDATA[ |
2183 | Wearing gloves, the object's stats will directly be inherited to |
2305 | Wearing gloves, the object's stats will directly be inherited to |
2184 | the player. Gloves can add defense or damage bonuses. ]]> |
2306 | the player. Gloves can add defense or damage bonuses.]]> |
2185 | </description> |
2307 | </description> |
2186 | <use><![CDATA[ |
2308 | <use><![CDATA[ |
2187 | Feel free to create your own special artifacts. However, it is very |
2309 | Feel free to create your own special artifacts. However, it is very |
2188 | important that you keep your artifact in balance with existing maps. ]]> |
2310 | important that you keep your artifact in balance with existing maps.]]> |
2189 | </use> |
2311 | </use> |
2190 | <attribute arch="magic" editor="magic bonus" type="int"> |
2312 | <attribute arch="magic" editor="magic bonus" type="int"> |
2191 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2313 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2192 | If the gloves have <weapon class> instead, then <magic bonus> |
2314 | If the gloves have <weapon class> instead, then <magic bonus> |
2193 | will increase that. |
2315 | will increase that. |
… | |
… | |
2199 | <ignore> |
2321 | <ignore> |
2200 | <ignore_list name="non_pickable" /> |
2322 | <ignore_list name="non_pickable" /> |
2201 | </ignore> |
2323 | </ignore> |
2202 | <description><![CDATA[ |
2324 | <description><![CDATA[ |
2203 | A handle can be applied by players and (certain) monsters. |
2325 | A handle can be applied by players and (certain) monsters. |
2204 | Every time it is applied, the <connection> value is triggered. ]]> |
2326 | Every time it is applied, the <connection> value is triggered.]]> |
2205 | </description> |
2327 | </description> |
2206 | <use><![CDATA[ |
2328 | <use><![CDATA[ |
2207 | Handles are commonly used to move gates. When placing your lever, |
2329 | Handles are commonly used to move gates. When placing your lever, |
2208 | don't forget that some monsters are able to apply it. |
2330 | don't forget that some monsters are able to apply it. |
2209 | The ability to apply levers is rare among monsters - |
2331 | The ability to apply levers is rare among monsters - |
2210 | but vampires can do it for example. ]]> |
2332 | but vampires can do it for example.]]> |
2211 | </use> |
2333 | </use> |
2212 | <attribute arch="no_pick" value="1" type="fixed" /> |
2334 | <attribute arch="no_pick" value="1" type="fixed" /> |
2213 | <attribute arch="connected" editor="connection" type="int"> |
2335 | <attribute arch="connected" editor="connection" type="string"> |
2214 | Every time the handle is applied, all objects |
2336 | Every time the handle is applied, all objects |
2215 | with the same <connection> value are activated. |
2337 | with the same <connection> value are activated. |
2216 | </attribute> |
2338 | </attribute> |
2217 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2339 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2218 | This text may describe the item. You can use this |
2340 | This text may describe the item. You can use this |
… | |
… | |
2227 | <ignore_list name="non_pickable" /> |
2349 | <ignore_list name="non_pickable" /> |
2228 | </ignore> |
2350 | </ignore> |
2229 | <description><![CDATA[ |
2351 | <description><![CDATA[ |
2230 | Handle triggers are handles which reset after a short period |
2352 | Handle triggers are handles which reset after a short period |
2231 | of time. Every time it is either applied or reset, the |
2353 | of time. Every time it is either applied or reset, the |
2232 | <connection> value is triggered. ]]> |
2354 | <connection> value is triggered.]]> |
2233 | </description> |
2355 | </description> |
2234 | <use><![CDATA[ |
2356 | <use><![CDATA[ |
2235 | When you connect an ordinary handle to a gate, the gate normally remains |
2357 | When you connect an ordinary handle to a gate, the gate normally remains |
2236 | opened after the first player passed. If you want to keep the gate shut, |
2358 | opened after the first player passed. If you want to keep the gate shut, |
2237 | connecting it to a handle trigger is an easy solution. ]]> |
2359 | connecting it to a handle trigger is an easy solution. ]]> |
2238 | </use> |
2360 | </use> |
2239 | </type> |
2361 | </type> |
2240 | |
2362 | |
2241 | <!--####################################################################--> |
2363 | <!--####################################################################--> |
2242 | <type number="88" name="Hazard Floor"> |
2364 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2247 | <ignore_list name="non_pickable" /> |
2369 | <ignore_list name="non_pickable" /> |
2248 | </ignore> |
2370 | </ignore> |
2249 | <description><![CDATA[ |
2371 | <description><![CDATA[ |
2250 | The best example for Hazard Floor is lava. It works like standard |
2372 | The best example for Hazard Floor is lava. It works like standard |
2251 | floor, but damages all creatures standing on it. |
2373 | floor, but damages all creatures standing on it. |
2252 | Damage is taken in regular time intervals. ]]> |
2374 | Damage is taken in regular time intervals.]]> |
2253 | </description> |
2375 | </description> |
2254 | <use><![CDATA[ |
2376 | <use><![CDATA[ |
2255 | The default lava for example does minor damage. But you can turn |
2377 | The default lava for example does minor damage. But you can turn |
2256 | it up so that your hazard floor poses a real threat.<br> |
2378 | it up so that your hazard floor poses a real threat.<br> |
2257 | Like magic walls, such floors add a permanent thrill to your map. |
2379 | Like magic walls, such floors add a permanent thrill to your map. |
2258 | You can use that to safely chase off too-weak players, or just |
2380 | You can use that to safely chase off too-weak players, or just |
2259 | to have something different. ]]> |
2381 | to have something different.]]> |
2260 | </use> |
2382 | </use> |
2261 | <attribute arch="is_floor" value="1" type="fixed" /> |
2383 | <attribute arch="is_floor" value="1" type="fixed" /> |
2262 | <attribute arch="lifesave" value="1" type="fixed" /> |
2384 | <attribute arch="lifesave" value="1" type="fixed" /> |
2263 | &move_on; |
2385 | &move_on; |
2264 | <attribute arch="no_pick" value="1" type="fixed" /> |
2386 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2303 | If enabled, it is impossible for players to use prayers |
2425 | If enabled, it is impossible for players to use prayers |
2304 | on that spot. It also prevents players from saving. |
2426 | on that spot. It also prevents players from saving. |
2305 | </attribute> |
2427 | </attribute> |
2306 | <attribute arch="unique" editor="unique map" type="bool"> |
2428 | <attribute arch="unique" editor="unique map" type="bool"> |
2307 | Unique floor means that any items dropped on that spot |
2429 | Unique floor means that any items dropped on that spot |
2308 | will be saved byond map reset. For permanent apartments, |
2430 | will be saved beyond map reset. For permanent apartments, |
2309 | all floor tiles must be set <unique map>. |
2431 | all floor tiles must be set <unique map>. |
2310 | </attribute> |
2432 | </attribute> |
2311 | </type> |
2433 | </type> |
2312 | |
2434 | |
2313 | <!--####################################################################--> |
2435 | <!--####################################################################--> |
… | |
… | |
2315 | <import_type name="Amulet" /> |
2437 | <import_type name="Amulet" /> |
2316 | <description><![CDATA[ |
2438 | <description><![CDATA[ |
2317 | Wearing a helmet, the object's stats will directly be inherited to |
2439 | Wearing a helmet, the object's stats will directly be inherited to |
2318 | the player. Normal helmets usually increase defense, while crowns |
2440 | the player. Normal helmets usually increase defense, while crowns |
2319 | add more special bonuses like stats/resistances paired with |
2441 | add more special bonuses like stats/resistances paired with |
2320 | low defense. ]]> |
2442 | low defense.]]> |
2321 | </description> |
2443 | </description> |
2322 | <use><![CDATA[ |
2444 | <use><![CDATA[ |
2323 | Feel free to create your own special artifacts. However, it is very |
2445 | Feel free to create your own special artifacts. However, it is very |
2324 | important that you keep your artifact in balance with existing maps. ]]> |
2446 | important that you keep your artifact in balance with existing maps.]]> |
2325 | </use> |
2447 | </use> |
2326 | <attribute arch="magic" editor="magic bonus" type="int"> |
2448 | <attribute arch="magic" editor="magic bonus" type="int"> |
2327 | <magic bonus> works just like ac, except that it can be improved by |
2449 | <magic bonus> works just like ac, except that it can be improved by |
2328 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2450 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2329 | than direct armour-class bonus on the helmet. |
2451 | than direct armour-class bonus on the helmet. |
… | |
… | |
2338 | <type number="56" name="Holy Altar"> |
2460 | <type number="56" name="Holy Altar"> |
2339 | <ignore> |
2461 | <ignore> |
2340 | <ignore_list name="non_pickable" /> |
2462 | <ignore_list name="non_pickable" /> |
2341 | </ignore> |
2463 | </ignore> |
2342 | <description><![CDATA[ |
2464 | <description><![CDATA[ |
2343 | Holy_altars are altars for the various religions. Praying |
2465 | Holy Altars are altars for the various religions. Praying |
2344 | at a Holy_altar will make you a follower of that god, and |
2466 | at a Holy_altar will make you a follower of that god, and |
2345 | if you already follow that god, you may get some extra bonus. ]]> |
2467 | if you already follow that god, you may get some extra bonus.]]> |
2346 | </description> |
2468 | </description> |
2347 | <attribute arch="no_pick" value="1" type="fixed" /> |
2469 | <attribute arch="no_pick" value="1" type="fixed" /> |
2348 | <attribute arch="other_arch" editor="god name" type="string"> |
2470 | <attribute arch="other_arch" editor="god name" type="string"> |
2349 | The altar belongs to the god of the given name. Possible options for |
2471 | The altar belongs to the god of the given name. Possible options for |
2350 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2472 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2373 | Horns are very similar to rods. The difference is that horns regenerate |
2495 | Horns are very similar to rods. The difference is that horns regenerate |
2374 | spellpoints faster and thus are more valuable than rods. |
2496 | spellpoints faster and thus are more valuable than rods. |
2375 | <br><br> |
2497 | <br><br> |
2376 | A horn contains a spell. The player can use this spell by applying and |
2498 | A horn contains a spell. The player can use this spell by applying and |
2377 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2499 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2378 | used endlessly. ]]> |
2500 | used endlessly.]]> |
2379 | </description> |
2501 | </description> |
2380 | <use><![CDATA[ |
2502 | <use><![CDATA[ |
2381 | Horns are powerful due to their fast recharge rate. They should |
2503 | Horns are powerful due to their fast recharge rate. They should |
2382 | never contain high level attacking spells. Even curing/healing spells |
2504 | never contain high level attacking spells. Even curing/healing spells |
2383 | are almost too good on a horn. ]]> |
2505 | are almost too good on a horn.]]> |
2384 | </use> |
2506 | </use> |
2385 | <attribute arch="sp" editor="spell" type="spell"> |
2507 | <attribute arch="sp" editor="spell" type="spell"> |
2386 | Sets the <spell> of the horn. Consider twice before handing out any |
2508 | Sets the <spell> of the horn. Consider twice before handing out any |
2387 | horns to players, since they can be used endlessly without any mana cost! |
2509 | horns to players, since they can be used endlessly without any mana cost! |
2388 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2510 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2414 | <!--####################################################################--> |
2536 | <!--####################################################################--> |
2415 | <type number="73" name="Inorganic"> |
2537 | <type number="73" name="Inorganic"> |
2416 | <description><![CDATA[ |
2538 | <description><![CDATA[ |
2417 | Inorganic materials are generally used as ingredients for |
2539 | Inorganic materials are generally used as ingredients for |
2418 | alchemical receipes. By themselves, they have no special |
2540 | alchemical receipes. By themselves, they have no special |
2419 | functionalities. ]]> |
2541 | functionalities.]]> |
2420 | </description> |
2542 | </description> |
2421 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2543 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2422 | </attribute> |
2544 | </attribute> |
2423 | &resistances_basic; |
2545 | &resistances_basic; |
2424 | </type> |
2546 | </type> |
… | |
… | |
2437 | <br><br> |
2559 | <br><br> |
2438 | Alternatively, you can set your inv. checker to block all players |
2560 | Alternatively, you can set your inv. checker to block all players |
2439 | that do/don't carry the matching object. |
2561 | that do/don't carry the matching object. |
2440 | <br><br> |
2562 | <br><br> |
2441 | As you can see, inv. checkers are quite powerful, holding a |
2563 | As you can see, inv. checkers are quite powerful, holding a |
2442 | great variety of possibilities. ]]> |
2564 | great variety of possibilities.]]> |
2443 | </description> |
2565 | </description> |
2444 | <use><![CDATA[ |
2566 | <use><![CDATA[ |
2445 | Putting a check_inventory space in front of a gate (one below) and |
2567 | Putting a check_inventory space in front of a gate (one below) and |
2446 | one on the opposite side works reasonably well as a control mechanism. |
2568 | one on the opposite side works reasonably well as a control mechanism. |
2447 | Unlike the key/door-combo, this one works infinite since it is |
2569 | Unlike the key/door-combo, this one works infinite since it is |
2448 | independant from map reset. Use it to put a "structure" into your |
2570 | independant from map reset. Use it to put a "structure" into your |
2449 | maps: Player must solve area A to gain access to area B. This concept |
2571 | maps: Player must solve area A to gain access to area B. This concept |
2450 | can be found in nearly every RPG - simple but effective. ]]> |
2572 | can be found in nearly every RPG - simple but effective.]]> |
2451 | </use> |
2573 | </use> |
2452 | <attribute arch="no_pick" value="1" type="fixed" /> |
2574 | <attribute arch="no_pick" value="1" type="fixed" /> |
2453 | <attribute arch="slaying" editor="match key string" type="string"> |
2575 | <attribute arch="slaying" editor="match key string" type="string"> |
2454 | This string specifies the object we are looking for: We have a match |
2576 | This string specifies the object we are looking for: We have a match |
2455 | if the player does/don't carry a key object or a mark with identical |
2577 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2471 | </attribute> |
2593 | </attribute> |
2472 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2594 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2473 | Enabled means having that object is a match. |
2595 | Enabled means having that object is a match. |
2474 | Disabled means not having that object is a match. |
2596 | Disabled means not having that object is a match. |
2475 | </attribute> |
2597 | </attribute> |
2476 | <attribute arch="connected" editor="connection" type="int"> |
2598 | <attribute arch="connected" editor="connection" type="string"> |
2477 | Whenever the inventory checker is triggered, all objects with identical |
2599 | Whenever the inventory checker is triggered, all objects with identical |
2478 | <connection> value get activated. This only makes sense together with |
2600 | <connection> value get activated. This only makes sense together with |
2479 | <blocking passage> disabled. |
2601 | <blocking passage> disabled. |
2480 | </attribute> |
2602 | </attribute> |
2481 | &movement_types_terrain; |
2603 | &movement_types_terrain; |
… | |
… | |
2531 | <!--####################################################################--> |
2653 | <!--####################################################################--> |
2532 | <type number="60" name="Jewel"> |
2654 | <type number="60" name="Jewel"> |
2533 | <description><![CDATA[ |
2655 | <description><![CDATA[ |
2534 | Items of the type Gold & Jewels are handled like a currency. |
2656 | Items of the type Gold & Jewels are handled like a currency. |
2535 | Unlike for any other type of item, in shops, the buy- and selling |
2657 | Unlike for any other type of item, in shops, the buy- and selling |
2536 | prices differ only marginally. ]]> |
2658 | prices differ only marginally.]]> |
2537 | </description> |
2659 | </description> |
2538 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2660 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2539 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2661 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2540 | This text may describe the object. |
2662 | This text may describe the object. |
2541 | </attribute> |
2663 | </attribute> |
… | |
… | |
2543 | |
2665 | |
2544 | <!--####################################################################--> |
2666 | <!--####################################################################--> |
2545 | <type number="24" name="Key"> |
2667 | <type number="24" name="Key"> |
2546 | <description><![CDATA[ |
2668 | <description><![CDATA[ |
2547 | When carrying a key, a normal door can be opened. The key will |
2669 | When carrying a key, a normal door can be opened. The key will |
2548 | disappear. ]]> |
2670 | disappear.]]> |
2549 | </description> |
2671 | </description> |
2550 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2672 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2551 | A godgiven item vanishes as soon as the player |
2673 | A godgiven item vanishes as soon as the player |
2552 | drops it to the ground. |
2674 | drops it to the ground. |
2553 | </attribute> |
2675 | </attribute> |
… | |
… | |
2558 | <ignore> |
2680 | <ignore> |
2559 | <ignore_list name="non_pickable" /> |
2681 | <ignore_list name="non_pickable" /> |
2560 | </ignore> |
2682 | </ignore> |
2561 | <description><![CDATA[ |
2683 | <description><![CDATA[ |
2562 | A locked door can be opened only when carrying |
2684 | A locked door can be opened only when carrying |
2563 | the appropriate special key. ]]> |
2685 | the appropriate special key.]]> |
2564 | </description> |
2686 | </description> |
2565 | <use><![CDATA[ |
2687 | <use><![CDATA[ |
2566 | If you want to create a locked door that cannot be opened (no key), |
2688 | If you want to create a locked door that cannot be opened (no key), |
2567 | set a <key string> like "no_key_available". This will clearify things |
2689 | set a <key string> like "no_key_available". This will clearify things |
2568 | and only a fool would create a key matching that string. |
2690 | and only a fool would create a key matching that string. |
… | |
… | |
2570 | Door-objects can not only be used for "doors". In many maps these |
2692 | Door-objects can not only be used for "doors". In many maps these |
2571 | are used with all kinds of faces/names, especially often as |
2693 | are used with all kinds of faces/names, especially often as |
2572 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2694 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2573 | There you have magic forces (door objects) put under certain artifact |
2695 | There you have magic forces (door objects) put under certain artifact |
2574 | items. To get your hands on the artifacts, you need to bring up the |
2696 | items. To get your hands on the artifacts, you need to bring up the |
2575 | appropriate quest items (key objects). ]]> |
2697 | appropriate quest items (key objects).]]> |
2576 | </use> |
2698 | </use> |
2577 | <attribute arch="move_type" value="0" type="fixed" /> |
2699 | <attribute arch="move_type" value="0" type="fixed" /> |
2578 | <attribute arch="no_pick" value="1" type="fixed" /> |
2700 | <attribute arch="no_pick" value="1" type="fixed" /> |
2579 | <attribute arch="slaying" editor="key string" type="string"> |
2701 | <attribute arch="slaying" editor="key string" type="string"> |
2580 | The <key string> in the door must be identical with the |
2702 | The <key string> in the door must be identical with the |
… | |
… | |
2607 | <ignore> |
2729 | <ignore> |
2608 | <ignore_list name="system_object" /> |
2730 | <ignore_list name="system_object" /> |
2609 | </ignore> |
2731 | </ignore> |
2610 | <description><![CDATA[ |
2732 | <description><![CDATA[ |
2611 | Magic_ears trigger a connected value |
2733 | Magic_ears trigger a connected value |
2612 | when the player speaks a specific keyword. ]]> |
2734 | when the player speaks a specific keyword.]]> |
2613 | </description> |
2735 | </description> |
2614 | <use><![CDATA[ |
2736 | <use><![CDATA[ |
2615 | Whenever you put magic_ears on your maps, make sure there are |
2737 | Whenever you put magic_ears on your maps, make sure there are |
2616 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2738 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2617 | something like a gate that is opened by speaking "open" or |
2739 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2619 | <br><br> |
2741 | <br><br> |
2620 | Magic_ears are typically used for interaction with NPCs. You |
2742 | Magic_ears are typically used for interaction with NPCs. You |
2621 | can create the impression that the NPC actually *does* something |
2743 | can create the impression that the NPC actually *does* something |
2622 | according to his conversation with a player. Mostly this means |
2744 | according to his conversation with a player. Mostly this means |
2623 | opening a gate or handing out some item, but you could be quite |
2745 | opening a gate or handing out some item, but you could be quite |
2624 | creative here. ]]> |
2746 | creative here.]]> |
2625 | </use> |
2747 | </use> |
2626 | <attribute arch="no_pick" value="1" type="fixed" /> |
2748 | <attribute arch="no_pick" value="1" type="fixed" /> |
2627 | <attribute arch="connected" editor="connection" type="int"> |
2749 | <attribute arch="connected" editor="connection" type="string"> |
2628 | The Magic_ear will trigger all objects with the |
2750 | The Magic_ear will trigger all objects with the |
2629 | same connection value, every time it is activated. |
2751 | same connection value, every time it is activated. |
2630 | </attribute> |
2752 | </attribute> |
2631 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2753 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2632 | This textfield contains the keyword-matching-syntax. The text should |
2754 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2651 | Magic walls can contain any spell. However, some spells do not |
2773 | Magic walls can contain any spell. However, some spells do not |
2652 | operate very successfully in them. The only way to know is to test |
2774 | operate very successfully in them. The only way to know is to test |
2653 | the spell you want to use with a wall. |
2775 | the spell you want to use with a wall. |
2654 | <br><br> |
2776 | <br><br> |
2655 | Several types of magical walls are predefined for you in the |
2777 | Several types of magical walls are predefined for you in the |
2656 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2778 | archetypes, and can be found on the "connected" Pickmap.]]> |
2657 | </description> |
2779 | </description> |
2658 | <use><![CDATA[ |
2780 | <use><![CDATA[ |
2659 | Spellcasting walls pose an interesting alternative to monsters. |
2781 | Spellcasting walls pose an interesting alternative to monsters. |
2660 | Usually they are set to be undestroyable. Thus, while monsters |
2782 | Usually they are set to be undestroyable. Thus, while monsters |
2661 | in a map can be cleared out, the magic walls remain. Low level |
2783 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2672 | walls' spell(s). |
2794 | walls' spell(s). |
2673 | <br><br> |
2795 | <br><br> |
2674 | It is possible to make walls rotate when triggered. But that is so |
2796 | It is possible to make walls rotate when triggered. But that is so |
2675 | confusing (and useless IMHO) that I did not mention it above. You |
2797 | confusing (and useless IMHO) that I did not mention it above. You |
2676 | can find a working example on the map |
2798 | can find a working example on the map |
2677 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2799 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2678 | </use> |
2800 | </use> |
2679 | <attribute arch="dam" editor="spell" type="spell"> |
2801 | <attribute arch="dam" editor="spell" type="spell"> |
2680 | The magic wall will cast this <spell>. |
2802 | The magic wall will cast this <spell>. |
2681 | </attribute> |
2803 | </attribute> |
2682 | <attribute arch="level" editor="spell level" type="int"> |
2804 | <attribute arch="level" editor="spell level" type="int"> |
2683 | The wall will cast it's spells at level <spell level>. "level 1" |
2805 | The wall will cast it's spells at level <spell level>. "level 1" |
2684 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2806 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2685 | spells. Arch default is level 1 - you should always set this value |
2807 | spells. Arch default is level 1 - you should always set this value |
2686 | to meet the overall difficulty of your map. |
2808 | to meet the overall difficulty of your map. |
2687 | </attribute> |
2809 | </attribute> |
2688 | <attribute arch="connected" editor="connection" type="int"> |
2810 | <attribute arch="connected" editor="connection" type="string"> |
2689 | Every time the <connection> value is triggered, the wall will cast |
2811 | Every time the <connection> value is triggered, the wall will cast |
2690 | it's spell. You should set <casting speed> to zero, or this won't |
2812 | it's spell. You should set <casting speed> to zero, or this won't |
2691 | have much visible effect. |
2813 | have much visible effect. |
2692 | </attribute> |
2814 | </attribute> |
2693 | &activate_on; |
2815 | &activate_on; |
… | |
… | |
2737 | player stepping on it. This force does nothing except containing a |
2859 | player stepping on it. This force does nothing except containing a |
2738 | <key string> which can be discovered by detectors or inventory |
2860 | <key string> which can be discovered by detectors or inventory |
2739 | checkers. It is also possible to use markers for removing marks again. |
2861 | checkers. It is also possible to use markers for removing marks again. |
2740 | <br><br> |
2862 | <br><br> |
2741 | Note that the player has no possibility to "see" his own marks, |
2863 | Note that the player has no possibility to "see" his own marks, |
2742 | except by the effect that they cause on the maps. ]]> |
2864 | except by the effect that they cause on the maps.]]> |
2743 | </description> |
2865 | </description> |
2744 | <use><![CDATA[ |
2866 | <use><![CDATA[ |
2745 | Markers hold real cool possibilities for map-making. I encourage |
2867 | Markers hold real cool possibilities for map-making. I encourage |
2746 | you to use them frequently. However there is one negative point |
2868 | you to use them frequently. However there is one negative point |
2747 | about markers: Players don't "see" what's going on with them. It is |
2869 | about markers: Players don't "see" what's going on with them. It is |
2748 | your task, as map-creator, to make sure the player is always well |
2870 | your task, as map-creator, to make sure the player is always well |
2749 | informed and never confused. |
2871 | informed and never confused. |
2750 | <br><br> |
2872 | <br><br> |
2751 | Please avoid infinite markers when they aren't needed. They're |
2873 | Please avoid infinite markers when they aren't needed. They're |
2752 | using a little space in the player file after all, so if there |
2874 | using a little space in the player file after all, so if there |
2753 | is no real purpose, set an expire time. ]]> |
2875 | is no real purpose, set an expire time.]]> |
2754 | </use> |
2876 | </use> |
2755 | <attribute arch="no_pick" value="1" type="fixed" /> |
2877 | <attribute arch="no_pick" value="1" type="fixed" /> |
2756 | <attribute arch="slaying" editor="key string" type="string"> |
2878 | <attribute arch="slaying" editor="key string" type="string"> |
2757 | The <key string> can be detected by inv. checkers/detectors. |
2879 | The <key string> can be detected by inv. checkers/detectors. |
2758 | If the player already has a force with that <key string>, |
2880 | If the player already has a force with that <key string>, |
2759 | there won't be inserted a second one. |
2881 | there won't be inserted a second one. |
2760 | </attribute> |
2882 | </attribute> |
2761 | <attribute arch="connected" editor="connection" type="int"> |
2883 | <attribute arch="connected" editor="connection" type="string"> |
2762 | When the detector is triggered, all objects with the same |
2884 | When the detector is triggered, all objects with the same |
2763 | connection value get activated. |
2885 | connection value get activated. |
2764 | </attribute> |
2886 | </attribute> |
2765 | <attribute arch="speed" editor="marking speed" type="float"> |
2887 | <attribute arch="speed" editor="marking speed" type="float"> |
2766 | The <marking speed> defines how quickly it will mark something |
2888 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2804 | When a player picks an item from a shop and attempts to |
2926 | When a player picks an item from a shop and attempts to |
2805 | walk over the shop mat, the item's selling-price is automatically |
2927 | walk over the shop mat, the item's selling-price is automatically |
2806 | subtracted from the player's money. |
2928 | subtracted from the player's money. |
2807 | <br><br> |
2929 | <br><br> |
2808 | For money, always use the default arches. |
2930 | For money, always use the default arches. |
2809 | Don't modify them. ]]> |
2931 | Don't modify them.]]> |
2810 | </description> |
2932 | </description> |
2811 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2933 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2812 | </type> |
2934 | </type> |
2813 | |
2935 | |
2814 | <!--####################################################################--> |
2936 | <!--####################################################################--> |
… | |
… | |
2829 | Monsters can behave in various kinds of ways. |
2951 | Monsters can behave in various kinds of ways. |
2830 | They can be aggressive, attacking the player. Or peaceful, |
2952 | They can be aggressive, attacking the player. Or peaceful, |
2831 | helping the player - maybe joining him as pet. |
2953 | helping the player - maybe joining him as pet. |
2832 | The unagressive creatures who communicate with players are |
2954 | The unagressive creatures who communicate with players are |
2833 | usually called "NPCs" (Non Player Character), a well-known |
2955 | usually called "NPCs" (Non Player Character), a well-known |
2834 | term in role-play environments. ]]> |
2956 | term in role-play environments.]]> |
2835 | </description> |
2957 | </description> |
2836 | <use><![CDATA[ |
2958 | <use><![CDATA[ |
2837 | Monsters play a central role in most maps. Choosing the right |
2959 | Monsters play a central role in most maps. Choosing the right |
2838 | combination of monsters for your map is vital: |
2960 | combination of monsters for your map is vital: |
2839 | <UL> |
2961 | <UL> |
… | |
… | |
2864 | can use. |
2986 | can use. |
2865 | </UL> |
2987 | </UL> |
2866 | I know it's impossible to make the perfectly balanced map. There's always |
2988 | I know it's impossible to make the perfectly balanced map. There's always |
2867 | some part which is found too easy or too hard for a certain kind of player. |
2989 | some part which is found too easy or too hard for a certain kind of player. |
2868 | Just give it your best shot. And listen to feedback from players if you |
2990 | Just give it your best shot. And listen to feedback from players if you |
2869 | receive some. :-) ]]> |
2991 | receive some. :-)]]> |
2870 | </use> |
2992 | </use> |
2871 | <attribute arch="alive" value="1" type="fixed" /> |
2993 | <attribute arch="alive" value="1" type="fixed" /> |
2872 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2994 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2873 | When the monster is killed, items from the treasurelist will |
2995 | When the monster is killed, items from the treasurelist will |
2874 | drop to the ground. This is a common way to reward players |
2996 | drop to the ground. This is a common way to reward players |
… | |
… | |
3203 | </ignore> |
3325 | </ignore> |
3204 | <description><![CDATA[ |
3326 | <description><![CDATA[ |
3205 | As the name implies, mood floors can change the "mood" of |
3327 | As the name implies, mood floors can change the "mood" of |
3206 | a monsters/NPC. For example, an unagressive monster could be |
3328 | a monsters/NPC. For example, an unagressive monster could be |
3207 | turned mad to start attacking. Similar, an agressive monster |
3329 | turned mad to start attacking. Similar, an agressive monster |
3208 | could be calmed. ]]> |
3330 | could be calmed.]]> |
3209 | </description> |
3331 | </description> |
3210 | <use><![CDATA[ |
3332 | <use><![CDATA[ |
3211 | Mood floors are absolutely cool for NPC interaction. To make an |
3333 | Mood floors are absolutely cool for NPC interaction. To make an |
3212 | unaggressive monster/NPC attack, put a creator with "other_arch |
3334 | unaggressive monster/NPC attack, put a creator with "other_arch |
3213 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3335 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3217 | it directly to a magic_ear. Then the player speaks a keyword like |
3339 | it directly to a magic_ear. Then the player speaks a keyword like |
3218 | "help me" - and the NPC joins him as pet. |
3340 | "help me" - and the NPC joins him as pet. |
3219 | <br><br> |
3341 | <br><br> |
3220 | (Of course you must always give clear hints about keywords! |
3342 | (Of course you must always give clear hints about keywords! |
3221 | And there is no reason why you couldn't use a button/lever/pedestal |
3343 | And there is no reason why you couldn't use a button/lever/pedestal |
3222 | etc. instead of a magic_ear.) ]]> |
3344 | etc. instead of a magic_ear.)]]> |
3223 | </use> |
3345 | </use> |
3224 | <attribute arch="no_pick" value="1" type="fixed" /> |
3346 | <attribute arch="no_pick" value="1" type="fixed" /> |
3225 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3347 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3226 | <mood> is used to determine what will happen to the |
3348 | <mood> is used to determine what will happen to the |
3227 | monster when affected by the mood floor: |
3349 | monster when affected by the mood floor: |
… | |
… | |
3237 | <mood> 'charm': Turns monster into a pet of person |
3359 | <mood> 'charm': Turns monster into a pet of person |
3238 | who triggers the square. This setting is not |
3360 | who triggers the square. This setting is not |
3239 | enabled for continous operation, you need to |
3361 | enabled for continous operation, you need to |
3240 | insert a <connection> value! |
3362 | insert a <connection> value! |
3241 | </attribute> |
3363 | </attribute> |
3242 | <attribute arch="connected" editor="connection" type="int"> |
3364 | <attribute arch="connected" editor="connection" type="string"> |
3243 | This should only be set in combination with <mood number> 4. |
3365 | This should only be set in combination with <mood number> 4. |
3244 | Normally, monsters are affected by the mood floor as soon as they |
3366 | Normally, monsters are affected by the mood floor as soon as they |
3245 | step on it. But charming (monster -> pet) is too powerful, |
3367 | step on it. But charming (monster -> pet) is too powerful, |
3246 | so it needs to be activated. |
3368 | so it needs to be activated. |
3247 | |
3369 | |
… | |
… | |
3271 | can monsters. Motion is involuntary. Additionally, players or |
3393 | can monsters. Motion is involuntary. Additionally, players or |
3272 | monsters can be "frozen" while ontop of movers so that they MUST |
3394 | monsters can be "frozen" while ontop of movers so that they MUST |
3273 | move along a chain of them. |
3395 | move along a chain of them. |
3274 | <br><br> |
3396 | <br><br> |
3275 | Multisquare monsters can be moved as well, given |
3397 | Multisquare monsters can be moved as well, given |
3276 | enough space. Movers are usually invisible. ]]> |
3398 | enough space. Movers are usually invisible.]]> |
3277 | </description> |
3399 | </description> |
3278 | <use><![CDATA[ |
3400 | <use><![CDATA[ |
3279 | NEVER EVER consider a mover being unpassable in the backwards |
3401 | NEVER EVER consider a mover being unpassable in the backwards |
3280 | direction. Setting "forced movement" makes it seemingly impossible |
3402 | direction. Setting "forced movement" makes it seemingly impossible |
3281 | but there is still a trick: One player can push a second player |
3403 | but there is still a trick: One player can push a second player |
… | |
… | |
3288 | cannot be discovered with the show_invisible spell. |
3410 | cannot be discovered with the show_invisible spell. |
3289 | <br><br> |
3411 | <br><br> |
3290 | Note that Movers and Directors are seperate objects, even though |
3412 | Note that Movers and Directors are seperate objects, even though |
3291 | they look and act similar. Directors only do spells/missiles, |
3413 | they look and act similar. Directors only do spells/missiles, |
3292 | while movers only do living creatures (depending on how it |
3414 | while movers only do living creatures (depending on how it |
3293 | is set: monsters and players). ]]> |
3415 | is set: monsters and players).]]> |
3294 | </use> |
3416 | </use> |
3295 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3417 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3296 | If forced movement is enabled, the mover "freezes" anyone it |
3418 | If forced movement is enabled, the mover "freezes" anyone it |
3297 | moves (so they are forced to move along a chain). |
3419 | moves (so they are forced to move along a chain). |
3298 | For players there is no way to escape this forced movement, |
3420 | For players there is no way to escape this forced movement, |
… | |
… | |
3350 | <ignore_list name="non_pickable" /> |
3472 | <ignore_list name="non_pickable" /> |
3351 | </ignore> |
3473 | </ignore> |
3352 | <description><![CDATA[ |
3474 | <description><![CDATA[ |
3353 | Pedestals are designed to detect certain types of living objects. |
3475 | Pedestals are designed to detect certain types of living objects. |
3354 | When a predefined type of living creature steps on the pedestal, the |
3476 | When a predefined type of living creature steps on the pedestal, the |
3355 | connected value is triggered. ]]> |
3477 | connected value is triggered.]]> |
3356 | </description> |
3478 | </description> |
3357 | <use><![CDATA[ |
3479 | <use><![CDATA[ |
3358 | If you want to create a place where only players of a certain race |
3480 | If you want to create a place where only players of a certain race |
3359 | can enter, put a teleporter over your pedestal. So the teleporter is |
3481 | can enter, put a teleporter over your pedestal. So the teleporter is |
3360 | only activated for players of the matching race. Do not use gates, |
3482 | only activated for players of the matching race. Do not use gates, |
3361 | because many other players could sneak in. If you put powerful |
3483 | because many other players could sneak in. If you put powerful |
3362 | artifacts into such places, generally set "startequip 1", so that |
3484 | artifacts into such places, generally set "startequip 1", so that |
3363 | they are preserved for that one race and can't be traded to others. ]]> |
3485 | they are preserved for that one race and can't be traded to others.]]> |
3364 | </use> |
3486 | </use> |
3365 | <attribute arch="no_pick" value="1" type="fixed" /> |
3487 | <attribute arch="no_pick" value="1" type="fixed" /> |
3366 | <attribute arch="slaying" editor="match race" type="string"> |
3488 | <attribute arch="slaying" editor="match race" type="string"> |
3367 | the <match race> defines the object we're looking for. If <match race> |
3489 | the <match race> defines the object we're looking for. If <match race> |
3368 | matches the monster's or the player's race, we have a match. |
3490 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3370 | place where only fireborns can enter, by setting "slaying unnatural". |
3492 | place where only fireborns can enter, by setting "slaying unnatural". |
3371 | |
3493 | |
3372 | If it is set to "player", any player stepping on the pedestal |
3494 | If it is set to "player", any player stepping on the pedestal |
3373 | is a match. Very useful if you want to open a gate for players |
3495 | is a match. Very useful if you want to open a gate for players |
3374 | but not for monsters. |
3496 | but not for monsters. |
|
|
3497 | |
|
|
3498 | &match_compat; |
3375 | </attribute> |
3499 | </attribute> |
3376 | <attribute arch="connected" editor="connection" type="int"> |
3500 | <attribute arch="connected" editor="connection" type="string"> |
3377 | When the pedestal is triggered, all objects with the same |
3501 | When the pedestal is triggered, all objects with the same |
3378 | connection value get activated. |
3502 | connection value get activated. |
3379 | </attribute> |
3503 | </attribute> |
3380 | &move_on; |
3504 | &move_on; |
3381 | </type> |
3505 | </type> |
3382 | |
3506 | |
3383 | <!--####################################################################--> |
3507 | <!--####################################################################--> |
|
|
3508 | <type number="32" name="Pedestal Trigger"> |
|
|
3509 | <import_type name="Pedestal" /> |
|
|
3510 | <ignore> |
|
|
3511 | <ignore_list name="non_pickable" /> |
|
|
3512 | </ignore> |
|
|
3513 | <description><![CDATA[ |
|
|
3514 | Pedestal triggers are pedestals which reset after a short period |
|
|
3515 | of time. Every time it is either applied or reset, the |
|
|
3516 | <connection> value is triggered.]]> |
|
|
3517 | </description> |
|
|
3518 | </type> |
|
|
3519 | |
|
|
3520 | <!--####################################################################--> |
|
|
3521 | <type number="19" name="Item Match"> |
|
|
3522 | <ignore> |
|
|
3523 | <ignore_list name="non_pickable" /> |
|
|
3524 | </ignore> |
|
|
3525 | <description><![CDATA[ |
|
|
3526 | Match objects use the deliantra matching language |
|
|
3527 | (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) |
|
|
3528 | to match items on the same mapspace (if move_on/off are unset) or |
|
|
3529 | items trying to enter (if move_blocked is set). |
|
|
3530 | |
|
|
3531 | If a connected value is given, then it is triggered if the first object |
|
|
3532 | matching the expression is put on it, and the last is removed.]]> |
|
|
3533 | </description> |
|
|
3534 | <use><![CDATA[ |
|
|
3535 | If you want to trigger something else (e.g. a gate) when an item is above this object, |
|
|
3536 | use the move_on/move_off settings. |
|
|
3537 | |
|
|
3538 | If you want to keep something from entering if it has (or lacks) a specific item, |
|
|
3539 | use the move_blocked setting.]]> |
|
|
3540 | </use> |
|
|
3541 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3542 | <attribute arch="slaying" editor="match expression" type="string"> |
|
|
3543 | &match_compat; |
|
|
3544 | |
|
|
3545 | Optionally you can leave out the "match " prefix. |
|
|
3546 | </attribute> |
|
|
3547 | <attribute arch="connected" editor="connection" type="string"> |
|
|
3548 | When the match is triggered, all objects with the same |
|
|
3549 | connection value get activated. |
|
|
3550 | </attribute> |
|
|
3551 | &move_on; |
|
|
3552 | &move_off; |
|
|
3553 | &move_block; |
|
|
3554 | </type> |
|
|
3555 | |
|
|
3556 | <!--####################################################################--> |
3384 | <type number="94" name="Pit"> |
3557 | <type number="94" name="Pit"> |
3385 | <ignore> |
3558 | <ignore> |
3386 | <ignore_list name="non_pickable" /> |
3559 | <ignore_list name="non_pickable" /> |
3387 | </ignore> |
3560 | </ignore> |
3388 | <description><![CDATA[ |
3561 | <description><![CDATA[ |
3389 | Pits are holes, transporting the player when he walks (and falls) into them. |
3562 | Pits are holes, transporting the player when he walks (and falls) into them. |
3390 | A speciality about pits is that they don't transport the player to |
3563 | A speciality about pits is that they don't transport the player to |
3391 | the exact destination, but within a two-square radius of the destination |
3564 | the exact destination, but within a configurable radius of the destination |
3392 | (never on blocked squares).<br> |
3565 | (never on blocked squares).<br> |
3393 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3566 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3394 | Monsters and items are affected by pits just as well as players. |
3567 | Monsters and items are affected by pits just as well as players. |
3395 | Even multipart monsters can fall through them, given enough space. ]]> |
3568 | Even multipart monsters can fall through them, given enough space.]]> |
3396 | </description> |
3569 | </description> |
3397 | <use><![CDATA[ |
3570 | <use><![CDATA[ |
3398 | Pits can add interesting effects to your map. When using them, make |
3571 | Pits can add interesting effects to your map. When using them, make |
3399 | sure to use them in a "logical way": Pits should always drop the |
3572 | sure to use them in a "logical way": Pits should always drop the |
3400 | player to some kind of lower level. They should not be used to |
3573 | player to some kind of lower level. They should not be used to |
3401 | randomly interconnect maps like teleporters do. ]]> |
3574 | randomly interconnect maps like teleporters do.]]> |
3402 | </use> |
3575 | </use> |
3403 | <attribute arch="no_pick" value="1" type="fixed" /> |
3576 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3577 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3578 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3579 | </attribute> |
3404 | <attribute arch="connected" editor="connection" type="int"> |
3580 | <attribute arch="connected" editor="connection" type="string"> |
3405 | When a <connection> value is set, the pit can be opened/closed |
3581 | When a <connection> value is set, the pit can be opened/closed |
3406 | by activating the connection. |
3582 | by activating the connection. |
3407 | </attribute> |
3583 | </attribute> |
3408 | &activate_on; |
3584 | &activate_on; |
3409 | <attribute arch="hp" editor="destination X" type="int"> |
3585 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3429 | |
3605 | |
3430 | <!--####################################################################--> |
3606 | <!--####################################################################--> |
3431 | <type number="7" name="Poison Food"> |
3607 | <type number="7" name="Poison Food"> |
3432 | <description><![CDATA[ |
3608 | <description><![CDATA[ |
3433 | When eating, the player's stomache is drained by 1/4 of food. |
3609 | When eating, the player's stomache is drained by 1/4 of food. |
3434 | If his food drops to zero, the player might even die. ]]> |
3610 | If his food drops to zero, the player might even die.]]> |
3435 | </description> |
3611 | </description> |
3436 | </type> |
3612 | </type> |
3437 | |
3613 | |
3438 | <!--####################################################################--> |
3614 | <!--####################################################################--> |
3439 | <type number="5" name="Potion"> |
3615 | <type number="5" name="Potion"> |
3440 | <description><![CDATA[ |
3616 | <description><![CDATA[ |
3441 | The player can drink these and gain various kinds of benefits |
3617 | The player can drink these and gain various kinds of benefits |
3442 | (/penalties) by doing so. ]]> |
3618 | (/penalties) by doing so.]]> |
3443 | </description> |
3619 | </description> |
3444 | <use><![CDATA[ |
3620 | <use><![CDATA[ |
3445 | One potion should never give multiple benefits at once. ]]> |
3621 | One potion should never give multiple benefits at once.]]> |
3446 | </use> |
3622 | </use> |
3447 | <attribute arch="level" editor="potion level" type="int"> |
3623 | <attribute arch="level" editor="potion level" type="int"> |
3448 | If the potion contains a spell, the spell is cast at this level. |
3624 | If the potion contains a spell, the spell is cast at this level. |
3449 | For other potions it should be set at least to 1. |
3625 | For other potions it should be set at least to 1. |
3450 | </attribute> |
3626 | </attribute> |
… | |
… | |
3477 | <type number="156" name="Power Crystal"> |
3653 | <type number="156" name="Power Crystal"> |
3478 | <description><![CDATA[ |
3654 | <description><![CDATA[ |
3479 | Power crystals can store a player's mana: |
3655 | Power crystals can store a player's mana: |
3480 | When the player applies the crystal with full mana, half of |
3656 | When the player applies the crystal with full mana, half of |
3481 | it flows into the crystal. When the player applies it with |
3657 | it flows into the crystal. When the player applies it with |
3482 | lacking mana, the crystal replenishes the player's mana. ]]> |
3658 | lacking mana, the crystal replenishes the player's mana.]]> |
3483 | </description> |
3659 | </description> |
3484 | <attribute arch="sp" editor="initial mana" type="int"> |
3660 | <attribute arch="sp" editor="initial mana" type="int"> |
3485 | <initial mana> is the amount of spellpoints that the |
3661 | <initial mana> is the amount of spellpoints that the |
3486 | crystal holds when the map is loaded. |
3662 | crystal holds when the map is loaded. |
3487 | </attribute> |
3663 | </attribute> |
… | |
… | |
3499 | Projectiles like arrows/crossbow bolts are used as ammunition |
3675 | Projectiles like arrows/crossbow bolts are used as ammunition |
3500 | for shooting weapons. |
3676 | for shooting weapons. |
3501 | <br><br> |
3677 | <br><br> |
3502 | It's very easy to add new pairs of weapons & projectiles. |
3678 | It's very easy to add new pairs of weapons & projectiles. |
3503 | Just set matching <ammunition class> both for shooting |
3679 | Just set matching <ammunition class> both for shooting |
3504 | weapon and projectile. ]]> |
3680 | weapon and projectile.]]> |
3505 | </description> |
3681 | </description> |
3506 | <use><![CDATA[ |
3682 | <use><![CDATA[ |
3507 | If you want to create new kinds of projectiles, you could |
3683 | If you want to create new kinds of projectiles, you could |
3508 | add an alchemical receipe to create these. |
3684 | add an alchemical receipe to create these. |
3509 | |
3685 | |
3510 | Don't create new pairs of weapons & projectiles unless |
3686 | Don't create new pairs of weapons & projectiles unless |
3511 | they really fullfill a useful purpose. In fact, even bows |
3687 | they really fullfill a useful purpose. In fact, even bows |
3512 | and crossbows are rarely ever used. ]]> |
3688 | and crossbows are rarely ever used.]]> |
3513 | </use> |
3689 | </use> |
3514 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3690 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3515 | This number is a bitmask, specifying the projectile's attacktypes. |
3691 | This number is a bitmask, specifying the projectile's attacktypes. |
3516 | Attacktypes are: physical, magical, fire, cold.. etc. |
3692 | Attacktypes are: physical, magical, fire, cold.. etc. |
3517 | This works identical to melee weapons. Note that shooting |
3693 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3579 | <type number="70" name="Ring"> |
3755 | <type number="70" name="Ring"> |
3580 | <import_type name="Amulet" /> |
3756 | <import_type name="Amulet" /> |
3581 | <description><![CDATA[ |
3757 | <description><![CDATA[ |
3582 | Rings are worn on the hands - one ring each. |
3758 | Rings are worn on the hands - one ring each. |
3583 | Wearing rings, the object's stats will directly be inherited to |
3759 | Wearing rings, the object's stats will directly be inherited to |
3584 | the player. Usually enhancing his spellcasting potential. ]]> |
3760 | the player. Usually enhancing his spellcasting potential.]]> |
3585 | </description> |
3761 | </description> |
3586 | <use><![CDATA[ |
3762 | <use><![CDATA[ |
3587 | When you create an artifact ring, never forget that players can |
3763 | When you create an artifact ring, never forget that players can |
3588 | wear <B>two</B> rings! Due to that it is extremely important to |
3764 | wear <B>two</B> rings! Due to that it is extremely important to |
3589 | keep rings in balance with the game. |
3765 | keep rings in balance with the game. |
3590 | <br><br> |
3766 | <br><br> |
3591 | Also keep in mind that rings are generally the wizard's tools. |
3767 | Also keep in mind that rings are generally the wizard's tools. |
3592 | They should primarily grant bonuses to spellcasting abilities |
3768 | They should primarily grant bonuses to spellcasting abilities |
3593 | and non-physical resistances. ]]> |
3769 | and non-physical resistances.]]> |
3594 | </use> |
3770 | </use> |
3595 | </type> |
3771 | </type> |
3596 | |
3772 | |
3597 | <!--####################################################################--> |
3773 | <!--####################################################################--> |
3598 | <type number="3" name="Rod"> |
3774 | <type number="3" name="Rod"> |
… | |
… | |
3601 | </ignore> |
3777 | </ignore> |
3602 | <description><![CDATA[ |
3778 | <description><![CDATA[ |
3603 | A rod contains a spell. The player can use this spell by applying and |
3779 | A rod contains a spell. The player can use this spell by applying and |
3604 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3780 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3605 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3781 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3606 | used endlessly. ]]> |
3782 | used endlessly.]]> |
3607 | </description> |
3783 | </description> |
3608 | <use><![CDATA[ |
3784 | <use><![CDATA[ |
3609 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3785 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3610 | to be used for that purpose. Though, potions are expensive and only good for |
3786 | to be used for that purpose. Though, potions are expensive and only good for |
3611 | one-time-use.<br> ]]> |
3787 | one-time-use.<br>]]> |
3612 | </use> |
3788 | </use> |
3613 | <attribute arch="sp" editor="spell" type="spell"> |
3789 | <attribute arch="sp" editor="spell" type="spell"> |
3614 | Sets the <spell> of the rod. Consider twice before handing out special |
3790 | Sets the <spell> of the rod. Consider twice before handing out special |
3615 | rods to players, since they can be used endlessly without any mana cost! |
3791 | rods to players, since they can be used endlessly without any mana cost! |
3616 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3792 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3656 | Runes hit any monster or person who steps on them for 'dam' damage in |
3832 | Runes hit any monster or person who steps on them for 'dam' damage in |
3657 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3833 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3658 | and will cast this spell when it detonates. Yet another kind is the |
3834 | and will cast this spell when it detonates. Yet another kind is the |
3659 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3835 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3660 | <br><br> |
3836 | <br><br> |
3661 | Many runes are already defined in the archetypes. ]]> |
3837 | Many runes are already defined in the archetypes.]]> |
3662 | </description> |
3838 | </description> |
3663 | <use><![CDATA[ |
3839 | <use><![CDATA[ |
3664 | Avoid monsters stepping on your runes. For example, summoning runes |
3840 | Avoid monsters stepping on your runes. For example, summoning runes |
3665 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3841 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3666 | </use> |
3842 | </use> |
3667 | <attribute arch="no_pick" value="1" type="fixed" /> |
3843 | <attribute arch="no_pick" value="1" type="fixed" /> |
3668 | &move_on; |
3844 | &move_on; |
3669 | <attribute arch="level" editor="rune level" type="int"> |
3845 | <attribute arch="level" editor="rune level" type="int"> |
3670 | This value sets the level the rune will cast the spell it contains at, |
3846 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3738 | <ignore_list name="non_pickable" /> |
3914 | <ignore_list name="non_pickable" /> |
3739 | </ignore> |
3915 | </ignore> |
3740 | <description><![CDATA[ |
3916 | <description><![CDATA[ |
3741 | When the player applies a savebed, he is not only saved. Both his |
3917 | When the player applies a savebed, he is not only saved. Both his |
3742 | respawn-after-death and his word-of-recall positions are pointing |
3918 | respawn-after-death and his word-of-recall positions are pointing |
3743 | to the last-applied savebed. ]]> |
3919 | to the last-applied savebed.]]> |
3744 | </description> |
3920 | </description> |
3745 | <use><![CDATA[ |
3921 | <use><![CDATA[ |
3746 | Put savebed locations in towns, do not put them into dungeons. |
3922 | Put savebed locations in towns, do not put them into dungeons. |
3747 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3923 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3748 | That means: |
3924 | That means: |
… | |
… | |
3752 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3928 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3753 | players get trapped in a savebed location. |
3929 | players get trapped in a savebed location. |
3754 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3930 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3755 | arch called "dungeon_magic" everywhere). This is not required, |
3931 | arch called "dungeon_magic" everywhere). This is not required, |
3756 | but it makes the place much more safe. |
3932 | but it makes the place much more safe. |
3757 | </UL> ]]> |
3933 | </UL>]]> |
3758 | </use> |
3934 | </use> |
3759 | <attribute arch="no_pick" value="1" type="fixed" /> |
3935 | <attribute arch="no_pick" value="1" type="fixed" /> |
3760 | <attribute arch="no_magic" value="1" type="fixed" /> |
3936 | <attribute arch="no_magic" value="1" type="fixed" /> |
3761 | <attribute arch="damned" value="1" type="fixed" /> |
3937 | <attribute arch="damned" value="1" type="fixed" /> |
3762 | </type> |
3938 | </type> |
… | |
… | |
3769 | <description><![CDATA[ |
3945 | <description><![CDATA[ |
3770 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3946 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3771 | scrolls require a certain literacy skill to read successfully. |
3947 | scrolls require a certain literacy skill to read successfully. |
3772 | Accordingly, for a successful reading, a small amount of |
3948 | Accordingly, for a successful reading, a small amount of |
3773 | experience is gained. Scrolls allow only one time usage, but |
3949 | experience is gained. Scrolls allow only one time usage, but |
3774 | usually they are sold in bulks. ]]> |
3950 | usually they are sold in bulks.]]> |
3775 | </description> |
3951 | </description> |
3776 | <use><![CDATA[ |
3952 | <use><![CDATA[ |
3777 | For low level quests, scrolls of healing/curing-spells |
3953 | For low level quests, scrolls of healing/curing-spells |
3778 | can be a nice reward. At higher levels, scrolls become less |
3954 | can be a nice reward. At higher levels, scrolls become less |
3779 | and less useful. ]]> |
3955 | and less useful.]]> |
3780 | </use> |
3956 | </use> |
3781 | <attribute arch="level" editor="casting level" type="int"> |
3957 | <attribute arch="level" editor="casting level" type="int"> |
3782 | The spell of the scroll will be casted at this level. |
3958 | The spell of the scroll will be casted at this level. |
3783 | This value should always be set, at least to 1. |
3959 | This value should always be set, at least to 1. |
3784 | </attribute> |
3960 | </attribute> |
… | |
… | |
3796 | <type number="33" name="Shield"> |
3972 | <type number="33" name="Shield"> |
3797 | <import_type name="Amulet" /> |
3973 | <import_type name="Amulet" /> |
3798 | <description><![CDATA[ |
3974 | <description><![CDATA[ |
3799 | Wearing a shield, the object's stats will directly be inherited to |
3975 | Wearing a shield, the object's stats will directly be inherited to |
3800 | the player. Shields usually provide good defense, only surpassed |
3976 | the player. Shields usually provide good defense, only surpassed |
3801 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3977 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3802 | </description> |
3978 | </description> |
3803 | <use><![CDATA[ |
3979 | <use><![CDATA[ |
3804 | Feel free to create your own special artifacts. However, it is very |
3980 | Feel free to create your own special artifacts. However, it is very |
3805 | important that you keep your artifact in balance with existing maps. ]]> |
3981 | important that you keep your artifact in balance with existing maps.]]> |
3806 | </use> |
3982 | </use> |
3807 | <attribute arch="magic" editor="magic bonus" type="int"> |
3983 | <attribute arch="magic" editor="magic bonus" type="int"> |
3808 | <magic bonus> works just like ac, except that it can be improved by |
3984 | <magic bonus> works just like ac, except that it can be improved by |
3809 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3985 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3810 | than direct armour-class bonus on the shield. |
3986 | than direct armour-class bonus on the shield. |
… | |
… | |
3819 | wielded both at the same time. Like with any other equipment, |
3995 | wielded both at the same time. Like with any other equipment, |
3820 | stats/bonuses from shooting weapons are directly inherited to the player. |
3996 | stats/bonuses from shooting weapons are directly inherited to the player. |
3821 | <br><br> |
3997 | <br><br> |
3822 | It's very easy to add new pairs of weapons & projectiles. |
3998 | It's very easy to add new pairs of weapons & projectiles. |
3823 | Just set matching <ammunition class> both for shooting |
3999 | Just set matching <ammunition class> both for shooting |
3824 | weapon and projectile. ]]> |
4000 | weapon and projectile.]]> |
3825 | </description> |
4001 | </description> |
3826 | <use><![CDATA[ |
4002 | <use><![CDATA[ |
3827 | Shooting weapons should not add bonuses in general. There's already |
4003 | Shooting weapons should not add bonuses in general. There's already |
3828 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4004 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3829 | Shooting weapons should especially not add bonuses to the player |
4005 | Shooting weapons should especially not add bonuses to the player |
3830 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4006 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3831 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4007 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3832 | - still crap. ]]> |
4008 | - still crap.]]> |
3833 | </use> |
4009 | </use> |
3834 | <attribute arch="race" editor="ammunition class" type="string"> |
4010 | <attribute arch="race" editor="ammunition class" type="string"> |
3835 | Only projectiles with matching <ammunition class> can be fired |
4011 | Only projectiles with matching <ammunition class> can be fired |
3836 | with this weapon. For normal bows set "arrows", for normal |
4012 | with this weapon. For normal bows set "arrows", for normal |
3837 | crossbows set "crossbow bolts". |
4013 | crossbows set "crossbow bolts". |
… | |
… | |
3958 | These items are all flagged as unpaid. |
4134 | These items are all flagged as unpaid. |
3959 | When a player drops an item onto shop floor, the item becomes |
4135 | When a player drops an item onto shop floor, the item becomes |
3960 | unpaid and the player receives payment according to the item's |
4136 | unpaid and the player receives payment according to the item's |
3961 | selling-value. |
4137 | selling-value. |
3962 | Shopfloor always prevents magic (To hinder players from burning |
4138 | Shopfloor always prevents magic (To hinder players from burning |
3963 | or freezing the goods). ]]> |
4139 | or freezing the goods).]]> |
3964 | </description> |
4140 | </description> |
3965 | <use><![CDATA[ |
4141 | <use><![CDATA[ |
3966 | Tile your whole shop-interior space which shop floor. |
4142 | Tile your whole shop-interior space which shop floor. |
3967 | (That assures players receive payment for dropping items). |
4143 | (That assures players receive payment for dropping items). |
3968 | Place shop mats to enter/leave the shop, and make sure |
4144 | Place shop mats to enter/leave the shop, and make sure |
3969 | there is no other exit than the shop mat. ]]> |
4145 | there is no other exit than the shop mat.]]> |
3970 | </use> |
4146 | </use> |
3971 | <attribute arch="is_floor" value="1" type="fixed" /> |
4147 | <attribute arch="is_floor" value="1" type="fixed" /> |
3972 | <attribute arch="no_pick" value="1" type="fixed" /> |
4148 | <attribute arch="no_pick" value="1" type="fixed" /> |
3973 | <attribute arch="no_magic" value="1" type="fixed" /> |
4149 | <attribute arch="no_magic" value="1" type="fixed" /> |
3974 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4150 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4008 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4184 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4009 | or -destinations. When stepping onto a shopmat the player gets beamed |
4185 | or -destinations. When stepping onto a shopmat the player gets beamed |
4010 | to the nearest other mat. If the player has unpaid items in his |
4186 | to the nearest other mat. If the player has unpaid items in his |
4011 | inventory, the price gets charged from his coins automatically. |
4187 | inventory, the price gets charged from his coins automatically. |
4012 | If the player has insufficient coins to buy his unpaid items, he |
4188 | If the player has insufficient coins to buy his unpaid items, he |
4013 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4189 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4014 | </description> |
4190 | </description> |
4015 | <use><![CDATA[ |
4191 | <use><![CDATA[ |
4016 | As stated above, always place TWO shop mats into your shop. |
4192 | As stated above, always place TWO shop mats into your shop. |
4017 | Not more and not less than that. ]]> |
4193 | Not more and not less than that.]]> |
4018 | </use> |
4194 | </use> |
4019 | <attribute arch="no_pick" value="1" type="fixed" /> |
4195 | <attribute arch="no_pick" value="1" type="fixed" /> |
4020 | &move_on; |
4196 | &move_on; |
4021 | </type> |
4197 | </type> |
4022 | |
4198 | |
… | |
… | |
4027 | </ignore> |
4203 | </ignore> |
4028 | <description><![CDATA[ |
4204 | <description><![CDATA[ |
4029 | The purpose of a sign or magic_mouth is to display a certain message to |
4205 | The purpose of a sign or magic_mouth is to display a certain message to |
4030 | the player. There are three ways to have the player get this message: |
4206 | the player. There are three ways to have the player get this message: |
4031 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4207 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4032 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4208 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4033 | </description> |
4209 | </description> |
4034 | <use><![CDATA[ |
4210 | <use><![CDATA[ |
4035 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4211 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4036 | some true roleplay feeling to your maps, support your storyline or give |
4212 | some true roleplay feeling to your maps, support your storyline or give |
4037 | hints about hidden secrets/dangers. Place signs to provide the player |
4213 | hints about hidden secrets/dangers. Place signs to provide the player |
4038 | with all kinds of useful information for getting along in your maps. ]]> |
4214 | with all kinds of useful information for getting along in your maps.]]> |
4039 | </use> |
4215 | </use> |
4040 | <attribute arch="connected" editor="connection" type="int"> |
4216 | <attribute arch="connected" editor="connection" type="string"> |
4041 | When a connection value is set, the message will be printed whenever |
4217 | When a connection value is set, the message will be printed whenever |
4042 | the connection is triggered. This should be used in combination with |
4218 | the connection is triggered. This should be used in combination with |
4043 | <invisible> enabled and <activate by walking/flying> disabled. |
4219 | <invisible> enabled and <activate by walking/flying> disabled. |
4044 | If activating your magic_mouth this way, the message will not only be |
4220 | If activating your magic_mouth this way, the message will not only be |
4045 | printed to one player, but all players on the current map. |
4221 | printed to one player, but all players on the current map. |
… | |
… | |
4084 | <ignore_list name="system_object" /> |
4260 | <ignore_list name="system_object" /> |
4085 | </ignore> |
4261 | </ignore> |
4086 | <description><![CDATA[ |
4262 | <description><![CDATA[ |
4087 | Skills are objects which exist in the player/monster inventory. |
4263 | Skills are objects which exist in the player/monster inventory. |
4088 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4264 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4089 | are enabled for monster use however. ]]> |
4265 | are enabled for monster use however.]]> |
4090 | </description> |
4266 | </description> |
4091 | <use><![CDATA[ |
4267 | <use><![CDATA[ |
4092 | For mapmaking, Skill objects serve two purposes: |
4268 | For mapmaking, Skill objects serve two purposes: |
4093 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4269 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4094 | can be seen as the global skill definitions. A skill which doesn't |
4270 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4099 | </p><p> |
4275 | </p><p> |
4100 | Secondly, in order to enable monsters to use skills, you will need to |
4276 | Secondly, in order to enable monsters to use skills, you will need to |
4101 | copy default skill archtypes into the monsters' inventories. |
4277 | copy default skill archtypes into the monsters' inventories. |
4102 | You can even customize the skills by changing stats. It is not |
4278 | You can even customize the skills by changing stats. It is not |
4103 | recommended however, to use skills in your maps which are totally |
4279 | recommended however, to use skills in your maps which are totally |
4104 | unrelated to any predefined skill archtype.</p> ]]> |
4280 | unrelated to any predefined skill archtype.</p>]]> |
4105 | </use> |
4281 | </use> |
4106 | <attribute arch="invisible" value="1" type="fixed" /> |
4282 | <attribute arch="invisible" value="1" type="fixed" /> |
4107 | <attribute arch="no_drop" value="1" type="fixed" /> |
4283 | <attribute arch="no_drop" value="1" type="fixed" /> |
4108 | <attribute arch="skill" editor="skill name" type="string"> |
4284 | <attribute arch="skill" editor="skill name" type="string"> |
4109 | The <skill name> is used for matchings. When a usable |
4285 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4138 | |
4314 | |
4139 | <!--####################################################################--> |
4315 | <!--####################################################################--> |
4140 | <type number="130" name="Skill Scroll"> |
4316 | <type number="130" name="Skill Scroll"> |
4141 | <description><![CDATA[ |
4317 | <description><![CDATA[ |
4142 | By reading a skill scroll, a player has a chance to learn the |
4318 | By reading a skill scroll, a player has a chance to learn the |
4143 | contained skill. ]]> |
4319 | contained skill.]]> |
4144 | </description> |
4320 | </description> |
4145 | <use><![CDATA[ |
4321 | <use><![CDATA[ |
4146 | Skill scrolls are very much sought for by players. Currently, |
4322 | Skill scrolls are very much sought for by players. Currently, |
4147 | all skill scrolls are sold in shops randomly, which is in fact not |
4323 | all skill scrolls are sold in shops randomly, which is in fact not |
4148 | a good system. It would be nice to have some cool quests with |
4324 | a good system. It would be nice to have some cool quests with |
4149 | skill scrolls rewarded at the end. ]]> |
4325 | skill scrolls rewarded at the end.]]> |
4150 | </use> |
4326 | </use> |
4151 | <attribute arch="race" value="scrolls" type="fixed" /> |
4327 | <attribute arch="race" value="scrolls" type="fixed" /> |
4152 | <attribute arch="skill" editor="skill name" type="string"> |
4328 | <attribute arch="skill" editor="skill name" type="string"> |
4153 | The <skill name> matches the skill object that can |
4329 | The <skill name> matches the skill object that can |
4154 | be learned from this scroll. |
4330 | be learned from this scroll. |
… | |
… | |
4164 | When carrying the appropriate special key, a locked door can |
4340 | When carrying the appropriate special key, a locked door can |
4165 | be opened. The key will dissapear. |
4341 | be opened. The key will dissapear. |
4166 | <br><br> |
4342 | <br><br> |
4167 | This object-type can also be used for "passport"-like items: |
4343 | This object-type can also be used for "passport"-like items: |
4168 | When walking onto an invetory checker, a gate for example might |
4344 | When walking onto an invetory checker, a gate for example might |
4169 | get opened. The "passport" will stay in the player's inventory. ]]> |
4345 | get opened. The "passport" will stay in the player's inventory.]]> |
4170 | </description> |
4346 | </description> |
4171 | <use><![CDATA[ |
4347 | <use><![CDATA[ |
4172 | How to make a "passport": You take the special key arch |
4348 | How to make a "passport": You take the special key arch |
4173 | (archetype name is "key2"), set the face to something like |
4349 | (archetype name is "key2"), set the face to something like |
4174 | card.111 and the name to "passport" - that's all. The <key string> |
4350 | card.111 and the name to "passport" - that's all. The <key string> |
4175 | certainly must match with the appropiate inventory checker. |
4351 | certainly must match with the appropiate inventory checker. |
4176 | <br><br> |
4352 | <br><br> |
4177 | Of course you can be creative with names and faces of |
4353 | Of course you can be creative with names and faces of |
4178 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4354 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4179 | (with appropriate faces) appear more interesting than just |
4355 | (with appropriate faces) appear more interesting than just |
4180 | a "strange key", or "passport". ]]> |
4356 | a "strange key", or "passport".]]> |
4181 | </use> |
4357 | </use> |
4182 | <attribute arch="slaying" editor="key string" type="string"> |
4358 | <attribute arch="slaying" editor="key string" type="string"> |
4183 | This string must be identical with the <key string> in the |
4359 | This string must be identical with the <key string> in the |
4184 | locked door, then it can be unlocked. It can also be used |
4360 | locked door, then it can be unlocked. It can also be used |
4185 | to trigger inventory checkers. |
4361 | to trigger inventory checkers. |
… | |
… | |
4220 | players can learn it by reading the book. Once learned, players |
4396 | players can learn it by reading the book. Once learned, players |
4221 | can use the spell as often as they like. With increasing skill level |
4397 | can use the spell as often as they like. With increasing skill level |
4222 | of the player, spells may gain power but also increase cost.<br> |
4398 | of the player, spells may gain power but also increase cost.<br> |
4223 | Monsters can use spells which are put in their inventory (provided |
4399 | Monsters can use spells which are put in their inventory (provided |
4224 | that certain "enabling" settings are correct). The monster's |
4400 | that certain "enabling" settings are correct). The monster's |
4225 | <treasurelist> can also be used to provide it with spells. ]]> |
4401 | <treasurelist> can also be used to provide it with spells.]]> |
4226 | </description> |
4402 | </description> |
4227 | <use><![CDATA[ |
4403 | <use><![CDATA[ |
4228 | A lot of the spells' settings can be tuned and customized. |
4404 | A lot of the spells' settings can be tuned and customized. |
4229 | When creating new spells which are accessible to players, it is |
4405 | When creating new spells which are accessible to players, it is |
4230 | important to think about balance. A single spell which is too |
4406 | important to think about balance. A single spell which is too |
4231 | powerful and/or too easy to use can eventually toss the whole skill |
4407 | powerful and/or too easy to use can eventually toss the whole skill |
4232 | and magic school system out of whack. Testing new spells is |
4408 | and magic school system out of whack. Testing new spells is |
4233 | quite important therefore. ]]> |
4409 | quite important therefore.]]> |
4234 | </use> |
4410 | </use> |
4235 | <attribute arch="no_drop" value="1" type="fixed" /> |
4411 | <attribute arch="no_drop" value="1" type="fixed" /> |
4236 | <attribute arch="invisible" value="1" type="fixed" /> |
4412 | <attribute arch="invisible" value="1" type="fixed" /> |
4237 | <attribute arch="skill" editor="skill name" type="string"> |
4413 | <attribute arch="skill" editor="skill name" type="string"> |
4238 | The <skill name> matches the skill which is needed |
4414 | The <skill name> matches the skill which is needed |
… | |
… | |
4270 | to read.<br><br> |
4446 | to read.<br><br> |
4271 | You can create widely customized spells only by adjusting the |
4447 | You can create widely customized spells only by adjusting the |
4272 | spell object in the spellbooks inventory. Refer to the description |
4448 | spell object in the spellbooks inventory. Refer to the description |
4273 | of spell objects for detailed information how to customize spells.<br> |
4449 | of spell objects for detailed information how to customize spells.<br> |
4274 | If you want to have a random spellbook instead, choose a <treasurelist> |
4450 | If you want to have a random spellbook instead, choose a <treasurelist> |
4275 | with a compilation of spells that the book may contain. ]]> |
4451 | with a compilation of spells that the book may contain.]]> |
4276 | </description> |
4452 | </description> |
4277 | <use><![CDATA[ |
4453 | <use><![CDATA[ |
4278 | Don't put any of the godgiven spells into a spellbook! These are |
4454 | Don't put any of the godgiven spells into a spellbook! These are |
4279 | reserved for the followers of the appropriate cults. Handing them |
4455 | reserved for the followers of the appropriate cults. Handing them |
4280 | out in a spellbook would violate the balance between different religions. |
4456 | out in a spellbook would violate the balance between different religions. |
4281 | <br><br> |
4457 | <br><br> |
4282 | Note that there is no fundamental difference between the spellbooks |
4458 | Note that there is no fundamental difference between the spellbooks |
4283 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4459 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4284 | even praying). The difference lies only in the spells they contain. |
4460 | even praying). The difference lies only in the spells they contain. |
4285 | It is up to you, the mapmaker, to pick the right type of book |
4461 | It is up to you, the mapmaker, to pick the right type of book |
4286 | for your spells. ]]> |
4462 | for your spells.]]> |
4287 | </use> |
4463 | </use> |
4288 | <attribute arch="skill" value="literacy" type="fixed" /> |
4464 | <attribute arch="skill" value="literacy" type="fixed" /> |
4289 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4465 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4290 | There are two ways to put spells into a spellbook: |
4466 | There are two ways to put spells into a spellbook: |
4291 | 1. Put a spell object in the books inventory. In this case, |
4467 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4310 | </ignore> |
4486 | </ignore> |
4311 | <description><![CDATA[ |
4487 | <description><![CDATA[ |
4312 | Spinners change the direction of spell objects and other projectiles |
4488 | Spinners change the direction of spell objects and other projectiles |
4313 | that fly past. Unlike directors, it does make a difference from what |
4489 | that fly past. Unlike directors, it does make a difference from what |
4314 | angle you shoot into the spinner. The direction of objects flying past |
4490 | angle you shoot into the spinner. The direction of objects flying past |
4315 | is always changed by a certain degree. ]]> |
4491 | is always changed by a certain degree.]]> |
4316 | </description> |
4492 | </description> |
4317 | <use><![CDATA[ |
4493 | <use><![CDATA[ |
4318 | Spinners are very rarely used. I believe they are quite |
4494 | Spinners are very rarely used. I believe they are quite |
4319 | confusing and pointless. The only use I can think of is building |
4495 | confusing and pointless. The only use I can think of is building |
4320 | some puzzle about where to shoot into spinners to shoot somewhere you |
4496 | some puzzle about where to shoot into spinners to shoot somewhere you |
4321 | otherwise couldn't. |
4497 | otherwise couldn't. |
4322 | |
4498 | |
4323 | When placing spinners on a map with magic walls, make sure the spell- |
4499 | When placing spinners on a map with magic walls, make sure the spell- |
4324 | projectiles from magic walls don't get to fly in loops. ]]> |
4500 | projectiles from magic walls don't get to fly in loops.]]> |
4325 | </use> |
4501 | </use> |
4326 | <attribute arch="sp" editor="direction number" type="int"> |
4502 | <attribute arch="sp" editor="direction number" type="int"> |
4327 | The spinner will change the direction of flying objects by |
4503 | The spinner will change the direction of flying objects by |
4328 | 45 degrees per <direction number>. Negative values spin clockwise, |
4504 | 45 degrees per <direction number>. Negative values spin clockwise, |
4329 | positive values counter clockwise. |
4505 | positive values counter clockwise. |
… | |
… | |
4342 | Swamp areas show a special behaviour: |
4518 | Swamp areas show a special behaviour: |
4343 | When a player stands still on a swamp-square for too long, |
4519 | When a player stands still on a swamp-square for too long, |
4344 | he will start to sink in and eventually drown and die. |
4520 | he will start to sink in and eventually drown and die. |
4345 | Items dropped on the swamp sink in and dissapear. |
4521 | Items dropped on the swamp sink in and dissapear. |
4346 | Players with knowledge of the woodsman skill are a lot less likely |
4522 | Players with knowledge of the woodsman skill are a lot less likely |
4347 | to die in the swamp. ]]> |
4523 | to die in the swamp.]]> |
4348 | </description> |
4524 | </description> |
4349 | <attribute arch="is_floor" value="1" type="fixed" /> |
4525 | <attribute arch="is_floor" value="1" type="fixed" /> |
4350 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4526 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4351 | <attribute arch="speed" editor="drowning speed" type="float"> |
4527 | <attribute arch="speed" editor="drowning speed" type="float"> |
4352 | The higher the <drowning speed>, the faster will players and items |
4528 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4376 | different location. The main difference to the object-type exit |
4552 | different location. The main difference to the object-type exit |
4377 | is the possibility to have teleporters connected to levers/buttons/etc. |
4553 | is the possibility to have teleporters connected to levers/buttons/etc. |
4378 | Sometimes teleporters are activated even against the players will. |
4554 | Sometimes teleporters are activated even against the players will. |
4379 | <br><br> |
4555 | <br><br> |
4380 | Unlike exits, teleporters can also transfer items and |
4556 | Unlike exits, teleporters can also transfer items and |
4381 | monsters to different locations on the same map. ]]> |
4557 | monsters to different locations on the same map.]]> |
4382 | </description> |
4558 | </description> |
4383 | <use><![CDATA[ |
4559 | <use><![CDATA[ |
4384 | When creating maps, I guess sooner or later you'll want to have |
4560 | When creating maps, I guess sooner or later you'll want to have |
4385 | an invisible teleporter. If using "invisible 1", the teleporter |
4561 | an invisible teleporter. If using "invisible 1", the teleporter |
4386 | can still be discovered with the show_invisible spell. And in |
4562 | can still be discovered with the show_invisible spell. And in |
4387 | some cases you can't place it under the floor to prevent this. |
4563 | some cases you can't place it under the floor to prevent this. |
4388 | <br><br> |
4564 | <br><br> |
4389 | Fortunately, there is a cool trick to make a perfectly invisible |
4565 | Fortunately, there is a cool trick to make a perfectly invisible |
4390 | teleporter: You simply add teleporter functionality to the floor |
4566 | teleporter: You simply add teleporter functionality to the floor |
4391 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4567 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4392 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4568 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4393 | </use> |
4569 | </use> |
4394 | <attribute arch="slaying" editor="exit path" type="string"> |
4570 | <attribute arch="slaying" editor="exit path" type="string"> |
4395 | The exit path specifies the map that the player is transferred to. |
4571 | The exit path specifies the map that the player is transferred to. |
4396 | <exit path> can be an absolute path, beginning with '/' |
4572 | <exit path> can be an absolute path, beginning with '/' |
4397 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4573 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4433 | be transferred to the "default enter location" of the destined map. |
4609 | be transferred to the "default enter location" of the destined map. |
4434 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4610 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4435 | please DO NOT use that. It turned out to be a source for numerous |
4611 | please DO NOT use that. It turned out to be a source for numerous |
4436 | map-bugs. |
4612 | map-bugs. |
4437 | </attribute> |
4613 | </attribute> |
4438 | <attribute arch="connected" editor="connection" type="int"> |
4614 | <attribute arch="connected" editor="connection" type="string"> |
4439 | If a connection value is set, the teleporter will be activated |
4615 | If a connection value is set, the teleporter will be activated |
4440 | whenever the connection is triggered. To use this properly, |
4616 | whenever the connection is triggered. To use this properly, |
4441 | <activation speed> must be zero. |
4617 | <activation speed> must be zero. |
4442 | </attribute> |
4618 | </attribute> |
4443 | &activate_on; |
4619 | &activate_on; |
… | |
… | |
4469 | after some time.]]> |
4645 | after some time.]]> |
4470 | </description> |
4646 | </description> |
4471 | <use><![CDATA[ |
4647 | <use><![CDATA[ |
4472 | Use gates to divide your maps into separated areas. After solving |
4648 | Use gates to divide your maps into separated areas. After solving |
4473 | area A, the player gains access to area B, and so on. Make your |
4649 | area A, the player gains access to area B, and so on. Make your |
4474 | maps more complex than "one-way". ]]> |
4650 | maps more complex than "one-way".]]> |
4475 | </use> |
4651 | </use> |
4476 | <attribute arch="no_pick" value="1" type="fixed" /> |
4652 | <attribute arch="no_pick" value="1" type="fixed" /> |
4477 | <attribute arch="connected" editor="connection" type="int"> |
4653 | <attribute arch="connected" editor="connection" type="string"> |
4478 | Whenever the inventory checker is triggered, all objects with identical |
4654 | Whenever the inventory checker is triggered, all objects with identical |
4479 | <connection> value get activated. This only makes sense together with |
4655 | <connection> value get activated. This only makes sense together with |
4480 | <blocking passage> disabled. If unset, the gate opens automatically |
4656 | <blocking passage> disabled. If unset, the gate opens automatically |
4481 | after some time. |
4657 | after some time. |
4482 | </attribute> |
4658 | </attribute> |
… | |
… | |
4549 | </attribute> |
4725 | </attribute> |
4550 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4726 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4551 | This attribute defines what attacktype to use for direct damage when |
4727 | This attribute defines what attacktype to use for direct damage when |
4552 | the trap detonates. |
4728 | the trap detonates. |
4553 | </attribute> |
4729 | </attribute> |
4554 | <attribute arch="connected" editor="connection" type="int"> |
4730 | <attribute arch="connected" editor="connection" type="string"> |
4555 | When the trap is detonated, all objects with the same |
4731 | When the trap is detonated, all objects with the same |
4556 | connection value get activated. |
4732 | connection value get activated. |
4557 | </attribute> |
4733 | </attribute> |
4558 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4734 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4559 | When the trap detonates, this text is displayed to the |
4735 | When the trap detonates, this text is displayed to the |
… | |
… | |
4571 | Trapdoors are very similar to pits. The difference is that they |
4747 | Trapdoors are very similar to pits. The difference is that they |
4572 | can not be closed. Instead, the weight of the object on the |
4748 | can not be closed. Instead, the weight of the object on the |
4573 | trapdoor determines weither it slams the trapdoor open and falls through |
4749 | trapdoor determines weither it slams the trapdoor open and falls through |
4574 | or not.<br> |
4750 | or not.<br> |
4575 | Once a trapdoor has been opened (by a creature or items of sufficient |
4751 | Once a trapdoor has been opened (by a creature or items of sufficient |
4576 | weight,) it remains open, acting like an opened pit. ]]> |
4752 | weight,) it remains open, acting like an opened pit.]]> |
4577 | </description> |
4753 | </description> |
4578 | <use><![CDATA[ |
4754 | <use><![CDATA[ |
4579 | Trapdoors should be used in the same fashion as pits: |
4755 | Trapdoors should be used in the same fashion as pits: |
4580 | They should always drop the victims to some kind of lower level. They |
4756 | They should always drop the victims to some kind of lower level. They |
4581 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4757 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4582 | </use> |
4758 | </use> |
4583 | <attribute arch="no_pick" value="1" type="fixed" /> |
4759 | <attribute arch="no_pick" value="1" type="fixed" /> |
4584 | &move_on; |
4760 | &move_on; |
4585 | <attribute arch="weight" editor="hold weight" type="int"> |
4761 | <attribute arch="weight" editor="hold weight" type="int"> |
4586 | This value defines how much weight the trapdoor can hold. |
4762 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4612 | <attribute arch="value" /> |
4788 | <attribute arch="value" /> |
4613 | <attribute arch="material" /> |
4789 | <attribute arch="material" /> |
4614 | </ignore> |
4790 | </ignore> |
4615 | <description><![CDATA[ |
4791 | <description><![CDATA[ |
4616 | A treasure-object turns into certain randomitems when the map is loaded |
4792 | A treasure-object turns into certain randomitems when the map is loaded |
4617 | into the game. ]]> |
4793 | into the game.]]> |
4618 | </description> |
4794 | </description> |
4619 | <use><![CDATA[ |
4795 | <use><![CDATA[ |
4620 | About usage of the "random-artifact" treasurelist: |
4796 | About usage of the "random-artifact" treasurelist: |
4621 | This will generate powerful stuff like girdles, xray helmets, special |
4797 | This will generate powerful stuff like girdles, xray helmets, special |
4622 | swords etc. If you put this as reward to your quest, players might be |
4798 | swords etc. If you put this as reward to your quest, players might be |
4623 | motivated to do it more than once. BUT, by doing so they will get a huge |
4799 | motivated to do it more than once. BUT, by doing so they will get a huge |
4624 | number of different artifacts! Besides, players will always seek the place |
4800 | number of different artifacts! Besides, players will always seek the place |
4625 | with the most easy-to-get random artifact and ignore all others. |
4801 | with the most easy-to-get random artifact and ignore all others. |
4626 | My advice: Don't use it! Attract players with good fighting experience |
4802 | My advice: Don't use it! Attract players with good fighting experience |
4627 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4803 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4628 | </use> |
4804 | </use> |
4629 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4805 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4630 | This entry determines what kind of treasure will appear. Look into |
4806 | This entry determines what kind of treasure will appear. Look into |
4631 | /crossfire/share/crossfire/treasures for details about existing |
4807 | /crossfire/share/crossfire/treasures for details about existing |
4632 | treasurelists. |
4808 | treasurelists. |
… | |
… | |
4663 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4839 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4664 | <key string> which can be discovered by detectors or inventory |
4840 | <key string> which can be discovered by detectors or inventory |
4665 | checkers. It is also possible to use markers for removing marks again. |
4841 | checkers. It is also possible to use markers for removing marks again. |
4666 | <br><br> |
4842 | <br><br> |
4667 | Note that the player has no possibility to "see" his own marks, |
4843 | Note that the player has no possibility to "see" his own marks, |
4668 | except by the effect that they cause on the maps. ]]> |
4844 | except by the effect that they cause on the maps.]]> |
4669 | </description> |
4845 | </description> |
4670 | <use><![CDATA[ |
4846 | <use><![CDATA[ |
4671 | Markers hold real cool possibilities for map-making. I encourage |
4847 | Markers hold real cool possibilities for map-making. I encourage |
4672 | you to use them frequently. However there is one negative point |
4848 | you to use them frequently. However there is one negative point |
4673 | about markers: Players don't "see" what's going on with them. It is |
4849 | about markers: Players don't "see" what's going on with them. It is |
4674 | your task, as map-creator, to make sure the player is always well |
4850 | your task, as map-creator, to make sure the player is always well |
4675 | informed and never confused. |
4851 | informed and never confused. |
4676 | <br><br> |
4852 | <br><br> |
4677 | Please avoid infinite markers when they aren't needed. They're |
4853 | Please avoid infinite markers when they aren't needed. They're |
4678 | using a little space in the player file after all, so if there |
4854 | using a little space in the player file after all, so if there |
4679 | is no real purpose, set an expire time. ]]> |
4855 | is no real purpose, set an expire time.]]> |
4680 | </use> |
4856 | </use> |
4681 | <attribute arch="no_pick" value="1" type="fixed" /> |
4857 | <attribute arch="no_pick" value="1" type="fixed" /> |
4682 | <attribute arch="slaying" editor="key string" type="string"> |
4858 | <attribute arch="slaying" editor="key string" type="string"> |
4683 | The <key string> can be detected by inv. checkers/detectors. |
4859 | The <key string> can be detected by inv. checkers/detectors. |
4684 | If the player already has a force with that <key string>, |
4860 | If the player already has a force with that <key string>, |
4685 | there won't be inserted a second one. |
4861 | there won't be inserted a second one. |
4686 | </attribute> |
4862 | </attribute> |
4687 | <attribute arch="connected" editor="connection" type="int"> |
4863 | <attribute arch="connected" editor="connection" type="string"> |
4688 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4864 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4689 | </attribute> |
4865 | </attribute> |
4690 | <attribute arch="food" editor="mark duration" type="int"> |
4866 | <attribute arch="food" editor="mark duration" type="int"> |
4691 | This value defines the duration of the force it inserts. |
4867 | This value defines the duration of the force it inserts. |
4692 | If nonzero, the duration of the player's mark is finite: |
4868 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4723 | <attribute arch="name_pl" /> |
4899 | <attribute arch="name_pl" /> |
4724 | <attribute arch="value" /> |
4900 | <attribute arch="value" /> |
4725 | <attribute arch="unpaid" /> |
4901 | <attribute arch="unpaid" /> |
4726 | </ignore> |
4902 | </ignore> |
4727 | <description><![CDATA[ |
4903 | <description><![CDATA[ |
4728 | Walls usually block passage and sight. ]]> |
4904 | Walls usually block passage and sight.]]> |
4729 | </description> |
4905 | </description> |
4730 | &movement_types_terrain; |
4906 | &movement_types_terrain; |
4731 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4907 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4732 | If set, the object is able to "roll", so it can be pushed around. |
4908 | If set, the object is able to "roll", so it can be pushed around. |
4733 | This setting is used for boulders and barrels. |
4909 | This setting is used for boulders and barrels. |
… | |
… | |
4746 | <type number="109" name="Wand & Staff"> |
4922 | <type number="109" name="Wand & Staff"> |
4747 | <description><![CDATA[ |
4923 | <description><![CDATA[ |
4748 | Wands contain a certain spell. The player can apply (ready) and |
4924 | Wands contain a certain spell. The player can apply (ready) and |
4749 | fire the wand. After a defined number of casts, the wand is |
4925 | fire the wand. After a defined number of casts, the wand is |
4750 | "used up". It is possible to recharge a wand with scrolls of |
4926 | "used up". It is possible to recharge a wand with scrolls of |
4751 | charging, but usually that isn't worth the cost. ]]> |
4927 | charging, but usually that isn't worth the cost.]]> |
4752 | </description> |
4928 | </description> |
4753 | <use><![CDATA[ |
4929 | <use><![CDATA[ |
4754 | Wands are quite seldomly used. The reason prolly is that they're |
4930 | Wands are quite seldomly used. The reason prolly is that they're |
4755 | generally not cost-efficient. Handing out high-level wands with |
4931 | generally not cost-efficient. Handing out high-level wands with |
4756 | powerful special spells isn't a good idea either, because of |
4932 | powerful special spells isn't a good idea either, because of |
4757 | the recharge ability. |
4933 | the recharge ability. |
4758 | <br><br> |
4934 | <br><br> |
4759 | For low levels, staffs of healing/cure and word of recall are |
4935 | For low levels, staffs of healing/cure and word of recall are |
4760 | quite desirable though. Ideal rewards for low level quests. ]]> |
4936 | quite desirable though. Ideal rewards for low level quests.]]> |
4761 | </use> |
4937 | </use> |
4762 | <attribute arch="sp" editor="spell" type="spell"> |
4938 | <attribute arch="sp" editor="spell" type="spell"> |
4763 | The <spell> specifies the contained spell. |
4939 | The <spell> specifies the contained spell. |
4764 | </attribute> |
4940 | </attribute> |
4765 | <attribute arch="level" editor="casting level" type="int"> |
4941 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4790 | <ignore_list name="non_pickable" /> |
4966 | <ignore_list name="non_pickable" /> |
4791 | </ignore> |
4967 | </ignore> |
4792 | <description><![CDATA[ |
4968 | <description><![CDATA[ |
4793 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4969 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4794 | these weak walls look similar to their solid "relatives" except |
4970 | these weak walls look similar to their solid "relatives" except |
4795 | for a small crack or little chunks of wall on the ground. ]]> |
4971 | for a small crack or little chunks of wall on the ground.]]> |
4796 | </description> |
4972 | </description> |
4797 | <use><![CDATA[ |
4973 | <use><![CDATA[ |
4798 | If you want to create hidden rooms, using weak walls is alot |
4974 | If you want to create hidden rooms, using weak walls is alot |
4799 | better than completely indiscernible passages in a wall.<br> |
4975 | better than completely indiscernible passages in a wall.<br> |
4800 | Anyways, there can be a lot more to weak walls than just finding |
4976 | Anyways, there can be a lot more to weak walls than just finding |
4801 | them: Rising their defensive stats, weak walls can become a |
4977 | them: Rising their defensive stats, weak walls can become a |
4802 | serious obstacle. An ice wall might only be torn down by a fire |
4978 | serious obstacle. An ice wall might only be torn down by a fire |
4803 | attack for example. A granite wall for instance might be very |
4979 | attack for example. A granite wall for instance might be very |
4804 | hard to destroy. ]]> |
4980 | hard to destroy.]]> |
4805 | </use> |
4981 | </use> |
4806 | <attribute arch="alive" value="1" type="fixed" /> |
4982 | <attribute arch="alive" value="1" type="fixed" /> |
4807 | <attribute arch="no_pick" value="1" type="fixed" /> |
4983 | <attribute arch="no_pick" value="1" type="fixed" /> |
4808 | <attribute arch="tear_down" value="1" type="fixed" /> |
4984 | <attribute arch="tear_down" value="1" type="fixed" /> |
4809 | <attribute arch="race" editor="race" type="string"> |
4985 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4838 | <!--####################################################################--> |
5014 | <!--####################################################################--> |
4839 | <type number="15" name="Weapon"> |
5015 | <type number="15" name="Weapon"> |
4840 | <description><![CDATA[ |
5016 | <description><![CDATA[ |
4841 | Wielding a weapon, the object's stats will directly be inherited to the |
5017 | Wielding a weapon, the object's stats will directly be inherited to the |
4842 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5018 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4843 | be improved with scrolls. ]]> |
5019 | be improved with scrolls.]]> |
4844 | </description> |
5020 | </description> |
4845 | <use><![CDATA[ |
5021 | <use><![CDATA[ |
4846 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5022 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4847 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5023 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4848 | fighting AND questing. ]]> |
5024 | fighting AND questing.]]> |
4849 | </use> |
5025 | </use> |
4850 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5026 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4851 | This number is a bitmask, specifying the weapon's attacktypes. |
5027 | This number is a bitmask, specifying the weapon's attacktypes. |
4852 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5028 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4853 | have no more than one or two attacktypes. Keep in mind that all weapons |
5029 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5027 | </type> |
5203 | </type> |
5028 | |
5204 | |
5029 | <type number="116" name="Event Connector"> |
5205 | <type number="116" name="Event Connector"> |
5030 | <description><![CDATA[ |
5206 | <description><![CDATA[ |
5031 | Event connectors link specific events that happen to objects to |
5207 | Event connectors link specific events that happen to objects to |
5032 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5208 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5033 | </description> |
5209 | </description> |
5034 | </type> |
5210 | </type> |
5035 | |
5211 | |
5036 | </types> |
5212 | </types> |