1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
113 | |
104 | |
114 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
108 | </attribute> |
118 | "> |
109 | "> |
119 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
113 | </attribute> |
123 | "> |
114 | "> |
124 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
128 | </attribute> |
119 | </attribute> |
129 | "> |
120 | "> |
130 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
124 | </attribute> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
126 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
127 | precedence over 'blocked movements'. |
137 | </attribute> |
128 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
131 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
133 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
134 | creatures matching 'slow move' will be slower than normal on this spot. |
… | |
… | |
148 | <slow movement> 5 - default for deep swamp |
139 | <slow movement> 5 - default for deep swamp |
149 | ... |
140 | ... |
150 | <slow movement> 7 - spider web (sticky as hell) |
141 | <slow movement> 7 - spider web (sticky as hell) |
151 | </attribute> |
142 | </attribute> |
152 | "> |
143 | "> |
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144 | <!ENTITY speed_left " |
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145 | <attribute arch='speed_left' editor='speed left' type='float'> |
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146 | The speed left to the object. On every tick, if this value is higher |
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147 | than 0, the object acts/triggers/moves etc. and the value gets |
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148 | decremented by 1. Otherwise, it is incremented by <speed> on |
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149 | every tick. |
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150 | </attribute> |
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151 | "> |
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152 | <!ENTITY activate_on " |
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153 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
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154 | Whether the teleporter should only be activated on push. |
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155 | </attribute> |
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156 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
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157 | Whether the teleporter should only be activated on release. |
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158 | </attribute> |
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159 | "> |
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160 | |
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161 | <!ENTITY resistances_flesh_desc " |
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162 | Resistances on flesh items make them more durable against spellcraft |
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163 | of the appropriate kind. It also allows dragon players to eventually gain |
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164 | resistance by eating it. Usually resistance should only be set for flesh |
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165 | items in a monster's inventory. |
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166 | "> |
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167 | |
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168 | <!ENTITY resistances_flesh_section " |
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169 | <section name='resistance'> |
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170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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171 | &resistances_flesh_desc; |
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172 | </attribute> |
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173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | </section> |
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225 | "> |
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226 | |
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227 | <!ENTITY resistances_basic " |
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228 | <section name='resistance'> |
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229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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249 | </section> |
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250 | "> |
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251 | |
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252 | <!ENTITY player_stat_desc " |
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253 | The player's strentgh will rise/fall by the given value for permanent |
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254 | (of course there is an upper limit). Generally there shouldn't be stat |
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255 | potions granting more than one stat. Cursed potions will subtract the |
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256 | stats if positive. |
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257 | "> |
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258 | |
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259 | <!ENTITY player_res_desc " |
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260 | The player's resistance to physical will rise by this value in percent |
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261 | (range -100 till +100). The effect is only temporare, and it does NOT |
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262 | add on the values from the player's equipment. |
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263 | Cursed potions will make negative resistance.. very nasty in combat! |
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264 | "> |
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265 | |
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266 | <!ENTITY player_stat_resist_sections " |
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267 | <section name='stats'> |
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268 | <attribute arch='Str' editor='strength' type='int'> |
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269 | &player_stat_desc; |
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270 | </attribute> |
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271 | <attribute arch='Dex' editor='dexterity' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Con' editor='constitution' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Int' editor='intelligence' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Pow' editor='power' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Wis' editor='wisdom' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Cha' editor='charisma' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | </section> |
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290 | <section name='resistance'> |
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291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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292 | &player_res_desc; |
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293 | </attribute> |
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294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | </section> |
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352 | "> |
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353 | |
153 | ]> |
354 | ]> |
154 | |
355 | |
155 | <types> |
356 | <types> |
156 | |
357 | |
157 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
244 | <entry bit="0" name="Walk" /> |
445 | <entry bit="0" name="Walk" /> |
245 | <entry bit="1" name="Fly Low" /> |
446 | <entry bit="1" name="Fly Low" /> |
246 | <entry bit="2" name="Fly High" /> |
447 | <entry bit="2" name="Fly High" /> |
247 | <entry bit="3" name="Swim" /> |
448 | <entry bit="3" name="Swim" /> |
248 | <entry bit="4" name="Boat" /> |
449 | <entry bit="4" name="Boat" /> |
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450 | <entry bit="16" name="Other" /> |
249 | </bitmask> |
451 | </bitmask> |
250 | |
452 | |
251 | <!--###################### list definitions ######################--> |
453 | <!--###################### list definitions ######################--> |
252 | |
454 | |
253 | <list name="direction"> |
455 | <list name="direction"> |
… | |
… | |
391 | <entry value="9" name="throw" /> |
593 | <entry value="9" name="throw" /> |
392 | <entry value="10" name="trigger" /> |
594 | <entry value="10" name="trigger" /> |
393 | <entry value="11" name="close" /> |
595 | <entry value="11" name="close" /> |
394 | <entry value="12" name="timer" /> |
596 | <entry value="12" name="timer" /> |
395 | <entry value="28" name="move" /> |
597 | <entry value="28" name="move" /> |
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598 | <entry value="41" name="drop_on" /> |
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599 | </list> |
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600 | |
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601 | <list name="attack_movement_bits_0_3"> |
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602 | <entry value="0" name="default" /> |
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603 | <entry value="1" name="attack from distance" /> |
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604 | <entry value="2" name="run away" /> |
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605 | <entry value="3" name="hit and run" /> |
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606 | <entry value="4" name="wait, then hit, then move" /> |
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607 | <entry value="5" name="rush blindly" /> |
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608 | <entry value="6" name="always run" /> |
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609 | <entry value="7" name="attack from distance if hit" /> |
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610 | <entry value="8" name="do not approach" /> |
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611 | </list> |
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612 | |
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613 | <list name="attack_movement_bits_4_7"> |
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614 | <entry value="0" name="none" /> |
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615 | <entry value="16" name="pet" /> |
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616 | <entry value="32" name="small circle" /> |
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617 | <entry value="48" name="large circle" /> |
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618 | <entry value="64" name="small horizontal" /> |
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619 | <entry value="80" name="large horizontal" /> |
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620 | <entry value="96" name="random direction" /> |
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621 | <entry value="112" name="random movement" /> |
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622 | <entry value="128" name="small vertical" /> |
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623 | <entry value="144" name="large vertical" /> |
396 | </list> |
624 | </list> |
397 | |
625 | |
398 | <!--###################### default attributes ######################--> |
626 | <!--###################### default attributes ######################--> |
399 | |
627 | |
400 | <!-- |
628 | <!-- |
… | |
… | |
413 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
414 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
415 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
643 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
416 | </attribute> |
644 | </attribute> |
417 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
418 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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647 | object has an animation! See also the 'animation' attribute. |
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648 | </attribute> |
|
|
649 | <attribute arch="animation" editor="animation" type="string"> |
|
|
650 | The animation-name of the object. If you assign custom faces and the archetype |
|
|
651 | defines an animation you can disable the animation of an archetype by setting this |
|
|
652 | field to NONE. |
|
|
653 | </attribute> |
|
|
654 | <attribute arch="tag" editor="tag" type="string"> |
|
|
655 | You can tag objects with an identifier. Tagged objects can be found quickly |
|
|
656 | from their tag, which makes them useful to tag exits and refer to those by |
|
|
657 | their name. |
419 | </attribute> |
658 | </attribute> |
420 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
421 | This value determines the number of objects in one stack (for example: |
660 | This value determines the number of objects in one stack (for example: |
422 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
661 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
423 | any pickable object - otherwise it won't be mergeable into a stack. |
662 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
… | |
427 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
666 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
428 | for explicitly non-pickable objects (hey, this is opensource.. you |
667 | for explicitly non-pickable objects (hey, this is opensource.. you |
429 | never know ;) ). |
668 | never know ;) ). |
430 | </attribute> |
669 | </attribute> |
431 | <attribute arch="value" editor="value" type="int"> |
670 | <attribute arch="value" editor="value" type="int"> |
432 | Adds a certain value to the object: It will be worth that many times the |
671 | Determines the value of the object, in units of silver coins (one |
433 | default value from it's archetype (E.g. "value = 3" means three times |
672 | platinum coin == 50 silver coins). Value for buying/selling will be |
434 | worth the default value). Value for buying/selling will be |
|
|
435 | further modified by various factors. Hence, testing values in-game is |
673 | further modified by various factors. Hence, testing values in-game is |
436 | usually inevitable. |
674 | usually inevitable. |
437 | </attribute> |
675 | </attribute> |
438 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
439 | If <glow radius> is set to a value greater zero, the object |
677 | If <glow radius> is set to a value greater zero, the object |
… | |
… | |
463 | </attribute> |
701 | </attribute> |
464 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
465 | An <unpaid> item cannot be used unless a player carried it over |
703 | An <unpaid> item cannot be used unless a player carried it over |
466 | a shop mat, paying the demanded price. Setting this flag makes sense |
704 | a shop mat, paying the demanded price. Setting this flag makes sense |
467 | only for pickable items inside shops. |
705 | only for pickable items inside shops. |
|
|
706 | </attribute> |
|
|
707 | <attribute arch="sound" editor="sound" type="string"> |
|
|
708 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
709 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
710 | field it will point to sound/<path>.ext |
|
|
711 | </attribute> |
|
|
712 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
713 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
714 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
715 | field it will point to sound/<path>.ext |
468 | </attribute> |
716 | </attribute> |
469 | </default_type> |
717 | </default_type> |
470 | |
718 | |
471 | <!-- This ignorelist is for all system objects which are non pickable |
719 | <!-- This ignorelist is for all system objects which are non pickable |
472 | and invisible. They don't interact with players at all. --> |
720 | and invisible. They don't interact with players at all. --> |
… | |
… | |
610 | &move_on; |
858 | &move_on; |
611 | <attribute arch="slaying" editor="match item name" type="string"> |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
612 | This string specifies the item that must be put on the altar to |
860 | This string specifies the item that must be put on the altar to |
613 | activate it. It can either be the name of an archetype, or directly |
861 | activate it. It can either be the name of an archetype, or directly |
614 | the name of an object. Yet, titles are not recognized by altars. |
862 | the name of an object. Yet, titles are not recognized by altars. |
615 | Remember to put a note somewhere, telling the player what he is |
863 | If you want the player to have to drop a specific amount of money use "money". |
616 | expected to drop on the altar. (Often this is put in the altar's |
864 | See also the "drop amount" attribute. |
617 | name: E.g. "drop 100 platinums") |
|
|
618 | </attribute> |
865 | </attribute> |
619 | <attribute arch="food" editor="drop amount" type="int"> |
866 | <attribute arch="food" editor="drop amount" type="int"> |
620 | The drop amount specifies the amount of items (specified |
867 | The drop amount specifies the amount of items (specified |
621 | in <match item name>) that must be dropped to activate the altar. |
868 | in <match item name>) that must be dropped to activate the altar. |
622 | |
869 | |
… | |
… | |
666 | <attribute arch="no_pick" value="1" type="fixed" /> |
913 | <attribute arch="no_pick" value="1" type="fixed" /> |
667 | <attribute arch="slaying" editor="match item name" type="string"> |
914 | <attribute arch="slaying" editor="match item name" type="string"> |
668 | This string specifies the item that must be put on the altar to |
915 | This string specifies the item that must be put on the altar to |
669 | activate it. It can either be the name of an archetype, or directly |
916 | activate it. It can either be the name of an archetype, or directly |
670 | the name of an object. Yet, titles are not recognized by altars. |
917 | the name of an object. Yet, titles are not recognized by altars. |
671 | Remember to put a note somewhere, telling the player what he is |
918 | If you want the player to have to drop a specific amount of money use "money". |
672 | expected to drop on the altar. (Often this is put in the altar's |
919 | See also the "drop amount" attribute. |
673 | name: E.g. "drop 100 platinums") |
|
|
674 | </attribute> |
920 | </attribute> |
675 | <attribute arch="food" editor="drop amount" type="int"> |
921 | <attribute arch="food" editor="drop amount" type="int"> |
676 | The drop amount specifies the amount of items (specified |
922 | The drop amount specifies the amount of items (specified |
677 | in <match item name>) that must be dropped to activate the altar. |
923 | in <match item name>) that must be dropped to activate the altar. |
678 | |
924 | |
… | |
… | |
713 | This text will be displayed to the player |
959 | This text will be displayed to the player |
714 | in the exact moment when the altar is activated. |
960 | in the exact moment when the altar is activated. |
715 | </attribute> |
961 | </attribute> |
716 | </type> |
962 | </type> |
717 | |
963 | |
|
|
964 | <!--####################################################################--> |
|
|
965 | <type number="74" name="Skill Tool"> |
|
|
966 | <description><![CDATA[ |
|
|
967 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
968 | ]]> |
|
|
969 | </description> |
|
|
970 | <use><![CDATA[ |
|
|
971 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
972 | the skill that is given. |
|
|
973 | ]]> |
|
|
974 | </use> |
|
|
975 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
976 | This field describes which skill the player will be able to use wearing this item. |
|
|
977 | </attribute> |
|
|
978 | &player_stat_resist_sections; |
|
|
979 | </type> |
718 | <!--####################################################################--> |
980 | <!--####################################################################--> |
719 | <type number="39" name="Amulet"> |
981 | <type number="39" name="Amulet"> |
720 | <description><![CDATA[ |
982 | <description><![CDATA[ |
721 | Wearing an amulet, the object's stats will directly be inherited to |
983 | Wearing an amulet, the object's stats will directly be inherited to |
722 | the player. Amulets are usually meant for protection and defense. ]]> |
984 | the player. Amulets are usually meant for protection and defense. ]]> |
… | |
… | |
742 | amount of <item power>, depending on their own level. This is the |
1004 | amount of <item power>, depending on their own level. This is the |
743 | only way to prevent low level players to wear "undeserved" equipment |
1005 | only way to prevent low level players to wear "undeserved" equipment |
744 | (like gifts from other players or cheated items). |
1006 | (like gifts from other players or cheated items). |
745 | |
1007 | |
746 | It is very important to adjust the <item power> value carefully |
1008 | It is very important to adjust the <item power> value carefully |
747 | for every artifact you create! If zero/unset, the CF server will |
1009 | for every artifact you create! If zero/unset, the Deliantra server will |
748 | calculate a provisional value at runtime, but this is never |
1010 | calculate a provisional value at runtime, but this is never |
749 | going to be an accurate measurement of <item power>. |
1011 | going to be an accurate measurement of <item power>. |
750 | </attribute> |
1012 | </attribute> |
751 | <attribute arch="damned" editor="damnation" type="bool"> |
1013 | <attribute arch="damned" editor="damnation" type="bool"> |
752 | A damned piece of equipment cannot be unwielded unless the curse |
1014 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
778 | you want the monster to use/wear the item - you must set |
1040 | you want the monster to use/wear the item - you must set |
779 | <is applied>. |
1041 | <is applied>. |
780 | Enabling this flag doesn't make any sense if the item |
1042 | Enabling this flag doesn't make any sense if the item |
781 | is NOT in a monster's inventory. |
1043 | is NOT in a monster's inventory. |
782 | </attribute> |
1044 | </attribute> |
783 | <section name="resistance"> |
1045 | &player_stat_resist_sections; |
784 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
785 | This adds physical resistance to the item (= armour value). The number is |
|
|
786 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
787 | and what they require to do for getting this-and-that artifact. |
|
|
788 | </attribute> |
|
|
789 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
790 | This adds magic resistance to the item. The number is a percent-value in |
|
|
791 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
792 | require to do for getting this-and-that artifact. |
|
|
793 | </attribute> |
|
|
794 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
795 | This adds fire resistance to the item. The number is a percent-value in |
|
|
796 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
797 | require to do for getting this-and-that artifact. |
|
|
798 | </attribute> |
|
|
799 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
800 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
801 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
802 | require to do for getting this-and-that artifact. |
|
|
803 | </attribute> |
|
|
804 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
805 | This adds fire resistance to the item. The number is a percent-value in |
|
|
806 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
807 | require to do for getting this-and-that artifact. |
|
|
808 | </attribute> |
|
|
809 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
810 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
811 | the range 0-100. Confusion resistance is not very effective |
|
|
812 | unless the value comes close to 100 (= perfect immunity). |
|
|
813 | </attribute> |
|
|
814 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
815 | This adds acid resistance to the item. The number is a percent-value in |
|
|
816 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
817 | require to do for getting this-and-that artifact. |
|
|
818 | </attribute> |
|
|
819 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
820 | This adds draining resistance to the item. The number is a percent-value |
|
|
821 | in the range 0-100. Draining resistance is little effective |
|
|
822 | unless the value is 100 (= perfect immunity). |
|
|
823 | </attribute> |
|
|
824 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
825 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
826 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
827 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
828 | are not meant to be easily resisted. |
|
|
829 | </attribute> |
|
|
830 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
831 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
832 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
833 | require to do for getting this-and-that artifact. |
|
|
834 | </attribute> |
|
|
835 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
836 | This adds poison resistance to the item. The number is a percent-value in |
|
|
837 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
838 | require to do for getting this-and-that artifact. |
|
|
839 | </attribute> |
|
|
840 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
841 | This adds fear resistance to the item. The number is a percent-value in |
|
|
842 | the range 0-100. Resistance to fear is pretty useless. |
|
|
843 | </attribute> |
|
|
844 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
845 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
846 | the range 0-100. Paralyze resistance is little effective |
|
|
847 | unless the value is 100 (= perfect immunity). |
|
|
848 | </attribute> |
|
|
849 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
850 | This adds fear resistance to the item. The number is a percent-value in |
|
|
851 | the range 0-100. Resistance to fear is pretty useless. |
|
|
852 | </attribute> |
|
|
853 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
854 | This adds depletion resistance to the item. The number is a percent-value |
|
|
855 | in the range 0-100. Depletion resistance is little effective |
|
|
856 | unless the value is 100 (= perfect immunity). |
|
|
857 | </attribute> |
|
|
858 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
859 | This adds death-attack resistance to the item. The number is a |
|
|
860 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
861 | effective unless the value is 100 (= perfect immunity). |
|
|
862 | Generally, resistance to death-attack is not supposed to be |
|
|
863 | available to players! |
|
|
864 | </attribute> |
|
|
865 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
866 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
867 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
868 | require to do for getting this-and-that artifact. |
|
|
869 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
870 | combination of other attacktypes. |
|
|
871 | </attribute> |
|
|
872 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
873 | This adds blinding resistance to the item. The number is a percent-value |
|
|
874 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
875 | require to do for getting this-and-that artifact. |
|
|
876 | </attribute> |
|
|
877 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
878 | This adds holy power resistance to the item. The number is a percent-value |
|
|
879 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
880 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
881 | for undead players (wraith or devourer cult). |
|
|
882 | Generally, resistance to holy word should not be available for players. |
|
|
883 | </attribute> |
|
|
884 | </section> |
|
|
885 | <section name="stats"> |
|
|
886 | <attribute arch="Str" editor="strength" type="int"> |
|
|
887 | The player's strentgh will rise/fall by the given value |
|
|
888 | while wearing this piece of equipment. |
|
|
889 | </attribute> |
|
|
890 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
891 | The player's dexterity will rise/fall by the given value |
|
|
892 | while wearing this piece of equipment. |
|
|
893 | </attribute> |
|
|
894 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
895 | The player's constitution will rise/fall by the given value |
|
|
896 | while wearing this piece of equipment. |
|
|
897 | </attribute> |
|
|
898 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
899 | The player's intelligence will rise/fall by the given value |
|
|
900 | while wearing this piece of equipment. |
|
|
901 | </attribute> |
|
|
902 | <attribute arch="Pow" editor="power" type="int"> |
|
|
903 | The player's power will rise/fall by the given value |
|
|
904 | while wearing this piece of equipment. |
|
|
905 | </attribute> |
|
|
906 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
907 | The player's wisdom will rise/fall by the given value while |
|
|
908 | wearing this piece of equipment. |
|
|
909 | </attribute> |
|
|
910 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
911 | The player's charisma will rise/fall by the given value |
|
|
912 | while wearing this piece of equipment. |
|
|
913 | </attribute> |
|
|
914 | </section> |
|
|
915 | <section name="misc"> |
1046 | <section name="misc"> |
916 | <attribute arch="luck" editor="luck bonus" type="int"> |
1047 | <attribute arch="luck" editor="luck bonus" type="int"> |
917 | With positive luck bonus, the player is more likely to |
1048 | With positive luck bonus, the player is more likely to |
918 | succeed in all sorts of things (spellcasting, praying,...). |
1049 | succeed in all sorts of things (spellcasting, praying,...). |
919 | Unless the <luck bonus> is very high, the effect will be |
1050 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1034 | get teleported after they died on this battleground. |
1165 | get teleported after they died on this battleground. |
1035 | </attribute> |
1166 | </attribute> |
1036 | </type> |
1167 | </type> |
1037 | |
1168 | |
1038 | <!--####################################################################--> |
1169 | <!--####################################################################--> |
|
|
1170 | <type number="165" name="Safe ground"> |
|
|
1171 | <ignore> |
|
|
1172 | <ignore_list name="non_pickable" /> |
|
|
1173 | </ignore> |
|
|
1174 | <description><![CDATA[ |
|
|
1175 | Safe ground is a special object that prevents any effects that might |
|
|
1176 | be harmful for the map, other players or items on the map. |
|
|
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1178 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1179 | do cast spells still work. |
|
|
1180 | ]]> |
|
|
1181 | </description> |
|
|
1182 | <use><![CDATA[ |
|
|
1183 | Safe ground can be used to prevents any means of burning |
|
|
1184 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1185 | in your map and your shop will be safe. It's generally useful for making |
|
|
1186 | areas where really no kind of spell should be invoked by a player. |
|
|
1187 | ]]> |
|
|
1188 | </use> |
|
|
1189 | &movement_types_terrain; |
|
|
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1191 | </type> |
|
|
1192 | |
|
|
1193 | <!--####################################################################--> |
1039 | <type number="8" name="Book"> |
1194 | <type number="8" name="Book"> |
1040 | <description><![CDATA[ |
1195 | <description><![CDATA[ |
1041 | Applying a book, the containing message is displayed to the player. ]]> |
1196 | Applying a book, the containing message is displayed to the player. ]]> |
1042 | </description> |
1197 | </description> |
1043 | <attribute arch="level" editor="literacy level" type="int"> |
1198 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1386 | <ignore_list name="system_object" /> |
1541 | <ignore_list name="system_object" /> |
1387 | </ignore> |
1542 | </ignore> |
1388 | <description><![CDATA[ |
1543 | <description><![CDATA[ |
1389 | A creator is an object which creates another object when it |
1544 | A creator is an object which creates another object when it |
1390 | is triggered. The child object can be anything. Creators are |
1545 | is triggered. The child object can be anything. Creators are |
1391 | VERY useful for all kinds of map-mechanisms. ]]> |
1546 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1547 | periodically create things. ]]> |
1392 | </description> |
1548 | </description> |
1393 | <use><![CDATA[ |
1549 | <use><![CDATA[ |
1394 | Don't hesitate to hide your creators under the floor. |
1550 | Don't hesitate to hide your creators under the floor. |
1395 | The created items will still always appear ontop of the floor. ]]> |
1551 | The created items will still always appear ontop of the floor. ]]> |
1396 | </use> |
1552 | </use> |
… | |
… | |
1404 | </attribute> |
1560 | </attribute> |
1405 | <attribute arch="connected" editor="connection" type="int"> |
1561 | <attribute arch="connected" editor="connection" type="int"> |
1406 | Whenever the connection value is activated, |
1562 | Whenever the connection value is activated, |
1407 | the creator gets triggered. |
1563 | the creator gets triggered. |
1408 | </attribute> |
1564 | </attribute> |
|
|
1565 | &activate_on; |
1409 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1566 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1410 | If <infinit uses> is set, the creator will work |
1567 | If <infinit uses> is set, the creator will work |
1411 | infinitely, regardless of the value in <number of uses>. |
1568 | infinitely, regardless of the value in <number of uses>. |
|
|
1569 | </attribute> |
|
|
1570 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1571 | When this field is set the creator will periodically create stuff |
|
|
1572 | (and will still do so when the connection is triggered). |
|
|
1573 | A value of 1 means roughly 8 times a second. |
1412 | </attribute> |
1574 | </attribute> |
1413 | <attribute arch="hp" editor="number of uses" type="int"> |
1575 | <attribute arch="hp" editor="number of uses" type="int"> |
1414 | The creator can be triggered <number of uses> times, thus |
1576 | The creator can be triggered <number of uses> times, thus |
1415 | creating that many objects, before it dissappears. |
1577 | creating that many objects, before it dissappears. |
1416 | Default is <number of uses> 1 (-> one-time usage). |
1578 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1458 | </attribute> |
1620 | </attribute> |
1459 | <attribute arch="speed" editor="detection speed" type="float"> |
1621 | <attribute arch="speed" editor="detection speed" type="float"> |
1460 | This value defines the time between two detector-checks. |
1622 | This value defines the time between two detector-checks. |
1461 | If you want the detector to behave almost like pedestals/buttons, |
1623 | If you want the detector to behave almost like pedestals/buttons, |
1462 | set speed rather high, like <detection speed> 1.0. |
1624 | set speed rather high, like <detection speed> 1.0. |
|
|
1625 | </attribute> |
|
|
1626 | &speed_left; |
|
|
1627 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1628 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1629 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1630 | by 1. |
1463 | </attribute> |
1631 | </attribute> |
1464 | </type> |
1632 | </type> |
1465 | |
1633 | |
1466 | <!--####################################################################--> |
1634 | <!--####################################################################--> |
1467 | <type number="112" name="Director"> |
1635 | <type number="112" name="Director"> |
… | |
… | |
1499 | <type number="158" name="Disease"> |
1667 | <type number="158" name="Disease"> |
1500 | <ignore> |
1668 | <ignore> |
1501 | <ignore_list name="system_object" /> |
1669 | <ignore_list name="system_object" /> |
1502 | </ignore> |
1670 | </ignore> |
1503 | <description><![CDATA[ |
1671 | <description><![CDATA[ |
1504 | Diseases are an intersting form of spellcraft in Crossfire. |
1672 | Diseases are an intersting form of spellcraft in Deliantra. |
1505 | Once casted, they can spread out and infect creatures in a large |
1673 | Once casted, they can spread out and infect creatures in a large |
1506 | area. Being infected can have various effects, from amusing farts |
1674 | area. Being infected can have various effects, from amusing farts |
1507 | to horrible damage - almost everything is possible. ]]> |
1675 | to horrible damage - almost everything is possible. ]]> |
1508 | </description> |
1676 | </description> |
1509 | <use><![CDATA[ |
1677 | <use><![CDATA[ |
… | |
… | |
1568 | </attribute> |
1736 | </attribute> |
1569 | <attribute arch="speed" editor="moving speed" type="float"> |
1737 | <attribute arch="speed" editor="moving speed" type="float"> |
1570 | The <speed> of the disease determines how fast the disease will |
1738 | The <speed> of the disease determines how fast the disease will |
1571 | "move", thus how fast the symptoms strike the host. |
1739 | "move", thus how fast the symptoms strike the host. |
1572 | </attribute> |
1740 | </attribute> |
|
|
1741 | &speed_left; |
1573 | </section> |
1742 | </section> |
1574 | <section name="symptoms"> |
1743 | <section name="symptoms"> |
1575 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1744 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1576 | The disease will attack the host with the given <attacktype>. |
1745 | The disease will attack the host with the given <attacktype>. |
1577 | Godpower attacktype is commonly used for "unresistable" diseases. |
1746 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1682 | This string defines the object that will be created when the door was |
1851 | This string defines the object that will be created when the door was |
1683 | defeated. |
1852 | defeated. |
1684 | </attribute> |
1853 | </attribute> |
1685 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1854 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1686 | This entry determines what kind of traps will appear in the door. |
1855 | This entry determines what kind of traps will appear in the door. |
|
|
1856 | </attribute> |
|
|
1857 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1858 | Set this flag to move treasure items created into the environment (map) |
|
|
1859 | instead of putting them into the object. |
1687 | </attribute> |
1860 | </attribute> |
1688 | </type> |
1861 | </type> |
1689 | |
1862 | |
1690 | <!--####################################################################--> |
1863 | <!--####################################################################--> |
1691 | <type number="83" name="Duplicator"> |
1864 | <type number="83" name="Duplicator"> |
… | |
… | |
1709 | loose the input matches the chance to earn winnings.<br> |
1882 | loose the input matches the chance to earn winnings.<br> |
1710 | A duplicator with <multiply factor> 3 for example should have a |
1883 | A duplicator with <multiply factor> 3 for example should have a |
1711 | loosing rate of 2/3 = 67%. ]]> |
1884 | loosing rate of 2/3 = 67%. ]]> |
1712 | </use> |
1885 | </use> |
1713 | <attribute arch="other_arch" editor="target arch" type="string"> |
1886 | <attribute arch="other_arch" editor="target arch" type="string"> |
1714 | Only objects of matching archtype, lying ontop of the dublicator will be |
1887 | Only objects of matching archtype, lying ontop of the duplicator will be |
1715 | dublicated, multiplied or removed. All other objects will be ignored. |
1888 | duplicated, multiplied or removed. All other objects will be ignored. |
1716 | </attribute> |
1889 | </attribute> |
1717 | <attribute arch="level" editor="multiply factor" type="int"> |
1890 | <attribute arch="level" editor="multiply factor" type="int"> |
1718 | The number of items in the target pile will be multiplied by the |
1891 | The number of items in the target pile will be multiplied by the |
1719 | <multiply factor>. If it is set to zero, all target objects |
1892 | <multiply factor>. If it is set to zero, all target objects |
1720 | will be destroyed. |
1893 | will be destroyed. |
… | |
… | |
1722 | <attribute arch="connected" editor="connection" type="int"> |
1895 | <attribute arch="connected" editor="connection" type="int"> |
1723 | An activator (lever, altar, button, etc) with matching connection value |
1896 | An activator (lever, altar, button, etc) with matching connection value |
1724 | is able to trigger this duplicator. Be very careful that players cannot |
1897 | is able to trigger this duplicator. Be very careful that players cannot |
1725 | abuse it to create endless amounts of money or other valuable stuff! |
1898 | abuse it to create endless amounts of money or other valuable stuff! |
1726 | </attribute> |
1899 | </attribute> |
|
|
1900 | &activate_on; |
1727 | </type> |
1901 | </type> |
1728 | |
1902 | |
1729 | <!--####################################################################--> |
1903 | <!--####################################################################--> |
1730 | <type number="66" name="Exit"> |
1904 | <type number="66" name="Exit"> |
1731 | <ignore> |
1905 | <ignore> |
… | |
… | |
1778 | If set, this message will be displayed to the player when he applies the exit. |
1952 | If set, this message will be displayed to the player when he applies the exit. |
1779 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1953 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1780 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1954 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1781 | is poor, but you get the point. =) |
1955 | is poor, but you get the point. =) |
1782 | </attribute> |
1956 | </attribute> |
1783 | <attribute arch="unique" editor="unique destination" type="bool"> |
1957 | <attribute arch="damned" editor="set savebed" type="bool"> |
1784 | This flag defines the destined map as "personal unique map". If set, |
1958 | If set, then players using this exit will have their savebed position |
1785 | there will be a seperate version of that map for every player out there. |
1959 | set to the destination of the exit when passing through. |
1786 | This feature is used for the permanent apartments |
|
|
1787 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1788 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1789 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1790 | (see floors). |
|
|
1791 | An exit pointing outside of a personal unique map must have the |
|
|
1792 | "unique destination"-flag unset. |
|
|
1793 | </attribute> |
1960 | </attribute> |
1794 | </type> |
1961 | </type> |
1795 | |
1962 | |
1796 | <!--####################################################################--> |
1963 | <!--####################################################################--> |
1797 | <type number="72" name="Flesh"> |
1964 | <type number="72" name="Flesh"> |
1798 | <description><![CDATA[ |
1965 | <description><![CDATA[ |
1799 | Just like with food, the player can fill his stomache and gain a |
1966 | Just like with food, the player can fill his stomache and gain a |
1800 | little health by eating flesh-objects. <br> |
1967 | little health by eating flesh-objects. <br> |
1801 | For dragon players, flesh plays a very special role though: If the |
1968 | For dragon players, flesh plays a very special role though: If the |
1802 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1969 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1803 | those cathegories. The only constraint to this process is the <flesh level>. |
1970 | those categories. The only constraint to this process is the <flesh level>. |
1804 | Don't forget that flesh items with resistances have to be balanced |
1971 | Don't forget that flesh items with resistances have to be balanced |
1805 | according to map/monster difficulty. ]]> |
1972 | according to map/monster difficulty. ]]> |
1806 | </description> |
1973 | </description> |
1807 | <use><![CDATA[ |
1974 | <use><![CDATA[ |
1808 | For dragon players, flesh items can be highly valuable. Note that many |
1975 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1829 | </attribute> |
1996 | </attribute> |
1830 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1997 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1831 | A godgiven item vanishes as soon as the player |
1998 | A godgiven item vanishes as soon as the player |
1832 | drops it to the ground. |
1999 | drops it to the ground. |
1833 | </attribute> |
2000 | </attribute> |
1834 | <section name="resistance"> |
2001 | &resistances_flesh_section; |
1835 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1836 | Resistances on flesh items make them more durable against spellcraft |
|
|
1837 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1838 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1839 | items in a monster's inventory. |
|
|
1840 | </attribute> |
|
|
1841 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1842 | Resistances on flesh items make them more durable against spellcraft |
|
|
1843 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1844 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1845 | items in a monster's inventory. |
|
|
1846 | </attribute> |
|
|
1847 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1848 | Resistances on flesh items make them more durable against spellcraft |
|
|
1849 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1850 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1851 | items in a monster's inventory. |
|
|
1852 | </attribute> |
|
|
1853 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1854 | Resistances on flesh items make them more durable against spellcraft |
|
|
1855 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1856 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1857 | items in a monster's inventory. |
|
|
1858 | </attribute> |
|
|
1859 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1860 | Resistances on flesh items make them more durable against spellcraft |
|
|
1861 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1862 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1863 | items in a monster's inventory. |
|
|
1864 | </attribute> |
|
|
1865 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1866 | Resistances on flesh items make them more durable against spellcraft |
|
|
1867 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1868 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1869 | items in a monster's inventory. |
|
|
1870 | </attribute> |
|
|
1871 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1872 | Resistances on flesh items make them more durable against spellcraft |
|
|
1873 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1874 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1875 | items in a monster's inventory. |
|
|
1876 | </attribute> |
|
|
1877 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1878 | Resistances on flesh items make them more durable against spellcraft |
|
|
1879 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1880 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1881 | items in a monster's inventory. |
|
|
1882 | </attribute> |
|
|
1883 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1884 | Resistances on flesh items make them more durable against spellcraft |
|
|
1885 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1886 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1887 | items in a monster's inventory. |
|
|
1888 | </attribute> |
|
|
1889 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1890 | Resistances on flesh items make them more durable against spellcraft |
|
|
1891 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1892 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1893 | items in a monster's inventory. |
|
|
1894 | </attribute> |
|
|
1895 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1896 | Resistances on flesh items make them more durable against spellcraft |
|
|
1897 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1898 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1899 | items in a monster's inventory. |
|
|
1900 | </attribute> |
|
|
1901 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1902 | Resistances on flesh items make them more durable against spellcraft |
|
|
1903 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1904 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1905 | items in a monster's inventory. |
|
|
1906 | </attribute> |
|
|
1907 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1908 | Resistances on flesh items make them more durable against spellcraft |
|
|
1909 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1910 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1911 | items in a monster's inventory. |
|
|
1912 | </attribute> |
|
|
1913 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1914 | Resistances on flesh items make them more durable against spellcraft |
|
|
1915 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1916 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1917 | items in a monster's inventory. |
|
|
1918 | </attribute> |
|
|
1919 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1920 | Resistances on flesh items make them more durable against spellcraft |
|
|
1921 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1922 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1923 | items in a monster's inventory. |
|
|
1924 | </attribute> |
|
|
1925 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1926 | RResistances on flesh items make them more durable against spellcraft |
|
|
1927 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1928 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1929 | items in a monster's inventory. |
|
|
1930 | </attribute> |
|
|
1931 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1932 | Resistances on flesh items make them more durable against spellcraft |
|
|
1933 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1934 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1935 | items in a monster's inventory. |
|
|
1936 | </attribute> |
|
|
1937 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1938 | Resistances on flesh items make them more durable against spellcraft |
|
|
1939 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1940 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1941 | items in a monster's inventory. |
|
|
1942 | </attribute> |
|
|
1943 | </section> |
|
|
1944 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2002 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1945 | This text may describe the item. |
2003 | This text may describe the item. |
1946 | </attribute> |
2004 | </attribute> |
1947 | </type> |
2005 | </type> |
1948 | |
2006 | |
… | |
… | |
2054 | <type number="91" name="Gate"> |
2112 | <type number="91" name="Gate"> |
2055 | <ignore> |
2113 | <ignore> |
2056 | <ignore_list name="non_pickable" /> |
2114 | <ignore_list name="non_pickable" /> |
2057 | </ignore> |
2115 | </ignore> |
2058 | <description><![CDATA[ |
2116 | <description><![CDATA[ |
2059 | Gates play an important role in Crossfire. Gates can be opened |
2117 | Gates play an important role in Deliantra. Gates can be opened |
2060 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2061 | or carrying special key-objects (-> inventory checker). |
2119 | or carrying special key-objects (-> inventory checker). |
2062 | Unlike locked doors, gates can get shut again after a player has |
2120 | Unlike locked doors, gates can get shut again after a player has |
2063 | passed, which makes them more practical in many cases. ]]> |
2121 | passed, which makes them more practical in many cases. ]]> |
2064 | </description> |
2122 | </description> |
… | |
… | |
2066 | Use gates to divide your maps into seperated areas. After solving |
2124 | Use gates to divide your maps into seperated areas. After solving |
2067 | area A, the player gains access to area B, and so on. Make your |
2125 | area A, the player gains access to area B, and so on. Make your |
2068 | maps more complex than "one-way". ]]> |
2126 | maps more complex than "one-way". ]]> |
2069 | </use> |
2127 | </use> |
2070 | <attribute arch="no_pick" value="1" type="fixed" /> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2129 | <attribute arch="speed" value="1" type="float"> |
|
|
2130 | The speed of the gate affects how fast it is closing/opening. |
|
|
2131 | </attribute> |
2071 | <attribute arch="connected" editor="connection" type="int"> |
2132 | <attribute arch="connected" editor="connection" type="int"> |
2072 | Whenever the inventory checker is triggered, all objects with identical |
2133 | Whenever the inventory checker is triggered, all objects with identical |
2073 | <connection> value get activated. This only makes sense together with |
2134 | <connection> value get activated. This only makes sense together with |
2074 | <blocking passage> disabled. |
2135 | <blocking passage> disabled. |
2075 | </attribute> |
2136 | </attribute> |
… | |
… | |
2293 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2354 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2294 | To re-consecrate an altar, the player's wisdom level must be as |
2355 | To re-consecrate an altar, the player's wisdom level must be as |
2295 | high or higher than this value. In that way, some altars can not |
2356 | high or higher than this value. In that way, some altars can not |
2296 | be re-consecrated, while other altars, like those in dungeons, could be. |
2357 | be re-consecrated, while other altars, like those in dungeons, could be. |
2297 | |
2358 | |
2298 | Altars located in temples should have at least <reconsecrate level> 100. |
2359 | Altars located in temples should have at least <reconsecrate level> 120. |
2299 | Some characters might need those altars, they would be very unhappy to |
2360 | Some characters might need those altars, they would be very unhappy to |
2300 | see them re-consecrated to another cult. |
2361 | see them re-consecrated to another cult. |
2301 | </attribute> |
2362 | </attribute> |
2302 | </type> |
2363 | </type> |
2303 | |
2364 | |
… | |
… | |
2355 | alchemical receipes. By themselves, they have no special |
2416 | alchemical receipes. By themselves, they have no special |
2356 | functionalities. ]]> |
2417 | functionalities. ]]> |
2357 | </description> |
2418 | </description> |
2358 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2419 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2359 | </attribute> |
2420 | </attribute> |
2360 | <section name="resistance"> |
2421 | &resistances_basic; |
2361 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2362 | </attribute> |
|
|
2363 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2364 | </attribute> |
|
|
2365 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2366 | </attribute> |
|
|
2367 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2368 | </attribute> |
|
|
2369 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2370 | </attribute> |
|
|
2371 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2372 | </attribute> |
|
|
2373 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2374 | </attribute> |
|
|
2375 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2376 | </attribute> |
|
|
2377 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2378 | </attribute> |
|
|
2379 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2380 | </attribute> |
|
|
2381 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2382 | </attribute> |
|
|
2383 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2384 | </attribute> |
|
|
2385 | </section> |
|
|
2386 | </type> |
2422 | </type> |
2387 | |
2423 | |
2388 | <!--####################################################################--> |
2424 | <!--####################################################################--> |
2389 | <type number="64" name="Inventory Checker"> |
2425 | <type number="64" name="Inventory Checker"> |
2390 | <ignore> |
2426 | <ignore> |
… | |
… | |
2540 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2541 | <attribute arch="slaying" editor="key string" type="string"> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2542 | The <key string> in the door must be identical with the |
2578 | The <key string> in the door must be identical with the |
2543 | <key string> in the special key, then the door is unlocked. |
2579 | <key string> in the special key, then the door is unlocked. |
2544 | It is VERY important to set the <key string> to something that |
2580 | It is VERY important to set the <key string> to something that |
2545 | is unique among the CF mapset. |
2581 | is unique among the Deliantra mapset. |
2546 | |
2582 | |
2547 | DONT EVER USE the default string "set_individual_value". |
2583 | DONT EVER USE the default string "set_individual_value". |
2548 | </attribute> |
2584 | </attribute> |
2549 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2585 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2550 | Restricting the use of spells to pass this door. |
2586 | Restricting the use of spells to pass this door. |
… | |
… | |
2650 | <attribute arch="connected" editor="connection" type="int"> |
2686 | <attribute arch="connected" editor="connection" type="int"> |
2651 | Every time the <connection> value is triggered, the wall will cast |
2687 | Every time the <connection> value is triggered, the wall will cast |
2652 | it's spell. You should set <casting speed> to zero, or this won't |
2688 | it's spell. You should set <casting speed> to zero, or this won't |
2653 | have much visible effect. |
2689 | have much visible effect. |
2654 | </attribute> |
2690 | </attribute> |
|
|
2691 | &activate_on; |
2655 | <attribute arch="speed" editor="casting speed" type="float"> |
2692 | <attribute arch="speed" editor="casting speed" type="float"> |
2656 | The <casting speed> defines the spellcasting speed of the wall. |
2693 | The <casting speed> defines the spellcasting speed of the wall. |
2657 | You can fine-tune how long the duration between two casts shall |
2694 | You can fine-tune how long the duration between two casts shall |
2658 | be. If you want to create a wall that can be activated (cast per |
2695 | be. If you want to create a wall that can be activated (cast per |
2659 | trigger) via connected lever/button/etc, you must set "speed 0". |
2696 | trigger) via connected lever/button/etc, you must set "speed 0". |
2660 | </attribute> |
2697 | </attribute> |
|
|
2698 | &speed_left; |
2661 | <attribute arch="sp" editor="direction" type="list_direction"> |
2699 | <attribute arch="sp" editor="direction" type="list_direction"> |
2662 | The magic wall will cast it's spells always in the specified |
2700 | The magic wall will cast it's spells always in the specified |
2663 | <direction>. A magic wall with direction set to <none> will |
2701 | <direction>. A magic wall with direction set to <none> will |
2664 | always fire in a random direction. |
2702 | always fire in a random direction. |
2665 | </attribute> |
2703 | </attribute> |
… | |
… | |
2682 | A magic wall of high <armour class> is less likely to get hit from |
2720 | A magic wall of high <armour class> is less likely to get hit from |
2683 | an opponent. <armour class> can be considered the "counterpiece" |
2721 | an opponent. <armour class> can be considered the "counterpiece" |
2684 | to <weapon class>. |
2722 | to <weapon class>. |
2685 | </attribute> |
2723 | </attribute> |
2686 | </section> |
2724 | </section> |
2687 | <section name="resistance"> |
2725 | &resistances_basic; |
2688 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2689 | </attribute> |
|
|
2690 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2691 | </attribute> |
|
|
2692 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2693 | </attribute> |
|
|
2694 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2695 | </attribute> |
|
|
2696 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2697 | </attribute> |
|
|
2698 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2699 | </attribute> |
|
|
2700 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2701 | </attribute> |
|
|
2702 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2703 | </attribute> |
|
|
2704 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2705 | </attribute> |
|
|
2706 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2707 | </attribute> |
|
|
2708 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2709 | </attribute> |
|
|
2710 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2711 | </attribute> |
|
|
2712 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2713 | </attribute> |
|
|
2714 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2715 | </attribute> |
|
|
2716 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2717 | </attribute> |
|
|
2718 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2719 | </attribute> |
|
|
2720 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2721 | </attribute> |
|
|
2722 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2723 | </attribute> |
|
|
2724 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2725 | </attribute> |
|
|
2726 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2727 | </attribute> |
|
|
2728 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2729 | </attribute> |
|
|
2730 | </section> |
|
|
2731 | </type> |
2726 | </type> |
2732 | |
2727 | |
2733 | <!--####################################################################--> |
2728 | <!--####################################################################--> |
2734 | <type number="55" name="Marker"> |
2729 | <type number="55" name="Marker"> |
2735 | <ignore> |
2730 | <ignore> |
… | |
… | |
2769 | The <marking speed> defines how quickly it will mark something |
2764 | The <marking speed> defines how quickly it will mark something |
2770 | standing on the marker. Set this value rather high to make |
2765 | standing on the marker. Set this value rather high to make |
2771 | sure the player really gets his mark. I think <marking speed> 1.0 |
2766 | sure the player really gets his mark. I think <marking speed> 1.0 |
2772 | should do fine. |
2767 | should do fine. |
2773 | </attribute> |
2768 | </attribute> |
|
|
2769 | &speed_left; |
2774 | <attribute arch="food" editor="mark duration" type="int"> |
2770 | <attribute arch="food" editor="mark duration" type="int"> |
2775 | This value defines the duration of the force it inserts. |
2771 | This value defines the duration of the force it inserts. |
2776 | If nonzero, the duration of the player's mark is finite: |
2772 | If nonzero, the duration of the player's mark is finite: |
2777 | about 1 food per 10 seconds. <mark duration> zero/unset |
2773 | about 1 food per 10 seconds. <mark duration> zero/unset |
2778 | means the mark will stay on the player forever. |
2774 | means the mark will stay on the player forever. |
… | |
… | |
2878 | |
2874 | |
2879 | Note that you can always put items into the monster's |
2875 | Note that you can always put items into the monster's |
2880 | inventory. Those will drop-at-kill just like the stuff |
2876 | inventory. Those will drop-at-kill just like the stuff |
2881 | from the <treasurelist>. |
2877 | from the <treasurelist>. |
2882 | </attribute> |
2878 | </attribute> |
|
|
2879 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2880 | Set this flag to move treasure items created into the environment (map) |
|
|
2881 | instead of putting them into the object. |
|
|
2882 | </attribute> |
2883 | <attribute arch="level" editor="level" type="int"> |
2883 | <attribute arch="level" editor="level" type="int"> |
2884 | A monster's <level> is the most important attribute. |
2884 | A monster's <level> is the most important attribute. |
2885 | <level> affects the power of a monster in various ways. |
2885 | <level> affects the power of a monster in various ways. |
2886 | </attribute> |
2886 | </attribute> |
2887 | <attribute arch="race" editor="race" type="string"> |
2887 | <attribute arch="race" editor="race" type="string"> |
2888 | Every monster should have a race set to cathegorize it. |
2888 | Every monster should have a race set to categorize it. |
2889 | The monster's <race> can have different effects: |
2889 | The monster's <race> can have different effects: |
2890 | Slaying weapons inflict tripple damage against enemy races |
2890 | Slaying weapons inflict tripple damage against enemy races |
2891 | and holy word kills only enemy races of the god. |
2891 | and holy word kills only enemy races of the god. |
2892 | </attribute> |
2892 | </attribute> |
2893 | <attribute arch="exp" editor="experience" type="int"> |
2893 | <attribute arch="exp" editor="experience" type="int"> |
2894 | When a player kills this monster, he will get exactly this |
2894 | When a player kills this monster, he will get exactly this |
2895 | amount of <experience>. The experience will flow into |
2895 | amount of <experience>. The experience will flow into |
2896 | the skill-cathegory the player used for the kill. |
2896 | the skill-category the player used for the kill. |
2897 | |
2897 | |
2898 | If you create special monsters of tweaked strenght/abilities, |
2898 | If you create special monsters of tweaked strenght/abilities, |
2899 | always make sure that the <experience> is set to a |
2899 | always make sure that the <experience> is set to a |
2900 | reasonable value. Compare with existing arches to get a feeling |
2900 | reasonable value. Compare with existing arches to get a feeling |
2901 | what reasonable means. Keep in mind that spellcasting monsters |
2901 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2903 | </attribute> |
2903 | </attribute> |
2904 | <attribute arch="speed" editor="speed" type="float"> |
2904 | <attribute arch="speed" editor="speed" type="float"> |
2905 | The <speed> determines how fast a monster will both move |
2905 | The <speed> determines how fast a monster will both move |
2906 | and fight. High <speed> makes a monster considerably stronger. |
2906 | and fight. High <speed> makes a monster considerably stronger. |
2907 | </attribute> |
2907 | </attribute> |
|
|
2908 | &speed_left; |
2908 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2909 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2909 | This only takes effect if <multiply> is enabled. The monster will |
2910 | This only takes effect if <multiply> is enabled. The monster will |
2910 | create a <breed monster> every once in a while. <breed monster> |
2911 | create a <breed monster> every once in a while. <breed monster> |
2911 | can be set to any valid arch-name of a monster. Multipart monster |
2912 | can be set to any valid arch-name of a monster. Multipart monster |
2912 | should not be used. |
2913 | should not be used. |
… | |
… | |
2932 | </attribute> |
2933 | </attribute> |
2933 | <attribute arch="carrying" editor="carries weight" type="int"> |
2934 | <attribute arch="carrying" editor="carries weight" type="int"> |
2934 | If a monster has something in the inventory, this |
2935 | If a monster has something in the inventory, this |
2935 | value can be set to reflect the slowdown due to |
2936 | value can be set to reflect the slowdown due to |
2936 | the carried weight. |
2937 | the carried weight. |
|
|
2938 | </attribute> |
|
|
2939 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2940 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2941 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2942 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2943 | and will try to save them when the player logs out. |
2937 | </attribute> |
2944 | </attribute> |
2938 | |
2945 | |
2939 | <section name="melee"> |
2946 | <section name="melee"> |
2940 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2947 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2941 | This number is a bitmask, specifying the monster's attacktypes |
2948 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3113 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3120 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3114 | Monsters which <stand still> won't move to leave their position. |
3121 | Monsters which <stand still> won't move to leave their position. |
3115 | When agressive, they will attack all enemies who get close to |
3122 | When agressive, they will attack all enemies who get close to |
3116 | them. This behaviour is commonly known from castle guards. |
3123 | them. This behaviour is commonly known from castle guards. |
3117 | |
3124 | |
3118 | In older versions of Crossfire it was possible to eventually |
3125 | In older versions of Deliantra it was possible to eventually |
3119 | push a <stand still>-monster out of position by force. |
3126 | push a <stand still>-monster out of position by force. |
3120 | I believe this is no longer possible. Neverthless, you should |
3127 | I believe this is no longer possible. Neverthless, you should |
3121 | still be cautious when lining up <stand still>-monster in order |
3128 | still be cautious when lining up <stand still>-monster in order |
3122 | to "defend" something: Such monsters are rather easy to kill. |
3129 | to "defend" something: Such monsters are rather easy to kill. |
3123 | It's good for low level maps, but not much more. |
3130 | It's good for low level maps, but not much more. |
… | |
… | |
3145 | the creature wakes up. This is done as a square, for reasons of speed. |
3152 | the creature wakes up. This is done as a square, for reasons of speed. |
3146 | Thus, if the <sensing range> is 11, any player that moves within the |
3153 | Thus, if the <sensing range> is 11, any player that moves within the |
3147 | 11x11 square of the monster will wake the monster up. If the player |
3154 | 11x11 square of the monster will wake the monster up. If the player |
3148 | has stealth, the size of this square is reduced in half plus 1. |
3155 | has stealth, the size of this square is reduced in half plus 1. |
3149 | </attribute> |
3156 | </attribute> |
3150 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3157 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3158 | If this is set to default, the standard mode of movement will be used. |
|
|
3159 | </attribute> |
|
|
3160 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3161 | This movement is not in effect when the monster has an enemy and should |
|
|
3162 | only be used for non agressive monsters. |
3151 | </attribute> |
3163 | </attribute> |
3152 | <attribute arch="run_away" editor="run at % health" type="int"> |
3164 | <attribute arch="run_away" editor="run at % health" type="int"> |
3153 | This is a percentage value in the range 0-100. |
3165 | This is a percentage value in the range 0-100. |
3154 | When the monster's health points drop below this percentage |
3166 | When the monster's health points drop below this percentage |
3155 | (relative to max health), it attempts to run away from the |
3167 | (relative to max health), it attempts to run away from the |
3156 | attacker. |
3168 | attacker. |
3157 | </attribute> |
3169 | </attribute> |
3158 | </section> |
3170 | </section> |
3159 | |
3171 | &resistances_basic; |
3160 | <section name="resistance"> |
|
|
3161 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3162 | </attribute> |
|
|
3163 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3164 | </attribute> |
|
|
3165 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3166 | </attribute> |
|
|
3167 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3168 | </attribute> |
|
|
3169 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3170 | </attribute> |
|
|
3171 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3172 | </attribute> |
|
|
3173 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3174 | </attribute> |
|
|
3175 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3176 | </attribute> |
|
|
3177 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3178 | </attribute> |
|
|
3179 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3180 | </attribute> |
|
|
3181 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3182 | </attribute> |
|
|
3183 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3184 | </attribute> |
|
|
3185 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3186 | </attribute> |
|
|
3187 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3188 | </attribute> |
|
|
3189 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3190 | </attribute> |
|
|
3191 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3192 | </attribute> |
|
|
3193 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3194 | </attribute> |
|
|
3195 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3196 | </attribute> |
|
|
3197 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3198 | </attribute> |
|
|
3199 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3200 | </attribute> |
|
|
3201 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3202 | </attribute> |
|
|
3203 | </section> |
|
|
3204 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3172 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3205 | </attribute> |
3173 | </attribute> |
3206 | </type> |
3174 | </type> |
3207 | |
3175 | |
3208 | <!--####################################################################--> |
3176 | <!--####################################################################--> |
… | |
… | |
3213 | <attribute arch="name_pl" /> |
3181 | <attribute arch="name_pl" /> |
3214 | <attribute arch="nrof" /> |
3182 | <attribute arch="nrof" /> |
3215 | <attribute arch="value" /> |
3183 | <attribute arch="value" /> |
3216 | <attribute arch="unpaid" /> |
3184 | <attribute arch="unpaid" /> |
3217 | </ignore> |
3185 | </ignore> |
3218 | <description><![CDATA[ |
3186 | <description> |
3219 | A grimreaper is a monster that vanishes after it did some number of |
3187 | A grimreaper is a monster that vanishes after it did some number of |
3220 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3188 | draining attacks. |
3221 | </description> |
3189 | </description> |
3222 | <section name="grimreaper"> |
3190 | <section name="grimreaper"> |
3223 | <attribute arch="value" editor="attacks" type="int"> |
3191 | <attribute arch="value" editor="attacks" type="int"> |
3224 | The object vanishes after this number of draining attacks. |
3192 | The object vanishes after this number of draining attacks. |
3225 | </attribute> |
3193 | </attribute> |
… | |
… | |
3336 | </attribute> |
3304 | </attribute> |
3337 | <attribute arch="speed" editor="movement speed" type="float"> |
3305 | <attribute arch="speed" editor="movement speed" type="float"> |
3338 | The movement speed value determines how fast a chain of |
3306 | The movement speed value determines how fast a chain of |
3339 | these movers will push a player along (default is -0.2). |
3307 | these movers will push a player along (default is -0.2). |
3340 | </attribute> |
3308 | </attribute> |
|
|
3309 | &speed_left; |
3341 | <attribute arch="sp" editor="direction" type="list_direction"> |
3310 | <attribute arch="sp" editor="direction" type="list_direction"> |
3342 | The mover will push creatures in the specified <direction>. |
3311 | The mover will push creatures in the specified <direction>. |
3343 | A mover with direction set to <none> will spin clockwise, |
3312 | A mover with direction set to <none> will spin clockwise, |
3344 | thus pushing creatures in unpredictable directions. |
3313 | thus pushing creatures in unpredictable directions. |
3345 | </attribute> |
3314 | </attribute> |
… | |
… | |
3432 | <attribute arch="no_pick" value="1" type="fixed" /> |
3401 | <attribute arch="no_pick" value="1" type="fixed" /> |
3433 | <attribute arch="connected" editor="connection" type="int"> |
3402 | <attribute arch="connected" editor="connection" type="int"> |
3434 | When a <connection> value is set, the pit can be opened/closed |
3403 | When a <connection> value is set, the pit can be opened/closed |
3435 | by activating the connection. |
3404 | by activating the connection. |
3436 | </attribute> |
3405 | </attribute> |
|
|
3406 | &activate_on; |
3437 | <attribute arch="hp" editor="destination X" type="int"> |
3407 | <attribute arch="hp" editor="destination X" type="int"> |
3438 | The pit will transport creatures (and items) randomly into a two-square |
3408 | The pit will transport creatures (and items) randomly into a two-square |
3439 | radius of the destination coordinates. |
3409 | radius of the destination coordinates. |
3440 | If the destination square becomes blocked, the pit will act like |
3410 | If the destination square becomes blocked, the pit will act like |
3441 | being filled up and not work anymore! |
3411 | being filled up and not work anymore! |
… | |
… | |
3451 | Zero means completely open/down, the "number of animation-steps" (usually |
3421 | Zero means completely open/down, the "number of animation-steps" (usually |
3452 | about 6 or 7) means completely closed/up state. I suggest you don't |
3422 | about 6 or 7) means completely closed/up state. I suggest you don't |
3453 | mess with this value - Leave the default in place. |
3423 | mess with this value - Leave the default in place. |
3454 | </attribute> |
3424 | </attribute> |
3455 | &move_on; |
3425 | &move_on; |
|
|
3426 | <attribute arch="speed" editor="activation speed" type="float"> |
|
|
3427 | If the <activation speed> is nonzero, the pit will |
|
|
3428 | automatically be activated in regular time-intervals. Hence, the |
|
|
3429 | player can just step on it and gets teleported sooner or later. |
|
|
3430 | The duration between two activates depends on the given value. |
|
|
3431 | Default in the pit arch is <activation speed> 0, i.e. disabled. |
|
|
3432 | |
|
|
3433 | VERY IMPORTANT: If you want to have your pit activated via |
|
|
3434 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
3435 | </attribute> |
|
|
3436 | &speed_left; |
3456 | </type> |
3437 | </type> |
3457 | |
3438 | |
3458 | <!--####################################################################--> |
3439 | <!--####################################################################--> |
3459 | <type number="7" name="Poison Food"> |
3440 | <type number="7" name="Poison Food"> |
3460 | <description><![CDATA[ |
3441 | <description><![CDATA[ |
… | |
… | |
3496 | </attribute> |
3477 | </attribute> |
3497 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3478 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3498 | A godgiven item vanishes as soon as the player |
3479 | A godgiven item vanishes as soon as the player |
3499 | drops it to the ground. |
3480 | drops it to the ground. |
3500 | </attribute> |
3481 | </attribute> |
3501 | <section name="stats"> |
3482 | &player_stat_resist_sections; |
3502 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3503 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3504 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3505 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3506 | stats if positive. |
|
|
3507 | </attribute> |
|
|
3508 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3509 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3510 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3511 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3512 | stats if positive. |
|
|
3513 | </attribute> |
|
|
3514 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3515 | The player's constitution will rise/fall by the given value for permanent |
|
|
3516 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3517 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3518 | stats if positive. |
|
|
3519 | </attribute> |
|
|
3520 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3521 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3522 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3523 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3524 | stats if positive. |
|
|
3525 | </attribute> |
|
|
3526 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3527 | The player's power will rise/fall by the given value for permanent |
|
|
3528 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3529 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3530 | stats if positive. |
|
|
3531 | </attribute> |
|
|
3532 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3533 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3534 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3535 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3536 | stats if positive. |
|
|
3537 | </attribute> |
|
|
3538 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3539 | The player's charisma will rise/fall by the given value for permanent |
|
|
3540 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3541 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3542 | stats if positive. |
|
|
3543 | </attribute> |
|
|
3544 | </section> |
|
|
3545 | <section name="resistance"> |
|
|
3546 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3547 | The player's resistance to physical will rise by this value in percent |
|
|
3548 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3549 | add on the values from the player's equipment. |
|
|
3550 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3551 | </attribute> |
|
|
3552 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3553 | The player's resistance to magic will rise by this value in percent |
|
|
3554 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3555 | add on the values from the player's equipment. |
|
|
3556 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3557 | </attribute> |
|
|
3558 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3559 | The player's resistance to fire will rise by this value in percent |
|
|
3560 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3561 | add on the values from the player's equipment. |
|
|
3562 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3563 | </attribute> |
|
|
3564 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3565 | The player's resistance to electricity will rise by this value in percent |
|
|
3566 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3567 | add on the values from the player's equipment. |
|
|
3568 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3569 | </attribute> |
|
|
3570 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3571 | The player's resistance to cold will rise by this value in percent |
|
|
3572 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3573 | add on the values from the player's equipment. |
|
|
3574 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3575 | </attribute> |
|
|
3576 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3577 | The player's resistance to acid will rise by this value in percent |
|
|
3578 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3579 | add on the values from the player's equipment. |
|
|
3580 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3581 | </attribute> |
|
|
3582 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3583 | The player's resistance to confusion will rise by this value in percent |
|
|
3584 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3585 | add on the values from the player's equipment. |
|
|
3586 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3587 | </attribute> |
|
|
3588 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3589 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3590 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3591 | add on the values from the player's equipment. |
|
|
3592 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3593 | </attribute> |
|
|
3594 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3595 | The player's resistance to paralyze will rise by this value in percent |
|
|
3596 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3597 | add on the values from the player's equipment. |
|
|
3598 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3599 | </attribute> |
|
|
3600 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3601 | The player's resistance to draining will rise by this value in percent |
|
|
3602 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3603 | add on the values from the player's equipment. |
|
|
3604 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3605 | </attribute> |
|
|
3606 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3607 | The player's resistance to depletion will rise by this value in percent |
|
|
3608 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3609 | add on the values from the player's equipment. |
|
|
3610 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3611 | </attribute> |
|
|
3612 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3613 | The player's resistance to poison will rise by this value in percent |
|
|
3614 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3615 | add on the values from the player's equipment. |
|
|
3616 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3617 | </attribute> |
|
|
3618 | </section> |
|
|
3619 | </type> |
3483 | </type> |
3620 | |
3484 | |
3621 | <!--####################################################################--> |
3485 | <!--####################################################################--> |
3622 | <type number="156" name="Power Crystal"> |
3486 | <type number="156" name="Power Crystal"> |
3623 | <description><![CDATA[ |
3487 | <description><![CDATA[ |
… | |
… | |
3892 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3756 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3893 | That means: |
3757 | That means: |
3894 | <UL> |
3758 | <UL> |
3895 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3759 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3896 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3760 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3897 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3761 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3898 | players get trapped in a savebed location. |
3762 | players get trapped in a savebed location. |
3899 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3763 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3900 | arch called "dungeon_magic" everywhere). This is not required, |
3764 | arch called "dungeon_magic" everywhere). This is not required, |
3901 | but it makes the place much more safe. |
3765 | but it makes the place much more safe. |
3902 | </UL> ]]> |
3766 | </UL> ]]> |
… | |
… | |
3957 | </type> |
3821 | </type> |
3958 | |
3822 | |
3959 | <!--####################################################################--> |
3823 | <!--####################################################################--> |
3960 | <type number="14" name="Shooting Weapon"> |
3824 | <type number="14" name="Shooting Weapon"> |
3961 | <description><![CDATA[ |
3825 | <description><![CDATA[ |
3962 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3826 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3963 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3827 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3964 | wielded both at the same time. Like with any other equipment, |
3828 | wielded both at the same time. Like with any other equipment, |
3965 | stats/bonuses from shooting weapons are directly inherited to the player. |
3829 | stats/bonuses from shooting weapons are directly inherited to the player. |
3966 | <br><br> |
3830 | <br><br> |
3967 | It's very easy to add new pairs of weapons & projectiles. |
3831 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
3969 | weapon and projectile. ]]> |
3833 | weapon and projectile. ]]> |
3970 | </description> |
3834 | </description> |
3971 | <use><![CDATA[ |
3835 | <use><![CDATA[ |
3972 | Shooting weapons should not add bonuses in general. There's already |
3836 | Shooting weapons should not add bonuses in general. There's already |
3973 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3837 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3974 | Schooting weapons should especially not add bonuses to the player |
3838 | Shooting weapons should especially not add bonuses to the player |
3975 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3839 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3976 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3840 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3977 | - still crap. ]]> |
3841 | - still crap. ]]> |
3978 | </use> |
3842 | </use> |
3979 | <attribute arch="race" editor="ammunition class" type="string"> |
3843 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4011 | amount of <item power>, depending on their own level. This is the |
3875 | amount of <item power>, depending on their own level. This is the |
4012 | only way to prevent low level players to wear "undeserved" equipment |
3876 | only way to prevent low level players to wear "undeserved" equipment |
4013 | (like gifts from other players or cheated items). |
3877 | (like gifts from other players or cheated items). |
4014 | |
3878 | |
4015 | It is very important to adjust the <item power> value carefully |
3879 | It is very important to adjust the <item power> value carefully |
4016 | for every artifact you create! If zero/unset, the CF server will |
3880 | for every artifact you create! If zero/unset, the Deliantra server will |
4017 | calculate a provisional value at runtime, but this is never |
3881 | calculate a provisional value at runtime, but this is never |
4018 | going to be an accurate measurement of <item power>. |
3882 | going to be an accurate measurement of <item power>. |
4019 | </attribute> |
3883 | </attribute> |
4020 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3884 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4021 | Usually the player's strentgh takes effect on the damage |
3885 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4187 | the connection is triggered. This should be used in combination with |
4051 | the connection is triggered. This should be used in combination with |
4188 | <invisible> enabled and <activate by walking/flying> disabled. |
4052 | <invisible> enabled and <activate by walking/flying> disabled. |
4189 | If activating your magic_mouth this way, the message will not only be |
4053 | If activating your magic_mouth this way, the message will not only be |
4190 | printed to one player, but all players on the current map. |
4054 | printed to one player, but all players on the current map. |
4191 | </attribute> |
4055 | </attribute> |
|
|
4056 | &activate_on; |
4192 | &move_on; |
4057 | &move_on; |
4193 | <attribute arch="food" editor="counter" type="int"> |
4058 | <attribute arch="food" editor="counter" type="int"> |
4194 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4059 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4195 | (printing the message) only that many times. For signs this really shouldn't |
4060 | (printing the message) only that many times. For signs this really shouldn't |
4196 | be used, while for magic_mouths it is extremely helpful. |
4061 | be used, while for magic_mouths it is extremely helpful. |
… | |
… | |
4203 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4068 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4204 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4069 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4205 | </attribute> |
4070 | </attribute> |
4206 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4071 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4207 | This text will be displayed to the player. |
4072 | This text will be displayed to the player. |
|
|
4073 | </attribute> |
|
|
4074 | </type> |
|
|
4075 | |
|
|
4076 | <type number="150" name="Shop Inventory"> |
|
|
4077 | <ignore> |
|
|
4078 | <ignore_list name="non_pickable" /> |
|
|
4079 | </ignore> |
|
|
4080 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4081 | </description> |
|
|
4082 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4083 | </use> |
|
|
4084 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4085 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4086 | the map that will be searched for unpaid items. |
4208 | </attribute> |
4087 | </attribute> |
4209 | </type> |
4088 | </type> |
4210 | |
4089 | |
4211 | <!--####################################################################--> |
4090 | <!--####################################################################--> |
4212 | <type number="43" name="Skill"> |
4091 | <type number="43" name="Skill"> |
… | |
… | |
4249 | expmul is 1, the player will get 500 added to that skill as well as |
4128 | expmul is 1, the player will get 500 added to that skill as well as |
4250 | 500 to their total. |
4129 | 500 to their total. |
4251 | </attribute> |
4130 | </attribute> |
4252 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4131 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4253 | The <skill type> defines the base functionality of the skill. |
4132 | The <skill type> defines the base functionality of the skill. |
4254 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4133 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4255 | create new skill types, but it requires a bit of server-coding. |
4134 | create new skill types, but it requires a bit of server-coding. |
4256 | </attribute> |
4135 | </attribute> |
4257 | <attribute arch="level" editor="level" type="int"> |
4136 | <attribute arch="level" editor="level" type="int"> |
4258 | </attribute> |
4137 | </attribute> |
4259 | <attribute arch="exp" editor="experience" type="int"> |
4138 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4481 | <attribute arch="speed" editor="drowning speed" type="float"> |
4360 | <attribute arch="speed" editor="drowning speed" type="float"> |
4482 | The higher the <drowning speed>, the faster will players and items |
4361 | The higher the <drowning speed>, the faster will players and items |
4483 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4362 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4484 | and unexpected death-trap. Players should get a warning before such areas. |
4363 | and unexpected death-trap. Players should get a warning before such areas. |
4485 | </attribute> |
4364 | </attribute> |
|
|
4365 | &speed_left; |
4486 | &move_on; |
4366 | &move_on; |
4487 | &movement_types_terrain; |
4367 | &movement_types_terrain; |
4488 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4368 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4489 | If enabled, it is impossible for players to use (wizard-) |
4369 | If enabled, it is impossible for players to use (wizard-) |
4490 | spells on that spot. |
4370 | spells on that spot. |
… | |
… | |
4567 | <attribute arch="connected" editor="connection" type="int"> |
4447 | <attribute arch="connected" editor="connection" type="int"> |
4568 | If a connection value is set, the teleporter will be activated |
4448 | If a connection value is set, the teleporter will be activated |
4569 | whenever the connection is triggered. To use this properly, |
4449 | whenever the connection is triggered. To use this properly, |
4570 | <activation speed> must be zero. |
4450 | <activation speed> must be zero. |
4571 | </attribute> |
4451 | </attribute> |
|
|
4452 | &activate_on; |
4572 | <attribute arch="speed" editor="activation speed" type="float"> |
4453 | <attribute arch="speed" editor="activation speed" type="float"> |
4573 | If the <activation speed> is nonzero, the teleporter will |
4454 | If the <activation speed> is nonzero, the teleporter will |
4574 | automatically be activated in regular time-intervals. Hence, the |
4455 | automatically be activated in regular time-intervals. Hence, the |
4575 | player can just step on it and gets teleported sooner or later. |
4456 | player can just step on it and gets teleported sooner or later. |
4576 | The duration between two activates depends on the given value. |
4457 | The duration between two activates depends on the given value. |
4577 | Default in the teleporter arch is <activation speed> 0.1. |
4458 | Default in the teleporter arch is <activation speed> 0.1. |
4578 | |
4459 | |
4579 | VERY IMPORTANT: If you want to have your teleporter activated via |
4460 | VERY IMPORTANT: If you want to have your teleporter activated via |
4580 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4461 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4581 | </attribute> |
4462 | </attribute> |
|
|
4463 | &speed_left; |
4582 | </type> |
4464 | </type> |
4583 | |
4465 | |
4584 | <!--####################################################################--> |
4466 | <!--####################################################################--> |
4585 | <type number="26" name="Timed Gate"> |
4467 | <type number="26" name="Timed Gate"> |
4586 | <ignore> |
4468 | <ignore> |
4587 | <ignore_list name="non_pickable" /> |
4469 | <ignore_list name="non_pickable" /> |
4588 | </ignore> |
4470 | </ignore> |
4589 | <description><![CDATA[ |
4471 | <description><![CDATA[ |
4590 | Gates play an important role in Crossfire. Gates can be opened |
4472 | Gates play an important role in Deliantra. Gates can be opened |
4591 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4473 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4592 | or carrying special key-objects (-> inventory checker). |
4474 | or carrying special key-objects (-> inventory checker). |
4593 | Unlike locked doors, gates can get shut again after a player has |
4475 | Unlike locked doors, gates can get shut again after a player has |
4594 | passed, which makes them more practical in many cases. Unlike normal |
4476 | passed, which makes them more practical in many cases. Unlike normal |
4595 | gates, timed gates open when triggered but automatically close again |
4477 | gates, timed gates open when triggered but automatically close again |
… | |
… | |
4605 | Whenever the inventory checker is triggered, all objects with identical |
4487 | Whenever the inventory checker is triggered, all objects with identical |
4606 | <connection> value get activated. This only makes sense together with |
4488 | <connection> value get activated. This only makes sense together with |
4607 | <blocking passage> disabled. If unset, the gate opens automatically |
4489 | <blocking passage> disabled. If unset, the gate opens automatically |
4608 | after some time. |
4490 | after some time. |
4609 | </attribute> |
4491 | </attribute> |
|
|
4492 | &activate_on; |
4610 | <attribute arch="wc" editor="position state" type="int"> |
4493 | <attribute arch="wc" editor="position state" type="int"> |
4611 | The <position state> defines the position of the gate: |
4494 | The <position state> defines the position of the gate: |
4612 | Zero means completely open/down, the "number of animation-steps" (usually |
4495 | Zero means completely open/down, the "number of animation-steps" (usually |
4613 | about 6 or 7) means completely closed/up state. I suggest you don't |
4496 | about 6 or 7) means completely closed/up state. I suggest you don't |
4614 | mess with this value - Leave the default in place. |
4497 | mess with this value - Leave the default in place. |
… | |
… | |
4645 | and generally have either a physical attack or trigger a reaction. |
4528 | and generally have either a physical attack or trigger a reaction. |
4646 | <br><br> |
4529 | <br><br> |
4647 | Traps hit any monster or person who steps on them for 'dam' damage in |
4530 | Traps hit any monster or person who steps on them for 'dam' damage in |
4648 | 'attacktype' attacktype and/or trigger a reaction. |
4531 | 'attacktype' attacktype and/or trigger a reaction. |
4649 | <br><br> |
4532 | <br><br> |
4650 | Many traps are already defined in the archetypes. ]]> |
4533 | Many traps are already defined in the archetypes.]]> |
4651 | </description> |
4534 | </description> |
4652 | <use><![CDATA[ |
4535 | <use><![CDATA[ |
4653 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4536 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4654 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4537 | off your lightning wall and pit trap is usually a bad idea.]]> |
4655 | </use> |
4538 | </use> |
4656 | <attribute arch="no_pick" value="1" type="fixed" /> |
4539 | <attribute arch="no_pick" value="1" type="fixed" /> |
4657 | &move_on; |
4540 | &move_on; |
4658 | <attribute arch="level" editor="trap level" type="int"> |
4541 | <attribute arch="level" editor="trap level" type="int"> |
4659 | Level effects how easily a trap may be found and disarmed, and |
4542 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4839 | <!--####################################################################--> |
4722 | <!--####################################################################--> |
4840 | <type number="0" name="Wall"> |
4723 | <type number="0" name="Wall"> |
4841 | <required> |
4724 | <required> |
4842 | <attribute arch="is_floor" value="0" /> |
4725 | <attribute arch="is_floor" value="0" /> |
4843 | <attribute arch="alive" value="0" /> |
4726 | <attribute arch="alive" value="0" /> |
4844 | <attribute arch="move_block" value="255" /> |
4727 | <attribute arch="no_pass" value="1" /> |
4845 | </required> |
4728 | </required> |
4846 | <ignore> |
4729 | <ignore> |
4847 | <attribute arch="nrof" /> |
4730 | <attribute arch="nrof" /> |
4848 | <attribute arch="title" /> |
4731 | <attribute arch="title" /> |
4849 | <attribute arch="name_pl" /> |
4732 | <attribute arch="name_pl" /> |
… | |
… | |
4956 | </attribute> |
4839 | </attribute> |
4957 | <attribute arch="ac" editor="armour class" type="int"> |
4840 | <attribute arch="ac" editor="armour class" type="int"> |
4958 | Weak walls of high <armour class> are less likely to get hit. |
4841 | Weak walls of high <armour class> are less likely to get hit. |
4959 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4842 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4960 | </attribute> |
4843 | </attribute> |
4961 | <section name="resistance"> |
4844 | &resistances_basic; |
4962 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
4963 | </attribute> |
|
|
4964 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
4965 | </attribute> |
|
|
4966 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
4967 | </attribute> |
|
|
4968 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
4969 | </attribute> |
|
|
4970 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
4971 | </attribute> |
|
|
4972 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
4973 | </attribute> |
|
|
4974 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
4975 | </attribute> |
|
|
4976 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
4977 | </attribute> |
|
|
4978 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
4979 | </attribute> |
|
|
4980 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
4981 | </attribute> |
|
|
4982 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
4983 | </attribute> |
|
|
4984 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
4985 | </attribute> |
|
|
4986 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
4987 | </attribute> |
|
|
4988 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
4989 | </attribute> |
|
|
4990 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
4991 | </attribute> |
|
|
4992 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
4993 | </attribute> |
|
|
4994 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
4995 | </attribute> |
|
|
4996 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
4997 | </attribute> |
|
|
4998 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
4999 | </attribute> |
|
|
5000 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5001 | </attribute> |
|
|
5002 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5003 | </attribute> |
|
|
5004 | </section> |
|
|
5005 | </type> |
4845 | </type> |
5006 | |
4846 | |
5007 | <!--####################################################################--> |
4847 | <!--####################################################################--> |
5008 | <type number="15" name="Weapon"> |
4848 | <type number="15" name="Weapon"> |
5009 | <description><![CDATA[ |
4849 | <description><![CDATA[ |
… | |
… | |
5077 | amount of <item power>, depending on their own level. This is the |
4917 | amount of <item power>, depending on their own level. This is the |
5078 | only way to prevent low level players to wear "undeserved" equipment |
4918 | only way to prevent low level players to wear "undeserved" equipment |
5079 | (like gifts from other players or cheated items). |
4919 | (like gifts from other players or cheated items). |
5080 | |
4920 | |
5081 | It is very important to adjust the <item power> value carefully |
4921 | It is very important to adjust the <item power> value carefully |
5082 | for every artifact you create! If zero/unset, the CF server will |
4922 | for every artifact you create! If zero/unset, the Deliantra server will |
5083 | calculate a provisional value at runtime, but this is never |
4923 | calculate a provisional value at runtime, but this is never |
5084 | going to be an accurate measurement of <item power>. |
4924 | going to be an accurate measurement of <item power>. |
5085 | </attribute> |
4925 | </attribute> |
5086 | <attribute arch="damned" editor="damnation" type="bool"> |
4926 | <attribute arch="damned" editor="damnation" type="bool"> |
5087 | A damned weapon cannot be unwielded unless |
4927 | A damned weapon cannot be unwielded unless |
… | |
… | |
5107 | </attribute> |
4947 | </attribute> |
5108 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4948 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5109 | A godgiven item vanishes as soon as the player |
4949 | A godgiven item vanishes as soon as the player |
5110 | drops it to the ground. |
4950 | drops it to the ground. |
5111 | </attribute> |
4951 | </attribute> |
5112 | <section name="resistance"> |
4952 | &player_stat_resist_sections; |
5113 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5114 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5115 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5116 | and what they require to do for getting this-and-that artifact. |
|
|
5117 | </attribute> |
|
|
5118 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5119 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5120 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5121 | require to do for getting this-and-that artifact. |
|
|
5122 | </attribute> |
|
|
5123 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5124 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5125 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5126 | require to do for getting this-and-that artifact. |
|
|
5127 | </attribute> |
|
|
5128 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5129 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5130 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5131 | require to do for getting this-and-that artifact. |
|
|
5132 | </attribute> |
|
|
5133 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5134 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5135 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5136 | require to do for getting this-and-that artifact. |
|
|
5137 | </attribute> |
|
|
5138 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5139 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5140 | the range 0-100. Confusion resistance is not very effective |
|
|
5141 | unless the value comes close to 100 (= perfect immunity). |
|
|
5142 | </attribute> |
|
|
5143 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5144 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5145 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5146 | require to do for getting this-and-that artifact. |
|
|
5147 | </attribute> |
|
|
5148 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5149 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5150 | in the range 0-100. Draining resistance is little effective |
|
|
5151 | unless the value is 100 (= perfect immunity). |
|
|
5152 | </attribute> |
|
|
5153 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5154 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5155 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5156 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5157 | are not meant to be easily resisted. |
|
|
5158 | </attribute> |
|
|
5159 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5160 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5161 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5162 | require to do for getting this-and-that artifact. |
|
|
5163 | </attribute> |
|
|
5164 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5165 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5166 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5167 | require to do for getting this-and-that artifact. |
|
|
5168 | </attribute> |
|
|
5169 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5170 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5171 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5172 | </attribute> |
|
|
5173 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5174 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5175 | the range 0-100. Paralyze resistance is little effective |
|
|
5176 | unless the value is 100 (= perfect immunity). |
|
|
5177 | </attribute> |
|
|
5178 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5179 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5180 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5181 | </attribute> |
|
|
5182 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5183 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5184 | in the range 0-100. Depletion resistance is little effective |
|
|
5185 | unless the value is 100 (= perfect immunity). |
|
|
5186 | </attribute> |
|
|
5187 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5188 | This adds death-attack resistance to the weapon. The number is a |
|
|
5189 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5190 | effective unless the value is 100 (= perfect immunity). |
|
|
5191 | Generally, resistance to death-attack is not supposed to be |
|
|
5192 | available to players! |
|
|
5193 | </attribute> |
|
|
5194 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5195 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5196 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5197 | require to do for getting this-and-that artifact. |
|
|
5198 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5199 | combination of other attacktypes. |
|
|
5200 | </attribute> |
|
|
5201 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5202 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5203 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5204 | require to do for getting this-and-that artifact. |
|
|
5205 | </attribute> |
|
|
5206 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5207 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5208 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5209 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5210 | for undead players (wraith or devourer cult). |
|
|
5211 | Generally, resistance to holy word should not be available for players. |
|
|
5212 | </attribute> |
|
|
5213 | </section> |
|
|
5214 | <section name="stats"> |
|
|
5215 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5216 | The player's strentgh will rise/fall by the given value |
|
|
5217 | while wearing this weapon. |
|
|
5218 | </attribute> |
|
|
5219 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5220 | The player's dexterity will rise/fall by the given value |
|
|
5221 | while wearing this weapon. |
|
|
5222 | </attribute> |
|
|
5223 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5224 | The player's constitution will rise/fall by the given value |
|
|
5225 | while wearing this weapon. |
|
|
5226 | </attribute> |
|
|
5227 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5228 | The player's intelligence will rise/fall by the given value |
|
|
5229 | while wearing this weapon. |
|
|
5230 | </attribute> |
|
|
5231 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5232 | The player's power will rise/fall by the given value |
|
|
5233 | while wearing this weapon. |
|
|
5234 | </attribute> |
|
|
5235 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5236 | The player's wisdom will rise/fall by the given value while |
|
|
5237 | wearing this weapon. |
|
|
5238 | </attribute> |
|
|
5239 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5240 | The player's charisma will rise/fall by the given value |
|
|
5241 | while wearing this weapon. |
|
|
5242 | </attribute> |
|
|
5243 | </section> |
|
|
5244 | <section name="misc"> |
4953 | <section name="misc"> |
5245 | <attribute arch="luck" editor="luck bonus" type="int"> |
4954 | <attribute arch="luck" editor="luck bonus" type="int"> |
5246 | With positive luck bonus, the player is more likely to |
4955 | With positive luck bonus, the player is more likely to |
5247 | succeed in all sorts of things (spellcasting, praying,...). |
4956 | succeed in all sorts of things (spellcasting, praying,...). |
5248 | Unless the <luck bonus> is very high, the effect will be |
4957 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5327 | </type> |
5036 | </type> |
5328 | |
5037 | |
5329 | <type number="116" name="Event Connector"> |
5038 | <type number="116" name="Event Connector"> |
5330 | <description><![CDATA[ |
5039 | <description><![CDATA[ |
5331 | Event connectors link specific events that happen to objects to |
5040 | Event connectors link specific events that happen to objects to |
5332 | a crossfire plug-in. ]]> |
5041 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5333 | </description> |
5042 | </description> |
5334 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5335 | The type of event that triggers a notify to the plug-in. |
|
|
5336 | </attribute> |
|
|
5337 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5338 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5339 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5340 | </attribute> |
|
|
5341 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5342 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5343 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5344 | </attribute> |
|
|
5345 | <attribute arch="name" editor="options" type="string"> |
|
|
5346 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5347 | options to the extension that alter its behaviour. |
|
|
5348 | </attribute> |
|
|
5349 | </type> |
5043 | </type> |
5350 | |
5044 | |
5351 | </types> |
5045 | </types> |