… | |
… | |
674 | usually inevitable. |
674 | usually inevitable. |
675 | </attribute> |
675 | </attribute> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
677 | 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 |
678 | appears lit up on dark maps. <glow radius> can be a value |
678 | appears lit up on dark maps. <glow radius> can be a value |
679 | between 0 and 4, the higher, the more light does the object emit. |
679 | between 0 and 9, the higher, the more light does the object emit. |
680 | </attribute> |
680 | </attribute> |
681 | <attribute arch="material" editor="material" type="bitmask_material"> |
681 | <attribute arch="material" editor="material" type="bitmask_material"> |
682 | This bitmask-value informs the player of which material(s) the |
682 | This bitmask-value informs the player of which material(s) the |
683 | object consists. Material does also affect how likely the object |
683 | object consists. Material does also affect how likely the object |
684 | can be destroyed by hazardous spell-effects. |
684 | can be destroyed by hazardous spell-effects. |
… | |
… | |
692 | Putting an invisible object under the floor always prevents it from being |
692 | Putting an invisible object under the floor always prevents it from being |
693 | shown. |
693 | shown. |
694 | </attribute> |
694 | </attribute> |
695 | <attribute arch="blocksview" editor="block view" type="bool"> |
695 | <attribute arch="blocksview" editor="block view" type="bool"> |
696 | If an item is set to block view, players (and monsters) cannot |
696 | If an item is set to block view, players (and monsters) cannot |
697 | see byond it unless they cross it or manage to stand ontop. |
697 | see beyond it unless they cross it or manage to stand ontop. |
698 | </attribute> |
698 | </attribute> |
699 | <attribute arch="identified" editor="identified" type="bool"> |
699 | <attribute arch="identified" editor="identified" type="bool"> |
700 | If an item is identified, the player has full knowledge about it. |
700 | If an item is identified, the player has full knowledge about it. |
701 | </attribute> |
701 | </attribute> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
… | |
… | |
778 | This text may describe the object. |
778 | This text may describe the object. |
779 | </attribute> |
779 | </attribute> |
780 | </type> |
780 | </type> |
781 | |
781 | |
782 | <!--####################################################################--> |
782 | <!--####################################################################--> |
|
|
783 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
783 | <type number="110" name="Ability"> |
784 | <type number="999" name="Ability"> |
784 | <ignore> |
785 | <ignore> |
785 | <ignore_list name="system_object" /> |
786 | <ignore_list name="system_object" /> |
786 | </ignore> |
787 | </ignore> |
787 | <description><![CDATA[ |
788 | <description><![CDATA[ |
788 | Abilities are to be put in a monster's inventory. They grant monsters the |
789 | Abilities are to be put in a monster's inventory. They grant monsters the |
… | |
… | |
842 | Note that non-magical abilities are more dangerous because |
843 | Note that non-magical abilities are more dangerous because |
843 | magic resistance does not protect from those.</attribute> |
844 | magic resistance does not protect from those.</attribute> |
844 | </type> |
845 | </type> |
845 | |
846 | |
846 | <!--####################################################################--> |
847 | <!--####################################################################--> |
|
|
848 | |
|
|
849 | <type number="81" name="Torch"> |
|
|
850 | <description><![CDATA[ |
|
|
851 | Torches are a special kind of Lamp, they are worn out by repeatedly |
|
|
852 | lightening them up (when the is_lightable flag is set) and otherwise |
|
|
853 | they can only be used once.]]> |
|
|
854 | </description> |
|
|
855 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
856 | This field specifies the burning duration of the torch. |
|
|
857 | </attribute> |
|
|
858 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
859 | This field sets the glow radius of the torch if it is enabled. |
|
|
860 | If you want to make a torch that is already burning set the |
|
|
861 | "glow radius" field. |
|
|
862 | </attribute> |
|
|
863 | <attribute arch="level" editor="level" type="int"> |
|
|
864 | If this field specyfies the cursed effect's level. If it is |
|
|
865 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
866 | </attribute> |
|
|
867 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
868 | Cursed torches, which have a level above 0, explode if the |
|
|
869 | player applies them. |
|
|
870 | </attribute> |
|
|
871 | </type> |
|
|
872 | |
|
|
873 | <type number="82" name="Lamp"> |
|
|
874 | <description><![CDATA[ |
|
|
875 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
876 | </description> |
|
|
877 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
878 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
879 | here the fuel field will specify the burning duration in minutes.) |
|
|
880 | </attribute> |
|
|
881 | <attribute arch="food" editor="fuel" type="int"> |
|
|
882 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
883 | field of this object. |
|
|
884 | </attribute> |
|
|
885 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
886 | This field sets the glow radius of the lamp if it is enabled. |
|
|
887 | If you want to make a lamp that is already burning set the |
|
|
888 | "glow radius" field. |
|
|
889 | </attribute> |
|
|
890 | <attribute arch="level" editor="level" type="int"> |
|
|
891 | If this field specyfies the cursed effect's level. If it is |
|
|
892 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
893 | </attribute> |
|
|
894 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
895 | Cursed lamps, which have a level above 0, explode if the |
|
|
896 | player applies them. |
|
|
897 | </attribute> |
|
|
898 | </type> |
|
|
899 | |
|
|
900 | <!--####################################################################--> |
847 | <type number="18" name="Altar"> |
901 | <type number="18" name="Altar"> |
848 | <ignore> |
902 | <ignore> |
849 | <ignore_list name="non_pickable" /> |
903 | <ignore_list name="non_pickable" /> |
850 | </ignore> |
904 | </ignore> |
851 | <description><![CDATA[ |
905 | <description><![CDATA[ |
… | |
… | |
871 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
925 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
872 | 200 silver, 20 gold, or 4 platinum will all work.) |
926 | 200 silver, 20 gold, or 4 platinum will all work.) |
873 | |
927 | |
874 | Note that the maximum possible for <drop amount> is 32767. |
928 | Note that the maximum possible for <drop amount> is 32767. |
875 | </attribute> |
929 | </attribute> |
876 | <attribute arch="connected" editor="connection" type="int"> |
930 | <attribute arch="connected" editor="connection" type="string"> |
877 | If a connection value is set, the altar will trigger all objects |
931 | If a connection value is set, the altar will trigger all objects |
878 | with the same value, when activated. This will only work once. |
932 | with the same value, when activated. This will only work once. |
879 | </attribute> |
933 | </attribute> |
880 | <attribute arch="sp" editor="spell" type="spell"> |
934 | <attribute arch="sp" editor="spell" type="spell"> |
881 | When activated, the selected <spell> will be casted (once, on the |
935 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
926 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
980 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
927 | 200 silver, 20 gold, or 4 platinum will all work.) |
981 | 200 silver, 20 gold, or 4 platinum will all work.) |
928 | |
982 | |
929 | Note that the maximum possible for <drop amount> is 32767. |
983 | Note that the maximum possible for <drop amount> is 32767. |
930 | </attribute> |
984 | </attribute> |
931 | <attribute arch="connected" editor="connection" type="int"> |
985 | <attribute arch="connected" editor="connection" type="string"> |
932 | If a connection value is set, the altar will trigger all objects |
986 | If a connection value is set, the altar will trigger all objects |
933 | with the same value, when activated. This will only work once. |
987 | with the same value, when activated. This will only work once. |
934 | </attribute> |
988 | </attribute> |
935 | <attribute arch="sp" editor="spell" type="spell"> |
989 | <attribute arch="sp" editor="spell" type="spell"> |
936 | When activated, this <spell> will be casted (once, on the player). |
990 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
1217 | </attribute> |
1271 | </attribute> |
1218 | <attribute arch="slaying" editor="key string" type="string"> |
1272 | <attribute arch="slaying" editor="key string" type="string"> |
1219 | This is the key string of the book. The key string is checked by an inventory checker. |
1273 | This is the key string of the book. The key string is checked by an inventory checker. |
1220 | (This is used eg. for the gate/port passes in scorn) |
1274 | (This is used eg. for the gate/port passes in scorn) |
1221 | </attribute> |
1275 | </attribute> |
|
|
1276 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1277 | If this flag is true the player won't be able to identify this |
|
|
1278 | item with by using a skill. |
|
|
1279 | </attribute> |
1222 | </type> |
1280 | </type> |
1223 | |
1281 | |
1224 | <!--####################################################################--> |
1282 | <!--####################################################################--> |
1225 | <type number="99" name="Boots"> |
1283 | <type number="99" name="Boots"> |
1226 | <import_type name="Amulet" /> |
1284 | <import_type name="Amulet" /> |
… | |
… | |
1312 | <attribute arch="no_pick" value="1" type="fixed" /> |
1370 | <attribute arch="no_pick" value="1" type="fixed" /> |
1313 | <attribute arch="weight" editor="press weight" type="int"> |
1371 | <attribute arch="weight" editor="press weight" type="int"> |
1314 | The button is pressed (triggered), as soon as |
1372 | The button is pressed (triggered), as soon as |
1315 | <press weigh> gram are placed ontop of it. |
1373 | <press weigh> gram are placed ontop of it. |
1316 | </attribute> |
1374 | </attribute> |
1317 | <attribute arch="connected" editor="connection" type="int"> |
1375 | <attribute arch="connected" editor="connection" type="string"> |
1318 | Every time the button is pressed or released, all objects |
1376 | Every time the button is pressed or released, all objects |
1319 | with the same <connection> value are activated. |
1377 | with the same <connection> value are activated. |
1320 | </attribute> |
1378 | </attribute> |
1321 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1379 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1322 | This text may describe the item. You can use this |
1380 | This text may describe the item. You can use this |
… | |
… | |
1531 | of <receive arch>. |
1589 | of <receive arch>. |
1532 | </attribute> |
1590 | </attribute> |
1533 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1591 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1534 | This text may contain a description of the converter. |
1592 | This text may contain a description of the converter. |
1535 | </attribute> |
1593 | </attribute> |
|
|
1594 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1595 | If the converter has this flag set the generated items will |
|
|
1596 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1597 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1598 | armour shops.) |
|
|
1599 | </attribute> |
1536 | </type> |
1600 | </type> |
1537 | |
1601 | |
1538 | <!--####################################################################--> |
1602 | <!--####################################################################--> |
1539 | <type number="42" name="Creator"> |
1603 | <type number="42" name="Creator"> |
1540 | <ignore> |
1604 | <ignore> |
… | |
… | |
1556 | You can choose any of the existing arches. |
1620 | You can choose any of the existing arches. |
1557 | This field is ignored if the creator has items in inventory. In this case |
1621 | This field is ignored if the creator has items in inventory. In this case |
1558 | one of the inventory items is duplicated. The duplicated item is randomly |
1622 | one of the inventory items is duplicated. The duplicated item is randomly |
1559 | chosen from all items present. |
1623 | chosen from all items present. |
1560 | </attribute> |
1624 | </attribute> |
1561 | <attribute arch="connected" editor="connection" type="int"> |
1625 | <attribute arch="connected" editor="connection" type="string"> |
1562 | Whenever the connection value is activated, |
1626 | Whenever the connection value is activated, |
1563 | the creator gets triggered. |
1627 | the creator gets triggered. |
1564 | </attribute> |
1628 | </attribute> |
1565 | &activate_on; |
1629 | &activate_on; |
1566 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1630 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
… | |
… | |
1612 | <attribute arch="slaying" editor="match name" type="string"> |
1676 | <attribute arch="slaying" editor="match name" type="string"> |
1613 | <match name> specifies the name of the object we are looking for. |
1677 | <match name> specifies the name of the object we are looking for. |
1614 | Actually it does also check for the <key string> in key-objects, |
1678 | Actually it does also check for the <key string> in key-objects, |
1615 | but for this case inventory checkers are often more powerful to use. |
1679 | but for this case inventory checkers are often more powerful to use. |
1616 | </attribute> |
1680 | </attribute> |
1617 | <attribute arch="connected" editor="connection" type="int"> |
1681 | <attribute arch="connected" editor="connection" type="string"> |
1618 | When the detector is triggered, all objects with the same |
1682 | When the detector is triggered, all objects with the same |
1619 | connection value get activated. |
1683 | connection value get activated. |
1620 | </attribute> |
1684 | </attribute> |
1621 | <attribute arch="speed" editor="detection speed" type="float"> |
1685 | <attribute arch="speed" editor="detection speed" type="float"> |
1622 | This value defines the time between two detector-checks. |
1686 | This value defines the time between two detector-checks. |
… | |
… | |
1626 | &speed_left; |
1690 | &speed_left; |
1627 | <attribute arch="speed_left" editor="speed left" type="float"> |
1691 | <attribute arch="speed_left" editor="speed left" type="float"> |
1628 | The speed left. This value is incremented by <speed> on every tick. |
1692 | 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 |
1693 | If it is larger than 0, the detector checks, and the speed is decremented |
1630 | by 1. |
1694 | by 1. |
|
|
1695 | </attribute> |
|
|
1696 | </type> |
|
|
1697 | |
|
|
1698 | <!--####################################################################--> |
|
|
1699 | <type number="164" name="Map Script"> |
|
|
1700 | <ignore> |
|
|
1701 | <ignore_list name="system_object" /> |
|
|
1702 | </ignore> |
|
|
1703 | <description><![CDATA[ |
|
|
1704 | The map script object is a very special object that can react to connected |
|
|
1705 | events and executes a perl script. |
|
|
1706 | ]]> |
|
|
1707 | </description> |
|
|
1708 | <use><![CDATA[ |
|
|
1709 | The perl script gets passed an $activator object and can use the set/get/find/timer functions |
|
|
1710 | to react to/trigger other objects. |
|
|
1711 | ]]> |
|
|
1712 | </use> |
|
|
1713 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1714 | When the map script object is triggered, it will execute |
|
|
1715 | the perl script with the triggering object as $activator. |
|
|
1716 | </attribute> |
|
|
1717 | &activate_on; |
|
|
1718 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1719 | This perl script will be executed each time the objetc is triggered. |
1631 | </attribute> |
1720 | </attribute> |
1632 | </type> |
1721 | </type> |
1633 | |
1722 | |
1634 | <!--####################################################################--> |
1723 | <!--####################################################################--> |
1635 | <type number="112" name="Director"> |
1724 | <type number="112" name="Director"> |
… | |
… | |
1890 | <attribute arch="level" editor="multiply factor" type="int"> |
1979 | <attribute arch="level" editor="multiply factor" type="int"> |
1891 | The number of items in the target pile will be multiplied by the |
1980 | The number of items in the target pile will be multiplied by the |
1892 | <multiply factor>. If it is set to zero, all target objects |
1981 | <multiply factor>. If it is set to zero, all target objects |
1893 | will be destroyed. |
1982 | will be destroyed. |
1894 | </attribute> |
1983 | </attribute> |
1895 | <attribute arch="connected" editor="connection" type="int"> |
1984 | <attribute arch="connected" editor="connection" type="string"> |
1896 | An activator (lever, altar, button, etc) with matching connection value |
1985 | An activator (lever, altar, button, etc) with matching connection value |
1897 | is able to trigger this duplicator. Be very careful that players cannot |
1986 | is able to trigger this duplicator. Be very careful that players cannot |
1898 | abuse it to create endless amounts of money or other valuable stuff! |
1987 | abuse it to create endless amounts of money or other valuable stuff! |
1899 | </attribute> |
1988 | </attribute> |
1900 | &activate_on; |
1989 | &activate_on; |
… | |
… | |
2038 | If enabled, it is impossible for players to use prayers |
2127 | If enabled, it is impossible for players to use prayers |
2039 | on that spot. It also prevents players from saving. |
2128 | on that spot. It also prevents players from saving. |
2040 | </attribute> |
2129 | </attribute> |
2041 | <attribute arch="unique" editor="unique map" type="bool"> |
2130 | <attribute arch="unique" editor="unique map" type="bool"> |
2042 | Unique floor means that any items dropped on that spot |
2131 | Unique floor means that any items dropped on that spot |
2043 | will be saved byond map reset. For permanent apartments, |
2132 | will be saved beyond map reset. For permanent apartments, |
2044 | all floor tiles must be set <unique map>. |
2133 | all floor tiles must be set <unique map>. |
2045 | </attribute> |
2134 | </attribute> |
2046 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2135 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2047 | This text may describe the object. |
2136 | This text may describe the object. |
2048 | </attribute> |
2137 | </attribute> |
… | |
… | |
2082 | If enabled, it is impossible for players to use prayers |
2171 | If enabled, it is impossible for players to use prayers |
2083 | on that spot. It also prevents players from saving. |
2172 | on that spot. It also prevents players from saving. |
2084 | </attribute> |
2173 | </attribute> |
2085 | <attribute arch="unique" editor="unique map" type="bool"> |
2174 | <attribute arch="unique" editor="unique map" type="bool"> |
2086 | Unique floor means that any items dropped on that spot |
2175 | Unique floor means that any items dropped on that spot |
2087 | will be saved byond map reset. For permanent apartments, |
2176 | will be saved beyond map reset. For permanent apartments, |
2088 | all floor tiles must be set <unique map>. |
2177 | all floor tiles must be set <unique map>. |
2089 | </attribute> |
2178 | </attribute> |
2090 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2179 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2091 | This text may describe the object. |
2180 | This text may describe the object. |
2092 | </attribute> |
2181 | </attribute> |
… | |
… | |
2127 | </use> |
2216 | </use> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
2217 | <attribute arch="no_pick" value="1" type="fixed" /> |
2129 | <attribute arch="speed" value="1" type="float"> |
2218 | <attribute arch="speed" value="1" type="float"> |
2130 | The speed of the gate affects how fast it is closing/opening. |
2219 | The speed of the gate affects how fast it is closing/opening. |
2131 | </attribute> |
2220 | </attribute> |
2132 | <attribute arch="connected" editor="connection" type="int"> |
2221 | <attribute arch="connected" editor="connection" type="string"> |
2133 | Whenever the inventory checker is triggered, all objects with identical |
2222 | Whenever the inventory checker is triggered, all objects with identical |
2134 | <connection> value get activated. This only makes sense together with |
2223 | <connection> value get activated. This only makes sense together with |
2135 | <blocking passage> disabled. |
2224 | <blocking passage> disabled. |
2136 | </attribute> |
2225 | </attribute> |
2137 | <attribute arch="wc" editor="position state" type="int"> |
2226 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2206 | don't forget that some monsters are able to apply it. |
2295 | don't forget that some monsters are able to apply it. |
2207 | The ability to apply levers is rare among monsters - |
2296 | The ability to apply levers is rare among monsters - |
2208 | but vampires can do it for example.]]> |
2297 | but vampires can do it for example.]]> |
2209 | </use> |
2298 | </use> |
2210 | <attribute arch="no_pick" value="1" type="fixed" /> |
2299 | <attribute arch="no_pick" value="1" type="fixed" /> |
2211 | <attribute arch="connected" editor="connection" type="int"> |
2300 | <attribute arch="connected" editor="connection" type="string"> |
2212 | Every time the handle is applied, all objects |
2301 | Every time the handle is applied, all objects |
2213 | with the same <connection> value are activated. |
2302 | with the same <connection> value are activated. |
2214 | </attribute> |
2303 | </attribute> |
2215 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2304 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2216 | This text may describe the item. You can use this |
2305 | This text may describe the item. You can use this |
… | |
… | |
2301 | If enabled, it is impossible for players to use prayers |
2390 | If enabled, it is impossible for players to use prayers |
2302 | on that spot. It also prevents players from saving. |
2391 | on that spot. It also prevents players from saving. |
2303 | </attribute> |
2392 | </attribute> |
2304 | <attribute arch="unique" editor="unique map" type="bool"> |
2393 | <attribute arch="unique" editor="unique map" type="bool"> |
2305 | Unique floor means that any items dropped on that spot |
2394 | Unique floor means that any items dropped on that spot |
2306 | will be saved byond map reset. For permanent apartments, |
2395 | will be saved beyond map reset. For permanent apartments, |
2307 | all floor tiles must be set <unique map>. |
2396 | all floor tiles must be set <unique map>. |
2308 | </attribute> |
2397 | </attribute> |
2309 | </type> |
2398 | </type> |
2310 | |
2399 | |
2311 | <!--####################################################################--> |
2400 | <!--####################################################################--> |
… | |
… | |
2469 | </attribute> |
2558 | </attribute> |
2470 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2559 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2471 | Enabled means having that object is a match. |
2560 | Enabled means having that object is a match. |
2472 | Disabled means not having that object is a match. |
2561 | Disabled means not having that object is a match. |
2473 | </attribute> |
2562 | </attribute> |
2474 | <attribute arch="connected" editor="connection" type="int"> |
2563 | <attribute arch="connected" editor="connection" type="string"> |
2475 | Whenever the inventory checker is triggered, all objects with identical |
2564 | Whenever the inventory checker is triggered, all objects with identical |
2476 | <connection> value get activated. This only makes sense together with |
2565 | <connection> value get activated. This only makes sense together with |
2477 | <blocking passage> disabled. |
2566 | <blocking passage> disabled. |
2478 | </attribute> |
2567 | </attribute> |
2479 | &movement_types_terrain; |
2568 | &movement_types_terrain; |
… | |
… | |
2620 | according to his conversation with a player. Mostly this means |
2709 | according to his conversation with a player. Mostly this means |
2621 | opening a gate or handing out some item, but you could be quite |
2710 | opening a gate or handing out some item, but you could be quite |
2622 | creative here.]]> |
2711 | creative here.]]> |
2623 | </use> |
2712 | </use> |
2624 | <attribute arch="no_pick" value="1" type="fixed" /> |
2713 | <attribute arch="no_pick" value="1" type="fixed" /> |
2625 | <attribute arch="connected" editor="connection" type="int"> |
2714 | <attribute arch="connected" editor="connection" type="string"> |
2626 | The Magic_ear will trigger all objects with the |
2715 | The Magic_ear will trigger all objects with the |
2627 | same connection value, every time it is activated. |
2716 | same connection value, every time it is activated. |
2628 | </attribute> |
2717 | </attribute> |
2629 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2718 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2630 | This textfield contains the keyword-matching-syntax. The text should |
2719 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2681 | The wall will cast it's spells at level <spell level>. "level 1" |
2770 | The wall will cast it's spells at level <spell level>. "level 1" |
2682 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2771 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2683 | spells. Arch default is level 1 - you should always set this value |
2772 | spells. Arch default is level 1 - you should always set this value |
2684 | to meet the overall difficulty of your map. |
2773 | to meet the overall difficulty of your map. |
2685 | </attribute> |
2774 | </attribute> |
2686 | <attribute arch="connected" editor="connection" type="int"> |
2775 | <attribute arch="connected" editor="connection" type="string"> |
2687 | Every time the <connection> value is triggered, the wall will cast |
2776 | Every time the <connection> value is triggered, the wall will cast |
2688 | it's spell. You should set <casting speed> to zero, or this won't |
2777 | it's spell. You should set <casting speed> to zero, or this won't |
2689 | have much visible effect. |
2778 | have much visible effect. |
2690 | </attribute> |
2779 | </attribute> |
2691 | &activate_on; |
2780 | &activate_on; |
… | |
… | |
2754 | <attribute arch="slaying" editor="key string" type="string"> |
2843 | <attribute arch="slaying" editor="key string" type="string"> |
2755 | The <key string> can be detected by inv. checkers/detectors. |
2844 | The <key string> can be detected by inv. checkers/detectors. |
2756 | If the player already has a force with that <key string>, |
2845 | If the player already has a force with that <key string>, |
2757 | there won't be inserted a second one. |
2846 | there won't be inserted a second one. |
2758 | </attribute> |
2847 | </attribute> |
2759 | <attribute arch="connected" editor="connection" type="int"> |
2848 | <attribute arch="connected" editor="connection" type="string"> |
2760 | When the detector is triggered, all objects with the same |
2849 | When the detector is triggered, all objects with the same |
2761 | connection value get activated. |
2850 | connection value get activated. |
2762 | </attribute> |
2851 | </attribute> |
2763 | <attribute arch="speed" editor="marking speed" type="float"> |
2852 | <attribute arch="speed" editor="marking speed" type="float"> |
2764 | The <marking speed> defines how quickly it will mark something |
2853 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
3235 | <mood> 'charm': Turns monster into a pet of person |
3324 | <mood> 'charm': Turns monster into a pet of person |
3236 | who triggers the square. This setting is not |
3325 | who triggers the square. This setting is not |
3237 | enabled for continous operation, you need to |
3326 | enabled for continous operation, you need to |
3238 | insert a <connection> value! |
3327 | insert a <connection> value! |
3239 | </attribute> |
3328 | </attribute> |
3240 | <attribute arch="connected" editor="connection" type="int"> |
3329 | <attribute arch="connected" editor="connection" type="string"> |
3241 | This should only be set in combination with <mood number> 4. |
3330 | This should only be set in combination with <mood number> 4. |
3242 | Normally, monsters are affected by the mood floor as soon as they |
3331 | Normally, monsters are affected by the mood floor as soon as they |
3243 | step on it. But charming (monster -> pet) is too powerful, |
3332 | step on it. But charming (monster -> pet) is too powerful, |
3244 | so it needs to be activated. |
3333 | so it needs to be activated. |
3245 | |
3334 | |
… | |
… | |
3369 | |
3458 | |
3370 | If it is set to "player", any player stepping on the pedestal |
3459 | If it is set to "player", any player stepping on the pedestal |
3371 | is a match. Very useful if you want to open a gate for players |
3460 | is a match. Very useful if you want to open a gate for players |
3372 | but not for monsters. |
3461 | but not for monsters. |
3373 | </attribute> |
3462 | </attribute> |
3374 | <attribute arch="connected" editor="connection" type="int"> |
3463 | <attribute arch="connected" editor="connection" type="string"> |
3375 | When the pedestal is triggered, all objects with the same |
3464 | When the pedestal is triggered, all objects with the same |
3376 | connection value get activated. |
3465 | connection value get activated. |
3377 | </attribute> |
3466 | </attribute> |
3378 | &move_on; |
3467 | &move_on; |
3379 | </type> |
3468 | </type> |
… | |
… | |
3400 | </use> |
3489 | </use> |
3401 | <attribute arch="no_pick" value="1" type="fixed" /> |
3490 | <attribute arch="no_pick" value="1" type="fixed" /> |
3402 | <attribute arch="range" editor="spread radius" type="int"> |
3491 | <attribute arch="range" editor="spread radius" type="int"> |
3403 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
3492 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
3404 | </attribute> |
3493 | </attribute> |
3405 | <attribute arch="connected" editor="connection" type="int"> |
3494 | <attribute arch="connected" editor="connection" type="string"> |
3406 | When a <connection> value is set, the pit can be opened/closed |
3495 | When a <connection> value is set, the pit can be opened/closed |
3407 | by activating the connection. |
3496 | by activating the connection. |
3408 | </attribute> |
3497 | </attribute> |
3409 | &activate_on; |
3498 | &activate_on; |
3410 | <attribute arch="hp" editor="destination X" type="int"> |
3499 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
4036 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4125 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4037 | some true roleplay feeling to your maps, support your storyline or give |
4126 | some true roleplay feeling to your maps, support your storyline or give |
4038 | hints about hidden secrets/dangers. Place signs to provide the player |
4127 | hints about hidden secrets/dangers. Place signs to provide the player |
4039 | with all kinds of useful information for getting along in your maps.]]> |
4128 | with all kinds of useful information for getting along in your maps.]]> |
4040 | </use> |
4129 | </use> |
4041 | <attribute arch="connected" editor="connection" type="int"> |
4130 | <attribute arch="connected" editor="connection" type="string"> |
4042 | When a connection value is set, the message will be printed whenever |
4131 | When a connection value is set, the message will be printed whenever |
4043 | the connection is triggered. This should be used in combination with |
4132 | the connection is triggered. This should be used in combination with |
4044 | <invisible> enabled and <activate by walking/flying> disabled. |
4133 | <invisible> enabled and <activate by walking/flying> disabled. |
4045 | If activating your magic_mouth this way, the message will not only be |
4134 | If activating your magic_mouth this way, the message will not only be |
4046 | printed to one player, but all players on the current map. |
4135 | printed to one player, but all players on the current map. |
… | |
… | |
4434 | be transferred to the "default enter location" of the destined map. |
4523 | be transferred to the "default enter location" of the destined map. |
4435 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4524 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4436 | please DO NOT use that. It turned out to be a source for numerous |
4525 | please DO NOT use that. It turned out to be a source for numerous |
4437 | map-bugs. |
4526 | map-bugs. |
4438 | </attribute> |
4527 | </attribute> |
4439 | <attribute arch="connected" editor="connection" type="int"> |
4528 | <attribute arch="connected" editor="connection" type="string"> |
4440 | If a connection value is set, the teleporter will be activated |
4529 | If a connection value is set, the teleporter will be activated |
4441 | whenever the connection is triggered. To use this properly, |
4530 | whenever the connection is triggered. To use this properly, |
4442 | <activation speed> must be zero. |
4531 | <activation speed> must be zero. |
4443 | </attribute> |
4532 | </attribute> |
4444 | &activate_on; |
4533 | &activate_on; |
… | |
… | |
4473 | Use gates to divide your maps into separated areas. After solving |
4562 | Use gates to divide your maps into separated areas. After solving |
4474 | area A, the player gains access to area B, and so on. Make your |
4563 | area A, the player gains access to area B, and so on. Make your |
4475 | maps more complex than "one-way".]]> |
4564 | maps more complex than "one-way".]]> |
4476 | </use> |
4565 | </use> |
4477 | <attribute arch="no_pick" value="1" type="fixed" /> |
4566 | <attribute arch="no_pick" value="1" type="fixed" /> |
4478 | <attribute arch="connected" editor="connection" type="int"> |
4567 | <attribute arch="connected" editor="connection" type="string"> |
4479 | Whenever the inventory checker is triggered, all objects with identical |
4568 | Whenever the inventory checker is triggered, all objects with identical |
4480 | <connection> value get activated. This only makes sense together with |
4569 | <connection> value get activated. This only makes sense together with |
4481 | <blocking passage> disabled. If unset, the gate opens automatically |
4570 | <blocking passage> disabled. If unset, the gate opens automatically |
4482 | after some time. |
4571 | after some time. |
4483 | </attribute> |
4572 | </attribute> |
… | |
… | |
4550 | </attribute> |
4639 | </attribute> |
4551 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4640 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4552 | This attribute defines what attacktype to use for direct damage when |
4641 | This attribute defines what attacktype to use for direct damage when |
4553 | the trap detonates. |
4642 | the trap detonates. |
4554 | </attribute> |
4643 | </attribute> |
4555 | <attribute arch="connected" editor="connection" type="int"> |
4644 | <attribute arch="connected" editor="connection" type="string"> |
4556 | When the trap is detonated, all objects with the same |
4645 | When the trap is detonated, all objects with the same |
4557 | connection value get activated. |
4646 | connection value get activated. |
4558 | </attribute> |
4647 | </attribute> |
4559 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4648 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4560 | When the trap detonates, this text is displayed to the |
4649 | When the trap detonates, this text is displayed to the |
… | |
… | |
4683 | <attribute arch="slaying" editor="key string" type="string"> |
4772 | <attribute arch="slaying" editor="key string" type="string"> |
4684 | The <key string> can be detected by inv. checkers/detectors. |
4773 | The <key string> can be detected by inv. checkers/detectors. |
4685 | If the player already has a force with that <key string>, |
4774 | If the player already has a force with that <key string>, |
4686 | there won't be inserted a second one. |
4775 | there won't be inserted a second one. |
4687 | </attribute> |
4776 | </attribute> |
4688 | <attribute arch="connected" editor="connection" type="int"> |
4777 | <attribute arch="connected" editor="connection" type="string"> |
4689 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4778 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4690 | </attribute> |
4779 | </attribute> |
4691 | <attribute arch="food" editor="mark duration" type="int"> |
4780 | <attribute arch="food" editor="mark duration" type="int"> |
4692 | This value defines the duration of the force it inserts. |
4781 | This value defines the duration of the force it inserts. |
4693 | If nonzero, the duration of the player's mark is finite: |
4782 | If nonzero, the duration of the player's mark is finite: |