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 | # # |
… | |
… | |
108 | editor CDATA #IMPLIED |
99 | editor CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
100 | value CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
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104 | |
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105 | <!ENTITY move_on " |
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106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
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107 | Which movement types automatically (as opposed to manually) activate this object. |
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108 | </attribute> |
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109 | "> |
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110 | <!ENTITY move_off " |
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111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
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112 | Which movement types deactivate this object (e.g. button). |
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113 | </attribute> |
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114 | "> |
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115 | <!ENTITY move_type " |
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116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
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117 | Determines which kinds of movement this object can use (e.g. for monsters) |
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118 | or grants (e.g. for amulets). |
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119 | </attribute> |
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120 | "> |
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121 | <!ENTITY movement_types_terrain " |
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122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
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123 | Objects using these movement types cannot move over this space. |
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124 | </attribute> |
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125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
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126 | Objects using these movement types are allowed to move over this space. Takes |
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127 | precedence over 'blocked movements'. |
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128 | </attribute> |
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129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
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130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
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131 | </attribute> |
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132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
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133 | If <slow movement> is set to a value greater zero, all |
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134 | creatures matching 'slow move' will be slower than normal on this spot. |
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135 | |
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136 | <slow movement> 1 - rough terrain |
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137 | <slow movement> 2 - very rough terrain |
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138 | ... |
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139 | <slow movement> 5 - default for deep swamp |
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140 | ... |
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141 | <slow movement> 7 - spider web (sticky as hell) |
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142 | </attribute> |
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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 | |
113 | ]> |
354 | ]> |
114 | |
355 | |
115 | <types> |
356 | <types> |
116 | |
357 | |
117 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
150 | <entry bit="4" name="Wood" /> |
391 | <entry bit="4" name="Wood" /> |
151 | <entry bit="5" name="Organics" /> |
392 | <entry bit="5" name="Organics" /> |
152 | <entry bit="6" name="Stone" /> |
393 | <entry bit="6" name="Stone" /> |
153 | <entry bit="7" name="Cloth" /> |
394 | <entry bit="7" name="Cloth" /> |
154 | <entry bit="8" name="Adamantite" /> |
395 | <entry bit="8" name="Adamantite" /> |
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396 | <entry bit="9" name="Liquid" /> |
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397 | <entry bit="10" name="Soft Metal" /> |
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398 | <entry bit="11" name="Bone" /> |
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399 | <entry bit="12" name="Ice" /> |
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400 | <entry bit="13" name="(supress name on display)" /> |
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401 | |
155 | </bitmask> |
402 | </bitmask> |
156 | |
403 | |
157 | <bitmask name="spellpath"> |
404 | <bitmask name="spellpath"> |
158 | <entry bit="0" name="Protection" /> |
405 | <entry bit="0" name="Protection" /> |
159 | <entry bit="1" name="Fire" /> |
406 | <entry bit="1" name="Fire" /> |
… | |
… | |
190 | <entry bit="2" name="Food" /> |
437 | <entry bit="2" name="Food" /> |
191 | <entry bit="3" name="Weapons" /> |
438 | <entry bit="3" name="Weapons" /> |
192 | <entry bit="4" name="Armour" /> |
439 | <entry bit="4" name="Armour" /> |
193 | <entry bit="5" name="Inverse" /> |
440 | <entry bit="5" name="Inverse" /> |
194 | <entry bit="6" name="All" /> |
441 | <entry bit="6" name="All" /> |
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442 | </bitmask> |
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443 | |
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444 | <bitmask name="movement_type"> |
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445 | <entry bit="0" name="Walk" /> |
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446 | <entry bit="1" name="Fly Low" /> |
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447 | <entry bit="2" name="Fly High" /> |
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448 | <entry bit="3" name="Swim" /> |
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449 | <entry bit="4" name="Boat" /> |
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450 | <entry bit="16" name="Other" /> |
195 | </bitmask> |
451 | </bitmask> |
196 | |
452 | |
197 | <!--###################### list definitions ######################--> |
453 | <!--###################### list definitions ######################--> |
198 | |
454 | |
199 | <list name="direction"> |
455 | <list name="direction"> |
… | |
… | |
337 | <entry value="9" name="throw" /> |
593 | <entry value="9" name="throw" /> |
338 | <entry value="10" name="trigger" /> |
594 | <entry value="10" name="trigger" /> |
339 | <entry value="11" name="close" /> |
595 | <entry value="11" name="close" /> |
340 | <entry value="12" name="timer" /> |
596 | <entry value="12" name="timer" /> |
341 | <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" /> |
342 | </list> |
624 | </list> |
343 | |
625 | |
344 | <!--###################### default attributes ######################--> |
626 | <!--###################### default attributes ######################--> |
345 | |
627 | |
346 | <!-- |
628 | <!-- |
… | |
… | |
361 | 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. |
362 | </attribute> |
644 | </attribute> |
363 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
364 | 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. |
365 | </attribute> |
647 | </attribute> |
|
|
648 | <attribute arch="tag" editor="tag" type="string"> |
|
|
649 | You can tag objects with an identifier. Tagged objects can be found quickly |
|
|
650 | from their tag, which makes them useful to tag exits and refer to those by |
|
|
651 | their name. |
|
|
652 | </attribute> |
366 | <attribute arch="nrof" editor="number" type="int"> |
653 | <attribute arch="nrof" editor="number" type="int"> |
367 | This value determines the number of objects in one stack (for example: |
654 | This value determines the number of objects in one stack (for example: |
368 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
655 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
369 | any pickable object - otherwise it won't be mergeable into a stack. |
656 | any pickable object - otherwise it won't be mergeable into a stack. |
370 | </attribute> |
657 | </attribute> |
… | |
… | |
373 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
660 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
374 | for explicitly non-pickable objects (hey, this is opensource.. you |
661 | for explicitly non-pickable objects (hey, this is opensource.. you |
375 | never know ;) ). |
662 | never know ;) ). |
376 | </attribute> |
663 | </attribute> |
377 | <attribute arch="value" editor="value" type="int"> |
664 | <attribute arch="value" editor="value" type="int"> |
378 | Adds a certain value to the object: It will be worth that many times the |
665 | Determines the value of the object, in units of silver coins (one |
379 | default value from it's archetype (E.g. "value = 3" means three times |
666 | platinum coin == 50 silver coins). Value for buying/selling will be |
380 | worth the default value). Value for buying/selling will be |
|
|
381 | further modified by various factors. Hence, testing values in-game is |
667 | further modified by various factors. Hence, testing values in-game is |
382 | usually inevitable. |
668 | usually inevitable. |
383 | </attribute> |
669 | </attribute> |
384 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
670 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
385 | If <glow radius> is set to a value greater zero, the object |
671 | If <glow radius> is set to a value greater zero, the object |
… | |
… | |
409 | </attribute> |
695 | </attribute> |
410 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
696 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
411 | An <unpaid> item cannot be used unless a player carried it over |
697 | An <unpaid> item cannot be used unless a player carried it over |
412 | a shop mat, paying the demanded price. Setting this flag makes sense |
698 | a shop mat, paying the demanded price. Setting this flag makes sense |
413 | only for pickable items inside shops. |
699 | only for pickable items inside shops. |
|
|
700 | </attribute> |
|
|
701 | <attribute arch="sound" editor="sound" type="string"> |
|
|
702 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
703 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
704 | field it will point to sound/<path>.ext |
|
|
705 | </attribute> |
|
|
706 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
707 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
708 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
709 | field it will point to sound/<path>.ext |
414 | </attribute> |
710 | </attribute> |
415 | </default_type> |
711 | </default_type> |
416 | |
712 | |
417 | <!-- This ignorelist is for all system objects which are non pickable |
713 | <!-- This ignorelist is for all system objects which are non pickable |
418 | and invisible. They don't interact with players at all. --> |
714 | and invisible. They don't interact with players at all. --> |
… | |
… | |
452 | the fallback for all types which don't match any other defined types. |
748 | the fallback for all types which don't match any other defined types. |
453 | The required attribute "misc x" prevents that it gets confused with |
749 | The required attribute "misc x" prevents that it gets confused with |
454 | other types like "monster & npc" which also have type number 0. --> |
750 | other types like "monster & npc" which also have type number 0. --> |
455 | <attribute arch="misc" value="x" /> |
751 | <attribute arch="misc" value="x" /> |
456 | </required> |
752 | </required> |
457 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
753 | &movement_types_terrain; |
458 | If set, the object cannot be passed by players nor monsters. |
|
|
459 | </attribute> |
|
|
460 | <attribute arch="cursed" editor="cursed" type="bool"> |
754 | <attribute arch="cursed" editor="cursed" type="bool"> |
461 | Curses can have various effects: On equipment and food, |
755 | Curses can have various effects: On equipment and food, |
462 | they generally harm the player in some way. |
756 | they generally harm the player in some way. |
463 | </attribute> |
757 | </attribute> |
464 | <attribute arch="damned" editor="damned" type="bool"> |
758 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
553 | then either a spell is casted (on the player) or a connector is |
847 | then either a spell is casted (on the player) or a connector is |
554 | triggered. If the latter is the case, the altar works only once. |
848 | triggered. If the latter is the case, the altar works only once. |
555 | Either way, the sacrificed item disappears. ]]> |
849 | Either way, the sacrificed item disappears. ]]> |
556 | </description> |
850 | </description> |
557 | <attribute arch="no_pick" value="1" type="fixed" /> |
851 | <attribute arch="no_pick" value="1" type="fixed" /> |
558 | <attribute arch="walk_on" value="1" type="fixed" /> |
852 | &move_on; |
559 | <attribute arch="slaying" editor="match item name" type="string"> |
853 | <attribute arch="slaying" editor="match item name" type="string"> |
560 | This string specifies the item that must be put on the altar to |
854 | This string specifies the item that must be put on the altar to |
561 | activate it. It can either be the name of an archetype, or directly |
855 | activate it. It can either be the name of an archetype, or directly |
562 | the name of an object. Yet, titles are not recognized by altars. |
856 | the name of an object. Yet, titles are not recognized by altars. |
563 | Remember to put a note somewhere, telling the player what he is |
857 | Remember to put a note somewhere, telling the player what he is |
… | |
… | |
654 | will push the connected value TWICE per sacrifice: First by |
948 | will push the connected value TWICE per sacrifice: First by |
655 | dropping sacrifice, second by reset. This mode is typically |
949 | dropping sacrifice, second by reset. This mode is typically |
656 | used for altars being connected to gates, resulting in the |
950 | used for altars being connected to gates, resulting in the |
657 | gate being opened and closed again. |
951 | gate being opened and closed again. |
658 | </attribute> |
952 | </attribute> |
659 | <attribute arch="walk_on" value="1" type="fixed"> |
953 | &move_on; |
660 | </attribute> |
|
|
661 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
954 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
662 | This text will be displayed to the player |
955 | This text will be displayed to the player |
663 | in the exact moment when the altar is activated. |
956 | in the exact moment when the altar is activated. |
664 | </attribute> |
957 | </attribute> |
665 | </type> |
958 | </type> |
666 | |
959 | |
|
|
960 | <!--####################################################################--> |
|
|
961 | <type number="74" name="Skill Tool"> |
|
|
962 | <description><![CDATA[ |
|
|
963 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
964 | ]]> |
|
|
965 | </description> |
|
|
966 | <use><![CDATA[ |
|
|
967 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
968 | the skill that is given. |
|
|
969 | ]]> |
|
|
970 | </use> |
|
|
971 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
972 | This field describes which skill the player will be able to use wearing this item. |
|
|
973 | </attribute> |
|
|
974 | &player_stat_resist_sections; |
|
|
975 | </type> |
667 | <!--####################################################################--> |
976 | <!--####################################################################--> |
668 | <type number="39" name="Amulet"> |
977 | <type number="39" name="Amulet"> |
669 | <description><![CDATA[ |
978 | <description><![CDATA[ |
670 | Wearing an amulet, the object's stats will directly be inherited to |
979 | Wearing an amulet, the object's stats will directly be inherited to |
671 | the player. Amulets are usually meant for protection and defense. ]]> |
980 | the player. Amulets are usually meant for protection and defense. ]]> |
… | |
… | |
691 | amount of <item power>, depending on their own level. This is the |
1000 | amount of <item power>, depending on their own level. This is the |
692 | only way to prevent low level players to wear "undeserved" equipment |
1001 | only way to prevent low level players to wear "undeserved" equipment |
693 | (like gifts from other players or cheated items). |
1002 | (like gifts from other players or cheated items). |
694 | |
1003 | |
695 | It is very important to adjust the <item power> value carefully |
1004 | It is very important to adjust the <item power> value carefully |
696 | for every artifact you create! If zero/unset, the CF server will |
1005 | for every artifact you create! If zero/unset, the Deliantra server will |
697 | calculate a provisional value at runtime, but this is never |
1006 | calculate a provisional value at runtime, but this is never |
698 | going to be an accurate measurement of <item power>. |
1007 | going to be an accurate measurement of <item power>. |
699 | </attribute> |
1008 | </attribute> |
700 | <attribute arch="damned" editor="damnation" type="bool"> |
1009 | <attribute arch="damned" editor="damnation" type="bool"> |
701 | A damned piece of equipment cannot be unwielded unless the curse |
1010 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
727 | you want the monster to use/wear the item - you must set |
1036 | you want the monster to use/wear the item - you must set |
728 | <is applied>. |
1037 | <is applied>. |
729 | Enabling this flag doesn't make any sense if the item |
1038 | Enabling this flag doesn't make any sense if the item |
730 | is NOT in a monster's inventory. |
1039 | is NOT in a monster's inventory. |
731 | </attribute> |
1040 | </attribute> |
732 | <section name="resistance"> |
1041 | &player_stat_resist_sections; |
733 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
734 | This adds physical resistance to the item (= armour value). The number is |
|
|
735 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
736 | and what they require to do for getting this-and-that artifact. |
|
|
737 | </attribute> |
|
|
738 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
739 | This adds magic resistance to the item. The number is a percent-value in |
|
|
740 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
741 | require to do for getting this-and-that artifact. |
|
|
742 | </attribute> |
|
|
743 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
744 | This adds fire resistance to the item. The number is a percent-value in |
|
|
745 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
746 | require to do for getting this-and-that artifact. |
|
|
747 | </attribute> |
|
|
748 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
749 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
750 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
751 | require to do for getting this-and-that artifact. |
|
|
752 | </attribute> |
|
|
753 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
754 | This adds fire resistance to the item. The number is a percent-value in |
|
|
755 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
756 | require to do for getting this-and-that artifact. |
|
|
757 | </attribute> |
|
|
758 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
759 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
760 | the range 0-100. Confusion resistance is not very effective |
|
|
761 | unless the value comes close to 100 (= perfect immunity). |
|
|
762 | </attribute> |
|
|
763 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
764 | This adds acid resistance to the item. The number is a percent-value in |
|
|
765 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
766 | require to do for getting this-and-that artifact. |
|
|
767 | </attribute> |
|
|
768 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
769 | This adds draining resistance to the item. The number is a percent-value |
|
|
770 | in the range 0-100. Draining resistance is little effective |
|
|
771 | unless the value is 100 (= perfect immunity). |
|
|
772 | </attribute> |
|
|
773 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
774 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
775 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
776 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
777 | are not meant to be easily resisted. |
|
|
778 | </attribute> |
|
|
779 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
780 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
781 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
782 | require to do for getting this-and-that artifact. |
|
|
783 | </attribute> |
|
|
784 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
785 | This adds poison resistance to the item. The number is a percent-value in |
|
|
786 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
787 | require to do for getting this-and-that artifact. |
|
|
788 | </attribute> |
|
|
789 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
790 | This adds fear resistance to the item. The number is a percent-value in |
|
|
791 | the range 0-100. Resistance to fear is pretty useless. |
|
|
792 | </attribute> |
|
|
793 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
794 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
795 | the range 0-100. Paralyze resistance is little effective |
|
|
796 | unless the value is 100 (= perfect immunity). |
|
|
797 | </attribute> |
|
|
798 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
799 | This adds fear resistance to the item. The number is a percent-value in |
|
|
800 | the range 0-100. Resistance to fear is pretty useless. |
|
|
801 | </attribute> |
|
|
802 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
803 | This adds depletion resistance to the item. The number is a percent-value |
|
|
804 | in the range 0-100. Depletion resistance is little effective |
|
|
805 | unless the value is 100 (= perfect immunity). |
|
|
806 | </attribute> |
|
|
807 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
808 | This adds death-attack resistance to the item. The number is a |
|
|
809 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
810 | effective unless the value is 100 (= perfect immunity). |
|
|
811 | Generally, resistance to death-attack is not supposed to be |
|
|
812 | available to players! |
|
|
813 | </attribute> |
|
|
814 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
815 | This adds chaos 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 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
819 | combination of other attacktypes. |
|
|
820 | </attribute> |
|
|
821 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
822 | This adds blinding resistance to the item. The number is a percent-value |
|
|
823 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
824 | require to do for getting this-and-that artifact. |
|
|
825 | </attribute> |
|
|
826 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
827 | This adds holy power resistance to the item. The number is a percent-value |
|
|
828 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
829 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
830 | for undead players (wraith or devourer cult). |
|
|
831 | Generally, resistance to holy word should not be available for players. |
|
|
832 | </attribute> |
|
|
833 | </section> |
|
|
834 | <section name="stats"> |
|
|
835 | <attribute arch="Str" editor="strength" type="int"> |
|
|
836 | The player's strentgh will rise/fall by the given value |
|
|
837 | while wearing this piece of equipment. |
|
|
838 | </attribute> |
|
|
839 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
840 | The player's dexterity will rise/fall by the given value |
|
|
841 | while wearing this piece of equipment. |
|
|
842 | </attribute> |
|
|
843 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
844 | The player's constitution will rise/fall by the given value |
|
|
845 | while wearing this piece of equipment. |
|
|
846 | </attribute> |
|
|
847 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
848 | The player's intelligence will rise/fall by the given value |
|
|
849 | while wearing this piece of equipment. |
|
|
850 | </attribute> |
|
|
851 | <attribute arch="Pow" editor="power" type="int"> |
|
|
852 | The player's power will rise/fall by the given value |
|
|
853 | while wearing this piece of equipment. |
|
|
854 | </attribute> |
|
|
855 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
856 | The player's wisdom will rise/fall by the given value while |
|
|
857 | wearing this piece of equipment. |
|
|
858 | </attribute> |
|
|
859 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
860 | The player's charisma will rise/fall by the given value |
|
|
861 | while wearing this piece of equipment. |
|
|
862 | </attribute> |
|
|
863 | </section> |
|
|
864 | <section name="misc"> |
1042 | <section name="misc"> |
865 | <attribute arch="luck" editor="luck bonus" type="int"> |
1043 | <attribute arch="luck" editor="luck bonus" type="int"> |
866 | With positive luck bonus, the player is more likely to |
1044 | With positive luck bonus, the player is more likely to |
867 | succeed in all sorts of things (spellcasting, praying,...). |
1045 | succeed in all sorts of things (spellcasting, praying,...). |
868 | Unless the <luck bonus> is very high, the effect will be |
1046 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
922 | projectiles (e.g. arrows, bolts, boulders) will |
1100 | projectiles (e.g. arrows, bolts, boulders) will |
923 | bounce off him. This works only about 90% of all |
1101 | bounce off him. This works only about 90% of all |
924 | times, to avoid players being completely immune to |
1102 | times, to avoid players being completely immune to |
925 | certain types of attacks. |
1103 | certain types of attacks. |
926 | </attribute> |
1104 | </attribute> |
927 | <attribute arch="flying" editor="levitate" type="bool"> |
1105 | &move_type; |
928 | As soon as the player applies a piece of equipment with |
|
|
929 | <levitate> set, the player will start to float in the air. |
|
|
930 | </attribute> |
|
|
931 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
1106 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
932 | Click on the <attuned paths> button to select spellpaths. |
1107 | Click on the <attuned paths> button to select spellpaths. |
933 | The player will get attuned to the specified spellpaths |
1108 | The player will get attuned to the specified spellpaths |
934 | while wearing this item. |
1109 | while wearing this item. |
935 | </attribute> |
1110 | </attribute> |
… | |
… | |
986 | get teleported after they died on this battleground. |
1161 | get teleported after they died on this battleground. |
987 | </attribute> |
1162 | </attribute> |
988 | </type> |
1163 | </type> |
989 | |
1164 | |
990 | <!--####################################################################--> |
1165 | <!--####################################################################--> |
|
|
1166 | <type number="165" name="Safe ground"> |
|
|
1167 | <ignore> |
|
|
1168 | <ignore_list name="non_pickable" /> |
|
|
1169 | </ignore> |
|
|
1170 | <description><![CDATA[ |
|
|
1171 | Safe ground is a special object that prevents any effects that might |
|
|
1172 | be harmful for the map, other players or items on the map. |
|
|
1173 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1174 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1175 | do cast spells still work. |
|
|
1176 | ]]> |
|
|
1177 | </description> |
|
|
1178 | <use><![CDATA[ |
|
|
1179 | Safe ground can be used to prevents any means of burning |
|
|
1180 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1181 | in your map and your shop will be safe. It's generally useful for making |
|
|
1182 | areas where really no kind of spell should be invoked by a player. |
|
|
1183 | ]]> |
|
|
1184 | </use> |
|
|
1185 | &movement_types_terrain; |
|
|
1186 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1187 | </type> |
|
|
1188 | |
|
|
1189 | <!--####################################################################--> |
991 | <type number="8" name="Book"> |
1190 | <type number="8" name="Book"> |
992 | <description><![CDATA[ |
1191 | <description><![CDATA[ |
993 | Applying a book, the containing message is displayed to the player. ]]> |
1192 | Applying a book, the containing message is displayed to the player. ]]> |
994 | </description> |
1193 | </description> |
995 | <attribute arch="level" editor="literacy level" type="int"> |
1194 | <attribute arch="level" editor="literacy level" type="int"> |
… | |
… | |
1010 | is taken, lost or destroyed - it's gone for good. |
1209 | is taken, lost or destroyed - it's gone for good. |
1011 | </attribute> |
1210 | </attribute> |
1012 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1211 | <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> |
1013 | This is the text that appears "written" in the book. |
1212 | This is the text that appears "written" in the book. |
1014 | </attribute> |
1213 | </attribute> |
|
|
1214 | <attribute arch="slaying" editor="key string" type="string"> |
|
|
1215 | This is the key string of the book. The key string is checked by an inventory checker. |
|
|
1216 | (This is used eg. for the gate/port passes in scorn) |
|
|
1217 | </attribute> |
1015 | </type> |
1218 | </type> |
1016 | |
1219 | |
1017 | <!--####################################################################--> |
1220 | <!--####################################################################--> |
1018 | <type number="99" name="Boots"> |
1221 | <type number="99" name="Boots"> |
1019 | <import_type name="Amulet" /> |
1222 | <import_type name="Amulet" /> |
… | |
… | |
1098 | When a predefined amount of weigh is placed on a button, the |
1301 | When a predefined amount of weigh is placed on a button, the |
1099 | <connection> value is triggered. In most cases this happens when a |
1302 | <connection> value is triggered. In most cases this happens when a |
1100 | player or monster steps on it. When the button is "released", the |
1303 | player or monster steps on it. When the button is "released", the |
1101 | <connection> value get's triggered a second time. ]]> |
1304 | <connection> value get's triggered a second time. ]]> |
1102 | </description> |
1305 | </description> |
1103 | <attribute arch="walk_on" value="1" type="fixed" /> |
1306 | &move_on; |
1104 | <attribute arch="walk_off" value="1" type="fixed" /> |
1307 | &move_off; |
1105 | <attribute arch="no_pick" value="1" type="fixed" /> |
1308 | <attribute arch="no_pick" value="1" type="fixed" /> |
1106 | <attribute arch="weight" editor="press weight" type="int"> |
1309 | <attribute arch="weight" editor="press weight" type="int"> |
1107 | The button is pressed (triggered), as soon as |
1310 | The button is pressed (triggered), as soon as |
1108 | <press weigh> gram are placed ontop of it. |
1311 | <press weigh> gram are placed ontop of it. |
1109 | </attribute> |
1312 | </attribute> |
… | |
… | |
1334 | <ignore_list name="system_object" /> |
1537 | <ignore_list name="system_object" /> |
1335 | </ignore> |
1538 | </ignore> |
1336 | <description><![CDATA[ |
1539 | <description><![CDATA[ |
1337 | A creator is an object which creates another object when it |
1540 | A creator is an object which creates another object when it |
1338 | is triggered. The child object can be anything. Creators are |
1541 | is triggered. The child object can be anything. Creators are |
1339 | VERY useful for all kinds of map-mechanisms. ]]> |
1542 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1543 | periodically create things. ]]> |
1340 | </description> |
1544 | </description> |
1341 | <use><![CDATA[ |
1545 | <use><![CDATA[ |
1342 | Don't hesitate to hide your creators under the floor. |
1546 | Don't hesitate to hide your creators under the floor. |
1343 | The created items will still always appear ontop of the floor. ]]> |
1547 | The created items will still always appear ontop of the floor. ]]> |
1344 | </use> |
1548 | </use> |
… | |
… | |
1352 | </attribute> |
1556 | </attribute> |
1353 | <attribute arch="connected" editor="connection" type="int"> |
1557 | <attribute arch="connected" editor="connection" type="int"> |
1354 | Whenever the connection value is activated, |
1558 | Whenever the connection value is activated, |
1355 | the creator gets triggered. |
1559 | the creator gets triggered. |
1356 | </attribute> |
1560 | </attribute> |
|
|
1561 | &activate_on; |
1357 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1562 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1358 | If <infinit uses> is set, the creator will work |
1563 | If <infinit uses> is set, the creator will work |
1359 | infinitely, regardless of the value in <number of uses>. |
1564 | infinitely, regardless of the value in <number of uses>. |
|
|
1565 | </attribute> |
|
|
1566 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1567 | When this field is set the creator will periodically create stuff |
|
|
1568 | (and will still do so when the connection is triggered). |
|
|
1569 | A value of 1 means roughly 8 times a second. |
1360 | </attribute> |
1570 | </attribute> |
1361 | <attribute arch="hp" editor="number of uses" type="int"> |
1571 | <attribute arch="hp" editor="number of uses" type="int"> |
1362 | The creator can be triggered <number of uses> times, thus |
1572 | The creator can be triggered <number of uses> times, thus |
1363 | creating that many objects, before it dissappears. |
1573 | creating that many objects, before it dissappears. |
1364 | Default is <number of uses> 1 (-> one-time usage). |
1574 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1406 | </attribute> |
1616 | </attribute> |
1407 | <attribute arch="speed" editor="detection speed" type="float"> |
1617 | <attribute arch="speed" editor="detection speed" type="float"> |
1408 | This value defines the time between two detector-checks. |
1618 | This value defines the time between two detector-checks. |
1409 | If you want the detector to behave almost like pedestals/buttons, |
1619 | If you want the detector to behave almost like pedestals/buttons, |
1410 | set speed rather high, like <detection speed> 1.0. |
1620 | set speed rather high, like <detection speed> 1.0. |
|
|
1621 | </attribute> |
|
|
1622 | &speed_left; |
|
|
1623 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1624 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1625 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1626 | by 1. |
1411 | </attribute> |
1627 | </attribute> |
1412 | </type> |
1628 | </type> |
1413 | |
1629 | |
1414 | <!--####################################################################--> |
1630 | <!--####################################################################--> |
1415 | <type number="112" name="Director"> |
1631 | <type number="112" name="Director"> |
… | |
… | |
1438 | <attribute arch="sp" editor="direction" type="list_direction"> |
1654 | <attribute arch="sp" editor="direction" type="list_direction"> |
1439 | Projectiles will leave the director flying in the selected <direction>. |
1655 | Projectiles will leave the director flying in the selected <direction>. |
1440 | A director with direction <none> simply stops projectiles. |
1656 | A director with direction <none> simply stops projectiles. |
1441 | (The latter works out a bit strange for some spells). |
1657 | (The latter works out a bit strange for some spells). |
1442 | </attribute> |
1658 | </attribute> |
1443 | <attribute arch="walk_on" value="1" type="fixed" /> |
1659 | &move_on; |
1444 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1445 | </type> |
1660 | </type> |
1446 | |
1661 | |
1447 | <!--####################################################################--> |
1662 | <!--####################################################################--> |
1448 | <type number="158" name="Disease"> |
1663 | <type number="158" name="Disease"> |
1449 | <ignore> |
1664 | <ignore> |
1450 | <ignore_list name="system_object" /> |
1665 | <ignore_list name="system_object" /> |
1451 | </ignore> |
1666 | </ignore> |
1452 | <description><![CDATA[ |
1667 | <description><![CDATA[ |
1453 | Diseases are an intersting form of spellcraft in Crossfire. |
1668 | Diseases are an intersting form of spellcraft in Deliantra. |
1454 | Once casted, they can spread out and infect creatures in a large |
1669 | Once casted, they can spread out and infect creatures in a large |
1455 | area. Being infected can have various effects, from amusing farts |
1670 | area. Being infected can have various effects, from amusing farts |
1456 | to horrible damage - almost everything is possible. ]]> |
1671 | to horrible damage - almost everything is possible. ]]> |
1457 | </description> |
1672 | </description> |
1458 | <use><![CDATA[ |
1673 | <use><![CDATA[ |
… | |
… | |
1517 | </attribute> |
1732 | </attribute> |
1518 | <attribute arch="speed" editor="moving speed" type="float"> |
1733 | <attribute arch="speed" editor="moving speed" type="float"> |
1519 | The <speed> of the disease determines how fast the disease will |
1734 | The <speed> of the disease determines how fast the disease will |
1520 | "move", thus how fast the symptoms strike the host. |
1735 | "move", thus how fast the symptoms strike the host. |
1521 | </attribute> |
1736 | </attribute> |
|
|
1737 | &speed_left; |
1522 | </section> |
1738 | </section> |
1523 | <section name="symptoms"> |
1739 | <section name="symptoms"> |
1524 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1740 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1525 | The disease will attack the host with the given <attacktype>. |
1741 | The disease will attack the host with the given <attacktype>. |
1526 | Godpower attacktype is commonly used for "unresistable" diseases. |
1742 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1616 | defeated, horizontally and vertically adjacent doors are automatically |
1832 | defeated, horizontally and vertically adjacent doors are automatically |
1617 | removed. ]]> |
1833 | removed. ]]> |
1618 | </description> |
1834 | </description> |
1619 | <attribute arch="no_pick" value="1" type="fixed" /> |
1835 | <attribute arch="no_pick" value="1" type="fixed" /> |
1620 | <attribute arch="alive" value="1" type="fixed" /> |
1836 | <attribute arch="alive" value="1" type="fixed" /> |
1621 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
1837 | &movement_types_terrain; |
1622 | If set, a player must defeat the door to enter. |
|
|
1623 | </attribute> |
|
|
1624 | <attribute arch="hp" editor="hitpoints" type="int"> |
1838 | <attribute arch="hp" editor="hitpoints" type="int"> |
1625 | The more <hitpoints> the door has, the longer it takes to be broken. |
1839 | The more <hitpoints> the door has, the longer it takes to be broken. |
1626 | </attribute> |
1840 | </attribute> |
1627 | <attribute arch="ac" editor="armour class" type="int"> |
1841 | <attribute arch="ac" editor="armour class" type="int"> |
1628 | Doors of high <armour class> are less likely to get hit. |
1842 | Doors of high <armour class> are less likely to get hit. |
… | |
… | |
1633 | This string defines the object that will be created when the door was |
1847 | This string defines the object that will be created when the door was |
1634 | defeated. |
1848 | defeated. |
1635 | </attribute> |
1849 | </attribute> |
1636 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1850 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1637 | This entry determines what kind of traps will appear in the door. |
1851 | This entry determines what kind of traps will appear in the door. |
|
|
1852 | </attribute> |
|
|
1853 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1854 | Set this flag to move treasure items created into the environment (map) |
|
|
1855 | instead of putting them into the object. |
1638 | </attribute> |
1856 | </attribute> |
1639 | </type> |
1857 | </type> |
1640 | |
1858 | |
1641 | <!--####################################################################--> |
1859 | <!--####################################################################--> |
1642 | <type number="83" name="Duplicator"> |
1860 | <type number="83" name="Duplicator"> |
… | |
… | |
1660 | loose the input matches the chance to earn winnings.<br> |
1878 | loose the input matches the chance to earn winnings.<br> |
1661 | A duplicator with <multiply factor> 3 for example should have a |
1879 | A duplicator with <multiply factor> 3 for example should have a |
1662 | loosing rate of 2/3 = 67%. ]]> |
1880 | loosing rate of 2/3 = 67%. ]]> |
1663 | </use> |
1881 | </use> |
1664 | <attribute arch="other_arch" editor="target arch" type="string"> |
1882 | <attribute arch="other_arch" editor="target arch" type="string"> |
1665 | Only objects of matching archtype, lying ontop of the dublicator will be |
1883 | Only objects of matching archtype, lying ontop of the duplicator will be |
1666 | dublicated, multiplied or removed. All other objects will be ignored. |
1884 | duplicated, multiplied or removed. All other objects will be ignored. |
1667 | </attribute> |
1885 | </attribute> |
1668 | <attribute arch="level" editor="multiply factor" type="int"> |
1886 | <attribute arch="level" editor="multiply factor" type="int"> |
1669 | The number of items in the target pile will be multiplied by the |
1887 | The number of items in the target pile will be multiplied by the |
1670 | <multiply factor>. If it is set to zero, all target objects |
1888 | <multiply factor>. If it is set to zero, all target objects |
1671 | will be destroyed. |
1889 | will be destroyed. |
… | |
… | |
1673 | <attribute arch="connected" editor="connection" type="int"> |
1891 | <attribute arch="connected" editor="connection" type="int"> |
1674 | An activator (lever, altar, button, etc) with matching connection value |
1892 | An activator (lever, altar, button, etc) with matching connection value |
1675 | is able to trigger this duplicator. Be very careful that players cannot |
1893 | is able to trigger this duplicator. Be very careful that players cannot |
1676 | abuse it to create endless amounts of money or other valuable stuff! |
1894 | abuse it to create endless amounts of money or other valuable stuff! |
1677 | </attribute> |
1895 | </attribute> |
|
|
1896 | &activate_on; |
1678 | </type> |
1897 | </type> |
1679 | |
1898 | |
1680 | <!--####################################################################--> |
1899 | <!--####################################################################--> |
1681 | <type number="66" name="Exit"> |
1900 | <type number="66" name="Exit"> |
1682 | <ignore> |
1901 | <ignore> |
… | |
… | |
1722 | If both are set to zero, the player will be transferred to the "default |
1941 | If both are set to zero, the player will be transferred to the "default |
1723 | enter location" of the destined map. The latter can be set in the map- |
1942 | enter location" of the destined map. The latter can be set in the map- |
1724 | properties as "Enter X/Y". Though, please DO NOT use that. |
1943 | properties as "Enter X/Y". Though, please DO NOT use that. |
1725 | It turned out to be a source for numerous map-bugs. |
1944 | It turned out to be a source for numerous map-bugs. |
1726 | </attribute> |
1945 | </attribute> |
1727 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
1946 | &move_on; |
1728 | If set, the player will apply the exit by just walking into it. This must |
|
|
1729 | be set for the invisible exits for example. If unset, the player has |
|
|
1730 | to step onto the exit and press 'a' to get transferred. |
|
|
1731 | </attribute> |
|
|
1732 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
1733 | If set, the player will apply the exit by "flying into it". Flying means |
|
|
1734 | the player is levitating. E.g. wearing levitation boots. |
|
|
1735 | </attribute> |
|
|
1736 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1947 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1737 | If set, this message will be displayed to the player when he applies the exit. |
1948 | If set, this message will be displayed to the player when he applies the exit. |
1738 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1949 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1739 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1950 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1740 | is poor, but you get the point. =) |
1951 | is poor, but you get the point. =) |
1741 | </attribute> |
1952 | </attribute> |
1742 | <attribute arch="unique" editor="unique destination" type="bool"> |
1953 | <attribute arch="damned" editor="set savebed" type="bool"> |
1743 | This flag defines the destined map as "personal unique map". If set, |
1954 | If set, then players using this exit will have their savebed position |
1744 | there will be a seperate version of that map for every player out there. |
1955 | set to the destination of the exit when passing through. |
1745 | This feature is used for the permanent apartments |
|
|
1746 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1747 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1748 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1749 | (see floors). |
|
|
1750 | An exit pointing outside of a personal unique map must have the |
|
|
1751 | "unique destination"-flag unset. |
|
|
1752 | </attribute> |
1956 | </attribute> |
1753 | </type> |
1957 | </type> |
1754 | |
1958 | |
1755 | <!--####################################################################--> |
1959 | <!--####################################################################--> |
1756 | <type number="72" name="Flesh"> |
1960 | <type number="72" name="Flesh"> |
1757 | <description><![CDATA[ |
1961 | <description><![CDATA[ |
1758 | Just like with food, the player can fill his stomache and gain a |
1962 | Just like with food, the player can fill his stomache and gain a |
1759 | little health by eating flesh-objects. <br> |
1963 | little health by eating flesh-objects. <br> |
1760 | For dragon players, flesh plays a very special role though: If the |
1964 | For dragon players, flesh plays a very special role though: If the |
1761 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1965 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1762 | those cathegories. The only constraint to this process is the <flesh level>. |
1966 | those categories. The only constraint to this process is the <flesh level>. |
1763 | Don't forget that flesh items with resistances have to be balanced |
1967 | Don't forget that flesh items with resistances have to be balanced |
1764 | according to map/monster difficulty. ]]> |
1968 | according to map/monster difficulty. ]]> |
1765 | </description> |
1969 | </description> |
1766 | <use><![CDATA[ |
1970 | <use><![CDATA[ |
1767 | For dragon players, flesh items can be highly valuable. Note that many |
1971 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1788 | </attribute> |
1992 | </attribute> |
1789 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1993 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1790 | A godgiven item vanishes as soon as the player |
1994 | A godgiven item vanishes as soon as the player |
1791 | drops it to the ground. |
1995 | drops it to the ground. |
1792 | </attribute> |
1996 | </attribute> |
1793 | <section name="resistance"> |
1997 | &resistances_flesh_section; |
1794 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1795 | Resistances on flesh items make them more durable against spellcraft |
|
|
1796 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1797 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1798 | items in a monster's inventory. |
|
|
1799 | </attribute> |
|
|
1800 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1801 | Resistances on flesh items make them more durable against spellcraft |
|
|
1802 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1803 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1804 | items in a monster's inventory. |
|
|
1805 | </attribute> |
|
|
1806 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1807 | Resistances on flesh items make them more durable against spellcraft |
|
|
1808 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1809 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1810 | items in a monster's inventory. |
|
|
1811 | </attribute> |
|
|
1812 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1813 | Resistances on flesh items make them more durable against spellcraft |
|
|
1814 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1815 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1816 | items in a monster's inventory. |
|
|
1817 | </attribute> |
|
|
1818 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1819 | Resistances on flesh items make them more durable against spellcraft |
|
|
1820 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1821 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1822 | items in a monster's inventory. |
|
|
1823 | </attribute> |
|
|
1824 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1825 | Resistances on flesh items make them more durable against spellcraft |
|
|
1826 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1827 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1828 | items in a monster's inventory. |
|
|
1829 | </attribute> |
|
|
1830 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1831 | Resistances on flesh items make them more durable against spellcraft |
|
|
1832 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1833 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1834 | items in a monster's inventory. |
|
|
1835 | </attribute> |
|
|
1836 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1837 | Resistances on flesh items make them more durable against spellcraft |
|
|
1838 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1839 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1840 | items in a monster's inventory. |
|
|
1841 | </attribute> |
|
|
1842 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1843 | Resistances on flesh items make them more durable against spellcraft |
|
|
1844 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1845 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1846 | items in a monster's inventory. |
|
|
1847 | </attribute> |
|
|
1848 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1849 | Resistances on flesh items make them more durable against spellcraft |
|
|
1850 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1851 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1852 | items in a monster's inventory. |
|
|
1853 | </attribute> |
|
|
1854 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1855 | Resistances on flesh items make them more durable against spellcraft |
|
|
1856 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1857 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1858 | items in a monster's inventory. |
|
|
1859 | </attribute> |
|
|
1860 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1861 | Resistances on flesh items make them more durable against spellcraft |
|
|
1862 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1863 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1864 | items in a monster's inventory. |
|
|
1865 | </attribute> |
|
|
1866 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1867 | Resistances on flesh items make them more durable against spellcraft |
|
|
1868 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1869 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1870 | items in a monster's inventory. |
|
|
1871 | </attribute> |
|
|
1872 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1873 | Resistances on flesh items make them more durable against spellcraft |
|
|
1874 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1875 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1876 | items in a monster's inventory. |
|
|
1877 | </attribute> |
|
|
1878 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1879 | Resistances on flesh items make them more durable against spellcraft |
|
|
1880 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1881 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1882 | items in a monster's inventory. |
|
|
1883 | </attribute> |
|
|
1884 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1885 | RResistances on flesh items make them more durable against spellcraft |
|
|
1886 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1887 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1888 | items in a monster's inventory. |
|
|
1889 | </attribute> |
|
|
1890 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1891 | Resistances on flesh items make them more durable against spellcraft |
|
|
1892 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1893 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1894 | items in a monster's inventory. |
|
|
1895 | </attribute> |
|
|
1896 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1897 | Resistances on flesh items make them more durable against spellcraft |
|
|
1898 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1899 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1900 | items in a monster's inventory. |
|
|
1901 | </attribute> |
|
|
1902 | </section> |
|
|
1903 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1998 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1904 | This text may describe the item. |
1999 | This text may describe the item. |
1905 | </attribute> |
2000 | </attribute> |
1906 | </type> |
2001 | </type> |
1907 | |
2002 | |
… | |
… | |
1918 | Floor is a very basic thing whithout too much |
2013 | Floor is a very basic thing whithout too much |
1919 | functionality. It's a floor - you stand on it. ]]> |
2014 | functionality. It's a floor - you stand on it. ]]> |
1920 | </description> |
2015 | </description> |
1921 | <attribute arch="is_floor" value="1" type="fixed" /> |
2016 | <attribute arch="is_floor" value="1" type="fixed" /> |
1922 | <attribute arch="no_pick" value="1" type="fixed" /> |
2017 | <attribute arch="no_pick" value="1" type="fixed" /> |
1923 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1924 | If set, the object cannot be passed by players nor monsters. |
|
|
1925 | </attribute> |
|
|
1926 | <section name="terrain"> |
2018 | <section name="terrain"> |
1927 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2019 | &movement_types_terrain; |
1928 | If <slow movement> is set to a value greater zero, all |
|
|
1929 | creatures moving over this spot will be slower than normal. |
|
|
1930 | |
|
|
1931 | <slow movement> 1 - rough terrain |
|
|
1932 | <slow movement> 2 - very rough terrain |
|
|
1933 | ... |
|
|
1934 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1935 | </attribute> |
|
|
1936 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2020 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1937 | This flag indicates this spot contains wood or high grass. |
2021 | This flag indicates this spot contains wood or high grass. |
1938 | Players with activated woodsman skill can move faster here. |
2022 | Players with activated woodsman skill can move faster here. |
1939 | </attribute> |
2023 | </attribute> |
1940 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2024 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1973 | with monsters on them. Nowadays this feature is disabled - |
2057 | with monsters on them. Nowadays this feature is disabled - |
1974 | Hence encounter floor is not different from normal floor. ]]> |
2058 | Hence encounter floor is not different from normal floor. ]]> |
1975 | </description> |
2059 | </description> |
1976 | <attribute arch="is_floor" value="1" type="fixed" /> |
2060 | <attribute arch="is_floor" value="1" type="fixed" /> |
1977 | <attribute arch="no_pick" value="1" type="fixed" /> |
2061 | <attribute arch="no_pick" value="1" type="fixed" /> |
1978 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1979 | If set, the object cannot be passed by players nor monsters. |
|
|
1980 | </attribute> |
|
|
1981 | <section name="terrain"> |
2062 | <section name="terrain"> |
1982 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2063 | &movement_types_terrain; |
1983 | If <slow movement> is set to a value greater zero, all |
|
|
1984 | creatures moving over this spot will be slower than normal. |
|
|
1985 | |
|
|
1986 | <slow movement> 1 - rough terrain |
|
|
1987 | <slow movement> 2 - very rough terrain |
|
|
1988 | ... |
|
|
1989 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1990 | </attribute> |
|
|
1991 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2064 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1992 | This flag indicates this spot contains wood or high grass. |
2065 | This flag indicates this spot contains wood or high grass. |
1993 | Players with activated woodsman skill can move faster here. |
2066 | Players with activated woodsman skill can move faster here. |
1994 | </attribute> |
2067 | </attribute> |
1995 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2068 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2035 | <type number="91" name="Gate"> |
2108 | <type number="91" name="Gate"> |
2036 | <ignore> |
2109 | <ignore> |
2037 | <ignore_list name="non_pickable" /> |
2110 | <ignore_list name="non_pickable" /> |
2038 | </ignore> |
2111 | </ignore> |
2039 | <description><![CDATA[ |
2112 | <description><![CDATA[ |
2040 | Gates play an important role in Crossfire. Gates can be opened |
2113 | Gates play an important role in Deliantra. Gates can be opened |
2041 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2114 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2042 | or carrying special key-objects (-> inventory checker). |
2115 | or carrying special key-objects (-> inventory checker). |
2043 | Unlike locked doors, gates can get shut again after a player has |
2116 | Unlike locked doors, gates can get shut again after a player has |
2044 | passed, which makes them more practical in many cases. ]]> |
2117 | passed, which makes them more practical in many cases. ]]> |
2045 | </description> |
2118 | </description> |
… | |
… | |
2047 | Use gates to divide your maps into seperated areas. After solving |
2120 | Use gates to divide your maps into seperated areas. After solving |
2048 | area A, the player gains access to area B, and so on. Make your |
2121 | area A, the player gains access to area B, and so on. Make your |
2049 | maps more complex than "one-way". ]]> |
2122 | maps more complex than "one-way". ]]> |
2050 | </use> |
2123 | </use> |
2051 | <attribute arch="no_pick" value="1" type="fixed" /> |
2124 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2125 | <attribute arch="speed" value="1" type="float"> |
|
|
2126 | The speed of the gate affects how fast it is closing/opening. |
|
|
2127 | </attribute> |
2052 | <attribute arch="connected" editor="connection" type="int"> |
2128 | <attribute arch="connected" editor="connection" type="int"> |
2053 | Whenever the inventory checker is triggered, all objects with identical |
2129 | Whenever the inventory checker is triggered, all objects with identical |
2054 | <connection> value get activated. This only makes sense together with |
2130 | <connection> value get activated. This only makes sense together with |
2055 | <blocking passage> disabled. |
2131 | <blocking passage> disabled. |
2056 | </attribute> |
2132 | </attribute> |
… | |
… | |
2058 | The <position state> defines the position of the gate: |
2134 | The <position state> defines the position of the gate: |
2059 | Zero means completely open/down, the "number of animation-steps" (usually |
2135 | Zero means completely open/down, the "number of animation-steps" (usually |
2060 | about 6 or 7) means completely closed/up state. I suggest you don't |
2136 | about 6 or 7) means completely closed/up state. I suggest you don't |
2061 | mess with this value - Leave the default in place. |
2137 | mess with this value - Leave the default in place. |
2062 | </attribute> |
2138 | </attribute> |
2063 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2139 | &movement_types_terrain; |
2064 | For open gates, <blocking passage> should be unset. |
|
|
2065 | For closed gates it must be set. |
|
|
2066 | </attribute> |
|
|
2067 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2140 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2068 | Restricting the use of spells to pass this gate. This has |
2141 | Restricting the use of spells to pass this gate. This has |
2069 | an effect only if <block view> is disabled. |
2142 | an effect only if <block view> is disabled. |
2070 | </attribute> |
2143 | </attribute> |
2071 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2144 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
2179 | You can use that to safely chase off too-weak players, or just |
2252 | You can use that to safely chase off too-weak players, or just |
2180 | to have something different. ]]> |
2253 | to have something different. ]]> |
2181 | </use> |
2254 | </use> |
2182 | <attribute arch="is_floor" value="1" type="fixed" /> |
2255 | <attribute arch="is_floor" value="1" type="fixed" /> |
2183 | <attribute arch="lifesave" value="1" type="fixed" /> |
2256 | <attribute arch="lifesave" value="1" type="fixed" /> |
2184 | <attribute arch="walk_on" value="1" type="fixed" /> |
2257 | &move_on; |
2185 | <attribute arch="no_pick" value="1" type="fixed" /> |
2258 | <attribute arch="no_pick" value="1" type="fixed" /> |
2186 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2259 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2187 | This attribute specifys the attacktypes that this floor uses to |
2260 | This attribute specifys the attacktypes that this floor uses to |
2188 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2261 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2189 | If you want a real tough hazard floor, add more than just one attacktype. |
2262 | If you want a real tough hazard floor, add more than just one attacktype. |
… | |
… | |
2204 | I guess this value is supposed to work similar to monster levels. |
2277 | I guess this value is supposed to work similar to monster levels. |
2205 | But in fact, it does not seem to have an effect. Set any non-zero |
2278 | But in fact, it does not seem to have an effect. Set any non-zero |
2206 | value to be on the safe side. |
2279 | value to be on the safe side. |
2207 | </attribute> |
2280 | </attribute> |
2208 | <section name="terrain"> |
2281 | <section name="terrain"> |
2209 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2282 | &movement_types_terrain; |
2210 | If <slow movement> is set to a value greater zero, all |
|
|
2211 | creatures moving over this spot will be slower than normal. |
|
|
2212 | |
|
|
2213 | <slow movement> 1 - rough terrain |
|
|
2214 | <slow movement> 2 - very rough terrain |
|
|
2215 | ... |
|
|
2216 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2217 | </attribute> |
|
|
2218 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2283 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2219 | This flag indicates this spot contains wood or high grass. |
2284 | This flag indicates this spot contains wood or high grass. |
2220 | Players with activated woodsman skill can move faster here. |
2285 | Players with activated woodsman skill can move faster here. |
2221 | </attribute> |
2286 | </attribute> |
2222 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2287 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2285 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2350 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2286 | To re-consecrate an altar, the player's wisdom level must be as |
2351 | To re-consecrate an altar, the player's wisdom level must be as |
2287 | high or higher than this value. In that way, some altars can not |
2352 | high or higher than this value. In that way, some altars can not |
2288 | be re-consecrated, while other altars, like those in dungeons, could be. |
2353 | be re-consecrated, while other altars, like those in dungeons, could be. |
2289 | |
2354 | |
2290 | Altars located in temples should have at least <reconsecrate level> 100. |
2355 | Altars located in temples should have at least <reconsecrate level> 120. |
2291 | Some characters might need those altars, they would be very unhappy to |
2356 | Some characters might need those altars, they would be very unhappy to |
2292 | see them re-consecrated to another cult. |
2357 | see them re-consecrated to another cult. |
2293 | </attribute> |
2358 | </attribute> |
2294 | </type> |
2359 | </type> |
2295 | |
2360 | |
… | |
… | |
2347 | alchemical receipes. By themselves, they have no special |
2412 | alchemical receipes. By themselves, they have no special |
2348 | functionalities. ]]> |
2413 | functionalities. ]]> |
2349 | </description> |
2414 | </description> |
2350 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2415 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2351 | </attribute> |
2416 | </attribute> |
2352 | <section name="resistance"> |
2417 | &resistances_basic; |
2353 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2354 | </attribute> |
|
|
2355 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2356 | </attribute> |
|
|
2357 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2358 | </attribute> |
|
|
2359 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2360 | </attribute> |
|
|
2361 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2362 | </attribute> |
|
|
2363 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2364 | </attribute> |
|
|
2365 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2366 | </attribute> |
|
|
2367 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2368 | </attribute> |
|
|
2369 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2370 | </attribute> |
|
|
2371 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2372 | </attribute> |
|
|
2373 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2374 | </attribute> |
|
|
2375 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2376 | </attribute> |
|
|
2377 | </section> |
|
|
2378 | </type> |
2418 | </type> |
2379 | |
2419 | |
2380 | <!--####################################################################--> |
2420 | <!--####################################################################--> |
2381 | <type number="64" name="Inventory Checker"> |
2421 | <type number="64" name="Inventory Checker"> |
2382 | <ignore> |
2422 | <ignore> |
… | |
… | |
2388 | either if that object is present or missing (-> "last_sp") when a |
2428 | either if that object is present or missing (-> "last_sp") when a |
2389 | player walks over the inv. checker. A valid option is to remove the |
2429 | player walks over the inv. checker. A valid option is to remove the |
2390 | matching object (usually not recommended, see "last_heal"). |
2430 | matching object (usually not recommended, see "last_heal"). |
2391 | <br><br> |
2431 | <br><br> |
2392 | Alternatively, you can set your inv. checker to block all players |
2432 | Alternatively, you can set your inv. checker to block all players |
2393 | that do/don't carry the matching object (-> "no_pass"). |
2433 | that do/don't carry the matching object. |
2394 | <br><br> |
2434 | <br><br> |
2395 | As you can see, inv. checkers are quite powerful, holding a |
2435 | As you can see, inv. checkers are quite powerful, holding a |
2396 | great variety of possibilities. ]]> |
2436 | great variety of possibilities. ]]> |
2397 | </description> |
2437 | </description> |
2398 | <use><![CDATA[ |
2438 | <use><![CDATA[ |
… | |
… | |
2430 | <attribute arch="connected" editor="connection" type="int"> |
2470 | <attribute arch="connected" editor="connection" type="int"> |
2431 | Whenever the inventory checker is triggered, all objects with identical |
2471 | Whenever the inventory checker is triggered, all objects with identical |
2432 | <connection> value get activated. This only makes sense together with |
2472 | <connection> value get activated. This only makes sense together with |
2433 | <blocking passage> disabled. |
2473 | <blocking passage> disabled. |
2434 | </attribute> |
2474 | </attribute> |
2435 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2475 | &movement_types_terrain; |
2436 | If set, only players meeting the match criteria can pass |
|
|
2437 | through that space. If unset (default), the inventory |
|
|
2438 | checker acts like a trigger/button. |
|
|
2439 | </attribute> |
|
|
2440 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2476 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2441 | <remove match> means remove object if found. Setting this is usually not |
2477 | <remove match> means remove object if found. Setting this is usually not |
2442 | recommended because inv. checkers are in general invisible. So, unlike |
2478 | recommended because inv. checkers are in general invisible. So, unlike |
2443 | for altars/ locked doors, the player won't expect to lose an object when |
2479 | for altars/ locked doors, the player won't expect to lose an object when |
2444 | walking over that square. And he doesn't even get a message either. |
2480 | walking over that square. And he doesn't even get a message either. |
… | |
… | |
2530 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2566 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2531 | There you have magic forces (door objects) put under certain artifact |
2567 | There you have magic forces (door objects) put under certain artifact |
2532 | items. To get your hands on the artifacts, you need to bring up the |
2568 | items. To get your hands on the artifacts, you need to bring up the |
2533 | appropriate quest items (key objects). ]]> |
2569 | appropriate quest items (key objects). ]]> |
2534 | </use> |
2570 | </use> |
2535 | <attribute arch="no_pass" value="1" type="fixed" /> |
2571 | <attribute arch="move_type" value="0" type="fixed" /> |
2536 | <attribute arch="no_pick" value="1" type="fixed" /> |
2572 | <attribute arch="no_pick" value="1" type="fixed" /> |
2537 | <attribute arch="slaying" editor="key string" type="string"> |
2573 | <attribute arch="slaying" editor="key string" type="string"> |
2538 | The <key string> in the door must be identical with the |
2574 | The <key string> in the door must be identical with the |
2539 | <key string> in the special key, then the door is unlocked. |
2575 | <key string> in the special key, then the door is unlocked. |
2540 | It is VERY important to set the <key string> to something that |
2576 | It is VERY important to set the <key string> to something that |
2541 | is unique among the CF mapset. |
2577 | is unique among the Deliantra mapset. |
2542 | |
2578 | |
2543 | DONT EVER USE the default string "set_individual_value". |
2579 | DONT EVER USE the default string "set_individual_value". |
2544 | </attribute> |
2580 | </attribute> |
2545 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2581 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2546 | Restricting the use of spells to pass this door. |
2582 | Restricting the use of spells to pass this door. |
… | |
… | |
2646 | <attribute arch="connected" editor="connection" type="int"> |
2682 | <attribute arch="connected" editor="connection" type="int"> |
2647 | Every time the <connection> value is triggered, the wall will cast |
2683 | Every time the <connection> value is triggered, the wall will cast |
2648 | it's spell. You should set <casting speed> to zero, or this won't |
2684 | it's spell. You should set <casting speed> to zero, or this won't |
2649 | have much visible effect. |
2685 | have much visible effect. |
2650 | </attribute> |
2686 | </attribute> |
|
|
2687 | &activate_on; |
2651 | <attribute arch="speed" editor="casting speed" type="float"> |
2688 | <attribute arch="speed" editor="casting speed" type="float"> |
2652 | The <casting speed> defines the spellcasting speed of the wall. |
2689 | The <casting speed> defines the spellcasting speed of the wall. |
2653 | You can fine-tune how long the duration between two casts shall |
2690 | You can fine-tune how long the duration between two casts shall |
2654 | be. If you want to create a wall that can be activated (cast per |
2691 | be. If you want to create a wall that can be activated (cast per |
2655 | trigger) via connected lever/button/etc, you must set "speed 0". |
2692 | trigger) via connected lever/button/etc, you must set "speed 0". |
2656 | </attribute> |
2693 | </attribute> |
|
|
2694 | &speed_left; |
2657 | <attribute arch="sp" editor="direction" type="list_direction"> |
2695 | <attribute arch="sp" editor="direction" type="list_direction"> |
2658 | The magic wall will cast it's spells always in the specified |
2696 | The magic wall will cast it's spells always in the specified |
2659 | <direction>. A magic wall with direction set to <none> will |
2697 | <direction>. A magic wall with direction set to <none> will |
2660 | always fire in a random direction. |
2698 | always fire in a random direction. |
2661 | </attribute> |
2699 | </attribute> |
2662 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2700 | &movement_types_terrain; |
2663 | If set, the object cannot be passed by players nor monsters. |
|
|
2664 | </attribute> |
|
|
2665 | <section name="destroyable"> |
2701 | <section name="destroyable"> |
2666 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2702 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2667 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2703 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2668 | destroyed by the player. If disabled, all other attributes on |
2704 | destroyed by the player. If disabled, all other attributes on |
2669 | this tab, as well as resistances, are meaningless. |
2705 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2680 | A magic wall of high <armour class> is less likely to get hit from |
2716 | A magic wall of high <armour class> is less likely to get hit from |
2681 | an opponent. <armour class> can be considered the "counterpiece" |
2717 | an opponent. <armour class> can be considered the "counterpiece" |
2682 | to <weapon class>. |
2718 | to <weapon class>. |
2683 | </attribute> |
2719 | </attribute> |
2684 | </section> |
2720 | </section> |
2685 | <section name="resistance"> |
2721 | &resistances_basic; |
2686 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2687 | </attribute> |
|
|
2688 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2689 | </attribute> |
|
|
2690 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2691 | </attribute> |
|
|
2692 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2693 | </attribute> |
|
|
2694 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2695 | </attribute> |
|
|
2696 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2697 | </attribute> |
|
|
2698 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2699 | </attribute> |
|
|
2700 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2701 | </attribute> |
|
|
2702 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2703 | </attribute> |
|
|
2704 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2705 | </attribute> |
|
|
2706 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2707 | </attribute> |
|
|
2708 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2709 | </attribute> |
|
|
2710 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2711 | </attribute> |
|
|
2712 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2713 | </attribute> |
|
|
2714 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2715 | </attribute> |
|
|
2716 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2717 | </attribute> |
|
|
2718 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2719 | </attribute> |
|
|
2720 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2721 | </attribute> |
|
|
2722 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2723 | </attribute> |
|
|
2724 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2725 | </attribute> |
|
|
2726 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2727 | </attribute> |
|
|
2728 | </section> |
|
|
2729 | </type> |
2722 | </type> |
2730 | |
2723 | |
2731 | <!--####################################################################--> |
2724 | <!--####################################################################--> |
2732 | <type number="55" name="Marker"> |
2725 | <type number="55" name="Marker"> |
2733 | <ignore> |
2726 | <ignore> |
… | |
… | |
2767 | The <marking speed> defines how quickly it will mark something |
2760 | The <marking speed> defines how quickly it will mark something |
2768 | standing on the marker. Set this value rather high to make |
2761 | standing on the marker. Set this value rather high to make |
2769 | sure the player really gets his mark. I think <marking speed> 1.0 |
2762 | sure the player really gets his mark. I think <marking speed> 1.0 |
2770 | should do fine. |
2763 | should do fine. |
2771 | </attribute> |
2764 | </attribute> |
|
|
2765 | &speed_left; |
2772 | <attribute arch="food" editor="mark duration" type="int"> |
2766 | <attribute arch="food" editor="mark duration" type="int"> |
2773 | This value defines the duration of the force it inserts. |
2767 | This value defines the duration of the force it inserts. |
2774 | If nonzero, the duration of the player's mark is finite: |
2768 | If nonzero, the duration of the player's mark is finite: |
2775 | about 1 food per 10 seconds. <mark duration> zero/unset |
2769 | about 1 food per 10 seconds. <mark duration> zero/unset |
2776 | means the mark will stay on the player forever. |
2770 | means the mark will stay on the player forever. |
… | |
… | |
2876 | |
2870 | |
2877 | Note that you can always put items into the monster's |
2871 | Note that you can always put items into the monster's |
2878 | inventory. Those will drop-at-kill just like the stuff |
2872 | inventory. Those will drop-at-kill just like the stuff |
2879 | from the <treasurelist>. |
2873 | from the <treasurelist>. |
2880 | </attribute> |
2874 | </attribute> |
|
|
2875 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2876 | Set this flag to move treasure items created into the environment (map) |
|
|
2877 | instead of putting them into the object. |
|
|
2878 | </attribute> |
2881 | <attribute arch="level" editor="level" type="int"> |
2879 | <attribute arch="level" editor="level" type="int"> |
2882 | A monster's <level> is the most important attribute. |
2880 | A monster's <level> is the most important attribute. |
2883 | <level> affects the power of a monster in various ways. |
2881 | <level> affects the power of a monster in various ways. |
2884 | </attribute> |
2882 | </attribute> |
2885 | <attribute arch="race" editor="race" type="string"> |
2883 | <attribute arch="race" editor="race" type="string"> |
2886 | Every monster should have a race set to cathegorize it. |
2884 | Every monster should have a race set to categorize it. |
2887 | The monster's <race> can have different effects: |
2885 | The monster's <race> can have different effects: |
2888 | Slaying weapons inflict tripple damage against enemy races |
2886 | Slaying weapons inflict tripple damage against enemy races |
2889 | and holy word kills only enemy races of the god. |
2887 | and holy word kills only enemy races of the god. |
2890 | </attribute> |
2888 | </attribute> |
2891 | <attribute arch="exp" editor="experience" type="int"> |
2889 | <attribute arch="exp" editor="experience" type="int"> |
2892 | When a player kills this monster, he will get exactly this |
2890 | When a player kills this monster, he will get exactly this |
2893 | amount of <experience>. The experience will flow into |
2891 | amount of <experience>. The experience will flow into |
2894 | the skill-cathegory the player used for the kill. |
2892 | the skill-category the player used for the kill. |
2895 | |
2893 | |
2896 | If you create special monsters of tweaked strenght/abilities, |
2894 | If you create special monsters of tweaked strenght/abilities, |
2897 | always make sure that the <experience> is set to a |
2895 | always make sure that the <experience> is set to a |
2898 | reasonable value. Compare with existing arches to get a feeling |
2896 | reasonable value. Compare with existing arches to get a feeling |
2899 | what reasonable means. Keep in mind that spellcasting monsters |
2897 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2901 | </attribute> |
2899 | </attribute> |
2902 | <attribute arch="speed" editor="speed" type="float"> |
2900 | <attribute arch="speed" editor="speed" type="float"> |
2903 | The <speed> determines how fast a monster will both move |
2901 | The <speed> determines how fast a monster will both move |
2904 | and fight. High <speed> makes a monster considerably stronger. |
2902 | and fight. High <speed> makes a monster considerably stronger. |
2905 | </attribute> |
2903 | </attribute> |
|
|
2904 | &speed_left; |
2906 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2905 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2907 | This only takes effect if <multiply> is enabled. The monster will |
2906 | This only takes effect if <multiply> is enabled. The monster will |
2908 | create a <breed monster> every once in a while. <breed monster> |
2907 | create a <breed monster> every once in a while. <breed monster> |
2909 | can be set to any valid arch-name of a monster. Multipart monster |
2908 | can be set to any valid arch-name of a monster. Multipart monster |
2910 | should not be used. |
2909 | should not be used. |
… | |
… | |
2921 | In this case, the <breed monster> value is never used and can be forgotten. |
2920 | In this case, the <breed monster> value is never used and can be forgotten. |
2922 | Each time the monster need to generate an object, it will be |
2921 | Each time the monster need to generate an object, it will be |
2923 | a randomly chosen item from the inventory. When generator is destroyed, |
2922 | a randomly chosen item from the inventory. When generator is destroyed, |
2924 | inventory is destroyed. |
2923 | inventory is destroyed. |
2925 | </attribute> |
2924 | </attribute> |
2926 | <attribute arch="flying" editor="flying" type="bool"> |
2925 | &move_type; |
2927 | Flying monsters won't get slowed down in rough terrain |
|
|
2928 | and they won't be affected by movers. |
|
|
2929 | </attribute> |
|
|
2930 | <attribute arch="undead" editor="undead" type="bool"> |
2926 | <attribute arch="undead" editor="undead" type="bool"> |
2931 | Several spells only affect undead monsters: |
2927 | Several spells only affect undead monsters: |
2932 | turn undead, banish undead, holy word, etc. |
2928 | turn undead, banish undead, holy word, etc. |
2933 | </attribute> |
2929 | </attribute> |
2934 | <attribute arch="carrying" editor="carries weight" type="int"> |
2930 | <attribute arch="carrying" editor="carries weight" type="int"> |
2935 | If a monster has something in the inventory, this |
2931 | If a monster has something in the inventory, this |
2936 | value can be set to reflect the slowdown due to |
2932 | value can be set to reflect the slowdown due to |
2937 | the carried weight. |
2933 | the carried weight. |
|
|
2934 | </attribute> |
|
|
2935 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2936 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2937 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2938 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2939 | and will try to save them when the player logs out. |
2938 | </attribute> |
2940 | </attribute> |
2939 | |
2941 | |
2940 | <section name="melee"> |
2942 | <section name="melee"> |
2941 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2943 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2942 | This number is a bitmask, specifying the monster's attacktypes |
2944 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3114 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3116 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3115 | Monsters which <stand still> won't move to leave their position. |
3117 | Monsters which <stand still> won't move to leave their position. |
3116 | When agressive, they will attack all enemies who get close to |
3118 | When agressive, they will attack all enemies who get close to |
3117 | them. This behaviour is commonly known from castle guards. |
3119 | them. This behaviour is commonly known from castle guards. |
3118 | |
3120 | |
3119 | In older versions of Crossfire it was possible to eventually |
3121 | In older versions of Deliantra it was possible to eventually |
3120 | push a <stand still>-monster out of position by force. |
3122 | push a <stand still>-monster out of position by force. |
3121 | I believe this is no longer possible. Neverthless, you should |
3123 | I believe this is no longer possible. Neverthless, you should |
3122 | still be cautious when lining up <stand still>-monster in order |
3124 | still be cautious when lining up <stand still>-monster in order |
3123 | to "defend" something: Such monsters are rather easy to kill. |
3125 | to "defend" something: Such monsters are rather easy to kill. |
3124 | It's good for low level maps, but not much more. |
3126 | It's good for low level maps, but not much more. |
… | |
… | |
3146 | the creature wakes up. This is done as a square, for reasons of speed. |
3148 | the creature wakes up. This is done as a square, for reasons of speed. |
3147 | Thus, if the <sensing range> is 11, any player that moves within the |
3149 | Thus, if the <sensing range> is 11, any player that moves within the |
3148 | 11x11 square of the monster will wake the monster up. If the player |
3150 | 11x11 square of the monster will wake the monster up. If the player |
3149 | has stealth, the size of this square is reduced in half plus 1. |
3151 | has stealth, the size of this square is reduced in half plus 1. |
3150 | </attribute> |
3152 | </attribute> |
3151 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3153 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3154 | If this is set to default, the standard mode of movement will be used. |
|
|
3155 | </attribute> |
|
|
3156 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3157 | This movement is not in effect when the monster has an enemy and should |
|
|
3158 | only be used for non agressive monsters. |
3152 | </attribute> |
3159 | </attribute> |
3153 | <attribute arch="run_away" editor="run at % health" type="int"> |
3160 | <attribute arch="run_away" editor="run at % health" type="int"> |
3154 | This is a percentage value in the range 0-100. |
3161 | This is a percentage value in the range 0-100. |
3155 | When the monster's health points drop below this percentage |
3162 | When the monster's health points drop below this percentage |
3156 | (relative to max health), it attempts to run away from the |
3163 | (relative to max health), it attempts to run away from the |
3157 | attacker. |
3164 | attacker. |
3158 | </attribute> |
3165 | </attribute> |
3159 | </section> |
3166 | </section> |
3160 | |
3167 | &resistances_basic; |
3161 | <section name="resistance"> |
|
|
3162 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3163 | </attribute> |
|
|
3164 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3165 | </attribute> |
|
|
3166 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3167 | </attribute> |
|
|
3168 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3169 | </attribute> |
|
|
3170 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3171 | </attribute> |
|
|
3172 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3173 | </attribute> |
|
|
3174 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3175 | </attribute> |
|
|
3176 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3177 | </attribute> |
|
|
3178 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3179 | </attribute> |
|
|
3180 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3181 | </attribute> |
|
|
3182 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3183 | </attribute> |
|
|
3184 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3185 | </attribute> |
|
|
3186 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3187 | </attribute> |
|
|
3188 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3189 | </attribute> |
|
|
3190 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3191 | </attribute> |
|
|
3192 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3193 | </attribute> |
|
|
3194 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3195 | </attribute> |
|
|
3196 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3197 | </attribute> |
|
|
3198 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3199 | </attribute> |
|
|
3200 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3201 | </attribute> |
|
|
3202 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3203 | </attribute> |
|
|
3204 | </section> |
|
|
3205 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3168 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3206 | </attribute> |
3169 | </attribute> |
3207 | </type> |
3170 | </type> |
3208 | |
3171 | |
3209 | <!--####################################################################--> |
3172 | <!--####################################################################--> |
… | |
… | |
3214 | <attribute arch="name_pl" /> |
3177 | <attribute arch="name_pl" /> |
3215 | <attribute arch="nrof" /> |
3178 | <attribute arch="nrof" /> |
3216 | <attribute arch="value" /> |
3179 | <attribute arch="value" /> |
3217 | <attribute arch="unpaid" /> |
3180 | <attribute arch="unpaid" /> |
3218 | </ignore> |
3181 | </ignore> |
3219 | <description><![CDATA[ |
3182 | <description> |
3220 | A grimreaper is a monster that vanishes after it did some number of |
3183 | A grimreaper is a monster that vanishes after it did some number of |
3221 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3184 | draining attacks. |
3222 | </description> |
3185 | </description> |
3223 | <section name="grimreaper"> |
3186 | <section name="grimreaper"> |
3224 | <attribute arch="value" editor="attacks" type="int"> |
3187 | <attribute arch="value" editor="attacks" type="int"> |
3225 | The object vanishes after this number of draining attacks. |
3188 | The object vanishes after this number of draining attacks. |
3226 | </attribute> |
3189 | </attribute> |
… | |
… | |
3337 | </attribute> |
3300 | </attribute> |
3338 | <attribute arch="speed" editor="movement speed" type="float"> |
3301 | <attribute arch="speed" editor="movement speed" type="float"> |
3339 | The movement speed value determines how fast a chain of |
3302 | The movement speed value determines how fast a chain of |
3340 | these movers will push a player along (default is -0.2). |
3303 | these movers will push a player along (default is -0.2). |
3341 | </attribute> |
3304 | </attribute> |
|
|
3305 | &speed_left; |
3342 | <attribute arch="sp" editor="direction" type="list_direction"> |
3306 | <attribute arch="sp" editor="direction" type="list_direction"> |
3343 | The mover will push creatures in the specified <direction>. |
3307 | The mover will push creatures in the specified <direction>. |
3344 | A mover with direction set to <none> will spin clockwise, |
3308 | A mover with direction set to <none> will spin clockwise, |
3345 | thus pushing creatures in unpredictable directions. |
3309 | thus pushing creatures in unpredictable directions. |
3346 | </attribute> |
3310 | </attribute> |
… | |
… | |
3366 | activates creators, creating (per default: monster-only) movers |
3330 | activates creators, creating (per default: monster-only) movers |
3367 | under the NPC's feet. The NPC starts "walking" on a predefined |
3331 | under the NPC's feet. The NPC starts "walking" on a predefined |
3368 | route! Note that it's useful to set this NPC immune to everything, |
3332 | route! Note that it's useful to set this NPC immune to everything, |
3369 | preventing the player to push the NPC off his trace. |
3333 | preventing the player to push the NPC off his trace. |
3370 | </attribute> |
3334 | </attribute> |
3371 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3335 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3372 | This should always be set. |
3336 | Which movement types activate the mover. |
3373 | </attribute> |
|
|
3374 | <attribute arch="fly_on" editor="move flying creatures" type="bool"> |
|
|
3375 | Move flying creatures enabled means all flying (living) |
|
|
3376 | objects will get moved too. If disabled, only walking |
|
|
3377 | (non-flying) creatures will get moved. |
|
|
3378 | </attribute> |
3337 | </attribute> |
3379 | </section> |
3338 | </section> |
3380 | </type> |
3339 | </type> |
3381 | |
3340 | |
3382 | <!--####################################################################--> |
3341 | <!--####################################################################--> |
… | |
… | |
3410 | </attribute> |
3369 | </attribute> |
3411 | <attribute arch="connected" editor="connection" type="int"> |
3370 | <attribute arch="connected" editor="connection" type="int"> |
3412 | When the pedestal is triggered, all objects with the same |
3371 | When the pedestal is triggered, all objects with the same |
3413 | connection value get activated. |
3372 | connection value get activated. |
3414 | </attribute> |
3373 | </attribute> |
3415 | <attribute arch="walk_on" value="1" type="fixed" /> |
3374 | &move_on; |
3416 | <attribute arch="walk_off" value="1" type="fixed" /> |
|
|
3417 | </type> |
3375 | </type> |
3418 | |
3376 | |
3419 | <!--####################################################################--> |
3377 | <!--####################################################################--> |
3420 | <type number="94" name="Pit"> |
3378 | <type number="94" name="Pit"> |
3421 | <ignore> |
3379 | <ignore> |
… | |
… | |
3439 | <attribute arch="no_pick" value="1" type="fixed" /> |
3397 | <attribute arch="no_pick" value="1" type="fixed" /> |
3440 | <attribute arch="connected" editor="connection" type="int"> |
3398 | <attribute arch="connected" editor="connection" type="int"> |
3441 | When a <connection> value is set, the pit can be opened/closed |
3399 | When a <connection> value is set, the pit can be opened/closed |
3442 | by activating the connection. |
3400 | by activating the connection. |
3443 | </attribute> |
3401 | </attribute> |
|
|
3402 | &activate_on; |
3444 | <attribute arch="hp" editor="destination X" type="int"> |
3403 | <attribute arch="hp" editor="destination X" type="int"> |
3445 | The pit will transport creatures (and items) randomly into a two-square |
3404 | The pit will transport creatures (and items) randomly into a two-square |
3446 | radius of the destination coordinates. |
3405 | radius of the destination coordinates. |
3447 | If the destination square becomes blocked, the pit will act like |
3406 | If the destination square becomes blocked, the pit will act like |
3448 | being filled up and not work anymore! |
3407 | being filled up and not work anymore! |
… | |
… | |
3457 | The <position state> defines the position of the gate: |
3416 | The <position state> defines the position of the gate: |
3458 | Zero means completely open/down, the "number of animation-steps" (usually |
3417 | Zero means completely open/down, the "number of animation-steps" (usually |
3459 | about 6 or 7) means completely closed/up state. I suggest you don't |
3418 | about 6 or 7) means completely closed/up state. I suggest you don't |
3460 | mess with this value - Leave the default in place. |
3419 | mess with this value - Leave the default in place. |
3461 | </attribute> |
3420 | </attribute> |
3462 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3421 | &move_on; |
3463 | If set, all walking creatures will fall into the pit. |
|
|
3464 | This does NOT need to be set for closed pits! |
|
|
3465 | </attribute> |
|
|
3466 | <attribute arch="fly_on" editor="swallow flying" type="bool"> |
|
|
3467 | If set, all flying creatures will fall into the pit as well. |
|
|
3468 | This is not the behaviour expected from a pit, and it should |
|
|
3469 | only be used for map-mechanisms (e.g. for transporting flying |
|
|
3470 | monsters). |
|
|
3471 | An interesting side-effect: If this flag is enabled, spell |
|
|
3472 | effects like fire/snow also make their way through the pit. |
|
|
3473 | </attribute> |
|
|
3474 | </type> |
3422 | </type> |
3475 | |
3423 | |
3476 | <!--####################################################################--> |
3424 | <!--####################################################################--> |
3477 | <type number="7" name="Poison Food"> |
3425 | <type number="7" name="Poison Food"> |
3478 | <description><![CDATA[ |
3426 | <description><![CDATA[ |
… | |
… | |
3514 | </attribute> |
3462 | </attribute> |
3515 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3463 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3516 | A godgiven item vanishes as soon as the player |
3464 | A godgiven item vanishes as soon as the player |
3517 | drops it to the ground. |
3465 | drops it to the ground. |
3518 | </attribute> |
3466 | </attribute> |
3519 | <section name="stats"> |
3467 | &player_stat_resist_sections; |
3520 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3521 | The player's strentgh 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="Dex" editor="dexterity" type="int"> |
|
|
3527 | The player's dexterity 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="Con" editor="constitution" type="int"> |
|
|
3533 | The player's constitution 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="Int" editor="intelligence" type="int"> |
|
|
3539 | The player's intelligence 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 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3545 | The player's power will rise/fall by the given value for permanent |
|
|
3546 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3547 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3548 | stats if positive. |
|
|
3549 | </attribute> |
|
|
3550 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3551 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3552 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3553 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3554 | stats if positive. |
|
|
3555 | </attribute> |
|
|
3556 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3557 | The player's charisma will rise/fall by the given value for permanent |
|
|
3558 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3559 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3560 | stats if positive. |
|
|
3561 | </attribute> |
|
|
3562 | </section> |
|
|
3563 | <section name="resistance"> |
|
|
3564 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3565 | The player's resistance to physical 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_magic" editor="resist magic %" length="15" type="int"> |
|
|
3571 | The player's resistance to magic 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_fire" editor="resist fire %" length="15" type="int"> |
|
|
3577 | The player's resistance to fire 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_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3583 | The player's resistance to electricity 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_cold" editor="resist cold %" length="15" type="int"> |
|
|
3589 | The player's resistance to cold 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_acid" editor="resist acid %" length="15" type="int"> |
|
|
3595 | The player's resistance to acid 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_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3601 | The player's resistance to confusion 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_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3607 | The player's resistance to weaponmagic 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_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3613 | The player's resistance to paralyze 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 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3619 | The player's resistance to draining will rise by this value in percent |
|
|
3620 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3621 | add on the values from the player's equipment. |
|
|
3622 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3623 | </attribute> |
|
|
3624 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3625 | The player's resistance to depletion will rise by this value in percent |
|
|
3626 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3627 | add on the values from the player's equipment. |
|
|
3628 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3629 | </attribute> |
|
|
3630 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3631 | The player's resistance to poison will rise by this value in percent |
|
|
3632 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3633 | add on the values from the player's equipment. |
|
|
3634 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3635 | </attribute> |
|
|
3636 | </section> |
|
|
3637 | </type> |
3468 | </type> |
3638 | |
3469 | |
3639 | <!--####################################################################--> |
3470 | <!--####################################################################--> |
3640 | <type number="156" name="Power Crystal"> |
3471 | <type number="156" name="Power Crystal"> |
3641 | <description><![CDATA[ |
3472 | <description><![CDATA[ |
… | |
… | |
3826 | <use><![CDATA[ |
3657 | <use><![CDATA[ |
3827 | Avoid monsters stepping on your runes. For example, summoning runes |
3658 | Avoid monsters stepping on your runes. For example, summoning runes |
3828 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3659 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3829 | </use> |
3660 | </use> |
3830 | <attribute arch="no_pick" value="1" type="fixed" /> |
3661 | <attribute arch="no_pick" value="1" type="fixed" /> |
3831 | <attribute arch="walk_on" value="1" type="fixed" /> |
3662 | &move_on; |
3832 | <attribute arch="level" editor="rune level" type="int"> |
3663 | <attribute arch="level" editor="rune level" type="int"> |
3833 | This value sets the level the rune will cast the spell it contains at, |
3664 | This value sets the level the rune will cast the spell it contains at, |
3834 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3665 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3835 | (<rune level> 0 runes won't detonate at all!) |
3666 | (<rune level> 0 runes won't detonate at all!) |
3836 | |
3667 | |
… | |
… | |
3910 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3741 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3911 | That means: |
3742 | That means: |
3912 | <UL> |
3743 | <UL> |
3913 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3744 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3914 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3745 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3915 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3746 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3916 | players get trapped in a savebed location. |
3747 | players get trapped in a savebed location. |
3917 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3748 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3918 | arch called "dungeon_magic" everywhere). This is not required, |
3749 | arch called "dungeon_magic" everywhere). This is not required, |
3919 | but it makes the place much more safe. |
3750 | but it makes the place much more safe. |
3920 | </UL> ]]> |
3751 | </UL> ]]> |
… | |
… | |
3975 | </type> |
3806 | </type> |
3976 | |
3807 | |
3977 | <!--####################################################################--> |
3808 | <!--####################################################################--> |
3978 | <type number="14" name="Shooting Weapon"> |
3809 | <type number="14" name="Shooting Weapon"> |
3979 | <description><![CDATA[ |
3810 | <description><![CDATA[ |
3980 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3811 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3981 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3812 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3982 | wielded both at the same time. Like with any other equipment, |
3813 | wielded both at the same time. Like with any other equipment, |
3983 | stats/bonuses from shooting weapons are directly inherited to the player. |
3814 | stats/bonuses from shooting weapons are directly inherited to the player. |
3984 | <br><br> |
3815 | <br><br> |
3985 | It's very easy to add new pairs of weapons & projectiles. |
3816 | It's very easy to add new pairs of weapons & projectiles. |
… | |
… | |
3987 | weapon and projectile. ]]> |
3818 | weapon and projectile. ]]> |
3988 | </description> |
3819 | </description> |
3989 | <use><![CDATA[ |
3820 | <use><![CDATA[ |
3990 | Shooting weapons should not add bonuses in general. There's already |
3821 | Shooting weapons should not add bonuses in general. There's already |
3991 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3822 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3992 | Schooting weapons should especially not add bonuses to the player |
3823 | Shooting weapons should especially not add bonuses to the player |
3993 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3824 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3994 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3825 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3995 | - still crap. ]]> |
3826 | - still crap. ]]> |
3996 | </use> |
3827 | </use> |
3997 | <attribute arch="race" editor="ammunition class" type="string"> |
3828 | <attribute arch="race" editor="ammunition class" type="string"> |
… | |
… | |
4029 | amount of <item power>, depending on their own level. This is the |
3860 | amount of <item power>, depending on their own level. This is the |
4030 | only way to prevent low level players to wear "undeserved" equipment |
3861 | only way to prevent low level players to wear "undeserved" equipment |
4031 | (like gifts from other players or cheated items). |
3862 | (like gifts from other players or cheated items). |
4032 | |
3863 | |
4033 | It is very important to adjust the <item power> value carefully |
3864 | It is very important to adjust the <item power> value carefully |
4034 | for every artifact you create! If zero/unset, the CF server will |
3865 | for every artifact you create! If zero/unset, the Deliantra server will |
4035 | calculate a provisional value at runtime, but this is never |
3866 | calculate a provisional value at runtime, but this is never |
4036 | going to be an accurate measurement of <item power>. |
3867 | going to be an accurate measurement of <item power>. |
4037 | </attribute> |
3868 | </attribute> |
4038 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3869 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4039 | Usually the player's strentgh takes effect on the damage |
3870 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4178 | <use><![CDATA[ |
4009 | <use><![CDATA[ |
4179 | As stated above, always place TWO shop mats into your shop. |
4010 | As stated above, always place TWO shop mats into your shop. |
4180 | Not more and not less than that. ]]> |
4011 | Not more and not less than that. ]]> |
4181 | </use> |
4012 | </use> |
4182 | <attribute arch="no_pick" value="1" type="fixed" /> |
4013 | <attribute arch="no_pick" value="1" type="fixed" /> |
4183 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4014 | &move_on; |
4184 | If set, the player can enter/leave the |
|
|
4185 | shop by just walking into the shop mat. |
|
|
4186 | </attribute> |
|
|
4187 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
4188 | If set, the player can enter/leave the |
|
|
4189 | shop by "flying" into the shop mat. |
|
|
4190 | </attribute> |
|
|
4191 | </type> |
4015 | </type> |
4192 | |
4016 | |
4193 | <!--####################################################################--> |
4017 | <!--####################################################################--> |
4194 | <type number="98" name="Sign & MagicMouth"> |
4018 | <type number="98" name="Sign & MagicMouth"> |
4195 | <ignore> |
4019 | <ignore> |
… | |
… | |
4212 | the connection is triggered. This should be used in combination with |
4036 | the connection is triggered. This should be used in combination with |
4213 | <invisible> enabled and <activate by walking/flying> disabled. |
4037 | <invisible> enabled and <activate by walking/flying> disabled. |
4214 | If activating your magic_mouth this way, the message will not only be |
4038 | If activating your magic_mouth this way, the message will not only be |
4215 | printed to one player, but all players on the current map. |
4039 | printed to one player, but all players on the current map. |
4216 | </attribute> |
4040 | </attribute> |
4217 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4041 | &activate_on; |
4218 | If set, the player gets the message when walking ontop of the object. |
4042 | &move_on; |
4219 | "invisible 1" should be set in this case. This is the typical configuration |
|
|
4220 | for a "magic_mouth": The player walks through a dungeon and suddenly he |
|
|
4221 | gets a message. Use this to create some roleplay atmosphere, and to inform |
|
|
4222 | the player about possible dangers or secrets. |
|
|
4223 | </attribute> |
|
|
4224 | <attribute arch="fly_on" editor="activate by flying" type="bool"> |
|
|
4225 | If set, the player gets the message when flying (=levitating) ontop |
|
|
4226 | of the object. Usually this should be set together with walk_on. |
|
|
4227 | </attribute> |
|
|
4228 | <attribute arch="food" editor="counter" type="int"> |
4043 | <attribute arch="food" editor="counter" type="int"> |
4229 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4044 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4230 | (printing the message) only that many times. For signs this really shouldn't |
4045 | (printing the message) only that many times. For signs this really shouldn't |
4231 | be used, while for magic_mouths it is extremely helpful. |
4046 | be used, while for magic_mouths it is extremely helpful. |
4232 | Monsters walking over the magic_mouth do not decrease the counter. |
4047 | Monsters walking over the magic_mouth do not decrease the counter. |
… | |
… | |
4238 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4053 | second time would be silly. <counter> 1 does a perfect job in such cases. |
4239 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4054 | Otherwise set <counter> zero/unset for infinite use (that is the default). |
4240 | </attribute> |
4055 | </attribute> |
4241 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4056 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4242 | This text will be displayed to the player. |
4057 | This text will be displayed to the player. |
|
|
4058 | </attribute> |
|
|
4059 | </type> |
|
|
4060 | |
|
|
4061 | <type number="150" name="Shop Inventory"> |
|
|
4062 | <ignore> |
|
|
4063 | <ignore_list name="non_pickable" /> |
|
|
4064 | </ignore> |
|
|
4065 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4066 | </description> |
|
|
4067 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4068 | </use> |
|
|
4069 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4070 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4071 | the map that will be searched for unpaid items. |
4243 | </attribute> |
4072 | </attribute> |
4244 | </type> |
4073 | </type> |
4245 | |
4074 | |
4246 | <!--####################################################################--> |
4075 | <!--####################################################################--> |
4247 | <type number="43" name="Skill"> |
4076 | <type number="43" name="Skill"> |
… | |
… | |
4284 | expmul is 1, the player will get 500 added to that skill as well as |
4113 | expmul is 1, the player will get 500 added to that skill as well as |
4285 | 500 to their total. |
4114 | 500 to their total. |
4286 | </attribute> |
4115 | </attribute> |
4287 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4116 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4288 | The <skill type> defines the base functionality of the skill. |
4117 | The <skill type> defines the base functionality of the skill. |
4289 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4118 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4290 | create new skill types, but it requires a bit of server-coding. |
4119 | create new skill types, but it requires a bit of server-coding. |
4291 | </attribute> |
4120 | </attribute> |
4292 | <attribute arch="level" editor="level" type="int"> |
4121 | <attribute arch="level" editor="level" type="int"> |
4293 | </attribute> |
4122 | </attribute> |
4294 | <attribute arch="exp" editor="experience" type="int"> |
4123 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4493 | 45 degrees per <direction number>. Negative values spin clockwise, |
4322 | 45 degrees per <direction number>. Negative values spin clockwise, |
4494 | positive values counter clockwise. |
4323 | positive values counter clockwise. |
4495 | |
4324 | |
4496 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4325 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4497 | </attribute> |
4326 | </attribute> |
4498 | <attribute arch="walk_on" value="1" type="fixed" /> |
4327 | &move_on; |
4499 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4500 | </type> |
4328 | </type> |
4501 | |
4329 | |
4502 | <!--####################################################################--> |
4330 | <!--####################################################################--> |
4503 | <type number="138" name="Swamp"> |
4331 | <type number="138" name="Swamp"> |
4504 | <ignore> |
4332 | <ignore> |
… | |
… | |
4510 | he will start to sink in and eventually drown and die. |
4338 | he will start to sink in and eventually drown and die. |
4511 | Items dropped on the swamp sink in and dissapear. |
4339 | Items dropped on the swamp sink in and dissapear. |
4512 | Players with knowledge of the woodsman skill are a lot less likely |
4340 | Players with knowledge of the woodsman skill are a lot less likely |
4513 | to die in the swamp. ]]> |
4341 | to die in the swamp. ]]> |
4514 | </description> |
4342 | </description> |
4515 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4516 | <attribute arch="is_floor" value="1" type="fixed" /> |
4343 | <attribute arch="is_floor" value="1" type="fixed" /> |
4517 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4344 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4518 | <attribute arch="speed" editor="drowning speed" type="float"> |
4345 | <attribute arch="speed" editor="drowning speed" type="float"> |
4519 | The higher the <drowning speed>, the faster will players and items |
4346 | The higher the <drowning speed>, the faster will players and items |
4520 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4347 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4521 | and unexpected death-trap. Players should get a warning before such areas. |
4348 | and unexpected death-trap. Players should get a warning before such areas. |
4522 | </attribute> |
4349 | </attribute> |
4523 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4350 | &speed_left; |
4524 | If <slow movement> is set to a value greater zero, all |
4351 | &move_on; |
4525 | creatures moving over this spot will be slower than normal. |
4352 | &movement_types_terrain; |
4526 | |
|
|
4527 | <slow movement> 1 - rough terrain |
|
|
4528 | <slow movement> 2 - very rough terrain |
|
|
4529 | ... |
|
|
4530 | <slow movement> 5 - default for deep swamp |
|
|
4531 | </attribute> |
|
|
4532 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4353 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4533 | If enabled, it is impossible for players to use (wizard-) |
4354 | If enabled, it is impossible for players to use (wizard-) |
4534 | spells on that spot. |
4355 | spells on that spot. |
4535 | </attribute> |
4356 | </attribute> |
4536 | <attribute arch="damned" editor="no prayers" type="bool"> |
4357 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4611 | <attribute arch="connected" editor="connection" type="int"> |
4432 | <attribute arch="connected" editor="connection" type="int"> |
4612 | If a connection value is set, the teleporter will be activated |
4433 | If a connection value is set, the teleporter will be activated |
4613 | whenever the connection is triggered. To use this properly, |
4434 | whenever the connection is triggered. To use this properly, |
4614 | <activation speed> must be zero. |
4435 | <activation speed> must be zero. |
4615 | </attribute> |
4436 | </attribute> |
|
|
4437 | &activate_on; |
4616 | <attribute arch="speed" editor="activation speed" type="float"> |
4438 | <attribute arch="speed" editor="activation speed" type="float"> |
4617 | If the <activation speed> is nonzero, the teleporter will |
4439 | If the <activation speed> is nonzero, the teleporter will |
4618 | automatically be activated in regular time-intervals. Hence, the |
4440 | automatically be activated in regular time-intervals. Hence, the |
4619 | player can just step on it and gets teleported sooner or later. |
4441 | player can just step on it and gets teleported sooner or later. |
4620 | The duration between two activates depends on the given value. |
4442 | The duration between two activates depends on the given value. |
4621 | Default in the teleporter arch is <activation speed> 0.1. |
4443 | Default in the teleporter arch is <activation speed> 0.1. |
4622 | |
4444 | |
4623 | VERY IMPORTANT: If you want to have your teleporter activated via |
4445 | VERY IMPORTANT: If you want to have your teleporter activated via |
4624 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4446 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4625 | </attribute> |
4447 | </attribute> |
|
|
4448 | &speed_left; |
4626 | </type> |
4449 | </type> |
4627 | |
4450 | |
4628 | <!--####################################################################--> |
4451 | <!--####################################################################--> |
4629 | <type number="26" name="Timed Gate"> |
4452 | <type number="26" name="Timed Gate"> |
4630 | <ignore> |
4453 | <ignore> |
4631 | <ignore_list name="non_pickable" /> |
4454 | <ignore_list name="non_pickable" /> |
4632 | </ignore> |
4455 | </ignore> |
4633 | <description><![CDATA[ |
4456 | <description><![CDATA[ |
4634 | Gates play an important role in Crossfire. Gates can be opened |
4457 | Gates play an important role in Deliantra. Gates can be opened |
4635 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4458 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4636 | or carrying special key-objects (-> inventory checker). |
4459 | or carrying special key-objects (-> inventory checker). |
4637 | Unlike locked doors, gates can get shut again after a player has |
4460 | Unlike locked doors, gates can get shut again after a player has |
4638 | passed, which makes them more practical in many cases. Unlike normal |
4461 | passed, which makes them more practical in many cases. Unlike normal |
4639 | gates, timed gates open when triggered but automatically close again |
4462 | gates, timed gates open when triggered but automatically close again |
… | |
… | |
4649 | Whenever the inventory checker is triggered, all objects with identical |
4472 | Whenever the inventory checker is triggered, all objects with identical |
4650 | <connection> value get activated. This only makes sense together with |
4473 | <connection> value get activated. This only makes sense together with |
4651 | <blocking passage> disabled. If unset, the gate opens automatically |
4474 | <blocking passage> disabled. If unset, the gate opens automatically |
4652 | after some time. |
4475 | after some time. |
4653 | </attribute> |
4476 | </attribute> |
|
|
4477 | &activate_on; |
4654 | <attribute arch="wc" editor="position state" type="int"> |
4478 | <attribute arch="wc" editor="position state" type="int"> |
4655 | The <position state> defines the position of the gate: |
4479 | The <position state> defines the position of the gate: |
4656 | Zero means completely open/down, the "number of animation-steps" (usually |
4480 | Zero means completely open/down, the "number of animation-steps" (usually |
4657 | about 6 or 7) means completely closed/up state. I suggest you don't |
4481 | about 6 or 7) means completely closed/up state. I suggest you don't |
4658 | mess with this value - Leave the default in place. |
4482 | mess with this value - Leave the default in place. |
4659 | </attribute> |
4483 | </attribute> |
4660 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4484 | &movement_types_terrain; |
4661 | For open gates, <blocking passage> should be unset. |
|
|
4662 | For closed gates it must be set. |
|
|
4663 | </attribute> |
|
|
4664 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4485 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4665 | Restricting the use of spells to pass this gate. This has |
4486 | Restricting the use of spells to pass this gate. This has |
4666 | an effect only if <block view> is disabled. |
4487 | an effect only if <block view> is disabled. |
4667 | </attribute> |
4488 | </attribute> |
4668 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4489 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
4692 | and generally have either a physical attack or trigger a reaction. |
4513 | and generally have either a physical attack or trigger a reaction. |
4693 | <br><br> |
4514 | <br><br> |
4694 | Traps hit any monster or person who steps on them for 'dam' damage in |
4515 | Traps hit any monster or person who steps on them for 'dam' damage in |
4695 | 'attacktype' attacktype and/or trigger a reaction. |
4516 | 'attacktype' attacktype and/or trigger a reaction. |
4696 | <br><br> |
4517 | <br><br> |
4697 | Many traps are already defined in the archetypes. ]]> |
4518 | Many traps are already defined in the archetypes.]]> |
4698 | </description> |
4519 | </description> |
4699 | <use><![CDATA[ |
4520 | <use><![CDATA[ |
4700 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4521 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4701 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4522 | off your lightning wall and pit trap is usually a bad idea.]]> |
4702 | </use> |
4523 | </use> |
4703 | <attribute arch="no_pick" value="1" type="fixed" /> |
4524 | <attribute arch="no_pick" value="1" type="fixed" /> |
4704 | <attribute arch="walk_on" value="1" type="fixed" /> |
4525 | &move_on; |
4705 | <attribute arch="level" editor="trap level" type="int"> |
4526 | <attribute arch="level" editor="trap level" type="int"> |
4706 | Level effects how easily a trap may be found and disarmed, and |
4527 | Level effects how easily a trap may be found and disarmed, and |
4707 | how much experience the player gets for doing so. Beware: High level |
4528 | how much experience the player gets for doing so. Beware: High level |
4708 | traps can be quite a cheap source of experience! So either make them |
4529 | traps can be quite a cheap source of experience! So either make them |
4709 | tough, or keep the level low. |
4530 | tough, or keep the level low. |
… | |
… | |
4752 | Trapdoors should be used in the same fashion as pits: |
4573 | Trapdoors should be used in the same fashion as pits: |
4753 | They should always drop the victims to some kind of lower level. They |
4574 | They should always drop the victims to some kind of lower level. They |
4754 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4575 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4755 | </use> |
4576 | </use> |
4756 | <attribute arch="no_pick" value="1" type="fixed" /> |
4577 | <attribute arch="no_pick" value="1" type="fixed" /> |
4757 | <attribute arch="walk_on" value="1" type="fixed" /> |
4578 | &move_on; |
4758 | <attribute arch="weight" editor="hold weight" type="int"> |
4579 | <attribute arch="weight" editor="hold weight" type="int"> |
4759 | This value defines how much weight the trapdoor can hold. |
4580 | This value defines how much weight the trapdoor can hold. |
4760 | Once items or creatures are gathered on the trapdoor, with |
4581 | Once items or creatures are gathered on the trapdoor, with |
4761 | a total weight surpassing this value, then the trapdoor will |
4582 | a total weight surpassing this value, then the trapdoor will |
4762 | open and things start falling through. |
4583 | open and things start falling through. |
… | |
… | |
4898 | <attribute arch="unpaid" /> |
4719 | <attribute arch="unpaid" /> |
4899 | </ignore> |
4720 | </ignore> |
4900 | <description><![CDATA[ |
4721 | <description><![CDATA[ |
4901 | Walls usually block passage and sight. ]]> |
4722 | Walls usually block passage and sight. ]]> |
4902 | </description> |
4723 | </description> |
4903 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4724 | &movement_types_terrain; |
4904 | If set, the object cannot be passed by players nor monsters. |
|
|
4905 | </attribute> |
|
|
4906 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4725 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4907 | If set, the object is able to "roll", so it can be pushed around. |
4726 | If set, the object is able to "roll", so it can be pushed around. |
4908 | This setting is used for boulders and barrels. |
4727 | This setting is used for boulders and barrels. |
4909 | </attribute> |
4728 | </attribute> |
4910 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4729 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
… | |
… | |
5005 | </attribute> |
4824 | </attribute> |
5006 | <attribute arch="ac" editor="armour class" type="int"> |
4825 | <attribute arch="ac" editor="armour class" type="int"> |
5007 | Weak walls of high <armour class> are less likely to get hit. |
4826 | Weak walls of high <armour class> are less likely to get hit. |
5008 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4827 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5009 | </attribute> |
4828 | </attribute> |
5010 | <section name="resistance"> |
4829 | &resistances_basic; |
5011 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5012 | </attribute> |
|
|
5013 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5014 | </attribute> |
|
|
5015 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5016 | </attribute> |
|
|
5017 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5018 | </attribute> |
|
|
5019 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5020 | </attribute> |
|
|
5021 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5022 | </attribute> |
|
|
5023 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5024 | </attribute> |
|
|
5025 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5026 | </attribute> |
|
|
5027 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5028 | </attribute> |
|
|
5029 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5030 | </attribute> |
|
|
5031 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5032 | </attribute> |
|
|
5033 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5034 | </attribute> |
|
|
5035 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5036 | </attribute> |
|
|
5037 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5038 | </attribute> |
|
|
5039 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5040 | </attribute> |
|
|
5041 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5042 | </attribute> |
|
|
5043 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5044 | </attribute> |
|
|
5045 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5046 | </attribute> |
|
|
5047 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5048 | </attribute> |
|
|
5049 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5050 | </attribute> |
|
|
5051 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5052 | </attribute> |
|
|
5053 | </section> |
|
|
5054 | </type> |
4830 | </type> |
5055 | |
4831 | |
5056 | <!--####################################################################--> |
4832 | <!--####################################################################--> |
5057 | <type number="15" name="Weapon"> |
4833 | <type number="15" name="Weapon"> |
5058 | <description><![CDATA[ |
4834 | <description><![CDATA[ |
… | |
… | |
5126 | amount of <item power>, depending on their own level. This is the |
4902 | amount of <item power>, depending on their own level. This is the |
5127 | only way to prevent low level players to wear "undeserved" equipment |
4903 | only way to prevent low level players to wear "undeserved" equipment |
5128 | (like gifts from other players or cheated items). |
4904 | (like gifts from other players or cheated items). |
5129 | |
4905 | |
5130 | It is very important to adjust the <item power> value carefully |
4906 | It is very important to adjust the <item power> value carefully |
5131 | for every artifact you create! If zero/unset, the CF server will |
4907 | for every artifact you create! If zero/unset, the Deliantra server will |
5132 | calculate a provisional value at runtime, but this is never |
4908 | calculate a provisional value at runtime, but this is never |
5133 | going to be an accurate measurement of <item power>. |
4909 | going to be an accurate measurement of <item power>. |
5134 | </attribute> |
4910 | </attribute> |
5135 | <attribute arch="damned" editor="damnation" type="bool"> |
4911 | <attribute arch="damned" editor="damnation" type="bool"> |
5136 | A damned weapon cannot be unwielded unless |
4912 | A damned weapon cannot be unwielded unless |
… | |
… | |
5156 | </attribute> |
4932 | </attribute> |
5157 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4933 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5158 | A godgiven item vanishes as soon as the player |
4934 | A godgiven item vanishes as soon as the player |
5159 | drops it to the ground. |
4935 | drops it to the ground. |
5160 | </attribute> |
4936 | </attribute> |
5161 | <section name="resistance"> |
4937 | &player_stat_resist_sections; |
5162 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5163 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5164 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5165 | and what they require to do for getting this-and-that artifact. |
|
|
5166 | </attribute> |
|
|
5167 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5168 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5169 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5170 | require to do for getting this-and-that artifact. |
|
|
5171 | </attribute> |
|
|
5172 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5173 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5174 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5175 | require to do for getting this-and-that artifact. |
|
|
5176 | </attribute> |
|
|
5177 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5178 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5179 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5180 | require to do for getting this-and-that artifact. |
|
|
5181 | </attribute> |
|
|
5182 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5183 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5184 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5185 | require to do for getting this-and-that artifact. |
|
|
5186 | </attribute> |
|
|
5187 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5188 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5189 | the range 0-100. Confusion resistance is not very effective |
|
|
5190 | unless the value comes close to 100 (= perfect immunity). |
|
|
5191 | </attribute> |
|
|
5192 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5193 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5194 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5195 | require to do for getting this-and-that artifact. |
|
|
5196 | </attribute> |
|
|
5197 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5198 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5199 | in the range 0-100. Draining resistance is little effective |
|
|
5200 | unless the value is 100 (= perfect immunity). |
|
|
5201 | </attribute> |
|
|
5202 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5203 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5204 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5205 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5206 | are not meant to be easily resisted. |
|
|
5207 | </attribute> |
|
|
5208 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5209 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5210 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5211 | require to do for getting this-and-that artifact. |
|
|
5212 | </attribute> |
|
|
5213 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5214 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5215 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5216 | require to do for getting this-and-that artifact. |
|
|
5217 | </attribute> |
|
|
5218 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5219 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5220 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5221 | </attribute> |
|
|
5222 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5223 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5224 | the range 0-100. Paralyze resistance is little effective |
|
|
5225 | unless the value is 100 (= perfect immunity). |
|
|
5226 | </attribute> |
|
|
5227 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5228 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5229 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5230 | </attribute> |
|
|
5231 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5232 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5233 | in the range 0-100. Depletion resistance is little effective |
|
|
5234 | unless the value is 100 (= perfect immunity). |
|
|
5235 | </attribute> |
|
|
5236 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5237 | This adds death-attack resistance to the weapon. The number is a |
|
|
5238 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5239 | effective unless the value is 100 (= perfect immunity). |
|
|
5240 | Generally, resistance to death-attack is not supposed to be |
|
|
5241 | available to players! |
|
|
5242 | </attribute> |
|
|
5243 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5244 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5245 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5246 | require to do for getting this-and-that artifact. |
|
|
5247 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5248 | combination of other attacktypes. |
|
|
5249 | </attribute> |
|
|
5250 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5251 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5252 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5253 | require to do for getting this-and-that artifact. |
|
|
5254 | </attribute> |
|
|
5255 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5256 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5257 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5258 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5259 | for undead players (wraith or devourer cult). |
|
|
5260 | Generally, resistance to holy word should not be available for players. |
|
|
5261 | </attribute> |
|
|
5262 | </section> |
|
|
5263 | <section name="stats"> |
|
|
5264 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5265 | The player's strentgh will rise/fall by the given value |
|
|
5266 | while wearing this weapon. |
|
|
5267 | </attribute> |
|
|
5268 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5269 | The player's dexterity will rise/fall by the given value |
|
|
5270 | while wearing this weapon. |
|
|
5271 | </attribute> |
|
|
5272 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5273 | The player's constitution will rise/fall by the given value |
|
|
5274 | while wearing this weapon. |
|
|
5275 | </attribute> |
|
|
5276 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5277 | The player's intelligence will rise/fall by the given value |
|
|
5278 | while wearing this weapon. |
|
|
5279 | </attribute> |
|
|
5280 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5281 | The player's power will rise/fall by the given value |
|
|
5282 | while wearing this weapon. |
|
|
5283 | </attribute> |
|
|
5284 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5285 | The player's wisdom will rise/fall by the given value while |
|
|
5286 | wearing this weapon. |
|
|
5287 | </attribute> |
|
|
5288 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5289 | The player's charisma will rise/fall by the given value |
|
|
5290 | while wearing this weapon. |
|
|
5291 | </attribute> |
|
|
5292 | </section> |
|
|
5293 | <section name="misc"> |
4938 | <section name="misc"> |
5294 | <attribute arch="luck" editor="luck bonus" type="int"> |
4939 | <attribute arch="luck" editor="luck bonus" type="int"> |
5295 | With positive luck bonus, the player is more likely to |
4940 | With positive luck bonus, the player is more likely to |
5296 | succeed in all sorts of things (spellcasting, praying,...). |
4941 | succeed in all sorts of things (spellcasting, praying,...). |
5297 | Unless the <luck bonus> is very high, the effect will be |
4942 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5373 | This text describes the weapons's "story". Every decent artifact weapon |
5018 | This text describes the weapons's "story". Every decent artifact weapon |
5374 | should have such a description. |
5019 | should have such a description. |
5375 | </attribute> |
5020 | </attribute> |
5376 | </type> |
5021 | </type> |
5377 | |
5022 | |
|
|
5023 | <type number="116" name="Event Connector"> |
|
|
5024 | <description><![CDATA[ |
|
|
5025 | Event connectors link specific events that happen to objects to |
|
|
5026 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
|
|
5027 | </description> |
|
|
5028 | </type> |
|
|
5029 | |
5378 | </types> |
5030 | </types> |