… | |
… | |
101 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
103 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
104 | |
104 | |
105 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
106 | <attribute arch='move_on' editor='movement on' type='movement_type'> |
107 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
108 | </attribute> |
108 | </attribute> |
109 | "> |
109 | "> |
110 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
111 | <attribute arch='move_off' editor='movement off' type='movement_type'> |
112 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
113 | </attribute> |
113 | </attribute> |
114 | "> |
114 | "> |
115 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
118 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
119 | </attribute> |
119 | </attribute> |
120 | "> |
120 | "> |
121 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY move_block " |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
123 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
124 | </attribute> |
124 | </attribute> |
|
|
125 | "> |
|
|
126 | <!ENTITY movement_types_terrain " |
|
|
127 | &move_block; |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
128 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
126 | Objects using these movement types are allowed to move over this space. Takes |
129 | Objects using these movement types are allowed to move over this space. Takes |
127 | precedence over 'blocked movements'. |
130 | precedence over 'blocked movements'. |
128 | </attribute> |
131 | </attribute> |
129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
132 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
… | |
… | |
349 | &player_res_desc; |
352 | &player_res_desc; |
350 | </attribute> |
353 | </attribute> |
351 | </section> |
354 | </section> |
352 | "> |
355 | "> |
353 | |
356 | |
|
|
357 | <!ENTITY match_compat " |
|
|
358 | If the string starts with 'match ', then it is interpreted |
|
|
359 | as a match expression (e.g. 'match type=POTION', or 'match type=SPELL |
|
|
360 | in applied type=CONTAINER in inv in originator'). For details, see |
|
|
361 | http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm |
|
|
362 | "> |
354 | ]> |
363 | ]> |
355 | |
364 | |
356 | <types> |
365 | <types> |
357 | |
366 | |
358 | <!--###################### bitmask definitions ######################--> |
367 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
468 | <entry value="0" name="furious" /> |
477 | <entry value="0" name="furious" /> |
469 | <entry value="1" name="angry" /> |
478 | <entry value="1" name="angry" /> |
470 | <entry value="2" name="calm" /> |
479 | <entry value="2" name="calm" /> |
471 | <entry value="3" name="sleep" /> |
480 | <entry value="3" name="sleep" /> |
472 | <entry value="4" name="charm" /> |
481 | <entry value="4" name="charm" /> |
|
|
482 | <entry value="5" name="destroy monster" /> |
|
|
483 | <entry value="6" name="destroy pet" /> |
473 | </list> |
484 | </list> |
474 | |
485 | |
475 | <list name="potion_effect"> |
486 | <list name="potion_effect"> |
476 | <entry value="0" name="<none>" /> |
487 | <entry value="0" name="<none>" /> |
477 | <entry value="65536" name="life restoration" /> |
488 | <entry value="65536" name="life restoration" /> |
… | |
… | |
674 | usually inevitable. |
685 | usually inevitable. |
675 | </attribute> |
686 | </attribute> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
687 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
677 | If <glow radius> is set to a value greater zero, the object |
688 | If <glow radius> is set to a value greater zero, the object |
678 | appears lit up on dark maps. <glow radius> can be a value |
689 | appears lit up on dark maps. <glow radius> can be a value |
679 | between 0 and 4, the higher, the more light does the object emit. |
690 | between 0 and 9, the higher, the more light does the object emit. |
680 | </attribute> |
691 | </attribute> |
681 | <attribute arch="material" editor="material" type="bitmask_material"> |
692 | <attribute arch="material" editor="material" type="bitmask_material"> |
682 | This bitmask-value informs the player of which material(s) the |
693 | This bitmask-value informs the player of which material(s) the |
683 | object consists. Material does also affect how likely the object |
694 | object consists. Material does also affect how likely the object |
684 | can be destroyed by hazardous spell-effects. |
695 | can be destroyed by hazardous spell-effects. |
… | |
… | |
692 | Putting an invisible object under the floor always prevents it from being |
703 | Putting an invisible object under the floor always prevents it from being |
693 | shown. |
704 | shown. |
694 | </attribute> |
705 | </attribute> |
695 | <attribute arch="blocksview" editor="block view" type="bool"> |
706 | <attribute arch="blocksview" editor="block view" type="bool"> |
696 | If an item is set to block view, players (and monsters) cannot |
707 | If an item is set to block view, players (and monsters) cannot |
697 | see byond it unless they cross it or manage to stand ontop. |
708 | see beyond it unless they cross it or manage to stand ontop. |
698 | </attribute> |
709 | </attribute> |
699 | <attribute arch="identified" editor="identified" type="bool"> |
710 | <attribute arch="identified" editor="identified" type="bool"> |
700 | If an item is identified, the player has full knowledge about it. |
711 | If an item is identified, the player has full knowledge about it. |
701 | </attribute> |
712 | </attribute> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
713 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
703 | An <unpaid> item cannot be used unless a player carried it over |
714 | An <unpaid> item cannot be used unless a player carried it over |
704 | a shop mat, paying the demanded price. Setting this flag makes sense |
715 | a shop mat, paying the demanded price. Setting this flag makes sense |
705 | usually only for pickable items inside shops. Converters can also |
716 | only for pickable items inside shops. |
706 | have this flag set to make all output unpaid. |
|
|
707 | </attribute> |
717 | </attribute> |
708 | <attribute arch="sound" editor="sound" type="string"> |
718 | <attribute arch="sound" editor="sound" type="string"> |
709 | The sound this objects makes on a map. Enter either a sound alias from |
719 | The sound this objects makes on a map. Enter either a sound alias from |
710 | arch/res/sound.conf.res or a path. If you enter <path> in this |
720 | arch/res/sound.conf.res or a path. If you enter <path> in this |
711 | field it will point to sound/<path>.ext |
721 | field it will point to sound/<path>.ext |
… | |
… | |
844 | Note that non-magical abilities are more dangerous because |
854 | Note that non-magical abilities are more dangerous because |
845 | magic resistance does not protect from those.</attribute> |
855 | magic resistance does not protect from those.</attribute> |
846 | </type> |
856 | </type> |
847 | |
857 | |
848 | <!--####################################################################--> |
858 | <!--####################################################################--> |
|
|
859 | |
|
|
860 | <type number="81" name="Torch"> |
|
|
861 | <description><![CDATA[ |
|
|
862 | Torches are a special kind of Lamp that offer the option of lighting them |
|
|
863 | up without using a lighter (These torches are usually |
|
|
864 | called 'pyrophor torches'. See also the 'reignitable' setting). |
|
|
865 | The other kind of torches, that are reignitable, can be put out and |
|
|
866 | put on again using a lighter.]]> |
|
|
867 | </description> |
|
|
868 | <attribute arch="is_lightable" editor="reignitable" type="bool"> |
|
|
869 | This flag controls whether the torch can be lit up again using |
|
|
870 | a lighter or whether it can only be used once, in which case |
|
|
871 | they can be enabled by simply applying them without any special tools. |
|
|
872 | </attribute> |
|
|
873 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
874 | This field specifies the burning duration of the torch. |
|
|
875 | </attribute> |
|
|
876 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
877 | This field sets the glow radius of the torch if it is enabled. |
|
|
878 | If you want to make a torch that is already burning set the |
|
|
879 | "glow radius" field. |
|
|
880 | </attribute> |
|
|
881 | <attribute arch="level" editor="level" type="int"> |
|
|
882 | If this field specyfies the cursed effect's level. If it is |
|
|
883 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
884 | </attribute> |
|
|
885 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
886 | Cursed torches, which have a level above 0, explode if the |
|
|
887 | player applies them. |
|
|
888 | </attribute> |
|
|
889 | </type> |
|
|
890 | |
|
|
891 | <type number="82" name="Lamp"> |
|
|
892 | <description><![CDATA[ |
|
|
893 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
894 | </description> |
|
|
895 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
896 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
897 | here the fuel field will specify the burning duration in minutes.) |
|
|
898 | </attribute> |
|
|
899 | <attribute arch="food" editor="fuel" type="int"> |
|
|
900 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
901 | field of this object. |
|
|
902 | </attribute> |
|
|
903 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
904 | This field sets the glow radius of the lamp if it is enabled. |
|
|
905 | If you want to make a lamp that is already burning set the |
|
|
906 | "glow radius" field. |
|
|
907 | </attribute> |
|
|
908 | <attribute arch="level" editor="level" type="int"> |
|
|
909 | If this field specyfies the cursed effect's level. If it is |
|
|
910 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
911 | </attribute> |
|
|
912 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
913 | Cursed lamps, which have a level above 0, explode if the |
|
|
914 | player applies them. |
|
|
915 | </attribute> |
|
|
916 | </type> |
|
|
917 | |
|
|
918 | <!--####################################################################--> |
849 | <type number="18" name="Altar"> |
919 | <type number="18" name="Altar"> |
850 | <ignore> |
920 | <ignore> |
851 | <ignore_list name="non_pickable" /> |
921 | <ignore_list name="non_pickable" /> |
852 | </ignore> |
922 | </ignore> |
853 | <description><![CDATA[ |
923 | <description><![CDATA[ |
… | |
… | |
862 | This string specifies the item that must be put on the altar to |
932 | This string specifies the item that must be put on the altar to |
863 | activate it. It can either be the name of an archetype, or directly |
933 | activate it. It can either be the name of an archetype, or directly |
864 | the name of an object. Yet, titles are not recognized by altars. |
934 | the name of an object. Yet, titles are not recognized by altars. |
865 | If you want the player to have to drop a specific amount of money use "money". |
935 | If you want the player to have to drop a specific amount of money use "money". |
866 | See also the "drop amount" attribute. |
936 | See also the "drop amount" attribute. |
|
|
937 | &match_compat; |
867 | </attribute> |
938 | </attribute> |
868 | <attribute arch="food" editor="drop amount" type="int"> |
939 | <attribute arch="food" editor="drop amount" type="int"> |
869 | The drop amount specifies the amount of items (specified |
940 | The drop amount specifies the amount of items (specified |
870 | in <match item name>) that must be dropped to activate the altar. |
941 | in <match item name>) that must be dropped to activate the altar. |
871 | |
942 | |
… | |
… | |
873 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
944 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
874 | 200 silver, 20 gold, or 4 platinum will all work.) |
945 | 200 silver, 20 gold, or 4 platinum will all work.) |
875 | |
946 | |
876 | Note that the maximum possible for <drop amount> is 32767. |
947 | Note that the maximum possible for <drop amount> is 32767. |
877 | </attribute> |
948 | </attribute> |
878 | <attribute arch="connected" editor="connection" type="int"> |
949 | <attribute arch="connected" editor="connection" type="string"> |
879 | If a connection value is set, the altar will trigger all objects |
950 | If a connection value is set, the altar will trigger all objects |
880 | with the same value, when activated. This will only work once. |
951 | with the same value, when activated. This will only work once. |
881 | </attribute> |
952 | </attribute> |
882 | <attribute arch="sp" editor="spell" type="spell"> |
953 | <attribute arch="sp" editor="spell" type="spell"> |
883 | When activated, the selected <spell> will be casted (once, on the |
954 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
917 | This string specifies the item that must be put on the altar to |
988 | This string specifies the item that must be put on the altar to |
918 | activate it. It can either be the name of an archetype, or directly |
989 | activate it. It can either be the name of an archetype, or directly |
919 | the name of an object. Yet, titles are not recognized by altars. |
990 | the name of an object. Yet, titles are not recognized by altars. |
920 | If you want the player to have to drop a specific amount of money use "money". |
991 | If you want the player to have to drop a specific amount of money use "money". |
921 | See also the "drop amount" attribute. |
992 | See also the "drop amount" attribute. |
|
|
993 | &match_compat; |
922 | </attribute> |
994 | </attribute> |
923 | <attribute arch="food" editor="drop amount" type="int"> |
995 | <attribute arch="food" editor="drop amount" type="int"> |
924 | The drop amount specifies the amount of items (specified |
996 | The drop amount specifies the amount of items (specified |
925 | in <match item name>) that must be dropped to activate the altar. |
997 | in <match item name>) that must be dropped to activate the altar. |
926 | |
998 | |
… | |
… | |
928 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
1000 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
929 | 200 silver, 20 gold, or 4 platinum will all work.) |
1001 | 200 silver, 20 gold, or 4 platinum will all work.) |
930 | |
1002 | |
931 | Note that the maximum possible for <drop amount> is 32767. |
1003 | Note that the maximum possible for <drop amount> is 32767. |
932 | </attribute> |
1004 | </attribute> |
933 | <attribute arch="connected" editor="connection" type="int"> |
1005 | <attribute arch="connected" editor="connection" type="string"> |
934 | If a connection value is set, the altar will trigger all objects |
1006 | If a connection value is set, the altar will trigger all objects |
935 | with the same value, when activated. This will only work once. |
1007 | with the same value, when activated. This will only work once. |
936 | </attribute> |
1008 | </attribute> |
937 | <attribute arch="sp" editor="spell" type="spell"> |
1009 | <attribute arch="sp" editor="spell" type="spell"> |
938 | When activated, this <spell> will be casted (once, on the player). |
1010 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
1219 | </attribute> |
1291 | </attribute> |
1220 | <attribute arch="slaying" editor="key string" type="string"> |
1292 | <attribute arch="slaying" editor="key string" type="string"> |
1221 | This is the key string of the book. The key string is checked by an inventory checker. |
1293 | This is the key string of the book. The key string is checked by an inventory checker. |
1222 | (This is used eg. for the gate/port passes in scorn) |
1294 | (This is used eg. for the gate/port passes in scorn) |
1223 | </attribute> |
1295 | </attribute> |
|
|
1296 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1297 | If this flag is true the player won't be able to identify this |
|
|
1298 | item with by using a skill. |
|
|
1299 | </attribute> |
|
|
1300 | </type> |
|
|
1301 | |
|
|
1302 | <!--####################################################################--> |
|
|
1303 | <type number="110" name="Inscribable"> |
|
|
1304 | <description><![CDATA[ |
|
|
1305 | Inscribable Item - when inscribed, it becomes another object.]]> |
|
|
1306 | </description> |
|
|
1307 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
1308 | A godgiven item vanishes as soon as the player |
|
|
1309 | drops it to the ground. |
|
|
1310 | </attribute> |
|
|
1311 | <attribute arch="unique" editor="unique item" type="bool"> |
|
|
1312 | Unique items exist only one time on a server. If the item |
|
|
1313 | is taken, lost or destroyed - it's gone for good. |
|
|
1314 | </attribute> |
|
|
1315 | <attribute arch="other_arch" editor="book/scroll arch" type="string"> |
|
|
1316 | This is the item created after being inscribed - scrolls are treated |
|
|
1317 | like spell scrolls, all else will have it's message replaced. |
|
|
1318 | </attribute> |
1224 | </type> |
1319 | </type> |
1225 | |
1320 | |
1226 | <!--####################################################################--> |
1321 | <!--####################################################################--> |
1227 | <type number="99" name="Boots"> |
1322 | <type number="99" name="Boots"> |
1228 | <import_type name="Amulet" /> |
1323 | <import_type name="Amulet" /> |
… | |
… | |
1314 | <attribute arch="no_pick" value="1" type="fixed" /> |
1409 | <attribute arch="no_pick" value="1" type="fixed" /> |
1315 | <attribute arch="weight" editor="press weight" type="int"> |
1410 | <attribute arch="weight" editor="press weight" type="int"> |
1316 | The button is pressed (triggered), as soon as |
1411 | The button is pressed (triggered), as soon as |
1317 | <press weigh> gram are placed ontop of it. |
1412 | <press weigh> gram are placed ontop of it. |
1318 | </attribute> |
1413 | </attribute> |
1319 | <attribute arch="connected" editor="connection" type="int"> |
1414 | <attribute arch="connected" editor="connection" type="string"> |
1320 | Every time the button is pressed or released, all objects |
1415 | Every time the button is pressed or released, all objects |
1321 | with the same <connection> value are activated. |
1416 | with the same <connection> value are activated. |
1322 | </attribute> |
1417 | </attribute> |
1323 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1418 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1324 | This text may describe the item. You can use this |
1419 | This text may describe the item. You can use this |
… | |
… | |
1489 | <ignore> |
1584 | <ignore> |
1490 | <attribute arch="value" /> |
1585 | <attribute arch="value" /> |
1491 | <attribute arch="nrof" /> |
1586 | <attribute arch="nrof" /> |
1492 | <attribute arch="name_pl" /> |
1587 | <attribute arch="name_pl" /> |
1493 | <attribute arch="no_pick" /> |
1588 | <attribute arch="no_pick" /> |
|
|
1589 | <attribute arch="unpaid" /> |
1494 | <attribute arch="title" /> |
1590 | <attribute arch="title" /> |
1495 | </ignore> |
1591 | </ignore> |
1496 | <description><![CDATA[ |
1592 | <description><![CDATA[ |
1497 | Converters are like "exchange tables". When the player drops a |
1593 | Converters are like "exchange tables". When the player drops a |
1498 | specific type of items, they get converted into other items, at a |
1594 | specific type of items, they get converted into other items, at a |
… | |
… | |
1532 | of <receive arch>. |
1628 | of <receive arch>. |
1533 | </attribute> |
1629 | </attribute> |
1534 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1630 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1535 | This text may contain a description of the converter. |
1631 | This text may contain a description of the converter. |
1536 | </attribute> |
1632 | </attribute> |
1537 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
1633 | <attribute arch="precious" editor="output unpaid" type="bool"> |
1538 | If the converter is marked as <unpaid> the generated item's will |
1634 | If the converter has this flag set the generated items will |
1539 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
1635 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
1540 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
1636 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
1541 | armour shops.) |
1637 | armour shops.) |
1542 | </attribute> |
1638 | </attribute> |
1543 | </type> |
1639 | </type> |
… | |
… | |
1563 | You can choose any of the existing arches. |
1659 | You can choose any of the existing arches. |
1564 | This field is ignored if the creator has items in inventory. In this case |
1660 | This field is ignored if the creator has items in inventory. In this case |
1565 | one of the inventory items is duplicated. The duplicated item is randomly |
1661 | one of the inventory items is duplicated. The duplicated item is randomly |
1566 | chosen from all items present. |
1662 | chosen from all items present. |
1567 | </attribute> |
1663 | </attribute> |
1568 | <attribute arch="connected" editor="connection" type="int"> |
1664 | <attribute arch="connected" editor="connection" type="string"> |
1569 | Whenever the connection value is activated, |
1665 | Whenever the connection value is activated, |
1570 | the creator gets triggered. |
1666 | the creator gets triggered. |
1571 | </attribute> |
1667 | </attribute> |
1572 | &activate_on; |
1668 | &activate_on; |
1573 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1669 | <attribute arch="lifesave" editor="unlimited uses" type="bool"> |
1574 | If <infinit uses> is set, the creator will work |
1670 | If <unlimited uses> is set, the creator will work |
1575 | infinitely, regardless of the value in <number of uses>. |
1671 | infinitely, regardless of the value in <number of uses>. |
1576 | </attribute> |
1672 | </attribute> |
1577 | <attribute arch="speed" editor="speed" type="float"> |
1673 | <attribute arch="speed" editor="speed" type="float"> |
1578 | When this field is set the creator will periodically create stuff |
1674 | When this field is set the creator will periodically create stuff |
1579 | (and will still do so when the connection is triggered). |
1675 | (and will still do so when the connection is triggered). |
… | |
… | |
1604 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1700 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1605 | finds a specific object, it toggles its connected value. |
1701 | finds a specific object, it toggles its connected value. |
1606 | <br><br> |
1702 | <br><br> |
1607 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1703 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1608 | - First, detectors check their square for a match periodically, not |
1704 | - First, detectors check their square for a match periodically, not |
|
|
1705 | instantly, so generate much higher server load |
1609 | instantly. Second, detectors check directly for object names. Third, |
1706 | Second, detectors check directly for object names. Third, |
1610 | detectors do not check the inventory of players/monsters.]]> |
1707 | detectors do not check the inventory of players/monsters.]]> |
1611 | </description> |
1708 | </description> |
1612 | <use><![CDATA[ |
1709 | <use> |
1613 | There is one major speciality about detectors: You can detect spells |
1710 | Best avoid this type at all costs, use a pedestal instead. |
1614 | blown over a detector! To detect a lighting bolt for example, set |
|
|
1615 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
|
|
1616 | walls, this can be very useful for map-mechanisms.]]> |
|
|
1617 | </use> |
1711 | </use> |
1618 | <attribute arch="no_pick" value="1" type="fixed" /> |
1712 | <attribute arch="no_pick" value="1" type="fixed" /> |
1619 | <attribute arch="slaying" editor="match name" type="string"> |
1713 | <attribute arch="slaying" editor="match name" type="string"> |
1620 | <match name> specifies the name of the object we are looking for. |
1714 | <match name> specifies the name of the object we are looking for. |
1621 | Actually it does also check for the <key string> in key-objects, |
1715 | Actually it does also check for the <key string> in key-objects, |
1622 | but for this case inventory checkers are often more powerful to use. |
1716 | but for this case inventory checkers are often more powerful to use. |
1623 | </attribute> |
1717 | </attribute> |
1624 | <attribute arch="connected" editor="connection" type="int"> |
1718 | <attribute arch="connected" editor="connection" type="string"> |
1625 | When the detector is triggered, all objects with the same |
1719 | When the detector is triggered, all objects with the same |
1626 | connection value get activated. |
1720 | connection value get activated. |
1627 | </attribute> |
1721 | </attribute> |
1628 | <attribute arch="speed" editor="detection speed" type="float"> |
1722 | <attribute arch="speed" editor="detection speed" type="float"> |
1629 | This value defines the time between two detector-checks. |
1723 | This value defines the time between two detector-checks. |
… | |
… | |
1633 | &speed_left; |
1727 | &speed_left; |
1634 | <attribute arch="speed_left" editor="speed left" type="float"> |
1728 | <attribute arch="speed_left" editor="speed left" type="float"> |
1635 | The speed left. This value is incremented by <speed> on every tick. |
1729 | The speed left. This value is incremented by <speed> on every tick. |
1636 | If it is larger than 0, the detector checks, and the speed is decremented |
1730 | If it is larger than 0, the detector checks, and the speed is decremented |
1637 | by 1. |
1731 | by 1. |
|
|
1732 | </attribute> |
|
|
1733 | </type> |
|
|
1734 | |
|
|
1735 | <!--####################################################################--> |
|
|
1736 | <type number="164" name="Map Script"> |
|
|
1737 | <ignore> |
|
|
1738 | <ignore_list name="system_object" /> |
|
|
1739 | </ignore> |
|
|
1740 | <description><![CDATA[ |
|
|
1741 | The map script object is a very special object that can react to connected |
|
|
1742 | events and executes a perl script in the msg slot. |
|
|
1743 | ]]> |
|
|
1744 | </description> |
|
|
1745 | <use><![CDATA[ |
|
|
1746 | The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions |
|
|
1747 | to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details. |
|
|
1748 | ]]> |
|
|
1749 | </use> |
|
|
1750 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1751 | When the map script object is triggered, it will execute |
|
|
1752 | the perl script with the triggering object as $activator. |
|
|
1753 | </attribute> |
|
|
1754 | &activate_on; |
|
|
1755 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1756 | This perl script will be executed each time the objetc is triggered. |
1638 | </attribute> |
1757 | </attribute> |
1639 | </type> |
1758 | </type> |
1640 | |
1759 | |
1641 | <!--####################################################################--> |
1760 | <!--####################################################################--> |
1642 | <type number="112" name="Director"> |
1761 | <type number="112" name="Director"> |
… | |
… | |
1897 | <attribute arch="level" editor="multiply factor" type="int"> |
2016 | <attribute arch="level" editor="multiply factor" type="int"> |
1898 | The number of items in the target pile will be multiplied by the |
2017 | The number of items in the target pile will be multiplied by the |
1899 | <multiply factor>. If it is set to zero, all target objects |
2018 | <multiply factor>. If it is set to zero, all target objects |
1900 | will be destroyed. |
2019 | will be destroyed. |
1901 | </attribute> |
2020 | </attribute> |
1902 | <attribute arch="connected" editor="connection" type="int"> |
2021 | <attribute arch="connected" editor="connection" type="string"> |
1903 | An activator (lever, altar, button, etc) with matching connection value |
2022 | An activator (lever, altar, button, etc) with matching connection value |
1904 | is able to trigger this duplicator. Be very careful that players cannot |
2023 | is able to trigger this duplicator. Be very careful that players cannot |
1905 | abuse it to create endless amounts of money or other valuable stuff! |
2024 | abuse it to create endless amounts of money or other valuable stuff! |
1906 | </attribute> |
2025 | </attribute> |
1907 | &activate_on; |
2026 | &activate_on; |
… | |
… | |
2045 | If enabled, it is impossible for players to use prayers |
2164 | If enabled, it is impossible for players to use prayers |
2046 | on that spot. It also prevents players from saving. |
2165 | on that spot. It also prevents players from saving. |
2047 | </attribute> |
2166 | </attribute> |
2048 | <attribute arch="unique" editor="unique map" type="bool"> |
2167 | <attribute arch="unique" editor="unique map" type="bool"> |
2049 | Unique floor means that any items dropped on that spot |
2168 | Unique floor means that any items dropped on that spot |
2050 | will be saved byond map reset. For permanent apartments, |
2169 | will be saved beyond map reset. For permanent apartments, |
2051 | all floor tiles must be set <unique map>. |
2170 | all floor tiles must be set <unique map>. |
2052 | </attribute> |
2171 | </attribute> |
2053 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2172 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2054 | This text may describe the object. |
2173 | This text may describe the object. |
2055 | </attribute> |
2174 | </attribute> |
… | |
… | |
2089 | If enabled, it is impossible for players to use prayers |
2208 | If enabled, it is impossible for players to use prayers |
2090 | on that spot. It also prevents players from saving. |
2209 | on that spot. It also prevents players from saving. |
2091 | </attribute> |
2210 | </attribute> |
2092 | <attribute arch="unique" editor="unique map" type="bool"> |
2211 | <attribute arch="unique" editor="unique map" type="bool"> |
2093 | Unique floor means that any items dropped on that spot |
2212 | Unique floor means that any items dropped on that spot |
2094 | will be saved byond map reset. For permanent apartments, |
2213 | will be saved beyond map reset. For permanent apartments, |
2095 | all floor tiles must be set <unique map>. |
2214 | all floor tiles must be set <unique map>. |
2096 | </attribute> |
2215 | </attribute> |
2097 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2216 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2098 | This text may describe the object. |
2217 | This text may describe the object. |
2099 | </attribute> |
2218 | </attribute> |
… | |
… | |
2134 | </use> |
2253 | </use> |
2135 | <attribute arch="no_pick" value="1" type="fixed" /> |
2254 | <attribute arch="no_pick" value="1" type="fixed" /> |
2136 | <attribute arch="speed" value="1" type="float"> |
2255 | <attribute arch="speed" value="1" type="float"> |
2137 | The speed of the gate affects how fast it is closing/opening. |
2256 | The speed of the gate affects how fast it is closing/opening. |
2138 | </attribute> |
2257 | </attribute> |
2139 | <attribute arch="connected" editor="connection" type="int"> |
2258 | <attribute arch="connected" editor="connection" type="string"> |
2140 | Whenever the inventory checker is triggered, all objects with identical |
2259 | Whenever the inventory checker is triggered, all objects with identical |
2141 | <connection> value get activated. This only makes sense together with |
2260 | <connection> value get activated. This only makes sense together with |
2142 | <blocking passage> disabled. |
2261 | <blocking passage> disabled. |
2143 | </attribute> |
2262 | </attribute> |
2144 | <attribute arch="wc" editor="position state" type="int"> |
2263 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2213 | don't forget that some monsters are able to apply it. |
2332 | don't forget that some monsters are able to apply it. |
2214 | The ability to apply levers is rare among monsters - |
2333 | The ability to apply levers is rare among monsters - |
2215 | but vampires can do it for example.]]> |
2334 | but vampires can do it for example.]]> |
2216 | </use> |
2335 | </use> |
2217 | <attribute arch="no_pick" value="1" type="fixed" /> |
2336 | <attribute arch="no_pick" value="1" type="fixed" /> |
2218 | <attribute arch="connected" editor="connection" type="int"> |
2337 | <attribute arch="connected" editor="connection" type="string"> |
2219 | Every time the handle is applied, all objects |
2338 | Every time the handle is applied, all objects |
2220 | with the same <connection> value are activated. |
2339 | with the same <connection> value are activated. |
2221 | </attribute> |
2340 | </attribute> |
2222 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2341 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2223 | This text may describe the item. You can use this |
2342 | This text may describe the item. You can use this |
… | |
… | |
2308 | If enabled, it is impossible for players to use prayers |
2427 | If enabled, it is impossible for players to use prayers |
2309 | on that spot. It also prevents players from saving. |
2428 | on that spot. It also prevents players from saving. |
2310 | </attribute> |
2429 | </attribute> |
2311 | <attribute arch="unique" editor="unique map" type="bool"> |
2430 | <attribute arch="unique" editor="unique map" type="bool"> |
2312 | Unique floor means that any items dropped on that spot |
2431 | Unique floor means that any items dropped on that spot |
2313 | will be saved byond map reset. For permanent apartments, |
2432 | will be saved beyond map reset. For permanent apartments, |
2314 | all floor tiles must be set <unique map>. |
2433 | all floor tiles must be set <unique map>. |
2315 | </attribute> |
2434 | </attribute> |
2316 | </type> |
2435 | </type> |
2317 | |
2436 | |
2318 | <!--####################################################################--> |
2437 | <!--####################################################################--> |
… | |
… | |
2343 | <type number="56" name="Holy Altar"> |
2462 | <type number="56" name="Holy Altar"> |
2344 | <ignore> |
2463 | <ignore> |
2345 | <ignore_list name="non_pickable" /> |
2464 | <ignore_list name="non_pickable" /> |
2346 | </ignore> |
2465 | </ignore> |
2347 | <description><![CDATA[ |
2466 | <description><![CDATA[ |
2348 | Holy_altars are altars for the various religions. Praying |
2467 | Holy Altars are altars for the various religions. Praying |
2349 | at a Holy_altar will make you a follower of that god, and |
2468 | at a Holy_altar will make you a follower of that god, and |
2350 | if you already follow that god, you may get some extra bonus.]]> |
2469 | if you already follow that god, you may get some extra bonus.]]> |
2351 | </description> |
2470 | </description> |
2352 | <attribute arch="no_pick" value="1" type="fixed" /> |
2471 | <attribute arch="no_pick" value="1" type="fixed" /> |
2353 | <attribute arch="other_arch" editor="god name" type="string"> |
2472 | <attribute arch="other_arch" editor="god name" type="string"> |
… | |
… | |
2476 | </attribute> |
2595 | </attribute> |
2477 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2596 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2478 | Enabled means having that object is a match. |
2597 | Enabled means having that object is a match. |
2479 | Disabled means not having that object is a match. |
2598 | Disabled means not having that object is a match. |
2480 | </attribute> |
2599 | </attribute> |
2481 | <attribute arch="connected" editor="connection" type="int"> |
2600 | <attribute arch="connected" editor="connection" type="string"> |
2482 | Whenever the inventory checker is triggered, all objects with identical |
2601 | Whenever the inventory checker is triggered, all objects with identical |
2483 | <connection> value get activated. This only makes sense together with |
2602 | <connection> value get activated. This only makes sense together with |
2484 | <blocking passage> disabled. |
2603 | <blocking passage> disabled. |
2485 | </attribute> |
2604 | </attribute> |
2486 | &movement_types_terrain; |
2605 | &movement_types_terrain; |
… | |
… | |
2627 | according to his conversation with a player. Mostly this means |
2746 | according to his conversation with a player. Mostly this means |
2628 | opening a gate or handing out some item, but you could be quite |
2747 | opening a gate or handing out some item, but you could be quite |
2629 | creative here.]]> |
2748 | creative here.]]> |
2630 | </use> |
2749 | </use> |
2631 | <attribute arch="no_pick" value="1" type="fixed" /> |
2750 | <attribute arch="no_pick" value="1" type="fixed" /> |
2632 | <attribute arch="connected" editor="connection" type="int"> |
2751 | <attribute arch="connected" editor="connection" type="string"> |
2633 | The Magic_ear will trigger all objects with the |
2752 | The Magic_ear will trigger all objects with the |
2634 | same connection value, every time it is activated. |
2753 | same connection value, every time it is activated. |
2635 | </attribute> |
2754 | </attribute> |
2636 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2755 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2637 | This textfield contains the keyword-matching-syntax. The text should |
2756 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2688 | The wall will cast it's spells at level <spell level>. "level 1" |
2807 | The wall will cast it's spells at level <spell level>. "level 1" |
2689 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2808 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2690 | spells. Arch default is level 1 - you should always set this value |
2809 | spells. Arch default is level 1 - you should always set this value |
2691 | to meet the overall difficulty of your map. |
2810 | to meet the overall difficulty of your map. |
2692 | </attribute> |
2811 | </attribute> |
2693 | <attribute arch="connected" editor="connection" type="int"> |
2812 | <attribute arch="connected" editor="connection" type="string"> |
2694 | Every time the <connection> value is triggered, the wall will cast |
2813 | Every time the <connection> value is triggered, the wall will cast |
2695 | it's spell. You should set <casting speed> to zero, or this won't |
2814 | it's spell. You should set <casting speed> to zero, or this won't |
2696 | have much visible effect. |
2815 | have much visible effect. |
2697 | </attribute> |
2816 | </attribute> |
2698 | &activate_on; |
2817 | &activate_on; |
… | |
… | |
2739 | </ignore> |
2858 | </ignore> |
2740 | <description><![CDATA[ |
2859 | <description><![CDATA[ |
2741 | A marker is an object that inserts an invisible force (a mark) into a |
2860 | A marker is an object that inserts an invisible force (a mark) into a |
2742 | player stepping on it. This force does nothing except containing a |
2861 | player stepping on it. This force does nothing except containing a |
2743 | <key string> which can be discovered by detectors or inventory |
2862 | <key string> which can be discovered by detectors or inventory |
2744 | checkers. It is also possible to use markers for removing marks again. |
2863 | checkers. It is also possible to use markers for removing marks again |
|
|
2864 | (by setting the "name" slot to the name of the marker to be removed). |
2745 | <br><br> |
2865 | <br><br> |
2746 | Note that the player has no possibility to "see" his own marks, |
2866 | Note that the player has no possibility to "see" his own marks, |
2747 | except by the effect that they cause on the maps.]]> |
2867 | except by the effect that they cause on the maps.]]> |
2748 | </description> |
2868 | </description> |
2749 | <use><![CDATA[ |
2869 | <use><![CDATA[ |
… | |
… | |
2761 | <attribute arch="slaying" editor="key string" type="string"> |
2881 | <attribute arch="slaying" editor="key string" type="string"> |
2762 | The <key string> can be detected by inv. checkers/detectors. |
2882 | The <key string> can be detected by inv. checkers/detectors. |
2763 | If the player already has a force with that <key string>, |
2883 | If the player already has a force with that <key string>, |
2764 | there won't be inserted a second one. |
2884 | there won't be inserted a second one. |
2765 | </attribute> |
2885 | </attribute> |
2766 | <attribute arch="connected" editor="connection" type="int"> |
2886 | <attribute arch="connected" editor="connection" type="string"> |
2767 | When the detector is triggered, all objects with the same |
2887 | When the detector is triggered, all objects with the same |
2768 | connection value get activated. |
2888 | connection value get activated. |
2769 | </attribute> |
2889 | </attribute> |
2770 | <attribute arch="speed" editor="marking speed" type="float"> |
2890 | <attribute arch="speed" editor="marking speed" type="float"> |
2771 | The <marking speed> defines how quickly it will mark something |
2891 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
3242 | <mood> 'charm': Turns monster into a pet of person |
3362 | <mood> 'charm': Turns monster into a pet of person |
3243 | who triggers the square. This setting is not |
3363 | who triggers the square. This setting is not |
3244 | enabled for continous operation, you need to |
3364 | enabled for continous operation, you need to |
3245 | insert a <connection> value! |
3365 | insert a <connection> value! |
3246 | </attribute> |
3366 | </attribute> |
3247 | <attribute arch="connected" editor="connection" type="int"> |
3367 | <attribute arch="connected" editor="connection" type="string"> |
3248 | This should only be set in combination with <mood number> 4. |
3368 | This should only be set in combination with <mood number> 4. |
3249 | Normally, monsters are affected by the mood floor as soon as they |
3369 | Normally, monsters are affected by the mood floor as soon as they |
3250 | step on it. But charming (monster -> pet) is too powerful, |
3370 | step on it. But charming (monster -> pet) is too powerful, |
3251 | so it needs to be activated. |
3371 | so it needs to be activated. |
3252 | |
3372 | |
… | |
… | |
3375 | place where only fireborns can enter, by setting "slaying unnatural". |
3495 | place where only fireborns can enter, by setting "slaying unnatural". |
3376 | |
3496 | |
3377 | If it is set to "player", any player stepping on the pedestal |
3497 | If it is set to "player", any player stepping on the pedestal |
3378 | is a match. Very useful if you want to open a gate for players |
3498 | is a match. Very useful if you want to open a gate for players |
3379 | but not for monsters. |
3499 | but not for monsters. |
|
|
3500 | |
|
|
3501 | &match_compat; |
3380 | </attribute> |
3502 | </attribute> |
3381 | <attribute arch="connected" editor="connection" type="int"> |
3503 | <attribute arch="connected" editor="connection" type="string"> |
3382 | When the pedestal is triggered, all objects with the same |
3504 | When the pedestal is triggered, all objects with the same |
3383 | connection value get activated. |
3505 | connection value get activated. |
3384 | </attribute> |
3506 | </attribute> |
3385 | &move_on; |
3507 | &move_on; |
|
|
3508 | </type> |
|
|
3509 | |
|
|
3510 | <!--####################################################################--> |
|
|
3511 | <type number="32" name="Pedestal Trigger"> |
|
|
3512 | <import_type name="Pedestal" /> |
|
|
3513 | <ignore> |
|
|
3514 | <ignore_list name="non_pickable" /> |
|
|
3515 | </ignore> |
|
|
3516 | <description><![CDATA[ |
|
|
3517 | Pedestal triggers are pedestals which reset after a short period |
|
|
3518 | of time. Every time it is either applied or reset, the |
|
|
3519 | <connection> value is triggered.]]> |
|
|
3520 | </description> |
|
|
3521 | </type> |
|
|
3522 | |
|
|
3523 | <!--####################################################################--> |
|
|
3524 | <type number="19" name="Item Match"> |
|
|
3525 | <ignore> |
|
|
3526 | <ignore_list name="non_pickable" /> |
|
|
3527 | </ignore> |
|
|
3528 | <description><![CDATA[ |
|
|
3529 | Match objects use the deliantra matching language |
|
|
3530 | (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) |
|
|
3531 | to match items on the same mapspace (if move_on/off are unset) or |
|
|
3532 | items trying to enter (if move_blocked is set). |
|
|
3533 | |
|
|
3534 | If a connected value is given, then it is triggered if the first object |
|
|
3535 | matching the expression is put on it, and the last is removed.]]> |
|
|
3536 | </description> |
|
|
3537 | <use><![CDATA[ |
|
|
3538 | If you want to trigger something else (e.g. a gate) when an item is above this object, |
|
|
3539 | use the move_on/move_off settings. |
|
|
3540 | |
|
|
3541 | If you want to keep something from entering if it has (or lacks) a specific item, |
|
|
3542 | use the move_blocked setting.]]> |
|
|
3543 | </use> |
|
|
3544 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3545 | <attribute arch="slaying" editor="match expression" type="string"> |
|
|
3546 | &match_compat; |
|
|
3547 | |
|
|
3548 | Optionally you can leave out the "match " prefix. |
|
|
3549 | </attribute> |
|
|
3550 | <attribute arch="connected" editor="connection" type="string"> |
|
|
3551 | When the match is triggered, all objects with the same |
|
|
3552 | connection value get activated. |
|
|
3553 | </attribute> |
|
|
3554 | &move_on; |
|
|
3555 | &move_off; |
|
|
3556 | &move_block; |
3386 | </type> |
3557 | </type> |
3387 | |
3558 | |
3388 | <!--####################################################################--> |
3559 | <!--####################################################################--> |
3389 | <type number="94" name="Pit"> |
3560 | <type number="94" name="Pit"> |
3390 | <ignore> |
3561 | <ignore> |
… | |
… | |
3407 | </use> |
3578 | </use> |
3408 | <attribute arch="no_pick" value="1" type="fixed" /> |
3579 | <attribute arch="no_pick" value="1" type="fixed" /> |
3409 | <attribute arch="range" editor="spread radius" type="int"> |
3580 | <attribute arch="range" editor="spread radius" type="int"> |
3410 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
3581 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
3411 | </attribute> |
3582 | </attribute> |
3412 | <attribute arch="connected" editor="connection" type="int"> |
3583 | <attribute arch="connected" editor="connection" type="string"> |
3413 | When a <connection> value is set, the pit can be opened/closed |
3584 | When a <connection> value is set, the pit can be opened/closed |
3414 | by activating the connection. |
3585 | by activating the connection. |
3415 | </attribute> |
3586 | </attribute> |
3416 | &activate_on; |
3587 | &activate_on; |
3417 | <attribute arch="hp" editor="destination X" type="int"> |
3588 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
4043 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4214 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4044 | some true roleplay feeling to your maps, support your storyline or give |
4215 | some true roleplay feeling to your maps, support your storyline or give |
4045 | hints about hidden secrets/dangers. Place signs to provide the player |
4216 | hints about hidden secrets/dangers. Place signs to provide the player |
4046 | with all kinds of useful information for getting along in your maps.]]> |
4217 | with all kinds of useful information for getting along in your maps.]]> |
4047 | </use> |
4218 | </use> |
4048 | <attribute arch="connected" editor="connection" type="int"> |
4219 | <attribute arch="connected" editor="connection" type="string"> |
4049 | When a connection value is set, the message will be printed whenever |
4220 | When a connection value is set, the message will be printed whenever |
4050 | the connection is triggered. This should be used in combination with |
4221 | the connection is triggered. This should be used in combination with |
4051 | <invisible> enabled and <activate by walking/flying> disabled. |
4222 | <invisible> enabled and <activate by walking/flying> disabled. |
4052 | If activating your magic_mouth this way, the message will not only be |
4223 | If activating your magic_mouth this way, the message will not only be |
4053 | printed to one player, but all players on the current map. |
4224 | printed to one player, but all players on the current map. |
… | |
… | |
4441 | be transferred to the "default enter location" of the destined map. |
4612 | be transferred to the "default enter location" of the destined map. |
4442 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4613 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4443 | please DO NOT use that. It turned out to be a source for numerous |
4614 | please DO NOT use that. It turned out to be a source for numerous |
4444 | map-bugs. |
4615 | map-bugs. |
4445 | </attribute> |
4616 | </attribute> |
4446 | <attribute arch="connected" editor="connection" type="int"> |
4617 | <attribute arch="connected" editor="connection" type="string"> |
4447 | If a connection value is set, the teleporter will be activated |
4618 | If a connection value is set, the teleporter will be activated |
4448 | whenever the connection is triggered. To use this properly, |
4619 | whenever the connection is triggered. To use this properly, |
4449 | <activation speed> must be zero. |
4620 | <activation speed> must be zero. |
4450 | </attribute> |
4621 | </attribute> |
4451 | &activate_on; |
4622 | &activate_on; |
… | |
… | |
4480 | Use gates to divide your maps into separated areas. After solving |
4651 | Use gates to divide your maps into separated areas. After solving |
4481 | area A, the player gains access to area B, and so on. Make your |
4652 | area A, the player gains access to area B, and so on. Make your |
4482 | maps more complex than "one-way".]]> |
4653 | maps more complex than "one-way".]]> |
4483 | </use> |
4654 | </use> |
4484 | <attribute arch="no_pick" value="1" type="fixed" /> |
4655 | <attribute arch="no_pick" value="1" type="fixed" /> |
4485 | <attribute arch="connected" editor="connection" type="int"> |
4656 | <attribute arch="connected" editor="connection" type="string"> |
4486 | Whenever the inventory checker is triggered, all objects with identical |
4657 | Whenever the inventory checker is triggered, all objects with identical |
4487 | <connection> value get activated. This only makes sense together with |
4658 | <connection> value get activated. This only makes sense together with |
4488 | <blocking passage> disabled. If unset, the gate opens automatically |
4659 | <blocking passage> disabled. If unset, the gate opens automatically |
4489 | after some time. |
4660 | after some time. |
4490 | </attribute> |
4661 | </attribute> |
… | |
… | |
4557 | </attribute> |
4728 | </attribute> |
4558 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4729 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4559 | This attribute defines what attacktype to use for direct damage when |
4730 | This attribute defines what attacktype to use for direct damage when |
4560 | the trap detonates. |
4731 | the trap detonates. |
4561 | </attribute> |
4732 | </attribute> |
4562 | <attribute arch="connected" editor="connection" type="int"> |
4733 | <attribute arch="connected" editor="connection" type="string"> |
4563 | When the trap is detonated, all objects with the same |
4734 | When the trap is detonated, all objects with the same |
4564 | connection value get activated. |
4735 | connection value get activated. |
4565 | </attribute> |
4736 | </attribute> |
4566 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4737 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4567 | When the trap detonates, this text is displayed to the |
4738 | When the trap detonates, this text is displayed to the |
… | |
… | |
4669 | <description><![CDATA[ |
4840 | <description><![CDATA[ |
4670 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4841 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4671 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4842 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4672 | <key string> which can be discovered by detectors or inventory |
4843 | <key string> which can be discovered by detectors or inventory |
4673 | checkers. It is also possible to use markers for removing marks again. |
4844 | checkers. It is also possible to use markers for removing marks again. |
|
|
4845 | (by setting the "name" slot to the name of the marker to be removed). |
4674 | <br><br> |
4846 | <br><br> |
4675 | Note that the player has no possibility to "see" his own marks, |
4847 | Note that the player has no possibility to "see" his own marks, |
4676 | except by the effect that they cause on the maps.]]> |
4848 | except by the effect that they cause on the maps.]]> |
4677 | </description> |
4849 | </description> |
4678 | <use><![CDATA[ |
4850 | <use><![CDATA[ |
… | |
… | |
4690 | <attribute arch="slaying" editor="key string" type="string"> |
4862 | <attribute arch="slaying" editor="key string" type="string"> |
4691 | The <key string> can be detected by inv. checkers/detectors. |
4863 | The <key string> can be detected by inv. checkers/detectors. |
4692 | If the player already has a force with that <key string>, |
4864 | If the player already has a force with that <key string>, |
4693 | there won't be inserted a second one. |
4865 | there won't be inserted a second one. |
4694 | </attribute> |
4866 | </attribute> |
4695 | <attribute arch="connected" editor="connection" type="int"> |
4867 | <attribute arch="connected" editor="connection" type="string"> |
4696 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4868 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4697 | </attribute> |
4869 | </attribute> |
4698 | <attribute arch="food" editor="mark duration" type="int"> |
4870 | <attribute arch="food" editor="mark duration" type="int"> |
4699 | This value defines the duration of the force it inserts. |
4871 | This value defines the duration of the force it inserts. |
4700 | If nonzero, the duration of the player's mark is finite: |
4872 | If nonzero, the duration of the player's mark is finite: |