… | |
… | |
872 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
872 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
873 | 200 silver, 20 gold, or 4 platinum will all work.) |
873 | 200 silver, 20 gold, or 4 platinum will all work.) |
874 | |
874 | |
875 | Note that the maximum possible for <drop amount> is 32767. |
875 | Note that the maximum possible for <drop amount> is 32767. |
876 | </attribute> |
876 | </attribute> |
877 | <attribute arch="connected" editor="connection" type="int"> |
877 | <attribute arch="connected" editor="connection" type="string"> |
878 | If a connection value is set, the altar will trigger all objects |
878 | If a connection value is set, the altar will trigger all objects |
879 | with the same value, when activated. This will only work once. |
879 | with the same value, when activated. This will only work once. |
880 | </attribute> |
880 | </attribute> |
881 | <attribute arch="sp" editor="spell" type="spell"> |
881 | <attribute arch="sp" editor="spell" type="spell"> |
882 | When activated, the selected <spell> will be casted (once, on the |
882 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
927 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
927 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
928 | 200 silver, 20 gold, or 4 platinum will all work.) |
928 | 200 silver, 20 gold, or 4 platinum will all work.) |
929 | |
929 | |
930 | Note that the maximum possible for <drop amount> is 32767. |
930 | Note that the maximum possible for <drop amount> is 32767. |
931 | </attribute> |
931 | </attribute> |
932 | <attribute arch="connected" editor="connection" type="int"> |
932 | <attribute arch="connected" editor="connection" type="string"> |
933 | If a connection value is set, the altar will trigger all objects |
933 | If a connection value is set, the altar will trigger all objects |
934 | with the same value, when activated. This will only work once. |
934 | with the same value, when activated. This will only work once. |
935 | </attribute> |
935 | </attribute> |
936 | <attribute arch="sp" editor="spell" type="spell"> |
936 | <attribute arch="sp" editor="spell" type="spell"> |
937 | When activated, this <spell> will be casted (once, on the player). |
937 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
1317 | <attribute arch="no_pick" value="1" type="fixed" /> |
1317 | <attribute arch="no_pick" value="1" type="fixed" /> |
1318 | <attribute arch="weight" editor="press weight" type="int"> |
1318 | <attribute arch="weight" editor="press weight" type="int"> |
1319 | The button is pressed (triggered), as soon as |
1319 | The button is pressed (triggered), as soon as |
1320 | <press weigh> gram are placed ontop of it. |
1320 | <press weigh> gram are placed ontop of it. |
1321 | </attribute> |
1321 | </attribute> |
1322 | <attribute arch="connected" editor="connection" type="int"> |
1322 | <attribute arch="connected" editor="connection" type="string"> |
1323 | Every time the button is pressed or released, all objects |
1323 | Every time the button is pressed or released, all objects |
1324 | with the same <connection> value are activated. |
1324 | with the same <connection> value are activated. |
1325 | </attribute> |
1325 | </attribute> |
1326 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1326 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1327 | This text may describe the item. You can use this |
1327 | This text may describe the item. You can use this |
… | |
… | |
1567 | You can choose any of the existing arches. |
1567 | You can choose any of the existing arches. |
1568 | This field is ignored if the creator has items in inventory. In this case |
1568 | This field is ignored if the creator has items in inventory. In this case |
1569 | one of the inventory items is duplicated. The duplicated item is randomly |
1569 | one of the inventory items is duplicated. The duplicated item is randomly |
1570 | chosen from all items present. |
1570 | chosen from all items present. |
1571 | </attribute> |
1571 | </attribute> |
1572 | <attribute arch="connected" editor="connection" type="int"> |
1572 | <attribute arch="connected" editor="connection" type="string"> |
1573 | Whenever the connection value is activated, |
1573 | Whenever the connection value is activated, |
1574 | the creator gets triggered. |
1574 | the creator gets triggered. |
1575 | </attribute> |
1575 | </attribute> |
1576 | &activate_on; |
1576 | &activate_on; |
1577 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1577 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
… | |
… | |
1623 | <attribute arch="slaying" editor="match name" type="string"> |
1623 | <attribute arch="slaying" editor="match name" type="string"> |
1624 | <match name> specifies the name of the object we are looking for. |
1624 | <match name> specifies the name of the object we are looking for. |
1625 | Actually it does also check for the <key string> in key-objects, |
1625 | Actually it does also check for the <key string> in key-objects, |
1626 | but for this case inventory checkers are often more powerful to use. |
1626 | but for this case inventory checkers are often more powerful to use. |
1627 | </attribute> |
1627 | </attribute> |
1628 | <attribute arch="connected" editor="connection" type="int"> |
1628 | <attribute arch="connected" editor="connection" type="string"> |
1629 | When the detector is triggered, all objects with the same |
1629 | When the detector is triggered, all objects with the same |
1630 | connection value get activated. |
1630 | connection value get activated. |
1631 | </attribute> |
1631 | </attribute> |
1632 | <attribute arch="speed" editor="detection speed" type="float"> |
1632 | <attribute arch="speed" editor="detection speed" type="float"> |
1633 | This value defines the time between two detector-checks. |
1633 | This value defines the time between two detector-checks. |
… | |
… | |
1655 | <use><![CDATA[ |
1655 | <use><![CDATA[ |
1656 | The perl script gets passed an $activator object and can use the set/get/find/timer functions |
1656 | The perl script gets passed an $activator object and can use the set/get/find/timer functions |
1657 | to react to/trigger other objects. |
1657 | to react to/trigger other objects. |
1658 | ]]> |
1658 | ]]> |
1659 | </use> |
1659 | </use> |
1660 | <attribute arch="connected" editor="connection" type="int"> |
1660 | <attribute arch="connected" editor="connection" type="string"> |
1661 | When the map script object is triggered, it will execute |
1661 | When the map script object is triggered, it will execute |
1662 | the perl script with the triggering object as $activator. |
1662 | the perl script with the triggering object as $activator. |
1663 | </attribute> |
1663 | </attribute> |
1664 | &activate_on; |
1664 | &activate_on; |
1665 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
1665 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
… | |
… | |
1926 | <attribute arch="level" editor="multiply factor" type="int"> |
1926 | <attribute arch="level" editor="multiply factor" type="int"> |
1927 | The number of items in the target pile will be multiplied by the |
1927 | The number of items in the target pile will be multiplied by the |
1928 | <multiply factor>. If it is set to zero, all target objects |
1928 | <multiply factor>. If it is set to zero, all target objects |
1929 | will be destroyed. |
1929 | will be destroyed. |
1930 | </attribute> |
1930 | </attribute> |
1931 | <attribute arch="connected" editor="connection" type="int"> |
1931 | <attribute arch="connected" editor="connection" type="string"> |
1932 | An activator (lever, altar, button, etc) with matching connection value |
1932 | An activator (lever, altar, button, etc) with matching connection value |
1933 | is able to trigger this duplicator. Be very careful that players cannot |
1933 | is able to trigger this duplicator. Be very careful that players cannot |
1934 | abuse it to create endless amounts of money or other valuable stuff! |
1934 | abuse it to create endless amounts of money or other valuable stuff! |
1935 | </attribute> |
1935 | </attribute> |
1936 | &activate_on; |
1936 | &activate_on; |
… | |
… | |
2163 | </use> |
2163 | </use> |
2164 | <attribute arch="no_pick" value="1" type="fixed" /> |
2164 | <attribute arch="no_pick" value="1" type="fixed" /> |
2165 | <attribute arch="speed" value="1" type="float"> |
2165 | <attribute arch="speed" value="1" type="float"> |
2166 | The speed of the gate affects how fast it is closing/opening. |
2166 | The speed of the gate affects how fast it is closing/opening. |
2167 | </attribute> |
2167 | </attribute> |
2168 | <attribute arch="connected" editor="connection" type="int"> |
2168 | <attribute arch="connected" editor="connection" type="string"> |
2169 | Whenever the inventory checker is triggered, all objects with identical |
2169 | Whenever the inventory checker is triggered, all objects with identical |
2170 | <connection> value get activated. This only makes sense together with |
2170 | <connection> value get activated. This only makes sense together with |
2171 | <blocking passage> disabled. |
2171 | <blocking passage> disabled. |
2172 | </attribute> |
2172 | </attribute> |
2173 | <attribute arch="wc" editor="position state" type="int"> |
2173 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2242 | don't forget that some monsters are able to apply it. |
2242 | don't forget that some monsters are able to apply it. |
2243 | The ability to apply levers is rare among monsters - |
2243 | The ability to apply levers is rare among monsters - |
2244 | but vampires can do it for example.]]> |
2244 | but vampires can do it for example.]]> |
2245 | </use> |
2245 | </use> |
2246 | <attribute arch="no_pick" value="1" type="fixed" /> |
2246 | <attribute arch="no_pick" value="1" type="fixed" /> |
2247 | <attribute arch="connected" editor="connection" type="int"> |
2247 | <attribute arch="connected" editor="connection" type="string"> |
2248 | Every time the handle is applied, all objects |
2248 | Every time the handle is applied, all objects |
2249 | with the same <connection> value are activated. |
2249 | with the same <connection> value are activated. |
2250 | </attribute> |
2250 | </attribute> |
2251 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2251 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2252 | This text may describe the item. You can use this |
2252 | This text may describe the item. You can use this |
… | |
… | |
2505 | </attribute> |
2505 | </attribute> |
2506 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2506 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2507 | Enabled means having that object is a match. |
2507 | Enabled means having that object is a match. |
2508 | Disabled means not having that object is a match. |
2508 | Disabled means not having that object is a match. |
2509 | </attribute> |
2509 | </attribute> |
2510 | <attribute arch="connected" editor="connection" type="int"> |
2510 | <attribute arch="connected" editor="connection" type="string"> |
2511 | Whenever the inventory checker is triggered, all objects with identical |
2511 | Whenever the inventory checker is triggered, all objects with identical |
2512 | <connection> value get activated. This only makes sense together with |
2512 | <connection> value get activated. This only makes sense together with |
2513 | <blocking passage> disabled. |
2513 | <blocking passage> disabled. |
2514 | </attribute> |
2514 | </attribute> |
2515 | &movement_types_terrain; |
2515 | &movement_types_terrain; |
… | |
… | |
2656 | according to his conversation with a player. Mostly this means |
2656 | according to his conversation with a player. Mostly this means |
2657 | opening a gate or handing out some item, but you could be quite |
2657 | opening a gate or handing out some item, but you could be quite |
2658 | creative here.]]> |
2658 | creative here.]]> |
2659 | </use> |
2659 | </use> |
2660 | <attribute arch="no_pick" value="1" type="fixed" /> |
2660 | <attribute arch="no_pick" value="1" type="fixed" /> |
2661 | <attribute arch="connected" editor="connection" type="int"> |
2661 | <attribute arch="connected" editor="connection" type="string"> |
2662 | The Magic_ear will trigger all objects with the |
2662 | The Magic_ear will trigger all objects with the |
2663 | same connection value, every time it is activated. |
2663 | same connection value, every time it is activated. |
2664 | </attribute> |
2664 | </attribute> |
2665 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2665 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2666 | This textfield contains the keyword-matching-syntax. The text should |
2666 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2717 | The wall will cast it's spells at level <spell level>. "level 1" |
2717 | The wall will cast it's spells at level <spell level>. "level 1" |
2718 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2718 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2719 | spells. Arch default is level 1 - you should always set this value |
2719 | spells. Arch default is level 1 - you should always set this value |
2720 | to meet the overall difficulty of your map. |
2720 | to meet the overall difficulty of your map. |
2721 | </attribute> |
2721 | </attribute> |
2722 | <attribute arch="connected" editor="connection" type="int"> |
2722 | <attribute arch="connected" editor="connection" type="string"> |
2723 | Every time the <connection> value is triggered, the wall will cast |
2723 | Every time the <connection> value is triggered, the wall will cast |
2724 | it's spell. You should set <casting speed> to zero, or this won't |
2724 | it's spell. You should set <casting speed> to zero, or this won't |
2725 | have much visible effect. |
2725 | have much visible effect. |
2726 | </attribute> |
2726 | </attribute> |
2727 | &activate_on; |
2727 | &activate_on; |
… | |
… | |
2790 | <attribute arch="slaying" editor="key string" type="string"> |
2790 | <attribute arch="slaying" editor="key string" type="string"> |
2791 | The <key string> can be detected by inv. checkers/detectors. |
2791 | The <key string> can be detected by inv. checkers/detectors. |
2792 | If the player already has a force with that <key string>, |
2792 | If the player already has a force with that <key string>, |
2793 | there won't be inserted a second one. |
2793 | there won't be inserted a second one. |
2794 | </attribute> |
2794 | </attribute> |
2795 | <attribute arch="connected" editor="connection" type="int"> |
2795 | <attribute arch="connected" editor="connection" type="string"> |
2796 | When the detector is triggered, all objects with the same |
2796 | When the detector is triggered, all objects with the same |
2797 | connection value get activated. |
2797 | connection value get activated. |
2798 | </attribute> |
2798 | </attribute> |
2799 | <attribute arch="speed" editor="marking speed" type="float"> |
2799 | <attribute arch="speed" editor="marking speed" type="float"> |
2800 | The <marking speed> defines how quickly it will mark something |
2800 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
3271 | <mood> 'charm': Turns monster into a pet of person |
3271 | <mood> 'charm': Turns monster into a pet of person |
3272 | who triggers the square. This setting is not |
3272 | who triggers the square. This setting is not |
3273 | enabled for continous operation, you need to |
3273 | enabled for continous operation, you need to |
3274 | insert a <connection> value! |
3274 | insert a <connection> value! |
3275 | </attribute> |
3275 | </attribute> |
3276 | <attribute arch="connected" editor="connection" type="int"> |
3276 | <attribute arch="connected" editor="connection" type="string"> |
3277 | This should only be set in combination with <mood number> 4. |
3277 | This should only be set in combination with <mood number> 4. |
3278 | Normally, monsters are affected by the mood floor as soon as they |
3278 | Normally, monsters are affected by the mood floor as soon as they |
3279 | step on it. But charming (monster -> pet) is too powerful, |
3279 | step on it. But charming (monster -> pet) is too powerful, |
3280 | so it needs to be activated. |
3280 | so it needs to be activated. |
3281 | |
3281 | |
… | |
… | |
3405 | |
3405 | |
3406 | If it is set to "player", any player stepping on the pedestal |
3406 | If it is set to "player", any player stepping on the pedestal |
3407 | is a match. Very useful if you want to open a gate for players |
3407 | is a match. Very useful if you want to open a gate for players |
3408 | but not for monsters. |
3408 | but not for monsters. |
3409 | </attribute> |
3409 | </attribute> |
3410 | <attribute arch="connected" editor="connection" type="int"> |
3410 | <attribute arch="connected" editor="connection" type="string"> |
3411 | When the pedestal is triggered, all objects with the same |
3411 | When the pedestal is triggered, all objects with the same |
3412 | connection value get activated. |
3412 | connection value get activated. |
3413 | </attribute> |
3413 | </attribute> |
3414 | &move_on; |
3414 | &move_on; |
3415 | </type> |
3415 | </type> |
… | |
… | |
3436 | </use> |
3436 | </use> |
3437 | <attribute arch="no_pick" value="1" type="fixed" /> |
3437 | <attribute arch="no_pick" value="1" type="fixed" /> |
3438 | <attribute arch="range" editor="spread radius" type="int"> |
3438 | <attribute arch="range" editor="spread radius" type="int"> |
3439 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
3439 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
3440 | </attribute> |
3440 | </attribute> |
3441 | <attribute arch="connected" editor="connection" type="int"> |
3441 | <attribute arch="connected" editor="connection" type="string"> |
3442 | When a <connection> value is set, the pit can be opened/closed |
3442 | When a <connection> value is set, the pit can be opened/closed |
3443 | by activating the connection. |
3443 | by activating the connection. |
3444 | </attribute> |
3444 | </attribute> |
3445 | &activate_on; |
3445 | &activate_on; |
3446 | <attribute arch="hp" editor="destination X" type="int"> |
3446 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
4072 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4072 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4073 | some true roleplay feeling to your maps, support your storyline or give |
4073 | some true roleplay feeling to your maps, support your storyline or give |
4074 | hints about hidden secrets/dangers. Place signs to provide the player |
4074 | hints about hidden secrets/dangers. Place signs to provide the player |
4075 | with all kinds of useful information for getting along in your maps.]]> |
4075 | with all kinds of useful information for getting along in your maps.]]> |
4076 | </use> |
4076 | </use> |
4077 | <attribute arch="connected" editor="connection" type="int"> |
4077 | <attribute arch="connected" editor="connection" type="string"> |
4078 | When a connection value is set, the message will be printed whenever |
4078 | When a connection value is set, the message will be printed whenever |
4079 | the connection is triggered. This should be used in combination with |
4079 | the connection is triggered. This should be used in combination with |
4080 | <invisible> enabled and <activate by walking/flying> disabled. |
4080 | <invisible> enabled and <activate by walking/flying> disabled. |
4081 | If activating your magic_mouth this way, the message will not only be |
4081 | If activating your magic_mouth this way, the message will not only be |
4082 | printed to one player, but all players on the current map. |
4082 | printed to one player, but all players on the current map. |
… | |
… | |
4470 | be transferred to the "default enter location" of the destined map. |
4470 | be transferred to the "default enter location" of the destined map. |
4471 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4471 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4472 | please DO NOT use that. It turned out to be a source for numerous |
4472 | please DO NOT use that. It turned out to be a source for numerous |
4473 | map-bugs. |
4473 | map-bugs. |
4474 | </attribute> |
4474 | </attribute> |
4475 | <attribute arch="connected" editor="connection" type="int"> |
4475 | <attribute arch="connected" editor="connection" type="string"> |
4476 | If a connection value is set, the teleporter will be activated |
4476 | If a connection value is set, the teleporter will be activated |
4477 | whenever the connection is triggered. To use this properly, |
4477 | whenever the connection is triggered. To use this properly, |
4478 | <activation speed> must be zero. |
4478 | <activation speed> must be zero. |
4479 | </attribute> |
4479 | </attribute> |
4480 | &activate_on; |
4480 | &activate_on; |
… | |
… | |
4509 | Use gates to divide your maps into separated areas. After solving |
4509 | Use gates to divide your maps into separated areas. After solving |
4510 | area A, the player gains access to area B, and so on. Make your |
4510 | area A, the player gains access to area B, and so on. Make your |
4511 | maps more complex than "one-way".]]> |
4511 | maps more complex than "one-way".]]> |
4512 | </use> |
4512 | </use> |
4513 | <attribute arch="no_pick" value="1" type="fixed" /> |
4513 | <attribute arch="no_pick" value="1" type="fixed" /> |
4514 | <attribute arch="connected" editor="connection" type="int"> |
4514 | <attribute arch="connected" editor="connection" type="string"> |
4515 | Whenever the inventory checker is triggered, all objects with identical |
4515 | Whenever the inventory checker is triggered, all objects with identical |
4516 | <connection> value get activated. This only makes sense together with |
4516 | <connection> value get activated. This only makes sense together with |
4517 | <blocking passage> disabled. If unset, the gate opens automatically |
4517 | <blocking passage> disabled. If unset, the gate opens automatically |
4518 | after some time. |
4518 | after some time. |
4519 | </attribute> |
4519 | </attribute> |
… | |
… | |
4586 | </attribute> |
4586 | </attribute> |
4587 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4587 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4588 | This attribute defines what attacktype to use for direct damage when |
4588 | This attribute defines what attacktype to use for direct damage when |
4589 | the trap detonates. |
4589 | the trap detonates. |
4590 | </attribute> |
4590 | </attribute> |
4591 | <attribute arch="connected" editor="connection" type="int"> |
4591 | <attribute arch="connected" editor="connection" type="string"> |
4592 | When the trap is detonated, all objects with the same |
4592 | When the trap is detonated, all objects with the same |
4593 | connection value get activated. |
4593 | connection value get activated. |
4594 | </attribute> |
4594 | </attribute> |
4595 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4595 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4596 | When the trap detonates, this text is displayed to the |
4596 | When the trap detonates, this text is displayed to the |
… | |
… | |
4719 | <attribute arch="slaying" editor="key string" type="string"> |
4719 | <attribute arch="slaying" editor="key string" type="string"> |
4720 | The <key string> can be detected by inv. checkers/detectors. |
4720 | The <key string> can be detected by inv. checkers/detectors. |
4721 | If the player already has a force with that <key string>, |
4721 | If the player already has a force with that <key string>, |
4722 | there won't be inserted a second one. |
4722 | there won't be inserted a second one. |
4723 | </attribute> |
4723 | </attribute> |
4724 | <attribute arch="connected" editor="connection" type="int"> |
4724 | <attribute arch="connected" editor="connection" type="string"> |
4725 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4725 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4726 | </attribute> |
4726 | </attribute> |
4727 | <attribute arch="food" editor="mark duration" type="int"> |
4727 | <attribute arch="food" editor="mark duration" type="int"> |
4728 | This value defines the duration of the force it inserts. |
4728 | This value defines the duration of the force it inserts. |
4729 | If nonzero, the duration of the player's mark is finite: |
4729 | If nonzero, the duration of the player's mark is finite: |