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 | # # |
|
|
14 | # If you encounter bugs, typos or missing entries in the LATEST # |
|
|
15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
|
|
16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
|
|
17 | # I will put it into the "official version" of the CFJavaEditor # |
|
|
18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
|
|
19 | # # |
|
|
20 | # IMPORTANT: Make a backup copy of this file before you start # |
|
|
21 | # to modify it! # |
|
|
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 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
113 | |
104 | |
114 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
108 | </attribute> |
118 | "> |
109 | "> |
119 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
113 | </attribute> |
123 | "> |
114 | "> |
124 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
128 | </attribute> |
119 | </attribute> |
129 | "> |
120 | "> |
130 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY movement_types_terrain " |
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
124 | </attribute> |
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
126 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
127 | precedence over 'blocked movements'. |
137 | </attribute> |
128 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
130 | The types of movement that should by slowed down by the 'slow movement penalty'. |
140 | </attribute> |
131 | </attribute> |
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
132 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
142 | If <slow movement> is set to a value greater zero, all |
133 | If <slow movement> is set to a value greater zero, all |
143 | creatures matching 'slow move' will be slower than normal on this spot. |
134 | creatures matching 'slow move' will be slower than normal on this spot. |
… | |
… | |
157 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
149 | every tick. |
159 | </attribute> |
150 | </attribute> |
160 | "> |
151 | "> |
161 | <!ENTITY activate_on " |
152 | <!ENTITY activate_on " |
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
163 | Whether the teleporter should only be activated on push. |
154 | Whether the teleporter should only be activated on push. |
164 | </attribute> |
155 | </attribute> |
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
166 | Whether the teleporter should only be activated on release. |
157 | Whether the teleporter should only be activated on release. |
167 | </attribute> |
158 | </attribute> |
168 | "> |
159 | "> |
|
|
160 | |
|
|
161 | <!ENTITY resistances_flesh_desc " |
|
|
162 | Resistances on flesh items make them more durable against spellcraft |
|
|
163 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
164 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
165 | items in a monster's inventory. |
|
|
166 | "> |
|
|
167 | |
|
|
168 | <!ENTITY resistances_flesh_section " |
|
|
169 | <section name='resistance'> |
|
|
170 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
|
|
171 | &resistances_flesh_desc; |
|
|
172 | </attribute> |
|
|
173 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
|
|
174 | &resistances_flesh_desc; |
|
|
175 | </attribute> |
|
|
176 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
|
|
177 | &resistances_flesh_desc; |
|
|
178 | </attribute> |
|
|
179 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
|
|
180 | &resistances_flesh_desc; |
|
|
181 | </attribute> |
|
|
182 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
|
|
183 | &resistances_flesh_desc; |
|
|
184 | </attribute> |
|
|
185 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
|
|
186 | &resistances_flesh_desc; |
|
|
187 | </attribute> |
|
|
188 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
|
|
189 | &resistances_flesh_desc; |
|
|
190 | </attribute> |
|
|
191 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
|
|
192 | &resistances_flesh_desc; |
|
|
193 | </attribute> |
|
|
194 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
|
|
195 | &resistances_flesh_desc; |
|
|
196 | </attribute> |
|
|
197 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
|
|
198 | &resistances_flesh_desc; |
|
|
199 | </attribute> |
|
|
200 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
|
|
201 | &resistances_flesh_desc; |
|
|
202 | </attribute> |
|
|
203 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
|
|
204 | &resistances_flesh_desc; |
|
|
205 | </attribute> |
|
|
206 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
|
|
207 | &resistances_flesh_desc; |
|
|
208 | </attribute> |
|
|
209 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
|
|
210 | &resistances_flesh_desc; |
|
|
211 | </attribute> |
|
|
212 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
|
|
213 | &resistances_flesh_desc; |
|
|
214 | </attribute> |
|
|
215 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
|
|
216 | &resistances_flesh_desc; |
|
|
217 | </attribute> |
|
|
218 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
|
|
219 | &resistances_flesh_desc; |
|
|
220 | </attribute> |
|
|
221 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
|
|
222 | &resistances_flesh_desc; |
|
|
223 | </attribute> |
|
|
224 | </section> |
|
|
225 | "> |
|
|
226 | |
|
|
227 | <!ENTITY resistances_basic " |
|
|
228 | <section name='resistance'> |
|
|
229 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
|
|
230 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
|
|
231 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
|
|
232 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
|
|
233 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
|
|
234 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
|
|
235 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
|
|
236 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
|
|
237 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
|
|
238 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
|
|
239 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
|
|
240 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
|
|
241 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
|
|
242 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
|
|
243 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
|
|
244 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
|
|
245 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
|
|
246 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
|
|
247 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
|
|
248 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
|
|
249 | </section> |
|
|
250 | "> |
|
|
251 | |
|
|
252 | <!ENTITY player_stat_desc " |
|
|
253 | The player's strentgh will rise/fall by the given value for permanent |
|
|
254 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
255 | potions granting more than one stat. Cursed potions will subtract the |
|
|
256 | stats if positive. |
|
|
257 | "> |
|
|
258 | |
|
|
259 | <!ENTITY player_res_desc " |
|
|
260 | The player's resistance to physical will rise by this value in percent |
|
|
261 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
262 | add on the values from the player's equipment. |
|
|
263 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
264 | "> |
|
|
265 | |
|
|
266 | <!ENTITY player_stat_resist_sections " |
|
|
267 | <section name='stats'> |
|
|
268 | <attribute arch='Str' editor='strength' type='int'> |
|
|
269 | &player_stat_desc; |
|
|
270 | </attribute> |
|
|
271 | <attribute arch='Dex' editor='dexterity' type='int'> |
|
|
272 | &player_stat_desc; |
|
|
273 | </attribute> |
|
|
274 | <attribute arch='Con' editor='constitution' type='int'> |
|
|
275 | &player_stat_desc; |
|
|
276 | </attribute> |
|
|
277 | <attribute arch='Int' editor='intelligence' type='int'> |
|
|
278 | &player_stat_desc; |
|
|
279 | </attribute> |
|
|
280 | <attribute arch='Pow' editor='power' type='int'> |
|
|
281 | &player_stat_desc; |
|
|
282 | </attribute> |
|
|
283 | <attribute arch='Wis' editor='wisdom' type='int'> |
|
|
284 | &player_stat_desc; |
|
|
285 | </attribute> |
|
|
286 | <attribute arch='Cha' editor='charisma' type='int'> |
|
|
287 | &player_stat_desc; |
|
|
288 | </attribute> |
|
|
289 | </section> |
|
|
290 | <section name='resistance'> |
|
|
291 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
|
|
292 | &player_res_desc; |
|
|
293 | </attribute> |
|
|
294 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
|
|
295 | &player_res_desc; |
|
|
296 | </attribute> |
|
|
297 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
|
|
298 | &player_res_desc; |
|
|
299 | </attribute> |
|
|
300 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
|
|
301 | &player_res_desc; |
|
|
302 | </attribute> |
|
|
303 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
|
|
304 | &player_res_desc; |
|
|
305 | </attribute> |
|
|
306 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
|
|
307 | &player_res_desc; |
|
|
308 | </attribute> |
|
|
309 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
|
|
310 | &player_res_desc; |
|
|
311 | </attribute> |
|
|
312 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
|
|
313 | &player_res_desc; |
|
|
314 | </attribute> |
|
|
315 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
|
|
316 | &player_res_desc; |
|
|
317 | </attribute> |
|
|
318 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
|
|
319 | &player_res_desc; |
|
|
320 | </attribute> |
|
|
321 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
|
|
322 | &player_res_desc; |
|
|
323 | </attribute> |
|
|
324 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
|
|
325 | &player_res_desc; |
|
|
326 | </attribute> |
|
|
327 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
|
|
328 | &player_res_desc; |
|
|
329 | </attribute> |
|
|
330 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
|
|
331 | &player_res_desc; |
|
|
332 | </attribute> |
|
|
333 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
|
|
334 | &player_res_desc; |
|
|
335 | </attribute> |
|
|
336 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
|
|
337 | &player_res_desc; |
|
|
338 | </attribute> |
|
|
339 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
|
|
340 | &player_res_desc; |
|
|
341 | </attribute> |
|
|
342 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
|
|
343 | &player_res_desc; |
|
|
344 | </attribute> |
|
|
345 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
|
|
346 | &player_res_desc; |
|
|
347 | </attribute> |
|
|
348 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
|
|
349 | &player_res_desc; |
|
|
350 | </attribute> |
|
|
351 | </section> |
|
|
352 | "> |
|
|
353 | |
169 | ]> |
354 | ]> |
170 | |
355 | |
171 | <types> |
356 | <types> |
172 | |
357 | |
173 | <!--###################### bitmask definitions ######################--> |
358 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
456 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
457 | This is the object's title. Once an object is identified the title is |
642 | This is the object's title. Once an object is identified the title is |
458 | 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. |
459 | </attribute> |
644 | </attribute> |
460 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
461 | The image-name defines what image is displayed for this object in-game. |
646 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
|
|
647 | object has an animation! See also the 'animation' attribute. |
|
|
648 | </attribute> |
|
|
649 | <attribute arch="animation" editor="animation" type="string"> |
|
|
650 | The animation-name of the object. If you assign custom faces and the archetype |
|
|
651 | defines an animation you can disable the animation of an archetype by setting this |
|
|
652 | field to NONE. |
|
|
653 | </attribute> |
|
|
654 | <attribute arch="tag" editor="tag" type="string"> |
|
|
655 | You can tag objects with an identifier. Tagged objects can be found quickly |
|
|
656 | from their tag, which makes them useful to tag exits and refer to those by |
|
|
657 | their name. |
462 | </attribute> |
658 | </attribute> |
463 | <attribute arch="nrof" editor="number" type="int"> |
659 | <attribute arch="nrof" editor="number" type="int"> |
464 | This value determines the number of objects in one stack (for example: |
660 | This value determines the number of objects in one stack (for example: |
465 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
661 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
466 | any pickable object - otherwise it won't be mergeable into a stack. |
662 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
… | |
505 | </attribute> |
701 | </attribute> |
506 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
507 | An <unpaid> item cannot be used unless a player carried it over |
703 | An <unpaid> item cannot be used unless a player carried it over |
508 | a shop mat, paying the demanded price. Setting this flag makes sense |
704 | a shop mat, paying the demanded price. Setting this flag makes sense |
509 | only for pickable items inside shops. |
705 | only for pickable items inside shops. |
|
|
706 | </attribute> |
|
|
707 | <attribute arch="sound" editor="sound" type="string"> |
|
|
708 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
709 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
710 | field it will point to sound/<path>.ext |
|
|
711 | </attribute> |
|
|
712 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
713 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
714 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
715 | field it will point to sound/<path>.ext |
510 | </attribute> |
716 | </attribute> |
511 | </default_type> |
717 | </default_type> |
512 | |
718 | |
513 | <!-- This ignorelist is for all system objects which are non pickable |
719 | <!-- This ignorelist is for all system objects which are non pickable |
514 | and invisible. They don't interact with players at all. --> |
720 | and invisible. They don't interact with players at all. --> |
… | |
… | |
572 | This text may describe the object. |
778 | This text may describe the object. |
573 | </attribute> |
779 | </attribute> |
574 | </type> |
780 | </type> |
575 | |
781 | |
576 | <!--####################################################################--> |
782 | <!--####################################################################--> |
|
|
783 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
577 | <type number="110" name="Ability"> |
784 | <type number="999" name="Ability"> |
578 | <ignore> |
785 | <ignore> |
579 | <ignore_list name="system_object" /> |
786 | <ignore_list name="system_object" /> |
580 | </ignore> |
787 | </ignore> |
581 | <description><![CDATA[ |
788 | <description><![CDATA[ |
582 | Abilities are to be put in a monster's inventory. They grant monsters the |
789 | Abilities are to be put in a monster's inventory. They grant monsters the |
583 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | knowledge to cast spells. Spells from abilities are usually magical in |
584 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | nature, thus adding magic attacktype to the spell-damage they produce. |
585 | <br><br> |
792 | <br><br> |
586 | A particularly nice feature of abilities is that they can hold two |
793 | A particularly nice feature of abilities is that they can hold two |
587 | spells: One for short range- and one for long range use. |
794 | spells: One for short range - and one for long range use. |
588 | \n\n |
795 | \n\n |
589 | You should know that spellcasting monsters receive abilities via |
796 | You should know that spellcasting monsters receive abilities via |
590 | <treasurelist>. ]]> |
797 | <treasurelist>.]]> |
591 | </description> |
798 | </description> |
592 | <use><![CDATA[ |
799 | <use><![CDATA[ |
593 | If you want to create "customized" spellcasting monsters, you |
800 | If you want to create "customized" spellcasting monsters, you |
594 | should use abilities (rather than spellbooks/wands or something). |
801 | should use abilities (rather than spellbooks/wands or something). |
595 | The long/short-range spell feature can make boss-monsters more |
802 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
597 | <br><br> |
804 | <br><br> |
598 | You should keep in mind that magic abilities allow players |
805 | You should keep in mind that magic abilities allow players |
599 | to get better resistance. You can turn off the magic part to |
806 | to get better resistance. You can turn off the magic part to |
600 | make the spells more dangerous. However, this really shouldn't |
807 | make the spells more dangerous. However, this really shouldn't |
601 | be neccessary unless you work on very high level maps. |
808 | be neccessary unless you work on very high level maps. |
602 | And what fun is a magic resistance cloak when it has no effect? ]]> |
809 | And what fun is a magic resistance cloak when it has no effect?]]> |
603 | </use> |
810 | </use> |
604 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="invisible" value="1" type="fixed" /> |
605 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="no_drop" value="1" type="fixed" /> |
606 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | <attribute arch="sp" editor="short range spell" type="spell"> |
607 | The monster will use the specified <short range spell> |
814 | The monster will use the specified <short range spell> |
… | |
… | |
644 | </ignore> |
851 | </ignore> |
645 | <description><![CDATA[ |
852 | <description><![CDATA[ |
646 | When a player puts a defined number of certain items on the altar, |
853 | When a player puts a defined number of certain items on the altar, |
647 | then either a spell is casted (on the player) or a connector is |
854 | then either a spell is casted (on the player) or a connector is |
648 | triggered. If the latter is the case, the altar works only once. |
855 | triggered. If the latter is the case, the altar works only once. |
649 | Either way, the sacrificed item disappears. ]]> |
856 | Either way, the sacrificed item disappears.]]> |
650 | </description> |
857 | </description> |
651 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | <attribute arch="no_pick" value="1" type="fixed" /> |
652 | &move_on; |
859 | &move_on; |
653 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | <attribute arch="slaying" editor="match item name" type="string"> |
654 | This string specifies the item that must be put on the altar to |
861 | This string specifies the item that must be put on the altar to |
655 | activate it. It can either be the name of an archetype, or directly |
862 | activate it. It can either be the name of an archetype, or directly |
656 | the name of an object. Yet, titles are not recognized by altars. |
863 | the name of an object. Yet, titles are not recognized by altars. |
657 | Remember to put a note somewhere, telling the player what he is |
864 | If you want the player to have to drop a specific amount of money use "money". |
658 | expected to drop on the altar. (Often this is put in the altar's |
865 | See also the "drop amount" attribute. |
659 | name: E.g. "drop 100 platinums") |
|
|
660 | </attribute> |
866 | </attribute> |
661 | <attribute arch="food" editor="drop amount" type="int"> |
867 | <attribute arch="food" editor="drop amount" type="int"> |
662 | The drop amount specifies the amount of items (specified |
868 | The drop amount specifies the amount of items (specified |
663 | in <match item name>) that must be dropped to activate the altar. |
869 | in <match item name>) that must be dropped to activate the altar. |
664 | |
870 | |
… | |
… | |
666 | 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 |
667 | 200 silver, 20 gold, or 4 platinum will all work.) |
873 | 200 silver, 20 gold, or 4 platinum will all work.) |
668 | |
874 | |
669 | Note that the maximum possible for <drop amount> is 32767. |
875 | Note that the maximum possible for <drop amount> is 32767. |
670 | </attribute> |
876 | </attribute> |
671 | <attribute arch="connected" editor="connection" type="int"> |
877 | <attribute arch="connected" editor="connection" type="string"> |
672 | 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 |
673 | with the same value, when activated. This will only work once. |
879 | with the same value, when activated. This will only work once. |
674 | </attribute> |
880 | </attribute> |
675 | <attribute arch="sp" editor="spell" type="spell"> |
881 | <attribute arch="sp" editor="spell" type="spell"> |
676 | When activated, the selected <spell> will be casted (once, on the |
882 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
690 | <ignore_list name="non_pickable" /> |
896 | <ignore_list name="non_pickable" /> |
691 | </ignore> |
897 | </ignore> |
692 | <description><![CDATA[ |
898 | <description><![CDATA[ |
693 | Altar_triggers work pretty much like normal altars |
899 | Altar_triggers work pretty much like normal altars |
694 | (drop sacrifice -> connection activated), except for the fact that |
900 | (drop sacrifice -> connection activated), except for the fact that |
695 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
901 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
696 | </description> |
902 | </description> |
697 | <use><![CDATA[ |
903 | <use><![CDATA[ |
698 | Altar_triggers are very useful if you want to charge a price for... |
904 | Altar_triggers are very useful if you want to charge a price for... |
699 | <UL> |
905 | <UL> |
700 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
906 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
701 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
907 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
702 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
908 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
703 | </UL> |
909 | </UL> |
704 | The big advantage over normal altars is the infinite usability |
910 | The big advantage over normal altars is the infinite usability |
705 | of altar_triggers! If there are ten players on one server, they're |
911 | of altar_triggers! If there are ten players on one server, they're |
706 | quite grateful if things work more than once. =) ]]> |
912 | quite grateful if things work more than once. =)]]> |
707 | </use> |
913 | </use> |
708 | <attribute arch="no_pick" value="1" type="fixed" /> |
914 | <attribute arch="no_pick" value="1" type="fixed" /> |
709 | <attribute arch="slaying" editor="match item name" type="string"> |
915 | <attribute arch="slaying" editor="match item name" type="string"> |
710 | This string specifies the item that must be put on the altar to |
916 | This string specifies the item that must be put on the altar to |
711 | activate it. It can either be the name of an archetype, or directly |
917 | activate it. It can either be the name of an archetype, or directly |
712 | the name of an object. Yet, titles are not recognized by altars. |
918 | the name of an object. Yet, titles are not recognized by altars. |
713 | Remember to put a note somewhere, telling the player what he is |
919 | If you want the player to have to drop a specific amount of money use "money". |
714 | expected to drop on the altar. (Often this is put in the altar's |
920 | See also the "drop amount" attribute. |
715 | name: E.g. "drop 100 platinums") |
|
|
716 | </attribute> |
921 | </attribute> |
717 | <attribute arch="food" editor="drop amount" type="int"> |
922 | <attribute arch="food" editor="drop amount" type="int"> |
718 | The drop amount specifies the amount of items (specified |
923 | The drop amount specifies the amount of items (specified |
719 | in <match item name>) that must be dropped to activate the altar. |
924 | in <match item name>) that must be dropped to activate the altar. |
720 | |
925 | |
… | |
… | |
722 | 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 |
723 | 200 silver, 20 gold, or 4 platinum will all work.) |
928 | 200 silver, 20 gold, or 4 platinum will all work.) |
724 | |
929 | |
725 | Note that the maximum possible for <drop amount> is 32767. |
930 | Note that the maximum possible for <drop amount> is 32767. |
726 | </attribute> |
931 | </attribute> |
727 | <attribute arch="connected" editor="connection" type="int"> |
932 | <attribute arch="connected" editor="connection" type="string"> |
728 | 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 |
729 | with the same value, when activated. This will only work once. |
934 | with the same value, when activated. This will only work once. |
730 | </attribute> |
935 | </attribute> |
731 | <attribute arch="sp" editor="spell" type="spell"> |
936 | <attribute arch="sp" editor="spell" type="spell"> |
732 | When activated, this <spell> will be casted (once, on the player). |
937 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
756 | in the exact moment when the altar is activated. |
961 | in the exact moment when the altar is activated. |
757 | </attribute> |
962 | </attribute> |
758 | </type> |
963 | </type> |
759 | |
964 | |
760 | <!--####################################################################--> |
965 | <!--####################################################################--> |
|
|
966 | <type number="74" name="Skill Tool"> |
|
|
967 | <description><![CDATA[ |
|
|
968 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
969 | ]]> |
|
|
970 | </description> |
|
|
971 | <use><![CDATA[ |
|
|
972 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
973 | the skill that is given. |
|
|
974 | ]]> |
|
|
975 | </use> |
|
|
976 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
977 | This field describes which skill the player will be able to use wearing this item. |
|
|
978 | </attribute> |
|
|
979 | &player_stat_resist_sections; |
|
|
980 | </type> |
|
|
981 | <!--####################################################################--> |
761 | <type number="39" name="Amulet"> |
982 | <type number="39" name="Amulet"> |
762 | <description><![CDATA[ |
983 | <description><![CDATA[ |
763 | Wearing an amulet, the object's stats will directly be inherited to |
984 | Wearing an amulet, the object's stats will directly be inherited to |
764 | the player. Amulets are usually meant for protection and defense. ]]> |
985 | the player. Amulets are usually meant for protection and defense.]]> |
765 | </description> |
986 | </description> |
766 | <use><![CDATA[ |
987 | <use><![CDATA[ |
767 | Feel free to create your own special artifacts. However, it is very |
988 | Feel free to create your own special artifacts. However, it is very |
768 | important that you keep your artifact in balance with existing maps. ]]> |
989 | important that you keep your artifact in balance with existing maps.]]> |
769 | </use> |
990 | </use> |
770 | <attribute arch="ac" editor="armour class" type="int"> |
991 | <attribute arch="ac" editor="armour class" type="int"> |
771 | This value defines the amount of armour-class bonus for wearing |
992 | This value defines the amount of armour-class bonus for wearing |
772 | this item. <Armour class> lessens the chance of being hit. Lower |
993 | this item. <Armour class> lessens the chance of being hit. Lower |
773 | values are better. It should usually be set only for armour-like equipment. |
994 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
784 | amount of <item power>, depending on their own level. This is the |
1005 | amount of <item power>, depending on their own level. This is the |
785 | only way to prevent low level players to wear "undeserved" equipment |
1006 | only way to prevent low level players to wear "undeserved" equipment |
786 | (like gifts from other players or cheated items). |
1007 | (like gifts from other players or cheated items). |
787 | |
1008 | |
788 | It is very important to adjust the <item power> value carefully |
1009 | It is very important to adjust the <item power> value carefully |
789 | for every artifact you create! If zero/unset, the CF server will |
1010 | for every artifact you create! If zero/unset, the Deliantra server will |
790 | calculate a provisional value at runtime, but this is never |
1011 | calculate a provisional value at runtime, but this is never |
791 | going to be an accurate measurement of <item power>. |
1012 | going to be an accurate measurement of <item power>. |
792 | </attribute> |
1013 | </attribute> |
793 | <attribute arch="damned" editor="damnation" type="bool"> |
1014 | <attribute arch="damned" editor="damnation" type="bool"> |
794 | A damned piece of equipment cannot be unwielded unless the curse |
1015 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
820 | you want the monster to use/wear the item - you must set |
1041 | you want the monster to use/wear the item - you must set |
821 | <is applied>. |
1042 | <is applied>. |
822 | Enabling this flag doesn't make any sense if the item |
1043 | Enabling this flag doesn't make any sense if the item |
823 | is NOT in a monster's inventory. |
1044 | is NOT in a monster's inventory. |
824 | </attribute> |
1045 | </attribute> |
825 | <section name="resistance"> |
1046 | &player_stat_resist_sections; |
826 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
827 | This adds physical resistance to the item (= armour value). The number is |
|
|
828 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
829 | and what they require to do for getting this-and-that artifact. |
|
|
830 | </attribute> |
|
|
831 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
832 | This adds magic resistance to the item. The number is a percent-value in |
|
|
833 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
834 | require to do for getting this-and-that artifact. |
|
|
835 | </attribute> |
|
|
836 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
837 | This adds fire resistance to the item. The number is a percent-value in |
|
|
838 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
839 | require to do for getting this-and-that artifact. |
|
|
840 | </attribute> |
|
|
841 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
842 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
843 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
844 | require to do for getting this-and-that artifact. |
|
|
845 | </attribute> |
|
|
846 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
847 | This adds fire resistance to the item. The number is a percent-value in |
|
|
848 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
849 | require to do for getting this-and-that artifact. |
|
|
850 | </attribute> |
|
|
851 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
852 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
853 | the range 0-100. Confusion resistance is not very effective |
|
|
854 | unless the value comes close to 100 (= perfect immunity). |
|
|
855 | </attribute> |
|
|
856 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
857 | This adds acid resistance to the item. The number is a percent-value in |
|
|
858 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
859 | require to do for getting this-and-that artifact. |
|
|
860 | </attribute> |
|
|
861 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
862 | This adds draining resistance to the item. The number is a percent-value |
|
|
863 | in the range 0-100. Draining resistance is little effective |
|
|
864 | unless the value is 100 (= perfect immunity). |
|
|
865 | </attribute> |
|
|
866 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
867 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
868 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
869 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
870 | are not meant to be easily resisted. |
|
|
871 | </attribute> |
|
|
872 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
873 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
874 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
875 | require to do for getting this-and-that artifact. |
|
|
876 | </attribute> |
|
|
877 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
878 | This adds poison resistance to the item. The number is a percent-value in |
|
|
879 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
880 | require to do for getting this-and-that artifact. |
|
|
881 | </attribute> |
|
|
882 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
883 | This adds fear resistance to the item. The number is a percent-value in |
|
|
884 | the range 0-100. Resistance to fear is pretty useless. |
|
|
885 | </attribute> |
|
|
886 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
887 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
888 | the range 0-100. Paralyze resistance is little effective |
|
|
889 | unless the value is 100 (= perfect immunity). |
|
|
890 | </attribute> |
|
|
891 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
892 | This adds fear resistance to the item. The number is a percent-value in |
|
|
893 | the range 0-100. Resistance to fear is pretty useless. |
|
|
894 | </attribute> |
|
|
895 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
896 | This adds depletion resistance to the item. The number is a percent-value |
|
|
897 | in the range 0-100. Depletion resistance is little effective |
|
|
898 | unless the value is 100 (= perfect immunity). |
|
|
899 | </attribute> |
|
|
900 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
901 | This adds death-attack resistance to the item. The number is a |
|
|
902 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
903 | effective unless the value is 100 (= perfect immunity). |
|
|
904 | Generally, resistance to death-attack is not supposed to be |
|
|
905 | available to players! |
|
|
906 | </attribute> |
|
|
907 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
908 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
909 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
910 | require to do for getting this-and-that artifact. |
|
|
911 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
912 | combination of other attacktypes. |
|
|
913 | </attribute> |
|
|
914 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
915 | This adds blinding resistance to the item. The number is a percent-value |
|
|
916 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
917 | require to do for getting this-and-that artifact. |
|
|
918 | </attribute> |
|
|
919 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
920 | This adds holy power resistance to the item. The number is a percent-value |
|
|
921 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
922 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
923 | for undead players (wraith or devourer cult). |
|
|
924 | Generally, resistance to holy word should not be available for players. |
|
|
925 | </attribute> |
|
|
926 | </section> |
|
|
927 | <section name="stats"> |
|
|
928 | <attribute arch="Str" editor="strength" type="int"> |
|
|
929 | The player's strentgh will rise/fall by the given value |
|
|
930 | while wearing this piece of equipment. |
|
|
931 | </attribute> |
|
|
932 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
933 | The player's dexterity will rise/fall by the given value |
|
|
934 | while wearing this piece of equipment. |
|
|
935 | </attribute> |
|
|
936 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
937 | The player's constitution will rise/fall by the given value |
|
|
938 | while wearing this piece of equipment. |
|
|
939 | </attribute> |
|
|
940 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
941 | The player's intelligence will rise/fall by the given value |
|
|
942 | while wearing this piece of equipment. |
|
|
943 | </attribute> |
|
|
944 | <attribute arch="Pow" editor="power" type="int"> |
|
|
945 | The player's power will rise/fall by the given value |
|
|
946 | while wearing this piece of equipment. |
|
|
947 | </attribute> |
|
|
948 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
949 | The player's wisdom will rise/fall by the given value while |
|
|
950 | wearing this piece of equipment. |
|
|
951 | </attribute> |
|
|
952 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
953 | The player's charisma will rise/fall by the given value |
|
|
954 | while wearing this piece of equipment. |
|
|
955 | </attribute> |
|
|
956 | </section> |
|
|
957 | <section name="misc"> |
1047 | <section name="misc"> |
958 | <attribute arch="luck" editor="luck bonus" type="int"> |
1048 | <attribute arch="luck" editor="luck bonus" type="int"> |
959 | With positive luck bonus, the player is more likely to |
1049 | With positive luck bonus, the player is more likely to |
960 | succeed in all sorts of things (spellcasting, praying,...). |
1050 | succeed in all sorts of things (spellcasting, praying,...). |
961 | Unless the <luck bonus> is very high, the effect will be |
1051 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1049 | Battleground is very special: In short, players can die on battleground |
1139 | Battleground is very special: In short, players can die on battleground |
1050 | without any death penalties. They don't loose or gain experience |
1140 | without any death penalties. They don't loose or gain experience |
1051 | while on battleground. Acid, draining and depletion effects don't |
1141 | while on battleground. Acid, draining and depletion effects don't |
1052 | work either. |
1142 | work either. |
1053 | When a player dies on battleground, he gets teleported to an exit |
1143 | When a player dies on battleground, he gets teleported to an exit |
1054 | location which is defined in the battleground object. ]]> |
1144 | location which is defined in the battleground object.]]> |
1055 | </description> |
1145 | </description> |
1056 | <use><![CDATA[ |
1146 | <use><![CDATA[ |
1057 | Battleground is only meant for player vs. player duels. You can |
1147 | Battleground is only meant for player vs. player duels. You can |
1058 | design combat arenas similiar to the one in scorn.<br> |
1148 | design combat arenas similiar to the one in scorn.<br> |
1059 | What should NEVER be done is placing battleground tiles in |
1149 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1061 | It must not be possible to gain significant treasure for fighting |
1151 | It must not be possible to gain significant treasure for fighting |
1062 | on battleground, because it bears no risk.<br><br> |
1152 | on battleground, because it bears no risk.<br><br> |
1063 | (Battleground will cease to work when the image or name is changed, |
1153 | (Battleground will cease to work when the image or name is changed, |
1064 | or when it is placed beneath another floor tile. |
1154 | or when it is placed beneath another floor tile. |
1065 | This is not a bug, it is there to prevent any attempts of placing |
1155 | This is not a bug, it is there to prevent any attempts of placing |
1066 | "hidden" battleground tiles anywhere.) ]]> |
1156 | "hidden" battleground tiles anywhere.)]]> |
1067 | </use> |
1157 | </use> |
1068 | <attribute arch="no_pick" value="1" type="fixed" /> |
1158 | <attribute arch="no_pick" value="1" type="fixed" /> |
1069 | <attribute arch="is_floor" value="1" type="fixed" /> |
1159 | <attribute arch="is_floor" value="1" type="fixed" /> |
1070 | <attribute arch="hp" editor="destination X" type="int"> |
1160 | <attribute arch="hp" editor="destination X" type="int"> |
1071 | The exit destinations define the (x, y)-coordinates where players |
1161 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1076 | get teleported after they died on this battleground. |
1166 | get teleported after they died on this battleground. |
1077 | </attribute> |
1167 | </attribute> |
1078 | </type> |
1168 | </type> |
1079 | |
1169 | |
1080 | <!--####################################################################--> |
1170 | <!--####################################################################--> |
1081 | <type number="165" name="Safe ground (CF+)"> |
1171 | <type number="165" name="Safe ground"> |
1082 | <ignore> |
1172 | <ignore> |
1083 | <ignore_list name="non_pickable" /> |
1173 | <ignore_list name="non_pickable" /> |
1084 | </ignore> |
1174 | </ignore> |
1085 | <description><![CDATA[ |
1175 | <description><![CDATA[ |
1086 | Safe ground is a special object that prevents any effects that might |
1176 | Safe ground is a special object that prevents any effects that might |
1087 | be harmful for the map, other players or items on the map. |
1177 | be harmful for the map, other players or items on the map. |
1088 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1089 | from being used and blocks bombs from exploding. Note that altars that |
1179 | from being used and blocks bombs from exploding. Note that altars that |
1090 | do cast spells still work. |
1180 | do cast spells still work. |
1091 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1092 | ]]> |
1181 | ]]> |
1093 | </description> |
1182 | </description> |
1094 | <use><![CDATA[ |
1183 | <use><![CDATA[ |
1095 | Safe ground can be used to prevents any means of burning |
1184 | Safe ground can be used to prevents any means of burning |
1096 | or destroying the items in a shop. Put this object below all floor tiles |
1185 | or destroying the items in a shop. Put this object below all floor tiles |
1097 | in your map and your shop will be safe. It's generally useful for making |
1186 | in your map and your shop will be safe. It's generally useful for making |
1098 | areas where really no kind of spell should be invoked by a player. |
1187 | areas where really no kind of spell should be invoked by a player. |
1099 | ]]> |
1188 | ]]> |
1100 | </use> |
1189 | </use> |
|
|
1190 | &movement_types_terrain; |
1101 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | <attribute arch="no_pick" value="1" type="fixed" /> |
1102 | </type> |
1192 | </type> |
1103 | |
1193 | |
1104 | <!--####################################################################--> |
1194 | <!--####################################################################--> |
1105 | <type number="8" name="Book"> |
1195 | <type number="8" name="Book"> |
1106 | <description><![CDATA[ |
1196 | <description><![CDATA[ |
1107 | Applying a book, the containing message is displayed to the player. ]]> |
1197 | Applying a book, the containing message is displayed to the player.]]> |
1108 | </description> |
1198 | </description> |
1109 | <attribute arch="level" editor="literacy level" type="int"> |
1199 | <attribute arch="level" editor="literacy level" type="int"> |
1110 | If this value is set to be greater than zero, the player needs a |
1200 | If this value is set to be greater than zero, the player needs a |
1111 | certain literacy level to succeed reading the book. The book can be |
1201 | certain literacy level to succeed reading the book. The book can be |
1112 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1202 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1128 | </attribute> |
1218 | </attribute> |
1129 | <attribute arch="slaying" editor="key string" type="string"> |
1219 | <attribute arch="slaying" editor="key string" type="string"> |
1130 | This is the key string of the book. The key string is checked by an inventory checker. |
1220 | This is the key string of the book. The key string is checked by an inventory checker. |
1131 | (This is used eg. for the gate/port passes in scorn) |
1221 | (This is used eg. for the gate/port passes in scorn) |
1132 | </attribute> |
1222 | </attribute> |
|
|
1223 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1224 | If this flag is true the player won't be able to identify this |
|
|
1225 | item with by using a skill. |
|
|
1226 | </attribute> |
1133 | </type> |
1227 | </type> |
1134 | |
1228 | |
1135 | <!--####################################################################--> |
1229 | <!--####################################################################--> |
1136 | <type number="99" name="Boots"> |
1230 | <type number="99" name="Boots"> |
1137 | <import_type name="Amulet" /> |
1231 | <import_type name="Amulet" /> |
1138 | <description><![CDATA[ |
1232 | <description><![CDATA[ |
1139 | Wearing boots, the object's stats will directly be inherited to |
1233 | Wearing boots, the object's stats will directly be inherited to |
1140 | the player. Usually enhancing his speed, or granting some minor |
1234 | the player. Usually enhancing his speed, or granting some minor |
1141 | protection bonus. ]]> |
1235 | protection bonus.]]> |
1142 | </description> |
1236 | </description> |
1143 | <use><![CDATA[ |
1237 | <use><![CDATA[ |
1144 | Feel free to create your own special artifacts. However, it is very |
1238 | Feel free to create your own special artifacts. However, it is very |
1145 | important that you keep your artifact in balance with existing maps. ]]> |
1239 | important that you keep your artifact in balance with existing maps.]]> |
1146 | </use> |
1240 | </use> |
1147 | <attribute arch="exp" editor="speed bonus" type="int"> |
1241 | <attribute arch="exp" editor="speed bonus" type="int"> |
1148 | Boots with <speed bonus> will increase the player's walking speed |
1242 | Boots with <speed bonus> will increase the player's walking speed |
1149 | while worn. This kind of bonus is quite desirable for players of low- |
1243 | while worn. This kind of bonus is quite desirable for players of low- |
1150 | and medium level. High level players usually have fastest possible |
1244 | and medium level. High level players usually have fastest possible |
… | |
… | |
1166 | <type number="104" name="Bracers"> |
1260 | <type number="104" name="Bracers"> |
1167 | <import_type name="Amulet" /> |
1261 | <import_type name="Amulet" /> |
1168 | <description><![CDATA[ |
1262 | <description><![CDATA[ |
1169 | Bracers are armour-plates worn around the wrists. |
1263 | Bracers are armour-plates worn around the wrists. |
1170 | Wearing bracer, the object's stats will directly be inherited to |
1264 | Wearing bracer, the object's stats will directly be inherited to |
1171 | the player. Usually enhancing his defense. ]]> |
1265 | the player. Usually enhancing his defense.]]> |
1172 | </description> |
1266 | </description> |
1173 | <use><![CDATA[ |
1267 | <use><![CDATA[ |
1174 | Feel free to create your own special artifacts. However, it is very |
1268 | Feel free to create your own special artifacts. However, it is very |
1175 | important that you keep your artifact in balance with existing maps. ]]> |
1269 | important that you keep your artifact in balance with existing maps.]]> |
1176 | </use> |
1270 | </use> |
1177 | <attribute arch="magic" editor="magic bonus" type="int"> |
1271 | <attribute arch="magic" editor="magic bonus" type="int"> |
1178 | <magic bonus> works just like ac, except that it can be improved by |
1272 | <magic bonus> works just like ac, except that it can be improved by |
1179 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1273 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1180 | than direct armour-class bonus on the bracers. |
1274 | than direct armour-class bonus on the bracers. |
… | |
… | |
1184 | <!--####################################################################--> |
1278 | <!--####################################################################--> |
1185 | <type number="16" name="Brestplate Armour"> |
1279 | <type number="16" name="Brestplate Armour"> |
1186 | <import_type name="Amulet" /> |
1280 | <import_type name="Amulet" /> |
1187 | <description><![CDATA[ |
1281 | <description><![CDATA[ |
1188 | Wearing an armour, the object's stats will directly be inherited to |
1282 | Wearing an armour, the object's stats will directly be inherited to |
1189 | the player. Usually enhancing his defense. ]]> |
1283 | the player. Usually enhancing his defense.]]> |
1190 | </description> |
1284 | </description> |
1191 | <use><![CDATA[ |
1285 | <use><![CDATA[ |
1192 | Feel free to create your own special artifacts. However, it is very |
1286 | Feel free to create your own special artifacts. However, it is very |
1193 | important that you keep your artifact in balance with existing maps. ]]> |
1287 | important that you keep your artifact in balance with existing maps.]]> |
1194 | </use> |
1288 | </use> |
1195 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1289 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1196 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1290 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1197 | The bigger the spellpoint penalty, the worse. |
1291 | The bigger the spellpoint penalty, the worse. |
1198 | </attribute> |
1292 | </attribute> |
… | |
… | |
1214 | </ignore> |
1308 | </ignore> |
1215 | <description><![CDATA[ |
1309 | <description><![CDATA[ |
1216 | When a predefined amount of weigh is placed on a button, the |
1310 | When a predefined amount of weigh is placed on a button, the |
1217 | <connection> value is triggered. In most cases this happens when a |
1311 | <connection> value is triggered. In most cases this happens when a |
1218 | player or monster steps on it. When the button is "released", the |
1312 | player or monster steps on it. When the button is "released", the |
1219 | <connection> value get's triggered a second time. ]]> |
1313 | <connection> value get's triggered a second time.]]> |
1220 | </description> |
1314 | </description> |
1221 | &move_on; |
1315 | &move_on; |
1222 | &move_off; |
1316 | &move_off; |
1223 | <attribute arch="no_pick" value="1" type="fixed" /> |
1317 | <attribute arch="no_pick" value="1" type="fixed" /> |
1224 | <attribute arch="weight" editor="press weight" type="int"> |
1318 | <attribute arch="weight" editor="press weight" type="int"> |
1225 | The button is pressed (triggered), as soon as |
1319 | The button is pressed (triggered), as soon as |
1226 | <press weigh> gram are placed ontop of it. |
1320 | <press weigh> gram are placed ontop of it. |
1227 | </attribute> |
1321 | </attribute> |
1228 | <attribute arch="connected" editor="connection" type="int"> |
1322 | <attribute arch="connected" editor="connection" type="string"> |
1229 | Every time the button is pressed or released, all objects |
1323 | Every time the button is pressed or released, all objects |
1230 | with the same <connection> value are activated. |
1324 | with the same <connection> value are activated. |
1231 | </attribute> |
1325 | </attribute> |
1232 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1326 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1233 | This text may describe the item. You can use this |
1327 | This text may describe the item. You can use this |
… | |
… | |
1242 | <ignore_list name="non_pickable" /> |
1336 | <ignore_list name="non_pickable" /> |
1243 | </ignore> |
1337 | </ignore> |
1244 | <description><![CDATA[ |
1338 | <description><![CDATA[ |
1245 | Handle buttons are buttons which reset after a short period |
1339 | Handle buttons are buttons which reset after a short period |
1246 | of time. Every time it is either applied or reset, the |
1340 | of time. Every time it is either applied or reset, the |
1247 | <connection> value is triggered. ]]> |
1341 | <connection> value is triggered.]]> |
1248 | </description> |
1342 | </description> |
1249 | </type> |
1343 | </type> |
1250 | |
1344 | |
1251 | <!--####################################################################--> |
1345 | <!--####################################################################--> |
1252 | <type number="37" name="Class Changer"> |
1346 | <type number="37" name="Class Changer"> |
1253 | <ignore> |
1347 | <ignore> |
1254 | <ignore_list name="non_pickable" /> |
1348 | <ignore_list name="non_pickable" /> |
1255 | </ignore> |
1349 | </ignore> |
1256 | <description><![CDATA[ |
1350 | <description><![CDATA[ |
1257 | Class changer are used while creating a character. ]]> |
1351 | Class changer are used while creating a character.]]> |
1258 | </description> |
1352 | </description> |
1259 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1353 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1260 | This entry determines which initial items the character receives. |
1354 | This entry determines which initial items the character receives. |
1261 | </attribute> |
1355 | </attribute> |
1262 | <section name="stats"> |
1356 | <section name="stats"> |
… | |
… | |
1295 | <type number="87" name="Cloak"> |
1389 | <type number="87" name="Cloak"> |
1296 | <import_type name="Amulet" /> |
1390 | <import_type name="Amulet" /> |
1297 | <description><![CDATA[ |
1391 | <description><![CDATA[ |
1298 | Wearing a cloak, the object's stats will directly be inherited to |
1392 | Wearing a cloak, the object's stats will directly be inherited to |
1299 | the player. Cloaks usually add minor <armour class> and |
1393 | the player. Cloaks usually add minor <armour class> and |
1300 | sometimes a bit of resistance. ]]> |
1394 | sometimes a bit of resistance.]]> |
1301 | </description> |
1395 | </description> |
1302 | <use><![CDATA[ |
1396 | <use><![CDATA[ |
1303 | Feel free to create your own special artifacts. However, it is very |
1397 | Feel free to create your own special artifacts. However, it is very |
1304 | important that you keep your artifact in balance with existing maps. ]]> |
1398 | important that you keep your artifact in balance with existing maps.]]> |
1305 | </use> |
1399 | </use> |
1306 | <attribute arch="magic" editor="magic bonus" type="int"> |
1400 | <attribute arch="magic" editor="magic bonus" type="int"> |
1307 | <magic bonus> works just like ac, except that it can be improved by |
1401 | <magic bonus> works just like ac, except that it can be improved by |
1308 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1402 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1309 | than direct armour-class bonus on the cloak. |
1403 | than direct armour-class bonus on the cloak. |
… | |
… | |
1314 | </type> |
1408 | </type> |
1315 | |
1409 | |
1316 | <!--####################################################################--> |
1410 | <!--####################################################################--> |
1317 | <type number="9" name="Clock"> |
1411 | <type number="9" name="Clock"> |
1318 | <description><![CDATA[ |
1412 | <description><![CDATA[ |
1319 | Applying a clock, the time is displayed to the player. ]]> |
1413 | Applying a clock, the time is displayed to the player.]]> |
1320 | </description> |
1414 | </description> |
1321 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1415 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1322 | This text may describe the item |
1416 | This text may describe the item |
1323 | </attribute> |
1417 | </attribute> |
1324 | </type> |
1418 | </type> |
… | |
… | |
1329 | A player can put (certain kinds of) items in the container. |
1423 | A player can put (certain kinds of) items in the container. |
1330 | The overall weight of items is reduced when put inside a |
1424 | The overall weight of items is reduced when put inside a |
1331 | container, depending on the settings. |
1425 | container, depending on the settings. |
1332 | <br><br> |
1426 | <br><br> |
1333 | A special feature of containers is the "cauldron", |
1427 | A special feature of containers is the "cauldron", |
1334 | capable of mixing alchemical receipes. ]]> |
1428 | capable of mixing alchemical receipes.]]> |
1335 | </description> |
1429 | </description> |
1336 | <use><![CDATA[ |
1430 | <use><![CDATA[ |
1337 | Note on chests - There are two types of chests: |
1431 | Note on chests - There are two types of chests: |
1338 | <UL> |
1432 | <UL> |
1339 | <LI> First the random treasure chests - Those are NOT containers |
1433 | <LI> First the random treasure chests - Those are NOT containers |
1340 | (but object type Treasure), they create random treasures when |
1434 | (but object type Treasure), they create random treasures when |
1341 | applied. Archetype name is "chest". |
1435 | applied. Archetype name is "chest". |
1342 | <LI> Second there are the permanent chests - Those are containers, |
1436 | <LI> Second there are the permanent chests - Those are containers, |
1343 | they can be opened and closed again. Archetype name is "chest_2". |
1437 | they can be opened and closed again. Archetype name is "chest_2". |
1344 | </UL> ]]> |
1438 | </UL>]]> |
1345 | </use> |
1439 | </use> |
1346 | <attribute arch="race" editor="container class" type="string"> |
1440 | <attribute arch="race" editor="container class" type="string"> |
1347 | If set, the container will hold only certain types of objects. |
1441 | If set, the container will hold only certain types of objects. |
1348 | Possible choices for <container class> are: "gold and jewels", |
1442 | Possible choices for <container class> are: "gold and jewels", |
1349 | "arrows" and "keys". |
1443 | "arrows" and "keys". |
… | |
… | |
1404 | <attribute arch="title" /> |
1498 | <attribute arch="title" /> |
1405 | </ignore> |
1499 | </ignore> |
1406 | <description><![CDATA[ |
1500 | <description><![CDATA[ |
1407 | Converters are like "exchange tables". When the player drops a |
1501 | Converters are like "exchange tables". When the player drops a |
1408 | specific type of items, they get converted into other items, at a |
1502 | specific type of items, they get converted into other items, at a |
1409 | predefined exchange-ratio. ]]> |
1503 | predefined exchange-ratio.]]> |
1410 | </description> |
1504 | </description> |
1411 | <use><![CDATA[ |
1505 | <use><![CDATA[ |
1412 | Converters are better than shopping with doormats, because the |
1506 | Converters are better than shopping with doormats, because the |
1413 | converters never get sold out. For some items like food or jewels |
1507 | converters never get sold out. For some items like food or jewels |
1414 | those "exchange tables" are really nice, while for the more important |
1508 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1416 | <br><br> |
1510 | <br><br> |
1417 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1511 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1418 | items on a converter, the stuff you get must be of equal or lesser |
1512 | items on a converter, the stuff you get must be of equal or lesser |
1419 | value than before! (Except if you are using "rare" items like |
1513 | value than before! (Except if you are using "rare" items like |
1420 | dragonscales for payment). The code will not check if your ratio is |
1514 | dragonscales for payment). The code will not check if your ratio is |
1421 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1515 | sane, so the player could gain infinite wealth by using your converter.]]> |
1422 | </use> |
1516 | </use> |
1423 | <attribute arch="no_pick" value="1" type="fixed" /> |
1517 | <attribute arch="no_pick" value="1" type="fixed" /> |
1424 | <attribute arch="slaying" editor="cost arch" type="string"> |
1518 | <attribute arch="slaying" editor="cost arch" type="string"> |
1425 | <cost arch> is the name of the archetype the player has to |
1519 | <cost arch> is the name of the archetype the player has to |
1426 | put on the converter, as payment. |
1520 | put on the converter, as payment. |
… | |
… | |
1442 | of <receive arch>. |
1536 | of <receive arch>. |
1443 | </attribute> |
1537 | </attribute> |
1444 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1538 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1445 | This text may contain a description of the converter. |
1539 | This text may contain a description of the converter. |
1446 | </attribute> |
1540 | </attribute> |
|
|
1541 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1542 | If the converter has this flag set the generated items will |
|
|
1543 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1544 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1545 | armour shops.) |
|
|
1546 | </attribute> |
1447 | </type> |
1547 | </type> |
1448 | |
1548 | |
1449 | <!--####################################################################--> |
1549 | <!--####################################################################--> |
1450 | <type number="42" name="Creator"> |
1550 | <type number="42" name="Creator"> |
1451 | <ignore> |
1551 | <ignore> |
… | |
… | |
1453 | </ignore> |
1553 | </ignore> |
1454 | <description><![CDATA[ |
1554 | <description><![CDATA[ |
1455 | A creator is an object which creates another object when it |
1555 | A creator is an object which creates another object when it |
1456 | is triggered. The child object can be anything. Creators are |
1556 | is triggered. The child object can be anything. Creators are |
1457 | VERY useful for all kinds of map-mechanisms. They can even |
1557 | VERY useful for all kinds of map-mechanisms. They can even |
1458 | periodically create things. ]]> |
1558 | periodically create things.]]> |
1459 | </description> |
1559 | </description> |
1460 | <use><![CDATA[ |
1560 | <use><![CDATA[ |
1461 | Don't hesitate to hide your creators under the floor. |
1561 | Don't hesitate to hide your creators under the floor. |
1462 | The created items will still always appear ontop of the floor. ]]> |
1562 | The created items will still always appear ontop of the floor.]]> |
1463 | </use> |
1563 | </use> |
1464 | <attribute arch="no_pick" value="1" type="fixed" /> |
1564 | <attribute arch="no_pick" value="1" type="fixed" /> |
1465 | <attribute arch="other_arch" editor="create arch" type="string"> |
1565 | <attribute arch="other_arch" editor="create arch" type="string"> |
1466 | This string defines the object that will be created. |
1566 | This string defines the object that will be created. |
1467 | You can choose any of the existing arches. |
1567 | You can choose any of the existing arches. |
1468 | 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 |
1469 | 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 |
1470 | chosen from all items present. |
1570 | chosen from all items present. |
1471 | </attribute> |
1571 | </attribute> |
1472 | <attribute arch="connected" editor="connection" type="int"> |
1572 | <attribute arch="connected" editor="connection" type="string"> |
1473 | Whenever the connection value is activated, |
1573 | Whenever the connection value is activated, |
1474 | the creator gets triggered. |
1574 | the creator gets triggered. |
1475 | </attribute> |
1575 | </attribute> |
1476 | &activate_on; |
1576 | &activate_on; |
1477 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1577 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
… | |
… | |
1509 | finds a specific object, it toggles its connected value. |
1609 | finds a specific object, it toggles its connected value. |
1510 | <br><br> |
1610 | <br><br> |
1511 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1611 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1512 | - First, detectors check their square for a match periodically, not |
1612 | - First, detectors check their square for a match periodically, not |
1513 | instantly. Second, detectors check directly for object names. Third, |
1613 | instantly. Second, detectors check directly for object names. Third, |
1514 | detectors do not check the inventory of players/monsters. ]]> |
1614 | detectors do not check the inventory of players/monsters.]]> |
1515 | </description> |
1615 | </description> |
1516 | <use><![CDATA[ |
1616 | <use><![CDATA[ |
1517 | There is one major speciality about detectors: You can detect spells |
1617 | There is one major speciality about detectors: You can detect spells |
1518 | blown over a detector! To detect a lighting bolt for example, set |
1618 | blown over a detector! To detect a lighting bolt for example, set |
1519 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1619 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1520 | walls, this can be very useful for map-mechanisms. ]]> |
1620 | walls, this can be very useful for map-mechanisms.]]> |
1521 | </use> |
1621 | </use> |
1522 | <attribute arch="no_pick" value="1" type="fixed" /> |
1622 | <attribute arch="no_pick" value="1" type="fixed" /> |
1523 | <attribute arch="slaying" editor="match name" type="string"> |
1623 | <attribute arch="slaying" editor="match name" type="string"> |
1524 | <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. |
1525 | 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, |
1526 | 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. |
1527 | </attribute> |
1627 | </attribute> |
1528 | <attribute arch="connected" editor="connection" type="int"> |
1628 | <attribute arch="connected" editor="connection" type="string"> |
1529 | When the detector is triggered, all objects with the same |
1629 | When the detector is triggered, all objects with the same |
1530 | connection value get activated. |
1630 | connection value get activated. |
1531 | </attribute> |
1631 | </attribute> |
1532 | <attribute arch="speed" editor="detection speed" type="float"> |
1632 | <attribute arch="speed" editor="detection speed" type="float"> |
1533 | This value defines the time between two detector-checks. |
1633 | This value defines the time between two detector-checks. |
… | |
… | |
1541 | by 1. |
1641 | by 1. |
1542 | </attribute> |
1642 | </attribute> |
1543 | </type> |
1643 | </type> |
1544 | |
1644 | |
1545 | <!--####################################################################--> |
1645 | <!--####################################################################--> |
|
|
1646 | <type number="164" name="Map Script"> |
|
|
1647 | <ignore> |
|
|
1648 | <ignore_list name="system_object" /> |
|
|
1649 | </ignore> |
|
|
1650 | <description><![CDATA[ |
|
|
1651 | The map script object is a very special object that can react to connected |
|
|
1652 | events and executes a perl script. |
|
|
1653 | ]]> |
|
|
1654 | </description> |
|
|
1655 | <use><![CDATA[ |
|
|
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. |
|
|
1658 | ]]> |
|
|
1659 | </use> |
|
|
1660 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1661 | When the map script object is triggered, it will execute |
|
|
1662 | the perl script with the triggering object as $activator. |
|
|
1663 | </attribute> |
|
|
1664 | &activate_on; |
|
|
1665 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1666 | This perl script will be executed each time the objetc is triggered. |
|
|
1667 | </attribute> |
|
|
1668 | </type> |
|
|
1669 | |
|
|
1670 | <!--####################################################################--> |
1546 | <type number="112" name="Director"> |
1671 | <type number="112" name="Director"> |
1547 | <ignore> |
1672 | <ignore> |
1548 | <ignore_list name="non_pickable" /> |
1673 | <ignore_list name="non_pickable" /> |
1549 | </ignore> |
1674 | </ignore> |
1550 | <description><![CDATA[ |
1675 | <description><![CDATA[ |
1551 | Directors change the direction of spell objects and other projectiles |
1676 | Directors change the direction of spell objects and other projectiles |
1552 | that fly past. Unlike spinners, directors always move objects in the |
1677 | that fly past. Unlike spinners, directors always move objects in the |
1553 | same direction. It does not make a difference from what angle you |
1678 | same direction. It does not make a difference from what angle you |
1554 | shoot into it.<br> |
1679 | shoot into it.<br> |
1555 | Directors are visible per default. ]]> |
1680 | Directors are visible per default.]]> |
1556 | </description> |
1681 | </description> |
1557 | <use><![CDATA[ |
1682 | <use><![CDATA[ |
1558 | Directors are rarely used in maps. Sometimes they are placed to |
1683 | Directors are rarely used in maps. Sometimes they are placed to |
1559 | change the direction of spells coming out of magic walls, |
1684 | change the direction of spells coming out of magic walls, |
1560 | "channeling" spell-projectiles in some direction. When doing this, |
1685 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1562 | into them!</B> The spell-projectiles bouncing between the directors |
1687 | into them!</B> The spell-projectiles bouncing between the directors |
1563 | would accumulate to huge numbers and at some point slow down the |
1688 | would accumulate to huge numbers and at some point slow down the |
1564 | server by eating memory- and CPU-time. |
1689 | server by eating memory- and CPU-time. |
1565 | <br><br> |
1690 | <br><br> |
1566 | You'd better not place directors in monster vs. player combat |
1691 | You'd better not place directors in monster vs. player combat |
1567 | areas too much, because that freaks out wizard-type players. ]]> |
1692 | areas too much, because that freaks out wizard-type players.]]> |
1568 | </use> |
1693 | </use> |
1569 | <attribute arch="sp" editor="direction" type="list_direction"> |
1694 | <attribute arch="sp" editor="direction" type="list_direction"> |
1570 | Projectiles will leave the director flying in the selected <direction>. |
1695 | Projectiles will leave the director flying in the selected <direction>. |
1571 | A director with direction <none> simply stops projectiles. |
1696 | A director with direction <none> simply stops projectiles. |
1572 | (The latter works out a bit strange for some spells). |
1697 | (The latter works out a bit strange for some spells). |
… | |
… | |
1578 | <type number="158" name="Disease"> |
1703 | <type number="158" name="Disease"> |
1579 | <ignore> |
1704 | <ignore> |
1580 | <ignore_list name="system_object" /> |
1705 | <ignore_list name="system_object" /> |
1581 | </ignore> |
1706 | </ignore> |
1582 | <description><![CDATA[ |
1707 | <description><![CDATA[ |
1583 | Diseases are an intersting form of spellcraft in Crossfire. |
1708 | Diseases are an intersting form of spellcraft in Deliantra. |
1584 | Once casted, they can spread out and infect creatures in a large |
1709 | Once casted, they can spread out and infect creatures in a large |
1585 | area. Being infected can have various effects, from amusing farts |
1710 | area. Being infected can have various effects, from amusing farts |
1586 | to horrible damage - almost everything is possible. ]]> |
1711 | to horrible damage - almost everything is possible.]]> |
1587 | </description> |
1712 | </description> |
1588 | <use><![CDATA[ |
1713 | <use><![CDATA[ |
1589 | Diseases are extremely flexible and usable in a many ways. |
1714 | Diseases are extremely flexible and usable in a many ways. |
1590 | So far they are mostly used for causing bad, unwanted effects. |
1715 | So far they are mostly used for causing bad, unwanted effects. |
1591 | You could just as well create a disease which helps the player |
1716 | You could just as well create a disease which helps the player |
1592 | (recharging mana for example). |
1717 | (recharging mana for example). |
1593 | Infection with a "positive disease" could even be a quest reward. ]]> |
1718 | Infection with a "positive disease" could even be a quest reward.]]> |
1594 | </use> |
1719 | </use> |
1595 | <attribute arch="invisible" value="1" type="fixed" /> |
1720 | <attribute arch="invisible" value="1" type="fixed" /> |
1596 | <attribute arch="level" editor="plaque level" type="int"> |
1721 | <attribute arch="level" editor="plaque level" type="int"> |
1597 | The <plaque level> is proportional to the disease's deadliness. |
1722 | The <plaque level> is proportional to the disease's deadliness. |
1598 | This mainly reflects in the <damage>. It has no effect on |
1723 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1743 | </ignore> |
1868 | </ignore> |
1744 | <description><![CDATA[ |
1869 | <description><![CDATA[ |
1745 | A door can be opened with a normal key. It also can be broken by attacking |
1870 | A door can be opened with a normal key. It also can be broken by attacking |
1746 | it, and it can be defeated with the lockpicking skill. If a door is |
1871 | it, and it can be defeated with the lockpicking skill. If a door is |
1747 | defeated, horizontally and vertically adjacent doors are automatically |
1872 | defeated, horizontally and vertically adjacent doors are automatically |
1748 | removed. ]]> |
1873 | removed.]]> |
1749 | </description> |
1874 | </description> |
1750 | <attribute arch="no_pick" value="1" type="fixed" /> |
1875 | <attribute arch="no_pick" value="1" type="fixed" /> |
1751 | <attribute arch="alive" value="1" type="fixed" /> |
1876 | <attribute arch="alive" value="1" type="fixed" /> |
1752 | &movement_types_terrain; |
1877 | &movement_types_terrain; |
1753 | <attribute arch="hp" editor="hitpoints" type="int"> |
1878 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1763 | defeated. |
1888 | defeated. |
1764 | </attribute> |
1889 | </attribute> |
1765 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1890 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1766 | This entry determines what kind of traps will appear in the door. |
1891 | This entry determines what kind of traps will appear in the door. |
1767 | </attribute> |
1892 | </attribute> |
|
|
1893 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1894 | Set this flag to move treasure items created into the environment (map) |
|
|
1895 | instead of putting them into the object. |
|
|
1896 | </attribute> |
1768 | </type> |
1897 | </type> |
1769 | |
1898 | |
1770 | <!--####################################################################--> |
1899 | <!--####################################################################--> |
1771 | <type number="83" name="Duplicator"> |
1900 | <type number="83" name="Duplicator"> |
1772 | <ignore> |
1901 | <ignore> |
… | |
… | |
1776 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1905 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1777 | objects which lies somewhere on top of the duplicator. |
1906 | objects which lies somewhere on top of the duplicator. |
1778 | The duplicator has one arch name specified as <target arch>, |
1907 | The duplicator has one arch name specified as <target arch>, |
1779 | and only objects of this archetype can be affected.<br> |
1908 | and only objects of this archetype can be affected.<br> |
1780 | It will multiply the number of items in the pile, by the <multiply factor>. |
1909 | It will multiply the number of items in the pile, by the <multiply factor>. |
1781 | If the latter is set to zero, it will destroy objects. ]]> |
1910 | If the latter is set to zero, it will destroy objects.]]> |
1782 | </description> |
1911 | </description> |
1783 | <use><![CDATA[ |
1912 | <use><![CDATA[ |
1784 | I hope it is clear that one must be very cautious when inserting a duplicator |
1913 | I hope it is clear that one must be very cautious when inserting a duplicator |
1785 | anywhere with <multiply factor> greater than one. |
1914 | anywhere with <multiply factor> greater than one. |
1786 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1915 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1787 | It is <b>not acceptable</b> to allow duplication of anything other than |
1916 | It is <b>not acceptable</b> to allow duplication of anything other than |
1788 | coins, gold and jewels. Besides, it is very important that the chance to |
1917 | coins, gold and jewels. Besides, it is very important that the chance to |
1789 | loose the input matches the chance to earn winnings.<br> |
1918 | loose the input matches the chance to earn winnings.<br> |
1790 | A duplicator with <multiply factor> 3 for example should have a |
1919 | A duplicator with <multiply factor> 3 for example should have a |
1791 | loosing rate of 2/3 = 67%. ]]> |
1920 | loosing rate of 2/3 = 67%.]]> |
1792 | </use> |
1921 | </use> |
1793 | <attribute arch="other_arch" editor="target arch" type="string"> |
1922 | <attribute arch="other_arch" editor="target arch" type="string"> |
1794 | Only objects of matching archtype, lying ontop of the duplicator will be |
1923 | Only objects of matching archtype, lying ontop of the duplicator will be |
1795 | duplicated, multiplied or removed. All other objects will be ignored. |
1924 | duplicated, multiplied or removed. All other objects will be ignored. |
1796 | </attribute> |
1925 | </attribute> |
1797 | <attribute arch="level" editor="multiply factor" type="int"> |
1926 | <attribute arch="level" editor="multiply factor" type="int"> |
1798 | 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 |
1799 | <multiply factor>. If it is set to zero, all target objects |
1928 | <multiply factor>. If it is set to zero, all target objects |
1800 | will be destroyed. |
1929 | will be destroyed. |
1801 | </attribute> |
1930 | </attribute> |
1802 | <attribute arch="connected" editor="connection" type="int"> |
1931 | <attribute arch="connected" editor="connection" type="string"> |
1803 | An activator (lever, altar, button, etc) with matching connection value |
1932 | An activator (lever, altar, button, etc) with matching connection value |
1804 | 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 |
1805 | 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! |
1806 | </attribute> |
1935 | </attribute> |
1807 | &activate_on; |
1936 | &activate_on; |
… | |
… | |
1814 | </ignore> |
1943 | </ignore> |
1815 | <description><![CDATA[ |
1944 | <description><![CDATA[ |
1816 | When the player applies an exit, he is transferred to a different location. |
1945 | When the player applies an exit, he is transferred to a different location. |
1817 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1946 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1818 | the exit just by walking into it, or by pressing <a>pply when standing on |
1947 | the exit just by walking into it, or by pressing <a>pply when standing on |
1819 | the exit. ]]> |
1948 | the exit. ]]> |
1820 | </description> |
1949 | </description> |
1821 | <use><![CDATA[ |
1950 | <use><![CDATA[ |
1822 | If you want to have an invisible exit, set <invisible> (, of course |
1951 | If you want to have an invisible exit, set <invisible> (, of course |
1823 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1952 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1824 | detected with the show_invisible spell. |
1953 | detected with the show_invisible spell. |
1825 | <br><br> |
1954 | <br><br> |
1826 | You can be quite creative with the outlook of secret exits (their "face"). |
1955 | You can be quite creative with the outlook of secret exits (their "face"). |
1827 | Don't forget to give the player relyable hints about them though. ]]> |
1956 | Don't forget to give the player relyable hints about them though.]]> |
1828 | </use> |
1957 | </use> |
1829 | <attribute arch="slaying" editor="exit path" type="string"> |
1958 | <attribute arch="slaying" editor="exit path" type="string"> |
1830 | The exit path defines the map that the player is transferred to. |
1959 | The exit path defines the map that the player is transferred to. |
1831 | You can enter an absolute path, beginning with '/' (for example |
1960 | You can enter an absolute path, beginning with '/' (for example |
1832 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
1961 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1859 | If set, this message will be displayed to the player when he applies the exit. |
1988 | If set, this message will be displayed to the player when he applies the exit. |
1860 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1989 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1861 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1990 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1862 | is poor, but you get the point. =) |
1991 | is poor, but you get the point. =) |
1863 | </attribute> |
1992 | </attribute> |
1864 | <attribute arch="unique" editor="unique destination" type="bool"> |
1993 | <attribute arch="damned" editor="set savebed" type="bool"> |
1865 | This flag defines the destined map as "personal unique map". If set, |
1994 | If set, then players using this exit will have their savebed position |
1866 | there will be a seperate version of that map for every player out there. |
1995 | set to the destination of the exit when passing through. |
1867 | This feature is used for the permanent apartments |
|
|
1868 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1869 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1870 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1871 | (see floors). |
|
|
1872 | An exit pointing outside of a personal unique map must have the |
|
|
1873 | "unique destination"-flag unset. |
|
|
1874 | </attribute> |
1996 | </attribute> |
1875 | </type> |
1997 | </type> |
1876 | |
1998 | |
1877 | <!--####################################################################--> |
1999 | <!--####################################################################--> |
1878 | <type number="72" name="Flesh"> |
2000 | <type number="72" name="Flesh"> |
… | |
… | |
1881 | little health by eating flesh-objects. <br> |
2003 | little health by eating flesh-objects. <br> |
1882 | For dragon players, flesh plays a very special role though: If the |
2004 | For dragon players, flesh plays a very special role though: If the |
1883 | flesh has resistances set, a dragon player has a chance to gain resistance in |
2005 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1884 | those categories. The only constraint to this process is the <flesh level>. |
2006 | those categories. The only constraint to this process is the <flesh level>. |
1885 | Don't forget that flesh items with resistances have to be balanced |
2007 | Don't forget that flesh items with resistances have to be balanced |
1886 | according to map/monster difficulty. ]]> |
2008 | according to map/monster difficulty.]]> |
1887 | </description> |
2009 | </description> |
1888 | <use><![CDATA[ |
2010 | <use><![CDATA[ |
1889 | For dragon players, flesh items can be highly valuable. Note that many |
2011 | For dragon players, flesh items can be highly valuable. Note that many |
1890 | standard monsters carry flesh items from their <treasurelist>. |
2012 | standard monsters carry flesh items from their <treasurelist>. |
1891 | These flesh items "inherit" resistances and level from the monster they belong to. |
2013 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1893 | not the case - so you have to set it manually. |
2015 | not the case - so you have to set it manually. |
1894 | <br><br> |
2016 | <br><br> |
1895 | Generally adding special flesh-treaties for dragon players is a great thing |
2017 | Generally adding special flesh-treaties for dragon players is a great thing |
1896 | to do. Always consider that dragon players might really not be interested |
2018 | to do. Always consider that dragon players might really not be interested |
1897 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
2019 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1898 | out on the reward completely. ]]> |
2020 | out on the reward completely.]]> |
1899 | </use> |
2021 | </use> |
1900 | <attribute arch="food" editor="foodpoints" type="int"> |
2022 | <attribute arch="food" editor="foodpoints" type="int"> |
1901 | The player's stomache will get filled with this amount of foodpoints. |
2023 | The player's stomache will get filled with this amount of foodpoints. |
1902 | The player's health will increase by <foodpoints>/50 hp. |
2024 | The player's health will increase by <foodpoints>/50 hp. |
1903 | </attribute> |
2025 | </attribute> |
… | |
… | |
1910 | </attribute> |
2032 | </attribute> |
1911 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2033 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1912 | A godgiven item vanishes as soon as the player |
2034 | A godgiven item vanishes as soon as the player |
1913 | drops it to the ground. |
2035 | drops it to the ground. |
1914 | </attribute> |
2036 | </attribute> |
1915 | <section name="resistance"> |
2037 | &resistances_flesh_section; |
1916 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1917 | Resistances on flesh items make them more durable against spellcraft |
|
|
1918 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1919 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1920 | items in a monster's inventory. |
|
|
1921 | </attribute> |
|
|
1922 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1923 | Resistances on flesh items make them more durable against spellcraft |
|
|
1924 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1925 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1926 | items in a monster's inventory. |
|
|
1927 | </attribute> |
|
|
1928 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1929 | Resistances on flesh items make them more durable against spellcraft |
|
|
1930 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1931 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1932 | items in a monster's inventory. |
|
|
1933 | </attribute> |
|
|
1934 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1935 | Resistances on flesh items make them more durable against spellcraft |
|
|
1936 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1937 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1938 | items in a monster's inventory. |
|
|
1939 | </attribute> |
|
|
1940 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1941 | Resistances on flesh items make them more durable against spellcraft |
|
|
1942 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1943 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1944 | items in a monster's inventory. |
|
|
1945 | </attribute> |
|
|
1946 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1947 | Resistances on flesh items make them more durable against spellcraft |
|
|
1948 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1949 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1950 | items in a monster's inventory. |
|
|
1951 | </attribute> |
|
|
1952 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1953 | Resistances on flesh items make them more durable against spellcraft |
|
|
1954 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1955 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1956 | items in a monster's inventory. |
|
|
1957 | </attribute> |
|
|
1958 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1959 | Resistances on flesh items make them more durable against spellcraft |
|
|
1960 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1961 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1962 | items in a monster's inventory. |
|
|
1963 | </attribute> |
|
|
1964 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1965 | Resistances on flesh items make them more durable against spellcraft |
|
|
1966 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1967 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1968 | items in a monster's inventory. |
|
|
1969 | </attribute> |
|
|
1970 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1971 | Resistances on flesh items make them more durable against spellcraft |
|
|
1972 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1973 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1974 | items in a monster's inventory. |
|
|
1975 | </attribute> |
|
|
1976 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1977 | Resistances on flesh items make them more durable against spellcraft |
|
|
1978 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1979 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1980 | items in a monster's inventory. |
|
|
1981 | </attribute> |
|
|
1982 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1983 | Resistances on flesh items make them more durable against spellcraft |
|
|
1984 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1985 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1986 | items in a monster's inventory. |
|
|
1987 | </attribute> |
|
|
1988 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1989 | Resistances on flesh items make them more durable against spellcraft |
|
|
1990 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1991 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1992 | items in a monster's inventory. |
|
|
1993 | </attribute> |
|
|
1994 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1995 | Resistances on flesh items make them more durable against spellcraft |
|
|
1996 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1997 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1998 | items in a monster's inventory. |
|
|
1999 | </attribute> |
|
|
2000 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2001 | Resistances on flesh items make them more durable against spellcraft |
|
|
2002 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2003 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2004 | items in a monster's inventory. |
|
|
2005 | </attribute> |
|
|
2006 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2007 | RResistances on flesh items make them more durable against spellcraft |
|
|
2008 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2009 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2010 | items in a monster's inventory. |
|
|
2011 | </attribute> |
|
|
2012 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2013 | Resistances on flesh items make them more durable against spellcraft |
|
|
2014 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2015 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2016 | items in a monster's inventory. |
|
|
2017 | </attribute> |
|
|
2018 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2019 | Resistances on flesh items make them more durable against spellcraft |
|
|
2020 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2021 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2022 | items in a monster's inventory. |
|
|
2023 | </attribute> |
|
|
2024 | </section> |
|
|
2025 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2038 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2026 | This text may describe the item. |
2039 | This text may describe the item. |
2027 | </attribute> |
2040 | </attribute> |
2028 | </type> |
2041 | </type> |
2029 | |
2042 | |
… | |
… | |
2036 | <ignore> |
2049 | <ignore> |
2037 | <ignore_list name="non_pickable" /> |
2050 | <ignore_list name="non_pickable" /> |
2038 | </ignore> |
2051 | </ignore> |
2039 | <description><![CDATA[ |
2052 | <description><![CDATA[ |
2040 | Floor is a very basic thing whithout too much |
2053 | Floor is a very basic thing whithout too much |
2041 | functionality. It's a floor - you stand on it. ]]> |
2054 | functionality. It's a floor - you stand on it.]]> |
2042 | </description> |
2055 | </description> |
2043 | <attribute arch="is_floor" value="1" type="fixed" /> |
2056 | <attribute arch="is_floor" value="1" type="fixed" /> |
2044 | <attribute arch="no_pick" value="1" type="fixed" /> |
2057 | <attribute arch="no_pick" value="1" type="fixed" /> |
2045 | <section name="terrain"> |
2058 | <section name="terrain"> |
2046 | &movement_types_terrain; |
2059 | &movement_types_terrain; |
… | |
… | |
2080 | Encounter-Floor is pretty much the same as normal floor. |
2093 | Encounter-Floor is pretty much the same as normal floor. |
2081 | Most outdoor floor/ground-arches are set to be "encounters". |
2094 | Most outdoor floor/ground-arches are set to be "encounters". |
2082 | That is kind of a relict from former code: When walking over |
2095 | That is kind of a relict from former code: When walking over |
2083 | encounter-floor, players sometimes got beamed to little maps |
2096 | encounter-floor, players sometimes got beamed to little maps |
2084 | with monsters on them. Nowadays this feature is disabled - |
2097 | with monsters on them. Nowadays this feature is disabled - |
2085 | Hence encounter floor is not different from normal floor. ]]> |
2098 | Hence encounter floor is not different from normal floor.]]> |
2086 | </description> |
2099 | </description> |
2087 | <attribute arch="is_floor" value="1" type="fixed" /> |
2100 | <attribute arch="is_floor" value="1" type="fixed" /> |
2088 | <attribute arch="no_pick" value="1" type="fixed" /> |
2101 | <attribute arch="no_pick" value="1" type="fixed" /> |
2089 | <section name="terrain"> |
2102 | <section name="terrain"> |
2090 | &movement_types_terrain; |
2103 | &movement_types_terrain; |
… | |
… | |
2117 | |
2130 | |
2118 | <!--####################################################################--> |
2131 | <!--####################################################################--> |
2119 | <type number="6" name="Food"> |
2132 | <type number="6" name="Food"> |
2120 | <description><![CDATA[ |
2133 | <description><![CDATA[ |
2121 | By eating/drinking food-objects, the player can fill his |
2134 | By eating/drinking food-objects, the player can fill his |
2122 | stomache and gain a little health. ]]> |
2135 | stomache and gain a little health.]]> |
2123 | </description> |
2136 | </description> |
2124 | <attribute arch="food" editor="foodpoints" type="int"> |
2137 | <attribute arch="food" editor="foodpoints" type="int"> |
2125 | The player's stomache will get filled with this amount of foodpoints. |
2138 | The player's stomache will get filled with this amount of foodpoints. |
2126 | The player's health will increase by <foodpoints>/50 hp. |
2139 | The player's health will increase by <foodpoints>/50 hp. |
2127 | </attribute> |
2140 | </attribute> |
… | |
… | |
2135 | <type number="91" name="Gate"> |
2148 | <type number="91" name="Gate"> |
2136 | <ignore> |
2149 | <ignore> |
2137 | <ignore_list name="non_pickable" /> |
2150 | <ignore_list name="non_pickable" /> |
2138 | </ignore> |
2151 | </ignore> |
2139 | <description><![CDATA[ |
2152 | <description><![CDATA[ |
2140 | Gates play an important role in Crossfire. Gates can be opened |
2153 | Gates play an important role in Deliantra. Gates can be opened |
2141 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2154 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2142 | or carrying special key-objects (-> inventory checker). |
2155 | or carrying special key-objects (-> inventory checker). |
2143 | Unlike locked doors, gates can get shut again after a player has |
2156 | Unlike locked doors, gates can get shut again after a player has |
2144 | passed, which makes them more practical in many cases. ]]> |
2157 | passed, which makes them more practical in many cases.]]> |
2145 | </description> |
2158 | </description> |
2146 | <use><![CDATA[ |
2159 | <use><![CDATA[ |
2147 | Use gates to divide your maps into seperated areas. After solving |
2160 | Use gates to divide your maps into seperated areas. After solving |
2148 | area A, the player gains access to area B, and so on. Make your |
2161 | area A, the player gains access to area B, and so on. Make your |
2149 | maps more complex than "one-way". ]]> |
2162 | maps more complex than "one-way".]]> |
2150 | </use> |
2163 | </use> |
2151 | <attribute arch="no_pick" value="1" type="fixed" /> |
2164 | <attribute arch="no_pick" value="1" type="fixed" /> |
2152 | <attribute arch="speed" value="1" type="float"> |
2165 | <attribute arch="speed" value="1" type="float"> |
2153 | 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. |
2154 | </attribute> |
2167 | </attribute> |
2155 | <attribute arch="connected" editor="connection" type="int"> |
2168 | <attribute arch="connected" editor="connection" type="string"> |
2156 | Whenever the inventory checker is triggered, all objects with identical |
2169 | Whenever the inventory checker is triggered, all objects with identical |
2157 | <connection> value get activated. This only makes sense together with |
2170 | <connection> value get activated. This only makes sense together with |
2158 | <blocking passage> disabled. |
2171 | <blocking passage> disabled. |
2159 | </attribute> |
2172 | </attribute> |
2160 | <attribute arch="wc" editor="position state" type="int"> |
2173 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2178 | <type number="113" name="Girdle"> |
2191 | <type number="113" name="Girdle"> |
2179 | <import_type name="Amulet" /> |
2192 | <import_type name="Amulet" /> |
2180 | <description><![CDATA[ |
2193 | <description><![CDATA[ |
2181 | Wearing a girdle, the object's stats will directly be inherited to |
2194 | Wearing a girdle, the object's stats will directly be inherited to |
2182 | the player. Girdles usually provide stats- or damage bonuses and no |
2195 | the player. Girdles usually provide stats- or damage bonuses and no |
2183 | defense. ]]> |
2196 | defense.]]> |
2184 | </description> |
2197 | </description> |
2185 | <use><![CDATA[ |
2198 | <use><![CDATA[ |
2186 | Feel free to create your own special artifacts. However, it is very |
2199 | Feel free to create your own special artifacts. However, it is very |
2187 | important that you keep your artifact in balance with existing maps. ]]> |
2200 | important that you keep your artifact in balance with existing maps.]]> |
2188 | </use> |
2201 | </use> |
2189 | <attribute arch="magic" editor="magic bonus" type="int"> |
2202 | <attribute arch="magic" editor="magic bonus" type="int"> |
2190 | <magic bonus> works just like ac, except that it can be improved by |
2203 | <magic bonus> works just like ac, except that it can be improved by |
2191 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2204 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2192 | than direct armour-class bonus on the helmet. |
2205 | than direct armour-class bonus on the helmet. |
… | |
… | |
2200 | <!--####################################################################--> |
2213 | <!--####################################################################--> |
2201 | <type number="100" name="Gloves"> |
2214 | <type number="100" name="Gloves"> |
2202 | <import_type name="Amulet" /> |
2215 | <import_type name="Amulet" /> |
2203 | <description><![CDATA[ |
2216 | <description><![CDATA[ |
2204 | Wearing gloves, the object's stats will directly be inherited to |
2217 | Wearing gloves, the object's stats will directly be inherited to |
2205 | the player. Gloves can add defense or damage bonuses. ]]> |
2218 | the player. Gloves can add defense or damage bonuses.]]> |
2206 | </description> |
2219 | </description> |
2207 | <use><![CDATA[ |
2220 | <use><![CDATA[ |
2208 | Feel free to create your own special artifacts. However, it is very |
2221 | Feel free to create your own special artifacts. However, it is very |
2209 | important that you keep your artifact in balance with existing maps. ]]> |
2222 | important that you keep your artifact in balance with existing maps.]]> |
2210 | </use> |
2223 | </use> |
2211 | <attribute arch="magic" editor="magic bonus" type="int"> |
2224 | <attribute arch="magic" editor="magic bonus" type="int"> |
2212 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2225 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2213 | If the gloves have <weapon class> instead, then <magic bonus> |
2226 | If the gloves have <weapon class> instead, then <magic bonus> |
2214 | will increase that. |
2227 | will increase that. |
… | |
… | |
2220 | <ignore> |
2233 | <ignore> |
2221 | <ignore_list name="non_pickable" /> |
2234 | <ignore_list name="non_pickable" /> |
2222 | </ignore> |
2235 | </ignore> |
2223 | <description><![CDATA[ |
2236 | <description><![CDATA[ |
2224 | A handle can be applied by players and (certain) monsters. |
2237 | A handle can be applied by players and (certain) monsters. |
2225 | Every time it is applied, the <connection> value is triggered. ]]> |
2238 | Every time it is applied, the <connection> value is triggered.]]> |
2226 | </description> |
2239 | </description> |
2227 | <use><![CDATA[ |
2240 | <use><![CDATA[ |
2228 | Handles are commonly used to move gates. When placing your lever, |
2241 | Handles are commonly used to move gates. When placing your lever, |
2229 | don't forget that some monsters are able to apply it. |
2242 | don't forget that some monsters are able to apply it. |
2230 | The ability to apply levers is rare among monsters - |
2243 | The ability to apply levers is rare among monsters - |
2231 | but vampires can do it for example. ]]> |
2244 | but vampires can do it for example.]]> |
2232 | </use> |
2245 | </use> |
2233 | <attribute arch="no_pick" value="1" type="fixed" /> |
2246 | <attribute arch="no_pick" value="1" type="fixed" /> |
2234 | <attribute arch="connected" editor="connection" type="int"> |
2247 | <attribute arch="connected" editor="connection" type="string"> |
2235 | Every time the handle is applied, all objects |
2248 | Every time the handle is applied, all objects |
2236 | with the same <connection> value are activated. |
2249 | with the same <connection> value are activated. |
2237 | </attribute> |
2250 | </attribute> |
2238 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2251 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2239 | This text may describe the item. You can use this |
2252 | This text may describe the item. You can use this |
… | |
… | |
2248 | <ignore_list name="non_pickable" /> |
2261 | <ignore_list name="non_pickable" /> |
2249 | </ignore> |
2262 | </ignore> |
2250 | <description><![CDATA[ |
2263 | <description><![CDATA[ |
2251 | Handle triggers are handles which reset after a short period |
2264 | Handle triggers are handles which reset after a short period |
2252 | of time. Every time it is either applied or reset, the |
2265 | of time. Every time it is either applied or reset, the |
2253 | <connection> value is triggered. ]]> |
2266 | <connection> value is triggered.]]> |
2254 | </description> |
2267 | </description> |
2255 | <use><![CDATA[ |
2268 | <use><![CDATA[ |
2256 | When you connect an ordinary handle to a gate, the gate normally remains |
2269 | When you connect an ordinary handle to a gate, the gate normally remains |
2257 | opened after the first player passed. If you want to keep the gate shut, |
2270 | opened after the first player passed. If you want to keep the gate shut, |
2258 | connecting it to a handle trigger is an easy solution. ]]> |
2271 | connecting it to a handle trigger is an easy solution. ]]> |
2259 | </use> |
2272 | </use> |
2260 | </type> |
2273 | </type> |
2261 | |
2274 | |
2262 | <!--####################################################################--> |
2275 | <!--####################################################################--> |
2263 | <type number="88" name="Hazard Floor"> |
2276 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2268 | <ignore_list name="non_pickable" /> |
2281 | <ignore_list name="non_pickable" /> |
2269 | </ignore> |
2282 | </ignore> |
2270 | <description><![CDATA[ |
2283 | <description><![CDATA[ |
2271 | The best example for Hazard Floor is lava. It works like standard |
2284 | The best example for Hazard Floor is lava. It works like standard |
2272 | floor, but damages all creatures standing on it. |
2285 | floor, but damages all creatures standing on it. |
2273 | Damage is taken in regular time intervals. ]]> |
2286 | Damage is taken in regular time intervals.]]> |
2274 | </description> |
2287 | </description> |
2275 | <use><![CDATA[ |
2288 | <use><![CDATA[ |
2276 | The default lava for example does minor damage. But you can turn |
2289 | The default lava for example does minor damage. But you can turn |
2277 | it up so that your hazard floor poses a real threat.<br> |
2290 | it up so that your hazard floor poses a real threat.<br> |
2278 | Like magic walls, such floors add a permanent thrill to your map. |
2291 | Like magic walls, such floors add a permanent thrill to your map. |
2279 | You can use that to safely chase off too-weak players, or just |
2292 | You can use that to safely chase off too-weak players, or just |
2280 | to have something different. ]]> |
2293 | to have something different.]]> |
2281 | </use> |
2294 | </use> |
2282 | <attribute arch="is_floor" value="1" type="fixed" /> |
2295 | <attribute arch="is_floor" value="1" type="fixed" /> |
2283 | <attribute arch="lifesave" value="1" type="fixed" /> |
2296 | <attribute arch="lifesave" value="1" type="fixed" /> |
2284 | &move_on; |
2297 | &move_on; |
2285 | <attribute arch="no_pick" value="1" type="fixed" /> |
2298 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2336 | <import_type name="Amulet" /> |
2349 | <import_type name="Amulet" /> |
2337 | <description><![CDATA[ |
2350 | <description><![CDATA[ |
2338 | Wearing a helmet, the object's stats will directly be inherited to |
2351 | Wearing a helmet, the object's stats will directly be inherited to |
2339 | the player. Normal helmets usually increase defense, while crowns |
2352 | the player. Normal helmets usually increase defense, while crowns |
2340 | add more special bonuses like stats/resistances paired with |
2353 | add more special bonuses like stats/resistances paired with |
2341 | low defense. ]]> |
2354 | low defense.]]> |
2342 | </description> |
2355 | </description> |
2343 | <use><![CDATA[ |
2356 | <use><![CDATA[ |
2344 | Feel free to create your own special artifacts. However, it is very |
2357 | Feel free to create your own special artifacts. However, it is very |
2345 | important that you keep your artifact in balance with existing maps. ]]> |
2358 | important that you keep your artifact in balance with existing maps.]]> |
2346 | </use> |
2359 | </use> |
2347 | <attribute arch="magic" editor="magic bonus" type="int"> |
2360 | <attribute arch="magic" editor="magic bonus" type="int"> |
2348 | <magic bonus> works just like ac, except that it can be improved by |
2361 | <magic bonus> works just like ac, except that it can be improved by |
2349 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2362 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2350 | than direct armour-class bonus on the helmet. |
2363 | than direct armour-class bonus on the helmet. |
… | |
… | |
2361 | <ignore_list name="non_pickable" /> |
2374 | <ignore_list name="non_pickable" /> |
2362 | </ignore> |
2375 | </ignore> |
2363 | <description><![CDATA[ |
2376 | <description><![CDATA[ |
2364 | Holy_altars are altars for the various religions. Praying |
2377 | Holy_altars are altars for the various religions. Praying |
2365 | at a Holy_altar will make you a follower of that god, and |
2378 | at a Holy_altar will make you a follower of that god, and |
2366 | if you already follow that god, you may get some extra bonus. ]]> |
2379 | if you already follow that god, you may get some extra bonus.]]> |
2367 | </description> |
2380 | </description> |
2368 | <attribute arch="no_pick" value="1" type="fixed" /> |
2381 | <attribute arch="no_pick" value="1" type="fixed" /> |
2369 | <attribute arch="other_arch" editor="god name" type="string"> |
2382 | <attribute arch="other_arch" editor="god name" type="string"> |
2370 | The altar belongs to the god of the given name. Possible options for |
2383 | The altar belongs to the god of the given name. Possible options for |
2371 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2384 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2394 | Horns are very similar to rods. The difference is that horns regenerate |
2407 | Horns are very similar to rods. The difference is that horns regenerate |
2395 | spellpoints faster and thus are more valuable than rods. |
2408 | spellpoints faster and thus are more valuable than rods. |
2396 | <br><br> |
2409 | <br><br> |
2397 | A horn contains a spell. The player can use this spell by applying and |
2410 | A horn contains a spell. The player can use this spell by applying and |
2398 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2411 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2399 | used endlessly. ]]> |
2412 | used endlessly.]]> |
2400 | </description> |
2413 | </description> |
2401 | <use><![CDATA[ |
2414 | <use><![CDATA[ |
2402 | Horns are powerful due to their fast recharge rate. They should |
2415 | Horns are powerful due to their fast recharge rate. They should |
2403 | never contain high level attacking spells. Even curing/healing spells |
2416 | never contain high level attacking spells. Even curing/healing spells |
2404 | are almost too good on a horn. ]]> |
2417 | are almost too good on a horn.]]> |
2405 | </use> |
2418 | </use> |
2406 | <attribute arch="sp" editor="spell" type="spell"> |
2419 | <attribute arch="sp" editor="spell" type="spell"> |
2407 | Sets the <spell> of the horn. Consider twice before handing out any |
2420 | Sets the <spell> of the horn. Consider twice before handing out any |
2408 | horns to players, since they can be used endlessly without any mana cost! |
2421 | horns to players, since they can be used endlessly without any mana cost! |
2409 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2422 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2435 | <!--####################################################################--> |
2448 | <!--####################################################################--> |
2436 | <type number="73" name="Inorganic"> |
2449 | <type number="73" name="Inorganic"> |
2437 | <description><![CDATA[ |
2450 | <description><![CDATA[ |
2438 | Inorganic materials are generally used as ingredients for |
2451 | Inorganic materials are generally used as ingredients for |
2439 | alchemical receipes. By themselves, they have no special |
2452 | alchemical receipes. By themselves, they have no special |
2440 | functionalities. ]]> |
2453 | functionalities.]]> |
2441 | </description> |
2454 | </description> |
2442 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2455 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2443 | </attribute> |
2456 | </attribute> |
2444 | <section name="resistance"> |
2457 | &resistances_basic; |
2445 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2446 | </attribute> |
|
|
2447 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2448 | </attribute> |
|
|
2449 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2450 | </attribute> |
|
|
2451 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2452 | </attribute> |
|
|
2453 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2454 | </attribute> |
|
|
2455 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2456 | </attribute> |
|
|
2457 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2458 | </attribute> |
|
|
2459 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2460 | </attribute> |
|
|
2461 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2462 | </attribute> |
|
|
2463 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2464 | </attribute> |
|
|
2465 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2466 | </attribute> |
|
|
2467 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2468 | </attribute> |
|
|
2469 | </section> |
|
|
2470 | </type> |
2458 | </type> |
2471 | |
2459 | |
2472 | <!--####################################################################--> |
2460 | <!--####################################################################--> |
2473 | <type number="64" name="Inventory Checker"> |
2461 | <type number="64" name="Inventory Checker"> |
2474 | <ignore> |
2462 | <ignore> |
… | |
… | |
2483 | <br><br> |
2471 | <br><br> |
2484 | Alternatively, you can set your inv. checker to block all players |
2472 | Alternatively, you can set your inv. checker to block all players |
2485 | that do/don't carry the matching object. |
2473 | that do/don't carry the matching object. |
2486 | <br><br> |
2474 | <br><br> |
2487 | As you can see, inv. checkers are quite powerful, holding a |
2475 | As you can see, inv. checkers are quite powerful, holding a |
2488 | great variety of possibilities. ]]> |
2476 | great variety of possibilities.]]> |
2489 | </description> |
2477 | </description> |
2490 | <use><![CDATA[ |
2478 | <use><![CDATA[ |
2491 | Putting a check_inventory space in front of a gate (one below) and |
2479 | Putting a check_inventory space in front of a gate (one below) and |
2492 | one on the opposite side works reasonably well as a control mechanism. |
2480 | one on the opposite side works reasonably well as a control mechanism. |
2493 | Unlike the key/door-combo, this one works infinite since it is |
2481 | Unlike the key/door-combo, this one works infinite since it is |
2494 | independant from map reset. Use it to put a "structure" into your |
2482 | independant from map reset. Use it to put a "structure" into your |
2495 | maps: Player must solve area A to gain access to area B. This concept |
2483 | maps: Player must solve area A to gain access to area B. This concept |
2496 | can be found in nearly every RPG - simple but effective. ]]> |
2484 | can be found in nearly every RPG - simple but effective.]]> |
2497 | </use> |
2485 | </use> |
2498 | <attribute arch="no_pick" value="1" type="fixed" /> |
2486 | <attribute arch="no_pick" value="1" type="fixed" /> |
2499 | <attribute arch="slaying" editor="match key string" type="string"> |
2487 | <attribute arch="slaying" editor="match key string" type="string"> |
2500 | This string specifies the object we are looking for: We have a match |
2488 | This string specifies the object we are looking for: We have a match |
2501 | if the player does/don't carry a key object or a mark with identical |
2489 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2517 | </attribute> |
2505 | </attribute> |
2518 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2506 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2519 | Enabled means having that object is a match. |
2507 | Enabled means having that object is a match. |
2520 | Disabled means not having that object is a match. |
2508 | Disabled means not having that object is a match. |
2521 | </attribute> |
2509 | </attribute> |
2522 | <attribute arch="connected" editor="connection" type="int"> |
2510 | <attribute arch="connected" editor="connection" type="string"> |
2523 | Whenever the inventory checker is triggered, all objects with identical |
2511 | Whenever the inventory checker is triggered, all objects with identical |
2524 | <connection> value get activated. This only makes sense together with |
2512 | <connection> value get activated. This only makes sense together with |
2525 | <blocking passage> disabled. |
2513 | <blocking passage> disabled. |
2526 | </attribute> |
2514 | </attribute> |
2527 | &movement_types_terrain; |
2515 | &movement_types_terrain; |
… | |
… | |
2577 | <!--####################################################################--> |
2565 | <!--####################################################################--> |
2578 | <type number="60" name="Jewel"> |
2566 | <type number="60" name="Jewel"> |
2579 | <description><![CDATA[ |
2567 | <description><![CDATA[ |
2580 | Items of the type Gold & Jewels are handled like a currency. |
2568 | Items of the type Gold & Jewels are handled like a currency. |
2581 | Unlike for any other type of item, in shops, the buy- and selling |
2569 | Unlike for any other type of item, in shops, the buy- and selling |
2582 | prices differ only marginally. ]]> |
2570 | prices differ only marginally.]]> |
2583 | </description> |
2571 | </description> |
2584 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2572 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2585 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2573 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2586 | This text may describe the object. |
2574 | This text may describe the object. |
2587 | </attribute> |
2575 | </attribute> |
… | |
… | |
2589 | |
2577 | |
2590 | <!--####################################################################--> |
2578 | <!--####################################################################--> |
2591 | <type number="24" name="Key"> |
2579 | <type number="24" name="Key"> |
2592 | <description><![CDATA[ |
2580 | <description><![CDATA[ |
2593 | When carrying a key, a normal door can be opened. The key will |
2581 | When carrying a key, a normal door can be opened. The key will |
2594 | disappear. ]]> |
2582 | disappear.]]> |
2595 | </description> |
2583 | </description> |
2596 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2584 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2597 | A godgiven item vanishes as soon as the player |
2585 | A godgiven item vanishes as soon as the player |
2598 | drops it to the ground. |
2586 | drops it to the ground. |
2599 | </attribute> |
2587 | </attribute> |
… | |
… | |
2604 | <ignore> |
2592 | <ignore> |
2605 | <ignore_list name="non_pickable" /> |
2593 | <ignore_list name="non_pickable" /> |
2606 | </ignore> |
2594 | </ignore> |
2607 | <description><![CDATA[ |
2595 | <description><![CDATA[ |
2608 | A locked door can be opened only when carrying |
2596 | A locked door can be opened only when carrying |
2609 | the appropriate special key. ]]> |
2597 | the appropriate special key.]]> |
2610 | </description> |
2598 | </description> |
2611 | <use><![CDATA[ |
2599 | <use><![CDATA[ |
2612 | If you want to create a locked door that cannot be opened (no key), |
2600 | If you want to create a locked door that cannot be opened (no key), |
2613 | set a <key string> like "no_key_available". This will clearify things |
2601 | set a <key string> like "no_key_available". This will clearify things |
2614 | and only a fool would create a key matching that string. |
2602 | and only a fool would create a key matching that string. |
… | |
… | |
2616 | Door-objects can not only be used for "doors". In many maps these |
2604 | Door-objects can not only be used for "doors". In many maps these |
2617 | are used with all kinds of faces/names, especially often as |
2605 | are used with all kinds of faces/names, especially often as |
2618 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2606 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2619 | There you have magic forces (door objects) put under certain artifact |
2607 | There you have magic forces (door objects) put under certain artifact |
2620 | items. To get your hands on the artifacts, you need to bring up the |
2608 | items. To get your hands on the artifacts, you need to bring up the |
2621 | appropriate quest items (key objects). ]]> |
2609 | appropriate quest items (key objects).]]> |
2622 | </use> |
2610 | </use> |
2623 | <attribute arch="move_type" value="0" type="fixed" /> |
2611 | <attribute arch="move_type" value="0" type="fixed" /> |
2624 | <attribute arch="no_pick" value="1" type="fixed" /> |
2612 | <attribute arch="no_pick" value="1" type="fixed" /> |
2625 | <attribute arch="slaying" editor="key string" type="string"> |
2613 | <attribute arch="slaying" editor="key string" type="string"> |
2626 | The <key string> in the door must be identical with the |
2614 | The <key string> in the door must be identical with the |
2627 | <key string> in the special key, then the door is unlocked. |
2615 | <key string> in the special key, then the door is unlocked. |
2628 | It is VERY important to set the <key string> to something that |
2616 | It is VERY important to set the <key string> to something that |
2629 | is unique among the CF mapset. |
2617 | is unique among the Deliantra mapset. |
2630 | |
2618 | |
2631 | DONT EVER USE the default string "set_individual_value". |
2619 | DONT EVER USE the default string "set_individual_value". |
2632 | </attribute> |
2620 | </attribute> |
2633 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2621 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2634 | Restricting the use of spells to pass this door. |
2622 | Restricting the use of spells to pass this door. |
… | |
… | |
2653 | <ignore> |
2641 | <ignore> |
2654 | <ignore_list name="system_object" /> |
2642 | <ignore_list name="system_object" /> |
2655 | </ignore> |
2643 | </ignore> |
2656 | <description><![CDATA[ |
2644 | <description><![CDATA[ |
2657 | Magic_ears trigger a connected value |
2645 | Magic_ears trigger a connected value |
2658 | when the player speaks a specific keyword. ]]> |
2646 | when the player speaks a specific keyword.]]> |
2659 | </description> |
2647 | </description> |
2660 | <use><![CDATA[ |
2648 | <use><![CDATA[ |
2661 | Whenever you put magic_ears on your maps, make sure there are |
2649 | Whenever you put magic_ears on your maps, make sure there are |
2662 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2650 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2663 | something like a gate that is opened by speaking "open" or |
2651 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2665 | <br><br> |
2653 | <br><br> |
2666 | Magic_ears are typically used for interaction with NPCs. You |
2654 | Magic_ears are typically used for interaction with NPCs. You |
2667 | can create the impression that the NPC actually *does* something |
2655 | can create the impression that the NPC actually *does* something |
2668 | according to his conversation with a player. Mostly this means |
2656 | according to his conversation with a player. Mostly this means |
2669 | 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 |
2670 | creative here. ]]> |
2658 | creative here.]]> |
2671 | </use> |
2659 | </use> |
2672 | <attribute arch="no_pick" value="1" type="fixed" /> |
2660 | <attribute arch="no_pick" value="1" type="fixed" /> |
2673 | <attribute arch="connected" editor="connection" type="int"> |
2661 | <attribute arch="connected" editor="connection" type="string"> |
2674 | The Magic_ear will trigger all objects with the |
2662 | The Magic_ear will trigger all objects with the |
2675 | same connection value, every time it is activated. |
2663 | same connection value, every time it is activated. |
2676 | </attribute> |
2664 | </attribute> |
2677 | <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"> |
2678 | This textfield contains the keyword-matching-syntax. The text should |
2666 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2697 | Magic walls can contain any spell. However, some spells do not |
2685 | Magic walls can contain any spell. However, some spells do not |
2698 | operate very successfully in them. The only way to know is to test |
2686 | operate very successfully in them. The only way to know is to test |
2699 | the spell you want to use with a wall. |
2687 | the spell you want to use with a wall. |
2700 | <br><br> |
2688 | <br><br> |
2701 | Several types of magical walls are predefined for you in the |
2689 | Several types of magical walls are predefined for you in the |
2702 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2690 | archetypes, and can be found on the "connected" Pickmap.]]> |
2703 | </description> |
2691 | </description> |
2704 | <use><![CDATA[ |
2692 | <use><![CDATA[ |
2705 | Spellcasting walls pose an interesting alternative to monsters. |
2693 | Spellcasting walls pose an interesting alternative to monsters. |
2706 | Usually they are set to be undestroyable. Thus, while monsters |
2694 | Usually they are set to be undestroyable. Thus, while monsters |
2707 | in a map can be cleared out, the magic walls remain. Low level |
2695 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2718 | walls' spell(s). |
2706 | walls' spell(s). |
2719 | <br><br> |
2707 | <br><br> |
2720 | It is possible to make walls rotate when triggered. But that is so |
2708 | It is possible to make walls rotate when triggered. But that is so |
2721 | confusing (and useless IMHO) that I did not mention it above. You |
2709 | confusing (and useless IMHO) that I did not mention it above. You |
2722 | can find a working example on the map |
2710 | can find a working example on the map |
2723 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2711 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2724 | </use> |
2712 | </use> |
2725 | <attribute arch="dam" editor="spell" type="spell"> |
2713 | <attribute arch="dam" editor="spell" type="spell"> |
2726 | The magic wall will cast this <spell>. |
2714 | The magic wall will cast this <spell>. |
2727 | </attribute> |
2715 | </attribute> |
2728 | <attribute arch="level" editor="spell level" type="int"> |
2716 | <attribute arch="level" editor="spell level" type="int"> |
2729 | 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" |
2730 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2718 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2731 | 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 |
2732 | to meet the overall difficulty of your map. |
2720 | to meet the overall difficulty of your map. |
2733 | </attribute> |
2721 | </attribute> |
2734 | <attribute arch="connected" editor="connection" type="int"> |
2722 | <attribute arch="connected" editor="connection" type="string"> |
2735 | Every time the <connection> value is triggered, the wall will cast |
2723 | Every time the <connection> value is triggered, the wall will cast |
2736 | 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 |
2737 | have much visible effect. |
2725 | have much visible effect. |
2738 | </attribute> |
2726 | </attribute> |
2739 | &activate_on; |
2727 | &activate_on; |
… | |
… | |
2768 | A magic wall of high <armour class> is less likely to get hit from |
2756 | A magic wall of high <armour class> is less likely to get hit from |
2769 | an opponent. <armour class> can be considered the "counterpiece" |
2757 | an opponent. <armour class> can be considered the "counterpiece" |
2770 | to <weapon class>. |
2758 | to <weapon class>. |
2771 | </attribute> |
2759 | </attribute> |
2772 | </section> |
2760 | </section> |
2773 | <section name="resistance"> |
2761 | &resistances_basic; |
2774 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2775 | </attribute> |
|
|
2776 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2777 | </attribute> |
|
|
2778 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2779 | </attribute> |
|
|
2780 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2781 | </attribute> |
|
|
2782 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2783 | </attribute> |
|
|
2784 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2785 | </attribute> |
|
|
2786 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2787 | </attribute> |
|
|
2788 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2789 | </attribute> |
|
|
2790 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2791 | </attribute> |
|
|
2792 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2793 | </attribute> |
|
|
2794 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2795 | </attribute> |
|
|
2796 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2797 | </attribute> |
|
|
2798 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2799 | </attribute> |
|
|
2800 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2801 | </attribute> |
|
|
2802 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2803 | </attribute> |
|
|
2804 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2805 | </attribute> |
|
|
2806 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2807 | </attribute> |
|
|
2808 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2809 | </attribute> |
|
|
2810 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2811 | </attribute> |
|
|
2812 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2813 | </attribute> |
|
|
2814 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2815 | </attribute> |
|
|
2816 | </section> |
|
|
2817 | </type> |
2762 | </type> |
2818 | |
2763 | |
2819 | <!--####################################################################--> |
2764 | <!--####################################################################--> |
2820 | <type number="55" name="Marker"> |
2765 | <type number="55" name="Marker"> |
2821 | <ignore> |
2766 | <ignore> |
… | |
… | |
2826 | player stepping on it. This force does nothing except containing a |
2771 | player stepping on it. This force does nothing except containing a |
2827 | <key string> which can be discovered by detectors or inventory |
2772 | <key string> which can be discovered by detectors or inventory |
2828 | checkers. It is also possible to use markers for removing marks again. |
2773 | checkers. It is also possible to use markers for removing marks again. |
2829 | <br><br> |
2774 | <br><br> |
2830 | Note that the player has no possibility to "see" his own marks, |
2775 | Note that the player has no possibility to "see" his own marks, |
2831 | except by the effect that they cause on the maps. ]]> |
2776 | except by the effect that they cause on the maps.]]> |
2832 | </description> |
2777 | </description> |
2833 | <use><![CDATA[ |
2778 | <use><![CDATA[ |
2834 | Markers hold real cool possibilities for map-making. I encourage |
2779 | Markers hold real cool possibilities for map-making. I encourage |
2835 | you to use them frequently. However there is one negative point |
2780 | you to use them frequently. However there is one negative point |
2836 | about markers: Players don't "see" what's going on with them. It is |
2781 | about markers: Players don't "see" what's going on with them. It is |
2837 | your task, as map-creator, to make sure the player is always well |
2782 | your task, as map-creator, to make sure the player is always well |
2838 | informed and never confused. |
2783 | informed and never confused. |
2839 | <br><br> |
2784 | <br><br> |
2840 | Please avoid infinite markers when they aren't needed. They're |
2785 | Please avoid infinite markers when they aren't needed. They're |
2841 | using a little space in the player file after all, so if there |
2786 | using a little space in the player file after all, so if there |
2842 | is no real purpose, set an expire time. ]]> |
2787 | is no real purpose, set an expire time.]]> |
2843 | </use> |
2788 | </use> |
2844 | <attribute arch="no_pick" value="1" type="fixed" /> |
2789 | <attribute arch="no_pick" value="1" type="fixed" /> |
2845 | <attribute arch="slaying" editor="key string" type="string"> |
2790 | <attribute arch="slaying" editor="key string" type="string"> |
2846 | The <key string> can be detected by inv. checkers/detectors. |
2791 | The <key string> can be detected by inv. checkers/detectors. |
2847 | If the player already has a force with that <key string>, |
2792 | If the player already has a force with that <key string>, |
2848 | there won't be inserted a second one. |
2793 | there won't be inserted a second one. |
2849 | </attribute> |
2794 | </attribute> |
2850 | <attribute arch="connected" editor="connection" type="int"> |
2795 | <attribute arch="connected" editor="connection" type="string"> |
2851 | When the detector is triggered, all objects with the same |
2796 | When the detector is triggered, all objects with the same |
2852 | connection value get activated. |
2797 | connection value get activated. |
2853 | </attribute> |
2798 | </attribute> |
2854 | <attribute arch="speed" editor="marking speed" type="float"> |
2799 | <attribute arch="speed" editor="marking speed" type="float"> |
2855 | The <marking speed> defines how quickly it will mark something |
2800 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2893 | When a player picks an item from a shop and attempts to |
2838 | When a player picks an item from a shop and attempts to |
2894 | walk over the shop mat, the item's selling-price is automatically |
2839 | walk over the shop mat, the item's selling-price is automatically |
2895 | subtracted from the player's money. |
2840 | subtracted from the player's money. |
2896 | <br><br> |
2841 | <br><br> |
2897 | For money, always use the default arches. |
2842 | For money, always use the default arches. |
2898 | Don't modify them. ]]> |
2843 | Don't modify them.]]> |
2899 | </description> |
2844 | </description> |
2900 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2845 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2901 | </type> |
2846 | </type> |
2902 | |
2847 | |
2903 | <!--####################################################################--> |
2848 | <!--####################################################################--> |
… | |
… | |
2918 | Monsters can behave in various kinds of ways. |
2863 | Monsters can behave in various kinds of ways. |
2919 | They can be aggressive, attacking the player. Or peaceful, |
2864 | They can be aggressive, attacking the player. Or peaceful, |
2920 | helping the player - maybe joining him as pet. |
2865 | helping the player - maybe joining him as pet. |
2921 | The unagressive creatures who communicate with players are |
2866 | The unagressive creatures who communicate with players are |
2922 | usually called "NPCs" (Non Player Character), a well-known |
2867 | usually called "NPCs" (Non Player Character), a well-known |
2923 | term in role-play environments. ]]> |
2868 | term in role-play environments.]]> |
2924 | </description> |
2869 | </description> |
2925 | <use><![CDATA[ |
2870 | <use><![CDATA[ |
2926 | Monsters play a central role in most maps. Choosing the right |
2871 | Monsters play a central role in most maps. Choosing the right |
2927 | combination of monsters for your map is vital: |
2872 | combination of monsters for your map is vital: |
2928 | <UL> |
2873 | <UL> |
… | |
… | |
2953 | can use. |
2898 | can use. |
2954 | </UL> |
2899 | </UL> |
2955 | I know it's impossible to make the perfectly balanced map. There's always |
2900 | I know it's impossible to make the perfectly balanced map. There's always |
2956 | some part which is found too easy or too hard for a certain kind of player. |
2901 | some part which is found too easy or too hard for a certain kind of player. |
2957 | Just give it your best shot. And listen to feedback from players if you |
2902 | Just give it your best shot. And listen to feedback from players if you |
2958 | receive some. :-) ]]> |
2903 | receive some. :-)]]> |
2959 | </use> |
2904 | </use> |
2960 | <attribute arch="alive" value="1" type="fixed" /> |
2905 | <attribute arch="alive" value="1" type="fixed" /> |
2961 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2906 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2962 | When the monster is killed, items from the treasurelist will |
2907 | When the monster is killed, items from the treasurelist will |
2963 | drop to the ground. This is a common way to reward players |
2908 | drop to the ground. This is a common way to reward players |
2964 | for killing (masses of) monsters. |
2909 | for killing (masses of) monsters. |
2965 | |
2910 | |
2966 | Note that you can always put items into the monster's |
2911 | Note that you can always put items into the monster's |
2967 | inventory. Those will drop-at-kill just like the stuff |
2912 | inventory. Those will drop-at-kill just like the stuff |
2968 | from the <treasurelist>. |
2913 | from the <treasurelist>. |
|
|
2914 | </attribute> |
|
|
2915 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
2916 | Set this flag to move treasure items created into the environment (map) |
|
|
2917 | instead of putting them into the object. |
2969 | </attribute> |
2918 | </attribute> |
2970 | <attribute arch="level" editor="level" type="int"> |
2919 | <attribute arch="level" editor="level" type="int"> |
2971 | A monster's <level> is the most important attribute. |
2920 | A monster's <level> is the most important attribute. |
2972 | <level> affects the power of a monster in various ways. |
2921 | <level> affects the power of a monster in various ways. |
2973 | </attribute> |
2922 | </attribute> |
… | |
… | |
3020 | </attribute> |
2969 | </attribute> |
3021 | <attribute arch="carrying" editor="carries weight" type="int"> |
2970 | <attribute arch="carrying" editor="carries weight" type="int"> |
3022 | If a monster has something in the inventory, this |
2971 | If a monster has something in the inventory, this |
3023 | value can be set to reflect the slowdown due to |
2972 | value can be set to reflect the slowdown due to |
3024 | the carried weight. |
2973 | the carried weight. |
|
|
2974 | </attribute> |
|
|
2975 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
2976 | Set this flag to indicate that this monster is precious, i.e. |
|
|
2977 | it should not be lightly destroyed. This is most useful on pets and |
|
|
2978 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
2979 | and will try to save them when the player logs out. |
3025 | </attribute> |
2980 | </attribute> |
3026 | |
2981 | |
3027 | <section name="melee"> |
2982 | <section name="melee"> |
3028 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2983 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3029 | This number is a bitmask, specifying the monster's attacktypes |
2984 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3201 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3156 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3202 | Monsters which <stand still> won't move to leave their position. |
3157 | Monsters which <stand still> won't move to leave their position. |
3203 | When agressive, they will attack all enemies who get close to |
3158 | When agressive, they will attack all enemies who get close to |
3204 | them. This behaviour is commonly known from castle guards. |
3159 | them. This behaviour is commonly known from castle guards. |
3205 | |
3160 | |
3206 | In older versions of Crossfire it was possible to eventually |
3161 | In older versions of Deliantra it was possible to eventually |
3207 | push a <stand still>-monster out of position by force. |
3162 | push a <stand still>-monster out of position by force. |
3208 | I believe this is no longer possible. Neverthless, you should |
3163 | I believe this is no longer possible. Neverthless, you should |
3209 | still be cautious when lining up <stand still>-monster in order |
3164 | still be cautious when lining up <stand still>-monster in order |
3210 | to "defend" something: Such monsters are rather easy to kill. |
3165 | to "defend" something: Such monsters are rather easy to kill. |
3211 | It's good for low level maps, but not much more. |
3166 | It's good for low level maps, but not much more. |
… | |
… | |
3247 | When the monster's health points drop below this percentage |
3202 | When the monster's health points drop below this percentage |
3248 | (relative to max health), it attempts to run away from the |
3203 | (relative to max health), it attempts to run away from the |
3249 | attacker. |
3204 | attacker. |
3250 | </attribute> |
3205 | </attribute> |
3251 | </section> |
3206 | </section> |
3252 | |
3207 | &resistances_basic; |
3253 | <section name="resistance"> |
|
|
3254 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3255 | </attribute> |
|
|
3256 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3257 | </attribute> |
|
|
3258 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3259 | </attribute> |
|
|
3260 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3261 | </attribute> |
|
|
3262 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3263 | </attribute> |
|
|
3264 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3265 | </attribute> |
|
|
3266 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3267 | </attribute> |
|
|
3268 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3269 | </attribute> |
|
|
3270 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3271 | </attribute> |
|
|
3272 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3273 | </attribute> |
|
|
3274 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3275 | </attribute> |
|
|
3276 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3277 | </attribute> |
|
|
3278 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3279 | </attribute> |
|
|
3280 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3281 | </attribute> |
|
|
3282 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3283 | </attribute> |
|
|
3284 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3285 | </attribute> |
|
|
3286 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3287 | </attribute> |
|
|
3288 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3289 | </attribute> |
|
|
3290 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3291 | </attribute> |
|
|
3292 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3293 | </attribute> |
|
|
3294 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3295 | </attribute> |
|
|
3296 | </section> |
|
|
3297 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3208 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3298 | </attribute> |
3209 | </attribute> |
3299 | </type> |
3210 | </type> |
3300 | |
3211 | |
3301 | <!--####################################################################--> |
3212 | <!--####################################################################--> |
… | |
… | |
3306 | <attribute arch="name_pl" /> |
3217 | <attribute arch="name_pl" /> |
3307 | <attribute arch="nrof" /> |
3218 | <attribute arch="nrof" /> |
3308 | <attribute arch="value" /> |
3219 | <attribute arch="value" /> |
3309 | <attribute arch="unpaid" /> |
3220 | <attribute arch="unpaid" /> |
3310 | </ignore> |
3221 | </ignore> |
3311 | <description><![CDATA[ |
3222 | <description> |
3312 | A grimreaper is a monster that vanishes after it did some number of |
3223 | A grimreaper is a monster that vanishes after it did some number of |
3313 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3224 | draining attacks. |
3314 | </description> |
3225 | </description> |
3315 | <section name="grimreaper"> |
3226 | <section name="grimreaper"> |
3316 | <attribute arch="value" editor="attacks" type="int"> |
3227 | <attribute arch="value" editor="attacks" type="int"> |
3317 | The object vanishes after this number of draining attacks. |
3228 | The object vanishes after this number of draining attacks. |
3318 | </attribute> |
3229 | </attribute> |
… | |
… | |
3326 | </ignore> |
3237 | </ignore> |
3327 | <description><![CDATA[ |
3238 | <description><![CDATA[ |
3328 | As the name implies, mood floors can change the "mood" of |
3239 | As the name implies, mood floors can change the "mood" of |
3329 | a monsters/NPC. For example, an unagressive monster could be |
3240 | a monsters/NPC. For example, an unagressive monster could be |
3330 | turned mad to start attacking. Similar, an agressive monster |
3241 | turned mad to start attacking. Similar, an agressive monster |
3331 | could be calmed. ]]> |
3242 | could be calmed.]]> |
3332 | </description> |
3243 | </description> |
3333 | <use><![CDATA[ |
3244 | <use><![CDATA[ |
3334 | Mood floors are absolutely cool for NPC interaction. To make an |
3245 | Mood floors are absolutely cool for NPC interaction. To make an |
3335 | unaggressive monster/NPC attack, put a creator with "other_arch |
3246 | unaggressive monster/NPC attack, put a creator with "other_arch |
3336 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3247 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3340 | it directly to a magic_ear. Then the player speaks a keyword like |
3251 | it directly to a magic_ear. Then the player speaks a keyword like |
3341 | "help me" - and the NPC joins him as pet. |
3252 | "help me" - and the NPC joins him as pet. |
3342 | <br><br> |
3253 | <br><br> |
3343 | (Of course you must always give clear hints about keywords! |
3254 | (Of course you must always give clear hints about keywords! |
3344 | And there is no reason why you couldn't use a button/lever/pedestal |
3255 | And there is no reason why you couldn't use a button/lever/pedestal |
3345 | etc. instead of a magic_ear.) ]]> |
3256 | etc. instead of a magic_ear.)]]> |
3346 | </use> |
3257 | </use> |
3347 | <attribute arch="no_pick" value="1" type="fixed" /> |
3258 | <attribute arch="no_pick" value="1" type="fixed" /> |
3348 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3259 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3349 | <mood> is used to determine what will happen to the |
3260 | <mood> is used to determine what will happen to the |
3350 | monster when affected by the mood floor: |
3261 | monster when affected by the mood floor: |
… | |
… | |
3360 | <mood> 'charm': Turns monster into a pet of person |
3271 | <mood> 'charm': Turns monster into a pet of person |
3361 | who triggers the square. This setting is not |
3272 | who triggers the square. This setting is not |
3362 | enabled for continous operation, you need to |
3273 | enabled for continous operation, you need to |
3363 | insert a <connection> value! |
3274 | insert a <connection> value! |
3364 | </attribute> |
3275 | </attribute> |
3365 | <attribute arch="connected" editor="connection" type="int"> |
3276 | <attribute arch="connected" editor="connection" type="string"> |
3366 | This should only be set in combination with <mood number> 4. |
3277 | This should only be set in combination with <mood number> 4. |
3367 | 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 |
3368 | step on it. But charming (monster -> pet) is too powerful, |
3279 | step on it. But charming (monster -> pet) is too powerful, |
3369 | so it needs to be activated. |
3280 | so it needs to be activated. |
3370 | |
3281 | |
… | |
… | |
3394 | can monsters. Motion is involuntary. Additionally, players or |
3305 | can monsters. Motion is involuntary. Additionally, players or |
3395 | monsters can be "frozen" while ontop of movers so that they MUST |
3306 | monsters can be "frozen" while ontop of movers so that they MUST |
3396 | move along a chain of them. |
3307 | move along a chain of them. |
3397 | <br><br> |
3308 | <br><br> |
3398 | Multisquare monsters can be moved as well, given |
3309 | Multisquare monsters can be moved as well, given |
3399 | enough space. Movers are usually invisible. ]]> |
3310 | enough space. Movers are usually invisible.]]> |
3400 | </description> |
3311 | </description> |
3401 | <use><![CDATA[ |
3312 | <use><![CDATA[ |
3402 | NEVER EVER consider a mover being unpassable in the backwards |
3313 | NEVER EVER consider a mover being unpassable in the backwards |
3403 | direction. Setting "forced movement" makes it seemingly impossible |
3314 | direction. Setting "forced movement" makes it seemingly impossible |
3404 | but there is still a trick: One player can push a second player |
3315 | but there is still a trick: One player can push a second player |
… | |
… | |
3411 | cannot be discovered with the show_invisible spell. |
3322 | cannot be discovered with the show_invisible spell. |
3412 | <br><br> |
3323 | <br><br> |
3413 | Note that Movers and Directors are seperate objects, even though |
3324 | Note that Movers and Directors are seperate objects, even though |
3414 | they look and act similar. Directors only do spells/missiles, |
3325 | they look and act similar. Directors only do spells/missiles, |
3415 | while movers only do living creatures (depending on how it |
3326 | while movers only do living creatures (depending on how it |
3416 | is set: monsters and players). ]]> |
3327 | is set: monsters and players).]]> |
3417 | </use> |
3328 | </use> |
3418 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3329 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3419 | If forced movement is enabled, the mover "freezes" anyone it |
3330 | If forced movement is enabled, the mover "freezes" anyone it |
3420 | moves (so they are forced to move along a chain). |
3331 | moves (so they are forced to move along a chain). |
3421 | For players there is no way to escape this forced movement, |
3332 | For players there is no way to escape this forced movement, |
… | |
… | |
3473 | <ignore_list name="non_pickable" /> |
3384 | <ignore_list name="non_pickable" /> |
3474 | </ignore> |
3385 | </ignore> |
3475 | <description><![CDATA[ |
3386 | <description><![CDATA[ |
3476 | Pedestals are designed to detect certain types of living objects. |
3387 | Pedestals are designed to detect certain types of living objects. |
3477 | When a predefined type of living creature steps on the pedestal, the |
3388 | When a predefined type of living creature steps on the pedestal, the |
3478 | connected value is triggered. ]]> |
3389 | connected value is triggered.]]> |
3479 | </description> |
3390 | </description> |
3480 | <use><![CDATA[ |
3391 | <use><![CDATA[ |
3481 | If you want to create a place where only players of a certain race |
3392 | If you want to create a place where only players of a certain race |
3482 | can enter, put a teleporter over your pedestal. So the teleporter is |
3393 | can enter, put a teleporter over your pedestal. So the teleporter is |
3483 | only activated for players of the matching race. Do not use gates, |
3394 | only activated for players of the matching race. Do not use gates, |
3484 | because many other players could sneak in. If you put powerful |
3395 | because many other players could sneak in. If you put powerful |
3485 | artifacts into such places, generally set "startequip 1", so that |
3396 | artifacts into such places, generally set "startequip 1", so that |
3486 | they are preserved for that one race and can't be traded to others. ]]> |
3397 | they are preserved for that one race and can't be traded to others.]]> |
3487 | </use> |
3398 | </use> |
3488 | <attribute arch="no_pick" value="1" type="fixed" /> |
3399 | <attribute arch="no_pick" value="1" type="fixed" /> |
3489 | <attribute arch="slaying" editor="match race" type="string"> |
3400 | <attribute arch="slaying" editor="match race" type="string"> |
3490 | the <match race> defines the object we're looking for. If <match race> |
3401 | the <match race> defines the object we're looking for. If <match race> |
3491 | matches the monster's or the player's race, we have a match. |
3402 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3494 | |
3405 | |
3495 | 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 |
3496 | 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 |
3497 | but not for monsters. |
3408 | but not for monsters. |
3498 | </attribute> |
3409 | </attribute> |
3499 | <attribute arch="connected" editor="connection" type="int"> |
3410 | <attribute arch="connected" editor="connection" type="string"> |
3500 | When the pedestal is triggered, all objects with the same |
3411 | When the pedestal is triggered, all objects with the same |
3501 | connection value get activated. |
3412 | connection value get activated. |
3502 | </attribute> |
3413 | </attribute> |
3503 | &move_on; |
3414 | &move_on; |
3504 | </type> |
3415 | </type> |
… | |
… | |
3509 | <ignore_list name="non_pickable" /> |
3420 | <ignore_list name="non_pickable" /> |
3510 | </ignore> |
3421 | </ignore> |
3511 | <description><![CDATA[ |
3422 | <description><![CDATA[ |
3512 | Pits are holes, transporting the player when he walks (and falls) into them. |
3423 | Pits are holes, transporting the player when he walks (and falls) into them. |
3513 | A speciality about pits is that they don't transport the player to |
3424 | A speciality about pits is that they don't transport the player to |
3514 | the exact destination, but within a two-square radius of the destination |
3425 | the exact destination, but within a configurable radius of the destination |
3515 | (never on blocked squares).<br> |
3426 | (never on blocked squares).<br> |
3516 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3427 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3517 | Monsters and items are affected by pits just as well as players. |
3428 | Monsters and items are affected by pits just as well as players. |
3518 | Even multipart monsters can fall through them, given enough space. ]]> |
3429 | Even multipart monsters can fall through them, given enough space.]]> |
3519 | </description> |
3430 | </description> |
3520 | <use><![CDATA[ |
3431 | <use><![CDATA[ |
3521 | Pits can add interesting effects to your map. When using them, make |
3432 | Pits can add interesting effects to your map. When using them, make |
3522 | sure to use them in a "logical way": Pits should always drop the |
3433 | sure to use them in a "logical way": Pits should always drop the |
3523 | player to some kind of lower level. They should not be used to |
3434 | player to some kind of lower level. They should not be used to |
3524 | randomly interconnect maps like teleporters do. ]]> |
3435 | randomly interconnect maps like teleporters do.]]> |
3525 | </use> |
3436 | </use> |
3526 | <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"> |
|
|
3439 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3440 | </attribute> |
3527 | <attribute arch="connected" editor="connection" type="int"> |
3441 | <attribute arch="connected" editor="connection" type="string"> |
3528 | 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 |
3529 | by activating the connection. |
3443 | by activating the connection. |
3530 | </attribute> |
3444 | </attribute> |
3531 | &activate_on; |
3445 | &activate_on; |
3532 | <attribute arch="hp" editor="destination X" type="int"> |
3446 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3552 | |
3466 | |
3553 | <!--####################################################################--> |
3467 | <!--####################################################################--> |
3554 | <type number="7" name="Poison Food"> |
3468 | <type number="7" name="Poison Food"> |
3555 | <description><![CDATA[ |
3469 | <description><![CDATA[ |
3556 | When eating, the player's stomache is drained by 1/4 of food. |
3470 | When eating, the player's stomache is drained by 1/4 of food. |
3557 | If his food drops to zero, the player might even die. ]]> |
3471 | If his food drops to zero, the player might even die.]]> |
3558 | </description> |
3472 | </description> |
3559 | </type> |
3473 | </type> |
3560 | |
3474 | |
3561 | <!--####################################################################--> |
3475 | <!--####################################################################--> |
3562 | <type number="5" name="Potion"> |
3476 | <type number="5" name="Potion"> |
3563 | <description><![CDATA[ |
3477 | <description><![CDATA[ |
3564 | The player can drink these and gain various kinds of benefits |
3478 | The player can drink these and gain various kinds of benefits |
3565 | (/penalties) by doing so. ]]> |
3479 | (/penalties) by doing so.]]> |
3566 | </description> |
3480 | </description> |
3567 | <use><![CDATA[ |
3481 | <use><![CDATA[ |
3568 | One potion should never give multiple benefits at once. ]]> |
3482 | One potion should never give multiple benefits at once.]]> |
3569 | </use> |
3483 | </use> |
3570 | <attribute arch="level" editor="potion level" type="int"> |
3484 | <attribute arch="level" editor="potion level" type="int"> |
3571 | If the potion contains a spell, the spell is cast at this level. |
3485 | If the potion contains a spell, the spell is cast at this level. |
3572 | For other potions it should be set at least to 1. |
3486 | For other potions it should be set at least to 1. |
3573 | </attribute> |
3487 | </attribute> |
… | |
… | |
3591 | </attribute> |
3505 | </attribute> |
3592 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3506 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3593 | A godgiven item vanishes as soon as the player |
3507 | A godgiven item vanishes as soon as the player |
3594 | drops it to the ground. |
3508 | drops it to the ground. |
3595 | </attribute> |
3509 | </attribute> |
3596 | <section name="stats"> |
3510 | &player_stat_resist_sections; |
3597 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3598 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3599 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3600 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3601 | stats if positive. |
|
|
3602 | </attribute> |
|
|
3603 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3604 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3605 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3606 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3607 | stats if positive. |
|
|
3608 | </attribute> |
|
|
3609 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3610 | The player's constitution will rise/fall by the given value for permanent |
|
|
3611 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3612 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3613 | stats if positive. |
|
|
3614 | </attribute> |
|
|
3615 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3616 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3617 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3618 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3619 | stats if positive. |
|
|
3620 | </attribute> |
|
|
3621 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3622 | The player's power will rise/fall by the given value for permanent |
|
|
3623 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3624 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3625 | stats if positive. |
|
|
3626 | </attribute> |
|
|
3627 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3628 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3629 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3630 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3631 | stats if positive. |
|
|
3632 | </attribute> |
|
|
3633 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3634 | The player's charisma will rise/fall by the given value for permanent |
|
|
3635 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3636 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3637 | stats if positive. |
|
|
3638 | </attribute> |
|
|
3639 | </section> |
|
|
3640 | <section name="resistance"> |
|
|
3641 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3642 | The player's resistance to physical will rise by this value in percent |
|
|
3643 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3644 | add on the values from the player's equipment. |
|
|
3645 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3646 | </attribute> |
|
|
3647 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3648 | The player's resistance to magic will rise by this value in percent |
|
|
3649 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3650 | add on the values from the player's equipment. |
|
|
3651 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3652 | </attribute> |
|
|
3653 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3654 | The player's resistance to fire will rise by this value in percent |
|
|
3655 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3656 | add on the values from the player's equipment. |
|
|
3657 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3658 | </attribute> |
|
|
3659 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3660 | The player's resistance to electricity will rise by this value in percent |
|
|
3661 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3662 | add on the values from the player's equipment. |
|
|
3663 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3664 | </attribute> |
|
|
3665 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3666 | The player's resistance to cold will rise by this value in percent |
|
|
3667 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3668 | add on the values from the player's equipment. |
|
|
3669 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3670 | </attribute> |
|
|
3671 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3672 | The player's resistance to acid will rise by this value in percent |
|
|
3673 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3674 | add on the values from the player's equipment. |
|
|
3675 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3676 | </attribute> |
|
|
3677 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3678 | The player's resistance to confusion will rise by this value in percent |
|
|
3679 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3680 | add on the values from the player's equipment. |
|
|
3681 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3682 | </attribute> |
|
|
3683 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3684 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3685 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3686 | add on the values from the player's equipment. |
|
|
3687 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3688 | </attribute> |
|
|
3689 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3690 | The player's resistance to paralyze will rise by this value in percent |
|
|
3691 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3692 | add on the values from the player's equipment. |
|
|
3693 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3694 | </attribute> |
|
|
3695 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3696 | The player's resistance to draining will rise by this value in percent |
|
|
3697 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3698 | add on the values from the player's equipment. |
|
|
3699 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3700 | </attribute> |
|
|
3701 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3702 | The player's resistance to depletion will rise by this value in percent |
|
|
3703 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3704 | add on the values from the player's equipment. |
|
|
3705 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3706 | </attribute> |
|
|
3707 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3708 | The player's resistance to poison will rise by this value in percent |
|
|
3709 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3710 | add on the values from the player's equipment. |
|
|
3711 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3712 | </attribute> |
|
|
3713 | </section> |
|
|
3714 | </type> |
3511 | </type> |
3715 | |
3512 | |
3716 | <!--####################################################################--> |
3513 | <!--####################################################################--> |
3717 | <type number="156" name="Power Crystal"> |
3514 | <type number="156" name="Power Crystal"> |
3718 | <description><![CDATA[ |
3515 | <description><![CDATA[ |
3719 | Power crystals can store a player's mana: |
3516 | Power crystals can store a player's mana: |
3720 | When the player applies the crystal with full mana, half of |
3517 | When the player applies the crystal with full mana, half of |
3721 | it flows into the crystal. When the player applies it with |
3518 | it flows into the crystal. When the player applies it with |
3722 | lacking mana, the crystal replenishes the player's mana. ]]> |
3519 | lacking mana, the crystal replenishes the player's mana.]]> |
3723 | </description> |
3520 | </description> |
3724 | <attribute arch="sp" editor="initial mana" type="int"> |
3521 | <attribute arch="sp" editor="initial mana" type="int"> |
3725 | <initial mana> is the amount of spellpoints that the |
3522 | <initial mana> is the amount of spellpoints that the |
3726 | crystal holds when the map is loaded. |
3523 | crystal holds when the map is loaded. |
3727 | </attribute> |
3524 | </attribute> |
… | |
… | |
3739 | Projectiles like arrows/crossbow bolts are used as ammunition |
3536 | Projectiles like arrows/crossbow bolts are used as ammunition |
3740 | for shooting weapons. |
3537 | for shooting weapons. |
3741 | <br><br> |
3538 | <br><br> |
3742 | It's very easy to add new pairs of weapons & projectiles. |
3539 | It's very easy to add new pairs of weapons & projectiles. |
3743 | Just set matching <ammunition class> both for shooting |
3540 | Just set matching <ammunition class> both for shooting |
3744 | weapon and projectile. ]]> |
3541 | weapon and projectile.]]> |
3745 | </description> |
3542 | </description> |
3746 | <use><![CDATA[ |
3543 | <use><![CDATA[ |
3747 | If you want to create new kinds of projectiles, you could |
3544 | If you want to create new kinds of projectiles, you could |
3748 | add an alchemical receipe to create these. |
3545 | add an alchemical receipe to create these. |
3749 | |
3546 | |
3750 | Don't create new pairs of weapons & projectiles unless |
3547 | Don't create new pairs of weapons & projectiles unless |
3751 | they really fullfill a useful purpose. In fact, even bows |
3548 | they really fullfill a useful purpose. In fact, even bows |
3752 | and crossbows are rarely ever used. ]]> |
3549 | and crossbows are rarely ever used.]]> |
3753 | </use> |
3550 | </use> |
3754 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3551 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3755 | This number is a bitmask, specifying the projectile's attacktypes. |
3552 | This number is a bitmask, specifying the projectile's attacktypes. |
3756 | Attacktypes are: physical, magical, fire, cold.. etc. |
3553 | Attacktypes are: physical, magical, fire, cold.. etc. |
3757 | This works identical to melee weapons. Note that shooting |
3554 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3819 | <type number="70" name="Ring"> |
3616 | <type number="70" name="Ring"> |
3820 | <import_type name="Amulet" /> |
3617 | <import_type name="Amulet" /> |
3821 | <description><![CDATA[ |
3618 | <description><![CDATA[ |
3822 | Rings are worn on the hands - one ring each. |
3619 | Rings are worn on the hands - one ring each. |
3823 | Wearing rings, the object's stats will directly be inherited to |
3620 | Wearing rings, the object's stats will directly be inherited to |
3824 | the player. Usually enhancing his spellcasting potential. ]]> |
3621 | the player. Usually enhancing his spellcasting potential.]]> |
3825 | </description> |
3622 | </description> |
3826 | <use><![CDATA[ |
3623 | <use><![CDATA[ |
3827 | When you create an artifact ring, never forget that players can |
3624 | When you create an artifact ring, never forget that players can |
3828 | wear <B>two</B> rings! Due to that it is extremely important to |
3625 | wear <B>two</B> rings! Due to that it is extremely important to |
3829 | keep rings in balance with the game. |
3626 | keep rings in balance with the game. |
3830 | <br><br> |
3627 | <br><br> |
3831 | Also keep in mind that rings are generally the wizard's tools. |
3628 | Also keep in mind that rings are generally the wizard's tools. |
3832 | They should primarily grant bonuses to spellcasting abilities |
3629 | They should primarily grant bonuses to spellcasting abilities |
3833 | and non-physical resistances. ]]> |
3630 | and non-physical resistances.]]> |
3834 | </use> |
3631 | </use> |
3835 | </type> |
3632 | </type> |
3836 | |
3633 | |
3837 | <!--####################################################################--> |
3634 | <!--####################################################################--> |
3838 | <type number="3" name="Rod"> |
3635 | <type number="3" name="Rod"> |
… | |
… | |
3841 | </ignore> |
3638 | </ignore> |
3842 | <description><![CDATA[ |
3639 | <description><![CDATA[ |
3843 | A rod contains a spell. The player can use this spell by applying and |
3640 | A rod contains a spell. The player can use this spell by applying and |
3844 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3641 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3845 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3642 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3846 | used endlessly. ]]> |
3643 | used endlessly.]]> |
3847 | </description> |
3644 | </description> |
3848 | <use><![CDATA[ |
3645 | <use><![CDATA[ |
3849 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3646 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3850 | to be used for that purpose. Though, potions are expensive and only good for |
3647 | to be used for that purpose. Though, potions are expensive and only good for |
3851 | one-time-use.<br> ]]> |
3648 | one-time-use.<br>]]> |
3852 | </use> |
3649 | </use> |
3853 | <attribute arch="sp" editor="spell" type="spell"> |
3650 | <attribute arch="sp" editor="spell" type="spell"> |
3854 | Sets the <spell> of the rod. Consider twice before handing out special |
3651 | Sets the <spell> of the rod. Consider twice before handing out special |
3855 | rods to players, since they can be used endlessly without any mana cost! |
3652 | rods to players, since they can be used endlessly without any mana cost! |
3856 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3653 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3896 | Runes hit any monster or person who steps on them for 'dam' damage in |
3693 | Runes hit any monster or person who steps on them for 'dam' damage in |
3897 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3694 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3898 | and will cast this spell when it detonates. Yet another kind is the |
3695 | and will cast this spell when it detonates. Yet another kind is the |
3899 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3696 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3900 | <br><br> |
3697 | <br><br> |
3901 | Many runes are already defined in the archetypes. ]]> |
3698 | Many runes are already defined in the archetypes.]]> |
3902 | </description> |
3699 | </description> |
3903 | <use><![CDATA[ |
3700 | <use><![CDATA[ |
3904 | Avoid monsters stepping on your runes. For example, summoning runes |
3701 | Avoid monsters stepping on your runes. For example, summoning runes |
3905 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3702 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3906 | </use> |
3703 | </use> |
3907 | <attribute arch="no_pick" value="1" type="fixed" /> |
3704 | <attribute arch="no_pick" value="1" type="fixed" /> |
3908 | &move_on; |
3705 | &move_on; |
3909 | <attribute arch="level" editor="rune level" type="int"> |
3706 | <attribute arch="level" editor="rune level" type="int"> |
3910 | This value sets the level the rune will cast the spell it contains at, |
3707 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3978 | <ignore_list name="non_pickable" /> |
3775 | <ignore_list name="non_pickable" /> |
3979 | </ignore> |
3776 | </ignore> |
3980 | <description><![CDATA[ |
3777 | <description><![CDATA[ |
3981 | When the player applies a savebed, he is not only saved. Both his |
3778 | When the player applies a savebed, he is not only saved. Both his |
3982 | respawn-after-death and his word-of-recall positions are pointing |
3779 | respawn-after-death and his word-of-recall positions are pointing |
3983 | to the last-applied savebed. ]]> |
3780 | to the last-applied savebed.]]> |
3984 | </description> |
3781 | </description> |
3985 | <use><![CDATA[ |
3782 | <use><![CDATA[ |
3986 | Put savebed locations in towns, do not put them into dungeons. |
3783 | Put savebed locations in towns, do not put them into dungeons. |
3987 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3784 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3988 | That means: |
3785 | That means: |
3989 | <UL> |
3786 | <UL> |
3990 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3787 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3991 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3788 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3992 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3789 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3993 | players get trapped in a savebed location. |
3790 | players get trapped in a savebed location. |
3994 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3791 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3995 | arch called "dungeon_magic" everywhere). This is not required, |
3792 | arch called "dungeon_magic" everywhere). This is not required, |
3996 | but it makes the place much more safe. |
3793 | but it makes the place much more safe. |
3997 | </UL> ]]> |
3794 | </UL>]]> |
3998 | </use> |
3795 | </use> |
3999 | <attribute arch="no_pick" value="1" type="fixed" /> |
3796 | <attribute arch="no_pick" value="1" type="fixed" /> |
4000 | <attribute arch="no_magic" value="1" type="fixed" /> |
3797 | <attribute arch="no_magic" value="1" type="fixed" /> |
4001 | <attribute arch="damned" value="1" type="fixed" /> |
3798 | <attribute arch="damned" value="1" type="fixed" /> |
4002 | </type> |
3799 | </type> |
… | |
… | |
4009 | <description><![CDATA[ |
3806 | <description><![CDATA[ |
4010 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3807 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
4011 | scrolls require a certain literacy skill to read successfully. |
3808 | scrolls require a certain literacy skill to read successfully. |
4012 | Accordingly, for a successful reading, a small amount of |
3809 | Accordingly, for a successful reading, a small amount of |
4013 | experience is gained. Scrolls allow only one time usage, but |
3810 | experience is gained. Scrolls allow only one time usage, but |
4014 | usually they are sold in bulks. ]]> |
3811 | usually they are sold in bulks.]]> |
4015 | </description> |
3812 | </description> |
4016 | <use><![CDATA[ |
3813 | <use><![CDATA[ |
4017 | For low level quests, scrolls of healing/curing-spells |
3814 | For low level quests, scrolls of healing/curing-spells |
4018 | can be a nice reward. At higher levels, scrolls become less |
3815 | can be a nice reward. At higher levels, scrolls become less |
4019 | and less useful. ]]> |
3816 | and less useful.]]> |
4020 | </use> |
3817 | </use> |
4021 | <attribute arch="level" editor="casting level" type="int"> |
3818 | <attribute arch="level" editor="casting level" type="int"> |
4022 | The spell of the scroll will be casted at this level. |
3819 | The spell of the scroll will be casted at this level. |
4023 | This value should always be set, at least to 1. |
3820 | This value should always be set, at least to 1. |
4024 | </attribute> |
3821 | </attribute> |
… | |
… | |
4036 | <type number="33" name="Shield"> |
3833 | <type number="33" name="Shield"> |
4037 | <import_type name="Amulet" /> |
3834 | <import_type name="Amulet" /> |
4038 | <description><![CDATA[ |
3835 | <description><![CDATA[ |
4039 | Wearing a shield, the object's stats will directly be inherited to |
3836 | Wearing a shield, the object's stats will directly be inherited to |
4040 | the player. Shields usually provide good defense, only surpassed |
3837 | the player. Shields usually provide good defense, only surpassed |
4041 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3838 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
4042 | </description> |
3839 | </description> |
4043 | <use><![CDATA[ |
3840 | <use><![CDATA[ |
4044 | Feel free to create your own special artifacts. However, it is very |
3841 | Feel free to create your own special artifacts. However, it is very |
4045 | important that you keep your artifact in balance with existing maps. ]]> |
3842 | important that you keep your artifact in balance with existing maps.]]> |
4046 | </use> |
3843 | </use> |
4047 | <attribute arch="magic" editor="magic bonus" type="int"> |
3844 | <attribute arch="magic" editor="magic bonus" type="int"> |
4048 | <magic bonus> works just like ac, except that it can be improved by |
3845 | <magic bonus> works just like ac, except that it can be improved by |
4049 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3846 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
4050 | than direct armour-class bonus on the shield. |
3847 | than direct armour-class bonus on the shield. |
… | |
… | |
4059 | wielded both at the same time. Like with any other equipment, |
3856 | wielded both at the same time. Like with any other equipment, |
4060 | stats/bonuses from shooting weapons are directly inherited to the player. |
3857 | stats/bonuses from shooting weapons are directly inherited to the player. |
4061 | <br><br> |
3858 | <br><br> |
4062 | It's very easy to add new pairs of weapons & projectiles. |
3859 | It's very easy to add new pairs of weapons & projectiles. |
4063 | Just set matching <ammunition class> both for shooting |
3860 | Just set matching <ammunition class> both for shooting |
4064 | weapon and projectile. ]]> |
3861 | weapon and projectile.]]> |
4065 | </description> |
3862 | </description> |
4066 | <use><![CDATA[ |
3863 | <use><![CDATA[ |
4067 | Shooting weapons should not add bonuses in general. There's already |
3864 | Shooting weapons should not add bonuses in general. There's already |
4068 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3865 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4069 | Shooting weapons should especially not add bonuses to the player |
3866 | Shooting weapons should especially not add bonuses to the player |
4070 | that have nothing to do with schooting. A Wisdom bonus on a bow |
3867 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4071 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
3868 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4072 | - still crap. ]]> |
3869 | - still crap.]]> |
4073 | </use> |
3870 | </use> |
4074 | <attribute arch="race" editor="ammunition class" type="string"> |
3871 | <attribute arch="race" editor="ammunition class" type="string"> |
4075 | Only projectiles with matching <ammunition class> can be fired |
3872 | Only projectiles with matching <ammunition class> can be fired |
4076 | with this weapon. For normal bows set "arrows", for normal |
3873 | with this weapon. For normal bows set "arrows", for normal |
4077 | crossbows set "crossbow bolts". |
3874 | crossbows set "crossbow bolts". |
… | |
… | |
4106 | amount of <item power>, depending on their own level. This is the |
3903 | amount of <item power>, depending on their own level. This is the |
4107 | only way to prevent low level players to wear "undeserved" equipment |
3904 | only way to prevent low level players to wear "undeserved" equipment |
4108 | (like gifts from other players or cheated items). |
3905 | (like gifts from other players or cheated items). |
4109 | |
3906 | |
4110 | It is very important to adjust the <item power> value carefully |
3907 | It is very important to adjust the <item power> value carefully |
4111 | for every artifact you create! If zero/unset, the CF server will |
3908 | for every artifact you create! If zero/unset, the Deliantra server will |
4112 | calculate a provisional value at runtime, but this is never |
3909 | calculate a provisional value at runtime, but this is never |
4113 | going to be an accurate measurement of <item power>. |
3910 | going to be an accurate measurement of <item power>. |
4114 | </attribute> |
3911 | </attribute> |
4115 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3912 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4116 | Usually the player's strentgh takes effect on the damage |
3913 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4198 | These items are all flagged as unpaid. |
3995 | These items are all flagged as unpaid. |
4199 | When a player drops an item onto shop floor, the item becomes |
3996 | When a player drops an item onto shop floor, the item becomes |
4200 | unpaid and the player receives payment according to the item's |
3997 | unpaid and the player receives payment according to the item's |
4201 | selling-value. |
3998 | selling-value. |
4202 | Shopfloor always prevents magic (To hinder players from burning |
3999 | Shopfloor always prevents magic (To hinder players from burning |
4203 | or freezing the goods). ]]> |
4000 | or freezing the goods).]]> |
4204 | </description> |
4001 | </description> |
4205 | <use><![CDATA[ |
4002 | <use><![CDATA[ |
4206 | Tile your whole shop-interior space which shop floor. |
4003 | Tile your whole shop-interior space which shop floor. |
4207 | (That assures players receive payment for dropping items). |
4004 | (That assures players receive payment for dropping items). |
4208 | Place shop mats to enter/leave the shop, and make sure |
4005 | Place shop mats to enter/leave the shop, and make sure |
4209 | there is no other exit than the shop mat. ]]> |
4006 | there is no other exit than the shop mat.]]> |
4210 | </use> |
4007 | </use> |
4211 | <attribute arch="is_floor" value="1" type="fixed" /> |
4008 | <attribute arch="is_floor" value="1" type="fixed" /> |
4212 | <attribute arch="no_pick" value="1" type="fixed" /> |
4009 | <attribute arch="no_pick" value="1" type="fixed" /> |
4213 | <attribute arch="no_magic" value="1" type="fixed" /> |
4010 | <attribute arch="no_magic" value="1" type="fixed" /> |
4214 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4011 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4248 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4045 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4249 | or -destinations. When stepping onto a shopmat the player gets beamed |
4046 | or -destinations. When stepping onto a shopmat the player gets beamed |
4250 | to the nearest other mat. If the player has unpaid items in his |
4047 | to the nearest other mat. If the player has unpaid items in his |
4251 | inventory, the price gets charged from his coins automatically. |
4048 | inventory, the price gets charged from his coins automatically. |
4252 | If the player has insufficient coins to buy his unpaid items, he |
4049 | If the player has insufficient coins to buy his unpaid items, he |
4253 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4050 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4254 | </description> |
4051 | </description> |
4255 | <use><![CDATA[ |
4052 | <use><![CDATA[ |
4256 | As stated above, always place TWO shop mats into your shop. |
4053 | As stated above, always place TWO shop mats into your shop. |
4257 | Not more and not less than that. ]]> |
4054 | Not more and not less than that.]]> |
4258 | </use> |
4055 | </use> |
4259 | <attribute arch="no_pick" value="1" type="fixed" /> |
4056 | <attribute arch="no_pick" value="1" type="fixed" /> |
4260 | &move_on; |
4057 | &move_on; |
4261 | </type> |
4058 | </type> |
4262 | |
4059 | |
… | |
… | |
4267 | </ignore> |
4064 | </ignore> |
4268 | <description><![CDATA[ |
4065 | <description><![CDATA[ |
4269 | The purpose of a sign or magic_mouth is to display a certain message to |
4066 | The purpose of a sign or magic_mouth is to display a certain message to |
4270 | the player. There are three ways to have the player get this message: |
4067 | the player. There are three ways to have the player get this message: |
4271 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4068 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4272 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4069 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4273 | </description> |
4070 | </description> |
4274 | <use><![CDATA[ |
4071 | <use><![CDATA[ |
4275 | 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 |
4276 | 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 |
4277 | hints about hidden secrets/dangers. Place signs to provide the player |
4074 | hints about hidden secrets/dangers. Place signs to provide the player |
4278 | 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.]]> |
4279 | </use> |
4076 | </use> |
4280 | <attribute arch="connected" editor="connection" type="int"> |
4077 | <attribute arch="connected" editor="connection" type="string"> |
4281 | 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 |
4282 | the connection is triggered. This should be used in combination with |
4079 | the connection is triggered. This should be used in combination with |
4283 | <invisible> enabled and <activate by walking/flying> disabled. |
4080 | <invisible> enabled and <activate by walking/flying> disabled. |
4284 | 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 |
4285 | printed to one player, but all players on the current map. |
4082 | printed to one player, but all players on the current map. |
… | |
… | |
4302 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4099 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4303 | This text will be displayed to the player. |
4100 | This text will be displayed to the player. |
4304 | </attribute> |
4101 | </attribute> |
4305 | </type> |
4102 | </type> |
4306 | |
4103 | |
|
|
4104 | <type number="150" name="Shop Inventory"> |
|
|
4105 | <ignore> |
|
|
4106 | <ignore_list name="non_pickable" /> |
|
|
4107 | </ignore> |
|
|
4108 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4109 | </description> |
|
|
4110 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4111 | </use> |
|
|
4112 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4113 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4114 | the map that will be searched for unpaid items. |
|
|
4115 | </attribute> |
|
|
4116 | </type> |
|
|
4117 | |
4307 | <!--####################################################################--> |
4118 | <!--####################################################################--> |
4308 | <type number="43" name="Skill"> |
4119 | <type number="43" name="Skill"> |
4309 | <ignore> |
4120 | <ignore> |
4310 | <ignore_list name="system_object" /> |
4121 | <ignore_list name="system_object" /> |
4311 | </ignore> |
4122 | </ignore> |
4312 | <description><![CDATA[ |
4123 | <description><![CDATA[ |
4313 | Skills are objects which exist in the player/monster inventory. |
4124 | Skills are objects which exist in the player/monster inventory. |
4314 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4125 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4315 | are enabled for monster use however. ]]> |
4126 | are enabled for monster use however.]]> |
4316 | </description> |
4127 | </description> |
4317 | <use><![CDATA[ |
4128 | <use><![CDATA[ |
4318 | For mapmaking, Skill objects serve two purposes: |
4129 | For mapmaking, Skill objects serve two purposes: |
4319 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4130 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4320 | can be seen as the global skill definitions. A skill which doesn't |
4131 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4325 | </p><p> |
4136 | </p><p> |
4326 | Secondly, in order to enable monsters to use skills, you will need to |
4137 | Secondly, in order to enable monsters to use skills, you will need to |
4327 | copy default skill archtypes into the monsters' inventories. |
4138 | copy default skill archtypes into the monsters' inventories. |
4328 | You can even customize the skills by changing stats. It is not |
4139 | You can even customize the skills by changing stats. It is not |
4329 | recommended however, to use skills in your maps which are totally |
4140 | recommended however, to use skills in your maps which are totally |
4330 | unrelated to any predefined skill archtype.</p> ]]> |
4141 | unrelated to any predefined skill archtype.</p>]]> |
4331 | </use> |
4142 | </use> |
4332 | <attribute arch="invisible" value="1" type="fixed" /> |
4143 | <attribute arch="invisible" value="1" type="fixed" /> |
4333 | <attribute arch="no_drop" value="1" type="fixed" /> |
4144 | <attribute arch="no_drop" value="1" type="fixed" /> |
4334 | <attribute arch="skill" editor="skill name" type="string"> |
4145 | <attribute arch="skill" editor="skill name" type="string"> |
4335 | The <skill name> is used for matchings. When a usable |
4146 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4345 | expmul is 1, the player will get 500 added to that skill as well as |
4156 | expmul is 1, the player will get 500 added to that skill as well as |
4346 | 500 to their total. |
4157 | 500 to their total. |
4347 | </attribute> |
4158 | </attribute> |
4348 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4159 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4349 | The <skill type> defines the base functionality of the skill. |
4160 | The <skill type> defines the base functionality of the skill. |
4350 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4161 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4351 | create new skill types, but it requires a bit of server-coding. |
4162 | create new skill types, but it requires a bit of server-coding. |
4352 | </attribute> |
4163 | </attribute> |
4353 | <attribute arch="level" editor="level" type="int"> |
4164 | <attribute arch="level" editor="level" type="int"> |
4354 | </attribute> |
4165 | </attribute> |
4355 | <attribute arch="exp" editor="experience" type="int"> |
4166 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4364 | |
4175 | |
4365 | <!--####################################################################--> |
4176 | <!--####################################################################--> |
4366 | <type number="130" name="Skill Scroll"> |
4177 | <type number="130" name="Skill Scroll"> |
4367 | <description><![CDATA[ |
4178 | <description><![CDATA[ |
4368 | By reading a skill scroll, a player has a chance to learn the |
4179 | By reading a skill scroll, a player has a chance to learn the |
4369 | contained skill. ]]> |
4180 | contained skill.]]> |
4370 | </description> |
4181 | </description> |
4371 | <use><![CDATA[ |
4182 | <use><![CDATA[ |
4372 | Skill scrolls are very much sought for by players. Currently, |
4183 | Skill scrolls are very much sought for by players. Currently, |
4373 | all skill scrolls are sold in shops randomly, which is in fact not |
4184 | all skill scrolls are sold in shops randomly, which is in fact not |
4374 | a good system. It would be nice to have some cool quests with |
4185 | a good system. It would be nice to have some cool quests with |
4375 | skill scrolls rewarded at the end. ]]> |
4186 | skill scrolls rewarded at the end.]]> |
4376 | </use> |
4187 | </use> |
4377 | <attribute arch="race" value="scrolls" type="fixed" /> |
4188 | <attribute arch="race" value="scrolls" type="fixed" /> |
4378 | <attribute arch="skill" editor="skill name" type="string"> |
4189 | <attribute arch="skill" editor="skill name" type="string"> |
4379 | The <skill name> matches the skill object that can |
4190 | The <skill name> matches the skill object that can |
4380 | be learned from this scroll. |
4191 | be learned from this scroll. |
… | |
… | |
4390 | When carrying the appropriate special key, a locked door can |
4201 | When carrying the appropriate special key, a locked door can |
4391 | be opened. The key will dissapear. |
4202 | be opened. The key will dissapear. |
4392 | <br><br> |
4203 | <br><br> |
4393 | This object-type can also be used for "passport"-like items: |
4204 | This object-type can also be used for "passport"-like items: |
4394 | When walking onto an invetory checker, a gate for example might |
4205 | When walking onto an invetory checker, a gate for example might |
4395 | get opened. The "passport" will stay in the player's inventory. ]]> |
4206 | get opened. The "passport" will stay in the player's inventory.]]> |
4396 | </description> |
4207 | </description> |
4397 | <use><![CDATA[ |
4208 | <use><![CDATA[ |
4398 | How to make a "passport": You take the special key arch |
4209 | How to make a "passport": You take the special key arch |
4399 | (archetype name is "key2"), set the face to something like |
4210 | (archetype name is "key2"), set the face to something like |
4400 | card.111 and the name to "passport" - that's all. The <key string> |
4211 | card.111 and the name to "passport" - that's all. The <key string> |
4401 | certainly must match with the appropiate inventory checker. |
4212 | certainly must match with the appropiate inventory checker. |
4402 | <br><br> |
4213 | <br><br> |
4403 | Of course you can be creative with names and faces of |
4214 | Of course you can be creative with names and faces of |
4404 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4215 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4405 | (with appropriate faces) appear more interesting than just |
4216 | (with appropriate faces) appear more interesting than just |
4406 | a "strange key", or "passport". ]]> |
4217 | a "strange key", or "passport".]]> |
4407 | </use> |
4218 | </use> |
4408 | <attribute arch="slaying" editor="key string" type="string"> |
4219 | <attribute arch="slaying" editor="key string" type="string"> |
4409 | This string must be identical with the <key string> in the |
4220 | This string must be identical with the <key string> in the |
4410 | locked door, then it can be unlocked. It can also be used |
4221 | locked door, then it can be unlocked. It can also be used |
4411 | to trigger inventory checkers. |
4222 | to trigger inventory checkers. |
… | |
… | |
4446 | players can learn it by reading the book. Once learned, players |
4257 | players can learn it by reading the book. Once learned, players |
4447 | can use the spell as often as they like. With increasing skill level |
4258 | can use the spell as often as they like. With increasing skill level |
4448 | of the player, spells may gain power but also increase cost.<br> |
4259 | of the player, spells may gain power but also increase cost.<br> |
4449 | Monsters can use spells which are put in their inventory (provided |
4260 | Monsters can use spells which are put in their inventory (provided |
4450 | that certain "enabling" settings are correct). The monster's |
4261 | that certain "enabling" settings are correct). The monster's |
4451 | <treasurelist> can also be used to provide it with spells. ]]> |
4262 | <treasurelist> can also be used to provide it with spells.]]> |
4452 | </description> |
4263 | </description> |
4453 | <use><![CDATA[ |
4264 | <use><![CDATA[ |
4454 | A lot of the spells' settings can be tuned and customized. |
4265 | A lot of the spells' settings can be tuned and customized. |
4455 | When creating new spells which are accessible to players, it is |
4266 | When creating new spells which are accessible to players, it is |
4456 | important to think about balance. A single spell which is too |
4267 | important to think about balance. A single spell which is too |
4457 | powerful and/or too easy to use can eventually toss the whole skill |
4268 | powerful and/or too easy to use can eventually toss the whole skill |
4458 | and magic school system out of whack. Testing new spells is |
4269 | and magic school system out of whack. Testing new spells is |
4459 | quite important therefore. ]]> |
4270 | quite important therefore.]]> |
4460 | </use> |
4271 | </use> |
4461 | <attribute arch="no_drop" value="1" type="fixed" /> |
4272 | <attribute arch="no_drop" value="1" type="fixed" /> |
4462 | <attribute arch="invisible" value="1" type="fixed" /> |
4273 | <attribute arch="invisible" value="1" type="fixed" /> |
4463 | <attribute arch="skill" editor="skill name" type="string"> |
4274 | <attribute arch="skill" editor="skill name" type="string"> |
4464 | The <skill name> matches the skill which is needed |
4275 | The <skill name> matches the skill which is needed |
… | |
… | |
4496 | to read.<br><br> |
4307 | to read.<br><br> |
4497 | You can create widely customized spells only by adjusting the |
4308 | You can create widely customized spells only by adjusting the |
4498 | spell object in the spellbooks inventory. Refer to the description |
4309 | spell object in the spellbooks inventory. Refer to the description |
4499 | of spell objects for detailed information how to customize spells.<br> |
4310 | of spell objects for detailed information how to customize spells.<br> |
4500 | If you want to have a random spellbook instead, choose a <treasurelist> |
4311 | If you want to have a random spellbook instead, choose a <treasurelist> |
4501 | with a compilation of spells that the book may contain. ]]> |
4312 | with a compilation of spells that the book may contain.]]> |
4502 | </description> |
4313 | </description> |
4503 | <use><![CDATA[ |
4314 | <use><![CDATA[ |
4504 | Don't put any of the godgiven spells into a spellbook! These are |
4315 | Don't put any of the godgiven spells into a spellbook! These are |
4505 | reserved for the followers of the appropriate cults. Handing them |
4316 | reserved for the followers of the appropriate cults. Handing them |
4506 | out in a spellbook would violate the balance between different religions. |
4317 | out in a spellbook would violate the balance between different religions. |
4507 | <br><br> |
4318 | <br><br> |
4508 | Note that there is no fundamental difference between the spellbooks |
4319 | Note that there is no fundamental difference between the spellbooks |
4509 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4320 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4510 | even praying). The difference lies only in the spells they contain. |
4321 | even praying). The difference lies only in the spells they contain. |
4511 | It is up to you, the mapmaker, to pick the right type of book |
4322 | It is up to you, the mapmaker, to pick the right type of book |
4512 | for your spells. ]]> |
4323 | for your spells.]]> |
4513 | </use> |
4324 | </use> |
4514 | <attribute arch="skill" value="literacy" type="fixed" /> |
4325 | <attribute arch="skill" value="literacy" type="fixed" /> |
4515 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4326 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4516 | There are two ways to put spells into a spellbook: |
4327 | There are two ways to put spells into a spellbook: |
4517 | 1. Put a spell object in the books inventory. In this case, |
4328 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4536 | </ignore> |
4347 | </ignore> |
4537 | <description><![CDATA[ |
4348 | <description><![CDATA[ |
4538 | Spinners change the direction of spell objects and other projectiles |
4349 | Spinners change the direction of spell objects and other projectiles |
4539 | that fly past. Unlike directors, it does make a difference from what |
4350 | that fly past. Unlike directors, it does make a difference from what |
4540 | angle you shoot into the spinner. The direction of objects flying past |
4351 | angle you shoot into the spinner. The direction of objects flying past |
4541 | is always changed by a certain degree. ]]> |
4352 | is always changed by a certain degree.]]> |
4542 | </description> |
4353 | </description> |
4543 | <use><![CDATA[ |
4354 | <use><![CDATA[ |
4544 | Spinners are very rarely used. I believe they are quite |
4355 | Spinners are very rarely used. I believe they are quite |
4545 | confusing and pointless. The only use I can think of is building |
4356 | confusing and pointless. The only use I can think of is building |
4546 | some puzzle about where to shoot into spinners to shoot somewhere you |
4357 | some puzzle about where to shoot into spinners to shoot somewhere you |
4547 | otherwise couldn't. |
4358 | otherwise couldn't. |
4548 | |
4359 | |
4549 | When placing spinners on a map with magic walls, make sure the spell- |
4360 | When placing spinners on a map with magic walls, make sure the spell- |
4550 | projectiles from magic walls don't get to fly in loops. ]]> |
4361 | projectiles from magic walls don't get to fly in loops.]]> |
4551 | </use> |
4362 | </use> |
4552 | <attribute arch="sp" editor="direction number" type="int"> |
4363 | <attribute arch="sp" editor="direction number" type="int"> |
4553 | The spinner will change the direction of flying objects by |
4364 | The spinner will change the direction of flying objects by |
4554 | 45 degrees per <direction number>. Negative values spin clockwise, |
4365 | 45 degrees per <direction number>. Negative values spin clockwise, |
4555 | positive values counter clockwise. |
4366 | positive values counter clockwise. |
… | |
… | |
4568 | Swamp areas show a special behaviour: |
4379 | Swamp areas show a special behaviour: |
4569 | When a player stands still on a swamp-square for too long, |
4380 | When a player stands still on a swamp-square for too long, |
4570 | he will start to sink in and eventually drown and die. |
4381 | he will start to sink in and eventually drown and die. |
4571 | Items dropped on the swamp sink in and dissapear. |
4382 | Items dropped on the swamp sink in and dissapear. |
4572 | Players with knowledge of the woodsman skill are a lot less likely |
4383 | Players with knowledge of the woodsman skill are a lot less likely |
4573 | to die in the swamp. ]]> |
4384 | to die in the swamp.]]> |
4574 | </description> |
4385 | </description> |
4575 | <attribute arch="is_floor" value="1" type="fixed" /> |
4386 | <attribute arch="is_floor" value="1" type="fixed" /> |
4576 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4387 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4577 | <attribute arch="speed" editor="drowning speed" type="float"> |
4388 | <attribute arch="speed" editor="drowning speed" type="float"> |
4578 | The higher the <drowning speed>, the faster will players and items |
4389 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4602 | different location. The main difference to the object-type exit |
4413 | different location. The main difference to the object-type exit |
4603 | is the possibility to have teleporters connected to levers/buttons/etc. |
4414 | is the possibility to have teleporters connected to levers/buttons/etc. |
4604 | Sometimes teleporters are activated even against the players will. |
4415 | Sometimes teleporters are activated even against the players will. |
4605 | <br><br> |
4416 | <br><br> |
4606 | Unlike exits, teleporters can also transfer items and |
4417 | Unlike exits, teleporters can also transfer items and |
4607 | monsters to different locations on the same map. ]]> |
4418 | monsters to different locations on the same map.]]> |
4608 | </description> |
4419 | </description> |
4609 | <use><![CDATA[ |
4420 | <use><![CDATA[ |
4610 | When creating maps, I guess sooner or later you'll want to have |
4421 | When creating maps, I guess sooner or later you'll want to have |
4611 | an invisible teleporter. If using "invisible 1", the teleporter |
4422 | an invisible teleporter. If using "invisible 1", the teleporter |
4612 | can still be discovered with the show_invisible spell. And in |
4423 | can still be discovered with the show_invisible spell. And in |
4613 | some cases you can't place it under the floor to prevent this. |
4424 | some cases you can't place it under the floor to prevent this. |
4614 | <br><br> |
4425 | <br><br> |
4615 | Fortunately, there is a cool trick to make a perfectly invisible |
4426 | Fortunately, there is a cool trick to make a perfectly invisible |
4616 | teleporter: You simply add teleporter functionality to the floor |
4427 | teleporter: You simply add teleporter functionality to the floor |
4617 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4428 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4618 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4429 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4619 | </use> |
4430 | </use> |
4620 | <attribute arch="slaying" editor="exit path" type="string"> |
4431 | <attribute arch="slaying" editor="exit path" type="string"> |
4621 | The exit path specifies the map that the player is transferred to. |
4432 | The exit path specifies the map that the player is transferred to. |
4622 | <exit path> can be an absolute path, beginning with '/' |
4433 | <exit path> can be an absolute path, beginning with '/' |
4623 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4434 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4659 | be transferred to the "default enter location" of the destined map. |
4470 | be transferred to the "default enter location" of the destined map. |
4660 | 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, |
4661 | 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 |
4662 | map-bugs. |
4473 | map-bugs. |
4663 | </attribute> |
4474 | </attribute> |
4664 | <attribute arch="connected" editor="connection" type="int"> |
4475 | <attribute arch="connected" editor="connection" type="string"> |
4665 | If a connection value is set, the teleporter will be activated |
4476 | If a connection value is set, the teleporter will be activated |
4666 | whenever the connection is triggered. To use this properly, |
4477 | whenever the connection is triggered. To use this properly, |
4667 | <activation speed> must be zero. |
4478 | <activation speed> must be zero. |
4668 | </attribute> |
4479 | </attribute> |
4669 | &activate_on; |
4480 | &activate_on; |
… | |
… | |
4684 | <type number="26" name="Timed Gate"> |
4495 | <type number="26" name="Timed Gate"> |
4685 | <ignore> |
4496 | <ignore> |
4686 | <ignore_list name="non_pickable" /> |
4497 | <ignore_list name="non_pickable" /> |
4687 | </ignore> |
4498 | </ignore> |
4688 | <description><![CDATA[ |
4499 | <description><![CDATA[ |
4689 | Gates play an important role in Crossfire. Gates can be opened |
4500 | Gates play an important role in Deliantra. Gates can be opened |
4690 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4501 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4691 | or carrying special key-objects (-> inventory checker). |
4502 | or carrying special key-objects (-> inventory checker). |
4692 | Unlike locked doors, gates can get shut again after a player has |
4503 | Unlike locked doors, gates can get shut again after a player has |
4693 | passed, which makes them more practical in many cases. Unlike normal |
4504 | passed, which makes them more practical in many cases. Unlike normal |
4694 | gates, timed gates open when triggered but automatically close again |
4505 | gates, timed gates open when triggered but automatically close again |
4695 | after some time.]]> |
4506 | after some time.]]> |
4696 | </description> |
4507 | </description> |
4697 | <use><![CDATA[ |
4508 | <use><![CDATA[ |
4698 | Use gates to divide your maps into separated areas. After solving |
4509 | Use gates to divide your maps into separated areas. After solving |
4699 | 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 |
4700 | maps more complex than "one-way". ]]> |
4511 | maps more complex than "one-way".]]> |
4701 | </use> |
4512 | </use> |
4702 | <attribute arch="no_pick" value="1" type="fixed" /> |
4513 | <attribute arch="no_pick" value="1" type="fixed" /> |
4703 | <attribute arch="connected" editor="connection" type="int"> |
4514 | <attribute arch="connected" editor="connection" type="string"> |
4704 | Whenever the inventory checker is triggered, all objects with identical |
4515 | Whenever the inventory checker is triggered, all objects with identical |
4705 | <connection> value get activated. This only makes sense together with |
4516 | <connection> value get activated. This only makes sense together with |
4706 | <blocking passage> disabled. If unset, the gate opens automatically |
4517 | <blocking passage> disabled. If unset, the gate opens automatically |
4707 | after some time. |
4518 | after some time. |
4708 | </attribute> |
4519 | </attribute> |
… | |
… | |
4745 | and generally have either a physical attack or trigger a reaction. |
4556 | and generally have either a physical attack or trigger a reaction. |
4746 | <br><br> |
4557 | <br><br> |
4747 | Traps hit any monster or person who steps on them for 'dam' damage in |
4558 | Traps hit any monster or person who steps on them for 'dam' damage in |
4748 | 'attacktype' attacktype and/or trigger a reaction. |
4559 | 'attacktype' attacktype and/or trigger a reaction. |
4749 | <br><br> |
4560 | <br><br> |
4750 | Many traps are already defined in the archetypes. ]]> |
4561 | Many traps are already defined in the archetypes.]]> |
4751 | </description> |
4562 | </description> |
4752 | <use><![CDATA[ |
4563 | <use><![CDATA[ |
4753 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4564 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4754 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4565 | off your lightning wall and pit trap is usually a bad idea.]]> |
4755 | </use> |
4566 | </use> |
4756 | <attribute arch="no_pick" value="1" type="fixed" /> |
4567 | <attribute arch="no_pick" value="1" type="fixed" /> |
4757 | &move_on; |
4568 | &move_on; |
4758 | <attribute arch="level" editor="trap level" type="int"> |
4569 | <attribute arch="level" editor="trap level" type="int"> |
4759 | Level effects how easily a trap may be found and disarmed, and |
4570 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4775 | </attribute> |
4586 | </attribute> |
4776 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4587 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4777 | This attribute defines what attacktype to use for direct damage when |
4588 | This attribute defines what attacktype to use for direct damage when |
4778 | the trap detonates. |
4589 | the trap detonates. |
4779 | </attribute> |
4590 | </attribute> |
4780 | <attribute arch="connected" editor="connection" type="int"> |
4591 | <attribute arch="connected" editor="connection" type="string"> |
4781 | When the trap is detonated, all objects with the same |
4592 | When the trap is detonated, all objects with the same |
4782 | connection value get activated. |
4593 | connection value get activated. |
4783 | </attribute> |
4594 | </attribute> |
4784 | <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"> |
4785 | When the trap detonates, this text is displayed to the |
4596 | When the trap detonates, this text is displayed to the |
… | |
… | |
4797 | Trapdoors are very similar to pits. The difference is that they |
4608 | Trapdoors are very similar to pits. The difference is that they |
4798 | can not be closed. Instead, the weight of the object on the |
4609 | can not be closed. Instead, the weight of the object on the |
4799 | trapdoor determines weither it slams the trapdoor open and falls through |
4610 | trapdoor determines weither it slams the trapdoor open and falls through |
4800 | or not.<br> |
4611 | or not.<br> |
4801 | Once a trapdoor has been opened (by a creature or items of sufficient |
4612 | Once a trapdoor has been opened (by a creature or items of sufficient |
4802 | weight,) it remains open, acting like an opened pit. ]]> |
4613 | weight,) it remains open, acting like an opened pit.]]> |
4803 | </description> |
4614 | </description> |
4804 | <use><![CDATA[ |
4615 | <use><![CDATA[ |
4805 | Trapdoors should be used in the same fashion as pits: |
4616 | Trapdoors should be used in the same fashion as pits: |
4806 | They should always drop the victims to some kind of lower level. They |
4617 | They should always drop the victims to some kind of lower level. They |
4807 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4618 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4808 | </use> |
4619 | </use> |
4809 | <attribute arch="no_pick" value="1" type="fixed" /> |
4620 | <attribute arch="no_pick" value="1" type="fixed" /> |
4810 | &move_on; |
4621 | &move_on; |
4811 | <attribute arch="weight" editor="hold weight" type="int"> |
4622 | <attribute arch="weight" editor="hold weight" type="int"> |
4812 | This value defines how much weight the trapdoor can hold. |
4623 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4838 | <attribute arch="value" /> |
4649 | <attribute arch="value" /> |
4839 | <attribute arch="material" /> |
4650 | <attribute arch="material" /> |
4840 | </ignore> |
4651 | </ignore> |
4841 | <description><![CDATA[ |
4652 | <description><![CDATA[ |
4842 | A treasure-object turns into certain randomitems when the map is loaded |
4653 | A treasure-object turns into certain randomitems when the map is loaded |
4843 | into the game. ]]> |
4654 | into the game.]]> |
4844 | </description> |
4655 | </description> |
4845 | <use><![CDATA[ |
4656 | <use><![CDATA[ |
4846 | About usage of the "random-artifact" treasurelist: |
4657 | About usage of the "random-artifact" treasurelist: |
4847 | This will generate powerful stuff like girdles, xray helmets, special |
4658 | This will generate powerful stuff like girdles, xray helmets, special |
4848 | swords etc. If you put this as reward to your quest, players might be |
4659 | swords etc. If you put this as reward to your quest, players might be |
4849 | motivated to do it more than once. BUT, by doing so they will get a huge |
4660 | motivated to do it more than once. BUT, by doing so they will get a huge |
4850 | number of different artifacts! Besides, players will always seek the place |
4661 | number of different artifacts! Besides, players will always seek the place |
4851 | with the most easy-to-get random artifact and ignore all others. |
4662 | with the most easy-to-get random artifact and ignore all others. |
4852 | My advice: Don't use it! Attract players with good fighting experience |
4663 | My advice: Don't use it! Attract players with good fighting experience |
4853 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4664 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4854 | </use> |
4665 | </use> |
4855 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4666 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4856 | This entry determines what kind of treasure will appear. Look into |
4667 | This entry determines what kind of treasure will appear. Look into |
4857 | /crossfire/share/crossfire/treasures for details about existing |
4668 | /crossfire/share/crossfire/treasures for details about existing |
4858 | treasurelists. |
4669 | treasurelists. |
… | |
… | |
4889 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4700 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4890 | <key string> which can be discovered by detectors or inventory |
4701 | <key string> which can be discovered by detectors or inventory |
4891 | checkers. It is also possible to use markers for removing marks again. |
4702 | checkers. It is also possible to use markers for removing marks again. |
4892 | <br><br> |
4703 | <br><br> |
4893 | Note that the player has no possibility to "see" his own marks, |
4704 | Note that the player has no possibility to "see" his own marks, |
4894 | except by the effect that they cause on the maps. ]]> |
4705 | except by the effect that they cause on the maps.]]> |
4895 | </description> |
4706 | </description> |
4896 | <use><![CDATA[ |
4707 | <use><![CDATA[ |
4897 | Markers hold real cool possibilities for map-making. I encourage |
4708 | Markers hold real cool possibilities for map-making. I encourage |
4898 | you to use them frequently. However there is one negative point |
4709 | you to use them frequently. However there is one negative point |
4899 | about markers: Players don't "see" what's going on with them. It is |
4710 | about markers: Players don't "see" what's going on with them. It is |
4900 | your task, as map-creator, to make sure the player is always well |
4711 | your task, as map-creator, to make sure the player is always well |
4901 | informed and never confused. |
4712 | informed and never confused. |
4902 | <br><br> |
4713 | <br><br> |
4903 | Please avoid infinite markers when they aren't needed. They're |
4714 | Please avoid infinite markers when they aren't needed. They're |
4904 | using a little space in the player file after all, so if there |
4715 | using a little space in the player file after all, so if there |
4905 | is no real purpose, set an expire time. ]]> |
4716 | is no real purpose, set an expire time.]]> |
4906 | </use> |
4717 | </use> |
4907 | <attribute arch="no_pick" value="1" type="fixed" /> |
4718 | <attribute arch="no_pick" value="1" type="fixed" /> |
4908 | <attribute arch="slaying" editor="key string" type="string"> |
4719 | <attribute arch="slaying" editor="key string" type="string"> |
4909 | The <key string> can be detected by inv. checkers/detectors. |
4720 | The <key string> can be detected by inv. checkers/detectors. |
4910 | If the player already has a force with that <key string>, |
4721 | If the player already has a force with that <key string>, |
4911 | there won't be inserted a second one. |
4722 | there won't be inserted a second one. |
4912 | </attribute> |
4723 | </attribute> |
4913 | <attribute arch="connected" editor="connection" type="int"> |
4724 | <attribute arch="connected" editor="connection" type="string"> |
4914 | 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. |
4915 | </attribute> |
4726 | </attribute> |
4916 | <attribute arch="food" editor="mark duration" type="int"> |
4727 | <attribute arch="food" editor="mark duration" type="int"> |
4917 | This value defines the duration of the force it inserts. |
4728 | This value defines the duration of the force it inserts. |
4918 | If nonzero, the duration of the player's mark is finite: |
4729 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4949 | <attribute arch="name_pl" /> |
4760 | <attribute arch="name_pl" /> |
4950 | <attribute arch="value" /> |
4761 | <attribute arch="value" /> |
4951 | <attribute arch="unpaid" /> |
4762 | <attribute arch="unpaid" /> |
4952 | </ignore> |
4763 | </ignore> |
4953 | <description><![CDATA[ |
4764 | <description><![CDATA[ |
4954 | Walls usually block passage and sight. ]]> |
4765 | Walls usually block passage and sight.]]> |
4955 | </description> |
4766 | </description> |
4956 | &movement_types_terrain; |
4767 | &movement_types_terrain; |
4957 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4768 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4958 | If set, the object is able to "roll", so it can be pushed around. |
4769 | If set, the object is able to "roll", so it can be pushed around. |
4959 | This setting is used for boulders and barrels. |
4770 | This setting is used for boulders and barrels. |
… | |
… | |
4972 | <type number="109" name="Wand & Staff"> |
4783 | <type number="109" name="Wand & Staff"> |
4973 | <description><![CDATA[ |
4784 | <description><![CDATA[ |
4974 | Wands contain a certain spell. The player can apply (ready) and |
4785 | Wands contain a certain spell. The player can apply (ready) and |
4975 | fire the wand. After a defined number of casts, the wand is |
4786 | fire the wand. After a defined number of casts, the wand is |
4976 | "used up". It is possible to recharge a wand with scrolls of |
4787 | "used up". It is possible to recharge a wand with scrolls of |
4977 | charging, but usually that isn't worth the cost. ]]> |
4788 | charging, but usually that isn't worth the cost.]]> |
4978 | </description> |
4789 | </description> |
4979 | <use><![CDATA[ |
4790 | <use><![CDATA[ |
4980 | Wands are quite seldomly used. The reason prolly is that they're |
4791 | Wands are quite seldomly used. The reason prolly is that they're |
4981 | generally not cost-efficient. Handing out high-level wands with |
4792 | generally not cost-efficient. Handing out high-level wands with |
4982 | powerful special spells isn't a good idea either, because of |
4793 | powerful special spells isn't a good idea either, because of |
4983 | the recharge ability. |
4794 | the recharge ability. |
4984 | <br><br> |
4795 | <br><br> |
4985 | For low levels, staffs of healing/cure and word of recall are |
4796 | For low levels, staffs of healing/cure and word of recall are |
4986 | quite desirable though. Ideal rewards for low level quests. ]]> |
4797 | quite desirable though. Ideal rewards for low level quests.]]> |
4987 | </use> |
4798 | </use> |
4988 | <attribute arch="sp" editor="spell" type="spell"> |
4799 | <attribute arch="sp" editor="spell" type="spell"> |
4989 | The <spell> specifies the contained spell. |
4800 | The <spell> specifies the contained spell. |
4990 | </attribute> |
4801 | </attribute> |
4991 | <attribute arch="level" editor="casting level" type="int"> |
4802 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
5016 | <ignore_list name="non_pickable" /> |
4827 | <ignore_list name="non_pickable" /> |
5017 | </ignore> |
4828 | </ignore> |
5018 | <description><![CDATA[ |
4829 | <description><![CDATA[ |
5019 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4830 | A weak wall is a breakable spot amidsts a solid wall. Typically |
5020 | these weak walls look similar to their solid "relatives" except |
4831 | these weak walls look similar to their solid "relatives" except |
5021 | for a small crack or little chunks of wall on the ground. ]]> |
4832 | for a small crack or little chunks of wall on the ground.]]> |
5022 | </description> |
4833 | </description> |
5023 | <use><![CDATA[ |
4834 | <use><![CDATA[ |
5024 | If you want to create hidden rooms, using weak walls is alot |
4835 | If you want to create hidden rooms, using weak walls is alot |
5025 | better than completely indiscernible passages in a wall.<br> |
4836 | better than completely indiscernible passages in a wall.<br> |
5026 | Anyways, there can be a lot more to weak walls than just finding |
4837 | Anyways, there can be a lot more to weak walls than just finding |
5027 | them: Rising their defensive stats, weak walls can become a |
4838 | them: Rising their defensive stats, weak walls can become a |
5028 | serious obstacle. An ice wall might only be torn down by a fire |
4839 | serious obstacle. An ice wall might only be torn down by a fire |
5029 | attack for example. A granite wall for instance might be very |
4840 | attack for example. A granite wall for instance might be very |
5030 | hard to destroy. ]]> |
4841 | hard to destroy.]]> |
5031 | </use> |
4842 | </use> |
5032 | <attribute arch="alive" value="1" type="fixed" /> |
4843 | <attribute arch="alive" value="1" type="fixed" /> |
5033 | <attribute arch="no_pick" value="1" type="fixed" /> |
4844 | <attribute arch="no_pick" value="1" type="fixed" /> |
5034 | <attribute arch="tear_down" value="1" type="fixed" /> |
4845 | <attribute arch="tear_down" value="1" type="fixed" /> |
5035 | <attribute arch="race" editor="race" type="string"> |
4846 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
5056 | </attribute> |
4867 | </attribute> |
5057 | <attribute arch="ac" editor="armour class" type="int"> |
4868 | <attribute arch="ac" editor="armour class" type="int"> |
5058 | Weak walls of high <armour class> are less likely to get hit. |
4869 | Weak walls of high <armour class> are less likely to get hit. |
5059 | <armour class> can be considered the "counterpiece" to <weapon class>. |
4870 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5060 | </attribute> |
4871 | </attribute> |
5061 | <section name="resistance"> |
4872 | &resistances_basic; |
5062 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5063 | </attribute> |
|
|
5064 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5065 | </attribute> |
|
|
5066 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5067 | </attribute> |
|
|
5068 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5069 | </attribute> |
|
|
5070 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5071 | </attribute> |
|
|
5072 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5073 | </attribute> |
|
|
5074 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5075 | </attribute> |
|
|
5076 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5077 | </attribute> |
|
|
5078 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5079 | </attribute> |
|
|
5080 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5081 | </attribute> |
|
|
5082 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5083 | </attribute> |
|
|
5084 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5085 | </attribute> |
|
|
5086 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5087 | </attribute> |
|
|
5088 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5089 | </attribute> |
|
|
5090 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5091 | </attribute> |
|
|
5092 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5093 | </attribute> |
|
|
5094 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5095 | </attribute> |
|
|
5096 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5097 | </attribute> |
|
|
5098 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5099 | </attribute> |
|
|
5100 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5101 | </attribute> |
|
|
5102 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5103 | </attribute> |
|
|
5104 | </section> |
|
|
5105 | </type> |
4873 | </type> |
5106 | |
4874 | |
5107 | <!--####################################################################--> |
4875 | <!--####################################################################--> |
5108 | <type number="15" name="Weapon"> |
4876 | <type number="15" name="Weapon"> |
5109 | <description><![CDATA[ |
4877 | <description><![CDATA[ |
5110 | Wielding a weapon, the object's stats will directly be inherited to the |
4878 | Wielding a weapon, the object's stats will directly be inherited to the |
5111 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4879 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5112 | be improved with scrolls. ]]> |
4880 | be improved with scrolls.]]> |
5113 | </description> |
4881 | </description> |
5114 | <use><![CDATA[ |
4882 | <use><![CDATA[ |
5115 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4883 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5116 | Keep playbalance in mind! Such items mustn't be reachable without hard |
4884 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5117 | fighting AND questing. ]]> |
4885 | fighting AND questing.]]> |
5118 | </use> |
4886 | </use> |
5119 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4887 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5120 | This number is a bitmask, specifying the weapon's attacktypes. |
4888 | This number is a bitmask, specifying the weapon's attacktypes. |
5121 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4889 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5122 | have no more than one or two attacktypes. Keep in mind that all weapons |
4890 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5177 | amount of <item power>, depending on their own level. This is the |
4945 | amount of <item power>, depending on their own level. This is the |
5178 | only way to prevent low level players to wear "undeserved" equipment |
4946 | only way to prevent low level players to wear "undeserved" equipment |
5179 | (like gifts from other players or cheated items). |
4947 | (like gifts from other players or cheated items). |
5180 | |
4948 | |
5181 | It is very important to adjust the <item power> value carefully |
4949 | It is very important to adjust the <item power> value carefully |
5182 | for every artifact you create! If zero/unset, the CF server will |
4950 | for every artifact you create! If zero/unset, the Deliantra server will |
5183 | calculate a provisional value at runtime, but this is never |
4951 | calculate a provisional value at runtime, but this is never |
5184 | going to be an accurate measurement of <item power>. |
4952 | going to be an accurate measurement of <item power>. |
5185 | </attribute> |
4953 | </attribute> |
5186 | <attribute arch="damned" editor="damnation" type="bool"> |
4954 | <attribute arch="damned" editor="damnation" type="bool"> |
5187 | A damned weapon cannot be unwielded unless |
4955 | A damned weapon cannot be unwielded unless |
… | |
… | |
5207 | </attribute> |
4975 | </attribute> |
5208 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
4976 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5209 | A godgiven item vanishes as soon as the player |
4977 | A godgiven item vanishes as soon as the player |
5210 | drops it to the ground. |
4978 | drops it to the ground. |
5211 | </attribute> |
4979 | </attribute> |
5212 | <section name="resistance"> |
4980 | &player_stat_resist_sections; |
5213 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5214 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5215 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5216 | and what they require to do for getting this-and-that artifact. |
|
|
5217 | </attribute> |
|
|
5218 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5219 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5220 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5221 | require to do for getting this-and-that artifact. |
|
|
5222 | </attribute> |
|
|
5223 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5224 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5225 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5226 | require to do for getting this-and-that artifact. |
|
|
5227 | </attribute> |
|
|
5228 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5229 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5230 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5231 | require to do for getting this-and-that artifact. |
|
|
5232 | </attribute> |
|
|
5233 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5234 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5235 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5236 | require to do for getting this-and-that artifact. |
|
|
5237 | </attribute> |
|
|
5238 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5239 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5240 | the range 0-100. Confusion resistance is not very effective |
|
|
5241 | unless the value comes close to 100 (= perfect immunity). |
|
|
5242 | </attribute> |
|
|
5243 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5244 | This adds acid 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 | </attribute> |
|
|
5248 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5249 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5250 | in the range 0-100. Draining resistance is little effective |
|
|
5251 | unless the value is 100 (= perfect immunity). |
|
|
5252 | </attribute> |
|
|
5253 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5254 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5255 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5256 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5257 | are not meant to be easily resisted. |
|
|
5258 | </attribute> |
|
|
5259 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5260 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5261 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5262 | require to do for getting this-and-that artifact. |
|
|
5263 | </attribute> |
|
|
5264 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5265 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5266 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5267 | require to do for getting this-and-that artifact. |
|
|
5268 | </attribute> |
|
|
5269 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5270 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5271 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5272 | </attribute> |
|
|
5273 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5274 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5275 | the range 0-100. Paralyze resistance is little effective |
|
|
5276 | unless the value is 100 (= perfect immunity). |
|
|
5277 | </attribute> |
|
|
5278 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5279 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5280 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5281 | </attribute> |
|
|
5282 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5283 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5284 | in the range 0-100. Depletion resistance is little effective |
|
|
5285 | unless the value is 100 (= perfect immunity). |
|
|
5286 | </attribute> |
|
|
5287 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5288 | This adds death-attack resistance to the weapon. The number is a |
|
|
5289 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5290 | effective unless the value is 100 (= perfect immunity). |
|
|
5291 | Generally, resistance to death-attack is not supposed to be |
|
|
5292 | available to players! |
|
|
5293 | </attribute> |
|
|
5294 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5295 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5296 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5297 | require to do for getting this-and-that artifact. |
|
|
5298 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5299 | combination of other attacktypes. |
|
|
5300 | </attribute> |
|
|
5301 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5302 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5303 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5304 | require to do for getting this-and-that artifact. |
|
|
5305 | </attribute> |
|
|
5306 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5307 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5308 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5309 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5310 | for undead players (wraith or devourer cult). |
|
|
5311 | Generally, resistance to holy word should not be available for players. |
|
|
5312 | </attribute> |
|
|
5313 | </section> |
|
|
5314 | <section name="stats"> |
|
|
5315 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5316 | The player's strentgh will rise/fall by the given value |
|
|
5317 | while wearing this weapon. |
|
|
5318 | </attribute> |
|
|
5319 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5320 | The player's dexterity will rise/fall by the given value |
|
|
5321 | while wearing this weapon. |
|
|
5322 | </attribute> |
|
|
5323 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5324 | The player's constitution will rise/fall by the given value |
|
|
5325 | while wearing this weapon. |
|
|
5326 | </attribute> |
|
|
5327 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5328 | The player's intelligence will rise/fall by the given value |
|
|
5329 | while wearing this weapon. |
|
|
5330 | </attribute> |
|
|
5331 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5332 | The player's power will rise/fall by the given value |
|
|
5333 | while wearing this weapon. |
|
|
5334 | </attribute> |
|
|
5335 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5336 | The player's wisdom will rise/fall by the given value while |
|
|
5337 | wearing this weapon. |
|
|
5338 | </attribute> |
|
|
5339 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5340 | The player's charisma will rise/fall by the given value |
|
|
5341 | while wearing this weapon. |
|
|
5342 | </attribute> |
|
|
5343 | </section> |
|
|
5344 | <section name="misc"> |
4981 | <section name="misc"> |
5345 | <attribute arch="luck" editor="luck bonus" type="int"> |
4982 | <attribute arch="luck" editor="luck bonus" type="int"> |
5346 | With positive luck bonus, the player is more likely to |
4983 | With positive luck bonus, the player is more likely to |
5347 | succeed in all sorts of things (spellcasting, praying,...). |
4984 | succeed in all sorts of things (spellcasting, praying,...). |
5348 | Unless the <luck bonus> is very high, the effect will be |
4985 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5427 | </type> |
5064 | </type> |
5428 | |
5065 | |
5429 | <type number="116" name="Event Connector"> |
5066 | <type number="116" name="Event Connector"> |
5430 | <description><![CDATA[ |
5067 | <description><![CDATA[ |
5431 | Event connectors link specific events that happen to objects to |
5068 | Event connectors link specific events that happen to objects to |
5432 | a crossfire plug-in. ]]> |
5069 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5433 | </description> |
5070 | </description> |
5434 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5435 | The type of event that triggers a notify to the plug-in. |
|
|
5436 | </attribute> |
|
|
5437 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5438 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5439 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5440 | </attribute> |
|
|
5441 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5442 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5443 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5444 | </attribute> |
|
|
5445 | <attribute arch="name" editor="options" type="string"> |
|
|
5446 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5447 | options to the extension that alter its behaviour. |
|
|
5448 | </attribute> |
|
|
5449 | </type> |
5071 | </type> |
5450 | |
5072 | |
5451 | </types> |
5073 | </types> |