… | |
… | |
22 | # </required> # |
22 | # </required> # |
23 | # <ignore> # |
23 | # <ignore> # |
24 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
25 | # </ignore> # |
25 | # </ignore> # |
26 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
27 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
28 | # </description> # |
28 | # </description> # |
29 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
30 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
31 | # </use> # |
31 | # </use> # |
32 | # ... attributes ... # |
32 | # ... attributes ... # |
33 | # </type> # |
33 | # </type> # |
34 | # # |
34 | # # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
149 | every tick. |
149 | every tick. |
150 | </attribute> |
150 | </attribute> |
151 | "> |
151 | "> |
152 | <!ENTITY activate_on " |
152 | <!ENTITY activate_on " |
153 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
153 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
154 | Whether the teleporter should only be activated on push. |
154 | Whether the teleporter should only be activated on push. |
155 | </attribute> |
155 | </attribute> |
156 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
156 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
157 | Whether the teleporter should only be activated on release. |
157 | Whether the teleporter should only be activated on release. |
158 | </attribute> |
158 | </attribute> |
159 | "> |
159 | "> |
160 | |
160 | |
161 | <!ENTITY resistances_flesh_desc " |
161 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
641 | <attribute arch="title" editor="title" type="string"> |
641 | <attribute arch="title" editor="title" type="string"> |
642 | 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 |
643 | 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. |
644 | </attribute> |
644 | </attribute> |
645 | <attribute arch="face" editor="image" type="string"> |
645 | <attribute arch="face" editor="image" type="string"> |
646 | 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. |
647 | </attribute> |
653 | </attribute> |
648 | <attribute arch="tag" editor="tag" type="string"> |
654 | <attribute arch="tag" editor="tag" type="string"> |
649 | You can tag objects with an identifier. Tagged objects can be found quickly |
655 | You can tag objects with an identifier. Tagged objects can be found quickly |
650 | from their tag, which makes them useful to tag exits and refer to those by |
656 | from their tag, which makes them useful to tag exits and refer to those by |
651 | their name. |
657 | their name. |
… | |
… | |
772 | This text may describe the object. |
778 | This text may describe the object. |
773 | </attribute> |
779 | </attribute> |
774 | </type> |
780 | </type> |
775 | |
781 | |
776 | <!--####################################################################--> |
782 | <!--####################################################################--> |
|
|
783 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
777 | <type number="110" name="Ability"> |
784 | <type number="999" name="Ability"> |
778 | <ignore> |
785 | <ignore> |
779 | <ignore_list name="system_object" /> |
786 | <ignore_list name="system_object" /> |
780 | </ignore> |
787 | </ignore> |
781 | <description><![CDATA[ |
788 | <description><![CDATA[ |
782 | 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 |
783 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | knowledge to cast spells. Spells from abilities are usually magical in |
784 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | nature, thus adding magic attacktype to the spell-damage they produce. |
785 | <br><br> |
792 | <br><br> |
786 | 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 |
787 | spells: One for short range- and one for long range use. |
794 | spells: One for short range - and one for long range use. |
788 | \n\n |
795 | \n\n |
789 | You should know that spellcasting monsters receive abilities via |
796 | You should know that spellcasting monsters receive abilities via |
790 | <treasurelist>. ]]> |
797 | <treasurelist>.]]> |
791 | </description> |
798 | </description> |
792 | <use><![CDATA[ |
799 | <use><![CDATA[ |
793 | If you want to create "customized" spellcasting monsters, you |
800 | If you want to create "customized" spellcasting monsters, you |
794 | should use abilities (rather than spellbooks/wands or something). |
801 | should use abilities (rather than spellbooks/wands or something). |
795 | The long/short-range spell feature can make boss-monsters more |
802 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
797 | <br><br> |
804 | <br><br> |
798 | You should keep in mind that magic abilities allow players |
805 | You should keep in mind that magic abilities allow players |
799 | 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 |
800 | make the spells more dangerous. However, this really shouldn't |
807 | make the spells more dangerous. However, this really shouldn't |
801 | be neccessary unless you work on very high level maps. |
808 | be neccessary unless you work on very high level maps. |
802 | 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?]]> |
803 | </use> |
810 | </use> |
804 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="invisible" value="1" type="fixed" /> |
805 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="no_drop" value="1" type="fixed" /> |
806 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | <attribute arch="sp" editor="short range spell" type="spell"> |
807 | The monster will use the specified <short range spell> |
814 | The monster will use the specified <short range spell> |
… | |
… | |
844 | </ignore> |
851 | </ignore> |
845 | <description><![CDATA[ |
852 | <description><![CDATA[ |
846 | 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, |
847 | 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 |
848 | 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. |
849 | Either way, the sacrificed item disappears. ]]> |
856 | Either way, the sacrificed item disappears.]]> |
850 | </description> |
857 | </description> |
851 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | <attribute arch="no_pick" value="1" type="fixed" /> |
852 | &move_on; |
859 | &move_on; |
853 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | <attribute arch="slaying" editor="match item name" type="string"> |
854 | 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 |
855 | 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 |
856 | 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. |
857 | 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". |
858 | expected to drop on the altar. (Often this is put in the altar's |
865 | See also the "drop amount" attribute. |
859 | name: E.g. "drop 100 platinums") |
|
|
860 | </attribute> |
866 | </attribute> |
861 | <attribute arch="food" editor="drop amount" type="int"> |
867 | <attribute arch="food" editor="drop amount" type="int"> |
862 | The drop amount specifies the amount of items (specified |
868 | The drop amount specifies the amount of items (specified |
863 | 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. |
864 | |
870 | |
… | |
… | |
866 | 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 |
867 | 200 silver, 20 gold, or 4 platinum will all work.) |
873 | 200 silver, 20 gold, or 4 platinum will all work.) |
868 | |
874 | |
869 | Note that the maximum possible for <drop amount> is 32767. |
875 | Note that the maximum possible for <drop amount> is 32767. |
870 | </attribute> |
876 | </attribute> |
871 | <attribute arch="connected" editor="connection" type="int"> |
877 | <attribute arch="connected" editor="connection" type="string"> |
872 | 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 |
873 | with the same value, when activated. This will only work once. |
879 | with the same value, when activated. This will only work once. |
874 | </attribute> |
880 | </attribute> |
875 | <attribute arch="sp" editor="spell" type="spell"> |
881 | <attribute arch="sp" editor="spell" type="spell"> |
876 | When activated, the selected <spell> will be casted (once, on the |
882 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
890 | <ignore_list name="non_pickable" /> |
896 | <ignore_list name="non_pickable" /> |
891 | </ignore> |
897 | </ignore> |
892 | <description><![CDATA[ |
898 | <description><![CDATA[ |
893 | Altar_triggers work pretty much like normal altars |
899 | Altar_triggers work pretty much like normal altars |
894 | (drop sacrifice -> connection activated), except for the fact that |
900 | (drop sacrifice -> connection activated), except for the fact that |
895 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
901 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
896 | </description> |
902 | </description> |
897 | <use><![CDATA[ |
903 | <use><![CDATA[ |
898 | 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... |
899 | <UL> |
905 | <UL> |
900 | <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. |
901 | <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. |
902 | <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. |
903 | </UL> |
909 | </UL> |
904 | The big advantage over normal altars is the infinite usability |
910 | The big advantage over normal altars is the infinite usability |
905 | 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 |
906 | quite grateful if things work more than once. =) ]]> |
912 | quite grateful if things work more than once. =)]]> |
907 | </use> |
913 | </use> |
908 | <attribute arch="no_pick" value="1" type="fixed" /> |
914 | <attribute arch="no_pick" value="1" type="fixed" /> |
909 | <attribute arch="slaying" editor="match item name" type="string"> |
915 | <attribute arch="slaying" editor="match item name" type="string"> |
910 | 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 |
911 | 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 |
912 | 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. |
913 | 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". |
914 | expected to drop on the altar. (Often this is put in the altar's |
920 | See also the "drop amount" attribute. |
915 | name: E.g. "drop 100 platinums") |
|
|
916 | </attribute> |
921 | </attribute> |
917 | <attribute arch="food" editor="drop amount" type="int"> |
922 | <attribute arch="food" editor="drop amount" type="int"> |
918 | The drop amount specifies the amount of items (specified |
923 | The drop amount specifies the amount of items (specified |
919 | 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. |
920 | |
925 | |
… | |
… | |
922 | 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 |
923 | 200 silver, 20 gold, or 4 platinum will all work.) |
928 | 200 silver, 20 gold, or 4 platinum will all work.) |
924 | |
929 | |
925 | Note that the maximum possible for <drop amount> is 32767. |
930 | Note that the maximum possible for <drop amount> is 32767. |
926 | </attribute> |
931 | </attribute> |
927 | <attribute arch="connected" editor="connection" type="int"> |
932 | <attribute arch="connected" editor="connection" type="string"> |
928 | 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 |
929 | with the same value, when activated. This will only work once. |
934 | with the same value, when activated. This will only work once. |
930 | </attribute> |
935 | </attribute> |
931 | <attribute arch="sp" editor="spell" type="spell"> |
936 | <attribute arch="sp" editor="spell" type="spell"> |
932 | When activated, this <spell> will be casted (once, on the player). |
937 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
959 | |
964 | |
960 | <!--####################################################################--> |
965 | <!--####################################################################--> |
961 | <type number="74" name="Skill Tool"> |
966 | <type number="74" name="Skill Tool"> |
962 | <description><![CDATA[ |
967 | <description><![CDATA[ |
963 | Wearing a skill tool will give the player the ability to use a skill. |
968 | Wearing a skill tool will give the player the ability to use a skill. |
964 | ]]> |
969 | ]]> |
965 | </description> |
970 | </description> |
966 | <use><![CDATA[ |
971 | <use><![CDATA[ |
967 | Feel free to assign resistancies and stats to a skill tools or change |
972 | Feel free to assign resistancies and stats to a skill tools or change |
968 | the skill that is given. |
973 | the skill that is given. |
969 | ]]> |
974 | ]]> |
970 | </use> |
975 | </use> |
971 | <attribute arch="skill" editor="skill name" type="string"> |
976 | <attribute arch="skill" editor="skill name" type="string"> |
972 | This field describes which skill the player will be able to use wearing this item. |
977 | This field describes which skill the player will be able to use wearing this item. |
973 | </attribute> |
978 | </attribute> |
974 | &player_stat_resist_sections; |
979 | &player_stat_resist_sections; |
975 | </type> |
980 | </type> |
976 | <!--####################################################################--> |
981 | <!--####################################################################--> |
977 | <type number="39" name="Amulet"> |
982 | <type number="39" name="Amulet"> |
978 | <description><![CDATA[ |
983 | <description><![CDATA[ |
979 | 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 |
980 | the player. Amulets are usually meant for protection and defense. ]]> |
985 | the player. Amulets are usually meant for protection and defense.]]> |
981 | </description> |
986 | </description> |
982 | <use><![CDATA[ |
987 | <use><![CDATA[ |
983 | 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 |
984 | important that you keep your artifact in balance with existing maps. ]]> |
989 | important that you keep your artifact in balance with existing maps.]]> |
985 | </use> |
990 | </use> |
986 | <attribute arch="ac" editor="armour class" type="int"> |
991 | <attribute arch="ac" editor="armour class" type="int"> |
987 | This value defines the amount of armour-class bonus for wearing |
992 | This value defines the amount of armour-class bonus for wearing |
988 | this item. <Armour class> lessens the chance of being hit. Lower |
993 | this item. <Armour class> lessens the chance of being hit. Lower |
989 | 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. |
… | |
… | |
1134 | Battleground is very special: In short, players can die on battleground |
1139 | Battleground is very special: In short, players can die on battleground |
1135 | without any death penalties. They don't loose or gain experience |
1140 | without any death penalties. They don't loose or gain experience |
1136 | while on battleground. Acid, draining and depletion effects don't |
1141 | while on battleground. Acid, draining and depletion effects don't |
1137 | work either. |
1142 | work either. |
1138 | 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 |
1139 | location which is defined in the battleground object. ]]> |
1144 | location which is defined in the battleground object.]]> |
1140 | </description> |
1145 | </description> |
1141 | <use><![CDATA[ |
1146 | <use><![CDATA[ |
1142 | Battleground is only meant for player vs. player duels. You can |
1147 | Battleground is only meant for player vs. player duels. You can |
1143 | design combat arenas similiar to the one in scorn.<br> |
1148 | design combat arenas similiar to the one in scorn.<br> |
1144 | What should NEVER be done is placing battleground tiles in |
1149 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1146 | It must not be possible to gain significant treasure for fighting |
1151 | It must not be possible to gain significant treasure for fighting |
1147 | on battleground, because it bears no risk.<br><br> |
1152 | on battleground, because it bears no risk.<br><br> |
1148 | (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, |
1149 | or when it is placed beneath another floor tile. |
1154 | or when it is placed beneath another floor tile. |
1150 | 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 |
1151 | "hidden" battleground tiles anywhere.) ]]> |
1156 | "hidden" battleground tiles anywhere.)]]> |
1152 | </use> |
1157 | </use> |
1153 | <attribute arch="no_pick" value="1" type="fixed" /> |
1158 | <attribute arch="no_pick" value="1" type="fixed" /> |
1154 | <attribute arch="is_floor" value="1" type="fixed" /> |
1159 | <attribute arch="is_floor" value="1" type="fixed" /> |
1155 | <attribute arch="hp" editor="destination X" type="int"> |
1160 | <attribute arch="hp" editor="destination X" type="int"> |
1156 | The exit destinations define the (x, y)-coordinates where players |
1161 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1171 | 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 |
1172 | 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. |
1173 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1174 | 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 |
1175 | do cast spells still work. |
1180 | do cast spells still work. |
1176 | ]]> |
1181 | ]]> |
1177 | </description> |
1182 | </description> |
1178 | <use><![CDATA[ |
1183 | <use><![CDATA[ |
1179 | Safe ground can be used to prevents any means of burning |
1184 | Safe ground can be used to prevents any means of burning |
1180 | or destroying the items in a shop. Put this object below all floor tiles |
1185 | or destroying the items in a shop. Put this object below all floor tiles |
1181 | in your map and your shop will be safe. It's generally useful for making |
1186 | in your map and your shop will be safe. It's generally useful for making |
1182 | areas where really no kind of spell should be invoked by a player. |
1187 | areas where really no kind of spell should be invoked by a player. |
1183 | ]]> |
1188 | ]]> |
1184 | </use> |
1189 | </use> |
1185 | &movement_types_terrain; |
1190 | &movement_types_terrain; |
1186 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | <attribute arch="no_pick" value="1" type="fixed" /> |
1187 | </type> |
1192 | </type> |
1188 | |
1193 | |
1189 | <!--####################################################################--> |
1194 | <!--####################################################################--> |
1190 | <type number="8" name="Book"> |
1195 | <type number="8" name="Book"> |
1191 | <description><![CDATA[ |
1196 | <description><![CDATA[ |
1192 | Applying a book, the containing message is displayed to the player. ]]> |
1197 | Applying a book, the containing message is displayed to the player.]]> |
1193 | </description> |
1198 | </description> |
1194 | <attribute arch="level" editor="literacy level" type="int"> |
1199 | <attribute arch="level" editor="literacy level" type="int"> |
1195 | 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 |
1196 | 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 |
1197 | 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 |
… | |
… | |
1213 | </attribute> |
1218 | </attribute> |
1214 | <attribute arch="slaying" editor="key string" type="string"> |
1219 | <attribute arch="slaying" editor="key string" type="string"> |
1215 | This is the key string of the book. The key string is checked by an inventory checker. |
1220 | This is the key string of the book. The key string is checked by an inventory checker. |
1216 | (This is used eg. for the gate/port passes in scorn) |
1221 | (This is used eg. for the gate/port passes in scorn) |
1217 | </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> |
1218 | </type> |
1227 | </type> |
1219 | |
1228 | |
1220 | <!--####################################################################--> |
1229 | <!--####################################################################--> |
1221 | <type number="99" name="Boots"> |
1230 | <type number="99" name="Boots"> |
1222 | <import_type name="Amulet" /> |
1231 | <import_type name="Amulet" /> |
1223 | <description><![CDATA[ |
1232 | <description><![CDATA[ |
1224 | Wearing boots, the object's stats will directly be inherited to |
1233 | Wearing boots, the object's stats will directly be inherited to |
1225 | the player. Usually enhancing his speed, or granting some minor |
1234 | the player. Usually enhancing his speed, or granting some minor |
1226 | protection bonus. ]]> |
1235 | protection bonus.]]> |
1227 | </description> |
1236 | </description> |
1228 | <use><![CDATA[ |
1237 | <use><![CDATA[ |
1229 | 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 |
1230 | important that you keep your artifact in balance with existing maps. ]]> |
1239 | important that you keep your artifact in balance with existing maps.]]> |
1231 | </use> |
1240 | </use> |
1232 | <attribute arch="exp" editor="speed bonus" type="int"> |
1241 | <attribute arch="exp" editor="speed bonus" type="int"> |
1233 | Boots with <speed bonus> will increase the player's walking speed |
1242 | Boots with <speed bonus> will increase the player's walking speed |
1234 | 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- |
1235 | and medium level. High level players usually have fastest possible |
1244 | and medium level. High level players usually have fastest possible |
… | |
… | |
1251 | <type number="104" name="Bracers"> |
1260 | <type number="104" name="Bracers"> |
1252 | <import_type name="Amulet" /> |
1261 | <import_type name="Amulet" /> |
1253 | <description><![CDATA[ |
1262 | <description><![CDATA[ |
1254 | Bracers are armour-plates worn around the wrists. |
1263 | Bracers are armour-plates worn around the wrists. |
1255 | Wearing bracer, the object's stats will directly be inherited to |
1264 | Wearing bracer, the object's stats will directly be inherited to |
1256 | the player. Usually enhancing his defense. ]]> |
1265 | the player. Usually enhancing his defense.]]> |
1257 | </description> |
1266 | </description> |
1258 | <use><![CDATA[ |
1267 | <use><![CDATA[ |
1259 | 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 |
1260 | important that you keep your artifact in balance with existing maps. ]]> |
1269 | important that you keep your artifact in balance with existing maps.]]> |
1261 | </use> |
1270 | </use> |
1262 | <attribute arch="magic" editor="magic bonus" type="int"> |
1271 | <attribute arch="magic" editor="magic bonus" type="int"> |
1263 | <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 |
1264 | "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 |
1265 | than direct armour-class bonus on the bracers. |
1274 | than direct armour-class bonus on the bracers. |
… | |
… | |
1269 | <!--####################################################################--> |
1278 | <!--####################################################################--> |
1270 | <type number="16" name="Brestplate Armour"> |
1279 | <type number="16" name="Brestplate Armour"> |
1271 | <import_type name="Amulet" /> |
1280 | <import_type name="Amulet" /> |
1272 | <description><![CDATA[ |
1281 | <description><![CDATA[ |
1273 | 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 |
1274 | the player. Usually enhancing his defense. ]]> |
1283 | the player. Usually enhancing his defense.]]> |
1275 | </description> |
1284 | </description> |
1276 | <use><![CDATA[ |
1285 | <use><![CDATA[ |
1277 | 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 |
1278 | important that you keep your artifact in balance with existing maps. ]]> |
1287 | important that you keep your artifact in balance with existing maps.]]> |
1279 | </use> |
1288 | </use> |
1280 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1289 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1281 | 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. |
1282 | The bigger the spellpoint penalty, the worse. |
1291 | The bigger the spellpoint penalty, the worse. |
1283 | </attribute> |
1292 | </attribute> |
… | |
… | |
1299 | </ignore> |
1308 | </ignore> |
1300 | <description><![CDATA[ |
1309 | <description><![CDATA[ |
1301 | 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 |
1302 | <connection> value is triggered. In most cases this happens when a |
1311 | <connection> value is triggered. In most cases this happens when a |
1303 | 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 |
1304 | <connection> value get's triggered a second time. ]]> |
1313 | <connection> value get's triggered a second time.]]> |
1305 | </description> |
1314 | </description> |
1306 | &move_on; |
1315 | &move_on; |
1307 | &move_off; |
1316 | &move_off; |
1308 | <attribute arch="no_pick" value="1" type="fixed" /> |
1317 | <attribute arch="no_pick" value="1" type="fixed" /> |
1309 | <attribute arch="weight" editor="press weight" type="int"> |
1318 | <attribute arch="weight" editor="press weight" type="int"> |
1310 | The button is pressed (triggered), as soon as |
1319 | The button is pressed (triggered), as soon as |
1311 | <press weigh> gram are placed ontop of it. |
1320 | <press weigh> gram are placed ontop of it. |
1312 | </attribute> |
1321 | </attribute> |
1313 | <attribute arch="connected" editor="connection" type="int"> |
1322 | <attribute arch="connected" editor="connection" type="string"> |
1314 | Every time the button is pressed or released, all objects |
1323 | Every time the button is pressed or released, all objects |
1315 | with the same <connection> value are activated. |
1324 | with the same <connection> value are activated. |
1316 | </attribute> |
1325 | </attribute> |
1317 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1326 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1318 | This text may describe the item. You can use this |
1327 | This text may describe the item. You can use this |
… | |
… | |
1327 | <ignore_list name="non_pickable" /> |
1336 | <ignore_list name="non_pickable" /> |
1328 | </ignore> |
1337 | </ignore> |
1329 | <description><![CDATA[ |
1338 | <description><![CDATA[ |
1330 | Handle buttons are buttons which reset after a short period |
1339 | Handle buttons are buttons which reset after a short period |
1331 | of time. Every time it is either applied or reset, the |
1340 | of time. Every time it is either applied or reset, the |
1332 | <connection> value is triggered. ]]> |
1341 | <connection> value is triggered.]]> |
1333 | </description> |
1342 | </description> |
1334 | </type> |
1343 | </type> |
1335 | |
1344 | |
1336 | <!--####################################################################--> |
1345 | <!--####################################################################--> |
1337 | <type number="37" name="Class Changer"> |
1346 | <type number="37" name="Class Changer"> |
1338 | <ignore> |
1347 | <ignore> |
1339 | <ignore_list name="non_pickable" /> |
1348 | <ignore_list name="non_pickable" /> |
1340 | </ignore> |
1349 | </ignore> |
1341 | <description><![CDATA[ |
1350 | <description><![CDATA[ |
1342 | Class changer are used while creating a character. ]]> |
1351 | Class changer are used while creating a character.]]> |
1343 | </description> |
1352 | </description> |
1344 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1353 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1345 | This entry determines which initial items the character receives. |
1354 | This entry determines which initial items the character receives. |
1346 | </attribute> |
1355 | </attribute> |
1347 | <section name="stats"> |
1356 | <section name="stats"> |
… | |
… | |
1380 | <type number="87" name="Cloak"> |
1389 | <type number="87" name="Cloak"> |
1381 | <import_type name="Amulet" /> |
1390 | <import_type name="Amulet" /> |
1382 | <description><![CDATA[ |
1391 | <description><![CDATA[ |
1383 | 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 |
1384 | the player. Cloaks usually add minor <armour class> and |
1393 | the player. Cloaks usually add minor <armour class> and |
1385 | sometimes a bit of resistance. ]]> |
1394 | sometimes a bit of resistance.]]> |
1386 | </description> |
1395 | </description> |
1387 | <use><![CDATA[ |
1396 | <use><![CDATA[ |
1388 | 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 |
1389 | important that you keep your artifact in balance with existing maps. ]]> |
1398 | important that you keep your artifact in balance with existing maps.]]> |
1390 | </use> |
1399 | </use> |
1391 | <attribute arch="magic" editor="magic bonus" type="int"> |
1400 | <attribute arch="magic" editor="magic bonus" type="int"> |
1392 | <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 |
1393 | "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 |
1394 | than direct armour-class bonus on the cloak. |
1403 | than direct armour-class bonus on the cloak. |
… | |
… | |
1399 | </type> |
1408 | </type> |
1400 | |
1409 | |
1401 | <!--####################################################################--> |
1410 | <!--####################################################################--> |
1402 | <type number="9" name="Clock"> |
1411 | <type number="9" name="Clock"> |
1403 | <description><![CDATA[ |
1412 | <description><![CDATA[ |
1404 | Applying a clock, the time is displayed to the player. ]]> |
1413 | Applying a clock, the time is displayed to the player.]]> |
1405 | </description> |
1414 | </description> |
1406 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1415 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1407 | This text may describe the item |
1416 | This text may describe the item |
1408 | </attribute> |
1417 | </attribute> |
1409 | </type> |
1418 | </type> |
… | |
… | |
1414 | A player can put (certain kinds of) items in the container. |
1423 | A player can put (certain kinds of) items in the container. |
1415 | The overall weight of items is reduced when put inside a |
1424 | The overall weight of items is reduced when put inside a |
1416 | container, depending on the settings. |
1425 | container, depending on the settings. |
1417 | <br><br> |
1426 | <br><br> |
1418 | A special feature of containers is the "cauldron", |
1427 | A special feature of containers is the "cauldron", |
1419 | capable of mixing alchemical receipes. ]]> |
1428 | capable of mixing alchemical receipes.]]> |
1420 | </description> |
1429 | </description> |
1421 | <use><![CDATA[ |
1430 | <use><![CDATA[ |
1422 | Note on chests - There are two types of chests: |
1431 | Note on chests - There are two types of chests: |
1423 | <UL> |
1432 | <UL> |
1424 | <LI> First the random treasure chests - Those are NOT containers |
1433 | <LI> First the random treasure chests - Those are NOT containers |
1425 | (but object type Treasure), they create random treasures when |
1434 | (but object type Treasure), they create random treasures when |
1426 | applied. Archetype name is "chest". |
1435 | applied. Archetype name is "chest". |
1427 | <LI> Second there are the permanent chests - Those are containers, |
1436 | <LI> Second there are the permanent chests - Those are containers, |
1428 | 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". |
1429 | </UL> ]]> |
1438 | </UL>]]> |
1430 | </use> |
1439 | </use> |
1431 | <attribute arch="race" editor="container class" type="string"> |
1440 | <attribute arch="race" editor="container class" type="string"> |
1432 | If set, the container will hold only certain types of objects. |
1441 | If set, the container will hold only certain types of objects. |
1433 | Possible choices for <container class> are: "gold and jewels", |
1442 | Possible choices for <container class> are: "gold and jewels", |
1434 | "arrows" and "keys". |
1443 | "arrows" and "keys". |
… | |
… | |
1489 | <attribute arch="title" /> |
1498 | <attribute arch="title" /> |
1490 | </ignore> |
1499 | </ignore> |
1491 | <description><![CDATA[ |
1500 | <description><![CDATA[ |
1492 | Converters are like "exchange tables". When the player drops a |
1501 | Converters are like "exchange tables". When the player drops a |
1493 | 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 |
1494 | predefined exchange-ratio. ]]> |
1503 | predefined exchange-ratio.]]> |
1495 | </description> |
1504 | </description> |
1496 | <use><![CDATA[ |
1505 | <use><![CDATA[ |
1497 | Converters are better than shopping with doormats, because the |
1506 | Converters are better than shopping with doormats, because the |
1498 | 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 |
1499 | those "exchange tables" are really nice, while for the more important |
1508 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1501 | <br><br> |
1510 | <br><br> |
1502 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1511 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1503 | 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 |
1504 | value than before! (Except if you are using "rare" items like |
1513 | value than before! (Except if you are using "rare" items like |
1505 | 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 |
1506 | 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.]]> |
1507 | </use> |
1516 | </use> |
1508 | <attribute arch="no_pick" value="1" type="fixed" /> |
1517 | <attribute arch="no_pick" value="1" type="fixed" /> |
1509 | <attribute arch="slaying" editor="cost arch" type="string"> |
1518 | <attribute arch="slaying" editor="cost arch" type="string"> |
1510 | <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 |
1511 | put on the converter, as payment. |
1520 | put on the converter, as payment. |
… | |
… | |
1527 | of <receive arch>. |
1536 | of <receive arch>. |
1528 | </attribute> |
1537 | </attribute> |
1529 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1538 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1530 | This text may contain a description of the converter. |
1539 | This text may contain a description of the converter. |
1531 | </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> |
1532 | </type> |
1547 | </type> |
1533 | |
1548 | |
1534 | <!--####################################################################--> |
1549 | <!--####################################################################--> |
1535 | <type number="42" name="Creator"> |
1550 | <type number="42" name="Creator"> |
1536 | <ignore> |
1551 | <ignore> |
… | |
… | |
1538 | </ignore> |
1553 | </ignore> |
1539 | <description><![CDATA[ |
1554 | <description><![CDATA[ |
1540 | A creator is an object which creates another object when it |
1555 | A creator is an object which creates another object when it |
1541 | is triggered. The child object can be anything. Creators are |
1556 | is triggered. The child object can be anything. Creators are |
1542 | VERY useful for all kinds of map-mechanisms. They can even |
1557 | VERY useful for all kinds of map-mechanisms. They can even |
1543 | periodically create things. ]]> |
1558 | periodically create things.]]> |
1544 | </description> |
1559 | </description> |
1545 | <use><![CDATA[ |
1560 | <use><![CDATA[ |
1546 | Don't hesitate to hide your creators under the floor. |
1561 | Don't hesitate to hide your creators under the floor. |
1547 | The created items will still always appear ontop of the floor. ]]> |
1562 | The created items will still always appear ontop of the floor.]]> |
1548 | </use> |
1563 | </use> |
1549 | <attribute arch="no_pick" value="1" type="fixed" /> |
1564 | <attribute arch="no_pick" value="1" type="fixed" /> |
1550 | <attribute arch="other_arch" editor="create arch" type="string"> |
1565 | <attribute arch="other_arch" editor="create arch" type="string"> |
1551 | This string defines the object that will be created. |
1566 | This string defines the object that will be created. |
1552 | You can choose any of the existing arches. |
1567 | You can choose any of the existing arches. |
1553 | 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 |
1554 | 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 |
1555 | chosen from all items present. |
1570 | chosen from all items present. |
1556 | </attribute> |
1571 | </attribute> |
1557 | <attribute arch="connected" editor="connection" type="int"> |
1572 | <attribute arch="connected" editor="connection" type="string"> |
1558 | Whenever the connection value is activated, |
1573 | Whenever the connection value is activated, |
1559 | the creator gets triggered. |
1574 | the creator gets triggered. |
1560 | </attribute> |
1575 | </attribute> |
1561 | &activate_on; |
1576 | &activate_on; |
1562 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1577 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
… | |
… | |
1594 | finds a specific object, it toggles its connected value. |
1609 | finds a specific object, it toggles its connected value. |
1595 | <br><br> |
1610 | <br><br> |
1596 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1611 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1597 | - First, detectors check their square for a match periodically, not |
1612 | - First, detectors check their square for a match periodically, not |
1598 | instantly. Second, detectors check directly for object names. Third, |
1613 | instantly. Second, detectors check directly for object names. Third, |
1599 | detectors do not check the inventory of players/monsters. ]]> |
1614 | detectors do not check the inventory of players/monsters.]]> |
1600 | </description> |
1615 | </description> |
1601 | <use><![CDATA[ |
1616 | <use><![CDATA[ |
1602 | There is one major speciality about detectors: You can detect spells |
1617 | There is one major speciality about detectors: You can detect spells |
1603 | 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 |
1604 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1619 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
1605 | walls, this can be very useful for map-mechanisms. ]]> |
1620 | walls, this can be very useful for map-mechanisms.]]> |
1606 | </use> |
1621 | </use> |
1607 | <attribute arch="no_pick" value="1" type="fixed" /> |
1622 | <attribute arch="no_pick" value="1" type="fixed" /> |
1608 | <attribute arch="slaying" editor="match name" type="string"> |
1623 | <attribute arch="slaying" editor="match name" type="string"> |
1609 | <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. |
1610 | 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, |
1611 | 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. |
1612 | </attribute> |
1627 | </attribute> |
1613 | <attribute arch="connected" editor="connection" type="int"> |
1628 | <attribute arch="connected" editor="connection" type="string"> |
1614 | When the detector is triggered, all objects with the same |
1629 | When the detector is triggered, all objects with the same |
1615 | connection value get activated. |
1630 | connection value get activated. |
1616 | </attribute> |
1631 | </attribute> |
1617 | <attribute arch="speed" editor="detection speed" type="float"> |
1632 | <attribute arch="speed" editor="detection speed" type="float"> |
1618 | This value defines the time between two detector-checks. |
1633 | This value defines the time between two detector-checks. |
… | |
… | |
1626 | by 1. |
1641 | by 1. |
1627 | </attribute> |
1642 | </attribute> |
1628 | </type> |
1643 | </type> |
1629 | |
1644 | |
1630 | <!--####################################################################--> |
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 | <!--####################################################################--> |
1631 | <type number="112" name="Director"> |
1671 | <type number="112" name="Director"> |
1632 | <ignore> |
1672 | <ignore> |
1633 | <ignore_list name="non_pickable" /> |
1673 | <ignore_list name="non_pickable" /> |
1634 | </ignore> |
1674 | </ignore> |
1635 | <description><![CDATA[ |
1675 | <description><![CDATA[ |
1636 | Directors change the direction of spell objects and other projectiles |
1676 | Directors change the direction of spell objects and other projectiles |
1637 | that fly past. Unlike spinners, directors always move objects in the |
1677 | that fly past. Unlike spinners, directors always move objects in the |
1638 | 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 |
1639 | shoot into it.<br> |
1679 | shoot into it.<br> |
1640 | Directors are visible per default. ]]> |
1680 | Directors are visible per default.]]> |
1641 | </description> |
1681 | </description> |
1642 | <use><![CDATA[ |
1682 | <use><![CDATA[ |
1643 | Directors are rarely used in maps. Sometimes they are placed to |
1683 | Directors are rarely used in maps. Sometimes they are placed to |
1644 | change the direction of spells coming out of magic walls, |
1684 | change the direction of spells coming out of magic walls, |
1645 | "channeling" spell-projectiles in some direction. When doing this, |
1685 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1647 | into them!</B> The spell-projectiles bouncing between the directors |
1687 | into them!</B> The spell-projectiles bouncing between the directors |
1648 | 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 |
1649 | server by eating memory- and CPU-time. |
1689 | server by eating memory- and CPU-time. |
1650 | <br><br> |
1690 | <br><br> |
1651 | You'd better not place directors in monster vs. player combat |
1691 | You'd better not place directors in monster vs. player combat |
1652 | areas too much, because that freaks out wizard-type players. ]]> |
1692 | areas too much, because that freaks out wizard-type players.]]> |
1653 | </use> |
1693 | </use> |
1654 | <attribute arch="sp" editor="direction" type="list_direction"> |
1694 | <attribute arch="sp" editor="direction" type="list_direction"> |
1655 | Projectiles will leave the director flying in the selected <direction>. |
1695 | Projectiles will leave the director flying in the selected <direction>. |
1656 | A director with direction <none> simply stops projectiles. |
1696 | A director with direction <none> simply stops projectiles. |
1657 | (The latter works out a bit strange for some spells). |
1697 | (The latter works out a bit strange for some spells). |
… | |
… | |
1666 | </ignore> |
1706 | </ignore> |
1667 | <description><![CDATA[ |
1707 | <description><![CDATA[ |
1668 | Diseases are an intersting form of spellcraft in Deliantra. |
1708 | Diseases are an intersting form of spellcraft in Deliantra. |
1669 | 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 |
1670 | area. Being infected can have various effects, from amusing farts |
1710 | area. Being infected can have various effects, from amusing farts |
1671 | to horrible damage - almost everything is possible. ]]> |
1711 | to horrible damage - almost everything is possible.]]> |
1672 | </description> |
1712 | </description> |
1673 | <use><![CDATA[ |
1713 | <use><![CDATA[ |
1674 | Diseases are extremely flexible and usable in a many ways. |
1714 | Diseases are extremely flexible and usable in a many ways. |
1675 | So far they are mostly used for causing bad, unwanted effects. |
1715 | So far they are mostly used for causing bad, unwanted effects. |
1676 | 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 |
1677 | (recharging mana for example). |
1717 | (recharging mana for example). |
1678 | Infection with a "positive disease" could even be a quest reward. ]]> |
1718 | Infection with a "positive disease" could even be a quest reward.]]> |
1679 | </use> |
1719 | </use> |
1680 | <attribute arch="invisible" value="1" type="fixed" /> |
1720 | <attribute arch="invisible" value="1" type="fixed" /> |
1681 | <attribute arch="level" editor="plaque level" type="int"> |
1721 | <attribute arch="level" editor="plaque level" type="int"> |
1682 | The <plaque level> is proportional to the disease's deadliness. |
1722 | The <plaque level> is proportional to the disease's deadliness. |
1683 | This mainly reflects in the <damage>. It has no effect on |
1723 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1828 | </ignore> |
1868 | </ignore> |
1829 | <description><![CDATA[ |
1869 | <description><![CDATA[ |
1830 | 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 |
1831 | 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 |
1832 | defeated, horizontally and vertically adjacent doors are automatically |
1872 | defeated, horizontally and vertically adjacent doors are automatically |
1833 | removed. ]]> |
1873 | removed.]]> |
1834 | </description> |
1874 | </description> |
1835 | <attribute arch="no_pick" value="1" type="fixed" /> |
1875 | <attribute arch="no_pick" value="1" type="fixed" /> |
1836 | <attribute arch="alive" value="1" type="fixed" /> |
1876 | <attribute arch="alive" value="1" type="fixed" /> |
1837 | &movement_types_terrain; |
1877 | &movement_types_terrain; |
1838 | <attribute arch="hp" editor="hitpoints" type="int"> |
1878 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1865 | 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 |
1866 | objects which lies somewhere on top of the duplicator. |
1906 | objects which lies somewhere on top of the duplicator. |
1867 | The duplicator has one arch name specified as <target arch>, |
1907 | The duplicator has one arch name specified as <target arch>, |
1868 | and only objects of this archetype can be affected.<br> |
1908 | and only objects of this archetype can be affected.<br> |
1869 | 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>. |
1870 | If the latter is set to zero, it will destroy objects. ]]> |
1910 | If the latter is set to zero, it will destroy objects.]]> |
1871 | </description> |
1911 | </description> |
1872 | <use><![CDATA[ |
1912 | <use><![CDATA[ |
1873 | 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 |
1874 | anywhere with <multiply factor> greater than one. |
1914 | anywhere with <multiply factor> greater than one. |
1875 | 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). |
1876 | 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 |
1877 | 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 |
1878 | loose the input matches the chance to earn winnings.<br> |
1918 | loose the input matches the chance to earn winnings.<br> |
1879 | A duplicator with <multiply factor> 3 for example should have a |
1919 | A duplicator with <multiply factor> 3 for example should have a |
1880 | loosing rate of 2/3 = 67%. ]]> |
1920 | loosing rate of 2/3 = 67%.]]> |
1881 | </use> |
1921 | </use> |
1882 | <attribute arch="other_arch" editor="target arch" type="string"> |
1922 | <attribute arch="other_arch" editor="target arch" type="string"> |
1883 | 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 |
1884 | duplicated, multiplied or removed. All other objects will be ignored. |
1924 | duplicated, multiplied or removed. All other objects will be ignored. |
1885 | </attribute> |
1925 | </attribute> |
1886 | <attribute arch="level" editor="multiply factor" type="int"> |
1926 | <attribute arch="level" editor="multiply factor" type="int"> |
1887 | 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 |
1888 | <multiply factor>. If it is set to zero, all target objects |
1928 | <multiply factor>. If it is set to zero, all target objects |
1889 | will be destroyed. |
1929 | will be destroyed. |
1890 | </attribute> |
1930 | </attribute> |
1891 | <attribute arch="connected" editor="connection" type="int"> |
1931 | <attribute arch="connected" editor="connection" type="string"> |
1892 | An activator (lever, altar, button, etc) with matching connection value |
1932 | An activator (lever, altar, button, etc) with matching connection value |
1893 | 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 |
1894 | 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! |
1895 | </attribute> |
1935 | </attribute> |
1896 | &activate_on; |
1936 | &activate_on; |
… | |
… | |
1903 | </ignore> |
1943 | </ignore> |
1904 | <description><![CDATA[ |
1944 | <description><![CDATA[ |
1905 | 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. |
1906 | (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 |
1907 | 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 |
1908 | the exit. ]]> |
1948 | the exit. ]]> |
1909 | </description> |
1949 | </description> |
1910 | <use><![CDATA[ |
1950 | <use><![CDATA[ |
1911 | 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 |
1912 | <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 |
1913 | detected with the show_invisible spell. |
1953 | detected with the show_invisible spell. |
1914 | <br><br> |
1954 | <br><br> |
1915 | 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"). |
1916 | 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.]]> |
1917 | </use> |
1957 | </use> |
1918 | <attribute arch="slaying" editor="exit path" type="string"> |
1958 | <attribute arch="slaying" editor="exit path" type="string"> |
1919 | 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. |
1920 | You can enter an absolute path, beginning with '/' (for example |
1960 | You can enter an absolute path, beginning with '/' (for example |
1921 | "/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 |
… | |
… | |
1963 | little health by eating flesh-objects. <br> |
2003 | little health by eating flesh-objects. <br> |
1964 | 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 |
1965 | 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 |
1966 | 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>. |
1967 | 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 |
1968 | according to map/monster difficulty. ]]> |
2008 | according to map/monster difficulty.]]> |
1969 | </description> |
2009 | </description> |
1970 | <use><![CDATA[ |
2010 | <use><![CDATA[ |
1971 | 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 |
1972 | standard monsters carry flesh items from their <treasurelist>. |
2012 | standard monsters carry flesh items from their <treasurelist>. |
1973 | 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. |
… | |
… | |
1975 | not the case - so you have to set it manually. |
2015 | not the case - so you have to set it manually. |
1976 | <br><br> |
2016 | <br><br> |
1977 | 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 |
1978 | 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 |
1979 | 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 |
1980 | out on the reward completely. ]]> |
2020 | out on the reward completely.]]> |
1981 | </use> |
2021 | </use> |
1982 | <attribute arch="food" editor="foodpoints" type="int"> |
2022 | <attribute arch="food" editor="foodpoints" type="int"> |
1983 | 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. |
1984 | The player's health will increase by <foodpoints>/50 hp. |
2024 | The player's health will increase by <foodpoints>/50 hp. |
1985 | </attribute> |
2025 | </attribute> |
… | |
… | |
2009 | <ignore> |
2049 | <ignore> |
2010 | <ignore_list name="non_pickable" /> |
2050 | <ignore_list name="non_pickable" /> |
2011 | </ignore> |
2051 | </ignore> |
2012 | <description><![CDATA[ |
2052 | <description><![CDATA[ |
2013 | Floor is a very basic thing whithout too much |
2053 | Floor is a very basic thing whithout too much |
2014 | functionality. It's a floor - you stand on it. ]]> |
2054 | functionality. It's a floor - you stand on it.]]> |
2015 | </description> |
2055 | </description> |
2016 | <attribute arch="is_floor" value="1" type="fixed" /> |
2056 | <attribute arch="is_floor" value="1" type="fixed" /> |
2017 | <attribute arch="no_pick" value="1" type="fixed" /> |
2057 | <attribute arch="no_pick" value="1" type="fixed" /> |
2018 | <section name="terrain"> |
2058 | <section name="terrain"> |
2019 | &movement_types_terrain; |
2059 | &movement_types_terrain; |
… | |
… | |
2053 | Encounter-Floor is pretty much the same as normal floor. |
2093 | Encounter-Floor is pretty much the same as normal floor. |
2054 | Most outdoor floor/ground-arches are set to be "encounters". |
2094 | Most outdoor floor/ground-arches are set to be "encounters". |
2055 | 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 |
2056 | encounter-floor, players sometimes got beamed to little maps |
2096 | encounter-floor, players sometimes got beamed to little maps |
2057 | with monsters on them. Nowadays this feature is disabled - |
2097 | with monsters on them. Nowadays this feature is disabled - |
2058 | Hence encounter floor is not different from normal floor. ]]> |
2098 | Hence encounter floor is not different from normal floor.]]> |
2059 | </description> |
2099 | </description> |
2060 | <attribute arch="is_floor" value="1" type="fixed" /> |
2100 | <attribute arch="is_floor" value="1" type="fixed" /> |
2061 | <attribute arch="no_pick" value="1" type="fixed" /> |
2101 | <attribute arch="no_pick" value="1" type="fixed" /> |
2062 | <section name="terrain"> |
2102 | <section name="terrain"> |
2063 | &movement_types_terrain; |
2103 | &movement_types_terrain; |
… | |
… | |
2090 | |
2130 | |
2091 | <!--####################################################################--> |
2131 | <!--####################################################################--> |
2092 | <type number="6" name="Food"> |
2132 | <type number="6" name="Food"> |
2093 | <description><![CDATA[ |
2133 | <description><![CDATA[ |
2094 | By eating/drinking food-objects, the player can fill his |
2134 | By eating/drinking food-objects, the player can fill his |
2095 | stomache and gain a little health. ]]> |
2135 | stomache and gain a little health.]]> |
2096 | </description> |
2136 | </description> |
2097 | <attribute arch="food" editor="foodpoints" type="int"> |
2137 | <attribute arch="food" editor="foodpoints" type="int"> |
2098 | 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. |
2099 | The player's health will increase by <foodpoints>/50 hp. |
2139 | The player's health will increase by <foodpoints>/50 hp. |
2100 | </attribute> |
2140 | </attribute> |
… | |
… | |
2112 | <description><![CDATA[ |
2152 | <description><![CDATA[ |
2113 | Gates play an important role in Deliantra. Gates can be opened |
2153 | Gates play an important role in Deliantra. Gates can be opened |
2114 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2154 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2115 | or carrying special key-objects (-> inventory checker). |
2155 | or carrying special key-objects (-> inventory checker). |
2116 | 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 |
2117 | passed, which makes them more practical in many cases. ]]> |
2157 | passed, which makes them more practical in many cases.]]> |
2118 | </description> |
2158 | </description> |
2119 | <use><![CDATA[ |
2159 | <use><![CDATA[ |
2120 | Use gates to divide your maps into seperated areas. After solving |
2160 | Use gates to divide your maps into seperated areas. After solving |
2121 | 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 |
2122 | maps more complex than "one-way". ]]> |
2162 | maps more complex than "one-way".]]> |
2123 | </use> |
2163 | </use> |
2124 | <attribute arch="no_pick" value="1" type="fixed" /> |
2164 | <attribute arch="no_pick" value="1" type="fixed" /> |
2125 | <attribute arch="speed" value="1" type="float"> |
2165 | <attribute arch="speed" value="1" type="float"> |
2126 | 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. |
2127 | </attribute> |
2167 | </attribute> |
2128 | <attribute arch="connected" editor="connection" type="int"> |
2168 | <attribute arch="connected" editor="connection" type="string"> |
2129 | Whenever the inventory checker is triggered, all objects with identical |
2169 | Whenever the inventory checker is triggered, all objects with identical |
2130 | <connection> value get activated. This only makes sense together with |
2170 | <connection> value get activated. This only makes sense together with |
2131 | <blocking passage> disabled. |
2171 | <blocking passage> disabled. |
2132 | </attribute> |
2172 | </attribute> |
2133 | <attribute arch="wc" editor="position state" type="int"> |
2173 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2151 | <type number="113" name="Girdle"> |
2191 | <type number="113" name="Girdle"> |
2152 | <import_type name="Amulet" /> |
2192 | <import_type name="Amulet" /> |
2153 | <description><![CDATA[ |
2193 | <description><![CDATA[ |
2154 | 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 |
2155 | the player. Girdles usually provide stats- or damage bonuses and no |
2195 | the player. Girdles usually provide stats- or damage bonuses and no |
2156 | defense. ]]> |
2196 | defense.]]> |
2157 | </description> |
2197 | </description> |
2158 | <use><![CDATA[ |
2198 | <use><![CDATA[ |
2159 | 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 |
2160 | important that you keep your artifact in balance with existing maps. ]]> |
2200 | important that you keep your artifact in balance with existing maps.]]> |
2161 | </use> |
2201 | </use> |
2162 | <attribute arch="magic" editor="magic bonus" type="int"> |
2202 | <attribute arch="magic" editor="magic bonus" type="int"> |
2163 | <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 |
2164 | "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 |
2165 | than direct armour-class bonus on the helmet. |
2205 | than direct armour-class bonus on the helmet. |
… | |
… | |
2173 | <!--####################################################################--> |
2213 | <!--####################################################################--> |
2174 | <type number="100" name="Gloves"> |
2214 | <type number="100" name="Gloves"> |
2175 | <import_type name="Amulet" /> |
2215 | <import_type name="Amulet" /> |
2176 | <description><![CDATA[ |
2216 | <description><![CDATA[ |
2177 | Wearing gloves, the object's stats will directly be inherited to |
2217 | Wearing gloves, the object's stats will directly be inherited to |
2178 | the player. Gloves can add defense or damage bonuses. ]]> |
2218 | the player. Gloves can add defense or damage bonuses.]]> |
2179 | </description> |
2219 | </description> |
2180 | <use><![CDATA[ |
2220 | <use><![CDATA[ |
2181 | 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 |
2182 | important that you keep your artifact in balance with existing maps. ]]> |
2222 | important that you keep your artifact in balance with existing maps.]]> |
2183 | </use> |
2223 | </use> |
2184 | <attribute arch="magic" editor="magic bonus" type="int"> |
2224 | <attribute arch="magic" editor="magic bonus" type="int"> |
2185 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2225 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2186 | If the gloves have <weapon class> instead, then <magic bonus> |
2226 | If the gloves have <weapon class> instead, then <magic bonus> |
2187 | will increase that. |
2227 | will increase that. |
… | |
… | |
2193 | <ignore> |
2233 | <ignore> |
2194 | <ignore_list name="non_pickable" /> |
2234 | <ignore_list name="non_pickable" /> |
2195 | </ignore> |
2235 | </ignore> |
2196 | <description><![CDATA[ |
2236 | <description><![CDATA[ |
2197 | A handle can be applied by players and (certain) monsters. |
2237 | A handle can be applied by players and (certain) monsters. |
2198 | Every time it is applied, the <connection> value is triggered. ]]> |
2238 | Every time it is applied, the <connection> value is triggered.]]> |
2199 | </description> |
2239 | </description> |
2200 | <use><![CDATA[ |
2240 | <use><![CDATA[ |
2201 | Handles are commonly used to move gates. When placing your lever, |
2241 | Handles are commonly used to move gates. When placing your lever, |
2202 | don't forget that some monsters are able to apply it. |
2242 | don't forget that some monsters are able to apply it. |
2203 | The ability to apply levers is rare among monsters - |
2243 | The ability to apply levers is rare among monsters - |
2204 | but vampires can do it for example. ]]> |
2244 | but vampires can do it for example.]]> |
2205 | </use> |
2245 | </use> |
2206 | <attribute arch="no_pick" value="1" type="fixed" /> |
2246 | <attribute arch="no_pick" value="1" type="fixed" /> |
2207 | <attribute arch="connected" editor="connection" type="int"> |
2247 | <attribute arch="connected" editor="connection" type="string"> |
2208 | Every time the handle is applied, all objects |
2248 | Every time the handle is applied, all objects |
2209 | with the same <connection> value are activated. |
2249 | with the same <connection> value are activated. |
2210 | </attribute> |
2250 | </attribute> |
2211 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2251 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2212 | This text may describe the item. You can use this |
2252 | This text may describe the item. You can use this |
… | |
… | |
2221 | <ignore_list name="non_pickable" /> |
2261 | <ignore_list name="non_pickable" /> |
2222 | </ignore> |
2262 | </ignore> |
2223 | <description><![CDATA[ |
2263 | <description><![CDATA[ |
2224 | Handle triggers are handles which reset after a short period |
2264 | Handle triggers are handles which reset after a short period |
2225 | of time. Every time it is either applied or reset, the |
2265 | of time. Every time it is either applied or reset, the |
2226 | <connection> value is triggered. ]]> |
2266 | <connection> value is triggered.]]> |
2227 | </description> |
2267 | </description> |
2228 | <use><![CDATA[ |
2268 | <use><![CDATA[ |
2229 | 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 |
2230 | 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, |
2231 | connecting it to a handle trigger is an easy solution. ]]> |
2271 | connecting it to a handle trigger is an easy solution. ]]> |
2232 | </use> |
2272 | </use> |
2233 | </type> |
2273 | </type> |
2234 | |
2274 | |
2235 | <!--####################################################################--> |
2275 | <!--####################################################################--> |
2236 | <type number="88" name="Hazard Floor"> |
2276 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2241 | <ignore_list name="non_pickable" /> |
2281 | <ignore_list name="non_pickable" /> |
2242 | </ignore> |
2282 | </ignore> |
2243 | <description><![CDATA[ |
2283 | <description><![CDATA[ |
2244 | 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 |
2245 | floor, but damages all creatures standing on it. |
2285 | floor, but damages all creatures standing on it. |
2246 | Damage is taken in regular time intervals. ]]> |
2286 | Damage is taken in regular time intervals.]]> |
2247 | </description> |
2287 | </description> |
2248 | <use><![CDATA[ |
2288 | <use><![CDATA[ |
2249 | 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 |
2250 | 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> |
2251 | 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. |
2252 | 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 |
2253 | to have something different. ]]> |
2293 | to have something different.]]> |
2254 | </use> |
2294 | </use> |
2255 | <attribute arch="is_floor" value="1" type="fixed" /> |
2295 | <attribute arch="is_floor" value="1" type="fixed" /> |
2256 | <attribute arch="lifesave" value="1" type="fixed" /> |
2296 | <attribute arch="lifesave" value="1" type="fixed" /> |
2257 | &move_on; |
2297 | &move_on; |
2258 | <attribute arch="no_pick" value="1" type="fixed" /> |
2298 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2309 | <import_type name="Amulet" /> |
2349 | <import_type name="Amulet" /> |
2310 | <description><![CDATA[ |
2350 | <description><![CDATA[ |
2311 | 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 |
2312 | the player. Normal helmets usually increase defense, while crowns |
2352 | the player. Normal helmets usually increase defense, while crowns |
2313 | add more special bonuses like stats/resistances paired with |
2353 | add more special bonuses like stats/resistances paired with |
2314 | low defense. ]]> |
2354 | low defense.]]> |
2315 | </description> |
2355 | </description> |
2316 | <use><![CDATA[ |
2356 | <use><![CDATA[ |
2317 | 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 |
2318 | important that you keep your artifact in balance with existing maps. ]]> |
2358 | important that you keep your artifact in balance with existing maps.]]> |
2319 | </use> |
2359 | </use> |
2320 | <attribute arch="magic" editor="magic bonus" type="int"> |
2360 | <attribute arch="magic" editor="magic bonus" type="int"> |
2321 | <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 |
2322 | "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 |
2323 | than direct armour-class bonus on the helmet. |
2363 | than direct armour-class bonus on the helmet. |
… | |
… | |
2334 | <ignore_list name="non_pickable" /> |
2374 | <ignore_list name="non_pickable" /> |
2335 | </ignore> |
2375 | </ignore> |
2336 | <description><![CDATA[ |
2376 | <description><![CDATA[ |
2337 | Holy_altars are altars for the various religions. Praying |
2377 | Holy_altars are altars for the various religions. Praying |
2338 | 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 |
2339 | 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.]]> |
2340 | </description> |
2380 | </description> |
2341 | <attribute arch="no_pick" value="1" type="fixed" /> |
2381 | <attribute arch="no_pick" value="1" type="fixed" /> |
2342 | <attribute arch="other_arch" editor="god name" type="string"> |
2382 | <attribute arch="other_arch" editor="god name" type="string"> |
2343 | 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 |
2344 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2384 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2367 | 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 |
2368 | spellpoints faster and thus are more valuable than rods. |
2408 | spellpoints faster and thus are more valuable than rods. |
2369 | <br><br> |
2409 | <br><br> |
2370 | 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 |
2371 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2411 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2372 | used endlessly. ]]> |
2412 | used endlessly.]]> |
2373 | </description> |
2413 | </description> |
2374 | <use><![CDATA[ |
2414 | <use><![CDATA[ |
2375 | Horns are powerful due to their fast recharge rate. They should |
2415 | Horns are powerful due to their fast recharge rate. They should |
2376 | never contain high level attacking spells. Even curing/healing spells |
2416 | never contain high level attacking spells. Even curing/healing spells |
2377 | are almost too good on a horn. ]]> |
2417 | are almost too good on a horn.]]> |
2378 | </use> |
2418 | </use> |
2379 | <attribute arch="sp" editor="spell" type="spell"> |
2419 | <attribute arch="sp" editor="spell" type="spell"> |
2380 | 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 |
2381 | 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! |
2382 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2422 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2408 | <!--####################################################################--> |
2448 | <!--####################################################################--> |
2409 | <type number="73" name="Inorganic"> |
2449 | <type number="73" name="Inorganic"> |
2410 | <description><![CDATA[ |
2450 | <description><![CDATA[ |
2411 | Inorganic materials are generally used as ingredients for |
2451 | Inorganic materials are generally used as ingredients for |
2412 | alchemical receipes. By themselves, they have no special |
2452 | alchemical receipes. By themselves, they have no special |
2413 | functionalities. ]]> |
2453 | functionalities.]]> |
2414 | </description> |
2454 | </description> |
2415 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2455 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2416 | </attribute> |
2456 | </attribute> |
2417 | &resistances_basic; |
2457 | &resistances_basic; |
2418 | </type> |
2458 | </type> |
… | |
… | |
2431 | <br><br> |
2471 | <br><br> |
2432 | Alternatively, you can set your inv. checker to block all players |
2472 | Alternatively, you can set your inv. checker to block all players |
2433 | that do/don't carry the matching object. |
2473 | that do/don't carry the matching object. |
2434 | <br><br> |
2474 | <br><br> |
2435 | As you can see, inv. checkers are quite powerful, holding a |
2475 | As you can see, inv. checkers are quite powerful, holding a |
2436 | great variety of possibilities. ]]> |
2476 | great variety of possibilities.]]> |
2437 | </description> |
2477 | </description> |
2438 | <use><![CDATA[ |
2478 | <use><![CDATA[ |
2439 | 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 |
2440 | 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. |
2441 | 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 |
2442 | 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 |
2443 | 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 |
2444 | can be found in nearly every RPG - simple but effective. ]]> |
2484 | can be found in nearly every RPG - simple but effective.]]> |
2445 | </use> |
2485 | </use> |
2446 | <attribute arch="no_pick" value="1" type="fixed" /> |
2486 | <attribute arch="no_pick" value="1" type="fixed" /> |
2447 | <attribute arch="slaying" editor="match key string" type="string"> |
2487 | <attribute arch="slaying" editor="match key string" type="string"> |
2448 | 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 |
2449 | 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 |
… | |
… | |
2465 | </attribute> |
2505 | </attribute> |
2466 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2506 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2467 | Enabled means having that object is a match. |
2507 | Enabled means having that object is a match. |
2468 | Disabled means not having that object is a match. |
2508 | Disabled means not having that object is a match. |
2469 | </attribute> |
2509 | </attribute> |
2470 | <attribute arch="connected" editor="connection" type="int"> |
2510 | <attribute arch="connected" editor="connection" type="string"> |
2471 | Whenever the inventory checker is triggered, all objects with identical |
2511 | Whenever the inventory checker is triggered, all objects with identical |
2472 | <connection> value get activated. This only makes sense together with |
2512 | <connection> value get activated. This only makes sense together with |
2473 | <blocking passage> disabled. |
2513 | <blocking passage> disabled. |
2474 | </attribute> |
2514 | </attribute> |
2475 | &movement_types_terrain; |
2515 | &movement_types_terrain; |
… | |
… | |
2525 | <!--####################################################################--> |
2565 | <!--####################################################################--> |
2526 | <type number="60" name="Jewel"> |
2566 | <type number="60" name="Jewel"> |
2527 | <description><![CDATA[ |
2567 | <description><![CDATA[ |
2528 | Items of the type Gold & Jewels are handled like a currency. |
2568 | Items of the type Gold & Jewels are handled like a currency. |
2529 | 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 |
2530 | prices differ only marginally. ]]> |
2570 | prices differ only marginally.]]> |
2531 | </description> |
2571 | </description> |
2532 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2572 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2533 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2573 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2534 | This text may describe the object. |
2574 | This text may describe the object. |
2535 | </attribute> |
2575 | </attribute> |
… | |
… | |
2537 | |
2577 | |
2538 | <!--####################################################################--> |
2578 | <!--####################################################################--> |
2539 | <type number="24" name="Key"> |
2579 | <type number="24" name="Key"> |
2540 | <description><![CDATA[ |
2580 | <description><![CDATA[ |
2541 | 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 |
2542 | disappear. ]]> |
2582 | disappear.]]> |
2543 | </description> |
2583 | </description> |
2544 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2584 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2545 | A godgiven item vanishes as soon as the player |
2585 | A godgiven item vanishes as soon as the player |
2546 | drops it to the ground. |
2586 | drops it to the ground. |
2547 | </attribute> |
2587 | </attribute> |
… | |
… | |
2552 | <ignore> |
2592 | <ignore> |
2553 | <ignore_list name="non_pickable" /> |
2593 | <ignore_list name="non_pickable" /> |
2554 | </ignore> |
2594 | </ignore> |
2555 | <description><![CDATA[ |
2595 | <description><![CDATA[ |
2556 | A locked door can be opened only when carrying |
2596 | A locked door can be opened only when carrying |
2557 | the appropriate special key. ]]> |
2597 | the appropriate special key.]]> |
2558 | </description> |
2598 | </description> |
2559 | <use><![CDATA[ |
2599 | <use><![CDATA[ |
2560 | 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), |
2561 | 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 |
2562 | and only a fool would create a key matching that string. |
2602 | and only a fool would create a key matching that string. |
… | |
… | |
2564 | 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 |
2565 | are used with all kinds of faces/names, especially often as |
2605 | are used with all kinds of faces/names, especially often as |
2566 | "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". |
2567 | There you have magic forces (door objects) put under certain artifact |
2607 | There you have magic forces (door objects) put under certain artifact |
2568 | 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 |
2569 | appropriate quest items (key objects). ]]> |
2609 | appropriate quest items (key objects).]]> |
2570 | </use> |
2610 | </use> |
2571 | <attribute arch="move_type" value="0" type="fixed" /> |
2611 | <attribute arch="move_type" value="0" type="fixed" /> |
2572 | <attribute arch="no_pick" value="1" type="fixed" /> |
2612 | <attribute arch="no_pick" value="1" type="fixed" /> |
2573 | <attribute arch="slaying" editor="key string" type="string"> |
2613 | <attribute arch="slaying" editor="key string" type="string"> |
2574 | The <key string> in the door must be identical with the |
2614 | The <key string> in the door must be identical with the |
… | |
… | |
2601 | <ignore> |
2641 | <ignore> |
2602 | <ignore_list name="system_object" /> |
2642 | <ignore_list name="system_object" /> |
2603 | </ignore> |
2643 | </ignore> |
2604 | <description><![CDATA[ |
2644 | <description><![CDATA[ |
2605 | Magic_ears trigger a connected value |
2645 | Magic_ears trigger a connected value |
2606 | when the player speaks a specific keyword. ]]> |
2646 | when the player speaks a specific keyword.]]> |
2607 | </description> |
2647 | </description> |
2608 | <use><![CDATA[ |
2648 | <use><![CDATA[ |
2609 | 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 |
2610 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2650 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2611 | something like a gate that is opened by speaking "open" or |
2651 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2613 | <br><br> |
2653 | <br><br> |
2614 | Magic_ears are typically used for interaction with NPCs. You |
2654 | Magic_ears are typically used for interaction with NPCs. You |
2615 | can create the impression that the NPC actually *does* something |
2655 | can create the impression that the NPC actually *does* something |
2616 | according to his conversation with a player. Mostly this means |
2656 | according to his conversation with a player. Mostly this means |
2617 | 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 |
2618 | creative here. ]]> |
2658 | creative here.]]> |
2619 | </use> |
2659 | </use> |
2620 | <attribute arch="no_pick" value="1" type="fixed" /> |
2660 | <attribute arch="no_pick" value="1" type="fixed" /> |
2621 | <attribute arch="connected" editor="connection" type="int"> |
2661 | <attribute arch="connected" editor="connection" type="string"> |
2622 | The Magic_ear will trigger all objects with the |
2662 | The Magic_ear will trigger all objects with the |
2623 | same connection value, every time it is activated. |
2663 | same connection value, every time it is activated. |
2624 | </attribute> |
2664 | </attribute> |
2625 | <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"> |
2626 | This textfield contains the keyword-matching-syntax. The text should |
2666 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2645 | Magic walls can contain any spell. However, some spells do not |
2685 | Magic walls can contain any spell. However, some spells do not |
2646 | 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 |
2647 | the spell you want to use with a wall. |
2687 | the spell you want to use with a wall. |
2648 | <br><br> |
2688 | <br><br> |
2649 | Several types of magical walls are predefined for you in the |
2689 | Several types of magical walls are predefined for you in the |
2650 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2690 | archetypes, and can be found on the "connected" Pickmap.]]> |
2651 | </description> |
2691 | </description> |
2652 | <use><![CDATA[ |
2692 | <use><![CDATA[ |
2653 | Spellcasting walls pose an interesting alternative to monsters. |
2693 | Spellcasting walls pose an interesting alternative to monsters. |
2654 | Usually they are set to be undestroyable. Thus, while monsters |
2694 | Usually they are set to be undestroyable. Thus, while monsters |
2655 | 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 |
… | |
… | |
2666 | walls' spell(s). |
2706 | walls' spell(s). |
2667 | <br><br> |
2707 | <br><br> |
2668 | 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 |
2669 | 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 |
2670 | can find a working example on the map |
2710 | can find a working example on the map |
2671 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2711 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2672 | </use> |
2712 | </use> |
2673 | <attribute arch="dam" editor="spell" type="spell"> |
2713 | <attribute arch="dam" editor="spell" type="spell"> |
2674 | The magic wall will cast this <spell>. |
2714 | The magic wall will cast this <spell>. |
2675 | </attribute> |
2715 | </attribute> |
2676 | <attribute arch="level" editor="spell level" type="int"> |
2716 | <attribute arch="level" editor="spell level" type="int"> |
2677 | 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" |
2678 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2718 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2679 | 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 |
2680 | to meet the overall difficulty of your map. |
2720 | to meet the overall difficulty of your map. |
2681 | </attribute> |
2721 | </attribute> |
2682 | <attribute arch="connected" editor="connection" type="int"> |
2722 | <attribute arch="connected" editor="connection" type="string"> |
2683 | Every time the <connection> value is triggered, the wall will cast |
2723 | Every time the <connection> value is triggered, the wall will cast |
2684 | 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 |
2685 | have much visible effect. |
2725 | have much visible effect. |
2686 | </attribute> |
2726 | </attribute> |
2687 | &activate_on; |
2727 | &activate_on; |
… | |
… | |
2731 | player stepping on it. This force does nothing except containing a |
2771 | player stepping on it. This force does nothing except containing a |
2732 | <key string> which can be discovered by detectors or inventory |
2772 | <key string> which can be discovered by detectors or inventory |
2733 | 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. |
2734 | <br><br> |
2774 | <br><br> |
2735 | 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, |
2736 | except by the effect that they cause on the maps. ]]> |
2776 | except by the effect that they cause on the maps.]]> |
2737 | </description> |
2777 | </description> |
2738 | <use><![CDATA[ |
2778 | <use><![CDATA[ |
2739 | Markers hold real cool possibilities for map-making. I encourage |
2779 | Markers hold real cool possibilities for map-making. I encourage |
2740 | you to use them frequently. However there is one negative point |
2780 | you to use them frequently. However there is one negative point |
2741 | 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 |
2742 | 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 |
2743 | informed and never confused. |
2783 | informed and never confused. |
2744 | <br><br> |
2784 | <br><br> |
2745 | Please avoid infinite markers when they aren't needed. They're |
2785 | Please avoid infinite markers when they aren't needed. They're |
2746 | 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 |
2747 | is no real purpose, set an expire time. ]]> |
2787 | is no real purpose, set an expire time.]]> |
2748 | </use> |
2788 | </use> |
2749 | <attribute arch="no_pick" value="1" type="fixed" /> |
2789 | <attribute arch="no_pick" value="1" type="fixed" /> |
2750 | <attribute arch="slaying" editor="key string" type="string"> |
2790 | <attribute arch="slaying" editor="key string" type="string"> |
2751 | The <key string> can be detected by inv. checkers/detectors. |
2791 | The <key string> can be detected by inv. checkers/detectors. |
2752 | If the player already has a force with that <key string>, |
2792 | If the player already has a force with that <key string>, |
2753 | there won't be inserted a second one. |
2793 | there won't be inserted a second one. |
2754 | </attribute> |
2794 | </attribute> |
2755 | <attribute arch="connected" editor="connection" type="int"> |
2795 | <attribute arch="connected" editor="connection" type="string"> |
2756 | When the detector is triggered, all objects with the same |
2796 | When the detector is triggered, all objects with the same |
2757 | connection value get activated. |
2797 | connection value get activated. |
2758 | </attribute> |
2798 | </attribute> |
2759 | <attribute arch="speed" editor="marking speed" type="float"> |
2799 | <attribute arch="speed" editor="marking speed" type="float"> |
2760 | The <marking speed> defines how quickly it will mark something |
2800 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2798 | 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 |
2799 | 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 |
2800 | subtracted from the player's money. |
2840 | subtracted from the player's money. |
2801 | <br><br> |
2841 | <br><br> |
2802 | For money, always use the default arches. |
2842 | For money, always use the default arches. |
2803 | Don't modify them. ]]> |
2843 | Don't modify them.]]> |
2804 | </description> |
2844 | </description> |
2805 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2845 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2806 | </type> |
2846 | </type> |
2807 | |
2847 | |
2808 | <!--####################################################################--> |
2848 | <!--####################################################################--> |
… | |
… | |
2823 | Monsters can behave in various kinds of ways. |
2863 | Monsters can behave in various kinds of ways. |
2824 | They can be aggressive, attacking the player. Or peaceful, |
2864 | They can be aggressive, attacking the player. Or peaceful, |
2825 | helping the player - maybe joining him as pet. |
2865 | helping the player - maybe joining him as pet. |
2826 | The unagressive creatures who communicate with players are |
2866 | The unagressive creatures who communicate with players are |
2827 | usually called "NPCs" (Non Player Character), a well-known |
2867 | usually called "NPCs" (Non Player Character), a well-known |
2828 | term in role-play environments. ]]> |
2868 | term in role-play environments.]]> |
2829 | </description> |
2869 | </description> |
2830 | <use><![CDATA[ |
2870 | <use><![CDATA[ |
2831 | Monsters play a central role in most maps. Choosing the right |
2871 | Monsters play a central role in most maps. Choosing the right |
2832 | combination of monsters for your map is vital: |
2872 | combination of monsters for your map is vital: |
2833 | <UL> |
2873 | <UL> |
… | |
… | |
2858 | can use. |
2898 | can use. |
2859 | </UL> |
2899 | </UL> |
2860 | 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 |
2861 | 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. |
2862 | 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 |
2863 | receive some. :-) ]]> |
2903 | receive some. :-)]]> |
2864 | </use> |
2904 | </use> |
2865 | <attribute arch="alive" value="1" type="fixed" /> |
2905 | <attribute arch="alive" value="1" type="fixed" /> |
2866 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2906 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2867 | When the monster is killed, items from the treasurelist will |
2907 | When the monster is killed, items from the treasurelist will |
2868 | 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 |
… | |
… | |
3197 | </ignore> |
3237 | </ignore> |
3198 | <description><![CDATA[ |
3238 | <description><![CDATA[ |
3199 | As the name implies, mood floors can change the "mood" of |
3239 | As the name implies, mood floors can change the "mood" of |
3200 | a monsters/NPC. For example, an unagressive monster could be |
3240 | a monsters/NPC. For example, an unagressive monster could be |
3201 | turned mad to start attacking. Similar, an agressive monster |
3241 | turned mad to start attacking. Similar, an agressive monster |
3202 | could be calmed. ]]> |
3242 | could be calmed.]]> |
3203 | </description> |
3243 | </description> |
3204 | <use><![CDATA[ |
3244 | <use><![CDATA[ |
3205 | Mood floors are absolutely cool for NPC interaction. To make an |
3245 | Mood floors are absolutely cool for NPC interaction. To make an |
3206 | unaggressive monster/NPC attack, put a creator with "other_arch |
3246 | unaggressive monster/NPC attack, put a creator with "other_arch |
3207 | 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 |
… | |
… | |
3211 | 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 |
3212 | "help me" - and the NPC joins him as pet. |
3252 | "help me" - and the NPC joins him as pet. |
3213 | <br><br> |
3253 | <br><br> |
3214 | (Of course you must always give clear hints about keywords! |
3254 | (Of course you must always give clear hints about keywords! |
3215 | 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 |
3216 | etc. instead of a magic_ear.) ]]> |
3256 | etc. instead of a magic_ear.)]]> |
3217 | </use> |
3257 | </use> |
3218 | <attribute arch="no_pick" value="1" type="fixed" /> |
3258 | <attribute arch="no_pick" value="1" type="fixed" /> |
3219 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3259 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3220 | <mood> is used to determine what will happen to the |
3260 | <mood> is used to determine what will happen to the |
3221 | monster when affected by the mood floor: |
3261 | monster when affected by the mood floor: |
… | |
… | |
3231 | <mood> 'charm': Turns monster into a pet of person |
3271 | <mood> 'charm': Turns monster into a pet of person |
3232 | who triggers the square. This setting is not |
3272 | who triggers the square. This setting is not |
3233 | enabled for continous operation, you need to |
3273 | enabled for continous operation, you need to |
3234 | insert a <connection> value! |
3274 | insert a <connection> value! |
3235 | </attribute> |
3275 | </attribute> |
3236 | <attribute arch="connected" editor="connection" type="int"> |
3276 | <attribute arch="connected" editor="connection" type="string"> |
3237 | This should only be set in combination with <mood number> 4. |
3277 | This should only be set in combination with <mood number> 4. |
3238 | 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 |
3239 | step on it. But charming (monster -> pet) is too powerful, |
3279 | step on it. But charming (monster -> pet) is too powerful, |
3240 | so it needs to be activated. |
3280 | so it needs to be activated. |
3241 | |
3281 | |
… | |
… | |
3265 | can monsters. Motion is involuntary. Additionally, players or |
3305 | can monsters. Motion is involuntary. Additionally, players or |
3266 | 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 |
3267 | move along a chain of them. |
3307 | move along a chain of them. |
3268 | <br><br> |
3308 | <br><br> |
3269 | Multisquare monsters can be moved as well, given |
3309 | Multisquare monsters can be moved as well, given |
3270 | enough space. Movers are usually invisible. ]]> |
3310 | enough space. Movers are usually invisible.]]> |
3271 | </description> |
3311 | </description> |
3272 | <use><![CDATA[ |
3312 | <use><![CDATA[ |
3273 | NEVER EVER consider a mover being unpassable in the backwards |
3313 | NEVER EVER consider a mover being unpassable in the backwards |
3274 | direction. Setting "forced movement" makes it seemingly impossible |
3314 | direction. Setting "forced movement" makes it seemingly impossible |
3275 | 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 |
… | |
… | |
3282 | cannot be discovered with the show_invisible spell. |
3322 | cannot be discovered with the show_invisible spell. |
3283 | <br><br> |
3323 | <br><br> |
3284 | Note that Movers and Directors are seperate objects, even though |
3324 | Note that Movers and Directors are seperate objects, even though |
3285 | they look and act similar. Directors only do spells/missiles, |
3325 | they look and act similar. Directors only do spells/missiles, |
3286 | while movers only do living creatures (depending on how it |
3326 | while movers only do living creatures (depending on how it |
3287 | is set: monsters and players). ]]> |
3327 | is set: monsters and players).]]> |
3288 | </use> |
3328 | </use> |
3289 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3329 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3290 | If forced movement is enabled, the mover "freezes" anyone it |
3330 | If forced movement is enabled, the mover "freezes" anyone it |
3291 | moves (so they are forced to move along a chain). |
3331 | moves (so they are forced to move along a chain). |
3292 | For players there is no way to escape this forced movement, |
3332 | For players there is no way to escape this forced movement, |
… | |
… | |
3344 | <ignore_list name="non_pickable" /> |
3384 | <ignore_list name="non_pickable" /> |
3345 | </ignore> |
3385 | </ignore> |
3346 | <description><![CDATA[ |
3386 | <description><![CDATA[ |
3347 | Pedestals are designed to detect certain types of living objects. |
3387 | Pedestals are designed to detect certain types of living objects. |
3348 | 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 |
3349 | connected value is triggered. ]]> |
3389 | connected value is triggered.]]> |
3350 | </description> |
3390 | </description> |
3351 | <use><![CDATA[ |
3391 | <use><![CDATA[ |
3352 | 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 |
3353 | 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 |
3354 | 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, |
3355 | because many other players could sneak in. If you put powerful |
3395 | because many other players could sneak in. If you put powerful |
3356 | artifacts into such places, generally set "startequip 1", so that |
3396 | artifacts into such places, generally set "startequip 1", so that |
3357 | 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.]]> |
3358 | </use> |
3398 | </use> |
3359 | <attribute arch="no_pick" value="1" type="fixed" /> |
3399 | <attribute arch="no_pick" value="1" type="fixed" /> |
3360 | <attribute arch="slaying" editor="match race" type="string"> |
3400 | <attribute arch="slaying" editor="match race" type="string"> |
3361 | 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> |
3362 | 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. |
… | |
… | |
3365 | |
3405 | |
3366 | 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 |
3367 | 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 |
3368 | but not for monsters. |
3408 | but not for monsters. |
3369 | </attribute> |
3409 | </attribute> |
3370 | <attribute arch="connected" editor="connection" type="int"> |
3410 | <attribute arch="connected" editor="connection" type="string"> |
3371 | When the pedestal is triggered, all objects with the same |
3411 | When the pedestal is triggered, all objects with the same |
3372 | connection value get activated. |
3412 | connection value get activated. |
3373 | </attribute> |
3413 | </attribute> |
3374 | &move_on; |
3414 | &move_on; |
3375 | </type> |
3415 | </type> |
… | |
… | |
3380 | <ignore_list name="non_pickable" /> |
3420 | <ignore_list name="non_pickable" /> |
3381 | </ignore> |
3421 | </ignore> |
3382 | <description><![CDATA[ |
3422 | <description><![CDATA[ |
3383 | 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. |
3384 | 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 |
3385 | the exact destination, but within a two-square radius of the destination |
3425 | the exact destination, but within a configurable radius of the destination |
3386 | (never on blocked squares).<br> |
3426 | (never on blocked squares).<br> |
3387 | 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> |
3388 | 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. |
3389 | Even multipart monsters can fall through them, given enough space. ]]> |
3429 | Even multipart monsters can fall through them, given enough space.]]> |
3390 | </description> |
3430 | </description> |
3391 | <use><![CDATA[ |
3431 | <use><![CDATA[ |
3392 | 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 |
3393 | 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 |
3394 | 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 |
3395 | randomly interconnect maps like teleporters do. ]]> |
3435 | randomly interconnect maps like teleporters do.]]> |
3396 | </use> |
3436 | </use> |
3397 | <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> |
3398 | <attribute arch="connected" editor="connection" type="int"> |
3441 | <attribute arch="connected" editor="connection" type="string"> |
3399 | 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 |
3400 | by activating the connection. |
3443 | by activating the connection. |
3401 | </attribute> |
3444 | </attribute> |
3402 | &activate_on; |
3445 | &activate_on; |
3403 | <attribute arch="hp" editor="destination X" type="int"> |
3446 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3423 | |
3466 | |
3424 | <!--####################################################################--> |
3467 | <!--####################################################################--> |
3425 | <type number="7" name="Poison Food"> |
3468 | <type number="7" name="Poison Food"> |
3426 | <description><![CDATA[ |
3469 | <description><![CDATA[ |
3427 | 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. |
3428 | If his food drops to zero, the player might even die. ]]> |
3471 | If his food drops to zero, the player might even die.]]> |
3429 | </description> |
3472 | </description> |
3430 | </type> |
3473 | </type> |
3431 | |
3474 | |
3432 | <!--####################################################################--> |
3475 | <!--####################################################################--> |
3433 | <type number="5" name="Potion"> |
3476 | <type number="5" name="Potion"> |
3434 | <description><![CDATA[ |
3477 | <description><![CDATA[ |
3435 | The player can drink these and gain various kinds of benefits |
3478 | The player can drink these and gain various kinds of benefits |
3436 | (/penalties) by doing so. ]]> |
3479 | (/penalties) by doing so.]]> |
3437 | </description> |
3480 | </description> |
3438 | <use><![CDATA[ |
3481 | <use><![CDATA[ |
3439 | One potion should never give multiple benefits at once. ]]> |
3482 | One potion should never give multiple benefits at once.]]> |
3440 | </use> |
3483 | </use> |
3441 | <attribute arch="level" editor="potion level" type="int"> |
3484 | <attribute arch="level" editor="potion level" type="int"> |
3442 | 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. |
3443 | For other potions it should be set at least to 1. |
3486 | For other potions it should be set at least to 1. |
3444 | </attribute> |
3487 | </attribute> |
… | |
… | |
3471 | <type number="156" name="Power Crystal"> |
3514 | <type number="156" name="Power Crystal"> |
3472 | <description><![CDATA[ |
3515 | <description><![CDATA[ |
3473 | Power crystals can store a player's mana: |
3516 | Power crystals can store a player's mana: |
3474 | When the player applies the crystal with full mana, half of |
3517 | When the player applies the crystal with full mana, half of |
3475 | it flows into the crystal. When the player applies it with |
3518 | it flows into the crystal. When the player applies it with |
3476 | lacking mana, the crystal replenishes the player's mana. ]]> |
3519 | lacking mana, the crystal replenishes the player's mana.]]> |
3477 | </description> |
3520 | </description> |
3478 | <attribute arch="sp" editor="initial mana" type="int"> |
3521 | <attribute arch="sp" editor="initial mana" type="int"> |
3479 | <initial mana> is the amount of spellpoints that the |
3522 | <initial mana> is the amount of spellpoints that the |
3480 | crystal holds when the map is loaded. |
3523 | crystal holds when the map is loaded. |
3481 | </attribute> |
3524 | </attribute> |
… | |
… | |
3493 | Projectiles like arrows/crossbow bolts are used as ammunition |
3536 | Projectiles like arrows/crossbow bolts are used as ammunition |
3494 | for shooting weapons. |
3537 | for shooting weapons. |
3495 | <br><br> |
3538 | <br><br> |
3496 | It's very easy to add new pairs of weapons & projectiles. |
3539 | It's very easy to add new pairs of weapons & projectiles. |
3497 | Just set matching <ammunition class> both for shooting |
3540 | Just set matching <ammunition class> both for shooting |
3498 | weapon and projectile. ]]> |
3541 | weapon and projectile.]]> |
3499 | </description> |
3542 | </description> |
3500 | <use><![CDATA[ |
3543 | <use><![CDATA[ |
3501 | If you want to create new kinds of projectiles, you could |
3544 | If you want to create new kinds of projectiles, you could |
3502 | add an alchemical receipe to create these. |
3545 | add an alchemical receipe to create these. |
3503 | |
3546 | |
3504 | Don't create new pairs of weapons & projectiles unless |
3547 | Don't create new pairs of weapons & projectiles unless |
3505 | they really fullfill a useful purpose. In fact, even bows |
3548 | they really fullfill a useful purpose. In fact, even bows |
3506 | and crossbows are rarely ever used. ]]> |
3549 | and crossbows are rarely ever used.]]> |
3507 | </use> |
3550 | </use> |
3508 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3551 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3509 | This number is a bitmask, specifying the projectile's attacktypes. |
3552 | This number is a bitmask, specifying the projectile's attacktypes. |
3510 | Attacktypes are: physical, magical, fire, cold.. etc. |
3553 | Attacktypes are: physical, magical, fire, cold.. etc. |
3511 | This works identical to melee weapons. Note that shooting |
3554 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3573 | <type number="70" name="Ring"> |
3616 | <type number="70" name="Ring"> |
3574 | <import_type name="Amulet" /> |
3617 | <import_type name="Amulet" /> |
3575 | <description><![CDATA[ |
3618 | <description><![CDATA[ |
3576 | Rings are worn on the hands - one ring each. |
3619 | Rings are worn on the hands - one ring each. |
3577 | Wearing rings, the object's stats will directly be inherited to |
3620 | Wearing rings, the object's stats will directly be inherited to |
3578 | the player. Usually enhancing his spellcasting potential. ]]> |
3621 | the player. Usually enhancing his spellcasting potential.]]> |
3579 | </description> |
3622 | </description> |
3580 | <use><![CDATA[ |
3623 | <use><![CDATA[ |
3581 | When you create an artifact ring, never forget that players can |
3624 | When you create an artifact ring, never forget that players can |
3582 | 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 |
3583 | keep rings in balance with the game. |
3626 | keep rings in balance with the game. |
3584 | <br><br> |
3627 | <br><br> |
3585 | 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. |
3586 | They should primarily grant bonuses to spellcasting abilities |
3629 | They should primarily grant bonuses to spellcasting abilities |
3587 | and non-physical resistances. ]]> |
3630 | and non-physical resistances.]]> |
3588 | </use> |
3631 | </use> |
3589 | </type> |
3632 | </type> |
3590 | |
3633 | |
3591 | <!--####################################################################--> |
3634 | <!--####################################################################--> |
3592 | <type number="3" name="Rod"> |
3635 | <type number="3" name="Rod"> |
… | |
… | |
3595 | </ignore> |
3638 | </ignore> |
3596 | <description><![CDATA[ |
3639 | <description><![CDATA[ |
3597 | 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 |
3598 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3641 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3599 | 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 |
3600 | used endlessly. ]]> |
3643 | used endlessly.]]> |
3601 | </description> |
3644 | </description> |
3602 | <use><![CDATA[ |
3645 | <use><![CDATA[ |
3603 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3646 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3604 | 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 |
3605 | one-time-use.<br> ]]> |
3648 | one-time-use.<br>]]> |
3606 | </use> |
3649 | </use> |
3607 | <attribute arch="sp" editor="spell" type="spell"> |
3650 | <attribute arch="sp" editor="spell" type="spell"> |
3608 | 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 |
3609 | 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! |
3610 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3653 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3650 | 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 |
3651 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3694 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3652 | 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 |
3653 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3696 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3654 | <br><br> |
3697 | <br><br> |
3655 | Many runes are already defined in the archetypes. ]]> |
3698 | Many runes are already defined in the archetypes.]]> |
3656 | </description> |
3699 | </description> |
3657 | <use><![CDATA[ |
3700 | <use><![CDATA[ |
3658 | Avoid monsters stepping on your runes. For example, summoning runes |
3701 | Avoid monsters stepping on your runes. For example, summoning runes |
3659 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3702 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3660 | </use> |
3703 | </use> |
3661 | <attribute arch="no_pick" value="1" type="fixed" /> |
3704 | <attribute arch="no_pick" value="1" type="fixed" /> |
3662 | &move_on; |
3705 | &move_on; |
3663 | <attribute arch="level" editor="rune level" type="int"> |
3706 | <attribute arch="level" editor="rune level" type="int"> |
3664 | 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, |
… | |
… | |
3732 | <ignore_list name="non_pickable" /> |
3775 | <ignore_list name="non_pickable" /> |
3733 | </ignore> |
3776 | </ignore> |
3734 | <description><![CDATA[ |
3777 | <description><![CDATA[ |
3735 | 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 |
3736 | respawn-after-death and his word-of-recall positions are pointing |
3779 | respawn-after-death and his word-of-recall positions are pointing |
3737 | to the last-applied savebed. ]]> |
3780 | to the last-applied savebed.]]> |
3738 | </description> |
3781 | </description> |
3739 | <use><![CDATA[ |
3782 | <use><![CDATA[ |
3740 | Put savebed locations in towns, do not put them into dungeons. |
3783 | Put savebed locations in towns, do not put them into dungeons. |
3741 | 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. |
3742 | That means: |
3785 | That means: |
… | |
… | |
3746 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3789 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3747 | players get trapped in a savebed location. |
3790 | players get trapped in a savebed location. |
3748 | <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 |
3749 | arch called "dungeon_magic" everywhere). This is not required, |
3792 | arch called "dungeon_magic" everywhere). This is not required, |
3750 | but it makes the place much more safe. |
3793 | but it makes the place much more safe. |
3751 | </UL> ]]> |
3794 | </UL>]]> |
3752 | </use> |
3795 | </use> |
3753 | <attribute arch="no_pick" value="1" type="fixed" /> |
3796 | <attribute arch="no_pick" value="1" type="fixed" /> |
3754 | <attribute arch="no_magic" value="1" type="fixed" /> |
3797 | <attribute arch="no_magic" value="1" type="fixed" /> |
3755 | <attribute arch="damned" value="1" type="fixed" /> |
3798 | <attribute arch="damned" value="1" type="fixed" /> |
3756 | </type> |
3799 | </type> |
… | |
… | |
3763 | <description><![CDATA[ |
3806 | <description><![CDATA[ |
3764 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3807 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3765 | scrolls require a certain literacy skill to read successfully. |
3808 | scrolls require a certain literacy skill to read successfully. |
3766 | Accordingly, for a successful reading, a small amount of |
3809 | Accordingly, for a successful reading, a small amount of |
3767 | experience is gained. Scrolls allow only one time usage, but |
3810 | experience is gained. Scrolls allow only one time usage, but |
3768 | usually they are sold in bulks. ]]> |
3811 | usually they are sold in bulks.]]> |
3769 | </description> |
3812 | </description> |
3770 | <use><![CDATA[ |
3813 | <use><![CDATA[ |
3771 | For low level quests, scrolls of healing/curing-spells |
3814 | For low level quests, scrolls of healing/curing-spells |
3772 | can be a nice reward. At higher levels, scrolls become less |
3815 | can be a nice reward. At higher levels, scrolls become less |
3773 | and less useful. ]]> |
3816 | and less useful.]]> |
3774 | </use> |
3817 | </use> |
3775 | <attribute arch="level" editor="casting level" type="int"> |
3818 | <attribute arch="level" editor="casting level" type="int"> |
3776 | The spell of the scroll will be casted at this level. |
3819 | The spell of the scroll will be casted at this level. |
3777 | This value should always be set, at least to 1. |
3820 | This value should always be set, at least to 1. |
3778 | </attribute> |
3821 | </attribute> |
… | |
… | |
3790 | <type number="33" name="Shield"> |
3833 | <type number="33" name="Shield"> |
3791 | <import_type name="Amulet" /> |
3834 | <import_type name="Amulet" /> |
3792 | <description><![CDATA[ |
3835 | <description><![CDATA[ |
3793 | 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 |
3794 | the player. Shields usually provide good defense, only surpassed |
3837 | the player. Shields usually provide good defense, only surpassed |
3795 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3838 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3796 | </description> |
3839 | </description> |
3797 | <use><![CDATA[ |
3840 | <use><![CDATA[ |
3798 | 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 |
3799 | important that you keep your artifact in balance with existing maps. ]]> |
3842 | important that you keep your artifact in balance with existing maps.]]> |
3800 | </use> |
3843 | </use> |
3801 | <attribute arch="magic" editor="magic bonus" type="int"> |
3844 | <attribute arch="magic" editor="magic bonus" type="int"> |
3802 | <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 |
3803 | "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 |
3804 | than direct armour-class bonus on the shield. |
3847 | than direct armour-class bonus on the shield. |
… | |
… | |
3813 | wielded both at the same time. Like with any other equipment, |
3856 | wielded both at the same time. Like with any other equipment, |
3814 | stats/bonuses from shooting weapons are directly inherited to the player. |
3857 | stats/bonuses from shooting weapons are directly inherited to the player. |
3815 | <br><br> |
3858 | <br><br> |
3816 | It's very easy to add new pairs of weapons & projectiles. |
3859 | It's very easy to add new pairs of weapons & projectiles. |
3817 | Just set matching <ammunition class> both for shooting |
3860 | Just set matching <ammunition class> both for shooting |
3818 | weapon and projectile. ]]> |
3861 | weapon and projectile.]]> |
3819 | </description> |
3862 | </description> |
3820 | <use><![CDATA[ |
3863 | <use><![CDATA[ |
3821 | Shooting weapons should not add bonuses in general. There's already |
3864 | Shooting weapons should not add bonuses in general. There's already |
3822 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3865 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3823 | Shooting weapons should especially not add bonuses to the player |
3866 | Shooting weapons should especially not add bonuses to the player |
3824 | 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 |
3825 | 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 |
3826 | - still crap. ]]> |
3869 | - still crap.]]> |
3827 | </use> |
3870 | </use> |
3828 | <attribute arch="race" editor="ammunition class" type="string"> |
3871 | <attribute arch="race" editor="ammunition class" type="string"> |
3829 | Only projectiles with matching <ammunition class> can be fired |
3872 | Only projectiles with matching <ammunition class> can be fired |
3830 | with this weapon. For normal bows set "arrows", for normal |
3873 | with this weapon. For normal bows set "arrows", for normal |
3831 | crossbows set "crossbow bolts". |
3874 | crossbows set "crossbow bolts". |
… | |
… | |
3952 | These items are all flagged as unpaid. |
3995 | These items are all flagged as unpaid. |
3953 | 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 |
3954 | unpaid and the player receives payment according to the item's |
3997 | unpaid and the player receives payment according to the item's |
3955 | selling-value. |
3998 | selling-value. |
3956 | Shopfloor always prevents magic (To hinder players from burning |
3999 | Shopfloor always prevents magic (To hinder players from burning |
3957 | or freezing the goods). ]]> |
4000 | or freezing the goods).]]> |
3958 | </description> |
4001 | </description> |
3959 | <use><![CDATA[ |
4002 | <use><![CDATA[ |
3960 | Tile your whole shop-interior space which shop floor. |
4003 | Tile your whole shop-interior space which shop floor. |
3961 | (That assures players receive payment for dropping items). |
4004 | (That assures players receive payment for dropping items). |
3962 | Place shop mats to enter/leave the shop, and make sure |
4005 | Place shop mats to enter/leave the shop, and make sure |
3963 | there is no other exit than the shop mat. ]]> |
4006 | there is no other exit than the shop mat.]]> |
3964 | </use> |
4007 | </use> |
3965 | <attribute arch="is_floor" value="1" type="fixed" /> |
4008 | <attribute arch="is_floor" value="1" type="fixed" /> |
3966 | <attribute arch="no_pick" value="1" type="fixed" /> |
4009 | <attribute arch="no_pick" value="1" type="fixed" /> |
3967 | <attribute arch="no_magic" value="1" type="fixed" /> |
4010 | <attribute arch="no_magic" value="1" type="fixed" /> |
3968 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4011 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4002 | "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/ |
4003 | or -destinations. When stepping onto a shopmat the player gets beamed |
4046 | or -destinations. When stepping onto a shopmat the player gets beamed |
4004 | 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 |
4005 | inventory, the price gets charged from his coins automatically. |
4048 | inventory, the price gets charged from his coins automatically. |
4006 | 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 |
4007 | 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).]]> |
4008 | </description> |
4051 | </description> |
4009 | <use><![CDATA[ |
4052 | <use><![CDATA[ |
4010 | As stated above, always place TWO shop mats into your shop. |
4053 | As stated above, always place TWO shop mats into your shop. |
4011 | Not more and not less than that. ]]> |
4054 | Not more and not less than that.]]> |
4012 | </use> |
4055 | </use> |
4013 | <attribute arch="no_pick" value="1" type="fixed" /> |
4056 | <attribute arch="no_pick" value="1" type="fixed" /> |
4014 | &move_on; |
4057 | &move_on; |
4015 | </type> |
4058 | </type> |
4016 | |
4059 | |
… | |
… | |
4021 | </ignore> |
4064 | </ignore> |
4022 | <description><![CDATA[ |
4065 | <description><![CDATA[ |
4023 | 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 |
4024 | 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: |
4025 | 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 |
4026 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4069 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4027 | </description> |
4070 | </description> |
4028 | <use><![CDATA[ |
4071 | <use><![CDATA[ |
4029 | 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 |
4030 | 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 |
4031 | hints about hidden secrets/dangers. Place signs to provide the player |
4074 | hints about hidden secrets/dangers. Place signs to provide the player |
4032 | 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.]]> |
4033 | </use> |
4076 | </use> |
4034 | <attribute arch="connected" editor="connection" type="int"> |
4077 | <attribute arch="connected" editor="connection" type="string"> |
4035 | 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 |
4036 | the connection is triggered. This should be used in combination with |
4079 | the connection is triggered. This should be used in combination with |
4037 | <invisible> enabled and <activate by walking/flying> disabled. |
4080 | <invisible> enabled and <activate by walking/flying> disabled. |
4038 | 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 |
4039 | printed to one player, but all players on the current map. |
4082 | printed to one player, but all players on the current map. |
… | |
… | |
4078 | <ignore_list name="system_object" /> |
4121 | <ignore_list name="system_object" /> |
4079 | </ignore> |
4122 | </ignore> |
4080 | <description><![CDATA[ |
4123 | <description><![CDATA[ |
4081 | Skills are objects which exist in the player/monster inventory. |
4124 | Skills are objects which exist in the player/monster inventory. |
4082 | 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 |
4083 | are enabled for monster use however. ]]> |
4126 | are enabled for monster use however.]]> |
4084 | </description> |
4127 | </description> |
4085 | <use><![CDATA[ |
4128 | <use><![CDATA[ |
4086 | For mapmaking, Skill objects serve two purposes: |
4129 | For mapmaking, Skill objects serve two purposes: |
4087 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4130 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4088 | 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 |
… | |
… | |
4093 | </p><p> |
4136 | </p><p> |
4094 | 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 |
4095 | copy default skill archtypes into the monsters' inventories. |
4138 | copy default skill archtypes into the monsters' inventories. |
4096 | 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 |
4097 | recommended however, to use skills in your maps which are totally |
4140 | recommended however, to use skills in your maps which are totally |
4098 | unrelated to any predefined skill archtype.</p> ]]> |
4141 | unrelated to any predefined skill archtype.</p>]]> |
4099 | </use> |
4142 | </use> |
4100 | <attribute arch="invisible" value="1" type="fixed" /> |
4143 | <attribute arch="invisible" value="1" type="fixed" /> |
4101 | <attribute arch="no_drop" value="1" type="fixed" /> |
4144 | <attribute arch="no_drop" value="1" type="fixed" /> |
4102 | <attribute arch="skill" editor="skill name" type="string"> |
4145 | <attribute arch="skill" editor="skill name" type="string"> |
4103 | The <skill name> is used for matchings. When a usable |
4146 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4132 | |
4175 | |
4133 | <!--####################################################################--> |
4176 | <!--####################################################################--> |
4134 | <type number="130" name="Skill Scroll"> |
4177 | <type number="130" name="Skill Scroll"> |
4135 | <description><![CDATA[ |
4178 | <description><![CDATA[ |
4136 | 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 |
4137 | contained skill. ]]> |
4180 | contained skill.]]> |
4138 | </description> |
4181 | </description> |
4139 | <use><![CDATA[ |
4182 | <use><![CDATA[ |
4140 | Skill scrolls are very much sought for by players. Currently, |
4183 | Skill scrolls are very much sought for by players. Currently, |
4141 | 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 |
4142 | 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 |
4143 | skill scrolls rewarded at the end. ]]> |
4186 | skill scrolls rewarded at the end.]]> |
4144 | </use> |
4187 | </use> |
4145 | <attribute arch="race" value="scrolls" type="fixed" /> |
4188 | <attribute arch="race" value="scrolls" type="fixed" /> |
4146 | <attribute arch="skill" editor="skill name" type="string"> |
4189 | <attribute arch="skill" editor="skill name" type="string"> |
4147 | The <skill name> matches the skill object that can |
4190 | The <skill name> matches the skill object that can |
4148 | be learned from this scroll. |
4191 | be learned from this scroll. |
… | |
… | |
4158 | When carrying the appropriate special key, a locked door can |
4201 | When carrying the appropriate special key, a locked door can |
4159 | be opened. The key will dissapear. |
4202 | be opened. The key will dissapear. |
4160 | <br><br> |
4203 | <br><br> |
4161 | This object-type can also be used for "passport"-like items: |
4204 | This object-type can also be used for "passport"-like items: |
4162 | When walking onto an invetory checker, a gate for example might |
4205 | When walking onto an invetory checker, a gate for example might |
4163 | get opened. The "passport" will stay in the player's inventory. ]]> |
4206 | get opened. The "passport" will stay in the player's inventory.]]> |
4164 | </description> |
4207 | </description> |
4165 | <use><![CDATA[ |
4208 | <use><![CDATA[ |
4166 | How to make a "passport": You take the special key arch |
4209 | How to make a "passport": You take the special key arch |
4167 | (archetype name is "key2"), set the face to something like |
4210 | (archetype name is "key2"), set the face to something like |
4168 | 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> |
4169 | certainly must match with the appropiate inventory checker. |
4212 | certainly must match with the appropiate inventory checker. |
4170 | <br><br> |
4213 | <br><br> |
4171 | Of course you can be creative with names and faces of |
4214 | Of course you can be creative with names and faces of |
4172 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4215 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4173 | (with appropriate faces) appear more interesting than just |
4216 | (with appropriate faces) appear more interesting than just |
4174 | a "strange key", or "passport". ]]> |
4217 | a "strange key", or "passport".]]> |
4175 | </use> |
4218 | </use> |
4176 | <attribute arch="slaying" editor="key string" type="string"> |
4219 | <attribute arch="slaying" editor="key string" type="string"> |
4177 | This string must be identical with the <key string> in the |
4220 | This string must be identical with the <key string> in the |
4178 | 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 |
4179 | to trigger inventory checkers. |
4222 | to trigger inventory checkers. |
… | |
… | |
4214 | players can learn it by reading the book. Once learned, players |
4257 | players can learn it by reading the book. Once learned, players |
4215 | 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 |
4216 | 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> |
4217 | Monsters can use spells which are put in their inventory (provided |
4260 | Monsters can use spells which are put in their inventory (provided |
4218 | that certain "enabling" settings are correct). The monster's |
4261 | that certain "enabling" settings are correct). The monster's |
4219 | <treasurelist> can also be used to provide it with spells. ]]> |
4262 | <treasurelist> can also be used to provide it with spells.]]> |
4220 | </description> |
4263 | </description> |
4221 | <use><![CDATA[ |
4264 | <use><![CDATA[ |
4222 | A lot of the spells' settings can be tuned and customized. |
4265 | A lot of the spells' settings can be tuned and customized. |
4223 | When creating new spells which are accessible to players, it is |
4266 | When creating new spells which are accessible to players, it is |
4224 | important to think about balance. A single spell which is too |
4267 | important to think about balance. A single spell which is too |
4225 | 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 |
4226 | and magic school system out of whack. Testing new spells is |
4269 | and magic school system out of whack. Testing new spells is |
4227 | quite important therefore. ]]> |
4270 | quite important therefore.]]> |
4228 | </use> |
4271 | </use> |
4229 | <attribute arch="no_drop" value="1" type="fixed" /> |
4272 | <attribute arch="no_drop" value="1" type="fixed" /> |
4230 | <attribute arch="invisible" value="1" type="fixed" /> |
4273 | <attribute arch="invisible" value="1" type="fixed" /> |
4231 | <attribute arch="skill" editor="skill name" type="string"> |
4274 | <attribute arch="skill" editor="skill name" type="string"> |
4232 | The <skill name> matches the skill which is needed |
4275 | The <skill name> matches the skill which is needed |
… | |
… | |
4264 | to read.<br><br> |
4307 | to read.<br><br> |
4265 | You can create widely customized spells only by adjusting the |
4308 | You can create widely customized spells only by adjusting the |
4266 | spell object in the spellbooks inventory. Refer to the description |
4309 | spell object in the spellbooks inventory. Refer to the description |
4267 | of spell objects for detailed information how to customize spells.<br> |
4310 | of spell objects for detailed information how to customize spells.<br> |
4268 | 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> |
4269 | with a compilation of spells that the book may contain. ]]> |
4312 | with a compilation of spells that the book may contain.]]> |
4270 | </description> |
4313 | </description> |
4271 | <use><![CDATA[ |
4314 | <use><![CDATA[ |
4272 | 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 |
4273 | reserved for the followers of the appropriate cults. Handing them |
4316 | reserved for the followers of the appropriate cults. Handing them |
4274 | out in a spellbook would violate the balance between different religions. |
4317 | out in a spellbook would violate the balance between different religions. |
4275 | <br><br> |
4318 | <br><br> |
4276 | Note that there is no fundamental difference between the spellbooks |
4319 | Note that there is no fundamental difference between the spellbooks |
4277 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4320 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4278 | even praying). The difference lies only in the spells they contain. |
4321 | even praying). The difference lies only in the spells they contain. |
4279 | 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 |
4280 | for your spells. ]]> |
4323 | for your spells.]]> |
4281 | </use> |
4324 | </use> |
4282 | <attribute arch="skill" value="literacy" type="fixed" /> |
4325 | <attribute arch="skill" value="literacy" type="fixed" /> |
4283 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4326 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4284 | There are two ways to put spells into a spellbook: |
4327 | There are two ways to put spells into a spellbook: |
4285 | 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, |
… | |
… | |
4304 | </ignore> |
4347 | </ignore> |
4305 | <description><![CDATA[ |
4348 | <description><![CDATA[ |
4306 | Spinners change the direction of spell objects and other projectiles |
4349 | Spinners change the direction of spell objects and other projectiles |
4307 | 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 |
4308 | 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 |
4309 | is always changed by a certain degree. ]]> |
4352 | is always changed by a certain degree.]]> |
4310 | </description> |
4353 | </description> |
4311 | <use><![CDATA[ |
4354 | <use><![CDATA[ |
4312 | Spinners are very rarely used. I believe they are quite |
4355 | Spinners are very rarely used. I believe they are quite |
4313 | 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 |
4314 | 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 |
4315 | otherwise couldn't. |
4358 | otherwise couldn't. |
4316 | |
4359 | |
4317 | 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- |
4318 | projectiles from magic walls don't get to fly in loops. ]]> |
4361 | projectiles from magic walls don't get to fly in loops.]]> |
4319 | </use> |
4362 | </use> |
4320 | <attribute arch="sp" editor="direction number" type="int"> |
4363 | <attribute arch="sp" editor="direction number" type="int"> |
4321 | The spinner will change the direction of flying objects by |
4364 | The spinner will change the direction of flying objects by |
4322 | 45 degrees per <direction number>. Negative values spin clockwise, |
4365 | 45 degrees per <direction number>. Negative values spin clockwise, |
4323 | positive values counter clockwise. |
4366 | positive values counter clockwise. |
… | |
… | |
4336 | Swamp areas show a special behaviour: |
4379 | Swamp areas show a special behaviour: |
4337 | 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, |
4338 | he will start to sink in and eventually drown and die. |
4381 | he will start to sink in and eventually drown and die. |
4339 | Items dropped on the swamp sink in and dissapear. |
4382 | Items dropped on the swamp sink in and dissapear. |
4340 | 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 |
4341 | to die in the swamp. ]]> |
4384 | to die in the swamp.]]> |
4342 | </description> |
4385 | </description> |
4343 | <attribute arch="is_floor" value="1" type="fixed" /> |
4386 | <attribute arch="is_floor" value="1" type="fixed" /> |
4344 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4387 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4345 | <attribute arch="speed" editor="drowning speed" type="float"> |
4388 | <attribute arch="speed" editor="drowning speed" type="float"> |
4346 | The higher the <drowning speed>, the faster will players and items |
4389 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4370 | different location. The main difference to the object-type exit |
4413 | different location. The main difference to the object-type exit |
4371 | is the possibility to have teleporters connected to levers/buttons/etc. |
4414 | is the possibility to have teleporters connected to levers/buttons/etc. |
4372 | Sometimes teleporters are activated even against the players will. |
4415 | Sometimes teleporters are activated even against the players will. |
4373 | <br><br> |
4416 | <br><br> |
4374 | Unlike exits, teleporters can also transfer items and |
4417 | Unlike exits, teleporters can also transfer items and |
4375 | monsters to different locations on the same map. ]]> |
4418 | monsters to different locations on the same map.]]> |
4376 | </description> |
4419 | </description> |
4377 | <use><![CDATA[ |
4420 | <use><![CDATA[ |
4378 | 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 |
4379 | an invisible teleporter. If using "invisible 1", the teleporter |
4422 | an invisible teleporter. If using "invisible 1", the teleporter |
4380 | can still be discovered with the show_invisible spell. And in |
4423 | can still be discovered with the show_invisible spell. And in |
4381 | 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. |
4382 | <br><br> |
4425 | <br><br> |
4383 | Fortunately, there is a cool trick to make a perfectly invisible |
4426 | Fortunately, there is a cool trick to make a perfectly invisible |
4384 | teleporter: You simply add teleporter functionality to the floor |
4427 | teleporter: You simply add teleporter functionality to the floor |
4385 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4428 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4386 | 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.]]> |
4387 | </use> |
4430 | </use> |
4388 | <attribute arch="slaying" editor="exit path" type="string"> |
4431 | <attribute arch="slaying" editor="exit path" type="string"> |
4389 | 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. |
4390 | <exit path> can be an absolute path, beginning with '/' |
4433 | <exit path> can be an absolute path, beginning with '/' |
4391 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4434 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4427 | be transferred to the "default enter location" of the destined map. |
4470 | be transferred to the "default enter location" of the destined map. |
4428 | 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, |
4429 | 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 |
4430 | map-bugs. |
4473 | map-bugs. |
4431 | </attribute> |
4474 | </attribute> |
4432 | <attribute arch="connected" editor="connection" type="int"> |
4475 | <attribute arch="connected" editor="connection" type="string"> |
4433 | If a connection value is set, the teleporter will be activated |
4476 | If a connection value is set, the teleporter will be activated |
4434 | whenever the connection is triggered. To use this properly, |
4477 | whenever the connection is triggered. To use this properly, |
4435 | <activation speed> must be zero. |
4478 | <activation speed> must be zero. |
4436 | </attribute> |
4479 | </attribute> |
4437 | &activate_on; |
4480 | &activate_on; |
… | |
… | |
4463 | after some time.]]> |
4506 | after some time.]]> |
4464 | </description> |
4507 | </description> |
4465 | <use><![CDATA[ |
4508 | <use><![CDATA[ |
4466 | Use gates to divide your maps into separated areas. After solving |
4509 | Use gates to divide your maps into separated areas. After solving |
4467 | 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 |
4468 | maps more complex than "one-way". ]]> |
4511 | maps more complex than "one-way".]]> |
4469 | </use> |
4512 | </use> |
4470 | <attribute arch="no_pick" value="1" type="fixed" /> |
4513 | <attribute arch="no_pick" value="1" type="fixed" /> |
4471 | <attribute arch="connected" editor="connection" type="int"> |
4514 | <attribute arch="connected" editor="connection" type="string"> |
4472 | Whenever the inventory checker is triggered, all objects with identical |
4515 | Whenever the inventory checker is triggered, all objects with identical |
4473 | <connection> value get activated. This only makes sense together with |
4516 | <connection> value get activated. This only makes sense together with |
4474 | <blocking passage> disabled. If unset, the gate opens automatically |
4517 | <blocking passage> disabled. If unset, the gate opens automatically |
4475 | after some time. |
4518 | after some time. |
4476 | </attribute> |
4519 | </attribute> |
… | |
… | |
4543 | </attribute> |
4586 | </attribute> |
4544 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4587 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4545 | This attribute defines what attacktype to use for direct damage when |
4588 | This attribute defines what attacktype to use for direct damage when |
4546 | the trap detonates. |
4589 | the trap detonates. |
4547 | </attribute> |
4590 | </attribute> |
4548 | <attribute arch="connected" editor="connection" type="int"> |
4591 | <attribute arch="connected" editor="connection" type="string"> |
4549 | When the trap is detonated, all objects with the same |
4592 | When the trap is detonated, all objects with the same |
4550 | connection value get activated. |
4593 | connection value get activated. |
4551 | </attribute> |
4594 | </attribute> |
4552 | <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"> |
4553 | When the trap detonates, this text is displayed to the |
4596 | When the trap detonates, this text is displayed to the |
… | |
… | |
4565 | Trapdoors are very similar to pits. The difference is that they |
4608 | Trapdoors are very similar to pits. The difference is that they |
4566 | 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 |
4567 | trapdoor determines weither it slams the trapdoor open and falls through |
4610 | trapdoor determines weither it slams the trapdoor open and falls through |
4568 | or not.<br> |
4611 | or not.<br> |
4569 | 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 |
4570 | weight,) it remains open, acting like an opened pit. ]]> |
4613 | weight,) it remains open, acting like an opened pit.]]> |
4571 | </description> |
4614 | </description> |
4572 | <use><![CDATA[ |
4615 | <use><![CDATA[ |
4573 | Trapdoors should be used in the same fashion as pits: |
4616 | Trapdoors should be used in the same fashion as pits: |
4574 | 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 |
4575 | 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.]]> |
4576 | </use> |
4619 | </use> |
4577 | <attribute arch="no_pick" value="1" type="fixed" /> |
4620 | <attribute arch="no_pick" value="1" type="fixed" /> |
4578 | &move_on; |
4621 | &move_on; |
4579 | <attribute arch="weight" editor="hold weight" type="int"> |
4622 | <attribute arch="weight" editor="hold weight" type="int"> |
4580 | This value defines how much weight the trapdoor can hold. |
4623 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4606 | <attribute arch="value" /> |
4649 | <attribute arch="value" /> |
4607 | <attribute arch="material" /> |
4650 | <attribute arch="material" /> |
4608 | </ignore> |
4651 | </ignore> |
4609 | <description><![CDATA[ |
4652 | <description><![CDATA[ |
4610 | 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 |
4611 | into the game. ]]> |
4654 | into the game.]]> |
4612 | </description> |
4655 | </description> |
4613 | <use><![CDATA[ |
4656 | <use><![CDATA[ |
4614 | About usage of the "random-artifact" treasurelist: |
4657 | About usage of the "random-artifact" treasurelist: |
4615 | This will generate powerful stuff like girdles, xray helmets, special |
4658 | This will generate powerful stuff like girdles, xray helmets, special |
4616 | 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 |
4617 | 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 |
4618 | number of different artifacts! Besides, players will always seek the place |
4661 | number of different artifacts! Besides, players will always seek the place |
4619 | 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. |
4620 | 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 |
4621 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4664 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4622 | </use> |
4665 | </use> |
4623 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4666 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4624 | This entry determines what kind of treasure will appear. Look into |
4667 | This entry determines what kind of treasure will appear. Look into |
4625 | /crossfire/share/crossfire/treasures for details about existing |
4668 | /crossfire/share/crossfire/treasures for details about existing |
4626 | treasurelists. |
4669 | treasurelists. |
… | |
… | |
4657 | 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 |
4658 | <key string> which can be discovered by detectors or inventory |
4701 | <key string> which can be discovered by detectors or inventory |
4659 | 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. |
4660 | <br><br> |
4703 | <br><br> |
4661 | 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, |
4662 | except by the effect that they cause on the maps. ]]> |
4705 | except by the effect that they cause on the maps.]]> |
4663 | </description> |
4706 | </description> |
4664 | <use><![CDATA[ |
4707 | <use><![CDATA[ |
4665 | Markers hold real cool possibilities for map-making. I encourage |
4708 | Markers hold real cool possibilities for map-making. I encourage |
4666 | you to use them frequently. However there is one negative point |
4709 | you to use them frequently. However there is one negative point |
4667 | 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 |
4668 | 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 |
4669 | informed and never confused. |
4712 | informed and never confused. |
4670 | <br><br> |
4713 | <br><br> |
4671 | Please avoid infinite markers when they aren't needed. They're |
4714 | Please avoid infinite markers when they aren't needed. They're |
4672 | 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 |
4673 | is no real purpose, set an expire time. ]]> |
4716 | is no real purpose, set an expire time.]]> |
4674 | </use> |
4717 | </use> |
4675 | <attribute arch="no_pick" value="1" type="fixed" /> |
4718 | <attribute arch="no_pick" value="1" type="fixed" /> |
4676 | <attribute arch="slaying" editor="key string" type="string"> |
4719 | <attribute arch="slaying" editor="key string" type="string"> |
4677 | The <key string> can be detected by inv. checkers/detectors. |
4720 | The <key string> can be detected by inv. checkers/detectors. |
4678 | If the player already has a force with that <key string>, |
4721 | If the player already has a force with that <key string>, |
4679 | there won't be inserted a second one. |
4722 | there won't be inserted a second one. |
4680 | </attribute> |
4723 | </attribute> |
4681 | <attribute arch="connected" editor="connection" type="int"> |
4724 | <attribute arch="connected" editor="connection" type="string"> |
4682 | 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. |
4683 | </attribute> |
4726 | </attribute> |
4684 | <attribute arch="food" editor="mark duration" type="int"> |
4727 | <attribute arch="food" editor="mark duration" type="int"> |
4685 | This value defines the duration of the force it inserts. |
4728 | This value defines the duration of the force it inserts. |
4686 | If nonzero, the duration of the player's mark is finite: |
4729 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4717 | <attribute arch="name_pl" /> |
4760 | <attribute arch="name_pl" /> |
4718 | <attribute arch="value" /> |
4761 | <attribute arch="value" /> |
4719 | <attribute arch="unpaid" /> |
4762 | <attribute arch="unpaid" /> |
4720 | </ignore> |
4763 | </ignore> |
4721 | <description><![CDATA[ |
4764 | <description><![CDATA[ |
4722 | Walls usually block passage and sight. ]]> |
4765 | Walls usually block passage and sight.]]> |
4723 | </description> |
4766 | </description> |
4724 | &movement_types_terrain; |
4767 | &movement_types_terrain; |
4725 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4768 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4726 | 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. |
4727 | This setting is used for boulders and barrels. |
4770 | This setting is used for boulders and barrels. |
… | |
… | |
4740 | <type number="109" name="Wand & Staff"> |
4783 | <type number="109" name="Wand & Staff"> |
4741 | <description><![CDATA[ |
4784 | <description><![CDATA[ |
4742 | Wands contain a certain spell. The player can apply (ready) and |
4785 | Wands contain a certain spell. The player can apply (ready) and |
4743 | 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 |
4744 | "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 |
4745 | charging, but usually that isn't worth the cost. ]]> |
4788 | charging, but usually that isn't worth the cost.]]> |
4746 | </description> |
4789 | </description> |
4747 | <use><![CDATA[ |
4790 | <use><![CDATA[ |
4748 | 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 |
4749 | generally not cost-efficient. Handing out high-level wands with |
4792 | generally not cost-efficient. Handing out high-level wands with |
4750 | powerful special spells isn't a good idea either, because of |
4793 | powerful special spells isn't a good idea either, because of |
4751 | the recharge ability. |
4794 | the recharge ability. |
4752 | <br><br> |
4795 | <br><br> |
4753 | 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 |
4754 | quite desirable though. Ideal rewards for low level quests. ]]> |
4797 | quite desirable though. Ideal rewards for low level quests.]]> |
4755 | </use> |
4798 | </use> |
4756 | <attribute arch="sp" editor="spell" type="spell"> |
4799 | <attribute arch="sp" editor="spell" type="spell"> |
4757 | The <spell> specifies the contained spell. |
4800 | The <spell> specifies the contained spell. |
4758 | </attribute> |
4801 | </attribute> |
4759 | <attribute arch="level" editor="casting level" type="int"> |
4802 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4784 | <ignore_list name="non_pickable" /> |
4827 | <ignore_list name="non_pickable" /> |
4785 | </ignore> |
4828 | </ignore> |
4786 | <description><![CDATA[ |
4829 | <description><![CDATA[ |
4787 | 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 |
4788 | these weak walls look similar to their solid "relatives" except |
4831 | these weak walls look similar to their solid "relatives" except |
4789 | 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.]]> |
4790 | </description> |
4833 | </description> |
4791 | <use><![CDATA[ |
4834 | <use><![CDATA[ |
4792 | 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 |
4793 | better than completely indiscernible passages in a wall.<br> |
4836 | better than completely indiscernible passages in a wall.<br> |
4794 | 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 |
4795 | them: Rising their defensive stats, weak walls can become a |
4838 | them: Rising their defensive stats, weak walls can become a |
4796 | 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 |
4797 | attack for example. A granite wall for instance might be very |
4840 | attack for example. A granite wall for instance might be very |
4798 | hard to destroy. ]]> |
4841 | hard to destroy.]]> |
4799 | </use> |
4842 | </use> |
4800 | <attribute arch="alive" value="1" type="fixed" /> |
4843 | <attribute arch="alive" value="1" type="fixed" /> |
4801 | <attribute arch="no_pick" value="1" type="fixed" /> |
4844 | <attribute arch="no_pick" value="1" type="fixed" /> |
4802 | <attribute arch="tear_down" value="1" type="fixed" /> |
4845 | <attribute arch="tear_down" value="1" type="fixed" /> |
4803 | <attribute arch="race" editor="race" type="string"> |
4846 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4832 | <!--####################################################################--> |
4875 | <!--####################################################################--> |
4833 | <type number="15" name="Weapon"> |
4876 | <type number="15" name="Weapon"> |
4834 | <description><![CDATA[ |
4877 | <description><![CDATA[ |
4835 | 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 |
4836 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4879 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4837 | be improved with scrolls. ]]> |
4880 | be improved with scrolls.]]> |
4838 | </description> |
4881 | </description> |
4839 | <use><![CDATA[ |
4882 | <use><![CDATA[ |
4840 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4883 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4841 | 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 |
4842 | fighting AND questing. ]]> |
4885 | fighting AND questing.]]> |
4843 | </use> |
4886 | </use> |
4844 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4887 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4845 | This number is a bitmask, specifying the weapon's attacktypes. |
4888 | This number is a bitmask, specifying the weapon's attacktypes. |
4846 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4889 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4847 | 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 |
… | |
… | |
5021 | </type> |
5064 | </type> |
5022 | |
5065 | |
5023 | <type number="116" name="Event Connector"> |
5066 | <type number="116" name="Event Connector"> |
5024 | <description><![CDATA[ |
5067 | <description><![CDATA[ |
5025 | Event connectors link specific events that happen to objects to |
5068 | Event connectors link specific events that happen to objects to |
5026 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5069 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5027 | </description> |
5070 | </description> |
5028 | </type> |
5071 | </type> |
5029 | |
5072 | |
5030 | </types> |
5073 | </types> |