1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
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110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
113 | |
104 | |
114 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
115 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
106 | <attribute arch='move_on' editor='movement on' type='movement_type'> |
116 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
117 | </attribute> |
108 | </attribute> |
118 | "> |
109 | "> |
119 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
120 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
111 | <attribute arch='move_off' editor='movement off' type='movement_type'> |
121 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
122 | </attribute> |
113 | </attribute> |
123 | "> |
114 | "> |
124 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
125 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
117 | Determines which kinds of movement this object can use (e.g. for monsters) |
127 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
128 | </attribute> |
119 | </attribute> |
129 | "> |
120 | "> |
130 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY move_block " |
131 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
132 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
133 | </attribute> |
124 | </attribute> |
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125 | "> |
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126 | <!ENTITY movement_types_terrain " |
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127 | &move_block; |
134 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
128 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
135 | Objects using these movement types are allowed to move over this space. Takes |
129 | Objects using these movement types are allowed to move over this space. Takes |
136 | precedence over 'blocked movements'. |
130 | precedence over 'blocked movements'. |
137 | </attribute> |
131 | </attribute> |
138 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
132 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
… | |
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157 | decremented by 1. Otherwise, it is incremented by <speed> on |
151 | decremented by 1. Otherwise, it is incremented by <speed> on |
158 | every tick. |
152 | every tick. |
159 | </attribute> |
153 | </attribute> |
160 | "> |
154 | "> |
161 | <!ENTITY activate_on " |
155 | <!ENTITY activate_on " |
162 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
156 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
163 | Whether the teleporter should only be activated on push. |
157 | Whether the teleporter should only be activated on push. |
164 | </attribute> |
158 | </attribute> |
165 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
159 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
166 | Whether the teleporter should only be activated on release. |
160 | Whether the teleporter should only be activated on release. |
167 | </attribute> |
161 | </attribute> |
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162 | "> |
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163 | |
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164 | <!ENTITY resistances_flesh_desc " |
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165 | Resistances on flesh items make them more durable against spellcraft |
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166 | of the appropriate kind. It also allows dragon players to eventually gain |
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167 | resistance by eating it. Usually resistance should only be set for flesh |
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168 | items in a monster's inventory. |
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169 | "> |
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170 | |
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171 | <!ENTITY resistances_flesh_section " |
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172 | <section name='resistance'> |
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173 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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225 | &resistances_flesh_desc; |
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226 | </attribute> |
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227 | </section> |
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228 | "> |
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229 | |
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230 | <!ENTITY resistances_basic " |
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231 | <section name='resistance'> |
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232 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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233 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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234 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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235 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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236 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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237 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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238 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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239 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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240 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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241 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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242 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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243 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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244 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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245 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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246 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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247 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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248 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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249 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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250 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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251 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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252 | </section> |
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253 | "> |
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254 | |
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255 | <!ENTITY player_stat_desc " |
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256 | The player's strentgh will rise/fall by the given value for permanent |
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257 | (of course there is an upper limit). Generally there shouldn't be stat |
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258 | potions granting more than one stat. Cursed potions will subtract the |
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259 | stats if positive. |
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260 | "> |
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261 | |
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262 | <!ENTITY player_res_desc " |
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263 | The player's resistance to physical will rise by this value in percent |
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264 | (range -100 till +100). The effect is only temporare, and it does NOT |
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265 | add on the values from the player's equipment. |
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266 | Cursed potions will make negative resistance.. very nasty in combat! |
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267 | "> |
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268 | |
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269 | <!ENTITY player_stat_resist_sections " |
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270 | <section name='stats'> |
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271 | <attribute arch='Str' editor='strength' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Dex' editor='dexterity' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Con' editor='constitution' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Int' editor='intelligence' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Pow' editor='power' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Wis' editor='wisdom' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | <attribute arch='Cha' editor='charisma' type='int'> |
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290 | &player_stat_desc; |
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291 | </attribute> |
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292 | </section> |
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293 | <section name='resistance'> |
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294 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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352 | &player_res_desc; |
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353 | </attribute> |
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354 | </section> |
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355 | "> |
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356 | |
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357 | <!ENTITY match_compat " |
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358 | If the string starts with 'match ', then it is interpreted |
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359 | as a match expression (e.g. 'match type=POTION', or 'match type=SPELL |
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360 | in applied type=CONTAINER in inv in originator'). For details, see |
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361 | http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm |
168 | "> |
362 | "> |
169 | ]> |
363 | ]> |
170 | |
364 | |
171 | <types> |
365 | <types> |
172 | |
366 | |
… | |
… | |
283 | <entry value="0" name="furious" /> |
477 | <entry value="0" name="furious" /> |
284 | <entry value="1" name="angry" /> |
478 | <entry value="1" name="angry" /> |
285 | <entry value="2" name="calm" /> |
479 | <entry value="2" name="calm" /> |
286 | <entry value="3" name="sleep" /> |
480 | <entry value="3" name="sleep" /> |
287 | <entry value="4" name="charm" /> |
481 | <entry value="4" name="charm" /> |
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482 | <entry value="5" name="destroy monster" /> |
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483 | <entry value="6" name="destroy pet" /> |
288 | </list> |
484 | </list> |
289 | |
485 | |
290 | <list name="potion_effect"> |
486 | <list name="potion_effect"> |
291 | <entry value="0" name="<none>" /> |
487 | <entry value="0" name="<none>" /> |
292 | <entry value="65536" name="life restoration" /> |
488 | <entry value="65536" name="life restoration" /> |
… | |
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456 | <attribute arch="title" editor="title" type="string"> |
652 | <attribute arch="title" editor="title" type="string"> |
457 | This is the object's title. Once an object is identified the title is |
653 | This is the object's title. Once an object is identified the title is |
458 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
654 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
459 | </attribute> |
655 | </attribute> |
460 | <attribute arch="face" editor="image" type="string"> |
656 | <attribute arch="face" editor="image" type="string"> |
461 | The image-name defines what image is displayed for this object in-game. |
657 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
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658 | object has an animation! See also the 'animation' attribute. |
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659 | </attribute> |
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660 | <attribute arch="animation" editor="animation" type="string"> |
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661 | The animation-name of the object. If you assign custom faces and the archetype |
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662 | defines an animation you can disable the animation of an archetype by setting this |
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663 | field to NONE. |
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664 | </attribute> |
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665 | <attribute arch="tag" editor="tag" type="string"> |
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666 | You can tag objects with an identifier. Tagged objects can be found quickly |
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667 | from their tag, which makes them useful to tag exits and refer to those by |
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668 | their name. |
462 | </attribute> |
669 | </attribute> |
463 | <attribute arch="nrof" editor="number" type="int"> |
670 | <attribute arch="nrof" editor="number" type="int"> |
464 | This value determines the number of objects in one stack (for example: |
671 | This value determines the number of objects in one stack (for example: |
465 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
672 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
466 | any pickable object - otherwise it won't be mergeable into a stack. |
673 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
… | |
478 | usually inevitable. |
685 | usually inevitable. |
479 | </attribute> |
686 | </attribute> |
480 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
687 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
481 | If <glow radius> is set to a value greater zero, the object |
688 | If <glow radius> is set to a value greater zero, the object |
482 | appears lit up on dark maps. <glow radius> can be a value |
689 | appears lit up on dark maps. <glow radius> can be a value |
483 | between 0 and 4, the higher, the more light does the object emit. |
690 | between 0 and 9, the higher, the more light does the object emit. |
484 | </attribute> |
691 | </attribute> |
485 | <attribute arch="material" editor="material" type="bitmask_material"> |
692 | <attribute arch="material" editor="material" type="bitmask_material"> |
486 | This bitmask-value informs the player of which material(s) the |
693 | This bitmask-value informs the player of which material(s) the |
487 | object consists. Material does also affect how likely the object |
694 | object consists. Material does also affect how likely the object |
488 | can be destroyed by hazardous spell-effects. |
695 | can be destroyed by hazardous spell-effects. |
… | |
… | |
496 | Putting an invisible object under the floor always prevents it from being |
703 | Putting an invisible object under the floor always prevents it from being |
497 | shown. |
704 | shown. |
498 | </attribute> |
705 | </attribute> |
499 | <attribute arch="blocksview" editor="block view" type="bool"> |
706 | <attribute arch="blocksview" editor="block view" type="bool"> |
500 | If an item is set to block view, players (and monsters) cannot |
707 | If an item is set to block view, players (and monsters) cannot |
501 | see byond it unless they cross it or manage to stand ontop. |
708 | see beyond it unless they cross it or manage to stand ontop. |
502 | </attribute> |
709 | </attribute> |
503 | <attribute arch="identified" editor="identified" type="bool"> |
710 | <attribute arch="identified" editor="identified" type="bool"> |
504 | If an item is identified, the player has full knowledge about it. |
711 | If an item is identified, the player has full knowledge about it. |
505 | </attribute> |
712 | </attribute> |
506 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
713 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
507 | An <unpaid> item cannot be used unless a player carried it over |
714 | An <unpaid> item cannot be used unless a player carried it over |
508 | a shop mat, paying the demanded price. Setting this flag makes sense |
715 | a shop mat, paying the demanded price. Setting this flag makes sense |
509 | only for pickable items inside shops. |
716 | only for pickable items inside shops. |
|
|
717 | </attribute> |
|
|
718 | <attribute arch="sound" editor="sound" type="string"> |
|
|
719 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
720 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
721 | field it will point to sound/<path>.ext |
|
|
722 | </attribute> |
|
|
723 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
724 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
725 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
726 | field it will point to sound/<path>.ext |
510 | </attribute> |
727 | </attribute> |
511 | </default_type> |
728 | </default_type> |
512 | |
729 | |
513 | <!-- This ignorelist is for all system objects which are non pickable |
730 | <!-- This ignorelist is for all system objects which are non pickable |
514 | and invisible. They don't interact with players at all. --> |
731 | and invisible. They don't interact with players at all. --> |
… | |
… | |
572 | This text may describe the object. |
789 | This text may describe the object. |
573 | </attribute> |
790 | </attribute> |
574 | </type> |
791 | </type> |
575 | |
792 | |
576 | <!--####################################################################--> |
793 | <!--####################################################################--> |
|
|
794 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
577 | <type number="110" name="Ability"> |
795 | <type number="999" name="Ability"> |
578 | <ignore> |
796 | <ignore> |
579 | <ignore_list name="system_object" /> |
797 | <ignore_list name="system_object" /> |
580 | </ignore> |
798 | </ignore> |
581 | <description><![CDATA[ |
799 | <description><![CDATA[ |
582 | Abilities are to be put in a monster's inventory. They grant monsters the |
800 | Abilities are to be put in a monster's inventory. They grant monsters the |
583 | knowledge to cast spells. Spells from abilities are usually magical in |
801 | knowledge to cast spells. Spells from abilities are usually magical in |
584 | nature, thus adding magic attacktype to the spell-damage they produce. |
802 | nature, thus adding magic attacktype to the spell-damage they produce. |
585 | <br><br> |
803 | <br><br> |
586 | A particularly nice feature of abilities is that they can hold two |
804 | A particularly nice feature of abilities is that they can hold two |
587 | spells: One for short range- and one for long range use. |
805 | spells: One for short range - and one for long range use. |
588 | \n\n |
806 | \n\n |
589 | You should know that spellcasting monsters receive abilities via |
807 | You should know that spellcasting monsters receive abilities via |
590 | <treasurelist>. ]]> |
808 | <treasurelist>.]]> |
591 | </description> |
809 | </description> |
592 | <use><![CDATA[ |
810 | <use><![CDATA[ |
593 | If you want to create "customized" spellcasting monsters, you |
811 | If you want to create "customized" spellcasting monsters, you |
594 | should use abilities (rather than spellbooks/wands or something). |
812 | should use abilities (rather than spellbooks/wands or something). |
595 | The long/short-range spell feature can make boss-monsters more |
813 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
597 | <br><br> |
815 | <br><br> |
598 | You should keep in mind that magic abilities allow players |
816 | You should keep in mind that magic abilities allow players |
599 | to get better resistance. You can turn off the magic part to |
817 | to get better resistance. You can turn off the magic part to |
600 | make the spells more dangerous. However, this really shouldn't |
818 | make the spells more dangerous. However, this really shouldn't |
601 | be neccessary unless you work on very high level maps. |
819 | be neccessary unless you work on very high level maps. |
602 | And what fun is a magic resistance cloak when it has no effect? ]]> |
820 | And what fun is a magic resistance cloak when it has no effect?]]> |
603 | </use> |
821 | </use> |
604 | <attribute arch="invisible" value="1" type="fixed" /> |
822 | <attribute arch="invisible" value="1" type="fixed" /> |
605 | <attribute arch="no_drop" value="1" type="fixed" /> |
823 | <attribute arch="no_drop" value="1" type="fixed" /> |
606 | <attribute arch="sp" editor="short range spell" type="spell"> |
824 | <attribute arch="sp" editor="short range spell" type="spell"> |
607 | The monster will use the specified <short range spell> |
825 | The monster will use the specified <short range spell> |
… | |
… | |
636 | Note that non-magical abilities are more dangerous because |
854 | Note that non-magical abilities are more dangerous because |
637 | magic resistance does not protect from those.</attribute> |
855 | magic resistance does not protect from those.</attribute> |
638 | </type> |
856 | </type> |
639 | |
857 | |
640 | <!--####################################################################--> |
858 | <!--####################################################################--> |
|
|
859 | |
|
|
860 | <type number="81" name="Torch"> |
|
|
861 | <description><![CDATA[ |
|
|
862 | Torches are a special kind of Lamp that offer the option of lighting them |
|
|
863 | up without using a lighter (These torches are usually |
|
|
864 | called 'pyrophor torches'. See also the 'reignitable' setting). |
|
|
865 | The other kind of torches, that are reignitable, can be put out and |
|
|
866 | put on again using a lighter.]]> |
|
|
867 | </description> |
|
|
868 | <attribute arch="is_lightable" editor="reignitable" type="bool"> |
|
|
869 | This flag controls whether the torch can be lit up again using |
|
|
870 | a lighter or whether it can only be used once, in which case |
|
|
871 | they can be enabled by simply applying them without any special tools. |
|
|
872 | </attribute> |
|
|
873 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
874 | This field specifies the burning duration of the torch. |
|
|
875 | </attribute> |
|
|
876 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
877 | This field sets the glow radius of the torch if it is enabled. |
|
|
878 | If you want to make a torch that is already burning set the |
|
|
879 | "glow radius" field. |
|
|
880 | </attribute> |
|
|
881 | <attribute arch="level" editor="level" type="int"> |
|
|
882 | If this field specyfies the cursed effect's level. If it is |
|
|
883 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
884 | </attribute> |
|
|
885 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
886 | Cursed torches, which have a level above 0, explode if the |
|
|
887 | player applies them. |
|
|
888 | </attribute> |
|
|
889 | </type> |
|
|
890 | |
|
|
891 | <type number="82" name="Lamp"> |
|
|
892 | <description><![CDATA[ |
|
|
893 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
894 | </description> |
|
|
895 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
896 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
897 | here the fuel field will specify the burning duration in minutes.) |
|
|
898 | </attribute> |
|
|
899 | <attribute arch="food" editor="fuel" type="int"> |
|
|
900 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
901 | field of this object. |
|
|
902 | </attribute> |
|
|
903 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
904 | This field sets the glow radius of the lamp if it is enabled. |
|
|
905 | If you want to make a lamp that is already burning set the |
|
|
906 | "glow radius" field. |
|
|
907 | </attribute> |
|
|
908 | <attribute arch="level" editor="level" type="int"> |
|
|
909 | If this field specyfies the cursed effect's level. If it is |
|
|
910 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
911 | </attribute> |
|
|
912 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
913 | Cursed lamps, which have a level above 0, explode if the |
|
|
914 | player applies them. |
|
|
915 | </attribute> |
|
|
916 | </type> |
|
|
917 | |
|
|
918 | <!--####################################################################--> |
641 | <type number="18" name="Altar"> |
919 | <type number="18" name="Altar"> |
642 | <ignore> |
920 | <ignore> |
643 | <ignore_list name="non_pickable" /> |
921 | <ignore_list name="non_pickable" /> |
644 | </ignore> |
922 | </ignore> |
645 | <description><![CDATA[ |
923 | <description><![CDATA[ |
646 | When a player puts a defined number of certain items on the altar, |
924 | When a player puts a defined number of certain items on the altar, |
647 | then either a spell is casted (on the player) or a connector is |
925 | then either a spell is casted (on the player) or a connector is |
648 | triggered. If the latter is the case, the altar works only once. |
926 | triggered. If the latter is the case, the altar works only once. |
649 | Either way, the sacrificed item disappears. ]]> |
927 | Either way, the sacrificed item disappears.]]> |
650 | </description> |
928 | </description> |
651 | <attribute arch="no_pick" value="1" type="fixed" /> |
929 | <attribute arch="no_pick" value="1" type="fixed" /> |
652 | &move_on; |
930 | &move_on; |
653 | <attribute arch="slaying" editor="match item name" type="string"> |
931 | <attribute arch="slaying" editor="match item name" type="string"> |
654 | This string specifies the item that must be put on the altar to |
932 | This string specifies the item that must be put on the altar to |
655 | activate it. It can either be the name of an archetype, or directly |
933 | activate it. It can either be the name of an archetype, or directly |
656 | the name of an object. Yet, titles are not recognized by altars. |
934 | the name of an object. Yet, titles are not recognized by altars. |
657 | Remember to put a note somewhere, telling the player what he is |
935 | If you want the player to have to drop a specific amount of money use "money". |
658 | expected to drop on the altar. (Often this is put in the altar's |
936 | See also the "drop amount" attribute. |
659 | name: E.g. "drop 100 platinums") |
937 | &match_compat; |
660 | </attribute> |
938 | </attribute> |
661 | <attribute arch="food" editor="drop amount" type="int"> |
939 | <attribute arch="food" editor="drop amount" type="int"> |
662 | The drop amount specifies the amount of items (specified |
940 | The drop amount specifies the amount of items (specified |
663 | in <match item name>) that must be dropped to activate the altar. |
941 | in <match item name>) that must be dropped to activate the altar. |
664 | |
942 | |
… | |
… | |
666 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
944 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
667 | 200 silver, 20 gold, or 4 platinum will all work.) |
945 | 200 silver, 20 gold, or 4 platinum will all work.) |
668 | |
946 | |
669 | Note that the maximum possible for <drop amount> is 32767. |
947 | Note that the maximum possible for <drop amount> is 32767. |
670 | </attribute> |
948 | </attribute> |
671 | <attribute arch="connected" editor="connection" type="int"> |
949 | <attribute arch="connected" editor="connection" type="string"> |
672 | If a connection value is set, the altar will trigger all objects |
950 | If a connection value is set, the altar will trigger all objects |
673 | with the same value, when activated. This will only work once. |
951 | with the same value, when activated. This will only work once. |
674 | </attribute> |
952 | </attribute> |
675 | <attribute arch="sp" editor="spell" type="spell"> |
953 | <attribute arch="sp" editor="spell" type="spell"> |
676 | When activated, the selected <spell> will be casted (once, on the |
954 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
690 | <ignore_list name="non_pickable" /> |
968 | <ignore_list name="non_pickable" /> |
691 | </ignore> |
969 | </ignore> |
692 | <description><![CDATA[ |
970 | <description><![CDATA[ |
693 | Altar_triggers work pretty much like normal altars |
971 | Altar_triggers work pretty much like normal altars |
694 | (drop sacrifice -> connection activated), except for the fact that |
972 | (drop sacrifice -> connection activated), except for the fact that |
695 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
973 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
696 | </description> |
974 | </description> |
697 | <use><![CDATA[ |
975 | <use><![CDATA[ |
698 | Altar_triggers are very useful if you want to charge a price for... |
976 | Altar_triggers are very useful if you want to charge a price for... |
699 | <UL> |
977 | <UL> |
700 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
978 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
701 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
979 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
702 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
980 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
703 | </UL> |
981 | </UL> |
704 | The big advantage over normal altars is the infinite usability |
982 | The big advantage over normal altars is the infinite usability |
705 | of altar_triggers! If there are ten players on one server, they're |
983 | of altar_triggers! If there are ten players on one server, they're |
706 | quite grateful if things work more than once. =) ]]> |
984 | quite grateful if things work more than once. =)]]> |
707 | </use> |
985 | </use> |
708 | <attribute arch="no_pick" value="1" type="fixed" /> |
986 | <attribute arch="no_pick" value="1" type="fixed" /> |
709 | <attribute arch="slaying" editor="match item name" type="string"> |
987 | <attribute arch="slaying" editor="match item name" type="string"> |
710 | This string specifies the item that must be put on the altar to |
988 | This string specifies the item that must be put on the altar to |
711 | activate it. It can either be the name of an archetype, or directly |
989 | activate it. It can either be the name of an archetype, or directly |
712 | the name of an object. Yet, titles are not recognized by altars. |
990 | the name of an object. Yet, titles are not recognized by altars. |
713 | Remember to put a note somewhere, telling the player what he is |
991 | If you want the player to have to drop a specific amount of money use "money". |
714 | expected to drop on the altar. (Often this is put in the altar's |
992 | See also the "drop amount" attribute. |
715 | name: E.g. "drop 100 platinums") |
993 | &match_compat; |
716 | </attribute> |
994 | </attribute> |
717 | <attribute arch="food" editor="drop amount" type="int"> |
995 | <attribute arch="food" editor="drop amount" type="int"> |
718 | The drop amount specifies the amount of items (specified |
996 | The drop amount specifies the amount of items (specified |
719 | in <match item name>) that must be dropped to activate the altar. |
997 | in <match item name>) that must be dropped to activate the altar. |
720 | |
998 | |
… | |
… | |
722 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
1000 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
723 | 200 silver, 20 gold, or 4 platinum will all work.) |
1001 | 200 silver, 20 gold, or 4 platinum will all work.) |
724 | |
1002 | |
725 | Note that the maximum possible for <drop amount> is 32767. |
1003 | Note that the maximum possible for <drop amount> is 32767. |
726 | </attribute> |
1004 | </attribute> |
727 | <attribute arch="connected" editor="connection" type="int"> |
1005 | <attribute arch="connected" editor="connection" type="string"> |
728 | If a connection value is set, the altar will trigger all objects |
1006 | If a connection value is set, the altar will trigger all objects |
729 | with the same value, when activated. This will only work once. |
1007 | with the same value, when activated. This will only work once. |
730 | </attribute> |
1008 | </attribute> |
731 | <attribute arch="sp" editor="spell" type="spell"> |
1009 | <attribute arch="sp" editor="spell" type="spell"> |
732 | When activated, this <spell> will be casted (once, on the player). |
1010 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
756 | in the exact moment when the altar is activated. |
1034 | in the exact moment when the altar is activated. |
757 | </attribute> |
1035 | </attribute> |
758 | </type> |
1036 | </type> |
759 | |
1037 | |
760 | <!--####################################################################--> |
1038 | <!--####################################################################--> |
|
|
1039 | <type number="74" name="Skill Tool"> |
|
|
1040 | <description><![CDATA[ |
|
|
1041 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
1042 | ]]> |
|
|
1043 | </description> |
|
|
1044 | <use><![CDATA[ |
|
|
1045 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
1046 | the skill that is given. |
|
|
1047 | ]]> |
|
|
1048 | </use> |
|
|
1049 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
1050 | This field describes which skill the player will be able to use wearing this item. |
|
|
1051 | </attribute> |
|
|
1052 | &player_stat_resist_sections; |
|
|
1053 | </type> |
|
|
1054 | <!--####################################################################--> |
761 | <type number="39" name="Amulet"> |
1055 | <type number="39" name="Amulet"> |
762 | <description><![CDATA[ |
1056 | <description><![CDATA[ |
763 | Wearing an amulet, the object's stats will directly be inherited to |
1057 | Wearing an amulet, the object's stats will directly be inherited to |
764 | the player. Amulets are usually meant for protection and defense. ]]> |
1058 | the player. Amulets are usually meant for protection and defense.]]> |
765 | </description> |
1059 | </description> |
766 | <use><![CDATA[ |
1060 | <use><![CDATA[ |
767 | Feel free to create your own special artifacts. However, it is very |
1061 | Feel free to create your own special artifacts. However, it is very |
768 | important that you keep your artifact in balance with existing maps. ]]> |
1062 | important that you keep your artifact in balance with existing maps.]]> |
769 | </use> |
1063 | </use> |
770 | <attribute arch="ac" editor="armour class" type="int"> |
1064 | <attribute arch="ac" editor="armour class" type="int"> |
771 | This value defines the amount of armour-class bonus for wearing |
1065 | This value defines the amount of armour-class bonus for wearing |
772 | this item. <Armour class> lessens the chance of being hit. Lower |
1066 | this item. <Armour class> lessens the chance of being hit. Lower |
773 | values are better. It should usually be set only for armour-like equipment. |
1067 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
784 | amount of <item power>, depending on their own level. This is the |
1078 | amount of <item power>, depending on their own level. This is the |
785 | only way to prevent low level players to wear "undeserved" equipment |
1079 | only way to prevent low level players to wear "undeserved" equipment |
786 | (like gifts from other players or cheated items). |
1080 | (like gifts from other players or cheated items). |
787 | |
1081 | |
788 | It is very important to adjust the <item power> value carefully |
1082 | It is very important to adjust the <item power> value carefully |
789 | for every artifact you create! If zero/unset, the CF server will |
1083 | for every artifact you create! If zero/unset, the Deliantra server will |
790 | calculate a provisional value at runtime, but this is never |
1084 | calculate a provisional value at runtime, but this is never |
791 | going to be an accurate measurement of <item power>. |
1085 | going to be an accurate measurement of <item power>. |
792 | </attribute> |
1086 | </attribute> |
793 | <attribute arch="damned" editor="damnation" type="bool"> |
1087 | <attribute arch="damned" editor="damnation" type="bool"> |
794 | A damned piece of equipment cannot be unwielded unless the curse |
1088 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
820 | you want the monster to use/wear the item - you must set |
1114 | you want the monster to use/wear the item - you must set |
821 | <is applied>. |
1115 | <is applied>. |
822 | Enabling this flag doesn't make any sense if the item |
1116 | Enabling this flag doesn't make any sense if the item |
823 | is NOT in a monster's inventory. |
1117 | is NOT in a monster's inventory. |
824 | </attribute> |
1118 | </attribute> |
825 | <section name="resistance"> |
1119 | &player_stat_resist_sections; |
826 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
827 | This adds physical resistance to the item (= armour value). The number is |
|
|
828 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
829 | and what they require to do for getting this-and-that artifact. |
|
|
830 | </attribute> |
|
|
831 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
832 | This adds magic resistance to the item. The number is a percent-value in |
|
|
833 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
834 | require to do for getting this-and-that artifact. |
|
|
835 | </attribute> |
|
|
836 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
837 | This adds fire resistance to the item. The number is a percent-value in |
|
|
838 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
839 | require to do for getting this-and-that artifact. |
|
|
840 | </attribute> |
|
|
841 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
842 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
843 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
844 | require to do for getting this-and-that artifact. |
|
|
845 | </attribute> |
|
|
846 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
847 | This adds fire resistance to the item. The number is a percent-value in |
|
|
848 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
849 | require to do for getting this-and-that artifact. |
|
|
850 | </attribute> |
|
|
851 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
852 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
853 | the range 0-100. Confusion resistance is not very effective |
|
|
854 | unless the value comes close to 100 (= perfect immunity). |
|
|
855 | </attribute> |
|
|
856 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
857 | This adds acid resistance to the item. The number is a percent-value in |
|
|
858 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
859 | require to do for getting this-and-that artifact. |
|
|
860 | </attribute> |
|
|
861 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
862 | This adds draining resistance to the item. The number is a percent-value |
|
|
863 | in the range 0-100. Draining resistance is little effective |
|
|
864 | unless the value is 100 (= perfect immunity). |
|
|
865 | </attribute> |
|
|
866 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
867 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
868 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
869 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
870 | are not meant to be easily resisted. |
|
|
871 | </attribute> |
|
|
872 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
873 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
874 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
875 | require to do for getting this-and-that artifact. |
|
|
876 | </attribute> |
|
|
877 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
878 | This adds poison resistance to the item. The number is a percent-value in |
|
|
879 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
880 | require to do for getting this-and-that artifact. |
|
|
881 | </attribute> |
|
|
882 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
883 | This adds fear resistance to the item. The number is a percent-value in |
|
|
884 | the range 0-100. Resistance to fear is pretty useless. |
|
|
885 | </attribute> |
|
|
886 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
887 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
888 | the range 0-100. Paralyze resistance is little effective |
|
|
889 | unless the value is 100 (= perfect immunity). |
|
|
890 | </attribute> |
|
|
891 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
892 | This adds fear resistance to the item. The number is a percent-value in |
|
|
893 | the range 0-100. Resistance to fear is pretty useless. |
|
|
894 | </attribute> |
|
|
895 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
896 | This adds depletion resistance to the item. The number is a percent-value |
|
|
897 | in the range 0-100. Depletion resistance is little effective |
|
|
898 | unless the value is 100 (= perfect immunity). |
|
|
899 | </attribute> |
|
|
900 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
901 | This adds death-attack resistance to the item. The number is a |
|
|
902 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
903 | effective unless the value is 100 (= perfect immunity). |
|
|
904 | Generally, resistance to death-attack is not supposed to be |
|
|
905 | available to players! |
|
|
906 | </attribute> |
|
|
907 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
908 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
909 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
910 | require to do for getting this-and-that artifact. |
|
|
911 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
912 | combination of other attacktypes. |
|
|
913 | </attribute> |
|
|
914 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
915 | This adds blinding resistance to the item. The number is a percent-value |
|
|
916 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
917 | require to do for getting this-and-that artifact. |
|
|
918 | </attribute> |
|
|
919 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
920 | This adds holy power resistance to the item. The number is a percent-value |
|
|
921 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
922 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
923 | for undead players (wraith or devourer cult). |
|
|
924 | Generally, resistance to holy word should not be available for players. |
|
|
925 | </attribute> |
|
|
926 | </section> |
|
|
927 | <section name="stats"> |
|
|
928 | <attribute arch="Str" editor="strength" type="int"> |
|
|
929 | The player's strentgh will rise/fall by the given value |
|
|
930 | while wearing this piece of equipment. |
|
|
931 | </attribute> |
|
|
932 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
933 | The player's dexterity will rise/fall by the given value |
|
|
934 | while wearing this piece of equipment. |
|
|
935 | </attribute> |
|
|
936 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
937 | The player's constitution will rise/fall by the given value |
|
|
938 | while wearing this piece of equipment. |
|
|
939 | </attribute> |
|
|
940 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
941 | The player's intelligence will rise/fall by the given value |
|
|
942 | while wearing this piece of equipment. |
|
|
943 | </attribute> |
|
|
944 | <attribute arch="Pow" editor="power" type="int"> |
|
|
945 | The player's power will rise/fall by the given value |
|
|
946 | while wearing this piece of equipment. |
|
|
947 | </attribute> |
|
|
948 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
949 | The player's wisdom will rise/fall by the given value while |
|
|
950 | wearing this piece of equipment. |
|
|
951 | </attribute> |
|
|
952 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
953 | The player's charisma will rise/fall by the given value |
|
|
954 | while wearing this piece of equipment. |
|
|
955 | </attribute> |
|
|
956 | </section> |
|
|
957 | <section name="misc"> |
1120 | <section name="misc"> |
958 | <attribute arch="luck" editor="luck bonus" type="int"> |
1121 | <attribute arch="luck" editor="luck bonus" type="int"> |
959 | With positive luck bonus, the player is more likely to |
1122 | With positive luck bonus, the player is more likely to |
960 | succeed in all sorts of things (spellcasting, praying,...). |
1123 | succeed in all sorts of things (spellcasting, praying,...). |
961 | Unless the <luck bonus> is very high, the effect will be |
1124 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
1049 | Battleground is very special: In short, players can die on battleground |
1212 | Battleground is very special: In short, players can die on battleground |
1050 | without any death penalties. They don't loose or gain experience |
1213 | without any death penalties. They don't loose or gain experience |
1051 | while on battleground. Acid, draining and depletion effects don't |
1214 | while on battleground. Acid, draining and depletion effects don't |
1052 | work either. |
1215 | work either. |
1053 | When a player dies on battleground, he gets teleported to an exit |
1216 | When a player dies on battleground, he gets teleported to an exit |
1054 | location which is defined in the battleground object. ]]> |
1217 | location which is defined in the battleground object.]]> |
1055 | </description> |
1218 | </description> |
1056 | <use><![CDATA[ |
1219 | <use><![CDATA[ |
1057 | Battleground is only meant for player vs. player duels. You can |
1220 | Battleground is only meant for player vs. player duels. You can |
1058 | design combat arenas similiar to the one in scorn.<br> |
1221 | design combat arenas similiar to the one in scorn.<br> |
1059 | What should NEVER be done is placing battleground tiles in |
1222 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1061 | It must not be possible to gain significant treasure for fighting |
1224 | It must not be possible to gain significant treasure for fighting |
1062 | on battleground, because it bears no risk.<br><br> |
1225 | on battleground, because it bears no risk.<br><br> |
1063 | (Battleground will cease to work when the image or name is changed, |
1226 | (Battleground will cease to work when the image or name is changed, |
1064 | or when it is placed beneath another floor tile. |
1227 | or when it is placed beneath another floor tile. |
1065 | This is not a bug, it is there to prevent any attempts of placing |
1228 | This is not a bug, it is there to prevent any attempts of placing |
1066 | "hidden" battleground tiles anywhere.) ]]> |
1229 | "hidden" battleground tiles anywhere.)]]> |
1067 | </use> |
1230 | </use> |
1068 | <attribute arch="no_pick" value="1" type="fixed" /> |
1231 | <attribute arch="no_pick" value="1" type="fixed" /> |
1069 | <attribute arch="is_floor" value="1" type="fixed" /> |
1232 | <attribute arch="is_floor" value="1" type="fixed" /> |
1070 | <attribute arch="hp" editor="destination X" type="int"> |
1233 | <attribute arch="hp" editor="destination X" type="int"> |
1071 | The exit destinations define the (x, y)-coordinates where players |
1234 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1076 | get teleported after they died on this battleground. |
1239 | get teleported after they died on this battleground. |
1077 | </attribute> |
1240 | </attribute> |
1078 | </type> |
1241 | </type> |
1079 | |
1242 | |
1080 | <!--####################################################################--> |
1243 | <!--####################################################################--> |
1081 | <type number="165" name="Safe ground (CF+)"> |
1244 | <type number="165" name="Safe ground"> |
1082 | <ignore> |
1245 | <ignore> |
1083 | <ignore_list name="non_pickable" /> |
1246 | <ignore_list name="non_pickable" /> |
1084 | </ignore> |
1247 | </ignore> |
1085 | <description><![CDATA[ |
1248 | <description><![CDATA[ |
1086 | Safe ground is a special object that prevents any effects that might |
1249 | Safe ground is a special object that prevents any effects that might |
1087 | be harmful for the map, other players or items on the map. |
1250 | be harmful for the map, other players or items on the map. |
1088 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1251 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1089 | from being used and blocks bombs from exploding. Note that altars that |
1252 | from being used and blocks bombs from exploding. Note that altars that |
1090 | do cast spells still work. |
1253 | do cast spells still work. |
1091 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1092 | ]]> |
1254 | ]]> |
1093 | </description> |
1255 | </description> |
1094 | <use><![CDATA[ |
1256 | <use><![CDATA[ |
1095 | Safe ground can be used to prevents any means of burning |
1257 | Safe ground can be used to prevents any means of burning |
1096 | or destroying the items in a shop. Put this object below all floor tiles |
1258 | or destroying the items in a shop. Put this object below all floor tiles |
1097 | in your map and your shop will be safe. It's generally useful for making |
1259 | in your map and your shop will be safe. It's generally useful for making |
1098 | areas where really no kind of spell should be invoked by a player. |
1260 | areas where really no kind of spell should be invoked by a player. |
1099 | ]]> |
1261 | ]]> |
1100 | </use> |
1262 | </use> |
|
|
1263 | &movement_types_terrain; |
1101 | <attribute arch="no_pick" value="1" type="fixed" /> |
1264 | <attribute arch="no_pick" value="1" type="fixed" /> |
1102 | </type> |
1265 | </type> |
1103 | |
1266 | |
1104 | <!--####################################################################--> |
1267 | <!--####################################################################--> |
1105 | <type number="8" name="Book"> |
1268 | <type number="8" name="Book"> |
1106 | <description><![CDATA[ |
1269 | <description><![CDATA[ |
1107 | Applying a book, the containing message is displayed to the player. ]]> |
1270 | Applying a book, the containing message is displayed to the player.]]> |
1108 | </description> |
1271 | </description> |
1109 | <attribute arch="level" editor="literacy level" type="int"> |
1272 | <attribute arch="level" editor="literacy level" type="int"> |
1110 | If this value is set to be greater than zero, the player needs a |
1273 | If this value is set to be greater than zero, the player needs a |
1111 | certain literacy level to succeed reading the book. The book can be |
1274 | certain literacy level to succeed reading the book. The book can be |
1112 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1275 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1128 | </attribute> |
1291 | </attribute> |
1129 | <attribute arch="slaying" editor="key string" type="string"> |
1292 | <attribute arch="slaying" editor="key string" type="string"> |
1130 | This is the key string of the book. The key string is checked by an inventory checker. |
1293 | This is the key string of the book. The key string is checked by an inventory checker. |
1131 | (This is used eg. for the gate/port passes in scorn) |
1294 | (This is used eg. for the gate/port passes in scorn) |
1132 | </attribute> |
1295 | </attribute> |
|
|
1296 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1297 | If this flag is true the player won't be able to identify this |
|
|
1298 | item with by using a skill. |
|
|
1299 | </attribute> |
|
|
1300 | </type> |
|
|
1301 | |
|
|
1302 | <!--####################################################################--> |
|
|
1303 | <type number="110" name="Inscribable"> |
|
|
1304 | <description><![CDATA[ |
|
|
1305 | Inscribable Item - when inscribed, it becomes another object.]]> |
|
|
1306 | </description> |
|
|
1307 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
1308 | A godgiven item vanishes as soon as the player |
|
|
1309 | drops it to the ground. |
|
|
1310 | </attribute> |
|
|
1311 | <attribute arch="unique" editor="unique item" type="bool"> |
|
|
1312 | Unique items exist only one time on a server. If the item |
|
|
1313 | is taken, lost or destroyed - it's gone for good. |
|
|
1314 | </attribute> |
|
|
1315 | <attribute arch="other_arch" editor="book/scroll arch" type="string"> |
|
|
1316 | This is the item created after being inscribed - scrolls are treated |
|
|
1317 | like spell scrolls, all else will have it's message replaced. |
|
|
1318 | </attribute> |
1133 | </type> |
1319 | </type> |
1134 | |
1320 | |
1135 | <!--####################################################################--> |
1321 | <!--####################################################################--> |
1136 | <type number="99" name="Boots"> |
1322 | <type number="99" name="Boots"> |
1137 | <import_type name="Amulet" /> |
1323 | <import_type name="Amulet" /> |
1138 | <description><![CDATA[ |
1324 | <description><![CDATA[ |
1139 | Wearing boots, the object's stats will directly be inherited to |
1325 | Wearing boots, the object's stats will directly be inherited to |
1140 | the player. Usually enhancing his speed, or granting some minor |
1326 | the player. Usually enhancing his speed, or granting some minor |
1141 | protection bonus. ]]> |
1327 | protection bonus.]]> |
1142 | </description> |
1328 | </description> |
1143 | <use><![CDATA[ |
1329 | <use><![CDATA[ |
1144 | Feel free to create your own special artifacts. However, it is very |
1330 | Feel free to create your own special artifacts. However, it is very |
1145 | important that you keep your artifact in balance with existing maps. ]]> |
1331 | important that you keep your artifact in balance with existing maps.]]> |
1146 | </use> |
1332 | </use> |
1147 | <attribute arch="exp" editor="speed bonus" type="int"> |
1333 | <attribute arch="exp" editor="speed bonus" type="int"> |
1148 | Boots with <speed bonus> will increase the player's walking speed |
1334 | Boots with <speed bonus> will increase the player's walking speed |
1149 | while worn. This kind of bonus is quite desirable for players of low- |
1335 | while worn. This kind of bonus is quite desirable for players of low- |
1150 | and medium level. High level players usually have fastest possible |
1336 | and medium level. High level players usually have fastest possible |
… | |
… | |
1166 | <type number="104" name="Bracers"> |
1352 | <type number="104" name="Bracers"> |
1167 | <import_type name="Amulet" /> |
1353 | <import_type name="Amulet" /> |
1168 | <description><![CDATA[ |
1354 | <description><![CDATA[ |
1169 | Bracers are armour-plates worn around the wrists. |
1355 | Bracers are armour-plates worn around the wrists. |
1170 | Wearing bracer, the object's stats will directly be inherited to |
1356 | Wearing bracer, the object's stats will directly be inherited to |
1171 | the player. Usually enhancing his defense. ]]> |
1357 | the player. Usually enhancing his defense.]]> |
1172 | </description> |
1358 | </description> |
1173 | <use><![CDATA[ |
1359 | <use><![CDATA[ |
1174 | Feel free to create your own special artifacts. However, it is very |
1360 | Feel free to create your own special artifacts. However, it is very |
1175 | important that you keep your artifact in balance with existing maps. ]]> |
1361 | important that you keep your artifact in balance with existing maps.]]> |
1176 | </use> |
1362 | </use> |
1177 | <attribute arch="magic" editor="magic bonus" type="int"> |
1363 | <attribute arch="magic" editor="magic bonus" type="int"> |
1178 | <magic bonus> works just like ac, except that it can be improved by |
1364 | <magic bonus> works just like ac, except that it can be improved by |
1179 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1365 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1180 | than direct armour-class bonus on the bracers. |
1366 | than direct armour-class bonus on the bracers. |
… | |
… | |
1184 | <!--####################################################################--> |
1370 | <!--####################################################################--> |
1185 | <type number="16" name="Brestplate Armour"> |
1371 | <type number="16" name="Brestplate Armour"> |
1186 | <import_type name="Amulet" /> |
1372 | <import_type name="Amulet" /> |
1187 | <description><![CDATA[ |
1373 | <description><![CDATA[ |
1188 | Wearing an armour, the object's stats will directly be inherited to |
1374 | Wearing an armour, the object's stats will directly be inherited to |
1189 | the player. Usually enhancing his defense. ]]> |
1375 | the player. Usually enhancing his defense.]]> |
1190 | </description> |
1376 | </description> |
1191 | <use><![CDATA[ |
1377 | <use><![CDATA[ |
1192 | Feel free to create your own special artifacts. However, it is very |
1378 | Feel free to create your own special artifacts. However, it is very |
1193 | important that you keep your artifact in balance with existing maps. ]]> |
1379 | important that you keep your artifact in balance with existing maps.]]> |
1194 | </use> |
1380 | </use> |
1195 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1381 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1196 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1382 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1197 | The bigger the spellpoint penalty, the worse. |
1383 | The bigger the spellpoint penalty, the worse. |
1198 | </attribute> |
1384 | </attribute> |
… | |
… | |
1214 | </ignore> |
1400 | </ignore> |
1215 | <description><![CDATA[ |
1401 | <description><![CDATA[ |
1216 | When a predefined amount of weigh is placed on a button, the |
1402 | When a predefined amount of weigh is placed on a button, the |
1217 | <connection> value is triggered. In most cases this happens when a |
1403 | <connection> value is triggered. In most cases this happens when a |
1218 | player or monster steps on it. When the button is "released", the |
1404 | player or monster steps on it. When the button is "released", the |
1219 | <connection> value get's triggered a second time. ]]> |
1405 | <connection> value get's triggered a second time.]]> |
1220 | </description> |
1406 | </description> |
1221 | &move_on; |
1407 | &move_on; |
1222 | &move_off; |
1408 | &move_off; |
1223 | <attribute arch="no_pick" value="1" type="fixed" /> |
1409 | <attribute arch="no_pick" value="1" type="fixed" /> |
1224 | <attribute arch="weight" editor="press weight" type="int"> |
1410 | <attribute arch="weight" editor="press weight" type="int"> |
1225 | The button is pressed (triggered), as soon as |
1411 | The button is pressed (triggered), as soon as |
1226 | <press weigh> gram are placed ontop of it. |
1412 | <press weigh> gram are placed ontop of it. |
1227 | </attribute> |
1413 | </attribute> |
1228 | <attribute arch="connected" editor="connection" type="int"> |
1414 | <attribute arch="connected" editor="connection" type="string"> |
1229 | Every time the button is pressed or released, all objects |
1415 | Every time the button is pressed or released, all objects |
1230 | with the same <connection> value are activated. |
1416 | with the same <connection> value are activated. |
1231 | </attribute> |
1417 | </attribute> |
1232 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1418 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1233 | This text may describe the item. You can use this |
1419 | This text may describe the item. You can use this |
… | |
… | |
1242 | <ignore_list name="non_pickable" /> |
1428 | <ignore_list name="non_pickable" /> |
1243 | </ignore> |
1429 | </ignore> |
1244 | <description><![CDATA[ |
1430 | <description><![CDATA[ |
1245 | Handle buttons are buttons which reset after a short period |
1431 | Handle buttons are buttons which reset after a short period |
1246 | of time. Every time it is either applied or reset, the |
1432 | of time. Every time it is either applied or reset, the |
1247 | <connection> value is triggered. ]]> |
1433 | <connection> value is triggered.]]> |
1248 | </description> |
1434 | </description> |
1249 | </type> |
1435 | </type> |
1250 | |
1436 | |
1251 | <!--####################################################################--> |
1437 | <!--####################################################################--> |
1252 | <type number="37" name="Class Changer"> |
1438 | <type number="37" name="Class Changer"> |
1253 | <ignore> |
1439 | <ignore> |
1254 | <ignore_list name="non_pickable" /> |
1440 | <ignore_list name="non_pickable" /> |
1255 | </ignore> |
1441 | </ignore> |
1256 | <description><![CDATA[ |
1442 | <description><![CDATA[ |
1257 | Class changer are used while creating a character. ]]> |
1443 | Class changer are used while creating a character.]]> |
1258 | </description> |
1444 | </description> |
1259 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1445 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1260 | This entry determines which initial items the character receives. |
1446 | This entry determines which initial items the character receives. |
1261 | </attribute> |
1447 | </attribute> |
1262 | <section name="stats"> |
1448 | <section name="stats"> |
… | |
… | |
1295 | <type number="87" name="Cloak"> |
1481 | <type number="87" name="Cloak"> |
1296 | <import_type name="Amulet" /> |
1482 | <import_type name="Amulet" /> |
1297 | <description><![CDATA[ |
1483 | <description><![CDATA[ |
1298 | Wearing a cloak, the object's stats will directly be inherited to |
1484 | Wearing a cloak, the object's stats will directly be inherited to |
1299 | the player. Cloaks usually add minor <armour class> and |
1485 | the player. Cloaks usually add minor <armour class> and |
1300 | sometimes a bit of resistance. ]]> |
1486 | sometimes a bit of resistance.]]> |
1301 | </description> |
1487 | </description> |
1302 | <use><![CDATA[ |
1488 | <use><![CDATA[ |
1303 | Feel free to create your own special artifacts. However, it is very |
1489 | Feel free to create your own special artifacts. However, it is very |
1304 | important that you keep your artifact in balance with existing maps. ]]> |
1490 | important that you keep your artifact in balance with existing maps.]]> |
1305 | </use> |
1491 | </use> |
1306 | <attribute arch="magic" editor="magic bonus" type="int"> |
1492 | <attribute arch="magic" editor="magic bonus" type="int"> |
1307 | <magic bonus> works just like ac, except that it can be improved by |
1493 | <magic bonus> works just like ac, except that it can be improved by |
1308 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1494 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1309 | than direct armour-class bonus on the cloak. |
1495 | than direct armour-class bonus on the cloak. |
… | |
… | |
1314 | </type> |
1500 | </type> |
1315 | |
1501 | |
1316 | <!--####################################################################--> |
1502 | <!--####################################################################--> |
1317 | <type number="9" name="Clock"> |
1503 | <type number="9" name="Clock"> |
1318 | <description><![CDATA[ |
1504 | <description><![CDATA[ |
1319 | Applying a clock, the time is displayed to the player. ]]> |
1505 | Applying a clock, the time is displayed to the player.]]> |
1320 | </description> |
1506 | </description> |
1321 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1507 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1322 | This text may describe the item |
1508 | This text may describe the item |
1323 | </attribute> |
1509 | </attribute> |
1324 | </type> |
1510 | </type> |
… | |
… | |
1329 | A player can put (certain kinds of) items in the container. |
1515 | A player can put (certain kinds of) items in the container. |
1330 | The overall weight of items is reduced when put inside a |
1516 | The overall weight of items is reduced when put inside a |
1331 | container, depending on the settings. |
1517 | container, depending on the settings. |
1332 | <br><br> |
1518 | <br><br> |
1333 | A special feature of containers is the "cauldron", |
1519 | A special feature of containers is the "cauldron", |
1334 | capable of mixing alchemical receipes. ]]> |
1520 | capable of mixing alchemical receipes.]]> |
1335 | </description> |
1521 | </description> |
1336 | <use><![CDATA[ |
1522 | <use><![CDATA[ |
1337 | Note on chests - There are two types of chests: |
1523 | Note on chests - There are two types of chests: |
1338 | <UL> |
1524 | <UL> |
1339 | <LI> First the random treasure chests - Those are NOT containers |
1525 | <LI> First the random treasure chests - Those are NOT containers |
1340 | (but object type Treasure), they create random treasures when |
1526 | (but object type Treasure), they create random treasures when |
1341 | applied. Archetype name is "chest". |
1527 | applied. Archetype name is "chest". |
1342 | <LI> Second there are the permanent chests - Those are containers, |
1528 | <LI> Second there are the permanent chests - Those are containers, |
1343 | they can be opened and closed again. Archetype name is "chest_2". |
1529 | they can be opened and closed again. Archetype name is "chest_2". |
1344 | </UL> ]]> |
1530 | </UL>]]> |
1345 | </use> |
1531 | </use> |
1346 | <attribute arch="race" editor="container class" type="string"> |
1532 | <attribute arch="race" editor="container class" type="string"> |
1347 | If set, the container will hold only certain types of objects. |
1533 | If set, the container will hold only certain types of objects. |
1348 | Possible choices for <container class> are: "gold and jewels", |
1534 | Possible choices for <container class> are: "gold and jewels", |
1349 | "arrows" and "keys". |
1535 | "arrows" and "keys". |
… | |
… | |
1404 | <attribute arch="title" /> |
1590 | <attribute arch="title" /> |
1405 | </ignore> |
1591 | </ignore> |
1406 | <description><![CDATA[ |
1592 | <description><![CDATA[ |
1407 | Converters are like "exchange tables". When the player drops a |
1593 | Converters are like "exchange tables". When the player drops a |
1408 | specific type of items, they get converted into other items, at a |
1594 | specific type of items, they get converted into other items, at a |
1409 | predefined exchange-ratio. ]]> |
1595 | predefined exchange-ratio.]]> |
1410 | </description> |
1596 | </description> |
1411 | <use><![CDATA[ |
1597 | <use><![CDATA[ |
1412 | Converters are better than shopping with doormats, because the |
1598 | Converters are better than shopping with doormats, because the |
1413 | converters never get sold out. For some items like food or jewels |
1599 | converters never get sold out. For some items like food or jewels |
1414 | those "exchange tables" are really nice, while for the more important |
1600 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1416 | <br><br> |
1602 | <br><br> |
1417 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1603 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1418 | items on a converter, the stuff you get must be of equal or lesser |
1604 | items on a converter, the stuff you get must be of equal or lesser |
1419 | value than before! (Except if you are using "rare" items like |
1605 | value than before! (Except if you are using "rare" items like |
1420 | dragonscales for payment). The code will not check if your ratio is |
1606 | dragonscales for payment). The code will not check if your ratio is |
1421 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1607 | sane, so the player could gain infinite wealth by using your converter.]]> |
1422 | </use> |
1608 | </use> |
1423 | <attribute arch="no_pick" value="1" type="fixed" /> |
1609 | <attribute arch="no_pick" value="1" type="fixed" /> |
1424 | <attribute arch="slaying" editor="cost arch" type="string"> |
1610 | <attribute arch="slaying" editor="cost arch" type="string"> |
1425 | <cost arch> is the name of the archetype the player has to |
1611 | <cost arch> is the name of the archetype the player has to |
1426 | put on the converter, as payment. |
1612 | put on the converter, as payment. |
… | |
… | |
1442 | of <receive arch>. |
1628 | of <receive arch>. |
1443 | </attribute> |
1629 | </attribute> |
1444 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1630 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1445 | This text may contain a description of the converter. |
1631 | This text may contain a description of the converter. |
1446 | </attribute> |
1632 | </attribute> |
|
|
1633 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1634 | If the converter has this flag set the generated items will |
|
|
1635 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1636 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1637 | armour shops.) |
|
|
1638 | </attribute> |
1447 | </type> |
1639 | </type> |
1448 | |
1640 | |
1449 | <!--####################################################################--> |
1641 | <!--####################################################################--> |
1450 | <type number="42" name="Creator"> |
1642 | <type number="42" name="Creator"> |
1451 | <ignore> |
1643 | <ignore> |
… | |
… | |
1453 | </ignore> |
1645 | </ignore> |
1454 | <description><![CDATA[ |
1646 | <description><![CDATA[ |
1455 | A creator is an object which creates another object when it |
1647 | A creator is an object which creates another object when it |
1456 | is triggered. The child object can be anything. Creators are |
1648 | is triggered. The child object can be anything. Creators are |
1457 | VERY useful for all kinds of map-mechanisms. They can even |
1649 | VERY useful for all kinds of map-mechanisms. They can even |
1458 | periodically create things. ]]> |
1650 | periodically create things.]]> |
1459 | </description> |
1651 | </description> |
1460 | <use><![CDATA[ |
1652 | <use><![CDATA[ |
1461 | Don't hesitate to hide your creators under the floor. |
1653 | Don't hesitate to hide your creators under the floor. |
1462 | The created items will still always appear ontop of the floor. ]]> |
1654 | The created items will still always appear ontop of the floor.]]> |
1463 | </use> |
1655 | </use> |
1464 | <attribute arch="no_pick" value="1" type="fixed" /> |
1656 | <attribute arch="no_pick" value="1" type="fixed" /> |
1465 | <attribute arch="other_arch" editor="create arch" type="string"> |
1657 | <attribute arch="other_arch" editor="create arch" type="string"> |
1466 | This string defines the object that will be created. |
1658 | This string defines the object that will be created. |
1467 | You can choose any of the existing arches. |
1659 | You can choose any of the existing arches. |
1468 | This field is ignored if the creator has items in inventory. In this case |
1660 | This field is ignored if the creator has items in inventory. In this case |
1469 | one of the inventory items is duplicated. The duplicated item is randomly |
1661 | one of the inventory items is duplicated. The duplicated item is randomly |
1470 | chosen from all items present. |
1662 | chosen from all items present. |
1471 | </attribute> |
1663 | </attribute> |
1472 | <attribute arch="connected" editor="connection" type="int"> |
1664 | <attribute arch="connected" editor="connection" type="string"> |
1473 | Whenever the connection value is activated, |
1665 | Whenever the connection value is activated, |
1474 | the creator gets triggered. |
1666 | the creator gets triggered. |
1475 | </attribute> |
1667 | </attribute> |
1476 | &activate_on; |
1668 | &activate_on; |
1477 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1669 | <attribute arch="lifesave" editor="unlimited uses" type="bool"> |
1478 | If <infinit uses> is set, the creator will work |
1670 | If <unlimited uses> is set, the creator will work |
1479 | infinitely, regardless of the value in <number of uses>. |
1671 | infinitely, regardless of the value in <number of uses>. |
1480 | </attribute> |
1672 | </attribute> |
1481 | <attribute arch="speed" editor="speed" type="float"> |
1673 | <attribute arch="speed" editor="speed" type="float"> |
1482 | When this field is set the creator will periodically create stuff |
1674 | When this field is set the creator will periodically create stuff |
1483 | (and will still do so when the connection is triggered). |
1675 | (and will still do so when the connection is triggered). |
… | |
… | |
1508 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1700 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1509 | finds a specific object, it toggles its connected value. |
1701 | finds a specific object, it toggles its connected value. |
1510 | <br><br> |
1702 | <br><br> |
1511 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1703 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1512 | - First, detectors check their square for a match periodically, not |
1704 | - First, detectors check their square for a match periodically, not |
|
|
1705 | instantly, so generate much higher server load |
1513 | instantly. Second, detectors check directly for object names. Third, |
1706 | Second, detectors check directly for object names. Third, |
1514 | detectors do not check the inventory of players/monsters. ]]> |
1707 | detectors do not check the inventory of players/monsters.]]> |
1515 | </description> |
1708 | </description> |
1516 | <use><![CDATA[ |
1709 | <use> |
1517 | There is one major speciality about detectors: You can detect spells |
1710 | Best avoid this type at all costs, use a pedestal instead. |
1518 | blown over a detector! To detect a lighting bolt for example, set |
|
|
1519 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
|
|
1520 | walls, this can be very useful for map-mechanisms. ]]> |
|
|
1521 | </use> |
1711 | </use> |
1522 | <attribute arch="no_pick" value="1" type="fixed" /> |
1712 | <attribute arch="no_pick" value="1" type="fixed" /> |
1523 | <attribute arch="slaying" editor="match name" type="string"> |
1713 | <attribute arch="slaying" editor="match name" type="string"> |
1524 | <match name> specifies the name of the object we are looking for. |
1714 | <match name> specifies the name of the object we are looking for. |
1525 | Actually it does also check for the <key string> in key-objects, |
1715 | Actually it does also check for the <key string> in key-objects, |
1526 | but for this case inventory checkers are often more powerful to use. |
1716 | but for this case inventory checkers are often more powerful to use. |
1527 | </attribute> |
1717 | </attribute> |
1528 | <attribute arch="connected" editor="connection" type="int"> |
1718 | <attribute arch="connected" editor="connection" type="string"> |
1529 | When the detector is triggered, all objects with the same |
1719 | When the detector is triggered, all objects with the same |
1530 | connection value get activated. |
1720 | connection value get activated. |
1531 | </attribute> |
1721 | </attribute> |
1532 | <attribute arch="speed" editor="detection speed" type="float"> |
1722 | <attribute arch="speed" editor="detection speed" type="float"> |
1533 | This value defines the time between two detector-checks. |
1723 | This value defines the time between two detector-checks. |
… | |
… | |
1541 | by 1. |
1731 | by 1. |
1542 | </attribute> |
1732 | </attribute> |
1543 | </type> |
1733 | </type> |
1544 | |
1734 | |
1545 | <!--####################################################################--> |
1735 | <!--####################################################################--> |
|
|
1736 | <type number="164" name="Map Script"> |
|
|
1737 | <ignore> |
|
|
1738 | <ignore_list name="system_object" /> |
|
|
1739 | </ignore> |
|
|
1740 | <description><![CDATA[ |
|
|
1741 | The map script object is a very special object that can react to connected |
|
|
1742 | events and executes a perl script in the msg slot. |
|
|
1743 | ]]> |
|
|
1744 | </description> |
|
|
1745 | <use><![CDATA[ |
|
|
1746 | The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions |
|
|
1747 | to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details. |
|
|
1748 | ]]> |
|
|
1749 | </use> |
|
|
1750 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1751 | When the map script object is triggered, it will execute |
|
|
1752 | the perl script with the triggering object as $activator. |
|
|
1753 | </attribute> |
|
|
1754 | &activate_on; |
|
|
1755 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1756 | This perl script will be executed each time the objetc is triggered. |
|
|
1757 | </attribute> |
|
|
1758 | </type> |
|
|
1759 | |
|
|
1760 | <!--####################################################################--> |
1546 | <type number="112" name="Director"> |
1761 | <type number="112" name="Director"> |
1547 | <ignore> |
1762 | <ignore> |
1548 | <ignore_list name="non_pickable" /> |
1763 | <ignore_list name="non_pickable" /> |
1549 | </ignore> |
1764 | </ignore> |
1550 | <description><![CDATA[ |
1765 | <description><![CDATA[ |
1551 | Directors change the direction of spell objects and other projectiles |
1766 | Directors change the direction of spell objects and other projectiles |
1552 | that fly past. Unlike spinners, directors always move objects in the |
1767 | that fly past. Unlike spinners, directors always move objects in the |
1553 | same direction. It does not make a difference from what angle you |
1768 | same direction. It does not make a difference from what angle you |
1554 | shoot into it.<br> |
1769 | shoot into it.<br> |
1555 | Directors are visible per default. ]]> |
1770 | Directors are visible per default.]]> |
1556 | </description> |
1771 | </description> |
1557 | <use><![CDATA[ |
1772 | <use><![CDATA[ |
1558 | Directors are rarely used in maps. Sometimes they are placed to |
1773 | Directors are rarely used in maps. Sometimes they are placed to |
1559 | change the direction of spells coming out of magic walls, |
1774 | change the direction of spells coming out of magic walls, |
1560 | "channeling" spell-projectiles in some direction. When doing this, |
1775 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1562 | into them!</B> The spell-projectiles bouncing between the directors |
1777 | into them!</B> The spell-projectiles bouncing between the directors |
1563 | would accumulate to huge numbers and at some point slow down the |
1778 | would accumulate to huge numbers and at some point slow down the |
1564 | server by eating memory- and CPU-time. |
1779 | server by eating memory- and CPU-time. |
1565 | <br><br> |
1780 | <br><br> |
1566 | You'd better not place directors in monster vs. player combat |
1781 | You'd better not place directors in monster vs. player combat |
1567 | areas too much, because that freaks out wizard-type players. ]]> |
1782 | areas too much, because that freaks out wizard-type players.]]> |
1568 | </use> |
1783 | </use> |
1569 | <attribute arch="sp" editor="direction" type="list_direction"> |
1784 | <attribute arch="sp" editor="direction" type="list_direction"> |
1570 | Projectiles will leave the director flying in the selected <direction>. |
1785 | Projectiles will leave the director flying in the selected <direction>. |
1571 | A director with direction <none> simply stops projectiles. |
1786 | A director with direction <none> simply stops projectiles. |
1572 | (The latter works out a bit strange for some spells). |
1787 | (The latter works out a bit strange for some spells). |
… | |
… | |
1578 | <type number="158" name="Disease"> |
1793 | <type number="158" name="Disease"> |
1579 | <ignore> |
1794 | <ignore> |
1580 | <ignore_list name="system_object" /> |
1795 | <ignore_list name="system_object" /> |
1581 | </ignore> |
1796 | </ignore> |
1582 | <description><![CDATA[ |
1797 | <description><![CDATA[ |
1583 | Diseases are an intersting form of spellcraft in Crossfire. |
1798 | Diseases are an intersting form of spellcraft in Deliantra. |
1584 | Once casted, they can spread out and infect creatures in a large |
1799 | Once casted, they can spread out and infect creatures in a large |
1585 | area. Being infected can have various effects, from amusing farts |
1800 | area. Being infected can have various effects, from amusing farts |
1586 | to horrible damage - almost everything is possible. ]]> |
1801 | to horrible damage - almost everything is possible.]]> |
1587 | </description> |
1802 | </description> |
1588 | <use><![CDATA[ |
1803 | <use><![CDATA[ |
1589 | Diseases are extremely flexible and usable in a many ways. |
1804 | Diseases are extremely flexible and usable in a many ways. |
1590 | So far they are mostly used for causing bad, unwanted effects. |
1805 | So far they are mostly used for causing bad, unwanted effects. |
1591 | You could just as well create a disease which helps the player |
1806 | You could just as well create a disease which helps the player |
1592 | (recharging mana for example). |
1807 | (recharging mana for example). |
1593 | Infection with a "positive disease" could even be a quest reward. ]]> |
1808 | Infection with a "positive disease" could even be a quest reward.]]> |
1594 | </use> |
1809 | </use> |
1595 | <attribute arch="invisible" value="1" type="fixed" /> |
1810 | <attribute arch="invisible" value="1" type="fixed" /> |
1596 | <attribute arch="level" editor="plaque level" type="int"> |
1811 | <attribute arch="level" editor="plaque level" type="int"> |
1597 | The <plaque level> is proportional to the disease's deadliness. |
1812 | The <plaque level> is proportional to the disease's deadliness. |
1598 | This mainly reflects in the <damage>. It has no effect on |
1813 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1740 | <type number="23" name="Door"> |
1955 | <type number="23" name="Door"> |
1741 | <ignore> |
1956 | <ignore> |
1742 | <ignore_list name="non_pickable" /> |
1957 | <ignore_list name="non_pickable" /> |
1743 | </ignore> |
1958 | </ignore> |
1744 | <description><![CDATA[ |
1959 | <description><![CDATA[ |
1745 | A door can be opened with a normal key. It also can be broken by attacking |
1960 | A door can be opened with any normal key. It also can be broken by attacking |
1746 | it, and it can be defeated with the lockpicking skill. If a door is |
1961 | it, and it can be defeated with the lockpicking skill. If a door is |
1747 | defeated, horizontally and vertically adjacent doors are automatically |
1962 | defeated, horizontally and vertically adjacent doors are automatically |
1748 | removed. ]]> |
1963 | removed.]]> |
1749 | </description> |
1964 | </description> |
1750 | <attribute arch="no_pick" value="1" type="fixed" /> |
1965 | <attribute arch="no_pick" value="1" type="fixed" /> |
1751 | <attribute arch="alive" value="1" type="fixed" /> |
1966 | <attribute arch="alive" value="1" type="fixed" /> |
1752 | &movement_types_terrain; |
1967 | &movement_types_terrain; |
1753 | <attribute arch="hp" editor="hitpoints" type="int"> |
1968 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1780 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1995 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1781 | objects which lies somewhere on top of the duplicator. |
1996 | objects which lies somewhere on top of the duplicator. |
1782 | The duplicator has one arch name specified as <target arch>, |
1997 | The duplicator has one arch name specified as <target arch>, |
1783 | and only objects of this archetype can be affected.<br> |
1998 | and only objects of this archetype can be affected.<br> |
1784 | It will multiply the number of items in the pile, by the <multiply factor>. |
1999 | It will multiply the number of items in the pile, by the <multiply factor>. |
1785 | If the latter is set to zero, it will destroy objects. ]]> |
2000 | If the latter is set to zero, it will destroy objects.]]> |
1786 | </description> |
2001 | </description> |
1787 | <use><![CDATA[ |
2002 | <use><![CDATA[ |
1788 | I hope it is clear that one must be very cautious when inserting a duplicator |
2003 | I hope it is clear that one must be very cautious when inserting a duplicator |
1789 | anywhere with <multiply factor> greater than one. |
2004 | anywhere with <multiply factor> greater than one. |
1790 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
2005 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1791 | It is <b>not acceptable</b> to allow duplication of anything other than |
2006 | It is <b>not acceptable</b> to allow duplication of anything other than |
1792 | coins, gold and jewels. Besides, it is very important that the chance to |
2007 | coins, gold and jewels. Besides, it is very important that the chance to |
1793 | loose the input matches the chance to earn winnings.<br> |
2008 | loose the input matches the chance to earn winnings.<br> |
1794 | A duplicator with <multiply factor> 3 for example should have a |
2009 | A duplicator with <multiply factor> 3 for example should have a |
1795 | loosing rate of 2/3 = 67%. ]]> |
2010 | loosing rate of 2/3 = 67%.]]> |
1796 | </use> |
2011 | </use> |
1797 | <attribute arch="other_arch" editor="target arch" type="string"> |
2012 | <attribute arch="other_arch" editor="target arch" type="string"> |
1798 | Only objects of matching archtype, lying ontop of the duplicator will be |
2013 | Only objects of matching archtype, lying ontop of the duplicator will be |
1799 | duplicated, multiplied or removed. All other objects will be ignored. |
2014 | duplicated, multiplied or removed. All other objects will be ignored. |
1800 | </attribute> |
2015 | </attribute> |
1801 | <attribute arch="level" editor="multiply factor" type="int"> |
2016 | <attribute arch="level" editor="multiply factor" type="int"> |
1802 | The number of items in the target pile will be multiplied by the |
2017 | The number of items in the target pile will be multiplied by the |
1803 | <multiply factor>. If it is set to zero, all target objects |
2018 | <multiply factor>. If it is set to zero, all target objects |
1804 | will be destroyed. |
2019 | will be destroyed. |
1805 | </attribute> |
2020 | </attribute> |
1806 | <attribute arch="connected" editor="connection" type="int"> |
2021 | <attribute arch="connected" editor="connection" type="string"> |
1807 | An activator (lever, altar, button, etc) with matching connection value |
2022 | An activator (lever, altar, button, etc) with matching connection value |
1808 | is able to trigger this duplicator. Be very careful that players cannot |
2023 | is able to trigger this duplicator. Be very careful that players cannot |
1809 | abuse it to create endless amounts of money or other valuable stuff! |
2024 | abuse it to create endless amounts of money or other valuable stuff! |
1810 | </attribute> |
2025 | </attribute> |
1811 | &activate_on; |
2026 | &activate_on; |
… | |
… | |
1818 | </ignore> |
2033 | </ignore> |
1819 | <description><![CDATA[ |
2034 | <description><![CDATA[ |
1820 | When the player applies an exit, he is transferred to a different location. |
2035 | When the player applies an exit, he is transferred to a different location. |
1821 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
2036 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1822 | the exit just by walking into it, or by pressing <a>pply when standing on |
2037 | the exit just by walking into it, or by pressing <a>pply when standing on |
1823 | the exit. ]]> |
2038 | the exit. ]]> |
1824 | </description> |
2039 | </description> |
1825 | <use><![CDATA[ |
2040 | <use><![CDATA[ |
1826 | If you want to have an invisible exit, set <invisible> (, of course |
2041 | If you want to have an invisible exit, set <invisible> (, of course |
1827 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
2042 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1828 | detected with the show_invisible spell. |
2043 | detected with the show_invisible spell. |
1829 | <br><br> |
2044 | <br><br> |
1830 | You can be quite creative with the outlook of secret exits (their "face"). |
2045 | You can be quite creative with the outlook of secret exits (their "face"). |
1831 | Don't forget to give the player relyable hints about them though. ]]> |
2046 | Don't forget to give the player relyable hints about them though.]]> |
1832 | </use> |
2047 | </use> |
1833 | <attribute arch="slaying" editor="exit path" type="string"> |
2048 | <attribute arch="slaying" editor="exit path" type="string"> |
1834 | The exit path defines the map that the player is transferred to. |
2049 | The exit path defines the map that the player is transferred to. |
1835 | You can enter an absolute path, beginning with '/' (for example |
2050 | You can enter an absolute path, beginning with '/' (for example |
1836 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
2051 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1865 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
2080 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1866 | is poor, but you get the point. =) |
2081 | is poor, but you get the point. =) |
1867 | </attribute> |
2082 | </attribute> |
1868 | <attribute arch="damned" editor="set savebed" type="bool"> |
2083 | <attribute arch="damned" editor="set savebed" type="bool"> |
1869 | If set, then players using this exit will have their savebed position |
2084 | If set, then players using this exit will have their savebed position |
1870 | set to the destination of the exit, when used. |
2085 | set to the destination of the exit when passing through. |
1871 | </attribute> |
2086 | </attribute> |
1872 | </type> |
2087 | </type> |
1873 | |
2088 | |
1874 | <!--####################################################################--> |
2089 | <!--####################################################################--> |
1875 | <type number="72" name="Flesh"> |
2090 | <type number="72" name="Flesh"> |
… | |
… | |
1878 | little health by eating flesh-objects. <br> |
2093 | little health by eating flesh-objects. <br> |
1879 | For dragon players, flesh plays a very special role though: If the |
2094 | For dragon players, flesh plays a very special role though: If the |
1880 | flesh has resistances set, a dragon player has a chance to gain resistance in |
2095 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1881 | those categories. The only constraint to this process is the <flesh level>. |
2096 | those categories. The only constraint to this process is the <flesh level>. |
1882 | Don't forget that flesh items with resistances have to be balanced |
2097 | Don't forget that flesh items with resistances have to be balanced |
1883 | according to map/monster difficulty. ]]> |
2098 | according to map/monster difficulty.]]> |
1884 | </description> |
2099 | </description> |
1885 | <use><![CDATA[ |
2100 | <use><![CDATA[ |
1886 | For dragon players, flesh items can be highly valuable. Note that many |
2101 | For dragon players, flesh items can be highly valuable. Note that many |
1887 | standard monsters carry flesh items from their <treasurelist>. |
2102 | standard monsters carry flesh items from their <treasurelist>. |
1888 | These flesh items "inherit" resistances and level from the monster they belong to. |
2103 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1890 | not the case - so you have to set it manually. |
2105 | not the case - so you have to set it manually. |
1891 | <br><br> |
2106 | <br><br> |
1892 | Generally adding special flesh-treaties for dragon players is a great thing |
2107 | Generally adding special flesh-treaties for dragon players is a great thing |
1893 | to do. Always consider that dragon players might really not be interested |
2108 | to do. Always consider that dragon players might really not be interested |
1894 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
2109 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1895 | out on the reward completely. ]]> |
2110 | out on the reward completely.]]> |
1896 | </use> |
2111 | </use> |
1897 | <attribute arch="food" editor="foodpoints" type="int"> |
2112 | <attribute arch="food" editor="foodpoints" type="int"> |
1898 | The player's stomache will get filled with this amount of foodpoints. |
2113 | The player's stomache will get filled with this amount of foodpoints. |
1899 | The player's health will increase by <foodpoints>/50 hp. |
2114 | The player's health will increase by <foodpoints>/50 hp. |
1900 | </attribute> |
2115 | </attribute> |
… | |
… | |
1907 | </attribute> |
2122 | </attribute> |
1908 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2123 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1909 | A godgiven item vanishes as soon as the player |
2124 | A godgiven item vanishes as soon as the player |
1910 | drops it to the ground. |
2125 | drops it to the ground. |
1911 | </attribute> |
2126 | </attribute> |
1912 | <section name="resistance"> |
2127 | &resistances_flesh_section; |
1913 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1914 | Resistances on flesh items make them more durable against spellcraft |
|
|
1915 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1916 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1917 | items in a monster's inventory. |
|
|
1918 | </attribute> |
|
|
1919 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1920 | Resistances on flesh items make them more durable against spellcraft |
|
|
1921 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1922 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1923 | items in a monster's inventory. |
|
|
1924 | </attribute> |
|
|
1925 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1926 | Resistances on flesh items make them more durable against spellcraft |
|
|
1927 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1928 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1929 | items in a monster's inventory. |
|
|
1930 | </attribute> |
|
|
1931 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1932 | Resistances on flesh items make them more durable against spellcraft |
|
|
1933 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1934 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1935 | items in a monster's inventory. |
|
|
1936 | </attribute> |
|
|
1937 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1938 | Resistances on flesh items make them more durable against spellcraft |
|
|
1939 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1940 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1941 | items in a monster's inventory. |
|
|
1942 | </attribute> |
|
|
1943 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1944 | Resistances on flesh items make them more durable against spellcraft |
|
|
1945 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1946 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1947 | items in a monster's inventory. |
|
|
1948 | </attribute> |
|
|
1949 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1950 | Resistances on flesh items make them more durable against spellcraft |
|
|
1951 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1952 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1953 | items in a monster's inventory. |
|
|
1954 | </attribute> |
|
|
1955 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1956 | Resistances on flesh items make them more durable against spellcraft |
|
|
1957 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1958 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1959 | items in a monster's inventory. |
|
|
1960 | </attribute> |
|
|
1961 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1962 | Resistances on flesh items make them more durable against spellcraft |
|
|
1963 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1964 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1965 | items in a monster's inventory. |
|
|
1966 | </attribute> |
|
|
1967 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1968 | Resistances on flesh items make them more durable against spellcraft |
|
|
1969 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1970 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1971 | items in a monster's inventory. |
|
|
1972 | </attribute> |
|
|
1973 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1974 | Resistances on flesh items make them more durable against spellcraft |
|
|
1975 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1976 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1977 | items in a monster's inventory. |
|
|
1978 | </attribute> |
|
|
1979 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1980 | Resistances on flesh items make them more durable against spellcraft |
|
|
1981 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1982 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1983 | items in a monster's inventory. |
|
|
1984 | </attribute> |
|
|
1985 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1986 | Resistances on flesh items make them more durable against spellcraft |
|
|
1987 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1988 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1989 | items in a monster's inventory. |
|
|
1990 | </attribute> |
|
|
1991 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1992 | Resistances on flesh items make them more durable against spellcraft |
|
|
1993 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1994 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1995 | items in a monster's inventory. |
|
|
1996 | </attribute> |
|
|
1997 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1998 | Resistances on flesh items make them more durable against spellcraft |
|
|
1999 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2000 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2001 | items in a monster's inventory. |
|
|
2002 | </attribute> |
|
|
2003 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2004 | RResistances on flesh items make them more durable against spellcraft |
|
|
2005 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2006 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2007 | items in a monster's inventory. |
|
|
2008 | </attribute> |
|
|
2009 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2010 | Resistances on flesh items make them more durable against spellcraft |
|
|
2011 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2012 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2013 | items in a monster's inventory. |
|
|
2014 | </attribute> |
|
|
2015 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2016 | Resistances on flesh items make them more durable against spellcraft |
|
|
2017 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
2018 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
2019 | items in a monster's inventory. |
|
|
2020 | </attribute> |
|
|
2021 | </section> |
|
|
2022 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2128 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2023 | This text may describe the item. |
2129 | This text may describe the item. |
2024 | </attribute> |
2130 | </attribute> |
2025 | </type> |
2131 | </type> |
2026 | |
2132 | |
… | |
… | |
2033 | <ignore> |
2139 | <ignore> |
2034 | <ignore_list name="non_pickable" /> |
2140 | <ignore_list name="non_pickable" /> |
2035 | </ignore> |
2141 | </ignore> |
2036 | <description><![CDATA[ |
2142 | <description><![CDATA[ |
2037 | Floor is a very basic thing whithout too much |
2143 | Floor is a very basic thing whithout too much |
2038 | functionality. It's a floor - you stand on it. ]]> |
2144 | functionality. It's a floor - you stand on it.]]> |
2039 | </description> |
2145 | </description> |
2040 | <attribute arch="is_floor" value="1" type="fixed" /> |
2146 | <attribute arch="is_floor" value="1" type="fixed" /> |
2041 | <attribute arch="no_pick" value="1" type="fixed" /> |
2147 | <attribute arch="no_pick" value="1" type="fixed" /> |
2042 | <section name="terrain"> |
2148 | <section name="terrain"> |
2043 | &movement_types_terrain; |
2149 | &movement_types_terrain; |
… | |
… | |
2058 | If enabled, it is impossible for players to use prayers |
2164 | If enabled, it is impossible for players to use prayers |
2059 | on that spot. It also prevents players from saving. |
2165 | on that spot. It also prevents players from saving. |
2060 | </attribute> |
2166 | </attribute> |
2061 | <attribute arch="unique" editor="unique map" type="bool"> |
2167 | <attribute arch="unique" editor="unique map" type="bool"> |
2062 | Unique floor means that any items dropped on that spot |
2168 | Unique floor means that any items dropped on that spot |
2063 | will be saved byond map reset. For permanent apartments, |
2169 | will be saved beyond map reset. For permanent apartments, |
2064 | all floor tiles must be set <unique map>. |
2170 | all floor tiles must be set <unique map>. |
2065 | </attribute> |
2171 | </attribute> |
2066 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2172 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2067 | This text may describe the object. |
2173 | This text may describe the object. |
2068 | </attribute> |
2174 | </attribute> |
… | |
… | |
2077 | Encounter-Floor is pretty much the same as normal floor. |
2183 | Encounter-Floor is pretty much the same as normal floor. |
2078 | Most outdoor floor/ground-arches are set to be "encounters". |
2184 | Most outdoor floor/ground-arches are set to be "encounters". |
2079 | That is kind of a relict from former code: When walking over |
2185 | That is kind of a relict from former code: When walking over |
2080 | encounter-floor, players sometimes got beamed to little maps |
2186 | encounter-floor, players sometimes got beamed to little maps |
2081 | with monsters on them. Nowadays this feature is disabled - |
2187 | with monsters on them. Nowadays this feature is disabled - |
2082 | Hence encounter floor is not different from normal floor. ]]> |
2188 | Hence encounter floor is not different from normal floor.]]> |
2083 | </description> |
2189 | </description> |
2084 | <attribute arch="is_floor" value="1" type="fixed" /> |
2190 | <attribute arch="is_floor" value="1" type="fixed" /> |
2085 | <attribute arch="no_pick" value="1" type="fixed" /> |
2191 | <attribute arch="no_pick" value="1" type="fixed" /> |
2086 | <section name="terrain"> |
2192 | <section name="terrain"> |
2087 | &movement_types_terrain; |
2193 | &movement_types_terrain; |
… | |
… | |
2102 | If enabled, it is impossible for players to use prayers |
2208 | If enabled, it is impossible for players to use prayers |
2103 | on that spot. It also prevents players from saving. |
2209 | on that spot. It also prevents players from saving. |
2104 | </attribute> |
2210 | </attribute> |
2105 | <attribute arch="unique" editor="unique map" type="bool"> |
2211 | <attribute arch="unique" editor="unique map" type="bool"> |
2106 | Unique floor means that any items dropped on that spot |
2212 | Unique floor means that any items dropped on that spot |
2107 | will be saved byond map reset. For permanent apartments, |
2213 | will be saved beyond map reset. For permanent apartments, |
2108 | all floor tiles must be set <unique map>. |
2214 | all floor tiles must be set <unique map>. |
2109 | </attribute> |
2215 | </attribute> |
2110 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2216 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2111 | This text may describe the object. |
2217 | This text may describe the object. |
2112 | </attribute> |
2218 | </attribute> |
… | |
… | |
2114 | |
2220 | |
2115 | <!--####################################################################--> |
2221 | <!--####################################################################--> |
2116 | <type number="6" name="Food"> |
2222 | <type number="6" name="Food"> |
2117 | <description><![CDATA[ |
2223 | <description><![CDATA[ |
2118 | By eating/drinking food-objects, the player can fill his |
2224 | By eating/drinking food-objects, the player can fill his |
2119 | stomache and gain a little health. ]]> |
2225 | stomache and gain a little health.]]> |
2120 | </description> |
2226 | </description> |
2121 | <attribute arch="food" editor="foodpoints" type="int"> |
2227 | <attribute arch="food" editor="foodpoints" type="int"> |
2122 | The player's stomache will get filled with this amount of foodpoints. |
2228 | The player's stomache will get filled with this amount of foodpoints. |
2123 | The player's health will increase by <foodpoints>/50 hp. |
2229 | The player's health will increase by <foodpoints>/50 hp. |
2124 | </attribute> |
2230 | </attribute> |
… | |
… | |
2132 | <type number="91" name="Gate"> |
2238 | <type number="91" name="Gate"> |
2133 | <ignore> |
2239 | <ignore> |
2134 | <ignore_list name="non_pickable" /> |
2240 | <ignore_list name="non_pickable" /> |
2135 | </ignore> |
2241 | </ignore> |
2136 | <description><![CDATA[ |
2242 | <description><![CDATA[ |
2137 | Gates play an important role in Crossfire. Gates can be opened |
2243 | Gates play an important role in Deliantra. Gates can be opened |
2138 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2244 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2139 | or carrying special key-objects (-> inventory checker). |
2245 | or carrying special key-objects (-> inventory checker). |
2140 | Unlike locked doors, gates can get shut again after a player has |
2246 | Unlike locked doors, gates can get shut again after a player has |
2141 | passed, which makes them more practical in many cases. ]]> |
2247 | passed, which makes them more practical in many cases.]]> |
2142 | </description> |
2248 | </description> |
2143 | <use><![CDATA[ |
2249 | <use><![CDATA[ |
2144 | Use gates to divide your maps into seperated areas. After solving |
2250 | Use gates to divide your maps into seperated areas. After solving |
2145 | area A, the player gains access to area B, and so on. Make your |
2251 | area A, the player gains access to area B, and so on. Make your |
2146 | maps more complex than "one-way". ]]> |
2252 | maps more complex than "one-way".]]> |
2147 | </use> |
2253 | </use> |
2148 | <attribute arch="no_pick" value="1" type="fixed" /> |
2254 | <attribute arch="no_pick" value="1" type="fixed" /> |
2149 | <attribute arch="speed" value="1" type="float"> |
2255 | <attribute arch="speed" value="1" type="float"> |
2150 | The speed of the gate affects how fast it is closing/opening. |
2256 | The speed of the gate affects how fast it is closing/opening. |
2151 | </attribute> |
2257 | </attribute> |
2152 | <attribute arch="connected" editor="connection" type="int"> |
2258 | <attribute arch="connected" editor="connection" type="string"> |
2153 | Whenever the inventory checker is triggered, all objects with identical |
2259 | Whenever the inventory checker is triggered, all objects with identical |
2154 | <connection> value get activated. This only makes sense together with |
2260 | <connection> value get activated. This only makes sense together with |
2155 | <blocking passage> disabled. |
2261 | <blocking passage> disabled. |
2156 | </attribute> |
2262 | </attribute> |
2157 | <attribute arch="wc" editor="position state" type="int"> |
2263 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2175 | <type number="113" name="Girdle"> |
2281 | <type number="113" name="Girdle"> |
2176 | <import_type name="Amulet" /> |
2282 | <import_type name="Amulet" /> |
2177 | <description><![CDATA[ |
2283 | <description><![CDATA[ |
2178 | Wearing a girdle, the object's stats will directly be inherited to |
2284 | Wearing a girdle, the object's stats will directly be inherited to |
2179 | the player. Girdles usually provide stats- or damage bonuses and no |
2285 | the player. Girdles usually provide stats- or damage bonuses and no |
2180 | defense. ]]> |
2286 | defense.]]> |
2181 | </description> |
2287 | </description> |
2182 | <use><![CDATA[ |
2288 | <use><![CDATA[ |
2183 | Feel free to create your own special artifacts. However, it is very |
2289 | Feel free to create your own special artifacts. However, it is very |
2184 | important that you keep your artifact in balance with existing maps. ]]> |
2290 | important that you keep your artifact in balance with existing maps.]]> |
2185 | </use> |
2291 | </use> |
2186 | <attribute arch="magic" editor="magic bonus" type="int"> |
2292 | <attribute arch="magic" editor="magic bonus" type="int"> |
2187 | <magic bonus> works just like ac, except that it can be improved by |
2293 | <magic bonus> works just like ac, except that it can be improved by |
2188 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2294 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2189 | than direct armour-class bonus on the helmet. |
2295 | than direct armour-class bonus on the helmet. |
… | |
… | |
2197 | <!--####################################################################--> |
2303 | <!--####################################################################--> |
2198 | <type number="100" name="Gloves"> |
2304 | <type number="100" name="Gloves"> |
2199 | <import_type name="Amulet" /> |
2305 | <import_type name="Amulet" /> |
2200 | <description><![CDATA[ |
2306 | <description><![CDATA[ |
2201 | Wearing gloves, the object's stats will directly be inherited to |
2307 | Wearing gloves, the object's stats will directly be inherited to |
2202 | the player. Gloves can add defense or damage bonuses. ]]> |
2308 | the player. Gloves can add defense or damage bonuses.]]> |
2203 | </description> |
2309 | </description> |
2204 | <use><![CDATA[ |
2310 | <use><![CDATA[ |
2205 | Feel free to create your own special artifacts. However, it is very |
2311 | Feel free to create your own special artifacts. However, it is very |
2206 | important that you keep your artifact in balance with existing maps. ]]> |
2312 | important that you keep your artifact in balance with existing maps.]]> |
2207 | </use> |
2313 | </use> |
2208 | <attribute arch="magic" editor="magic bonus" type="int"> |
2314 | <attribute arch="magic" editor="magic bonus" type="int"> |
2209 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2315 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2210 | If the gloves have <weapon class> instead, then <magic bonus> |
2316 | If the gloves have <weapon class> instead, then <magic bonus> |
2211 | will increase that. |
2317 | will increase that. |
… | |
… | |
2217 | <ignore> |
2323 | <ignore> |
2218 | <ignore_list name="non_pickable" /> |
2324 | <ignore_list name="non_pickable" /> |
2219 | </ignore> |
2325 | </ignore> |
2220 | <description><![CDATA[ |
2326 | <description><![CDATA[ |
2221 | A handle can be applied by players and (certain) monsters. |
2327 | A handle can be applied by players and (certain) monsters. |
2222 | Every time it is applied, the <connection> value is triggered. ]]> |
2328 | Every time it is applied, the <connection> value is triggered.]]> |
2223 | </description> |
2329 | </description> |
2224 | <use><![CDATA[ |
2330 | <use><![CDATA[ |
2225 | Handles are commonly used to move gates. When placing your lever, |
2331 | Handles are commonly used to move gates. When placing your lever, |
2226 | don't forget that some monsters are able to apply it. |
2332 | don't forget that some monsters are able to apply it. |
2227 | The ability to apply levers is rare among monsters - |
2333 | The ability to apply levers is rare among monsters - |
2228 | but vampires can do it for example. ]]> |
2334 | but vampires can do it for example.]]> |
2229 | </use> |
2335 | </use> |
2230 | <attribute arch="no_pick" value="1" type="fixed" /> |
2336 | <attribute arch="no_pick" value="1" type="fixed" /> |
2231 | <attribute arch="connected" editor="connection" type="int"> |
2337 | <attribute arch="connected" editor="connection" type="string"> |
2232 | Every time the handle is applied, all objects |
2338 | Every time the handle is applied, all objects |
2233 | with the same <connection> value are activated. |
2339 | with the same <connection> value are activated. |
2234 | </attribute> |
2340 | </attribute> |
2235 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2341 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2236 | This text may describe the item. You can use this |
2342 | This text may describe the item. You can use this |
… | |
… | |
2245 | <ignore_list name="non_pickable" /> |
2351 | <ignore_list name="non_pickable" /> |
2246 | </ignore> |
2352 | </ignore> |
2247 | <description><![CDATA[ |
2353 | <description><![CDATA[ |
2248 | Handle triggers are handles which reset after a short period |
2354 | Handle triggers are handles which reset after a short period |
2249 | of time. Every time it is either applied or reset, the |
2355 | of time. Every time it is either applied or reset, the |
2250 | <connection> value is triggered. ]]> |
2356 | <connection> value is triggered.]]> |
2251 | </description> |
2357 | </description> |
2252 | <use><![CDATA[ |
2358 | <use><![CDATA[ |
2253 | When you connect an ordinary handle to a gate, the gate normally remains |
2359 | When you connect an ordinary handle to a gate, the gate normally remains |
2254 | opened after the first player passed. If you want to keep the gate shut, |
2360 | opened after the first player passed. If you want to keep the gate shut, |
2255 | connecting it to a handle trigger is an easy solution. ]]> |
2361 | connecting it to a handle trigger is an easy solution. ]]> |
2256 | </use> |
2362 | </use> |
2257 | </type> |
2363 | </type> |
2258 | |
2364 | |
2259 | <!--####################################################################--> |
2365 | <!--####################################################################--> |
2260 | <type number="88" name="Hazard Floor"> |
2366 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2265 | <ignore_list name="non_pickable" /> |
2371 | <ignore_list name="non_pickable" /> |
2266 | </ignore> |
2372 | </ignore> |
2267 | <description><![CDATA[ |
2373 | <description><![CDATA[ |
2268 | The best example for Hazard Floor is lava. It works like standard |
2374 | The best example for Hazard Floor is lava. It works like standard |
2269 | floor, but damages all creatures standing on it. |
2375 | floor, but damages all creatures standing on it. |
2270 | Damage is taken in regular time intervals. ]]> |
2376 | Damage is taken in regular time intervals.]]> |
2271 | </description> |
2377 | </description> |
2272 | <use><![CDATA[ |
2378 | <use><![CDATA[ |
2273 | The default lava for example does minor damage. But you can turn |
2379 | The default lava for example does minor damage. But you can turn |
2274 | it up so that your hazard floor poses a real threat.<br> |
2380 | it up so that your hazard floor poses a real threat.<br> |
2275 | Like magic walls, such floors add a permanent thrill to your map. |
2381 | Like magic walls, such floors add a permanent thrill to your map. |
2276 | You can use that to safely chase off too-weak players, or just |
2382 | You can use that to safely chase off too-weak players, or just |
2277 | to have something different. ]]> |
2383 | to have something different.]]> |
2278 | </use> |
2384 | </use> |
2279 | <attribute arch="is_floor" value="1" type="fixed" /> |
2385 | <attribute arch="is_floor" value="1" type="fixed" /> |
2280 | <attribute arch="lifesave" value="1" type="fixed" /> |
2386 | <attribute arch="lifesave" value="1" type="fixed" /> |
2281 | &move_on; |
2387 | &move_on; |
2282 | <attribute arch="no_pick" value="1" type="fixed" /> |
2388 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2321 | If enabled, it is impossible for players to use prayers |
2427 | If enabled, it is impossible for players to use prayers |
2322 | on that spot. It also prevents players from saving. |
2428 | on that spot. It also prevents players from saving. |
2323 | </attribute> |
2429 | </attribute> |
2324 | <attribute arch="unique" editor="unique map" type="bool"> |
2430 | <attribute arch="unique" editor="unique map" type="bool"> |
2325 | Unique floor means that any items dropped on that spot |
2431 | Unique floor means that any items dropped on that spot |
2326 | will be saved byond map reset. For permanent apartments, |
2432 | will be saved beyond map reset. For permanent apartments, |
2327 | all floor tiles must be set <unique map>. |
2433 | all floor tiles must be set <unique map>. |
2328 | </attribute> |
2434 | </attribute> |
2329 | </type> |
2435 | </type> |
2330 | |
2436 | |
2331 | <!--####################################################################--> |
2437 | <!--####################################################################--> |
… | |
… | |
2333 | <import_type name="Amulet" /> |
2439 | <import_type name="Amulet" /> |
2334 | <description><![CDATA[ |
2440 | <description><![CDATA[ |
2335 | Wearing a helmet, the object's stats will directly be inherited to |
2441 | Wearing a helmet, the object's stats will directly be inherited to |
2336 | the player. Normal helmets usually increase defense, while crowns |
2442 | the player. Normal helmets usually increase defense, while crowns |
2337 | add more special bonuses like stats/resistances paired with |
2443 | add more special bonuses like stats/resistances paired with |
2338 | low defense. ]]> |
2444 | low defense.]]> |
2339 | </description> |
2445 | </description> |
2340 | <use><![CDATA[ |
2446 | <use><![CDATA[ |
2341 | Feel free to create your own special artifacts. However, it is very |
2447 | Feel free to create your own special artifacts. However, it is very |
2342 | important that you keep your artifact in balance with existing maps. ]]> |
2448 | important that you keep your artifact in balance with existing maps.]]> |
2343 | </use> |
2449 | </use> |
2344 | <attribute arch="magic" editor="magic bonus" type="int"> |
2450 | <attribute arch="magic" editor="magic bonus" type="int"> |
2345 | <magic bonus> works just like ac, except that it can be improved by |
2451 | <magic bonus> works just like ac, except that it can be improved by |
2346 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2452 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2347 | than direct armour-class bonus on the helmet. |
2453 | than direct armour-class bonus on the helmet. |
… | |
… | |
2356 | <type number="56" name="Holy Altar"> |
2462 | <type number="56" name="Holy Altar"> |
2357 | <ignore> |
2463 | <ignore> |
2358 | <ignore_list name="non_pickable" /> |
2464 | <ignore_list name="non_pickable" /> |
2359 | </ignore> |
2465 | </ignore> |
2360 | <description><![CDATA[ |
2466 | <description><![CDATA[ |
2361 | Holy_altars are altars for the various religions. Praying |
2467 | Holy Altars are altars for the various religions. Praying |
2362 | at a Holy_altar will make you a follower of that god, and |
2468 | at a Holy_altar will make you a follower of that god, and |
2363 | if you already follow that god, you may get some extra bonus. ]]> |
2469 | if you already follow that god, you may get some extra bonus.]]> |
2364 | </description> |
2470 | </description> |
2365 | <attribute arch="no_pick" value="1" type="fixed" /> |
2471 | <attribute arch="no_pick" value="1" type="fixed" /> |
2366 | <attribute arch="other_arch" editor="god name" type="string"> |
2472 | <attribute arch="other_arch" editor="god name" type="string"> |
2367 | The altar belongs to the god of the given name. Possible options for |
2473 | The altar belongs to the god of the given name. Possible options for |
2368 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2474 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2391 | Horns are very similar to rods. The difference is that horns regenerate |
2497 | Horns are very similar to rods. The difference is that horns regenerate |
2392 | spellpoints faster and thus are more valuable than rods. |
2498 | spellpoints faster and thus are more valuable than rods. |
2393 | <br><br> |
2499 | <br><br> |
2394 | A horn contains a spell. The player can use this spell by applying and |
2500 | A horn contains a spell. The player can use this spell by applying and |
2395 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2501 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2396 | used endlessly. ]]> |
2502 | used endlessly.]]> |
2397 | </description> |
2503 | </description> |
2398 | <use><![CDATA[ |
2504 | <use><![CDATA[ |
2399 | Horns are powerful due to their fast recharge rate. They should |
2505 | Horns are powerful due to their fast recharge rate. They should |
2400 | never contain high level attacking spells. Even curing/healing spells |
2506 | never contain high level attacking spells. Even curing/healing spells |
2401 | are almost too good on a horn. ]]> |
2507 | are almost too good on a horn.]]> |
2402 | </use> |
2508 | </use> |
2403 | <attribute arch="sp" editor="spell" type="spell"> |
2509 | <attribute arch="sp" editor="spell" type="spell"> |
2404 | Sets the <spell> of the horn. Consider twice before handing out any |
2510 | Sets the <spell> of the horn. Consider twice before handing out any |
2405 | horns to players, since they can be used endlessly without any mana cost! |
2511 | horns to players, since they can be used endlessly without any mana cost! |
2406 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2512 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2432 | <!--####################################################################--> |
2538 | <!--####################################################################--> |
2433 | <type number="73" name="Inorganic"> |
2539 | <type number="73" name="Inorganic"> |
2434 | <description><![CDATA[ |
2540 | <description><![CDATA[ |
2435 | Inorganic materials are generally used as ingredients for |
2541 | Inorganic materials are generally used as ingredients for |
2436 | alchemical receipes. By themselves, they have no special |
2542 | alchemical receipes. By themselves, they have no special |
2437 | functionalities. ]]> |
2543 | functionalities.]]> |
2438 | </description> |
2544 | </description> |
2439 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2545 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2440 | </attribute> |
2546 | </attribute> |
2441 | <section name="resistance"> |
2547 | &resistances_basic; |
2442 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2443 | </attribute> |
|
|
2444 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2445 | </attribute> |
|
|
2446 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2447 | </attribute> |
|
|
2448 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2449 | </attribute> |
|
|
2450 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2451 | </attribute> |
|
|
2452 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2453 | </attribute> |
|
|
2454 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2455 | </attribute> |
|
|
2456 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2457 | </attribute> |
|
|
2458 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2459 | </attribute> |
|
|
2460 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2461 | </attribute> |
|
|
2462 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2463 | </attribute> |
|
|
2464 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2465 | </attribute> |
|
|
2466 | </section> |
|
|
2467 | </type> |
2548 | </type> |
2468 | |
2549 | |
2469 | <!--####################################################################--> |
2550 | <!--####################################################################--> |
2470 | <type number="64" name="Inventory Checker"> |
2551 | <type number="64" name="Inventory Checker"> |
2471 | <ignore> |
2552 | <ignore> |
… | |
… | |
2480 | <br><br> |
2561 | <br><br> |
2481 | Alternatively, you can set your inv. checker to block all players |
2562 | Alternatively, you can set your inv. checker to block all players |
2482 | that do/don't carry the matching object. |
2563 | that do/don't carry the matching object. |
2483 | <br><br> |
2564 | <br><br> |
2484 | As you can see, inv. checkers are quite powerful, holding a |
2565 | As you can see, inv. checkers are quite powerful, holding a |
2485 | great variety of possibilities. ]]> |
2566 | great variety of possibilities.]]> |
2486 | </description> |
2567 | </description> |
2487 | <use><![CDATA[ |
2568 | <use><![CDATA[ |
2488 | Putting a check_inventory space in front of a gate (one below) and |
2569 | Putting a check_inventory space in front of a gate (one below) and |
2489 | one on the opposite side works reasonably well as a control mechanism. |
2570 | one on the opposite side works reasonably well as a control mechanism. |
2490 | Unlike the key/door-combo, this one works infinite since it is |
2571 | Unlike the key/door-combo, this one works infinite since it is |
2491 | independant from map reset. Use it to put a "structure" into your |
2572 | independant from map reset. Use it to put a "structure" into your |
2492 | maps: Player must solve area A to gain access to area B. This concept |
2573 | maps: Player must solve area A to gain access to area B. This concept |
2493 | can be found in nearly every RPG - simple but effective. ]]> |
2574 | can be found in nearly every RPG - simple but effective.]]> |
2494 | </use> |
2575 | </use> |
2495 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2496 | <attribute arch="slaying" editor="match key string" type="string"> |
2577 | <attribute arch="slaying" editor="match key string" type="string"> |
2497 | This string specifies the object we are looking for: We have a match |
2578 | This string specifies the object we are looking for: We have a match |
2498 | if the player does/don't carry a key object or a mark with identical |
2579 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2514 | </attribute> |
2595 | </attribute> |
2515 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2596 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2516 | Enabled means having that object is a match. |
2597 | Enabled means having that object is a match. |
2517 | Disabled means not having that object is a match. |
2598 | Disabled means not having that object is a match. |
2518 | </attribute> |
2599 | </attribute> |
2519 | <attribute arch="connected" editor="connection" type="int"> |
2600 | <attribute arch="connected" editor="connection" type="string"> |
2520 | Whenever the inventory checker is triggered, all objects with identical |
2601 | Whenever the inventory checker is triggered, all objects with identical |
2521 | <connection> value get activated. This only makes sense together with |
2602 | <connection> value get activated. This only makes sense together with |
2522 | <blocking passage> disabled. |
2603 | <blocking passage> disabled. |
2523 | </attribute> |
2604 | </attribute> |
2524 | &movement_types_terrain; |
2605 | &movement_types_terrain; |
… | |
… | |
2574 | <!--####################################################################--> |
2655 | <!--####################################################################--> |
2575 | <type number="60" name="Jewel"> |
2656 | <type number="60" name="Jewel"> |
2576 | <description><![CDATA[ |
2657 | <description><![CDATA[ |
2577 | Items of the type Gold & Jewels are handled like a currency. |
2658 | Items of the type Gold & Jewels are handled like a currency. |
2578 | Unlike for any other type of item, in shops, the buy- and selling |
2659 | Unlike for any other type of item, in shops, the buy- and selling |
2579 | prices differ only marginally. ]]> |
2660 | prices differ only marginally.]]> |
2580 | </description> |
2661 | </description> |
2581 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2662 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2582 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2663 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2583 | This text may describe the object. |
2664 | This text may describe the object. |
2584 | </attribute> |
2665 | </attribute> |
… | |
… | |
2586 | |
2667 | |
2587 | <!--####################################################################--> |
2668 | <!--####################################################################--> |
2588 | <type number="24" name="Key"> |
2669 | <type number="24" name="Key"> |
2589 | <description><![CDATA[ |
2670 | <description><![CDATA[ |
2590 | When carrying a key, a normal door can be opened. The key will |
2671 | When carrying a key, a normal door can be opened. The key will |
2591 | disappear. ]]> |
2672 | disappear.]]> |
2592 | </description> |
2673 | </description> |
2593 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2674 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2594 | A godgiven item vanishes as soon as the player |
2675 | A godgiven item vanishes as soon as the player |
2595 | drops it to the ground. |
2676 | drops it to the ground. |
2596 | </attribute> |
2677 | </attribute> |
… | |
… | |
2601 | <ignore> |
2682 | <ignore> |
2602 | <ignore_list name="non_pickable" /> |
2683 | <ignore_list name="non_pickable" /> |
2603 | </ignore> |
2684 | </ignore> |
2604 | <description><![CDATA[ |
2685 | <description><![CDATA[ |
2605 | A locked door can be opened only when carrying |
2686 | A locked door can be opened only when carrying |
2606 | the appropriate special key. ]]> |
2687 | the appropriate special key.]]> |
2607 | </description> |
2688 | </description> |
2608 | <use><![CDATA[ |
2689 | <use><![CDATA[ |
2609 | If you want to create a locked door that cannot be opened (no key), |
2690 | If you want to create a locked door that cannot be opened (no key), |
2610 | set a <key string> like "no_key_available". This will clearify things |
2691 | set a <key string> like "no_key_available". This will clearify things |
2611 | and only a fool would create a key matching that string. |
2692 | and only a fool would create a key matching that string. |
… | |
… | |
2613 | Door-objects can not only be used for "doors". In many maps these |
2694 | Door-objects can not only be used for "doors". In many maps these |
2614 | are used with all kinds of faces/names, especially often as |
2695 | are used with all kinds of faces/names, especially often as |
2615 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2696 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2616 | There you have magic forces (door objects) put under certain artifact |
2697 | There you have magic forces (door objects) put under certain artifact |
2617 | items. To get your hands on the artifacts, you need to bring up the |
2698 | items. To get your hands on the artifacts, you need to bring up the |
2618 | appropriate quest items (key objects). ]]> |
2699 | appropriate quest items (key objects).]]> |
2619 | </use> |
2700 | </use> |
2620 | <attribute arch="move_type" value="0" type="fixed" /> |
2701 | <attribute arch="move_type" value="0" type="fixed" /> |
2621 | <attribute arch="no_pick" value="1" type="fixed" /> |
2702 | <attribute arch="no_pick" value="1" type="fixed" /> |
2622 | <attribute arch="slaying" editor="key string" type="string"> |
2703 | <attribute arch="slaying" editor="key string" type="string"> |
2623 | The <key string> in the door must be identical with the |
2704 | The <key string> in the door must be identical with the |
2624 | <key string> in the special key, then the door is unlocked. |
2705 | <key string> in the special key, then the door is unlocked. |
2625 | It is VERY important to set the <key string> to something that |
2706 | It is VERY important to set the <key string> to something that |
2626 | is unique among the CF mapset. |
2707 | is unique among the Deliantra mapset. |
2627 | |
2708 | |
2628 | DONT EVER USE the default string "set_individual_value". |
2709 | DONT EVER USE the default string "set_individual_value". |
|
|
2710 | |
|
|
2711 | When the key string starts with "match ", then it is expected to |
|
|
2712 | be a match expression, which will be applied to the player, so |
|
|
2713 | you can use e.g. (match type=POTION in inv). Note that the matched |
|
|
2714 | object will be removed. |
2629 | </attribute> |
2715 | </attribute> |
2630 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2716 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2631 | Restricting the use of spells to pass this door. |
2717 | Restricting the use of spells to pass this door. |
2632 | This should be set in most cases. |
2718 | This should be set in most cases. |
2633 | (Don't forget that the spell "dimension door" is easily |
2719 | (Don't forget that the spell "dimension door" is easily |
… | |
… | |
2650 | <ignore> |
2736 | <ignore> |
2651 | <ignore_list name="system_object" /> |
2737 | <ignore_list name="system_object" /> |
2652 | </ignore> |
2738 | </ignore> |
2653 | <description><![CDATA[ |
2739 | <description><![CDATA[ |
2654 | Magic_ears trigger a connected value |
2740 | Magic_ears trigger a connected value |
2655 | when the player speaks a specific keyword. ]]> |
2741 | when the player speaks a specific keyword.]]> |
2656 | </description> |
2742 | </description> |
2657 | <use><![CDATA[ |
2743 | <use><![CDATA[ |
2658 | Whenever you put magic_ears on your maps, make sure there are |
2744 | Whenever you put magic_ears on your maps, make sure there are |
2659 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2745 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2660 | something like a gate that is opened by speaking "open" or |
2746 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2662 | <br><br> |
2748 | <br><br> |
2663 | Magic_ears are typically used for interaction with NPCs. You |
2749 | Magic_ears are typically used for interaction with NPCs. You |
2664 | can create the impression that the NPC actually *does* something |
2750 | can create the impression that the NPC actually *does* something |
2665 | according to his conversation with a player. Mostly this means |
2751 | according to his conversation with a player. Mostly this means |
2666 | opening a gate or handing out some item, but you could be quite |
2752 | opening a gate or handing out some item, but you could be quite |
2667 | creative here. ]]> |
2753 | creative here.]]> |
2668 | </use> |
2754 | </use> |
2669 | <attribute arch="no_pick" value="1" type="fixed" /> |
2755 | <attribute arch="no_pick" value="1" type="fixed" /> |
2670 | <attribute arch="connected" editor="connection" type="int"> |
2756 | <attribute arch="connected" editor="connection" type="string"> |
2671 | The Magic_ear will trigger all objects with the |
2757 | The Magic_ear will trigger all objects with the |
2672 | same connection value, every time it is activated. |
2758 | same connection value, every time it is activated. |
2673 | </attribute> |
2759 | </attribute> |
2674 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2760 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2675 | This textfield contains the keyword-matching-syntax. The text should |
2761 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2694 | Magic walls can contain any spell. However, some spells do not |
2780 | Magic walls can contain any spell. However, some spells do not |
2695 | operate very successfully in them. The only way to know is to test |
2781 | operate very successfully in them. The only way to know is to test |
2696 | the spell you want to use with a wall. |
2782 | the spell you want to use with a wall. |
2697 | <br><br> |
2783 | <br><br> |
2698 | Several types of magical walls are predefined for you in the |
2784 | Several types of magical walls are predefined for you in the |
2699 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2785 | archetypes, and can be found on the "connected" Pickmap.]]> |
2700 | </description> |
2786 | </description> |
2701 | <use><![CDATA[ |
2787 | <use><![CDATA[ |
2702 | Spellcasting walls pose an interesting alternative to monsters. |
2788 | Spellcasting walls pose an interesting alternative to monsters. |
2703 | Usually they are set to be undestroyable. Thus, while monsters |
2789 | Usually they are set to be undestroyable. Thus, while monsters |
2704 | in a map can be cleared out, the magic walls remain. Low level |
2790 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2715 | walls' spell(s). |
2801 | walls' spell(s). |
2716 | <br><br> |
2802 | <br><br> |
2717 | It is possible to make walls rotate when triggered. But that is so |
2803 | It is possible to make walls rotate when triggered. But that is so |
2718 | confusing (and useless IMHO) that I did not mention it above. You |
2804 | confusing (and useless IMHO) that I did not mention it above. You |
2719 | can find a working example on the map |
2805 | can find a working example on the map |
2720 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2806 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2721 | </use> |
2807 | </use> |
2722 | <attribute arch="dam" editor="spell" type="spell"> |
2808 | <attribute arch="dam" editor="spell" type="spell"> |
2723 | The magic wall will cast this <spell>. |
2809 | The magic wall will cast this <spell>. |
2724 | </attribute> |
2810 | </attribute> |
2725 | <attribute arch="level" editor="spell level" type="int"> |
2811 | <attribute arch="level" editor="spell level" type="int"> |
2726 | The wall will cast it's spells at level <spell level>. "level 1" |
2812 | The wall will cast it's spells at level <spell level>. "level 1" |
2727 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2813 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2728 | spells. Arch default is level 1 - you should always set this value |
2814 | spells. Arch default is level 1 - you should always set this value |
2729 | to meet the overall difficulty of your map. |
2815 | to meet the overall difficulty of your map. |
2730 | </attribute> |
2816 | </attribute> |
2731 | <attribute arch="connected" editor="connection" type="int"> |
2817 | <attribute arch="connected" editor="connection" type="string"> |
2732 | Every time the <connection> value is triggered, the wall will cast |
2818 | Every time the <connection> value is triggered, the wall will cast |
2733 | it's spell. You should set <casting speed> to zero, or this won't |
2819 | it's spell. You should set <casting speed> to zero, or this won't |
2734 | have much visible effect. |
2820 | have much visible effect. |
2735 | </attribute> |
2821 | </attribute> |
2736 | &activate_on; |
2822 | &activate_on; |
… | |
… | |
2765 | A magic wall of high <armour class> is less likely to get hit from |
2851 | A magic wall of high <armour class> is less likely to get hit from |
2766 | an opponent. <armour class> can be considered the "counterpiece" |
2852 | an opponent. <armour class> can be considered the "counterpiece" |
2767 | to <weapon class>. |
2853 | to <weapon class>. |
2768 | </attribute> |
2854 | </attribute> |
2769 | </section> |
2855 | </section> |
2770 | <section name="resistance"> |
2856 | &resistances_basic; |
2771 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2772 | </attribute> |
|
|
2773 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2774 | </attribute> |
|
|
2775 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2776 | </attribute> |
|
|
2777 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2778 | </attribute> |
|
|
2779 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2780 | </attribute> |
|
|
2781 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2782 | </attribute> |
|
|
2783 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2784 | </attribute> |
|
|
2785 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2786 | </attribute> |
|
|
2787 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2788 | </attribute> |
|
|
2789 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2790 | </attribute> |
|
|
2791 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2792 | </attribute> |
|
|
2793 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2794 | </attribute> |
|
|
2795 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2796 | </attribute> |
|
|
2797 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2798 | </attribute> |
|
|
2799 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2800 | </attribute> |
|
|
2801 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2802 | </attribute> |
|
|
2803 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2804 | </attribute> |
|
|
2805 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2806 | </attribute> |
|
|
2807 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2808 | </attribute> |
|
|
2809 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2810 | </attribute> |
|
|
2811 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2812 | </attribute> |
|
|
2813 | </section> |
|
|
2814 | </type> |
2857 | </type> |
2815 | |
2858 | |
2816 | <!--####################################################################--> |
2859 | <!--####################################################################--> |
2817 | <type number="55" name="Marker"> |
2860 | <type number="55" name="Marker"> |
2818 | <ignore> |
2861 | <ignore> |
… | |
… | |
2820 | </ignore> |
2863 | </ignore> |
2821 | <description><![CDATA[ |
2864 | <description><![CDATA[ |
2822 | A marker is an object that inserts an invisible force (a mark) into a |
2865 | A marker is an object that inserts an invisible force (a mark) into a |
2823 | player stepping on it. This force does nothing except containing a |
2866 | player stepping on it. This force does nothing except containing a |
2824 | <key string> which can be discovered by detectors or inventory |
2867 | <key string> which can be discovered by detectors or inventory |
2825 | checkers. It is also possible to use markers for removing marks again. |
2868 | checkers. It is also possible to use markers for removing marks again |
|
|
2869 | (by setting the "name" slot to the name of the marker to be removed). |
2826 | <br><br> |
2870 | <br><br> |
2827 | Note that the player has no possibility to "see" his own marks, |
2871 | Note that the player has no possibility to "see" his own marks, |
2828 | except by the effect that they cause on the maps. ]]> |
2872 | except by the effect that they cause on the maps.]]> |
2829 | </description> |
2873 | </description> |
2830 | <use><![CDATA[ |
2874 | <use><![CDATA[ |
2831 | Markers hold real cool possibilities for map-making. I encourage |
2875 | Markers hold real cool possibilities for map-making. I encourage |
2832 | you to use them frequently. However there is one negative point |
2876 | you to use them frequently. However there is one negative point |
2833 | about markers: Players don't "see" what's going on with them. It is |
2877 | about markers: Players don't "see" what's going on with them. It is |
2834 | your task, as map-creator, to make sure the player is always well |
2878 | your task, as map-creator, to make sure the player is always well |
2835 | informed and never confused. |
2879 | informed and never confused. |
2836 | <br><br> |
2880 | <br><br> |
2837 | Please avoid infinite markers when they aren't needed. They're |
2881 | Please avoid infinite markers when they aren't needed. They're |
2838 | using a little space in the player file after all, so if there |
2882 | using a little space in the player file after all, so if there |
2839 | is no real purpose, set an expire time. ]]> |
2883 | is no real purpose, set an expire time.]]> |
2840 | </use> |
2884 | </use> |
2841 | <attribute arch="no_pick" value="1" type="fixed" /> |
2885 | <attribute arch="no_pick" value="1" type="fixed" /> |
2842 | <attribute arch="slaying" editor="key string" type="string"> |
2886 | <attribute arch="slaying" editor="key string" type="string"> |
2843 | The <key string> can be detected by inv. checkers/detectors. |
2887 | The <key string> can be detected by inv. checkers/detectors. |
2844 | If the player already has a force with that <key string>, |
2888 | If the player already has a force with that <key string>, |
2845 | there won't be inserted a second one. |
2889 | there won't be inserted a second one. |
2846 | </attribute> |
2890 | </attribute> |
2847 | <attribute arch="connected" editor="connection" type="int"> |
2891 | <attribute arch="connected" editor="connection" type="string"> |
2848 | When the detector is triggered, all objects with the same |
2892 | When the detector is triggered, all objects with the same |
2849 | connection value get activated. |
2893 | connection value get activated. |
2850 | </attribute> |
2894 | </attribute> |
2851 | <attribute arch="speed" editor="marking speed" type="float"> |
2895 | <attribute arch="speed" editor="marking speed" type="float"> |
2852 | The <marking speed> defines how quickly it will mark something |
2896 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2890 | When a player picks an item from a shop and attempts to |
2934 | When a player picks an item from a shop and attempts to |
2891 | walk over the shop mat, the item's selling-price is automatically |
2935 | walk over the shop mat, the item's selling-price is automatically |
2892 | subtracted from the player's money. |
2936 | subtracted from the player's money. |
2893 | <br><br> |
2937 | <br><br> |
2894 | For money, always use the default arches. |
2938 | For money, always use the default arches. |
2895 | Don't modify them. ]]> |
2939 | Don't modify them.]]> |
2896 | </description> |
2940 | </description> |
2897 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2941 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2898 | </type> |
2942 | </type> |
2899 | |
2943 | |
2900 | <!--####################################################################--> |
2944 | <!--####################################################################--> |
… | |
… | |
2915 | Monsters can behave in various kinds of ways. |
2959 | Monsters can behave in various kinds of ways. |
2916 | They can be aggressive, attacking the player. Or peaceful, |
2960 | They can be aggressive, attacking the player. Or peaceful, |
2917 | helping the player - maybe joining him as pet. |
2961 | helping the player - maybe joining him as pet. |
2918 | The unagressive creatures who communicate with players are |
2962 | The unagressive creatures who communicate with players are |
2919 | usually called "NPCs" (Non Player Character), a well-known |
2963 | usually called "NPCs" (Non Player Character), a well-known |
2920 | term in role-play environments. ]]> |
2964 | term in role-play environments.]]> |
2921 | </description> |
2965 | </description> |
2922 | <use><![CDATA[ |
2966 | <use><![CDATA[ |
2923 | Monsters play a central role in most maps. Choosing the right |
2967 | Monsters play a central role in most maps. Choosing the right |
2924 | combination of monsters for your map is vital: |
2968 | combination of monsters for your map is vital: |
2925 | <UL> |
2969 | <UL> |
… | |
… | |
2950 | can use. |
2994 | can use. |
2951 | </UL> |
2995 | </UL> |
2952 | I know it's impossible to make the perfectly balanced map. There's always |
2996 | I know it's impossible to make the perfectly balanced map. There's always |
2953 | some part which is found too easy or too hard for a certain kind of player. |
2997 | some part which is found too easy or too hard for a certain kind of player. |
2954 | Just give it your best shot. And listen to feedback from players if you |
2998 | Just give it your best shot. And listen to feedback from players if you |
2955 | receive some. :-) ]]> |
2999 | receive some. :-)]]> |
2956 | </use> |
3000 | </use> |
2957 | <attribute arch="alive" value="1" type="fixed" /> |
3001 | <attribute arch="alive" value="1" type="fixed" /> |
2958 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
3002 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2959 | When the monster is killed, items from the treasurelist will |
3003 | When the monster is killed, items from the treasurelist will |
2960 | drop to the ground. This is a common way to reward players |
3004 | drop to the ground. This is a common way to reward players |
… | |
… | |
3023 | If a monster has something in the inventory, this |
3067 | If a monster has something in the inventory, this |
3024 | value can be set to reflect the slowdown due to |
3068 | value can be set to reflect the slowdown due to |
3025 | the carried weight. |
3069 | the carried weight. |
3026 | </attribute> |
3070 | </attribute> |
3027 | <attribute arch="precious" editor="precious" type="bool"> |
3071 | <attribute arch="precious" editor="precious" type="bool"> |
3028 | Set this flag to indicate that this monster is <i>precious</i>, i.e. |
3072 | Set this flag to indicate that this monster is precious, i.e. |
3029 | it should not be lightly destroyed. This is most useful on pets and |
3073 | it should not be lightly destroyed. This is most useful on pets and |
3030 | keeps the server from destroying them on destroy_pets/monster floors |
3074 | keeps the server from destroying them on destroy_pets/monster floors |
3031 | and will try to save them when the player logs out. |
3075 | and will try to save them when the player logs out. |
3032 | </attribute> |
3076 | </attribute> |
3033 | |
3077 | |
… | |
… | |
3208 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3252 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3209 | Monsters which <stand still> won't move to leave their position. |
3253 | Monsters which <stand still> won't move to leave their position. |
3210 | When agressive, they will attack all enemies who get close to |
3254 | When agressive, they will attack all enemies who get close to |
3211 | them. This behaviour is commonly known from castle guards. |
3255 | them. This behaviour is commonly known from castle guards. |
3212 | |
3256 | |
3213 | In older versions of Crossfire it was possible to eventually |
3257 | In older versions of Deliantra it was possible to eventually |
3214 | push a <stand still>-monster out of position by force. |
3258 | push a <stand still>-monster out of position by force. |
3215 | I believe this is no longer possible. Neverthless, you should |
3259 | I believe this is no longer possible. Neverthless, you should |
3216 | still be cautious when lining up <stand still>-monster in order |
3260 | still be cautious when lining up <stand still>-monster in order |
3217 | to "defend" something: Such monsters are rather easy to kill. |
3261 | to "defend" something: Such monsters are rather easy to kill. |
3218 | It's good for low level maps, but not much more. |
3262 | It's good for low level maps, but not much more. |
… | |
… | |
3254 | When the monster's health points drop below this percentage |
3298 | When the monster's health points drop below this percentage |
3255 | (relative to max health), it attempts to run away from the |
3299 | (relative to max health), it attempts to run away from the |
3256 | attacker. |
3300 | attacker. |
3257 | </attribute> |
3301 | </attribute> |
3258 | </section> |
3302 | </section> |
3259 | |
3303 | &resistances_basic; |
3260 | <section name="resistance"> |
|
|
3261 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3262 | </attribute> |
|
|
3263 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3264 | </attribute> |
|
|
3265 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3266 | </attribute> |
|
|
3267 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3268 | </attribute> |
|
|
3269 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3270 | </attribute> |
|
|
3271 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3272 | </attribute> |
|
|
3273 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3274 | </attribute> |
|
|
3275 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3276 | </attribute> |
|
|
3277 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3278 | </attribute> |
|
|
3279 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3280 | </attribute> |
|
|
3281 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3282 | </attribute> |
|
|
3283 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3284 | </attribute> |
|
|
3285 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3286 | </attribute> |
|
|
3287 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3288 | </attribute> |
|
|
3289 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3290 | </attribute> |
|
|
3291 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3292 | </attribute> |
|
|
3293 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3294 | </attribute> |
|
|
3295 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3296 | </attribute> |
|
|
3297 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3298 | </attribute> |
|
|
3299 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3300 | </attribute> |
|
|
3301 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3302 | </attribute> |
|
|
3303 | </section> |
|
|
3304 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3304 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3305 | </attribute> |
3305 | </attribute> |
3306 | </type> |
3306 | </type> |
3307 | |
3307 | |
3308 | <!--####################################################################--> |
3308 | <!--####################################################################--> |
… | |
… | |
3313 | <attribute arch="name_pl" /> |
3313 | <attribute arch="name_pl" /> |
3314 | <attribute arch="nrof" /> |
3314 | <attribute arch="nrof" /> |
3315 | <attribute arch="value" /> |
3315 | <attribute arch="value" /> |
3316 | <attribute arch="unpaid" /> |
3316 | <attribute arch="unpaid" /> |
3317 | </ignore> |
3317 | </ignore> |
3318 | <description><![CDATA[ |
3318 | <description> |
3319 | A grimreaper is a monster that vanishes after it did some number of |
3319 | A grimreaper is a monster that vanishes after it did some number of |
3320 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3320 | draining attacks. |
3321 | </description> |
3321 | </description> |
3322 | <section name="grimreaper"> |
3322 | <section name="grimreaper"> |
3323 | <attribute arch="value" editor="attacks" type="int"> |
3323 | <attribute arch="value" editor="attacks" type="int"> |
3324 | The object vanishes after this number of draining attacks. |
3324 | The object vanishes after this number of draining attacks. |
3325 | </attribute> |
3325 | </attribute> |
… | |
… | |
3333 | </ignore> |
3333 | </ignore> |
3334 | <description><![CDATA[ |
3334 | <description><![CDATA[ |
3335 | As the name implies, mood floors can change the "mood" of |
3335 | As the name implies, mood floors can change the "mood" of |
3336 | a monsters/NPC. For example, an unagressive monster could be |
3336 | a monsters/NPC. For example, an unagressive monster could be |
3337 | turned mad to start attacking. Similar, an agressive monster |
3337 | turned mad to start attacking. Similar, an agressive monster |
3338 | could be calmed. ]]> |
3338 | could be calmed.]]> |
3339 | </description> |
3339 | </description> |
3340 | <use><![CDATA[ |
3340 | <use><![CDATA[ |
3341 | Mood floors are absolutely cool for NPC interaction. To make an |
3341 | Mood floors are absolutely cool for NPC interaction. To make an |
3342 | unaggressive monster/NPC attack, put a creator with "other_arch |
3342 | unaggressive monster/NPC attack, put a creator with "other_arch |
3343 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3343 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3347 | it directly to a magic_ear. Then the player speaks a keyword like |
3347 | it directly to a magic_ear. Then the player speaks a keyword like |
3348 | "help me" - and the NPC joins him as pet. |
3348 | "help me" - and the NPC joins him as pet. |
3349 | <br><br> |
3349 | <br><br> |
3350 | (Of course you must always give clear hints about keywords! |
3350 | (Of course you must always give clear hints about keywords! |
3351 | And there is no reason why you couldn't use a button/lever/pedestal |
3351 | And there is no reason why you couldn't use a button/lever/pedestal |
3352 | etc. instead of a magic_ear.) ]]> |
3352 | etc. instead of a magic_ear.)]]> |
3353 | </use> |
3353 | </use> |
3354 | <attribute arch="no_pick" value="1" type="fixed" /> |
3354 | <attribute arch="no_pick" value="1" type="fixed" /> |
3355 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3355 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3356 | <mood> is used to determine what will happen to the |
3356 | <mood> is used to determine what will happen to the |
3357 | monster when affected by the mood floor: |
3357 | monster when affected by the mood floor: |
… | |
… | |
3367 | <mood> 'charm': Turns monster into a pet of person |
3367 | <mood> 'charm': Turns monster into a pet of person |
3368 | who triggers the square. This setting is not |
3368 | who triggers the square. This setting is not |
3369 | enabled for continous operation, you need to |
3369 | enabled for continous operation, you need to |
3370 | insert a <connection> value! |
3370 | insert a <connection> value! |
3371 | </attribute> |
3371 | </attribute> |
3372 | <attribute arch="connected" editor="connection" type="int"> |
3372 | <attribute arch="connected" editor="connection" type="string"> |
3373 | This should only be set in combination with <mood number> 4. |
3373 | This should only be set in combination with <mood number> 4. |
3374 | Normally, monsters are affected by the mood floor as soon as they |
3374 | Normally, monsters are affected by the mood floor as soon as they |
3375 | step on it. But charming (monster -> pet) is too powerful, |
3375 | step on it. But charming (monster -> pet) is too powerful, |
3376 | so it needs to be activated. |
3376 | so it needs to be activated. |
3377 | |
3377 | |
… | |
… | |
3401 | can monsters. Motion is involuntary. Additionally, players or |
3401 | can monsters. Motion is involuntary. Additionally, players or |
3402 | monsters can be "frozen" while ontop of movers so that they MUST |
3402 | monsters can be "frozen" while ontop of movers so that they MUST |
3403 | move along a chain of them. |
3403 | move along a chain of them. |
3404 | <br><br> |
3404 | <br><br> |
3405 | Multisquare monsters can be moved as well, given |
3405 | Multisquare monsters can be moved as well, given |
3406 | enough space. Movers are usually invisible. ]]> |
3406 | enough space. Movers are usually invisible.]]> |
3407 | </description> |
3407 | </description> |
3408 | <use><![CDATA[ |
3408 | <use><![CDATA[ |
3409 | NEVER EVER consider a mover being unpassable in the backwards |
3409 | NEVER EVER consider a mover being unpassable in the backwards |
3410 | direction. Setting "forced movement" makes it seemingly impossible |
3410 | direction. Setting "forced movement" makes it seemingly impossible |
3411 | but there is still a trick: One player can push a second player |
3411 | but there is still a trick: One player can push a second player |
… | |
… | |
3418 | cannot be discovered with the show_invisible spell. |
3418 | cannot be discovered with the show_invisible spell. |
3419 | <br><br> |
3419 | <br><br> |
3420 | Note that Movers and Directors are seperate objects, even though |
3420 | Note that Movers and Directors are seperate objects, even though |
3421 | they look and act similar. Directors only do spells/missiles, |
3421 | they look and act similar. Directors only do spells/missiles, |
3422 | while movers only do living creatures (depending on how it |
3422 | while movers only do living creatures (depending on how it |
3423 | is set: monsters and players). ]]> |
3423 | is set: monsters and players).]]> |
3424 | </use> |
3424 | </use> |
3425 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3425 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3426 | If forced movement is enabled, the mover "freezes" anyone it |
3426 | If forced movement is enabled, the mover "freezes" anyone it |
3427 | moves (so they are forced to move along a chain). |
3427 | moves (so they are forced to move along a chain). |
3428 | For players there is no way to escape this forced movement, |
3428 | For players there is no way to escape this forced movement, |
… | |
… | |
3480 | <ignore_list name="non_pickable" /> |
3480 | <ignore_list name="non_pickable" /> |
3481 | </ignore> |
3481 | </ignore> |
3482 | <description><![CDATA[ |
3482 | <description><![CDATA[ |
3483 | Pedestals are designed to detect certain types of living objects. |
3483 | Pedestals are designed to detect certain types of living objects. |
3484 | When a predefined type of living creature steps on the pedestal, the |
3484 | When a predefined type of living creature steps on the pedestal, the |
3485 | connected value is triggered. ]]> |
3485 | connected value is triggered.]]> |
3486 | </description> |
3486 | </description> |
3487 | <use><![CDATA[ |
3487 | <use><![CDATA[ |
3488 | If you want to create a place where only players of a certain race |
3488 | If you want to create a place where only players of a certain race |
3489 | can enter, put a teleporter over your pedestal. So the teleporter is |
3489 | can enter, put a teleporter over your pedestal. So the teleporter is |
3490 | only activated for players of the matching race. Do not use gates, |
3490 | only activated for players of the matching race. Do not use gates, |
3491 | because many other players could sneak in. If you put powerful |
3491 | because many other players could sneak in. If you put powerful |
3492 | artifacts into such places, generally set "startequip 1", so that |
3492 | artifacts into such places, generally set "startequip 1", so that |
3493 | they are preserved for that one race and can't be traded to others. ]]> |
3493 | they are preserved for that one race and can't be traded to others.]]> |
3494 | </use> |
3494 | </use> |
3495 | <attribute arch="no_pick" value="1" type="fixed" /> |
3495 | <attribute arch="no_pick" value="1" type="fixed" /> |
3496 | <attribute arch="slaying" editor="match race" type="string"> |
3496 | <attribute arch="slaying" editor="match race" type="string"> |
3497 | the <match race> defines the object we're looking for. If <match race> |
3497 | the <match race> defines the object we're looking for. If <match race> |
3498 | matches the monster's or the player's race, we have a match. |
3498 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3500 | place where only fireborns can enter, by setting "slaying unnatural". |
3500 | place where only fireborns can enter, by setting "slaying unnatural". |
3501 | |
3501 | |
3502 | If it is set to "player", any player stepping on the pedestal |
3502 | If it is set to "player", any player stepping on the pedestal |
3503 | is a match. Very useful if you want to open a gate for players |
3503 | is a match. Very useful if you want to open a gate for players |
3504 | but not for monsters. |
3504 | but not for monsters. |
|
|
3505 | |
|
|
3506 | &match_compat; |
3505 | </attribute> |
3507 | </attribute> |
3506 | <attribute arch="connected" editor="connection" type="int"> |
3508 | <attribute arch="connected" editor="connection" type="string"> |
3507 | When the pedestal is triggered, all objects with the same |
3509 | When the pedestal is triggered, all objects with the same |
3508 | connection value get activated. |
3510 | connection value get activated. |
3509 | </attribute> |
3511 | </attribute> |
3510 | &move_on; |
3512 | &move_on; |
3511 | </type> |
3513 | </type> |
3512 | |
3514 | |
3513 | <!--####################################################################--> |
3515 | <!--####################################################################--> |
|
|
3516 | <type number="32" name="Pedestal Trigger"> |
|
|
3517 | <import_type name="Pedestal" /> |
|
|
3518 | <ignore> |
|
|
3519 | <ignore_list name="non_pickable" /> |
|
|
3520 | </ignore> |
|
|
3521 | <description><![CDATA[ |
|
|
3522 | Pedestal triggers are pedestals which reset after a short period |
|
|
3523 | of time. Every time it is either applied or reset, the |
|
|
3524 | <connection> value is triggered.]]> |
|
|
3525 | </description> |
|
|
3526 | </type> |
|
|
3527 | |
|
|
3528 | <!--####################################################################--> |
|
|
3529 | <type number="19" name="Item Match"> |
|
|
3530 | <ignore> |
|
|
3531 | <ignore_list name="non_pickable" /> |
|
|
3532 | </ignore> |
|
|
3533 | <description><![CDATA[ |
|
|
3534 | Match objects use the deliantra matching language |
|
|
3535 | (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) |
|
|
3536 | to match items on the same mapspace (if move_on/off are unset) or |
|
|
3537 | items trying to enter (if move_blocked is set). |
|
|
3538 | |
|
|
3539 | If a connected value is given, then it is triggered if the first object |
|
|
3540 | matching the expression is put on it, and the last is removed.]]> |
|
|
3541 | </description> |
|
|
3542 | <use><![CDATA[ |
|
|
3543 | If you want to trigger something else (e.g. a gate) when an item is above this object, |
|
|
3544 | use the move_on/move_off settings. |
|
|
3545 | |
|
|
3546 | If you want to keep something from entering if it has (or lacks) a specific item, |
|
|
3547 | use the move_blocked setting.]]> |
|
|
3548 | </use> |
|
|
3549 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3550 | <attribute arch="slaying" editor="match expression" type="string"> |
|
|
3551 | &match_compat; |
|
|
3552 | |
|
|
3553 | Optionally you can leave out the "match " prefix. |
|
|
3554 | </attribute> |
|
|
3555 | <attribute arch="connected" editor="connection" type="string"> |
|
|
3556 | When the match is triggered, all objects with the same |
|
|
3557 | connection value get activated. |
|
|
3558 | </attribute> |
|
|
3559 | &move_on; |
|
|
3560 | &move_off; |
|
|
3561 | &move_block; |
|
|
3562 | </type> |
|
|
3563 | |
|
|
3564 | <!--####################################################################--> |
3514 | <type number="94" name="Pit"> |
3565 | <type number="94" name="Pit"> |
3515 | <ignore> |
3566 | <ignore> |
3516 | <ignore_list name="non_pickable" /> |
3567 | <ignore_list name="non_pickable" /> |
3517 | </ignore> |
3568 | </ignore> |
3518 | <description><![CDATA[ |
3569 | <description><![CDATA[ |
3519 | Pits are holes, transporting the player when he walks (and falls) into them. |
3570 | Pits are holes, transporting the player when he walks (and falls) into them. |
3520 | A speciality about pits is that they don't transport the player to |
3571 | A speciality about pits is that they don't transport the player to |
3521 | the exact destination, but within a two-square radius of the destination |
3572 | the exact destination, but within a configurable radius of the destination |
3522 | (never on blocked squares).<br> |
3573 | (never on blocked squares).<br> |
3523 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3574 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3524 | Monsters and items are affected by pits just as well as players. |
3575 | Monsters and items are affected by pits just as well as players. |
3525 | Even multipart monsters can fall through them, given enough space. ]]> |
3576 | Even multipart monsters can fall through them, given enough space.]]> |
3526 | </description> |
3577 | </description> |
3527 | <use><![CDATA[ |
3578 | <use><![CDATA[ |
3528 | Pits can add interesting effects to your map. When using them, make |
3579 | Pits can add interesting effects to your map. When using them, make |
3529 | sure to use them in a "logical way": Pits should always drop the |
3580 | sure to use them in a "logical way": Pits should always drop the |
3530 | player to some kind of lower level. They should not be used to |
3581 | player to some kind of lower level. They should not be used to |
3531 | randomly interconnect maps like teleporters do. ]]> |
3582 | randomly interconnect maps like teleporters do.]]> |
3532 | </use> |
3583 | </use> |
3533 | <attribute arch="no_pick" value="1" type="fixed" /> |
3584 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3585 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3586 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3587 | </attribute> |
3534 | <attribute arch="connected" editor="connection" type="int"> |
3588 | <attribute arch="connected" editor="connection" type="string"> |
3535 | When a <connection> value is set, the pit can be opened/closed |
3589 | When a <connection> value is set, the pit can be opened/closed |
3536 | by activating the connection. |
3590 | by activating the connection. |
3537 | </attribute> |
3591 | </attribute> |
3538 | &activate_on; |
3592 | &activate_on; |
3539 | <attribute arch="hp" editor="destination X" type="int"> |
3593 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3559 | |
3613 | |
3560 | <!--####################################################################--> |
3614 | <!--####################################################################--> |
3561 | <type number="7" name="Poison Food"> |
3615 | <type number="7" name="Poison Food"> |
3562 | <description><![CDATA[ |
3616 | <description><![CDATA[ |
3563 | When eating, the player's stomache is drained by 1/4 of food. |
3617 | When eating, the player's stomache is drained by 1/4 of food. |
3564 | If his food drops to zero, the player might even die. ]]> |
3618 | If his food drops to zero, the player might even die.]]> |
3565 | </description> |
3619 | </description> |
3566 | </type> |
3620 | </type> |
3567 | |
3621 | |
3568 | <!--####################################################################--> |
3622 | <!--####################################################################--> |
3569 | <type number="5" name="Potion"> |
3623 | <type number="5" name="Potion"> |
3570 | <description><![CDATA[ |
3624 | <description><![CDATA[ |
3571 | The player can drink these and gain various kinds of benefits |
3625 | The player can drink these and gain various kinds of benefits |
3572 | (/penalties) by doing so. ]]> |
3626 | (/penalties) by doing so.]]> |
3573 | </description> |
3627 | </description> |
3574 | <use><![CDATA[ |
3628 | <use><![CDATA[ |
3575 | One potion should never give multiple benefits at once. ]]> |
3629 | One potion should never give multiple benefits at once.]]> |
3576 | </use> |
3630 | </use> |
3577 | <attribute arch="level" editor="potion level" type="int"> |
3631 | <attribute arch="level" editor="potion level" type="int"> |
3578 | If the potion contains a spell, the spell is cast at this level. |
3632 | If the potion contains a spell, the spell is cast at this level. |
3579 | For other potions it should be set at least to 1. |
3633 | For other potions it should be set at least to 1. |
3580 | </attribute> |
3634 | </attribute> |
… | |
… | |
3598 | </attribute> |
3652 | </attribute> |
3599 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3653 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3600 | A godgiven item vanishes as soon as the player |
3654 | A godgiven item vanishes as soon as the player |
3601 | drops it to the ground. |
3655 | drops it to the ground. |
3602 | </attribute> |
3656 | </attribute> |
3603 | <section name="stats"> |
3657 | &player_stat_resist_sections; |
3604 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3605 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3606 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3607 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3608 | stats if positive. |
|
|
3609 | </attribute> |
|
|
3610 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3611 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3612 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3613 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3614 | stats if positive. |
|
|
3615 | </attribute> |
|
|
3616 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3617 | The player's constitution will rise/fall by the given value for permanent |
|
|
3618 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3619 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3620 | stats if positive. |
|
|
3621 | </attribute> |
|
|
3622 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3623 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3624 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3625 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3626 | stats if positive. |
|
|
3627 | </attribute> |
|
|
3628 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3629 | The player's power will rise/fall by the given value for permanent |
|
|
3630 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3631 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3632 | stats if positive. |
|
|
3633 | </attribute> |
|
|
3634 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3635 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3636 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3637 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3638 | stats if positive. |
|
|
3639 | </attribute> |
|
|
3640 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3641 | The player's charisma will rise/fall by the given value for permanent |
|
|
3642 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3643 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3644 | stats if positive. |
|
|
3645 | </attribute> |
|
|
3646 | </section> |
|
|
3647 | <section name="resistance"> |
|
|
3648 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3649 | The player's resistance to physical will rise by this value in percent |
|
|
3650 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3651 | add on the values from the player's equipment. |
|
|
3652 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3653 | </attribute> |
|
|
3654 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3655 | The player's resistance to magic will rise by this value in percent |
|
|
3656 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3657 | add on the values from the player's equipment. |
|
|
3658 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3659 | </attribute> |
|
|
3660 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3661 | The player's resistance to fire will rise by this value in percent |
|
|
3662 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3663 | add on the values from the player's equipment. |
|
|
3664 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3665 | </attribute> |
|
|
3666 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3667 | The player's resistance to electricity will rise by this value in percent |
|
|
3668 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3669 | add on the values from the player's equipment. |
|
|
3670 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3671 | </attribute> |
|
|
3672 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3673 | The player's resistance to cold will rise by this value in percent |
|
|
3674 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3675 | add on the values from the player's equipment. |
|
|
3676 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3677 | </attribute> |
|
|
3678 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3679 | The player's resistance to acid will rise by this value in percent |
|
|
3680 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3681 | add on the values from the player's equipment. |
|
|
3682 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3683 | </attribute> |
|
|
3684 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3685 | The player's resistance to confusion will rise by this value in percent |
|
|
3686 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3687 | add on the values from the player's equipment. |
|
|
3688 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3689 | </attribute> |
|
|
3690 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3691 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3692 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3693 | add on the values from the player's equipment. |
|
|
3694 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3695 | </attribute> |
|
|
3696 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3697 | The player's resistance to paralyze will rise by this value in percent |
|
|
3698 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3699 | add on the values from the player's equipment. |
|
|
3700 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3701 | </attribute> |
|
|
3702 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3703 | The player's resistance to draining will rise by this value in percent |
|
|
3704 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3705 | add on the values from the player's equipment. |
|
|
3706 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3707 | </attribute> |
|
|
3708 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3709 | The player's resistance to depletion will rise by this value in percent |
|
|
3710 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3711 | add on the values from the player's equipment. |
|
|
3712 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3713 | </attribute> |
|
|
3714 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3715 | The player's resistance to poison will rise by this value in percent |
|
|
3716 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3717 | add on the values from the player's equipment. |
|
|
3718 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3719 | </attribute> |
|
|
3720 | </section> |
|
|
3721 | </type> |
3658 | </type> |
3722 | |
3659 | |
3723 | <!--####################################################################--> |
3660 | <!--####################################################################--> |
3724 | <type number="156" name="Power Crystal"> |
3661 | <type number="156" name="Power Crystal"> |
3725 | <description><![CDATA[ |
3662 | <description><![CDATA[ |
3726 | Power crystals can store a player's mana: |
3663 | Power crystals can store a player's mana: |
3727 | When the player applies the crystal with full mana, half of |
3664 | When the player applies the crystal with full mana, half of |
3728 | it flows into the crystal. When the player applies it with |
3665 | it flows into the crystal. When the player applies it with |
3729 | lacking mana, the crystal replenishes the player's mana. ]]> |
3666 | lacking mana, the crystal replenishes the player's mana.]]> |
3730 | </description> |
3667 | </description> |
3731 | <attribute arch="sp" editor="initial mana" type="int"> |
3668 | <attribute arch="sp" editor="initial mana" type="int"> |
3732 | <initial mana> is the amount of spellpoints that the |
3669 | <initial mana> is the amount of spellpoints that the |
3733 | crystal holds when the map is loaded. |
3670 | crystal holds when the map is loaded. |
3734 | </attribute> |
3671 | </attribute> |
… | |
… | |
3746 | Projectiles like arrows/crossbow bolts are used as ammunition |
3683 | Projectiles like arrows/crossbow bolts are used as ammunition |
3747 | for shooting weapons. |
3684 | for shooting weapons. |
3748 | <br><br> |
3685 | <br><br> |
3749 | It's very easy to add new pairs of weapons & projectiles. |
3686 | It's very easy to add new pairs of weapons & projectiles. |
3750 | Just set matching <ammunition class> both for shooting |
3687 | Just set matching <ammunition class> both for shooting |
3751 | weapon and projectile. ]]> |
3688 | weapon and projectile.]]> |
3752 | </description> |
3689 | </description> |
3753 | <use><![CDATA[ |
3690 | <use><![CDATA[ |
3754 | If you want to create new kinds of projectiles, you could |
3691 | If you want to create new kinds of projectiles, you could |
3755 | add an alchemical receipe to create these. |
3692 | add an alchemical receipe to create these. |
3756 | |
3693 | |
3757 | Don't create new pairs of weapons & projectiles unless |
3694 | Don't create new pairs of weapons & projectiles unless |
3758 | they really fullfill a useful purpose. In fact, even bows |
3695 | they really fullfill a useful purpose. In fact, even bows |
3759 | and crossbows are rarely ever used. ]]> |
3696 | and crossbows are rarely ever used.]]> |
3760 | </use> |
3697 | </use> |
3761 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3698 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3762 | This number is a bitmask, specifying the projectile's attacktypes. |
3699 | This number is a bitmask, specifying the projectile's attacktypes. |
3763 | Attacktypes are: physical, magical, fire, cold.. etc. |
3700 | Attacktypes are: physical, magical, fire, cold.. etc. |
3764 | This works identical to melee weapons. Note that shooting |
3701 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3826 | <type number="70" name="Ring"> |
3763 | <type number="70" name="Ring"> |
3827 | <import_type name="Amulet" /> |
3764 | <import_type name="Amulet" /> |
3828 | <description><![CDATA[ |
3765 | <description><![CDATA[ |
3829 | Rings are worn on the hands - one ring each. |
3766 | Rings are worn on the hands - one ring each. |
3830 | Wearing rings, the object's stats will directly be inherited to |
3767 | Wearing rings, the object's stats will directly be inherited to |
3831 | the player. Usually enhancing his spellcasting potential. ]]> |
3768 | the player. Usually enhancing his spellcasting potential.]]> |
3832 | </description> |
3769 | </description> |
3833 | <use><![CDATA[ |
3770 | <use><![CDATA[ |
3834 | When you create an artifact ring, never forget that players can |
3771 | When you create an artifact ring, never forget that players can |
3835 | wear <B>two</B> rings! Due to that it is extremely important to |
3772 | wear <B>two</B> rings! Due to that it is extremely important to |
3836 | keep rings in balance with the game. |
3773 | keep rings in balance with the game. |
3837 | <br><br> |
3774 | <br><br> |
3838 | Also keep in mind that rings are generally the wizard's tools. |
3775 | Also keep in mind that rings are generally the wizard's tools. |
3839 | They should primarily grant bonuses to spellcasting abilities |
3776 | They should primarily grant bonuses to spellcasting abilities |
3840 | and non-physical resistances. ]]> |
3777 | and non-physical resistances.]]> |
3841 | </use> |
3778 | </use> |
3842 | </type> |
3779 | </type> |
3843 | |
3780 | |
3844 | <!--####################################################################--> |
3781 | <!--####################################################################--> |
3845 | <type number="3" name="Rod"> |
3782 | <type number="3" name="Rod"> |
… | |
… | |
3848 | </ignore> |
3785 | </ignore> |
3849 | <description><![CDATA[ |
3786 | <description><![CDATA[ |
3850 | A rod contains a spell. The player can use this spell by applying and |
3787 | A rod contains a spell. The player can use this spell by applying and |
3851 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3788 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3852 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3789 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3853 | used endlessly. ]]> |
3790 | used endlessly.]]> |
3854 | </description> |
3791 | </description> |
3855 | <use><![CDATA[ |
3792 | <use><![CDATA[ |
3856 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3793 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3857 | to be used for that purpose. Though, potions are expensive and only good for |
3794 | to be used for that purpose. Though, potions are expensive and only good for |
3858 | one-time-use.<br> ]]> |
3795 | one-time-use.<br>]]> |
3859 | </use> |
3796 | </use> |
3860 | <attribute arch="sp" editor="spell" type="spell"> |
3797 | <attribute arch="sp" editor="spell" type="spell"> |
3861 | Sets the <spell> of the rod. Consider twice before handing out special |
3798 | Sets the <spell> of the rod. Consider twice before handing out special |
3862 | rods to players, since they can be used endlessly without any mana cost! |
3799 | rods to players, since they can be used endlessly without any mana cost! |
3863 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3800 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3903 | Runes hit any monster or person who steps on them for 'dam' damage in |
3840 | Runes hit any monster or person who steps on them for 'dam' damage in |
3904 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3841 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3905 | and will cast this spell when it detonates. Yet another kind is the |
3842 | and will cast this spell when it detonates. Yet another kind is the |
3906 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3843 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3907 | <br><br> |
3844 | <br><br> |
3908 | Many runes are already defined in the archetypes. ]]> |
3845 | Many runes are already defined in the archetypes.]]> |
3909 | </description> |
3846 | </description> |
3910 | <use><![CDATA[ |
3847 | <use><![CDATA[ |
3911 | Avoid monsters stepping on your runes. For example, summoning runes |
3848 | Avoid monsters stepping on your runes. For example, summoning runes |
3912 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3849 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3913 | </use> |
3850 | </use> |
3914 | <attribute arch="no_pick" value="1" type="fixed" /> |
3851 | <attribute arch="no_pick" value="1" type="fixed" /> |
3915 | &move_on; |
3852 | &move_on; |
3916 | <attribute arch="level" editor="rune level" type="int"> |
3853 | <attribute arch="level" editor="rune level" type="int"> |
3917 | This value sets the level the rune will cast the spell it contains at, |
3854 | This value sets the level the rune will cast the spell it contains at, |
… | |
… | |
3985 | <ignore_list name="non_pickable" /> |
3922 | <ignore_list name="non_pickable" /> |
3986 | </ignore> |
3923 | </ignore> |
3987 | <description><![CDATA[ |
3924 | <description><![CDATA[ |
3988 | When the player applies a savebed, he is not only saved. Both his |
3925 | When the player applies a savebed, he is not only saved. Both his |
3989 | respawn-after-death and his word-of-recall positions are pointing |
3926 | respawn-after-death and his word-of-recall positions are pointing |
3990 | to the last-applied savebed. ]]> |
3927 | to the last-applied savebed.]]> |
3991 | </description> |
3928 | </description> |
3992 | <use><![CDATA[ |
3929 | <use><![CDATA[ |
3993 | Put savebed locations in towns, do not put them into dungeons. |
3930 | Put savebed locations in towns, do not put them into dungeons. |
3994 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3931 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3995 | That means: |
3932 | That means: |
3996 | <UL> |
3933 | <UL> |
3997 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3934 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3998 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3935 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3999 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3936 | <LI> Insert a reliable exit! Make sure there is no possibility that |
4000 | players get trapped in a savebed location. |
3937 | players get trapped in a savebed location. |
4001 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3938 | <LI> If possible, mark the whole site as no-spell area (Insert this |
4002 | arch called "dungeon_magic" everywhere). This is not required, |
3939 | arch called "dungeon_magic" everywhere). This is not required, |
4003 | but it makes the place much more safe. |
3940 | but it makes the place much more safe. |
4004 | </UL> ]]> |
3941 | </UL>]]> |
4005 | </use> |
3942 | </use> |
4006 | <attribute arch="no_pick" value="1" type="fixed" /> |
3943 | <attribute arch="no_pick" value="1" type="fixed" /> |
4007 | <attribute arch="no_magic" value="1" type="fixed" /> |
3944 | <attribute arch="no_magic" value="1" type="fixed" /> |
4008 | <attribute arch="damned" value="1" type="fixed" /> |
3945 | <attribute arch="damned" value="1" type="fixed" /> |
4009 | </type> |
3946 | </type> |
… | |
… | |
4016 | <description><![CDATA[ |
3953 | <description><![CDATA[ |
4017 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3954 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
4018 | scrolls require a certain literacy skill to read successfully. |
3955 | scrolls require a certain literacy skill to read successfully. |
4019 | Accordingly, for a successful reading, a small amount of |
3956 | Accordingly, for a successful reading, a small amount of |
4020 | experience is gained. Scrolls allow only one time usage, but |
3957 | experience is gained. Scrolls allow only one time usage, but |
4021 | usually they are sold in bulks. ]]> |
3958 | usually they are sold in bulks.]]> |
4022 | </description> |
3959 | </description> |
4023 | <use><![CDATA[ |
3960 | <use><![CDATA[ |
4024 | For low level quests, scrolls of healing/curing-spells |
3961 | For low level quests, scrolls of healing/curing-spells |
4025 | can be a nice reward. At higher levels, scrolls become less |
3962 | can be a nice reward. At higher levels, scrolls become less |
4026 | and less useful. ]]> |
3963 | and less useful.]]> |
4027 | </use> |
3964 | </use> |
4028 | <attribute arch="level" editor="casting level" type="int"> |
3965 | <attribute arch="level" editor="casting level" type="int"> |
4029 | The spell of the scroll will be casted at this level. |
3966 | The spell of the scroll will be casted at this level. |
4030 | This value should always be set, at least to 1. |
3967 | This value should always be set, at least to 1. |
4031 | </attribute> |
3968 | </attribute> |
… | |
… | |
4043 | <type number="33" name="Shield"> |
3980 | <type number="33" name="Shield"> |
4044 | <import_type name="Amulet" /> |
3981 | <import_type name="Amulet" /> |
4045 | <description><![CDATA[ |
3982 | <description><![CDATA[ |
4046 | Wearing a shield, the object's stats will directly be inherited to |
3983 | Wearing a shield, the object's stats will directly be inherited to |
4047 | the player. Shields usually provide good defense, only surpassed |
3984 | the player. Shields usually provide good defense, only surpassed |
4048 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3985 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
4049 | </description> |
3986 | </description> |
4050 | <use><![CDATA[ |
3987 | <use><![CDATA[ |
4051 | Feel free to create your own special artifacts. However, it is very |
3988 | Feel free to create your own special artifacts. However, it is very |
4052 | important that you keep your artifact in balance with existing maps. ]]> |
3989 | important that you keep your artifact in balance with existing maps.]]> |
4053 | </use> |
3990 | </use> |
4054 | <attribute arch="magic" editor="magic bonus" type="int"> |
3991 | <attribute arch="magic" editor="magic bonus" type="int"> |
4055 | <magic bonus> works just like ac, except that it can be improved by |
3992 | <magic bonus> works just like ac, except that it can be improved by |
4056 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3993 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
4057 | than direct armour-class bonus on the shield. |
3994 | than direct armour-class bonus on the shield. |
… | |
… | |
4066 | wielded both at the same time. Like with any other equipment, |
4003 | wielded both at the same time. Like with any other equipment, |
4067 | stats/bonuses from shooting weapons are directly inherited to the player. |
4004 | stats/bonuses from shooting weapons are directly inherited to the player. |
4068 | <br><br> |
4005 | <br><br> |
4069 | It's very easy to add new pairs of weapons & projectiles. |
4006 | It's very easy to add new pairs of weapons & projectiles. |
4070 | Just set matching <ammunition class> both for shooting |
4007 | Just set matching <ammunition class> both for shooting |
4071 | weapon and projectile. ]]> |
4008 | weapon and projectile.]]> |
4072 | </description> |
4009 | </description> |
4073 | <use><![CDATA[ |
4010 | <use><![CDATA[ |
4074 | Shooting weapons should not add bonuses in general. There's already |
4011 | Shooting weapons should not add bonuses in general. There's already |
4075 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4012 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4076 | Shooting weapons should especially not add bonuses to the player |
4013 | Shooting weapons should especially not add bonuses to the player |
4077 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4014 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4078 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4015 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4079 | - still crap. ]]> |
4016 | - still crap.]]> |
4080 | </use> |
4017 | </use> |
4081 | <attribute arch="race" editor="ammunition class" type="string"> |
4018 | <attribute arch="race" editor="ammunition class" type="string"> |
4082 | Only projectiles with matching <ammunition class> can be fired |
4019 | Only projectiles with matching <ammunition class> can be fired |
4083 | with this weapon. For normal bows set "arrows", for normal |
4020 | with this weapon. For normal bows set "arrows", for normal |
4084 | crossbows set "crossbow bolts". |
4021 | crossbows set "crossbow bolts". |
… | |
… | |
4113 | amount of <item power>, depending on their own level. This is the |
4050 | amount of <item power>, depending on their own level. This is the |
4114 | only way to prevent low level players to wear "undeserved" equipment |
4051 | only way to prevent low level players to wear "undeserved" equipment |
4115 | (like gifts from other players or cheated items). |
4052 | (like gifts from other players or cheated items). |
4116 | |
4053 | |
4117 | It is very important to adjust the <item power> value carefully |
4054 | It is very important to adjust the <item power> value carefully |
4118 | for every artifact you create! If zero/unset, the CF server will |
4055 | for every artifact you create! If zero/unset, the Deliantra server will |
4119 | calculate a provisional value at runtime, but this is never |
4056 | calculate a provisional value at runtime, but this is never |
4120 | going to be an accurate measurement of <item power>. |
4057 | going to be an accurate measurement of <item power>. |
4121 | </attribute> |
4058 | </attribute> |
4122 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4059 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4123 | Usually the player's strentgh takes effect on the damage |
4060 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4205 | These items are all flagged as unpaid. |
4142 | These items are all flagged as unpaid. |
4206 | When a player drops an item onto shop floor, the item becomes |
4143 | When a player drops an item onto shop floor, the item becomes |
4207 | unpaid and the player receives payment according to the item's |
4144 | unpaid and the player receives payment according to the item's |
4208 | selling-value. |
4145 | selling-value. |
4209 | Shopfloor always prevents magic (To hinder players from burning |
4146 | Shopfloor always prevents magic (To hinder players from burning |
4210 | or freezing the goods). ]]> |
4147 | or freezing the goods).]]> |
4211 | </description> |
4148 | </description> |
4212 | <use><![CDATA[ |
4149 | <use><![CDATA[ |
4213 | Tile your whole shop-interior space which shop floor. |
4150 | Tile your whole shop-interior space which shop floor. |
4214 | (That assures players receive payment for dropping items). |
4151 | (That assures players receive payment for dropping items). |
4215 | Place shop mats to enter/leave the shop, and make sure |
4152 | Place shop mats to enter/leave the shop, and make sure |
4216 | there is no other exit than the shop mat. ]]> |
4153 | there is no other exit than the shop mat.]]> |
4217 | </use> |
4154 | </use> |
4218 | <attribute arch="is_floor" value="1" type="fixed" /> |
4155 | <attribute arch="is_floor" value="1" type="fixed" /> |
4219 | <attribute arch="no_pick" value="1" type="fixed" /> |
4156 | <attribute arch="no_pick" value="1" type="fixed" /> |
4220 | <attribute arch="no_magic" value="1" type="fixed" /> |
4157 | <attribute arch="no_magic" value="1" type="fixed" /> |
4221 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4158 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4255 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4192 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4256 | or -destinations. When stepping onto a shopmat the player gets beamed |
4193 | or -destinations. When stepping onto a shopmat the player gets beamed |
4257 | to the nearest other mat. If the player has unpaid items in his |
4194 | to the nearest other mat. If the player has unpaid items in his |
4258 | inventory, the price gets charged from his coins automatically. |
4195 | inventory, the price gets charged from his coins automatically. |
4259 | If the player has insufficient coins to buy his unpaid items, he |
4196 | If the player has insufficient coins to buy his unpaid items, he |
4260 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4197 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4261 | </description> |
4198 | </description> |
4262 | <use><![CDATA[ |
4199 | <use><![CDATA[ |
4263 | As stated above, always place TWO shop mats into your shop. |
4200 | As stated above, always place TWO shop mats into your shop. |
4264 | Not more and not less than that. ]]> |
4201 | Not more and not less than that.]]> |
4265 | </use> |
4202 | </use> |
4266 | <attribute arch="no_pick" value="1" type="fixed" /> |
4203 | <attribute arch="no_pick" value="1" type="fixed" /> |
4267 | &move_on; |
4204 | &move_on; |
4268 | </type> |
4205 | </type> |
4269 | |
4206 | |
… | |
… | |
4274 | </ignore> |
4211 | </ignore> |
4275 | <description><![CDATA[ |
4212 | <description><![CDATA[ |
4276 | The purpose of a sign or magic_mouth is to display a certain message to |
4213 | The purpose of a sign or magic_mouth is to display a certain message to |
4277 | the player. There are three ways to have the player get this message: |
4214 | the player. There are three ways to have the player get this message: |
4278 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4215 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4279 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4216 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4280 | </description> |
4217 | </description> |
4281 | <use><![CDATA[ |
4218 | <use><![CDATA[ |
4282 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4219 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4283 | some true roleplay feeling to your maps, support your storyline or give |
4220 | some true roleplay feeling to your maps, support your storyline or give |
4284 | hints about hidden secrets/dangers. Place signs to provide the player |
4221 | hints about hidden secrets/dangers. Place signs to provide the player |
4285 | with all kinds of useful information for getting along in your maps. ]]> |
4222 | with all kinds of useful information for getting along in your maps.]]> |
4286 | </use> |
4223 | </use> |
4287 | <attribute arch="connected" editor="connection" type="int"> |
4224 | <attribute arch="connected" editor="connection" type="string"> |
4288 | When a connection value is set, the message will be printed whenever |
4225 | When a connection value is set, the message will be printed whenever |
4289 | the connection is triggered. This should be used in combination with |
4226 | the connection is triggered. This should be used in combination with |
4290 | <invisible> enabled and <activate by walking/flying> disabled. |
4227 | <invisible> enabled and <activate by walking/flying> disabled. |
4291 | If activating your magic_mouth this way, the message will not only be |
4228 | If activating your magic_mouth this way, the message will not only be |
4292 | printed to one player, but all players on the current map. |
4229 | printed to one player, but all players on the current map. |
… | |
… | |
4331 | <ignore_list name="system_object" /> |
4268 | <ignore_list name="system_object" /> |
4332 | </ignore> |
4269 | </ignore> |
4333 | <description><![CDATA[ |
4270 | <description><![CDATA[ |
4334 | Skills are objects which exist in the player/monster inventory. |
4271 | Skills are objects which exist in the player/monster inventory. |
4335 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4272 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4336 | are enabled for monster use however. ]]> |
4273 | are enabled for monster use however.]]> |
4337 | </description> |
4274 | </description> |
4338 | <use><![CDATA[ |
4275 | <use><![CDATA[ |
4339 | For mapmaking, Skill objects serve two purposes: |
4276 | For mapmaking, Skill objects serve two purposes: |
4340 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4277 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4341 | can be seen as the global skill definitions. A skill which doesn't |
4278 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4346 | </p><p> |
4283 | </p><p> |
4347 | Secondly, in order to enable monsters to use skills, you will need to |
4284 | Secondly, in order to enable monsters to use skills, you will need to |
4348 | copy default skill archtypes into the monsters' inventories. |
4285 | copy default skill archtypes into the monsters' inventories. |
4349 | You can even customize the skills by changing stats. It is not |
4286 | You can even customize the skills by changing stats. It is not |
4350 | recommended however, to use skills in your maps which are totally |
4287 | recommended however, to use skills in your maps which are totally |
4351 | unrelated to any predefined skill archtype.</p> ]]> |
4288 | unrelated to any predefined skill archtype.</p>]]> |
4352 | </use> |
4289 | </use> |
4353 | <attribute arch="invisible" value="1" type="fixed" /> |
4290 | <attribute arch="invisible" value="1" type="fixed" /> |
4354 | <attribute arch="no_drop" value="1" type="fixed" /> |
4291 | <attribute arch="no_drop" value="1" type="fixed" /> |
4355 | <attribute arch="skill" editor="skill name" type="string"> |
4292 | <attribute arch="skill" editor="skill name" type="string"> |
4356 | The <skill name> is used for matchings. When a usable |
4293 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4366 | expmul is 1, the player will get 500 added to that skill as well as |
4303 | expmul is 1, the player will get 500 added to that skill as well as |
4367 | 500 to their total. |
4304 | 500 to their total. |
4368 | </attribute> |
4305 | </attribute> |
4369 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4306 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4370 | The <skill type> defines the base functionality of the skill. |
4307 | The <skill type> defines the base functionality of the skill. |
4371 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4308 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4372 | create new skill types, but it requires a bit of server-coding. |
4309 | create new skill types, but it requires a bit of server-coding. |
4373 | </attribute> |
4310 | </attribute> |
4374 | <attribute arch="level" editor="level" type="int"> |
4311 | <attribute arch="level" editor="level" type="int"> |
4375 | </attribute> |
4312 | </attribute> |
4376 | <attribute arch="exp" editor="experience" type="int"> |
4313 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4385 | |
4322 | |
4386 | <!--####################################################################--> |
4323 | <!--####################################################################--> |
4387 | <type number="130" name="Skill Scroll"> |
4324 | <type number="130" name="Skill Scroll"> |
4388 | <description><![CDATA[ |
4325 | <description><![CDATA[ |
4389 | By reading a skill scroll, a player has a chance to learn the |
4326 | By reading a skill scroll, a player has a chance to learn the |
4390 | contained skill. ]]> |
4327 | contained skill.]]> |
4391 | </description> |
4328 | </description> |
4392 | <use><![CDATA[ |
4329 | <use><![CDATA[ |
4393 | Skill scrolls are very much sought for by players. Currently, |
4330 | Skill scrolls are very much sought for by players. Currently, |
4394 | all skill scrolls are sold in shops randomly, which is in fact not |
4331 | all skill scrolls are sold in shops randomly, which is in fact not |
4395 | a good system. It would be nice to have some cool quests with |
4332 | a good system. It would be nice to have some cool quests with |
4396 | skill scrolls rewarded at the end. ]]> |
4333 | skill scrolls rewarded at the end.]]> |
4397 | </use> |
4334 | </use> |
4398 | <attribute arch="race" value="scrolls" type="fixed" /> |
4335 | <attribute arch="race" value="scrolls" type="fixed" /> |
4399 | <attribute arch="skill" editor="skill name" type="string"> |
4336 | <attribute arch="skill" editor="skill name" type="string"> |
4400 | The <skill name> matches the skill object that can |
4337 | The <skill name> matches the skill object that can |
4401 | be learned from this scroll. |
4338 | be learned from this scroll. |
… | |
… | |
4411 | When carrying the appropriate special key, a locked door can |
4348 | When carrying the appropriate special key, a locked door can |
4412 | be opened. The key will dissapear. |
4349 | be opened. The key will dissapear. |
4413 | <br><br> |
4350 | <br><br> |
4414 | This object-type can also be used for "passport"-like items: |
4351 | This object-type can also be used for "passport"-like items: |
4415 | When walking onto an invetory checker, a gate for example might |
4352 | When walking onto an invetory checker, a gate for example might |
4416 | get opened. The "passport" will stay in the player's inventory. ]]> |
4353 | get opened. The "passport" will stay in the player's inventory.]]> |
4417 | </description> |
4354 | </description> |
4418 | <use><![CDATA[ |
4355 | <use><![CDATA[ |
4419 | How to make a "passport": You take the special key arch |
4356 | How to make a "passport": You take the special key arch |
4420 | (archetype name is "key2"), set the face to something like |
4357 | (archetype name is "key2"), set the face to something like |
4421 | card.111 and the name to "passport" - that's all. The <key string> |
4358 | card.111 and the name to "passport" - that's all. The <key string> |
4422 | certainly must match with the appropiate inventory checker. |
4359 | certainly must match with the appropiate inventory checker. |
4423 | <br><br> |
4360 | <br><br> |
4424 | Of course you can be creative with names and faces of |
4361 | Of course you can be creative with names and faces of |
4425 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4362 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4426 | (with appropriate faces) appear more interesting than just |
4363 | (with appropriate faces) appear more interesting than just |
4427 | a "strange key", or "passport". ]]> |
4364 | a "strange key", or "passport".]]> |
4428 | </use> |
4365 | </use> |
4429 | <attribute arch="slaying" editor="key string" type="string"> |
4366 | <attribute arch="slaying" editor="key string" type="string"> |
4430 | This string must be identical with the <key string> in the |
4367 | This string must be identical with the <key string> in the |
4431 | locked door, then it can be unlocked. It can also be used |
4368 | locked door, then it can be unlocked. It can also be used |
4432 | to trigger inventory checkers. |
4369 | to trigger inventory checkers. |
… | |
… | |
4467 | players can learn it by reading the book. Once learned, players |
4404 | players can learn it by reading the book. Once learned, players |
4468 | can use the spell as often as they like. With increasing skill level |
4405 | can use the spell as often as they like. With increasing skill level |
4469 | of the player, spells may gain power but also increase cost.<br> |
4406 | of the player, spells may gain power but also increase cost.<br> |
4470 | Monsters can use spells which are put in their inventory (provided |
4407 | Monsters can use spells which are put in their inventory (provided |
4471 | that certain "enabling" settings are correct). The monster's |
4408 | that certain "enabling" settings are correct). The monster's |
4472 | <treasurelist> can also be used to provide it with spells. ]]> |
4409 | <treasurelist> can also be used to provide it with spells.]]> |
4473 | </description> |
4410 | </description> |
4474 | <use><![CDATA[ |
4411 | <use><![CDATA[ |
4475 | A lot of the spells' settings can be tuned and customized. |
4412 | A lot of the spells' settings can be tuned and customized. |
4476 | When creating new spells which are accessible to players, it is |
4413 | When creating new spells which are accessible to players, it is |
4477 | important to think about balance. A single spell which is too |
4414 | important to think about balance. A single spell which is too |
4478 | powerful and/or too easy to use can eventually toss the whole skill |
4415 | powerful and/or too easy to use can eventually toss the whole skill |
4479 | and magic school system out of whack. Testing new spells is |
4416 | and magic school system out of whack. Testing new spells is |
4480 | quite important therefore. ]]> |
4417 | quite important therefore.]]> |
4481 | </use> |
4418 | </use> |
4482 | <attribute arch="no_drop" value="1" type="fixed" /> |
4419 | <attribute arch="no_drop" value="1" type="fixed" /> |
4483 | <attribute arch="invisible" value="1" type="fixed" /> |
4420 | <attribute arch="invisible" value="1" type="fixed" /> |
4484 | <attribute arch="skill" editor="skill name" type="string"> |
4421 | <attribute arch="skill" editor="skill name" type="string"> |
4485 | The <skill name> matches the skill which is needed |
4422 | The <skill name> matches the skill which is needed |
… | |
… | |
4517 | to read.<br><br> |
4454 | to read.<br><br> |
4518 | You can create widely customized spells only by adjusting the |
4455 | You can create widely customized spells only by adjusting the |
4519 | spell object in the spellbooks inventory. Refer to the description |
4456 | spell object in the spellbooks inventory. Refer to the description |
4520 | of spell objects for detailed information how to customize spells.<br> |
4457 | of spell objects for detailed information how to customize spells.<br> |
4521 | If you want to have a random spellbook instead, choose a <treasurelist> |
4458 | If you want to have a random spellbook instead, choose a <treasurelist> |
4522 | with a compilation of spells that the book may contain. ]]> |
4459 | with a compilation of spells that the book may contain.]]> |
4523 | </description> |
4460 | </description> |
4524 | <use><![CDATA[ |
4461 | <use><![CDATA[ |
4525 | Don't put any of the godgiven spells into a spellbook! These are |
4462 | Don't put any of the godgiven spells into a spellbook! These are |
4526 | reserved for the followers of the appropriate cults. Handing them |
4463 | reserved for the followers of the appropriate cults. Handing them |
4527 | out in a spellbook would violate the balance between different religions. |
4464 | out in a spellbook would violate the balance between different religions. |
4528 | <br><br> |
4465 | <br><br> |
4529 | Note that there is no fundamental difference between the spellbooks |
4466 | Note that there is no fundamental difference between the spellbooks |
4530 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4467 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4531 | even praying). The difference lies only in the spells they contain. |
4468 | even praying). The difference lies only in the spells they contain. |
4532 | It is up to you, the mapmaker, to pick the right type of book |
4469 | It is up to you, the mapmaker, to pick the right type of book |
4533 | for your spells. ]]> |
4470 | for your spells.]]> |
4534 | </use> |
4471 | </use> |
4535 | <attribute arch="skill" value="literacy" type="fixed" /> |
4472 | <attribute arch="skill" value="literacy" type="fixed" /> |
4536 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4473 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4537 | There are two ways to put spells into a spellbook: |
4474 | There are two ways to put spells into a spellbook: |
4538 | 1. Put a spell object in the books inventory. In this case, |
4475 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4557 | </ignore> |
4494 | </ignore> |
4558 | <description><![CDATA[ |
4495 | <description><![CDATA[ |
4559 | Spinners change the direction of spell objects and other projectiles |
4496 | Spinners change the direction of spell objects and other projectiles |
4560 | that fly past. Unlike directors, it does make a difference from what |
4497 | that fly past. Unlike directors, it does make a difference from what |
4561 | angle you shoot into the spinner. The direction of objects flying past |
4498 | angle you shoot into the spinner. The direction of objects flying past |
4562 | is always changed by a certain degree. ]]> |
4499 | is always changed by a certain degree.]]> |
4563 | </description> |
4500 | </description> |
4564 | <use><![CDATA[ |
4501 | <use><![CDATA[ |
4565 | Spinners are very rarely used. I believe they are quite |
4502 | Spinners are very rarely used. I believe they are quite |
4566 | confusing and pointless. The only use I can think of is building |
4503 | confusing and pointless. The only use I can think of is building |
4567 | some puzzle about where to shoot into spinners to shoot somewhere you |
4504 | some puzzle about where to shoot into spinners to shoot somewhere you |
4568 | otherwise couldn't. |
4505 | otherwise couldn't. |
4569 | |
4506 | |
4570 | When placing spinners on a map with magic walls, make sure the spell- |
4507 | When placing spinners on a map with magic walls, make sure the spell- |
4571 | projectiles from magic walls don't get to fly in loops. ]]> |
4508 | projectiles from magic walls don't get to fly in loops.]]> |
4572 | </use> |
4509 | </use> |
4573 | <attribute arch="sp" editor="direction number" type="int"> |
4510 | <attribute arch="sp" editor="direction number" type="int"> |
4574 | The spinner will change the direction of flying objects by |
4511 | The spinner will change the direction of flying objects by |
4575 | 45 degrees per <direction number>. Negative values spin clockwise, |
4512 | 45 degrees per <direction number>. Negative values spin clockwise, |
4576 | positive values counter clockwise. |
4513 | positive values counter clockwise. |
… | |
… | |
4589 | Swamp areas show a special behaviour: |
4526 | Swamp areas show a special behaviour: |
4590 | When a player stands still on a swamp-square for too long, |
4527 | When a player stands still on a swamp-square for too long, |
4591 | he will start to sink in and eventually drown and die. |
4528 | he will start to sink in and eventually drown and die. |
4592 | Items dropped on the swamp sink in and dissapear. |
4529 | Items dropped on the swamp sink in and dissapear. |
4593 | Players with knowledge of the woodsman skill are a lot less likely |
4530 | Players with knowledge of the woodsman skill are a lot less likely |
4594 | to die in the swamp. ]]> |
4531 | to die in the swamp.]]> |
4595 | </description> |
4532 | </description> |
4596 | <attribute arch="is_floor" value="1" type="fixed" /> |
4533 | <attribute arch="is_floor" value="1" type="fixed" /> |
4597 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4534 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4598 | <attribute arch="speed" editor="drowning speed" type="float"> |
4535 | <attribute arch="speed" editor="drowning speed" type="float"> |
4599 | The higher the <drowning speed>, the faster will players and items |
4536 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4623 | different location. The main difference to the object-type exit |
4560 | different location. The main difference to the object-type exit |
4624 | is the possibility to have teleporters connected to levers/buttons/etc. |
4561 | is the possibility to have teleporters connected to levers/buttons/etc. |
4625 | Sometimes teleporters are activated even against the players will. |
4562 | Sometimes teleporters are activated even against the players will. |
4626 | <br><br> |
4563 | <br><br> |
4627 | Unlike exits, teleporters can also transfer items and |
4564 | Unlike exits, teleporters can also transfer items and |
4628 | monsters to different locations on the same map. ]]> |
4565 | monsters to different locations on the same map.]]> |
4629 | </description> |
4566 | </description> |
4630 | <use><![CDATA[ |
4567 | <use><![CDATA[ |
4631 | When creating maps, I guess sooner or later you'll want to have |
4568 | When creating maps, I guess sooner or later you'll want to have |
4632 | an invisible teleporter. If using "invisible 1", the teleporter |
4569 | an invisible teleporter. If using "invisible 1", the teleporter |
4633 | can still be discovered with the show_invisible spell. And in |
4570 | can still be discovered with the show_invisible spell. And in |
4634 | some cases you can't place it under the floor to prevent this. |
4571 | some cases you can't place it under the floor to prevent this. |
4635 | <br><br> |
4572 | <br><br> |
4636 | Fortunately, there is a cool trick to make a perfectly invisible |
4573 | Fortunately, there is a cool trick to make a perfectly invisible |
4637 | teleporter: You simply add teleporter functionality to the floor |
4574 | teleporter: You simply add teleporter functionality to the floor |
4638 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4575 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4639 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4576 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4640 | </use> |
4577 | </use> |
4641 | <attribute arch="slaying" editor="exit path" type="string"> |
4578 | <attribute arch="slaying" editor="exit path" type="string"> |
4642 | The exit path specifies the map that the player is transferred to. |
4579 | The exit path specifies the map that the player is transferred to. |
4643 | <exit path> can be an absolute path, beginning with '/' |
4580 | <exit path> can be an absolute path, beginning with '/' |
4644 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4581 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4680 | be transferred to the "default enter location" of the destined map. |
4617 | be transferred to the "default enter location" of the destined map. |
4681 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4618 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4682 | please DO NOT use that. It turned out to be a source for numerous |
4619 | please DO NOT use that. It turned out to be a source for numerous |
4683 | map-bugs. |
4620 | map-bugs. |
4684 | </attribute> |
4621 | </attribute> |
4685 | <attribute arch="connected" editor="connection" type="int"> |
4622 | <attribute arch="connected" editor="connection" type="string"> |
4686 | If a connection value is set, the teleporter will be activated |
4623 | If a connection value is set, the teleporter will be activated |
4687 | whenever the connection is triggered. To use this properly, |
4624 | whenever the connection is triggered. To use this properly, |
4688 | <activation speed> must be zero. |
4625 | <activation speed> must be zero. |
4689 | </attribute> |
4626 | </attribute> |
4690 | &activate_on; |
4627 | &activate_on; |
… | |
… | |
4705 | <type number="26" name="Timed Gate"> |
4642 | <type number="26" name="Timed Gate"> |
4706 | <ignore> |
4643 | <ignore> |
4707 | <ignore_list name="non_pickable" /> |
4644 | <ignore_list name="non_pickable" /> |
4708 | </ignore> |
4645 | </ignore> |
4709 | <description><![CDATA[ |
4646 | <description><![CDATA[ |
4710 | Gates play an important role in Crossfire. Gates can be opened |
4647 | Gates play an important role in Deliantra. Gates can be opened |
4711 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4648 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4712 | or carrying special key-objects (-> inventory checker). |
4649 | or carrying special key-objects (-> inventory checker). |
4713 | Unlike locked doors, gates can get shut again after a player has |
4650 | Unlike locked doors, gates can get shut again after a player has |
4714 | passed, which makes them more practical in many cases. Unlike normal |
4651 | passed, which makes them more practical in many cases. Unlike normal |
4715 | gates, timed gates open when triggered but automatically close again |
4652 | gates, timed gates open when triggered but automatically close again |
4716 | after some time.]]> |
4653 | after some time.]]> |
4717 | </description> |
4654 | </description> |
4718 | <use><![CDATA[ |
4655 | <use><![CDATA[ |
4719 | Use gates to divide your maps into separated areas. After solving |
4656 | Use gates to divide your maps into separated areas. After solving |
4720 | area A, the player gains access to area B, and so on. Make your |
4657 | area A, the player gains access to area B, and so on. Make your |
4721 | maps more complex than "one-way". ]]> |
4658 | maps more complex than "one-way".]]> |
4722 | </use> |
4659 | </use> |
4723 | <attribute arch="no_pick" value="1" type="fixed" /> |
4660 | <attribute arch="no_pick" value="1" type="fixed" /> |
4724 | <attribute arch="connected" editor="connection" type="int"> |
4661 | <attribute arch="connected" editor="connection" type="string"> |
4725 | Whenever the inventory checker is triggered, all objects with identical |
4662 | Whenever the inventory checker is triggered, all objects with identical |
4726 | <connection> value get activated. This only makes sense together with |
4663 | <connection> value get activated. This only makes sense together with |
4727 | <blocking passage> disabled. If unset, the gate opens automatically |
4664 | <blocking passage> disabled. If unset, the gate opens automatically |
4728 | after some time. |
4665 | after some time. |
4729 | </attribute> |
4666 | </attribute> |
… | |
… | |
4766 | and generally have either a physical attack or trigger a reaction. |
4703 | and generally have either a physical attack or trigger a reaction. |
4767 | <br><br> |
4704 | <br><br> |
4768 | Traps hit any monster or person who steps on them for 'dam' damage in |
4705 | Traps hit any monster or person who steps on them for 'dam' damage in |
4769 | 'attacktype' attacktype and/or trigger a reaction. |
4706 | 'attacktype' attacktype and/or trigger a reaction. |
4770 | <br><br> |
4707 | <br><br> |
4771 | Many traps are already defined in the archetypes. ]]> |
4708 | Many traps are already defined in the archetypes.]]> |
4772 | </description> |
4709 | </description> |
4773 | <use><![CDATA[ |
4710 | <use><![CDATA[ |
4774 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4711 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4775 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4712 | off your lightning wall and pit trap is usually a bad idea.]]> |
4776 | </use> |
4713 | </use> |
4777 | <attribute arch="no_pick" value="1" type="fixed" /> |
4714 | <attribute arch="no_pick" value="1" type="fixed" /> |
4778 | &move_on; |
4715 | &move_on; |
4779 | <attribute arch="level" editor="trap level" type="int"> |
4716 | <attribute arch="level" editor="trap level" type="int"> |
4780 | Level effects how easily a trap may be found and disarmed, and |
4717 | Level effects how easily a trap may be found and disarmed, and |
… | |
… | |
4796 | </attribute> |
4733 | </attribute> |
4797 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4734 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4798 | This attribute defines what attacktype to use for direct damage when |
4735 | This attribute defines what attacktype to use for direct damage when |
4799 | the trap detonates. |
4736 | the trap detonates. |
4800 | </attribute> |
4737 | </attribute> |
4801 | <attribute arch="connected" editor="connection" type="int"> |
4738 | <attribute arch="connected" editor="connection" type="string"> |
4802 | When the trap is detonated, all objects with the same |
4739 | When the trap is detonated, all objects with the same |
4803 | connection value get activated. |
4740 | connection value get activated. |
4804 | </attribute> |
4741 | </attribute> |
4805 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4742 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4806 | When the trap detonates, this text is displayed to the |
4743 | When the trap detonates, this text is displayed to the |
… | |
… | |
4818 | Trapdoors are very similar to pits. The difference is that they |
4755 | Trapdoors are very similar to pits. The difference is that they |
4819 | can not be closed. Instead, the weight of the object on the |
4756 | can not be closed. Instead, the weight of the object on the |
4820 | trapdoor determines weither it slams the trapdoor open and falls through |
4757 | trapdoor determines weither it slams the trapdoor open and falls through |
4821 | or not.<br> |
4758 | or not.<br> |
4822 | Once a trapdoor has been opened (by a creature or items of sufficient |
4759 | Once a trapdoor has been opened (by a creature or items of sufficient |
4823 | weight,) it remains open, acting like an opened pit. ]]> |
4760 | weight,) it remains open, acting like an opened pit.]]> |
4824 | </description> |
4761 | </description> |
4825 | <use><![CDATA[ |
4762 | <use><![CDATA[ |
4826 | Trapdoors should be used in the same fashion as pits: |
4763 | Trapdoors should be used in the same fashion as pits: |
4827 | They should always drop the victims to some kind of lower level. They |
4764 | They should always drop the victims to some kind of lower level. They |
4828 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4765 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4829 | </use> |
4766 | </use> |
4830 | <attribute arch="no_pick" value="1" type="fixed" /> |
4767 | <attribute arch="no_pick" value="1" type="fixed" /> |
4831 | &move_on; |
4768 | &move_on; |
4832 | <attribute arch="weight" editor="hold weight" type="int"> |
4769 | <attribute arch="weight" editor="hold weight" type="int"> |
4833 | This value defines how much weight the trapdoor can hold. |
4770 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4859 | <attribute arch="value" /> |
4796 | <attribute arch="value" /> |
4860 | <attribute arch="material" /> |
4797 | <attribute arch="material" /> |
4861 | </ignore> |
4798 | </ignore> |
4862 | <description><![CDATA[ |
4799 | <description><![CDATA[ |
4863 | A treasure-object turns into certain randomitems when the map is loaded |
4800 | A treasure-object turns into certain randomitems when the map is loaded |
4864 | into the game. ]]> |
4801 | into the game.]]> |
4865 | </description> |
4802 | </description> |
4866 | <use><![CDATA[ |
4803 | <use><![CDATA[ |
4867 | About usage of the "random-artifact" treasurelist: |
4804 | About usage of the "random-artifact" treasurelist: |
4868 | This will generate powerful stuff like girdles, xray helmets, special |
4805 | This will generate powerful stuff like girdles, xray helmets, special |
4869 | swords etc. If you put this as reward to your quest, players might be |
4806 | swords etc. If you put this as reward to your quest, players might be |
4870 | motivated to do it more than once. BUT, by doing so they will get a huge |
4807 | motivated to do it more than once. BUT, by doing so they will get a huge |
4871 | number of different artifacts! Besides, players will always seek the place |
4808 | number of different artifacts! Besides, players will always seek the place |
4872 | with the most easy-to-get random artifact and ignore all others. |
4809 | with the most easy-to-get random artifact and ignore all others. |
4873 | My advice: Don't use it! Attract players with good fighting experience |
4810 | My advice: Don't use it! Attract players with good fighting experience |
4874 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4811 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4875 | </use> |
4812 | </use> |
4876 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4813 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4877 | This entry determines what kind of treasure will appear. Look into |
4814 | This entry determines what kind of treasure will appear. Look into |
4878 | /crossfire/share/crossfire/treasures for details about existing |
4815 | /crossfire/share/crossfire/treasures for details about existing |
4879 | treasurelists. |
4816 | treasurelists. |
… | |
… | |
4908 | <description><![CDATA[ |
4845 | <description><![CDATA[ |
4909 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4846 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4910 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4847 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4911 | <key string> which can be discovered by detectors or inventory |
4848 | <key string> which can be discovered by detectors or inventory |
4912 | checkers. It is also possible to use markers for removing marks again. |
4849 | checkers. It is also possible to use markers for removing marks again. |
|
|
4850 | (by setting the "name" slot to the name of the marker to be removed). |
4913 | <br><br> |
4851 | <br><br> |
4914 | Note that the player has no possibility to "see" his own marks, |
4852 | Note that the player has no possibility to "see" his own marks, |
4915 | except by the effect that they cause on the maps. ]]> |
4853 | except by the effect that they cause on the maps.]]> |
4916 | </description> |
4854 | </description> |
4917 | <use><![CDATA[ |
4855 | <use><![CDATA[ |
4918 | Markers hold real cool possibilities for map-making. I encourage |
4856 | Markers hold real cool possibilities for map-making. I encourage |
4919 | you to use them frequently. However there is one negative point |
4857 | you to use them frequently. However there is one negative point |
4920 | about markers: Players don't "see" what's going on with them. It is |
4858 | about markers: Players don't "see" what's going on with them. It is |
4921 | your task, as map-creator, to make sure the player is always well |
4859 | your task, as map-creator, to make sure the player is always well |
4922 | informed and never confused. |
4860 | informed and never confused. |
4923 | <br><br> |
4861 | <br><br> |
4924 | Please avoid infinite markers when they aren't needed. They're |
4862 | Please avoid infinite markers when they aren't needed. They're |
4925 | using a little space in the player file after all, so if there |
4863 | using a little space in the player file after all, so if there |
4926 | is no real purpose, set an expire time. ]]> |
4864 | is no real purpose, set an expire time.]]> |
4927 | </use> |
4865 | </use> |
4928 | <attribute arch="no_pick" value="1" type="fixed" /> |
4866 | <attribute arch="no_pick" value="1" type="fixed" /> |
4929 | <attribute arch="slaying" editor="key string" type="string"> |
4867 | <attribute arch="slaying" editor="key string" type="string"> |
4930 | The <key string> can be detected by inv. checkers/detectors. |
4868 | The <key string> can be detected by inv. checkers/detectors. |
4931 | If the player already has a force with that <key string>, |
4869 | If the player already has a force with that <key string>, |
4932 | there won't be inserted a second one. |
4870 | there won't be inserted a second one. |
4933 | </attribute> |
4871 | </attribute> |
4934 | <attribute arch="connected" editor="connection" type="int"> |
4872 | <attribute arch="connected" editor="connection" type="string"> |
4935 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4873 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4936 | </attribute> |
4874 | </attribute> |
4937 | <attribute arch="food" editor="mark duration" type="int"> |
4875 | <attribute arch="food" editor="mark duration" type="int"> |
4938 | This value defines the duration of the force it inserts. |
4876 | This value defines the duration of the force it inserts. |
4939 | If nonzero, the duration of the player's mark is finite: |
4877 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4970 | <attribute arch="name_pl" /> |
4908 | <attribute arch="name_pl" /> |
4971 | <attribute arch="value" /> |
4909 | <attribute arch="value" /> |
4972 | <attribute arch="unpaid" /> |
4910 | <attribute arch="unpaid" /> |
4973 | </ignore> |
4911 | </ignore> |
4974 | <description><![CDATA[ |
4912 | <description><![CDATA[ |
4975 | Walls usually block passage and sight. ]]> |
4913 | Walls usually block passage and sight.]]> |
4976 | </description> |
4914 | </description> |
4977 | &movement_types_terrain; |
4915 | &movement_types_terrain; |
4978 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4916 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4979 | If set, the object is able to "roll", so it can be pushed around. |
4917 | If set, the object is able to "roll", so it can be pushed around. |
4980 | This setting is used for boulders and barrels. |
4918 | This setting is used for boulders and barrels. |
… | |
… | |
4993 | <type number="109" name="Wand & Staff"> |
4931 | <type number="109" name="Wand & Staff"> |
4994 | <description><![CDATA[ |
4932 | <description><![CDATA[ |
4995 | Wands contain a certain spell. The player can apply (ready) and |
4933 | Wands contain a certain spell. The player can apply (ready) and |
4996 | fire the wand. After a defined number of casts, the wand is |
4934 | fire the wand. After a defined number of casts, the wand is |
4997 | "used up". It is possible to recharge a wand with scrolls of |
4935 | "used up". It is possible to recharge a wand with scrolls of |
4998 | charging, but usually that isn't worth the cost. ]]> |
4936 | charging, but usually that isn't worth the cost.]]> |
4999 | </description> |
4937 | </description> |
5000 | <use><![CDATA[ |
4938 | <use><![CDATA[ |
5001 | Wands are quite seldomly used. The reason prolly is that they're |
4939 | Wands are quite seldomly used. The reason prolly is that they're |
5002 | generally not cost-efficient. Handing out high-level wands with |
4940 | generally not cost-efficient. Handing out high-level wands with |
5003 | powerful special spells isn't a good idea either, because of |
4941 | powerful special spells isn't a good idea either, because of |
5004 | the recharge ability. |
4942 | the recharge ability. |
5005 | <br><br> |
4943 | <br><br> |
5006 | For low levels, staffs of healing/cure and word of recall are |
4944 | For low levels, staffs of healing/cure and word of recall are |
5007 | quite desirable though. Ideal rewards for low level quests. ]]> |
4945 | quite desirable though. Ideal rewards for low level quests.]]> |
5008 | </use> |
4946 | </use> |
5009 | <attribute arch="sp" editor="spell" type="spell"> |
4947 | <attribute arch="sp" editor="spell" type="spell"> |
5010 | The <spell> specifies the contained spell. |
4948 | The <spell> specifies the contained spell. |
5011 | </attribute> |
4949 | </attribute> |
5012 | <attribute arch="level" editor="casting level" type="int"> |
4950 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
5037 | <ignore_list name="non_pickable" /> |
4975 | <ignore_list name="non_pickable" /> |
5038 | </ignore> |
4976 | </ignore> |
5039 | <description><![CDATA[ |
4977 | <description><![CDATA[ |
5040 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4978 | A weak wall is a breakable spot amidsts a solid wall. Typically |
5041 | these weak walls look similar to their solid "relatives" except |
4979 | these weak walls look similar to their solid "relatives" except |
5042 | for a small crack or little chunks of wall on the ground. ]]> |
4980 | for a small crack or little chunks of wall on the ground.]]> |
5043 | </description> |
4981 | </description> |
5044 | <use><![CDATA[ |
4982 | <use><![CDATA[ |
5045 | If you want to create hidden rooms, using weak walls is alot |
4983 | If you want to create hidden rooms, using weak walls is alot |
5046 | better than completely indiscernible passages in a wall.<br> |
4984 | better than completely indiscernible passages in a wall.<br> |
5047 | Anyways, there can be a lot more to weak walls than just finding |
4985 | Anyways, there can be a lot more to weak walls than just finding |
5048 | them: Rising their defensive stats, weak walls can become a |
4986 | them: Rising their defensive stats, weak walls can become a |
5049 | serious obstacle. An ice wall might only be torn down by a fire |
4987 | serious obstacle. An ice wall might only be torn down by a fire |
5050 | attack for example. A granite wall for instance might be very |
4988 | attack for example. A granite wall for instance might be very |
5051 | hard to destroy. ]]> |
4989 | hard to destroy.]]> |
5052 | </use> |
4990 | </use> |
5053 | <attribute arch="alive" value="1" type="fixed" /> |
4991 | <attribute arch="alive" value="1" type="fixed" /> |
5054 | <attribute arch="no_pick" value="1" type="fixed" /> |
4992 | <attribute arch="no_pick" value="1" type="fixed" /> |
5055 | <attribute arch="tear_down" value="1" type="fixed" /> |
4993 | <attribute arch="tear_down" value="1" type="fixed" /> |
5056 | <attribute arch="race" editor="race" type="string"> |
4994 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
5077 | </attribute> |
5015 | </attribute> |
5078 | <attribute arch="ac" editor="armour class" type="int"> |
5016 | <attribute arch="ac" editor="armour class" type="int"> |
5079 | Weak walls of high <armour class> are less likely to get hit. |
5017 | Weak walls of high <armour class> are less likely to get hit. |
5080 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5018 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5081 | </attribute> |
5019 | </attribute> |
5082 | <section name="resistance"> |
5020 | &resistances_basic; |
5083 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5084 | </attribute> |
|
|
5085 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5086 | </attribute> |
|
|
5087 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5088 | </attribute> |
|
|
5089 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5090 | </attribute> |
|
|
5091 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5092 | </attribute> |
|
|
5093 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5094 | </attribute> |
|
|
5095 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5096 | </attribute> |
|
|
5097 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5098 | </attribute> |
|
|
5099 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5100 | </attribute> |
|
|
5101 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5102 | </attribute> |
|
|
5103 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5104 | </attribute> |
|
|
5105 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5106 | </attribute> |
|
|
5107 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5108 | </attribute> |
|
|
5109 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5110 | </attribute> |
|
|
5111 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5112 | </attribute> |
|
|
5113 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5114 | </attribute> |
|
|
5115 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5116 | </attribute> |
|
|
5117 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5118 | </attribute> |
|
|
5119 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5120 | </attribute> |
|
|
5121 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5122 | </attribute> |
|
|
5123 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5124 | </attribute> |
|
|
5125 | </section> |
|
|
5126 | </type> |
5021 | </type> |
5127 | |
5022 | |
5128 | <!--####################################################################--> |
5023 | <!--####################################################################--> |
5129 | <type number="15" name="Weapon"> |
5024 | <type number="15" name="Weapon"> |
5130 | <description><![CDATA[ |
5025 | <description><![CDATA[ |
5131 | Wielding a weapon, the object's stats will directly be inherited to the |
5026 | Wielding a weapon, the object's stats will directly be inherited to the |
5132 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5027 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5133 | be improved with scrolls. ]]> |
5028 | be improved with scrolls.]]> |
5134 | </description> |
5029 | </description> |
5135 | <use><![CDATA[ |
5030 | <use><![CDATA[ |
5136 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5031 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5137 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5032 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5138 | fighting AND questing. ]]> |
5033 | fighting AND questing.]]> |
5139 | </use> |
5034 | </use> |
5140 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5035 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5141 | This number is a bitmask, specifying the weapon's attacktypes. |
5036 | This number is a bitmask, specifying the weapon's attacktypes. |
5142 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5037 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5143 | have no more than one or two attacktypes. Keep in mind that all weapons |
5038 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5198 | amount of <item power>, depending on their own level. This is the |
5093 | amount of <item power>, depending on their own level. This is the |
5199 | only way to prevent low level players to wear "undeserved" equipment |
5094 | only way to prevent low level players to wear "undeserved" equipment |
5200 | (like gifts from other players or cheated items). |
5095 | (like gifts from other players or cheated items). |
5201 | |
5096 | |
5202 | It is very important to adjust the <item power> value carefully |
5097 | It is very important to adjust the <item power> value carefully |
5203 | for every artifact you create! If zero/unset, the CF server will |
5098 | for every artifact you create! If zero/unset, the Deliantra server will |
5204 | calculate a provisional value at runtime, but this is never |
5099 | calculate a provisional value at runtime, but this is never |
5205 | going to be an accurate measurement of <item power>. |
5100 | going to be an accurate measurement of <item power>. |
5206 | </attribute> |
5101 | </attribute> |
5207 | <attribute arch="damned" editor="damnation" type="bool"> |
5102 | <attribute arch="damned" editor="damnation" type="bool"> |
5208 | A damned weapon cannot be unwielded unless |
5103 | A damned weapon cannot be unwielded unless |
… | |
… | |
5228 | </attribute> |
5123 | </attribute> |
5229 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5124 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5230 | A godgiven item vanishes as soon as the player |
5125 | A godgiven item vanishes as soon as the player |
5231 | drops it to the ground. |
5126 | drops it to the ground. |
5232 | </attribute> |
5127 | </attribute> |
5233 | <section name="resistance"> |
5128 | &player_stat_resist_sections; |
5234 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5235 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5236 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5237 | and what they require to do for getting this-and-that artifact. |
|
|
5238 | </attribute> |
|
|
5239 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5240 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5241 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5242 | require to do for getting this-and-that artifact. |
|
|
5243 | </attribute> |
|
|
5244 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5245 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5246 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5247 | require to do for getting this-and-that artifact. |
|
|
5248 | </attribute> |
|
|
5249 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5250 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5251 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5252 | require to do for getting this-and-that artifact. |
|
|
5253 | </attribute> |
|
|
5254 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5255 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5256 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5257 | require to do for getting this-and-that artifact. |
|
|
5258 | </attribute> |
|
|
5259 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5260 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5261 | the range 0-100. Confusion resistance is not very effective |
|
|
5262 | unless the value comes close to 100 (= perfect immunity). |
|
|
5263 | </attribute> |
|
|
5264 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5265 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5266 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5267 | require to do for getting this-and-that artifact. |
|
|
5268 | </attribute> |
|
|
5269 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5270 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5271 | in the range 0-100. Draining resistance is little effective |
|
|
5272 | unless the value is 100 (= perfect immunity). |
|
|
5273 | </attribute> |
|
|
5274 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5275 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5276 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5277 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5278 | are not meant to be easily resisted. |
|
|
5279 | </attribute> |
|
|
5280 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5281 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5282 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5283 | require to do for getting this-and-that artifact. |
|
|
5284 | </attribute> |
|
|
5285 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5286 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5287 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5288 | require to do for getting this-and-that artifact. |
|
|
5289 | </attribute> |
|
|
5290 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5291 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5292 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5293 | </attribute> |
|
|
5294 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5295 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5296 | the range 0-100. Paralyze resistance is little effective |
|
|
5297 | unless the value is 100 (= perfect immunity). |
|
|
5298 | </attribute> |
|
|
5299 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5300 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5301 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5302 | </attribute> |
|
|
5303 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5304 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5305 | in the range 0-100. Depletion resistance is little effective |
|
|
5306 | unless the value is 100 (= perfect immunity). |
|
|
5307 | </attribute> |
|
|
5308 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5309 | This adds death-attack resistance to the weapon. The number is a |
|
|
5310 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5311 | effective unless the value is 100 (= perfect immunity). |
|
|
5312 | Generally, resistance to death-attack is not supposed to be |
|
|
5313 | available to players! |
|
|
5314 | </attribute> |
|
|
5315 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5316 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5317 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5318 | require to do for getting this-and-that artifact. |
|
|
5319 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5320 | combination of other attacktypes. |
|
|
5321 | </attribute> |
|
|
5322 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5323 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5324 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5325 | require to do for getting this-and-that artifact. |
|
|
5326 | </attribute> |
|
|
5327 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5328 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5329 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5330 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5331 | for undead players (wraith or devourer cult). |
|
|
5332 | Generally, resistance to holy word should not be available for players. |
|
|
5333 | </attribute> |
|
|
5334 | </section> |
|
|
5335 | <section name="stats"> |
|
|
5336 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5337 | The player's strentgh will rise/fall by the given value |
|
|
5338 | while wearing this weapon. |
|
|
5339 | </attribute> |
|
|
5340 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5341 | The player's dexterity will rise/fall by the given value |
|
|
5342 | while wearing this weapon. |
|
|
5343 | </attribute> |
|
|
5344 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5345 | The player's constitution will rise/fall by the given value |
|
|
5346 | while wearing this weapon. |
|
|
5347 | </attribute> |
|
|
5348 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5349 | The player's intelligence will rise/fall by the given value |
|
|
5350 | while wearing this weapon. |
|
|
5351 | </attribute> |
|
|
5352 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5353 | The player's power will rise/fall by the given value |
|
|
5354 | while wearing this weapon. |
|
|
5355 | </attribute> |
|
|
5356 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5357 | The player's wisdom will rise/fall by the given value while |
|
|
5358 | wearing this weapon. |
|
|
5359 | </attribute> |
|
|
5360 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5361 | The player's charisma will rise/fall by the given value |
|
|
5362 | while wearing this weapon. |
|
|
5363 | </attribute> |
|
|
5364 | </section> |
|
|
5365 | <section name="misc"> |
5129 | <section name="misc"> |
5366 | <attribute arch="luck" editor="luck bonus" type="int"> |
5130 | <attribute arch="luck" editor="luck bonus" type="int"> |
5367 | With positive luck bonus, the player is more likely to |
5131 | With positive luck bonus, the player is more likely to |
5368 | succeed in all sorts of things (spellcasting, praying,...). |
5132 | succeed in all sorts of things (spellcasting, praying,...). |
5369 | Unless the <luck bonus> is very high, the effect will be |
5133 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5448 | </type> |
5212 | </type> |
5449 | |
5213 | |
5450 | <type number="116" name="Event Connector"> |
5214 | <type number="116" name="Event Connector"> |
5451 | <description><![CDATA[ |
5215 | <description><![CDATA[ |
5452 | Event connectors link specific events that happen to objects to |
5216 | Event connectors link specific events that happen to objects to |
5453 | a crossfire plug-in. ]]> |
5217 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5454 | </description> |
5218 | </description> |
5455 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5456 | The type of event that triggers a notify to the plug-in. |
|
|
5457 | </attribute> |
|
|
5458 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5459 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5460 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5461 | </attribute> |
|
|
5462 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5463 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5464 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5465 | </attribute> |
|
|
5466 | <attribute arch="name" editor="options" type="string"> |
|
|
5467 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5468 | options to the extension that alter its behaviour. |
|
|
5469 | </attribute> |
|
|
5470 | </type> |
5219 | </type> |
5471 | |
5220 | |
5472 | </types> |
5221 | </types> |