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'> |
… | |
… | |
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> |
168 | "> |
162 | "> |
169 | |
163 | |
170 | <!ENTITY resistances_flesh_desc " |
164 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
358 | &player_res_desc; |
352 | &player_res_desc; |
359 | </attribute> |
353 | </attribute> |
360 | </section> |
354 | </section> |
361 | "> |
355 | "> |
362 | |
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 |
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362 | "> |
363 | ]> |
363 | ]> |
364 | |
364 | |
365 | <types> |
365 | <types> |
366 | |
366 | |
367 | <!--###################### bitmask definitions ######################--> |
367 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
477 | <entry value="0" name="furious" /> |
477 | <entry value="0" name="furious" /> |
478 | <entry value="1" name="angry" /> |
478 | <entry value="1" name="angry" /> |
479 | <entry value="2" name="calm" /> |
479 | <entry value="2" name="calm" /> |
480 | <entry value="3" name="sleep" /> |
480 | <entry value="3" name="sleep" /> |
481 | <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" /> |
482 | </list> |
484 | </list> |
483 | |
485 | |
484 | <list name="potion_effect"> |
486 | <list name="potion_effect"> |
485 | <entry value="0" name="<none>" /> |
487 | <entry value="0" name="<none>" /> |
486 | <entry value="65536" name="life restoration" /> |
488 | <entry value="65536" name="life restoration" /> |
… | |
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650 | <attribute arch="title" editor="title" type="string"> |
652 | <attribute arch="title" editor="title" type="string"> |
651 | 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 |
652 | 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. |
653 | </attribute> |
655 | </attribute> |
654 | <attribute arch="face" editor="image" type="string"> |
656 | <attribute arch="face" editor="image" type="string"> |
655 | 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. |
656 | </attribute> |
664 | </attribute> |
657 | <attribute arch="tag" editor="tag" type="string"> |
665 | <attribute arch="tag" editor="tag" type="string"> |
658 | You can tag objects with an identifier. Tagged objects can be found quickly |
666 | You can tag objects with an identifier. Tagged objects can be found quickly |
659 | from their tag, which makes them useful to tag exits and refer to those by |
667 | from their tag, which makes them useful to tag exits and refer to those by |
660 | their name. |
668 | their name. |
… | |
… | |
677 | usually inevitable. |
685 | usually inevitable. |
678 | </attribute> |
686 | </attribute> |
679 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
687 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
680 | 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 |
681 | 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 |
682 | 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. |
683 | </attribute> |
691 | </attribute> |
684 | <attribute arch="material" editor="material" type="bitmask_material"> |
692 | <attribute arch="material" editor="material" type="bitmask_material"> |
685 | This bitmask-value informs the player of which material(s) the |
693 | This bitmask-value informs the player of which material(s) the |
686 | object consists. Material does also affect how likely the object |
694 | object consists. Material does also affect how likely the object |
687 | can be destroyed by hazardous spell-effects. |
695 | can be destroyed by hazardous spell-effects. |
… | |
… | |
695 | 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 |
696 | shown. |
704 | shown. |
697 | </attribute> |
705 | </attribute> |
698 | <attribute arch="blocksview" editor="block view" type="bool"> |
706 | <attribute arch="blocksview" editor="block view" type="bool"> |
699 | 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 |
700 | 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. |
701 | </attribute> |
709 | </attribute> |
702 | <attribute arch="identified" editor="identified" type="bool"> |
710 | <attribute arch="identified" editor="identified" type="bool"> |
703 | 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. |
704 | </attribute> |
712 | </attribute> |
705 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
713 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
… | |
… | |
781 | This text may describe the object. |
789 | This text may describe the object. |
782 | </attribute> |
790 | </attribute> |
783 | </type> |
791 | </type> |
784 | |
792 | |
785 | <!--####################################################################--> |
793 | <!--####################################################################--> |
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794 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
786 | <type number="110" name="Ability"> |
795 | <type number="999" name="Ability"> |
787 | <ignore> |
796 | <ignore> |
788 | <ignore_list name="system_object" /> |
797 | <ignore_list name="system_object" /> |
789 | </ignore> |
798 | </ignore> |
790 | <description><![CDATA[ |
799 | <description><![CDATA[ |
791 | 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 |
792 | knowledge to cast spells. Spells from abilities are usually magical in |
801 | knowledge to cast spells. Spells from abilities are usually magical in |
793 | nature, thus adding magic attacktype to the spell-damage they produce. |
802 | nature, thus adding magic attacktype to the spell-damage they produce. |
794 | <br><br> |
803 | <br><br> |
795 | 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 |
796 | spells: One for short range- and one for long range use. |
805 | spells: One for short range - and one for long range use. |
797 | \n\n |
806 | \n\n |
798 | You should know that spellcasting monsters receive abilities via |
807 | You should know that spellcasting monsters receive abilities via |
799 | <treasurelist>. ]]> |
808 | <treasurelist>.]]> |
800 | </description> |
809 | </description> |
801 | <use><![CDATA[ |
810 | <use><![CDATA[ |
802 | If you want to create "customized" spellcasting monsters, you |
811 | If you want to create "customized" spellcasting monsters, you |
803 | should use abilities (rather than spellbooks/wands or something). |
812 | should use abilities (rather than spellbooks/wands or something). |
804 | The long/short-range spell feature can make boss-monsters more |
813 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
806 | <br><br> |
815 | <br><br> |
807 | You should keep in mind that magic abilities allow players |
816 | You should keep in mind that magic abilities allow players |
808 | 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 |
809 | make the spells more dangerous. However, this really shouldn't |
818 | make the spells more dangerous. However, this really shouldn't |
810 | be neccessary unless you work on very high level maps. |
819 | be neccessary unless you work on very high level maps. |
811 | 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?]]> |
812 | </use> |
821 | </use> |
813 | <attribute arch="invisible" value="1" type="fixed" /> |
822 | <attribute arch="invisible" value="1" type="fixed" /> |
814 | <attribute arch="no_drop" value="1" type="fixed" /> |
823 | <attribute arch="no_drop" value="1" type="fixed" /> |
815 | <attribute arch="sp" editor="short range spell" type="spell"> |
824 | <attribute arch="sp" editor="short range spell" type="spell"> |
816 | The monster will use the specified <short range spell> |
825 | The monster will use the specified <short range spell> |
… | |
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845 | Note that non-magical abilities are more dangerous because |
854 | Note that non-magical abilities are more dangerous because |
846 | magic resistance does not protect from those.</attribute> |
855 | magic resistance does not protect from those.</attribute> |
847 | </type> |
856 | </type> |
848 | |
857 | |
849 | <!--####################################################################--> |
858 | <!--####################################################################--> |
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859 | |
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860 | <type number="81" name="Torch"> |
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861 | <description><![CDATA[ |
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862 | Torches are a special kind of Lamp that offer the option of lighting them |
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863 | up without using a lighter (These torches are usually |
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864 | called 'pyrophor torches'. See also the 'reignitable' setting). |
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865 | The other kind of torches, that are reignitable, can be put out and |
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866 | put on again using a lighter.]]> |
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867 | </description> |
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868 | <attribute arch="is_lightable" editor="reignitable" type="bool"> |
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869 | This flag controls whether the torch can be lit up again using |
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870 | a lighter or whether it can only be used once, in which case |
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871 | they can be enabled by simply applying them without any special tools. |
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872 | </attribute> |
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873 | <attribute arch="food" editor="burning duration" type="int"> |
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874 | This field specifies the burning duration of the torch. |
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875 | </attribute> |
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876 | <attribute arch="range" editor="enabled glow radius" type="int"> |
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877 | This field sets the glow radius of the torch if it is enabled. |
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878 | If you want to make a torch that is already burning set the |
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879 | "glow radius" field. |
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880 | </attribute> |
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881 | <attribute arch="level" editor="level" type="int"> |
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882 | If this field specyfies the cursed effect's level. If it is |
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883 | 0 no cursed effect will be generate. See also the "cursed" flag. |
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884 | </attribute> |
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885 | <attribute arch="cursed" editor="cursed" type="bool"> |
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886 | Cursed torches, which have a level above 0, explode if the |
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887 | player applies them. |
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888 | </attribute> |
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889 | </type> |
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890 | |
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891 | <type number="82" name="Lamp"> |
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892 | <description><![CDATA[ |
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893 | Lamps are carryable light sources for players with a fuel tank.]]> |
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894 | </description> |
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895 | <attribute arch="speed" editor="burn speed" type="float"> |
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896 | This field is the speed of the lamp. (If the value 0.00208 is given |
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897 | here the fuel field will specify the burning duration in minutes.) |
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898 | </attribute> |
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899 | <attribute arch="food" editor="fuel" type="int"> |
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900 | This field sets the burning duration of the lamp, which depends on the speed |
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901 | field of this object. |
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902 | </attribute> |
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903 | <attribute arch="range" editor="enabled glow radius" type="int"> |
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904 | This field sets the glow radius of the lamp if it is enabled. |
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905 | If you want to make a lamp that is already burning set the |
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906 | "glow radius" field. |
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907 | </attribute> |
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908 | <attribute arch="level" editor="level" type="int"> |
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909 | If this field specyfies the cursed effect's level. If it is |
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910 | 0 no cursed effect will be generate. See also the "cursed" flag. |
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911 | </attribute> |
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912 | <attribute arch="cursed" editor="cursed" type="bool"> |
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913 | Cursed lamps, which have a level above 0, explode if the |
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914 | player applies them. |
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915 | </attribute> |
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916 | </type> |
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917 | |
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918 | <!--####################################################################--> |
850 | <type number="18" name="Altar"> |
919 | <type number="18" name="Altar"> |
851 | <ignore> |
920 | <ignore> |
852 | <ignore_list name="non_pickable" /> |
921 | <ignore_list name="non_pickable" /> |
853 | </ignore> |
922 | </ignore> |
854 | <description><![CDATA[ |
923 | <description><![CDATA[ |
855 | 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, |
856 | 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 |
857 | 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. |
858 | Either way, the sacrificed item disappears. ]]> |
927 | Either way, the sacrificed item disappears.]]> |
859 | </description> |
928 | </description> |
860 | <attribute arch="no_pick" value="1" type="fixed" /> |
929 | <attribute arch="no_pick" value="1" type="fixed" /> |
861 | &move_on; |
930 | &move_on; |
862 | <attribute arch="slaying" editor="match item name" type="string"> |
931 | <attribute arch="slaying" editor="match item name" type="string"> |
863 | 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 |
864 | 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 |
865 | 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. |
866 | 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". |
867 | expected to drop on the altar. (Often this is put in the altar's |
936 | See also the "drop amount" attribute. |
868 | name: E.g. "drop 100 platinums") |
937 | &match_compat; |
869 | </attribute> |
938 | </attribute> |
870 | <attribute arch="food" editor="drop amount" type="int"> |
939 | <attribute arch="food" editor="drop amount" type="int"> |
871 | The drop amount specifies the amount of items (specified |
940 | The drop amount specifies the amount of items (specified |
872 | 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. |
873 | |
942 | |
… | |
… | |
875 | 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 |
876 | 200 silver, 20 gold, or 4 platinum will all work.) |
945 | 200 silver, 20 gold, or 4 platinum will all work.) |
877 | |
946 | |
878 | Note that the maximum possible for <drop amount> is 32767. |
947 | Note that the maximum possible for <drop amount> is 32767. |
879 | </attribute> |
948 | </attribute> |
880 | <attribute arch="connected" editor="connection" type="int"> |
949 | <attribute arch="connected" editor="connection" type="string"> |
881 | 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 |
882 | with the same value, when activated. This will only work once. |
951 | with the same value, when activated. This will only work once. |
883 | </attribute> |
952 | </attribute> |
884 | <attribute arch="sp" editor="spell" type="spell"> |
953 | <attribute arch="sp" editor="spell" type="spell"> |
885 | When activated, the selected <spell> will be casted (once, on the |
954 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
899 | <ignore_list name="non_pickable" /> |
968 | <ignore_list name="non_pickable" /> |
900 | </ignore> |
969 | </ignore> |
901 | <description><![CDATA[ |
970 | <description><![CDATA[ |
902 | Altar_triggers work pretty much like normal altars |
971 | Altar_triggers work pretty much like normal altars |
903 | (drop sacrifice -> connection activated), except for the fact that |
972 | (drop sacrifice -> connection activated), except for the fact that |
904 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
973 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
905 | </description> |
974 | </description> |
906 | <use><![CDATA[ |
975 | <use><![CDATA[ |
907 | 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... |
908 | <UL> |
977 | <UL> |
909 | <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. |
910 | <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. |
911 | <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. |
912 | </UL> |
981 | </UL> |
913 | The big advantage over normal altars is the infinite usability |
982 | The big advantage over normal altars is the infinite usability |
914 | 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 |
915 | quite grateful if things work more than once. =) ]]> |
984 | quite grateful if things work more than once. =)]]> |
916 | </use> |
985 | </use> |
917 | <attribute arch="no_pick" value="1" type="fixed" /> |
986 | <attribute arch="no_pick" value="1" type="fixed" /> |
918 | <attribute arch="slaying" editor="match item name" type="string"> |
987 | <attribute arch="slaying" editor="match item name" type="string"> |
919 | 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 |
920 | 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 |
921 | 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. |
922 | 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". |
923 | expected to drop on the altar. (Often this is put in the altar's |
992 | See also the "drop amount" attribute. |
924 | name: E.g. "drop 100 platinums") |
993 | &match_compat; |
925 | </attribute> |
994 | </attribute> |
926 | <attribute arch="food" editor="drop amount" type="int"> |
995 | <attribute arch="food" editor="drop amount" type="int"> |
927 | The drop amount specifies the amount of items (specified |
996 | The drop amount specifies the amount of items (specified |
928 | 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. |
929 | |
998 | |
… | |
… | |
931 | 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 |
932 | 200 silver, 20 gold, or 4 platinum will all work.) |
1001 | 200 silver, 20 gold, or 4 platinum will all work.) |
933 | |
1002 | |
934 | Note that the maximum possible for <drop amount> is 32767. |
1003 | Note that the maximum possible for <drop amount> is 32767. |
935 | </attribute> |
1004 | </attribute> |
936 | <attribute arch="connected" editor="connection" type="int"> |
1005 | <attribute arch="connected" editor="connection" type="string"> |
937 | 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 |
938 | with the same value, when activated. This will only work once. |
1007 | with the same value, when activated. This will only work once. |
939 | </attribute> |
1008 | </attribute> |
940 | <attribute arch="sp" editor="spell" type="spell"> |
1009 | <attribute arch="sp" editor="spell" type="spell"> |
941 | When activated, this <spell> will be casted (once, on the player). |
1010 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
968 | |
1037 | |
969 | <!--####################################################################--> |
1038 | <!--####################################################################--> |
970 | <type number="74" name="Skill Tool"> |
1039 | <type number="74" name="Skill Tool"> |
971 | <description><![CDATA[ |
1040 | <description><![CDATA[ |
972 | Wearing a skill tool will give the player the ability to use a skill. |
1041 | Wearing a skill tool will give the player the ability to use a skill. |
973 | ]]> |
1042 | ]]> |
974 | </description> |
1043 | </description> |
975 | <use><![CDATA[ |
1044 | <use><![CDATA[ |
976 | Feel free to assign resistancies and stats to a skill tools or change |
1045 | Feel free to assign resistancies and stats to a skill tools or change |
977 | the skill that is given. |
1046 | the skill that is given. |
978 | ]]> |
1047 | ]]> |
979 | </use> |
1048 | </use> |
980 | <attribute arch="skill" editor="skill name" type="string"> |
1049 | <attribute arch="skill" editor="skill name" type="string"> |
981 | This field describes which skill the player will be able to use wearing this item. |
1050 | This field describes which skill the player will be able to use wearing this item. |
982 | </attribute> |
1051 | </attribute> |
983 | &player_stat_resist_sections; |
1052 | &player_stat_resist_sections; |
984 | </type> |
1053 | </type> |
985 | <!--####################################################################--> |
1054 | <!--####################################################################--> |
986 | <type number="39" name="Amulet"> |
1055 | <type number="39" name="Amulet"> |
987 | <description><![CDATA[ |
1056 | <description><![CDATA[ |
988 | 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 |
989 | the player. Amulets are usually meant for protection and defense. ]]> |
1058 | the player. Amulets are usually meant for protection and defense.]]> |
990 | </description> |
1059 | </description> |
991 | <use><![CDATA[ |
1060 | <use><![CDATA[ |
992 | 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 |
993 | important that you keep your artifact in balance with existing maps. ]]> |
1062 | important that you keep your artifact in balance with existing maps.]]> |
994 | </use> |
1063 | </use> |
995 | <attribute arch="ac" editor="armour class" type="int"> |
1064 | <attribute arch="ac" editor="armour class" type="int"> |
996 | This value defines the amount of armour-class bonus for wearing |
1065 | This value defines the amount of armour-class bonus for wearing |
997 | this item. <Armour class> lessens the chance of being hit. Lower |
1066 | this item. <Armour class> lessens the chance of being hit. Lower |
998 | 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. |
… | |
… | |
1009 | 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 |
1010 | only way to prevent low level players to wear "undeserved" equipment |
1079 | only way to prevent low level players to wear "undeserved" equipment |
1011 | (like gifts from other players or cheated items). |
1080 | (like gifts from other players or cheated items). |
1012 | |
1081 | |
1013 | It is very important to adjust the <item power> value carefully |
1082 | It is very important to adjust the <item power> value carefully |
1014 | 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 |
1015 | calculate a provisional value at runtime, but this is never |
1084 | calculate a provisional value at runtime, but this is never |
1016 | going to be an accurate measurement of <item power>. |
1085 | going to be an accurate measurement of <item power>. |
1017 | </attribute> |
1086 | </attribute> |
1018 | <attribute arch="damned" editor="damnation" type="bool"> |
1087 | <attribute arch="damned" editor="damnation" type="bool"> |
1019 | A damned piece of equipment cannot be unwielded unless the curse |
1088 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
1143 | Battleground is very special: In short, players can die on battleground |
1212 | Battleground is very special: In short, players can die on battleground |
1144 | without any death penalties. They don't loose or gain experience |
1213 | without any death penalties. They don't loose or gain experience |
1145 | while on battleground. Acid, draining and depletion effects don't |
1214 | while on battleground. Acid, draining and depletion effects don't |
1146 | work either. |
1215 | work either. |
1147 | 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 |
1148 | location which is defined in the battleground object. ]]> |
1217 | location which is defined in the battleground object.]]> |
1149 | </description> |
1218 | </description> |
1150 | <use><![CDATA[ |
1219 | <use><![CDATA[ |
1151 | Battleground is only meant for player vs. player duels. You can |
1220 | Battleground is only meant for player vs. player duels. You can |
1152 | design combat arenas similiar to the one in scorn.<br> |
1221 | design combat arenas similiar to the one in scorn.<br> |
1153 | What should NEVER be done is placing battleground tiles in |
1222 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1155 | It must not be possible to gain significant treasure for fighting |
1224 | It must not be possible to gain significant treasure for fighting |
1156 | on battleground, because it bears no risk.<br><br> |
1225 | on battleground, because it bears no risk.<br><br> |
1157 | (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, |
1158 | or when it is placed beneath another floor tile. |
1227 | or when it is placed beneath another floor tile. |
1159 | 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 |
1160 | "hidden" battleground tiles anywhere.) ]]> |
1229 | "hidden" battleground tiles anywhere.)]]> |
1161 | </use> |
1230 | </use> |
1162 | <attribute arch="no_pick" value="1" type="fixed" /> |
1231 | <attribute arch="no_pick" value="1" type="fixed" /> |
1163 | <attribute arch="is_floor" value="1" type="fixed" /> |
1232 | <attribute arch="is_floor" value="1" type="fixed" /> |
1164 | <attribute arch="hp" editor="destination X" type="int"> |
1233 | <attribute arch="hp" editor="destination X" type="int"> |
1165 | The exit destinations define the (x, y)-coordinates where players |
1234 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1170 | get teleported after they died on this battleground. |
1239 | get teleported after they died on this battleground. |
1171 | </attribute> |
1240 | </attribute> |
1172 | </type> |
1241 | </type> |
1173 | |
1242 | |
1174 | <!--####################################################################--> |
1243 | <!--####################################################################--> |
1175 | <type number="165" name="Safe ground (CF+)"> |
1244 | <type number="165" name="Safe ground"> |
1176 | <ignore> |
1245 | <ignore> |
1177 | <ignore_list name="non_pickable" /> |
1246 | <ignore_list name="non_pickable" /> |
1178 | </ignore> |
1247 | </ignore> |
1179 | <description><![CDATA[ |
1248 | <description><![CDATA[ |
1180 | 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 |
1181 | 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. |
1182 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1251 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1183 | 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 |
1184 | do cast spells still work. |
1253 | do cast spells still work. |
1185 | (This is a Crossfire+ feature, and might not work elsewhere) |
|
|
1186 | ]]> |
1254 | ]]> |
1187 | </description> |
1255 | </description> |
1188 | <use><![CDATA[ |
1256 | <use><![CDATA[ |
1189 | Safe ground can be used to prevents any means of burning |
1257 | Safe ground can be used to prevents any means of burning |
1190 | 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 |
1191 | 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 |
1192 | 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. |
1193 | ]]> |
1261 | ]]> |
1194 | </use> |
1262 | </use> |
|
|
1263 | &movement_types_terrain; |
1195 | <attribute arch="no_pick" value="1" type="fixed" /> |
1264 | <attribute arch="no_pick" value="1" type="fixed" /> |
1196 | </type> |
1265 | </type> |
1197 | |
1266 | |
1198 | <!--####################################################################--> |
1267 | <!--####################################################################--> |
1199 | <type number="8" name="Book"> |
1268 | <type number="8" name="Book"> |
1200 | <description><![CDATA[ |
1269 | <description><![CDATA[ |
1201 | Applying a book, the containing message is displayed to the player. ]]> |
1270 | Applying a book, the containing message is displayed to the player.]]> |
1202 | </description> |
1271 | </description> |
1203 | <attribute arch="level" editor="literacy level" type="int"> |
1272 | <attribute arch="level" editor="literacy level" type="int"> |
1204 | 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 |
1205 | 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 |
1206 | 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 |
… | |
… | |
1222 | </attribute> |
1291 | </attribute> |
1223 | <attribute arch="slaying" editor="key string" type="string"> |
1292 | <attribute arch="slaying" editor="key string" type="string"> |
1224 | 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. |
1225 | (This is used eg. for the gate/port passes in scorn) |
1294 | (This is used eg. for the gate/port passes in scorn) |
1226 | </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> |
1227 | </type> |
1319 | </type> |
1228 | |
1320 | |
1229 | <!--####################################################################--> |
1321 | <!--####################################################################--> |
1230 | <type number="99" name="Boots"> |
1322 | <type number="99" name="Boots"> |
1231 | <import_type name="Amulet" /> |
1323 | <import_type name="Amulet" /> |
1232 | <description><![CDATA[ |
1324 | <description><![CDATA[ |
1233 | Wearing boots, the object's stats will directly be inherited to |
1325 | Wearing boots, the object's stats will directly be inherited to |
1234 | the player. Usually enhancing his speed, or granting some minor |
1326 | the player. Usually enhancing his speed, or granting some minor |
1235 | protection bonus. ]]> |
1327 | protection bonus.]]> |
1236 | </description> |
1328 | </description> |
1237 | <use><![CDATA[ |
1329 | <use><![CDATA[ |
1238 | 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 |
1239 | important that you keep your artifact in balance with existing maps. ]]> |
1331 | important that you keep your artifact in balance with existing maps.]]> |
1240 | </use> |
1332 | </use> |
1241 | <attribute arch="exp" editor="speed bonus" type="int"> |
1333 | <attribute arch="exp" editor="speed bonus" type="int"> |
1242 | Boots with <speed bonus> will increase the player's walking speed |
1334 | Boots with <speed bonus> will increase the player's walking speed |
1243 | 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- |
1244 | and medium level. High level players usually have fastest possible |
1336 | and medium level. High level players usually have fastest possible |
… | |
… | |
1260 | <type number="104" name="Bracers"> |
1352 | <type number="104" name="Bracers"> |
1261 | <import_type name="Amulet" /> |
1353 | <import_type name="Amulet" /> |
1262 | <description><![CDATA[ |
1354 | <description><![CDATA[ |
1263 | Bracers are armour-plates worn around the wrists. |
1355 | Bracers are armour-plates worn around the wrists. |
1264 | Wearing bracer, the object's stats will directly be inherited to |
1356 | Wearing bracer, the object's stats will directly be inherited to |
1265 | the player. Usually enhancing his defense. ]]> |
1357 | the player. Usually enhancing his defense.]]> |
1266 | </description> |
1358 | </description> |
1267 | <use><![CDATA[ |
1359 | <use><![CDATA[ |
1268 | 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 |
1269 | important that you keep your artifact in balance with existing maps. ]]> |
1361 | important that you keep your artifact in balance with existing maps.]]> |
1270 | </use> |
1362 | </use> |
1271 | <attribute arch="magic" editor="magic bonus" type="int"> |
1363 | <attribute arch="magic" editor="magic bonus" type="int"> |
1272 | <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 |
1273 | "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 |
1274 | than direct armour-class bonus on the bracers. |
1366 | than direct armour-class bonus on the bracers. |
… | |
… | |
1278 | <!--####################################################################--> |
1370 | <!--####################################################################--> |
1279 | <type number="16" name="Brestplate Armour"> |
1371 | <type number="16" name="Brestplate Armour"> |
1280 | <import_type name="Amulet" /> |
1372 | <import_type name="Amulet" /> |
1281 | <description><![CDATA[ |
1373 | <description><![CDATA[ |
1282 | 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 |
1283 | the player. Usually enhancing his defense. ]]> |
1375 | the player. Usually enhancing his defense.]]> |
1284 | </description> |
1376 | </description> |
1285 | <use><![CDATA[ |
1377 | <use><![CDATA[ |
1286 | 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 |
1287 | important that you keep your artifact in balance with existing maps. ]]> |
1379 | important that you keep your artifact in balance with existing maps.]]> |
1288 | </use> |
1380 | </use> |
1289 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1381 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1290 | 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. |
1291 | The bigger the spellpoint penalty, the worse. |
1383 | The bigger the spellpoint penalty, the worse. |
1292 | </attribute> |
1384 | </attribute> |
… | |
… | |
1308 | </ignore> |
1400 | </ignore> |
1309 | <description><![CDATA[ |
1401 | <description><![CDATA[ |
1310 | 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 |
1311 | <connection> value is triggered. In most cases this happens when a |
1403 | <connection> value is triggered. In most cases this happens when a |
1312 | 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 |
1313 | <connection> value get's triggered a second time. ]]> |
1405 | <connection> value get's triggered a second time.]]> |
1314 | </description> |
1406 | </description> |
1315 | &move_on; |
1407 | &move_on; |
1316 | &move_off; |
1408 | &move_off; |
1317 | <attribute arch="no_pick" value="1" type="fixed" /> |
1409 | <attribute arch="no_pick" value="1" type="fixed" /> |
1318 | <attribute arch="weight" editor="press weight" type="int"> |
1410 | <attribute arch="weight" editor="press weight" type="int"> |
1319 | The button is pressed (triggered), as soon as |
1411 | The button is pressed (triggered), as soon as |
1320 | <press weigh> gram are placed ontop of it. |
1412 | <press weigh> gram are placed ontop of it. |
1321 | </attribute> |
1413 | </attribute> |
1322 | <attribute arch="connected" editor="connection" type="int"> |
1414 | <attribute arch="connected" editor="connection" type="string"> |
1323 | Every time the button is pressed or released, all objects |
1415 | Every time the button is pressed or released, all objects |
1324 | with the same <connection> value are activated. |
1416 | with the same <connection> value are activated. |
1325 | </attribute> |
1417 | </attribute> |
1326 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1418 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1327 | This text may describe the item. You can use this |
1419 | This text may describe the item. You can use this |
… | |
… | |
1336 | <ignore_list name="non_pickable" /> |
1428 | <ignore_list name="non_pickable" /> |
1337 | </ignore> |
1429 | </ignore> |
1338 | <description><![CDATA[ |
1430 | <description><![CDATA[ |
1339 | Handle buttons are buttons which reset after a short period |
1431 | Handle buttons are buttons which reset after a short period |
1340 | of time. Every time it is either applied or reset, the |
1432 | of time. Every time it is either applied or reset, the |
1341 | <connection> value is triggered. ]]> |
1433 | <connection> value is triggered.]]> |
1342 | </description> |
1434 | </description> |
1343 | </type> |
1435 | </type> |
1344 | |
1436 | |
1345 | <!--####################################################################--> |
1437 | <!--####################################################################--> |
1346 | <type number="37" name="Class Changer"> |
1438 | <type number="37" name="Class Changer"> |
1347 | <ignore> |
1439 | <ignore> |
1348 | <ignore_list name="non_pickable" /> |
1440 | <ignore_list name="non_pickable" /> |
1349 | </ignore> |
1441 | </ignore> |
1350 | <description><![CDATA[ |
1442 | <description><![CDATA[ |
1351 | Class changer are used while creating a character. ]]> |
1443 | Class changer are used while creating a character.]]> |
1352 | </description> |
1444 | </description> |
1353 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1445 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1354 | This entry determines which initial items the character receives. |
1446 | This entry determines which initial items the character receives. |
1355 | </attribute> |
1447 | </attribute> |
1356 | <section name="stats"> |
1448 | <section name="stats"> |
… | |
… | |
1389 | <type number="87" name="Cloak"> |
1481 | <type number="87" name="Cloak"> |
1390 | <import_type name="Amulet" /> |
1482 | <import_type name="Amulet" /> |
1391 | <description><![CDATA[ |
1483 | <description><![CDATA[ |
1392 | 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 |
1393 | the player. Cloaks usually add minor <armour class> and |
1485 | the player. Cloaks usually add minor <armour class> and |
1394 | sometimes a bit of resistance. ]]> |
1486 | sometimes a bit of resistance.]]> |
1395 | </description> |
1487 | </description> |
1396 | <use><![CDATA[ |
1488 | <use><![CDATA[ |
1397 | 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 |
1398 | important that you keep your artifact in balance with existing maps. ]]> |
1490 | important that you keep your artifact in balance with existing maps.]]> |
1399 | </use> |
1491 | </use> |
1400 | <attribute arch="magic" editor="magic bonus" type="int"> |
1492 | <attribute arch="magic" editor="magic bonus" type="int"> |
1401 | <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 |
1402 | "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 |
1403 | than direct armour-class bonus on the cloak. |
1495 | than direct armour-class bonus on the cloak. |
… | |
… | |
1408 | </type> |
1500 | </type> |
1409 | |
1501 | |
1410 | <!--####################################################################--> |
1502 | <!--####################################################################--> |
1411 | <type number="9" name="Clock"> |
1503 | <type number="9" name="Clock"> |
1412 | <description><![CDATA[ |
1504 | <description><![CDATA[ |
1413 | Applying a clock, the time is displayed to the player. ]]> |
1505 | Applying a clock, the time is displayed to the player.]]> |
1414 | </description> |
1506 | </description> |
1415 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1507 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1416 | This text may describe the item |
1508 | This text may describe the item |
1417 | </attribute> |
1509 | </attribute> |
1418 | </type> |
1510 | </type> |
… | |
… | |
1423 | A player can put (certain kinds of) items in the container. |
1515 | A player can put (certain kinds of) items in the container. |
1424 | The overall weight of items is reduced when put inside a |
1516 | The overall weight of items is reduced when put inside a |
1425 | container, depending on the settings. |
1517 | container, depending on the settings. |
1426 | <br><br> |
1518 | <br><br> |
1427 | A special feature of containers is the "cauldron", |
1519 | A special feature of containers is the "cauldron", |
1428 | capable of mixing alchemical receipes. ]]> |
1520 | capable of mixing alchemical receipes.]]> |
1429 | </description> |
1521 | </description> |
1430 | <use><![CDATA[ |
1522 | <use><![CDATA[ |
1431 | Note on chests - There are two types of chests: |
1523 | Note on chests - There are two types of chests: |
1432 | <UL> |
1524 | <UL> |
1433 | <LI> First the random treasure chests - Those are NOT containers |
1525 | <LI> First the random treasure chests - Those are NOT containers |
1434 | (but object type Treasure), they create random treasures when |
1526 | (but object type Treasure), they create random treasures when |
1435 | applied. Archetype name is "chest". |
1527 | applied. Archetype name is "chest". |
1436 | <LI> Second there are the permanent chests - Those are containers, |
1528 | <LI> Second there are the permanent chests - Those are containers, |
1437 | 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". |
1438 | </UL> ]]> |
1530 | </UL>]]> |
1439 | </use> |
1531 | </use> |
1440 | <attribute arch="race" editor="container class" type="string"> |
1532 | <attribute arch="race" editor="container class" type="string"> |
1441 | If set, the container will hold only certain types of objects. |
1533 | If set, the container will hold only certain types of objects. |
1442 | Possible choices for <container class> are: "gold and jewels", |
1534 | Possible choices for <container class> are: "gold and jewels", |
1443 | "arrows" and "keys". |
1535 | "arrows" and "keys". |
… | |
… | |
1498 | <attribute arch="title" /> |
1590 | <attribute arch="title" /> |
1499 | </ignore> |
1591 | </ignore> |
1500 | <description><![CDATA[ |
1592 | <description><![CDATA[ |
1501 | Converters are like "exchange tables". When the player drops a |
1593 | Converters are like "exchange tables". When the player drops a |
1502 | 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 |
1503 | predefined exchange-ratio. ]]> |
1595 | predefined exchange-ratio.]]> |
1504 | </description> |
1596 | </description> |
1505 | <use><![CDATA[ |
1597 | <use><![CDATA[ |
1506 | Converters are better than shopping with doormats, because the |
1598 | Converters are better than shopping with doormats, because the |
1507 | 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 |
1508 | those "exchange tables" are really nice, while for the more important |
1600 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1510 | <br><br> |
1602 | <br><br> |
1511 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1603 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1512 | 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 |
1513 | value than before! (Except if you are using "rare" items like |
1605 | value than before! (Except if you are using "rare" items like |
1514 | 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 |
1515 | 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.]]> |
1516 | </use> |
1608 | </use> |
1517 | <attribute arch="no_pick" value="1" type="fixed" /> |
1609 | <attribute arch="no_pick" value="1" type="fixed" /> |
1518 | <attribute arch="slaying" editor="cost arch" type="string"> |
1610 | <attribute arch="slaying" editor="cost arch" type="string"> |
1519 | <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 |
1520 | put on the converter, as payment. |
1612 | put on the converter, as payment. |
… | |
… | |
1536 | of <receive arch>. |
1628 | of <receive arch>. |
1537 | </attribute> |
1629 | </attribute> |
1538 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1630 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1539 | This text may contain a description of the converter. |
1631 | This text may contain a description of the converter. |
1540 | </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> |
1541 | </type> |
1639 | </type> |
1542 | |
1640 | |
1543 | <!--####################################################################--> |
1641 | <!--####################################################################--> |
1544 | <type number="42" name="Creator"> |
1642 | <type number="42" name="Creator"> |
1545 | <ignore> |
1643 | <ignore> |
… | |
… | |
1547 | </ignore> |
1645 | </ignore> |
1548 | <description><![CDATA[ |
1646 | <description><![CDATA[ |
1549 | A creator is an object which creates another object when it |
1647 | A creator is an object which creates another object when it |
1550 | is triggered. The child object can be anything. Creators are |
1648 | is triggered. The child object can be anything. Creators are |
1551 | VERY useful for all kinds of map-mechanisms. They can even |
1649 | VERY useful for all kinds of map-mechanisms. They can even |
1552 | periodically create things. ]]> |
1650 | periodically create things.]]> |
1553 | </description> |
1651 | </description> |
1554 | <use><![CDATA[ |
1652 | <use><![CDATA[ |
1555 | Don't hesitate to hide your creators under the floor. |
1653 | Don't hesitate to hide your creators under the floor. |
1556 | The created items will still always appear ontop of the floor. ]]> |
1654 | The created items will still always appear ontop of the floor.]]> |
1557 | </use> |
1655 | </use> |
1558 | <attribute arch="no_pick" value="1" type="fixed" /> |
1656 | <attribute arch="no_pick" value="1" type="fixed" /> |
1559 | <attribute arch="other_arch" editor="create arch" type="string"> |
1657 | <attribute arch="other_arch" editor="create arch" type="string"> |
1560 | This string defines the object that will be created. |
1658 | This string defines the object that will be created. |
1561 | You can choose any of the existing arches. |
1659 | You can choose any of the existing arches. |
1562 | 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 |
1563 | 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 |
1564 | chosen from all items present. |
1662 | chosen from all items present. |
1565 | </attribute> |
1663 | </attribute> |
1566 | <attribute arch="connected" editor="connection" type="int"> |
1664 | <attribute arch="connected" editor="connection" type="string"> |
1567 | Whenever the connection value is activated, |
1665 | Whenever the connection value is activated, |
1568 | the creator gets triggered. |
1666 | the creator gets triggered. |
1569 | </attribute> |
1667 | </attribute> |
1570 | &activate_on; |
1668 | &activate_on; |
1571 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1669 | <attribute arch="lifesave" editor="unlimited uses" type="bool"> |
1572 | If <infinit uses> is set, the creator will work |
1670 | If <unlimited uses> is set, the creator will work |
1573 | infinitely, regardless of the value in <number of uses>. |
1671 | infinitely, regardless of the value in <number of uses>. |
1574 | </attribute> |
1672 | </attribute> |
1575 | <attribute arch="speed" editor="speed" type="float"> |
1673 | <attribute arch="speed" editor="speed" type="float"> |
1576 | When this field is set the creator will periodically create stuff |
1674 | When this field is set the creator will periodically create stuff |
1577 | (and will still do so when the connection is triggered). |
1675 | (and will still do so when the connection is triggered). |
… | |
… | |
1602 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1700 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1603 | finds a specific object, it toggles its connected value. |
1701 | finds a specific object, it toggles its connected value. |
1604 | <br><br> |
1702 | <br><br> |
1605 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1703 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1606 | - 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 |
1607 | instantly. Second, detectors check directly for object names. Third, |
1706 | Second, detectors check directly for object names. Third, |
1608 | detectors do not check the inventory of players/monsters. ]]> |
1707 | detectors do not check the inventory of players/monsters.]]> |
1609 | </description> |
1708 | </description> |
1610 | <use><![CDATA[ |
1709 | <use> |
1611 | There is one major speciality about detectors: You can detect spells |
1710 | Best avoid this type at all costs, use a pedestal instead. |
1612 | blown over a detector! To detect a lighting bolt for example, set |
|
|
1613 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
|
|
1614 | walls, this can be very useful for map-mechanisms. ]]> |
|
|
1615 | </use> |
1711 | </use> |
1616 | <attribute arch="no_pick" value="1" type="fixed" /> |
1712 | <attribute arch="no_pick" value="1" type="fixed" /> |
1617 | <attribute arch="slaying" editor="match name" type="string"> |
1713 | <attribute arch="slaying" editor="match name" type="string"> |
1618 | <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. |
1619 | 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, |
1620 | 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. |
1621 | </attribute> |
1717 | </attribute> |
1622 | <attribute arch="connected" editor="connection" type="int"> |
1718 | <attribute arch="connected" editor="connection" type="string"> |
1623 | When the detector is triggered, all objects with the same |
1719 | When the detector is triggered, all objects with the same |
1624 | connection value get activated. |
1720 | connection value get activated. |
1625 | </attribute> |
1721 | </attribute> |
1626 | <attribute arch="speed" editor="detection speed" type="float"> |
1722 | <attribute arch="speed" editor="detection speed" type="float"> |
1627 | This value defines the time between two detector-checks. |
1723 | This value defines the time between two detector-checks. |
… | |
… | |
1635 | by 1. |
1731 | by 1. |
1636 | </attribute> |
1732 | </attribute> |
1637 | </type> |
1733 | </type> |
1638 | |
1734 | |
1639 | <!--####################################################################--> |
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 | <!--####################################################################--> |
1640 | <type number="112" name="Director"> |
1761 | <type number="112" name="Director"> |
1641 | <ignore> |
1762 | <ignore> |
1642 | <ignore_list name="non_pickable" /> |
1763 | <ignore_list name="non_pickable" /> |
1643 | </ignore> |
1764 | </ignore> |
1644 | <description><![CDATA[ |
1765 | <description><![CDATA[ |
1645 | Directors change the direction of spell objects and other projectiles |
1766 | Directors change the direction of spell objects and other projectiles |
1646 | that fly past. Unlike spinners, directors always move objects in the |
1767 | that fly past. Unlike spinners, directors always move objects in the |
1647 | 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 |
1648 | shoot into it.<br> |
1769 | shoot into it.<br> |
1649 | Directors are visible per default. ]]> |
1770 | Directors are visible per default.]]> |
1650 | </description> |
1771 | </description> |
1651 | <use><![CDATA[ |
1772 | <use><![CDATA[ |
1652 | Directors are rarely used in maps. Sometimes they are placed to |
1773 | Directors are rarely used in maps. Sometimes they are placed to |
1653 | change the direction of spells coming out of magic walls, |
1774 | change the direction of spells coming out of magic walls, |
1654 | "channeling" spell-projectiles in some direction. When doing this, |
1775 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1656 | into them!</B> The spell-projectiles bouncing between the directors |
1777 | into them!</B> The spell-projectiles bouncing between the directors |
1657 | 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 |
1658 | server by eating memory- and CPU-time. |
1779 | server by eating memory- and CPU-time. |
1659 | <br><br> |
1780 | <br><br> |
1660 | You'd better not place directors in monster vs. player combat |
1781 | You'd better not place directors in monster vs. player combat |
1661 | areas too much, because that freaks out wizard-type players. ]]> |
1782 | areas too much, because that freaks out wizard-type players.]]> |
1662 | </use> |
1783 | </use> |
1663 | <attribute arch="sp" editor="direction" type="list_direction"> |
1784 | <attribute arch="sp" editor="direction" type="list_direction"> |
1664 | Projectiles will leave the director flying in the selected <direction>. |
1785 | Projectiles will leave the director flying in the selected <direction>. |
1665 | A director with direction <none> simply stops projectiles. |
1786 | A director with direction <none> simply stops projectiles. |
1666 | (The latter works out a bit strange for some spells). |
1787 | (The latter works out a bit strange for some spells). |
… | |
… | |
1672 | <type number="158" name="Disease"> |
1793 | <type number="158" name="Disease"> |
1673 | <ignore> |
1794 | <ignore> |
1674 | <ignore_list name="system_object" /> |
1795 | <ignore_list name="system_object" /> |
1675 | </ignore> |
1796 | </ignore> |
1676 | <description><![CDATA[ |
1797 | <description><![CDATA[ |
1677 | Diseases are an intersting form of spellcraft in Crossfire. |
1798 | Diseases are an intersting form of spellcraft in Deliantra. |
1678 | 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 |
1679 | area. Being infected can have various effects, from amusing farts |
1800 | area. Being infected can have various effects, from amusing farts |
1680 | to horrible damage - almost everything is possible. ]]> |
1801 | to horrible damage - almost everything is possible.]]> |
1681 | </description> |
1802 | </description> |
1682 | <use><![CDATA[ |
1803 | <use><![CDATA[ |
1683 | Diseases are extremely flexible and usable in a many ways. |
1804 | Diseases are extremely flexible and usable in a many ways. |
1684 | So far they are mostly used for causing bad, unwanted effects. |
1805 | So far they are mostly used for causing bad, unwanted effects. |
1685 | 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 |
1686 | (recharging mana for example). |
1807 | (recharging mana for example). |
1687 | Infection with a "positive disease" could even be a quest reward. ]]> |
1808 | Infection with a "positive disease" could even be a quest reward.]]> |
1688 | </use> |
1809 | </use> |
1689 | <attribute arch="invisible" value="1" type="fixed" /> |
1810 | <attribute arch="invisible" value="1" type="fixed" /> |
1690 | <attribute arch="level" editor="plaque level" type="int"> |
1811 | <attribute arch="level" editor="plaque level" type="int"> |
1691 | The <plaque level> is proportional to the disease's deadliness. |
1812 | The <plaque level> is proportional to the disease's deadliness. |
1692 | This mainly reflects in the <damage>. It has no effect on |
1813 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1834 | <type number="23" name="Door"> |
1955 | <type number="23" name="Door"> |
1835 | <ignore> |
1956 | <ignore> |
1836 | <ignore_list name="non_pickable" /> |
1957 | <ignore_list name="non_pickable" /> |
1837 | </ignore> |
1958 | </ignore> |
1838 | <description><![CDATA[ |
1959 | <description><![CDATA[ |
1839 | 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 |
1840 | 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 |
1841 | defeated, horizontally and vertically adjacent doors are automatically |
1962 | defeated, horizontally and vertically adjacent doors are automatically |
1842 | removed. ]]> |
1963 | removed.]]> |
1843 | </description> |
1964 | </description> |
1844 | <attribute arch="no_pick" value="1" type="fixed" /> |
1965 | <attribute arch="no_pick" value="1" type="fixed" /> |
1845 | <attribute arch="alive" value="1" type="fixed" /> |
1966 | <attribute arch="alive" value="1" type="fixed" /> |
1846 | &movement_types_terrain; |
1967 | &movement_types_terrain; |
1847 | <attribute arch="hp" editor="hitpoints" type="int"> |
1968 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1874 | 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 |
1875 | objects which lies somewhere on top of the duplicator. |
1996 | objects which lies somewhere on top of the duplicator. |
1876 | The duplicator has one arch name specified as <target arch>, |
1997 | The duplicator has one arch name specified as <target arch>, |
1877 | and only objects of this archetype can be affected.<br> |
1998 | and only objects of this archetype can be affected.<br> |
1878 | 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>. |
1879 | If the latter is set to zero, it will destroy objects. ]]> |
2000 | If the latter is set to zero, it will destroy objects.]]> |
1880 | </description> |
2001 | </description> |
1881 | <use><![CDATA[ |
2002 | <use><![CDATA[ |
1882 | 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 |
1883 | anywhere with <multiply factor> greater than one. |
2004 | anywhere with <multiply factor> greater than one. |
1884 | 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). |
1885 | 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 |
1886 | 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 |
1887 | loose the input matches the chance to earn winnings.<br> |
2008 | loose the input matches the chance to earn winnings.<br> |
1888 | A duplicator with <multiply factor> 3 for example should have a |
2009 | A duplicator with <multiply factor> 3 for example should have a |
1889 | loosing rate of 2/3 = 67%. ]]> |
2010 | loosing rate of 2/3 = 67%.]]> |
1890 | </use> |
2011 | </use> |
1891 | <attribute arch="other_arch" editor="target arch" type="string"> |
2012 | <attribute arch="other_arch" editor="target arch" type="string"> |
1892 | 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 |
1893 | duplicated, multiplied or removed. All other objects will be ignored. |
2014 | duplicated, multiplied or removed. All other objects will be ignored. |
1894 | </attribute> |
2015 | </attribute> |
1895 | <attribute arch="level" editor="multiply factor" type="int"> |
2016 | <attribute arch="level" editor="multiply factor" type="int"> |
1896 | 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 |
1897 | <multiply factor>. If it is set to zero, all target objects |
2018 | <multiply factor>. If it is set to zero, all target objects |
1898 | will be destroyed. |
2019 | will be destroyed. |
1899 | </attribute> |
2020 | </attribute> |
1900 | <attribute arch="connected" editor="connection" type="int"> |
2021 | <attribute arch="connected" editor="connection" type="string"> |
1901 | An activator (lever, altar, button, etc) with matching connection value |
2022 | An activator (lever, altar, button, etc) with matching connection value |
1902 | 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 |
1903 | 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! |
1904 | </attribute> |
2025 | </attribute> |
1905 | &activate_on; |
2026 | &activate_on; |
… | |
… | |
1912 | </ignore> |
2033 | </ignore> |
1913 | <description><![CDATA[ |
2034 | <description><![CDATA[ |
1914 | 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. |
1915 | (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 |
1916 | 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 |
1917 | the exit. ]]> |
2038 | the exit. ]]> |
1918 | </description> |
2039 | </description> |
1919 | <use><![CDATA[ |
2040 | <use><![CDATA[ |
1920 | 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 |
1921 | <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 |
1922 | detected with the show_invisible spell. |
2043 | detected with the show_invisible spell. |
1923 | <br><br> |
2044 | <br><br> |
1924 | 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"). |
1925 | 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.]]> |
1926 | </use> |
2047 | </use> |
1927 | <attribute arch="slaying" editor="exit path" type="string"> |
2048 | <attribute arch="slaying" editor="exit path" type="string"> |
1928 | 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. |
1929 | You can enter an absolute path, beginning with '/' (for example |
2050 | You can enter an absolute path, beginning with '/' (for example |
1930 | "/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 |
… | |
… | |
1972 | little health by eating flesh-objects. <br> |
2093 | little health by eating flesh-objects. <br> |
1973 | 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 |
1974 | 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 |
1975 | 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>. |
1976 | 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 |
1977 | according to map/monster difficulty. ]]> |
2098 | according to map/monster difficulty.]]> |
1978 | </description> |
2099 | </description> |
1979 | <use><![CDATA[ |
2100 | <use><![CDATA[ |
1980 | 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 |
1981 | standard monsters carry flesh items from their <treasurelist>. |
2102 | standard monsters carry flesh items from their <treasurelist>. |
1982 | 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. |
… | |
… | |
1984 | not the case - so you have to set it manually. |
2105 | not the case - so you have to set it manually. |
1985 | <br><br> |
2106 | <br><br> |
1986 | 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 |
1987 | 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 |
1988 | 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 |
1989 | out on the reward completely. ]]> |
2110 | out on the reward completely.]]> |
1990 | </use> |
2111 | </use> |
1991 | <attribute arch="food" editor="foodpoints" type="int"> |
2112 | <attribute arch="food" editor="foodpoints" type="int"> |
1992 | 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. |
1993 | The player's health will increase by <foodpoints>/50 hp. |
2114 | The player's health will increase by <foodpoints>/50 hp. |
1994 | </attribute> |
2115 | </attribute> |
… | |
… | |
2018 | <ignore> |
2139 | <ignore> |
2019 | <ignore_list name="non_pickable" /> |
2140 | <ignore_list name="non_pickable" /> |
2020 | </ignore> |
2141 | </ignore> |
2021 | <description><![CDATA[ |
2142 | <description><![CDATA[ |
2022 | Floor is a very basic thing whithout too much |
2143 | Floor is a very basic thing whithout too much |
2023 | functionality. It's a floor - you stand on it. ]]> |
2144 | functionality. It's a floor - you stand on it.]]> |
2024 | </description> |
2145 | </description> |
2025 | <attribute arch="is_floor" value="1" type="fixed" /> |
2146 | <attribute arch="is_floor" value="1" type="fixed" /> |
2026 | <attribute arch="no_pick" value="1" type="fixed" /> |
2147 | <attribute arch="no_pick" value="1" type="fixed" /> |
2027 | <section name="terrain"> |
2148 | <section name="terrain"> |
2028 | &movement_types_terrain; |
2149 | &movement_types_terrain; |
… | |
… | |
2043 | If enabled, it is impossible for players to use prayers |
2164 | If enabled, it is impossible for players to use prayers |
2044 | on that spot. It also prevents players from saving. |
2165 | on that spot. It also prevents players from saving. |
2045 | </attribute> |
2166 | </attribute> |
2046 | <attribute arch="unique" editor="unique map" type="bool"> |
2167 | <attribute arch="unique" editor="unique map" type="bool"> |
2047 | Unique floor means that any items dropped on that spot |
2168 | Unique floor means that any items dropped on that spot |
2048 | will be saved byond map reset. For permanent apartments, |
2169 | will be saved beyond map reset. For permanent apartments, |
2049 | all floor tiles must be set <unique map>. |
2170 | all floor tiles must be set <unique map>. |
2050 | </attribute> |
2171 | </attribute> |
2051 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2172 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2052 | This text may describe the object. |
2173 | This text may describe the object. |
2053 | </attribute> |
2174 | </attribute> |
… | |
… | |
2062 | Encounter-Floor is pretty much the same as normal floor. |
2183 | Encounter-Floor is pretty much the same as normal floor. |
2063 | Most outdoor floor/ground-arches are set to be "encounters". |
2184 | Most outdoor floor/ground-arches are set to be "encounters". |
2064 | 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 |
2065 | encounter-floor, players sometimes got beamed to little maps |
2186 | encounter-floor, players sometimes got beamed to little maps |
2066 | with monsters on them. Nowadays this feature is disabled - |
2187 | with monsters on them. Nowadays this feature is disabled - |
2067 | Hence encounter floor is not different from normal floor. ]]> |
2188 | Hence encounter floor is not different from normal floor.]]> |
2068 | </description> |
2189 | </description> |
2069 | <attribute arch="is_floor" value="1" type="fixed" /> |
2190 | <attribute arch="is_floor" value="1" type="fixed" /> |
2070 | <attribute arch="no_pick" value="1" type="fixed" /> |
2191 | <attribute arch="no_pick" value="1" type="fixed" /> |
2071 | <section name="terrain"> |
2192 | <section name="terrain"> |
2072 | &movement_types_terrain; |
2193 | &movement_types_terrain; |
… | |
… | |
2087 | If enabled, it is impossible for players to use prayers |
2208 | If enabled, it is impossible for players to use prayers |
2088 | on that spot. It also prevents players from saving. |
2209 | on that spot. It also prevents players from saving. |
2089 | </attribute> |
2210 | </attribute> |
2090 | <attribute arch="unique" editor="unique map" type="bool"> |
2211 | <attribute arch="unique" editor="unique map" type="bool"> |
2091 | Unique floor means that any items dropped on that spot |
2212 | Unique floor means that any items dropped on that spot |
2092 | will be saved byond map reset. For permanent apartments, |
2213 | will be saved beyond map reset. For permanent apartments, |
2093 | all floor tiles must be set <unique map>. |
2214 | all floor tiles must be set <unique map>. |
2094 | </attribute> |
2215 | </attribute> |
2095 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2216 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2096 | This text may describe the object. |
2217 | This text may describe the object. |
2097 | </attribute> |
2218 | </attribute> |
… | |
… | |
2099 | |
2220 | |
2100 | <!--####################################################################--> |
2221 | <!--####################################################################--> |
2101 | <type number="6" name="Food"> |
2222 | <type number="6" name="Food"> |
2102 | <description><![CDATA[ |
2223 | <description><![CDATA[ |
2103 | By eating/drinking food-objects, the player can fill his |
2224 | By eating/drinking food-objects, the player can fill his |
2104 | stomache and gain a little health. ]]> |
2225 | stomache and gain a little health.]]> |
2105 | </description> |
2226 | </description> |
2106 | <attribute arch="food" editor="foodpoints" type="int"> |
2227 | <attribute arch="food" editor="foodpoints" type="int"> |
2107 | 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. |
2108 | The player's health will increase by <foodpoints>/50 hp. |
2229 | The player's health will increase by <foodpoints>/50 hp. |
2109 | </attribute> |
2230 | </attribute> |
… | |
… | |
2117 | <type number="91" name="Gate"> |
2238 | <type number="91" name="Gate"> |
2118 | <ignore> |
2239 | <ignore> |
2119 | <ignore_list name="non_pickable" /> |
2240 | <ignore_list name="non_pickable" /> |
2120 | </ignore> |
2241 | </ignore> |
2121 | <description><![CDATA[ |
2242 | <description><![CDATA[ |
2122 | Gates play an important role in Crossfire. Gates can be opened |
2243 | Gates play an important role in Deliantra. Gates can be opened |
2123 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2244 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2124 | or carrying special key-objects (-> inventory checker). |
2245 | or carrying special key-objects (-> inventory checker). |
2125 | 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 |
2126 | passed, which makes them more practical in many cases. ]]> |
2247 | passed, which makes them more practical in many cases.]]> |
2127 | </description> |
2248 | </description> |
2128 | <use><![CDATA[ |
2249 | <use><![CDATA[ |
2129 | Use gates to divide your maps into seperated areas. After solving |
2250 | Use gates to divide your maps into seperated areas. After solving |
2130 | 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 |
2131 | maps more complex than "one-way". ]]> |
2252 | maps more complex than "one-way".]]> |
2132 | </use> |
2253 | </use> |
2133 | <attribute arch="no_pick" value="1" type="fixed" /> |
2254 | <attribute arch="no_pick" value="1" type="fixed" /> |
2134 | <attribute arch="speed" value="1" type="float"> |
2255 | <attribute arch="speed" value="1" type="float"> |
2135 | 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. |
2136 | </attribute> |
2257 | </attribute> |
2137 | <attribute arch="connected" editor="connection" type="int"> |
2258 | <attribute arch="connected" editor="connection" type="string"> |
2138 | Whenever the inventory checker is triggered, all objects with identical |
2259 | Whenever the inventory checker is triggered, all objects with identical |
2139 | <connection> value get activated. This only makes sense together with |
2260 | <connection> value get activated. This only makes sense together with |
2140 | <blocking passage> disabled. |
2261 | <blocking passage> disabled. |
2141 | </attribute> |
2262 | </attribute> |
2142 | <attribute arch="wc" editor="position state" type="int"> |
2263 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2160 | <type number="113" name="Girdle"> |
2281 | <type number="113" name="Girdle"> |
2161 | <import_type name="Amulet" /> |
2282 | <import_type name="Amulet" /> |
2162 | <description><![CDATA[ |
2283 | <description><![CDATA[ |
2163 | 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 |
2164 | the player. Girdles usually provide stats- or damage bonuses and no |
2285 | the player. Girdles usually provide stats- or damage bonuses and no |
2165 | defense. ]]> |
2286 | defense.]]> |
2166 | </description> |
2287 | </description> |
2167 | <use><![CDATA[ |
2288 | <use><![CDATA[ |
2168 | 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 |
2169 | important that you keep your artifact in balance with existing maps. ]]> |
2290 | important that you keep your artifact in balance with existing maps.]]> |
2170 | </use> |
2291 | </use> |
2171 | <attribute arch="magic" editor="magic bonus" type="int"> |
2292 | <attribute arch="magic" editor="magic bonus" type="int"> |
2172 | <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 |
2173 | "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 |
2174 | than direct armour-class bonus on the helmet. |
2295 | than direct armour-class bonus on the helmet. |
… | |
… | |
2182 | <!--####################################################################--> |
2303 | <!--####################################################################--> |
2183 | <type number="100" name="Gloves"> |
2304 | <type number="100" name="Gloves"> |
2184 | <import_type name="Amulet" /> |
2305 | <import_type name="Amulet" /> |
2185 | <description><![CDATA[ |
2306 | <description><![CDATA[ |
2186 | Wearing gloves, the object's stats will directly be inherited to |
2307 | Wearing gloves, the object's stats will directly be inherited to |
2187 | the player. Gloves can add defense or damage bonuses. ]]> |
2308 | the player. Gloves can add defense or damage bonuses.]]> |
2188 | </description> |
2309 | </description> |
2189 | <use><![CDATA[ |
2310 | <use><![CDATA[ |
2190 | 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 |
2191 | important that you keep your artifact in balance with existing maps. ]]> |
2312 | important that you keep your artifact in balance with existing maps.]]> |
2192 | </use> |
2313 | </use> |
2193 | <attribute arch="magic" editor="magic bonus" type="int"> |
2314 | <attribute arch="magic" editor="magic bonus" type="int"> |
2194 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2315 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2195 | If the gloves have <weapon class> instead, then <magic bonus> |
2316 | If the gloves have <weapon class> instead, then <magic bonus> |
2196 | will increase that. |
2317 | will increase that. |
… | |
… | |
2202 | <ignore> |
2323 | <ignore> |
2203 | <ignore_list name="non_pickable" /> |
2324 | <ignore_list name="non_pickable" /> |
2204 | </ignore> |
2325 | </ignore> |
2205 | <description><![CDATA[ |
2326 | <description><![CDATA[ |
2206 | A handle can be applied by players and (certain) monsters. |
2327 | A handle can be applied by players and (certain) monsters. |
2207 | Every time it is applied, the <connection> value is triggered. ]]> |
2328 | Every time it is applied, the <connection> value is triggered.]]> |
2208 | </description> |
2329 | </description> |
2209 | <use><![CDATA[ |
2330 | <use><![CDATA[ |
2210 | Handles are commonly used to move gates. When placing your lever, |
2331 | Handles are commonly used to move gates. When placing your lever, |
2211 | don't forget that some monsters are able to apply it. |
2332 | don't forget that some monsters are able to apply it. |
2212 | The ability to apply levers is rare among monsters - |
2333 | The ability to apply levers is rare among monsters - |
2213 | but vampires can do it for example. ]]> |
2334 | but vampires can do it for example.]]> |
2214 | </use> |
2335 | </use> |
2215 | <attribute arch="no_pick" value="1" type="fixed" /> |
2336 | <attribute arch="no_pick" value="1" type="fixed" /> |
2216 | <attribute arch="connected" editor="connection" type="int"> |
2337 | <attribute arch="connected" editor="connection" type="string"> |
2217 | Every time the handle is applied, all objects |
2338 | Every time the handle is applied, all objects |
2218 | with the same <connection> value are activated. |
2339 | with the same <connection> value are activated. |
2219 | </attribute> |
2340 | </attribute> |
2220 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2341 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2221 | This text may describe the item. You can use this |
2342 | This text may describe the item. You can use this |
… | |
… | |
2230 | <ignore_list name="non_pickable" /> |
2351 | <ignore_list name="non_pickable" /> |
2231 | </ignore> |
2352 | </ignore> |
2232 | <description><![CDATA[ |
2353 | <description><![CDATA[ |
2233 | Handle triggers are handles which reset after a short period |
2354 | Handle triggers are handles which reset after a short period |
2234 | of time. Every time it is either applied or reset, the |
2355 | of time. Every time it is either applied or reset, the |
2235 | <connection> value is triggered. ]]> |
2356 | <connection> value is triggered.]]> |
2236 | </description> |
2357 | </description> |
2237 | <use><![CDATA[ |
2358 | <use><![CDATA[ |
2238 | 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 |
2239 | 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, |
2240 | connecting it to a handle trigger is an easy solution. ]]> |
2361 | connecting it to a handle trigger is an easy solution. ]]> |
2241 | </use> |
2362 | </use> |
2242 | </type> |
2363 | </type> |
2243 | |
2364 | |
2244 | <!--####################################################################--> |
2365 | <!--####################################################################--> |
2245 | <type number="88" name="Hazard Floor"> |
2366 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2250 | <ignore_list name="non_pickable" /> |
2371 | <ignore_list name="non_pickable" /> |
2251 | </ignore> |
2372 | </ignore> |
2252 | <description><![CDATA[ |
2373 | <description><![CDATA[ |
2253 | 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 |
2254 | floor, but damages all creatures standing on it. |
2375 | floor, but damages all creatures standing on it. |
2255 | Damage is taken in regular time intervals. ]]> |
2376 | Damage is taken in regular time intervals.]]> |
2256 | </description> |
2377 | </description> |
2257 | <use><![CDATA[ |
2378 | <use><![CDATA[ |
2258 | 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 |
2259 | 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> |
2260 | 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. |
2261 | 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 |
2262 | to have something different. ]]> |
2383 | to have something different.]]> |
2263 | </use> |
2384 | </use> |
2264 | <attribute arch="is_floor" value="1" type="fixed" /> |
2385 | <attribute arch="is_floor" value="1" type="fixed" /> |
2265 | <attribute arch="lifesave" value="1" type="fixed" /> |
2386 | <attribute arch="lifesave" value="1" type="fixed" /> |
2266 | &move_on; |
2387 | &move_on; |
2267 | <attribute arch="no_pick" value="1" type="fixed" /> |
2388 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2306 | If enabled, it is impossible for players to use prayers |
2427 | If enabled, it is impossible for players to use prayers |
2307 | on that spot. It also prevents players from saving. |
2428 | on that spot. It also prevents players from saving. |
2308 | </attribute> |
2429 | </attribute> |
2309 | <attribute arch="unique" editor="unique map" type="bool"> |
2430 | <attribute arch="unique" editor="unique map" type="bool"> |
2310 | Unique floor means that any items dropped on that spot |
2431 | Unique floor means that any items dropped on that spot |
2311 | will be saved byond map reset. For permanent apartments, |
2432 | will be saved beyond map reset. For permanent apartments, |
2312 | all floor tiles must be set <unique map>. |
2433 | all floor tiles must be set <unique map>. |
2313 | </attribute> |
2434 | </attribute> |
2314 | </type> |
2435 | </type> |
2315 | |
2436 | |
2316 | <!--####################################################################--> |
2437 | <!--####################################################################--> |
… | |
… | |
2318 | <import_type name="Amulet" /> |
2439 | <import_type name="Amulet" /> |
2319 | <description><![CDATA[ |
2440 | <description><![CDATA[ |
2320 | 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 |
2321 | the player. Normal helmets usually increase defense, while crowns |
2442 | the player. Normal helmets usually increase defense, while crowns |
2322 | add more special bonuses like stats/resistances paired with |
2443 | add more special bonuses like stats/resistances paired with |
2323 | low defense. ]]> |
2444 | low defense.]]> |
2324 | </description> |
2445 | </description> |
2325 | <use><![CDATA[ |
2446 | <use><![CDATA[ |
2326 | 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 |
2327 | important that you keep your artifact in balance with existing maps. ]]> |
2448 | important that you keep your artifact in balance with existing maps.]]> |
2328 | </use> |
2449 | </use> |
2329 | <attribute arch="magic" editor="magic bonus" type="int"> |
2450 | <attribute arch="magic" editor="magic bonus" type="int"> |
2330 | <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 |
2331 | "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 |
2332 | than direct armour-class bonus on the helmet. |
2453 | than direct armour-class bonus on the helmet. |
… | |
… | |
2341 | <type number="56" name="Holy Altar"> |
2462 | <type number="56" name="Holy Altar"> |
2342 | <ignore> |
2463 | <ignore> |
2343 | <ignore_list name="non_pickable" /> |
2464 | <ignore_list name="non_pickable" /> |
2344 | </ignore> |
2465 | </ignore> |
2345 | <description><![CDATA[ |
2466 | <description><![CDATA[ |
2346 | Holy_altars are altars for the various religions. Praying |
2467 | Holy Altars are altars for the various religions. Praying |
2347 | 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 |
2348 | 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.]]> |
2349 | </description> |
2470 | </description> |
2350 | <attribute arch="no_pick" value="1" type="fixed" /> |
2471 | <attribute arch="no_pick" value="1" type="fixed" /> |
2351 | <attribute arch="other_arch" editor="god name" type="string"> |
2472 | <attribute arch="other_arch" editor="god name" type="string"> |
2352 | 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 |
2353 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2474 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2376 | 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 |
2377 | spellpoints faster and thus are more valuable than rods. |
2498 | spellpoints faster and thus are more valuable than rods. |
2378 | <br><br> |
2499 | <br><br> |
2379 | 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 |
2380 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2501 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2381 | used endlessly. ]]> |
2502 | used endlessly.]]> |
2382 | </description> |
2503 | </description> |
2383 | <use><![CDATA[ |
2504 | <use><![CDATA[ |
2384 | Horns are powerful due to their fast recharge rate. They should |
2505 | Horns are powerful due to their fast recharge rate. They should |
2385 | never contain high level attacking spells. Even curing/healing spells |
2506 | never contain high level attacking spells. Even curing/healing spells |
2386 | are almost too good on a horn. ]]> |
2507 | are almost too good on a horn.]]> |
2387 | </use> |
2508 | </use> |
2388 | <attribute arch="sp" editor="spell" type="spell"> |
2509 | <attribute arch="sp" editor="spell" type="spell"> |
2389 | 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 |
2390 | 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! |
2391 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2512 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2417 | <!--####################################################################--> |
2538 | <!--####################################################################--> |
2418 | <type number="73" name="Inorganic"> |
2539 | <type number="73" name="Inorganic"> |
2419 | <description><![CDATA[ |
2540 | <description><![CDATA[ |
2420 | Inorganic materials are generally used as ingredients for |
2541 | Inorganic materials are generally used as ingredients for |
2421 | alchemical receipes. By themselves, they have no special |
2542 | alchemical receipes. By themselves, they have no special |
2422 | functionalities. ]]> |
2543 | functionalities.]]> |
2423 | </description> |
2544 | </description> |
2424 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2545 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2425 | </attribute> |
2546 | </attribute> |
2426 | &resistances_basic; |
2547 | &resistances_basic; |
2427 | </type> |
2548 | </type> |
… | |
… | |
2440 | <br><br> |
2561 | <br><br> |
2441 | Alternatively, you can set your inv. checker to block all players |
2562 | Alternatively, you can set your inv. checker to block all players |
2442 | that do/don't carry the matching object. |
2563 | that do/don't carry the matching object. |
2443 | <br><br> |
2564 | <br><br> |
2444 | As you can see, inv. checkers are quite powerful, holding a |
2565 | As you can see, inv. checkers are quite powerful, holding a |
2445 | great variety of possibilities. ]]> |
2566 | great variety of possibilities.]]> |
2446 | </description> |
2567 | </description> |
2447 | <use><![CDATA[ |
2568 | <use><![CDATA[ |
2448 | 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 |
2449 | 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. |
2450 | 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 |
2451 | 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 |
2452 | 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 |
2453 | can be found in nearly every RPG - simple but effective. ]]> |
2574 | can be found in nearly every RPG - simple but effective.]]> |
2454 | </use> |
2575 | </use> |
2455 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2456 | <attribute arch="slaying" editor="match key string" type="string"> |
2577 | <attribute arch="slaying" editor="match key string" type="string"> |
2457 | 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 |
2458 | 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 |
… | |
… | |
2474 | </attribute> |
2595 | </attribute> |
2475 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2596 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2476 | Enabled means having that object is a match. |
2597 | Enabled means having that object is a match. |
2477 | Disabled means not having that object is a match. |
2598 | Disabled means not having that object is a match. |
2478 | </attribute> |
2599 | </attribute> |
2479 | <attribute arch="connected" editor="connection" type="int"> |
2600 | <attribute arch="connected" editor="connection" type="string"> |
2480 | Whenever the inventory checker is triggered, all objects with identical |
2601 | Whenever the inventory checker is triggered, all objects with identical |
2481 | <connection> value get activated. This only makes sense together with |
2602 | <connection> value get activated. This only makes sense together with |
2482 | <blocking passage> disabled. |
2603 | <blocking passage> disabled. |
2483 | </attribute> |
2604 | </attribute> |
2484 | &movement_types_terrain; |
2605 | &movement_types_terrain; |
… | |
… | |
2534 | <!--####################################################################--> |
2655 | <!--####################################################################--> |
2535 | <type number="60" name="Jewel"> |
2656 | <type number="60" name="Jewel"> |
2536 | <description><![CDATA[ |
2657 | <description><![CDATA[ |
2537 | Items of the type Gold & Jewels are handled like a currency. |
2658 | Items of the type Gold & Jewels are handled like a currency. |
2538 | 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 |
2539 | prices differ only marginally. ]]> |
2660 | prices differ only marginally.]]> |
2540 | </description> |
2661 | </description> |
2541 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2662 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2542 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2663 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2543 | This text may describe the object. |
2664 | This text may describe the object. |
2544 | </attribute> |
2665 | </attribute> |
… | |
… | |
2546 | |
2667 | |
2547 | <!--####################################################################--> |
2668 | <!--####################################################################--> |
2548 | <type number="24" name="Key"> |
2669 | <type number="24" name="Key"> |
2549 | <description><![CDATA[ |
2670 | <description><![CDATA[ |
2550 | 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 |
2551 | disappear. ]]> |
2672 | disappear.]]> |
2552 | </description> |
2673 | </description> |
2553 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2674 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2554 | A godgiven item vanishes as soon as the player |
2675 | A godgiven item vanishes as soon as the player |
2555 | drops it to the ground. |
2676 | drops it to the ground. |
2556 | </attribute> |
2677 | </attribute> |
… | |
… | |
2561 | <ignore> |
2682 | <ignore> |
2562 | <ignore_list name="non_pickable" /> |
2683 | <ignore_list name="non_pickable" /> |
2563 | </ignore> |
2684 | </ignore> |
2564 | <description><![CDATA[ |
2685 | <description><![CDATA[ |
2565 | A locked door can be opened only when carrying |
2686 | A locked door can be opened only when carrying |
2566 | the appropriate special key. ]]> |
2687 | the appropriate special key.]]> |
2567 | </description> |
2688 | </description> |
2568 | <use><![CDATA[ |
2689 | <use><![CDATA[ |
2569 | 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), |
2570 | 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 |
2571 | and only a fool would create a key matching that string. |
2692 | and only a fool would create a key matching that string. |
… | |
… | |
2573 | 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 |
2574 | are used with all kinds of faces/names, especially often as |
2695 | are used with all kinds of faces/names, especially often as |
2575 | "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". |
2576 | There you have magic forces (door objects) put under certain artifact |
2697 | There you have magic forces (door objects) put under certain artifact |
2577 | 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 |
2578 | appropriate quest items (key objects). ]]> |
2699 | appropriate quest items (key objects).]]> |
2579 | </use> |
2700 | </use> |
2580 | <attribute arch="move_type" value="0" type="fixed" /> |
2701 | <attribute arch="move_type" value="0" type="fixed" /> |
2581 | <attribute arch="no_pick" value="1" type="fixed" /> |
2702 | <attribute arch="no_pick" value="1" type="fixed" /> |
2582 | <attribute arch="slaying" editor="key string" type="string"> |
2703 | <attribute arch="slaying" editor="key string" type="string"> |
2583 | The <key string> in the door must be identical with the |
2704 | The <key string> in the door must be identical with the |
2584 | <key string> in the special key, then the door is unlocked. |
2705 | <key string> in the special key, then the door is unlocked. |
2585 | 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 |
2586 | is unique among the CF mapset. |
2707 | is unique among the Deliantra mapset. |
2587 | |
2708 | |
2588 | 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. |
2589 | </attribute> |
2715 | </attribute> |
2590 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2716 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2591 | Restricting the use of spells to pass this door. |
2717 | Restricting the use of spells to pass this door. |
2592 | This should be set in most cases. |
2718 | This should be set in most cases. |
2593 | (Don't forget that the spell "dimension door" is easily |
2719 | (Don't forget that the spell "dimension door" is easily |
… | |
… | |
2610 | <ignore> |
2736 | <ignore> |
2611 | <ignore_list name="system_object" /> |
2737 | <ignore_list name="system_object" /> |
2612 | </ignore> |
2738 | </ignore> |
2613 | <description><![CDATA[ |
2739 | <description><![CDATA[ |
2614 | Magic_ears trigger a connected value |
2740 | Magic_ears trigger a connected value |
2615 | when the player speaks a specific keyword. ]]> |
2741 | when the player speaks a specific keyword.]]> |
2616 | </description> |
2742 | </description> |
2617 | <use><![CDATA[ |
2743 | <use><![CDATA[ |
2618 | 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 |
2619 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2745 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2620 | something like a gate that is opened by speaking "open" or |
2746 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2622 | <br><br> |
2748 | <br><br> |
2623 | Magic_ears are typically used for interaction with NPCs. You |
2749 | Magic_ears are typically used for interaction with NPCs. You |
2624 | can create the impression that the NPC actually *does* something |
2750 | can create the impression that the NPC actually *does* something |
2625 | according to his conversation with a player. Mostly this means |
2751 | according to his conversation with a player. Mostly this means |
2626 | 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 |
2627 | creative here. ]]> |
2753 | creative here.]]> |
2628 | </use> |
2754 | </use> |
2629 | <attribute arch="no_pick" value="1" type="fixed" /> |
2755 | <attribute arch="no_pick" value="1" type="fixed" /> |
2630 | <attribute arch="connected" editor="connection" type="int"> |
2756 | <attribute arch="connected" editor="connection" type="string"> |
2631 | The Magic_ear will trigger all objects with the |
2757 | The Magic_ear will trigger all objects with the |
2632 | same connection value, every time it is activated. |
2758 | same connection value, every time it is activated. |
2633 | </attribute> |
2759 | </attribute> |
2634 | <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"> |
2635 | This textfield contains the keyword-matching-syntax. The text should |
2761 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2654 | Magic walls can contain any spell. However, some spells do not |
2780 | Magic walls can contain any spell. However, some spells do not |
2655 | 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 |
2656 | the spell you want to use with a wall. |
2782 | the spell you want to use with a wall. |
2657 | <br><br> |
2783 | <br><br> |
2658 | Several types of magical walls are predefined for you in the |
2784 | Several types of magical walls are predefined for you in the |
2659 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2785 | archetypes, and can be found on the "connected" Pickmap.]]> |
2660 | </description> |
2786 | </description> |
2661 | <use><![CDATA[ |
2787 | <use><![CDATA[ |
2662 | Spellcasting walls pose an interesting alternative to monsters. |
2788 | Spellcasting walls pose an interesting alternative to monsters. |
2663 | Usually they are set to be undestroyable. Thus, while monsters |
2789 | Usually they are set to be undestroyable. Thus, while monsters |
2664 | 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 |
… | |
… | |
2675 | walls' spell(s). |
2801 | walls' spell(s). |
2676 | <br><br> |
2802 | <br><br> |
2677 | 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 |
2678 | 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 |
2679 | can find a working example on the map |
2805 | can find a working example on the map |
2680 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2806 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2681 | </use> |
2807 | </use> |
2682 | <attribute arch="dam" editor="spell" type="spell"> |
2808 | <attribute arch="dam" editor="spell" type="spell"> |
2683 | The magic wall will cast this <spell>. |
2809 | The magic wall will cast this <spell>. |
2684 | </attribute> |
2810 | </attribute> |
2685 | <attribute arch="level" editor="spell level" type="int"> |
2811 | <attribute arch="level" editor="spell level" type="int"> |
2686 | 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" |
2687 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2813 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2688 | 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 |
2689 | to meet the overall difficulty of your map. |
2815 | to meet the overall difficulty of your map. |
2690 | </attribute> |
2816 | </attribute> |
2691 | <attribute arch="connected" editor="connection" type="int"> |
2817 | <attribute arch="connected" editor="connection" type="string"> |
2692 | Every time the <connection> value is triggered, the wall will cast |
2818 | Every time the <connection> value is triggered, the wall will cast |
2693 | 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 |
2694 | have much visible effect. |
2820 | have much visible effect. |
2695 | </attribute> |
2821 | </attribute> |
2696 | &activate_on; |
2822 | &activate_on; |
… | |
… | |
2737 | </ignore> |
2863 | </ignore> |
2738 | <description><![CDATA[ |
2864 | <description><![CDATA[ |
2739 | 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 |
2740 | player stepping on it. This force does nothing except containing a |
2866 | player stepping on it. This force does nothing except containing a |
2741 | <key string> which can be discovered by detectors or inventory |
2867 | <key string> which can be discovered by detectors or inventory |
2742 | 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). |
2743 | <br><br> |
2870 | <br><br> |
2744 | 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, |
2745 | except by the effect that they cause on the maps. ]]> |
2872 | except by the effect that they cause on the maps.]]> |
2746 | </description> |
2873 | </description> |
2747 | <use><![CDATA[ |
2874 | <use><![CDATA[ |
2748 | Markers hold real cool possibilities for map-making. I encourage |
2875 | Markers hold real cool possibilities for map-making. I encourage |
2749 | you to use them frequently. However there is one negative point |
2876 | you to use them frequently. However there is one negative point |
2750 | 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 |
2751 | 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 |
2752 | informed and never confused. |
2879 | informed and never confused. |
2753 | <br><br> |
2880 | <br><br> |
2754 | Please avoid infinite markers when they aren't needed. They're |
2881 | Please avoid infinite markers when they aren't needed. They're |
2755 | 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 |
2756 | is no real purpose, set an expire time. ]]> |
2883 | is no real purpose, set an expire time.]]> |
2757 | </use> |
2884 | </use> |
2758 | <attribute arch="no_pick" value="1" type="fixed" /> |
2885 | <attribute arch="no_pick" value="1" type="fixed" /> |
2759 | <attribute arch="slaying" editor="key string" type="string"> |
2886 | <attribute arch="slaying" editor="key string" type="string"> |
2760 | The <key string> can be detected by inv. checkers/detectors. |
2887 | The <key string> can be detected by inv. checkers/detectors. |
2761 | If the player already has a force with that <key string>, |
2888 | If the player already has a force with that <key string>, |
2762 | there won't be inserted a second one. |
2889 | there won't be inserted a second one. |
2763 | </attribute> |
2890 | </attribute> |
2764 | <attribute arch="connected" editor="connection" type="int"> |
2891 | <attribute arch="connected" editor="connection" type="string"> |
2765 | When the detector is triggered, all objects with the same |
2892 | When the detector is triggered, all objects with the same |
2766 | connection value get activated. |
2893 | connection value get activated. |
2767 | </attribute> |
2894 | </attribute> |
2768 | <attribute arch="speed" editor="marking speed" type="float"> |
2895 | <attribute arch="speed" editor="marking speed" type="float"> |
2769 | The <marking speed> defines how quickly it will mark something |
2896 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2807 | 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 |
2808 | 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 |
2809 | subtracted from the player's money. |
2936 | subtracted from the player's money. |
2810 | <br><br> |
2937 | <br><br> |
2811 | For money, always use the default arches. |
2938 | For money, always use the default arches. |
2812 | Don't modify them. ]]> |
2939 | Don't modify them.]]> |
2813 | </description> |
2940 | </description> |
2814 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2941 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2815 | </type> |
2942 | </type> |
2816 | |
2943 | |
2817 | <!--####################################################################--> |
2944 | <!--####################################################################--> |
… | |
… | |
2832 | Monsters can behave in various kinds of ways. |
2959 | Monsters can behave in various kinds of ways. |
2833 | They can be aggressive, attacking the player. Or peaceful, |
2960 | They can be aggressive, attacking the player. Or peaceful, |
2834 | helping the player - maybe joining him as pet. |
2961 | helping the player - maybe joining him as pet. |
2835 | The unagressive creatures who communicate with players are |
2962 | The unagressive creatures who communicate with players are |
2836 | usually called "NPCs" (Non Player Character), a well-known |
2963 | usually called "NPCs" (Non Player Character), a well-known |
2837 | term in role-play environments. ]]> |
2964 | term in role-play environments.]]> |
2838 | </description> |
2965 | </description> |
2839 | <use><![CDATA[ |
2966 | <use><![CDATA[ |
2840 | Monsters play a central role in most maps. Choosing the right |
2967 | Monsters play a central role in most maps. Choosing the right |
2841 | combination of monsters for your map is vital: |
2968 | combination of monsters for your map is vital: |
2842 | <UL> |
2969 | <UL> |
… | |
… | |
2867 | can use. |
2994 | can use. |
2868 | </UL> |
2995 | </UL> |
2869 | 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 |
2870 | 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. |
2871 | 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 |
2872 | receive some. :-) ]]> |
2999 | receive some. :-)]]> |
2873 | </use> |
3000 | </use> |
2874 | <attribute arch="alive" value="1" type="fixed" /> |
3001 | <attribute arch="alive" value="1" type="fixed" /> |
2875 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
3002 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2876 | When the monster is killed, items from the treasurelist will |
3003 | When the monster is killed, items from the treasurelist will |
2877 | 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 |
… | |
… | |
3125 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3252 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3126 | Monsters which <stand still> won't move to leave their position. |
3253 | Monsters which <stand still> won't move to leave their position. |
3127 | When agressive, they will attack all enemies who get close to |
3254 | When agressive, they will attack all enemies who get close to |
3128 | them. This behaviour is commonly known from castle guards. |
3255 | them. This behaviour is commonly known from castle guards. |
3129 | |
3256 | |
3130 | In older versions of Crossfire it was possible to eventually |
3257 | In older versions of Deliantra it was possible to eventually |
3131 | push a <stand still>-monster out of position by force. |
3258 | push a <stand still>-monster out of position by force. |
3132 | I believe this is no longer possible. Neverthless, you should |
3259 | I believe this is no longer possible. Neverthless, you should |
3133 | still be cautious when lining up <stand still>-monster in order |
3260 | still be cautious when lining up <stand still>-monster in order |
3134 | to "defend" something: Such monsters are rather easy to kill. |
3261 | to "defend" something: Such monsters are rather easy to kill. |
3135 | It's good for low level maps, but not much more. |
3262 | It's good for low level maps, but not much more. |
… | |
… | |
3206 | </ignore> |
3333 | </ignore> |
3207 | <description><![CDATA[ |
3334 | <description><![CDATA[ |
3208 | As the name implies, mood floors can change the "mood" of |
3335 | As the name implies, mood floors can change the "mood" of |
3209 | a monsters/NPC. For example, an unagressive monster could be |
3336 | a monsters/NPC. For example, an unagressive monster could be |
3210 | turned mad to start attacking. Similar, an agressive monster |
3337 | turned mad to start attacking. Similar, an agressive monster |
3211 | could be calmed. ]]> |
3338 | could be calmed.]]> |
3212 | </description> |
3339 | </description> |
3213 | <use><![CDATA[ |
3340 | <use><![CDATA[ |
3214 | Mood floors are absolutely cool for NPC interaction. To make an |
3341 | Mood floors are absolutely cool for NPC interaction. To make an |
3215 | unaggressive monster/NPC attack, put a creator with "other_arch |
3342 | unaggressive monster/NPC attack, put a creator with "other_arch |
3216 | 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 |
… | |
… | |
3220 | 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 |
3221 | "help me" - and the NPC joins him as pet. |
3348 | "help me" - and the NPC joins him as pet. |
3222 | <br><br> |
3349 | <br><br> |
3223 | (Of course you must always give clear hints about keywords! |
3350 | (Of course you must always give clear hints about keywords! |
3224 | 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 |
3225 | etc. instead of a magic_ear.) ]]> |
3352 | etc. instead of a magic_ear.)]]> |
3226 | </use> |
3353 | </use> |
3227 | <attribute arch="no_pick" value="1" type="fixed" /> |
3354 | <attribute arch="no_pick" value="1" type="fixed" /> |
3228 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3355 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3229 | <mood> is used to determine what will happen to the |
3356 | <mood> is used to determine what will happen to the |
3230 | monster when affected by the mood floor: |
3357 | monster when affected by the mood floor: |
… | |
… | |
3240 | <mood> 'charm': Turns monster into a pet of person |
3367 | <mood> 'charm': Turns monster into a pet of person |
3241 | who triggers the square. This setting is not |
3368 | who triggers the square. This setting is not |
3242 | enabled for continous operation, you need to |
3369 | enabled for continous operation, you need to |
3243 | insert a <connection> value! |
3370 | insert a <connection> value! |
3244 | </attribute> |
3371 | </attribute> |
3245 | <attribute arch="connected" editor="connection" type="int"> |
3372 | <attribute arch="connected" editor="connection" type="string"> |
3246 | This should only be set in combination with <mood number> 4. |
3373 | This should only be set in combination with <mood number> 4. |
3247 | 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 |
3248 | step on it. But charming (monster -> pet) is too powerful, |
3375 | step on it. But charming (monster -> pet) is too powerful, |
3249 | so it needs to be activated. |
3376 | so it needs to be activated. |
3250 | |
3377 | |
… | |
… | |
3274 | can monsters. Motion is involuntary. Additionally, players or |
3401 | can monsters. Motion is involuntary. Additionally, players or |
3275 | 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 |
3276 | move along a chain of them. |
3403 | move along a chain of them. |
3277 | <br><br> |
3404 | <br><br> |
3278 | Multisquare monsters can be moved as well, given |
3405 | Multisquare monsters can be moved as well, given |
3279 | enough space. Movers are usually invisible. ]]> |
3406 | enough space. Movers are usually invisible.]]> |
3280 | </description> |
3407 | </description> |
3281 | <use><![CDATA[ |
3408 | <use><![CDATA[ |
3282 | NEVER EVER consider a mover being unpassable in the backwards |
3409 | NEVER EVER consider a mover being unpassable in the backwards |
3283 | direction. Setting "forced movement" makes it seemingly impossible |
3410 | direction. Setting "forced movement" makes it seemingly impossible |
3284 | 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 |
… | |
… | |
3291 | cannot be discovered with the show_invisible spell. |
3418 | cannot be discovered with the show_invisible spell. |
3292 | <br><br> |
3419 | <br><br> |
3293 | Note that Movers and Directors are seperate objects, even though |
3420 | Note that Movers and Directors are seperate objects, even though |
3294 | they look and act similar. Directors only do spells/missiles, |
3421 | they look and act similar. Directors only do spells/missiles, |
3295 | while movers only do living creatures (depending on how it |
3422 | while movers only do living creatures (depending on how it |
3296 | is set: monsters and players). ]]> |
3423 | is set: monsters and players).]]> |
3297 | </use> |
3424 | </use> |
3298 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3425 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3299 | If forced movement is enabled, the mover "freezes" anyone it |
3426 | If forced movement is enabled, the mover "freezes" anyone it |
3300 | moves (so they are forced to move along a chain). |
3427 | moves (so they are forced to move along a chain). |
3301 | For players there is no way to escape this forced movement, |
3428 | For players there is no way to escape this forced movement, |
… | |
… | |
3353 | <ignore_list name="non_pickable" /> |
3480 | <ignore_list name="non_pickable" /> |
3354 | </ignore> |
3481 | </ignore> |
3355 | <description><![CDATA[ |
3482 | <description><![CDATA[ |
3356 | Pedestals are designed to detect certain types of living objects. |
3483 | Pedestals are designed to detect certain types of living objects. |
3357 | 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 |
3358 | connected value is triggered. ]]> |
3485 | connected value is triggered.]]> |
3359 | </description> |
3486 | </description> |
3360 | <use><![CDATA[ |
3487 | <use><![CDATA[ |
3361 | 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 |
3362 | 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 |
3363 | 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, |
3364 | because many other players could sneak in. If you put powerful |
3491 | because many other players could sneak in. If you put powerful |
3365 | artifacts into such places, generally set "startequip 1", so that |
3492 | artifacts into such places, generally set "startequip 1", so that |
3366 | 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.]]> |
3367 | </use> |
3494 | </use> |
3368 | <attribute arch="no_pick" value="1" type="fixed" /> |
3495 | <attribute arch="no_pick" value="1" type="fixed" /> |
3369 | <attribute arch="slaying" editor="match race" type="string"> |
3496 | <attribute arch="slaying" editor="match race" type="string"> |
3370 | 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> |
3371 | 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. |
… | |
… | |
3373 | place where only fireborns can enter, by setting "slaying unnatural". |
3500 | place where only fireborns can enter, by setting "slaying unnatural". |
3374 | |
3501 | |
3375 | 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 |
3376 | 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 |
3377 | but not for monsters. |
3504 | but not for monsters. |
|
|
3505 | |
|
|
3506 | &match_compat; |
3378 | </attribute> |
3507 | </attribute> |
3379 | <attribute arch="connected" editor="connection" type="int"> |
3508 | <attribute arch="connected" editor="connection" type="string"> |
3380 | When the pedestal is triggered, all objects with the same |
3509 | When the pedestal is triggered, all objects with the same |
3381 | connection value get activated. |
3510 | connection value get activated. |
3382 | </attribute> |
3511 | </attribute> |
3383 | &move_on; |
3512 | &move_on; |
3384 | </type> |
3513 | </type> |
3385 | |
3514 | |
3386 | <!--####################################################################--> |
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 | <!--####################################################################--> |
3387 | <type number="94" name="Pit"> |
3565 | <type number="94" name="Pit"> |
3388 | <ignore> |
3566 | <ignore> |
3389 | <ignore_list name="non_pickable" /> |
3567 | <ignore_list name="non_pickable" /> |
3390 | </ignore> |
3568 | </ignore> |
3391 | <description><![CDATA[ |
3569 | <description><![CDATA[ |
3392 | 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. |
3393 | 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 |
3394 | the exact destination, but within a two-square radius of the destination |
3572 | the exact destination, but within a configurable radius of the destination |
3395 | (never on blocked squares).<br> |
3573 | (never on blocked squares).<br> |
3396 | 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> |
3397 | 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. |
3398 | Even multipart monsters can fall through them, given enough space. ]]> |
3576 | Even multipart monsters can fall through them, given enough space.]]> |
3399 | </description> |
3577 | </description> |
3400 | <use><![CDATA[ |
3578 | <use><![CDATA[ |
3401 | 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 |
3402 | 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 |
3403 | 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 |
3404 | randomly interconnect maps like teleporters do. ]]> |
3582 | randomly interconnect maps like teleporters do.]]> |
3405 | </use> |
3583 | </use> |
3406 | <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> |
3407 | <attribute arch="connected" editor="connection" type="int"> |
3588 | <attribute arch="connected" editor="connection" type="string"> |
3408 | 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 |
3409 | by activating the connection. |
3590 | by activating the connection. |
3410 | </attribute> |
3591 | </attribute> |
3411 | &activate_on; |
3592 | &activate_on; |
3412 | <attribute arch="hp" editor="destination X" type="int"> |
3593 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3432 | |
3613 | |
3433 | <!--####################################################################--> |
3614 | <!--####################################################################--> |
3434 | <type number="7" name="Poison Food"> |
3615 | <type number="7" name="Poison Food"> |
3435 | <description><![CDATA[ |
3616 | <description><![CDATA[ |
3436 | 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. |
3437 | If his food drops to zero, the player might even die. ]]> |
3618 | If his food drops to zero, the player might even die.]]> |
3438 | </description> |
3619 | </description> |
3439 | </type> |
3620 | </type> |
3440 | |
3621 | |
3441 | <!--####################################################################--> |
3622 | <!--####################################################################--> |
3442 | <type number="5" name="Potion"> |
3623 | <type number="5" name="Potion"> |
3443 | <description><![CDATA[ |
3624 | <description><![CDATA[ |
3444 | The player can drink these and gain various kinds of benefits |
3625 | The player can drink these and gain various kinds of benefits |
3445 | (/penalties) by doing so. ]]> |
3626 | (/penalties) by doing so.]]> |
3446 | </description> |
3627 | </description> |
3447 | <use><![CDATA[ |
3628 | <use><![CDATA[ |
3448 | One potion should never give multiple benefits at once. ]]> |
3629 | One potion should never give multiple benefits at once.]]> |
3449 | </use> |
3630 | </use> |
3450 | <attribute arch="level" editor="potion level" type="int"> |
3631 | <attribute arch="level" editor="potion level" type="int"> |
3451 | 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. |
3452 | For other potions it should be set at least to 1. |
3633 | For other potions it should be set at least to 1. |
3453 | </attribute> |
3634 | </attribute> |
… | |
… | |
3480 | <type number="156" name="Power Crystal"> |
3661 | <type number="156" name="Power Crystal"> |
3481 | <description><![CDATA[ |
3662 | <description><![CDATA[ |
3482 | Power crystals can store a player's mana: |
3663 | Power crystals can store a player's mana: |
3483 | When the player applies the crystal with full mana, half of |
3664 | When the player applies the crystal with full mana, half of |
3484 | it flows into the crystal. When the player applies it with |
3665 | it flows into the crystal. When the player applies it with |
3485 | lacking mana, the crystal replenishes the player's mana. ]]> |
3666 | lacking mana, the crystal replenishes the player's mana.]]> |
3486 | </description> |
3667 | </description> |
3487 | <attribute arch="sp" editor="initial mana" type="int"> |
3668 | <attribute arch="sp" editor="initial mana" type="int"> |
3488 | <initial mana> is the amount of spellpoints that the |
3669 | <initial mana> is the amount of spellpoints that the |
3489 | crystal holds when the map is loaded. |
3670 | crystal holds when the map is loaded. |
3490 | </attribute> |
3671 | </attribute> |
… | |
… | |
3502 | Projectiles like arrows/crossbow bolts are used as ammunition |
3683 | Projectiles like arrows/crossbow bolts are used as ammunition |
3503 | for shooting weapons. |
3684 | for shooting weapons. |
3504 | <br><br> |
3685 | <br><br> |
3505 | It's very easy to add new pairs of weapons & projectiles. |
3686 | It's very easy to add new pairs of weapons & projectiles. |
3506 | Just set matching <ammunition class> both for shooting |
3687 | Just set matching <ammunition class> both for shooting |
3507 | weapon and projectile. ]]> |
3688 | weapon and projectile.]]> |
3508 | </description> |
3689 | </description> |
3509 | <use><![CDATA[ |
3690 | <use><![CDATA[ |
3510 | If you want to create new kinds of projectiles, you could |
3691 | If you want to create new kinds of projectiles, you could |
3511 | add an alchemical receipe to create these. |
3692 | add an alchemical receipe to create these. |
3512 | |
3693 | |
3513 | Don't create new pairs of weapons & projectiles unless |
3694 | Don't create new pairs of weapons & projectiles unless |
3514 | they really fullfill a useful purpose. In fact, even bows |
3695 | they really fullfill a useful purpose. In fact, even bows |
3515 | and crossbows are rarely ever used. ]]> |
3696 | and crossbows are rarely ever used.]]> |
3516 | </use> |
3697 | </use> |
3517 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3698 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3518 | This number is a bitmask, specifying the projectile's attacktypes. |
3699 | This number is a bitmask, specifying the projectile's attacktypes. |
3519 | Attacktypes are: physical, magical, fire, cold.. etc. |
3700 | Attacktypes are: physical, magical, fire, cold.. etc. |
3520 | This works identical to melee weapons. Note that shooting |
3701 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3582 | <type number="70" name="Ring"> |
3763 | <type number="70" name="Ring"> |
3583 | <import_type name="Amulet" /> |
3764 | <import_type name="Amulet" /> |
3584 | <description><![CDATA[ |
3765 | <description><![CDATA[ |
3585 | Rings are worn on the hands - one ring each. |
3766 | Rings are worn on the hands - one ring each. |
3586 | Wearing rings, the object's stats will directly be inherited to |
3767 | Wearing rings, the object's stats will directly be inherited to |
3587 | the player. Usually enhancing his spellcasting potential. ]]> |
3768 | the player. Usually enhancing his spellcasting potential.]]> |
3588 | </description> |
3769 | </description> |
3589 | <use><![CDATA[ |
3770 | <use><![CDATA[ |
3590 | When you create an artifact ring, never forget that players can |
3771 | When you create an artifact ring, never forget that players can |
3591 | 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 |
3592 | keep rings in balance with the game. |
3773 | keep rings in balance with the game. |
3593 | <br><br> |
3774 | <br><br> |
3594 | 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. |
3595 | They should primarily grant bonuses to spellcasting abilities |
3776 | They should primarily grant bonuses to spellcasting abilities |
3596 | and non-physical resistances. ]]> |
3777 | and non-physical resistances.]]> |
3597 | </use> |
3778 | </use> |
3598 | </type> |
3779 | </type> |
3599 | |
3780 | |
3600 | <!--####################################################################--> |
3781 | <!--####################################################################--> |
3601 | <type number="3" name="Rod"> |
3782 | <type number="3" name="Rod"> |
… | |
… | |
3604 | </ignore> |
3785 | </ignore> |
3605 | <description><![CDATA[ |
3786 | <description><![CDATA[ |
3606 | 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 |
3607 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3788 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3608 | 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 |
3609 | used endlessly. ]]> |
3790 | used endlessly.]]> |
3610 | </description> |
3791 | </description> |
3611 | <use><![CDATA[ |
3792 | <use><![CDATA[ |
3612 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3793 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3613 | 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 |
3614 | one-time-use.<br> ]]> |
3795 | one-time-use.<br>]]> |
3615 | </use> |
3796 | </use> |
3616 | <attribute arch="sp" editor="spell" type="spell"> |
3797 | <attribute arch="sp" editor="spell" type="spell"> |
3617 | 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 |
3618 | 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! |
3619 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3800 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3659 | 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 |
3660 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3841 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3661 | 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 |
3662 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3843 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3663 | <br><br> |
3844 | <br><br> |
3664 | Many runes are already defined in the archetypes. ]]> |
3845 | Many runes are already defined in the archetypes.]]> |
3665 | </description> |
3846 | </description> |
3666 | <use><![CDATA[ |
3847 | <use><![CDATA[ |
3667 | Avoid monsters stepping on your runes. For example, summoning runes |
3848 | Avoid monsters stepping on your runes. For example, summoning runes |
3668 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3849 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3669 | </use> |
3850 | </use> |
3670 | <attribute arch="no_pick" value="1" type="fixed" /> |
3851 | <attribute arch="no_pick" value="1" type="fixed" /> |
3671 | &move_on; |
3852 | &move_on; |
3672 | <attribute arch="level" editor="rune level" type="int"> |
3853 | <attribute arch="level" editor="rune level" type="int"> |
3673 | 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, |
… | |
… | |
3741 | <ignore_list name="non_pickable" /> |
3922 | <ignore_list name="non_pickable" /> |
3742 | </ignore> |
3923 | </ignore> |
3743 | <description><![CDATA[ |
3924 | <description><![CDATA[ |
3744 | 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 |
3745 | respawn-after-death and his word-of-recall positions are pointing |
3926 | respawn-after-death and his word-of-recall positions are pointing |
3746 | to the last-applied savebed. ]]> |
3927 | to the last-applied savebed.]]> |
3747 | </description> |
3928 | </description> |
3748 | <use><![CDATA[ |
3929 | <use><![CDATA[ |
3749 | Put savebed locations in towns, do not put them into dungeons. |
3930 | Put savebed locations in towns, do not put them into dungeons. |
3750 | 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. |
3751 | That means: |
3932 | That means: |
3752 | <UL> |
3933 | <UL> |
3753 | <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! |
3754 | <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. |
3755 | <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 |
3756 | players get trapped in a savebed location. |
3937 | players get trapped in a savebed location. |
3757 | <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 |
3758 | arch called "dungeon_magic" everywhere). This is not required, |
3939 | arch called "dungeon_magic" everywhere). This is not required, |
3759 | but it makes the place much more safe. |
3940 | but it makes the place much more safe. |
3760 | </UL> ]]> |
3941 | </UL>]]> |
3761 | </use> |
3942 | </use> |
3762 | <attribute arch="no_pick" value="1" type="fixed" /> |
3943 | <attribute arch="no_pick" value="1" type="fixed" /> |
3763 | <attribute arch="no_magic" value="1" type="fixed" /> |
3944 | <attribute arch="no_magic" value="1" type="fixed" /> |
3764 | <attribute arch="damned" value="1" type="fixed" /> |
3945 | <attribute arch="damned" value="1" type="fixed" /> |
3765 | </type> |
3946 | </type> |
… | |
… | |
3772 | <description><![CDATA[ |
3953 | <description><![CDATA[ |
3773 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3954 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3774 | scrolls require a certain literacy skill to read successfully. |
3955 | scrolls require a certain literacy skill to read successfully. |
3775 | Accordingly, for a successful reading, a small amount of |
3956 | Accordingly, for a successful reading, a small amount of |
3776 | experience is gained. Scrolls allow only one time usage, but |
3957 | experience is gained. Scrolls allow only one time usage, but |
3777 | usually they are sold in bulks. ]]> |
3958 | usually they are sold in bulks.]]> |
3778 | </description> |
3959 | </description> |
3779 | <use><![CDATA[ |
3960 | <use><![CDATA[ |
3780 | For low level quests, scrolls of healing/curing-spells |
3961 | For low level quests, scrolls of healing/curing-spells |
3781 | can be a nice reward. At higher levels, scrolls become less |
3962 | can be a nice reward. At higher levels, scrolls become less |
3782 | and less useful. ]]> |
3963 | and less useful.]]> |
3783 | </use> |
3964 | </use> |
3784 | <attribute arch="level" editor="casting level" type="int"> |
3965 | <attribute arch="level" editor="casting level" type="int"> |
3785 | The spell of the scroll will be casted at this level. |
3966 | The spell of the scroll will be casted at this level. |
3786 | This value should always be set, at least to 1. |
3967 | This value should always be set, at least to 1. |
3787 | </attribute> |
3968 | </attribute> |
… | |
… | |
3799 | <type number="33" name="Shield"> |
3980 | <type number="33" name="Shield"> |
3800 | <import_type name="Amulet" /> |
3981 | <import_type name="Amulet" /> |
3801 | <description><![CDATA[ |
3982 | <description><![CDATA[ |
3802 | 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 |
3803 | the player. Shields usually provide good defense, only surpassed |
3984 | the player. Shields usually provide good defense, only surpassed |
3804 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3985 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3805 | </description> |
3986 | </description> |
3806 | <use><![CDATA[ |
3987 | <use><![CDATA[ |
3807 | 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 |
3808 | important that you keep your artifact in balance with existing maps. ]]> |
3989 | important that you keep your artifact in balance with existing maps.]]> |
3809 | </use> |
3990 | </use> |
3810 | <attribute arch="magic" editor="magic bonus" type="int"> |
3991 | <attribute arch="magic" editor="magic bonus" type="int"> |
3811 | <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 |
3812 | "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 |
3813 | than direct armour-class bonus on the shield. |
3994 | than direct armour-class bonus on the shield. |
… | |
… | |
3822 | wielded both at the same time. Like with any other equipment, |
4003 | wielded both at the same time. Like with any other equipment, |
3823 | stats/bonuses from shooting weapons are directly inherited to the player. |
4004 | stats/bonuses from shooting weapons are directly inherited to the player. |
3824 | <br><br> |
4005 | <br><br> |
3825 | It's very easy to add new pairs of weapons & projectiles. |
4006 | It's very easy to add new pairs of weapons & projectiles. |
3826 | Just set matching <ammunition class> both for shooting |
4007 | Just set matching <ammunition class> both for shooting |
3827 | weapon and projectile. ]]> |
4008 | weapon and projectile.]]> |
3828 | </description> |
4009 | </description> |
3829 | <use><![CDATA[ |
4010 | <use><![CDATA[ |
3830 | Shooting weapons should not add bonuses in general. There's already |
4011 | Shooting weapons should not add bonuses in general. There's already |
3831 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4012 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3832 | Shooting weapons should especially not add bonuses to the player |
4013 | Shooting weapons should especially not add bonuses to the player |
3833 | 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 |
3834 | 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 |
3835 | - still crap. ]]> |
4016 | - still crap.]]> |
3836 | </use> |
4017 | </use> |
3837 | <attribute arch="race" editor="ammunition class" type="string"> |
4018 | <attribute arch="race" editor="ammunition class" type="string"> |
3838 | Only projectiles with matching <ammunition class> can be fired |
4019 | Only projectiles with matching <ammunition class> can be fired |
3839 | with this weapon. For normal bows set "arrows", for normal |
4020 | with this weapon. For normal bows set "arrows", for normal |
3840 | crossbows set "crossbow bolts". |
4021 | crossbows set "crossbow bolts". |
… | |
… | |
3869 | 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 |
3870 | only way to prevent low level players to wear "undeserved" equipment |
4051 | only way to prevent low level players to wear "undeserved" equipment |
3871 | (like gifts from other players or cheated items). |
4052 | (like gifts from other players or cheated items). |
3872 | |
4053 | |
3873 | It is very important to adjust the <item power> value carefully |
4054 | It is very important to adjust the <item power> value carefully |
3874 | 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 |
3875 | calculate a provisional value at runtime, but this is never |
4056 | calculate a provisional value at runtime, but this is never |
3876 | going to be an accurate measurement of <item power>. |
4057 | going to be an accurate measurement of <item power>. |
3877 | </attribute> |
4058 | </attribute> |
3878 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4059 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
3879 | Usually the player's strentgh takes effect on the damage |
4060 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
3961 | These items are all flagged as unpaid. |
4142 | These items are all flagged as unpaid. |
3962 | 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 |
3963 | unpaid and the player receives payment according to the item's |
4144 | unpaid and the player receives payment according to the item's |
3964 | selling-value. |
4145 | selling-value. |
3965 | Shopfloor always prevents magic (To hinder players from burning |
4146 | Shopfloor always prevents magic (To hinder players from burning |
3966 | or freezing the goods). ]]> |
4147 | or freezing the goods).]]> |
3967 | </description> |
4148 | </description> |
3968 | <use><![CDATA[ |
4149 | <use><![CDATA[ |
3969 | Tile your whole shop-interior space which shop floor. |
4150 | Tile your whole shop-interior space which shop floor. |
3970 | (That assures players receive payment for dropping items). |
4151 | (That assures players receive payment for dropping items). |
3971 | Place shop mats to enter/leave the shop, and make sure |
4152 | Place shop mats to enter/leave the shop, and make sure |
3972 | there is no other exit than the shop mat. ]]> |
4153 | there is no other exit than the shop mat.]]> |
3973 | </use> |
4154 | </use> |
3974 | <attribute arch="is_floor" value="1" type="fixed" /> |
4155 | <attribute arch="is_floor" value="1" type="fixed" /> |
3975 | <attribute arch="no_pick" value="1" type="fixed" /> |
4156 | <attribute arch="no_pick" value="1" type="fixed" /> |
3976 | <attribute arch="no_magic" value="1" type="fixed" /> |
4157 | <attribute arch="no_magic" value="1" type="fixed" /> |
3977 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4158 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4011 | "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/ |
4012 | or -destinations. When stepping onto a shopmat the player gets beamed |
4193 | or -destinations. When stepping onto a shopmat the player gets beamed |
4013 | 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 |
4014 | inventory, the price gets charged from his coins automatically. |
4195 | inventory, the price gets charged from his coins automatically. |
4015 | 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 |
4016 | 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).]]> |
4017 | </description> |
4198 | </description> |
4018 | <use><![CDATA[ |
4199 | <use><![CDATA[ |
4019 | As stated above, always place TWO shop mats into your shop. |
4200 | As stated above, always place TWO shop mats into your shop. |
4020 | Not more and not less than that. ]]> |
4201 | Not more and not less than that.]]> |
4021 | </use> |
4202 | </use> |
4022 | <attribute arch="no_pick" value="1" type="fixed" /> |
4203 | <attribute arch="no_pick" value="1" type="fixed" /> |
4023 | &move_on; |
4204 | &move_on; |
4024 | </type> |
4205 | </type> |
4025 | |
4206 | |
… | |
… | |
4030 | </ignore> |
4211 | </ignore> |
4031 | <description><![CDATA[ |
4212 | <description><![CDATA[ |
4032 | 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 |
4033 | 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: |
4034 | 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 |
4035 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4216 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4036 | </description> |
4217 | </description> |
4037 | <use><![CDATA[ |
4218 | <use><![CDATA[ |
4038 | 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 |
4039 | 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 |
4040 | hints about hidden secrets/dangers. Place signs to provide the player |
4221 | hints about hidden secrets/dangers. Place signs to provide the player |
4041 | 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.]]> |
4042 | </use> |
4223 | </use> |
4043 | <attribute arch="connected" editor="connection" type="int"> |
4224 | <attribute arch="connected" editor="connection" type="string"> |
4044 | 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 |
4045 | the connection is triggered. This should be used in combination with |
4226 | the connection is triggered. This should be used in combination with |
4046 | <invisible> enabled and <activate by walking/flying> disabled. |
4227 | <invisible> enabled and <activate by walking/flying> disabled. |
4047 | 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 |
4048 | printed to one player, but all players on the current map. |
4229 | printed to one player, but all players on the current map. |
… | |
… | |
4087 | <ignore_list name="system_object" /> |
4268 | <ignore_list name="system_object" /> |
4088 | </ignore> |
4269 | </ignore> |
4089 | <description><![CDATA[ |
4270 | <description><![CDATA[ |
4090 | Skills are objects which exist in the player/monster inventory. |
4271 | Skills are objects which exist in the player/monster inventory. |
4091 | 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 |
4092 | are enabled for monster use however. ]]> |
4273 | are enabled for monster use however.]]> |
4093 | </description> |
4274 | </description> |
4094 | <use><![CDATA[ |
4275 | <use><![CDATA[ |
4095 | For mapmaking, Skill objects serve two purposes: |
4276 | For mapmaking, Skill objects serve two purposes: |
4096 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4277 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4097 | 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 |
… | |
… | |
4102 | </p><p> |
4283 | </p><p> |
4103 | 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 |
4104 | copy default skill archtypes into the monsters' inventories. |
4285 | copy default skill archtypes into the monsters' inventories. |
4105 | 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 |
4106 | recommended however, to use skills in your maps which are totally |
4287 | recommended however, to use skills in your maps which are totally |
4107 | unrelated to any predefined skill archtype.</p> ]]> |
4288 | unrelated to any predefined skill archtype.</p>]]> |
4108 | </use> |
4289 | </use> |
4109 | <attribute arch="invisible" value="1" type="fixed" /> |
4290 | <attribute arch="invisible" value="1" type="fixed" /> |
4110 | <attribute arch="no_drop" value="1" type="fixed" /> |
4291 | <attribute arch="no_drop" value="1" type="fixed" /> |
4111 | <attribute arch="skill" editor="skill name" type="string"> |
4292 | <attribute arch="skill" editor="skill name" type="string"> |
4112 | The <skill name> is used for matchings. When a usable |
4293 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4122 | 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 |
4123 | 500 to their total. |
4304 | 500 to their total. |
4124 | </attribute> |
4305 | </attribute> |
4125 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4306 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4126 | The <skill type> defines the base functionality of the skill. |
4307 | The <skill type> defines the base functionality of the skill. |
4127 | 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 |
4128 | 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. |
4129 | </attribute> |
4310 | </attribute> |
4130 | <attribute arch="level" editor="level" type="int"> |
4311 | <attribute arch="level" editor="level" type="int"> |
4131 | </attribute> |
4312 | </attribute> |
4132 | <attribute arch="exp" editor="experience" type="int"> |
4313 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4141 | |
4322 | |
4142 | <!--####################################################################--> |
4323 | <!--####################################################################--> |
4143 | <type number="130" name="Skill Scroll"> |
4324 | <type number="130" name="Skill Scroll"> |
4144 | <description><![CDATA[ |
4325 | <description><![CDATA[ |
4145 | 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 |
4146 | contained skill. ]]> |
4327 | contained skill.]]> |
4147 | </description> |
4328 | </description> |
4148 | <use><![CDATA[ |
4329 | <use><![CDATA[ |
4149 | Skill scrolls are very much sought for by players. Currently, |
4330 | Skill scrolls are very much sought for by players. Currently, |
4150 | 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 |
4151 | 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 |
4152 | skill scrolls rewarded at the end. ]]> |
4333 | skill scrolls rewarded at the end.]]> |
4153 | </use> |
4334 | </use> |
4154 | <attribute arch="race" value="scrolls" type="fixed" /> |
4335 | <attribute arch="race" value="scrolls" type="fixed" /> |
4155 | <attribute arch="skill" editor="skill name" type="string"> |
4336 | <attribute arch="skill" editor="skill name" type="string"> |
4156 | The <skill name> matches the skill object that can |
4337 | The <skill name> matches the skill object that can |
4157 | be learned from this scroll. |
4338 | be learned from this scroll. |
… | |
… | |
4167 | When carrying the appropriate special key, a locked door can |
4348 | When carrying the appropriate special key, a locked door can |
4168 | be opened. The key will dissapear. |
4349 | be opened. The key will dissapear. |
4169 | <br><br> |
4350 | <br><br> |
4170 | This object-type can also be used for "passport"-like items: |
4351 | This object-type can also be used for "passport"-like items: |
4171 | When walking onto an invetory checker, a gate for example might |
4352 | When walking onto an invetory checker, a gate for example might |
4172 | get opened. The "passport" will stay in the player's inventory. ]]> |
4353 | get opened. The "passport" will stay in the player's inventory.]]> |
4173 | </description> |
4354 | </description> |
4174 | <use><![CDATA[ |
4355 | <use><![CDATA[ |
4175 | How to make a "passport": You take the special key arch |
4356 | How to make a "passport": You take the special key arch |
4176 | (archetype name is "key2"), set the face to something like |
4357 | (archetype name is "key2"), set the face to something like |
4177 | 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> |
4178 | certainly must match with the appropiate inventory checker. |
4359 | certainly must match with the appropiate inventory checker. |
4179 | <br><br> |
4360 | <br><br> |
4180 | Of course you can be creative with names and faces of |
4361 | Of course you can be creative with names and faces of |
4181 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4362 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4182 | (with appropriate faces) appear more interesting than just |
4363 | (with appropriate faces) appear more interesting than just |
4183 | a "strange key", or "passport". ]]> |
4364 | a "strange key", or "passport".]]> |
4184 | </use> |
4365 | </use> |
4185 | <attribute arch="slaying" editor="key string" type="string"> |
4366 | <attribute arch="slaying" editor="key string" type="string"> |
4186 | This string must be identical with the <key string> in the |
4367 | This string must be identical with the <key string> in the |
4187 | 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 |
4188 | to trigger inventory checkers. |
4369 | to trigger inventory checkers. |
… | |
… | |
4223 | players can learn it by reading the book. Once learned, players |
4404 | players can learn it by reading the book. Once learned, players |
4224 | 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 |
4225 | 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> |
4226 | Monsters can use spells which are put in their inventory (provided |
4407 | Monsters can use spells which are put in their inventory (provided |
4227 | that certain "enabling" settings are correct). The monster's |
4408 | that certain "enabling" settings are correct). The monster's |
4228 | <treasurelist> can also be used to provide it with spells. ]]> |
4409 | <treasurelist> can also be used to provide it with spells.]]> |
4229 | </description> |
4410 | </description> |
4230 | <use><![CDATA[ |
4411 | <use><![CDATA[ |
4231 | A lot of the spells' settings can be tuned and customized. |
4412 | A lot of the spells' settings can be tuned and customized. |
4232 | When creating new spells which are accessible to players, it is |
4413 | When creating new spells which are accessible to players, it is |
4233 | important to think about balance. A single spell which is too |
4414 | important to think about balance. A single spell which is too |
4234 | 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 |
4235 | and magic school system out of whack. Testing new spells is |
4416 | and magic school system out of whack. Testing new spells is |
4236 | quite important therefore. ]]> |
4417 | quite important therefore.]]> |
4237 | </use> |
4418 | </use> |
4238 | <attribute arch="no_drop" value="1" type="fixed" /> |
4419 | <attribute arch="no_drop" value="1" type="fixed" /> |
4239 | <attribute arch="invisible" value="1" type="fixed" /> |
4420 | <attribute arch="invisible" value="1" type="fixed" /> |
4240 | <attribute arch="skill" editor="skill name" type="string"> |
4421 | <attribute arch="skill" editor="skill name" type="string"> |
4241 | The <skill name> matches the skill which is needed |
4422 | The <skill name> matches the skill which is needed |
… | |
… | |
4273 | to read.<br><br> |
4454 | to read.<br><br> |
4274 | You can create widely customized spells only by adjusting the |
4455 | You can create widely customized spells only by adjusting the |
4275 | spell object in the spellbooks inventory. Refer to the description |
4456 | spell object in the spellbooks inventory. Refer to the description |
4276 | of spell objects for detailed information how to customize spells.<br> |
4457 | of spell objects for detailed information how to customize spells.<br> |
4277 | 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> |
4278 | with a compilation of spells that the book may contain. ]]> |
4459 | with a compilation of spells that the book may contain.]]> |
4279 | </description> |
4460 | </description> |
4280 | <use><![CDATA[ |
4461 | <use><![CDATA[ |
4281 | 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 |
4282 | reserved for the followers of the appropriate cults. Handing them |
4463 | reserved for the followers of the appropriate cults. Handing them |
4283 | out in a spellbook would violate the balance between different religions. |
4464 | out in a spellbook would violate the balance between different religions. |
4284 | <br><br> |
4465 | <br><br> |
4285 | Note that there is no fundamental difference between the spellbooks |
4466 | Note that there is no fundamental difference between the spellbooks |
4286 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4467 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4287 | even praying). The difference lies only in the spells they contain. |
4468 | even praying). The difference lies only in the spells they contain. |
4288 | 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 |
4289 | for your spells. ]]> |
4470 | for your spells.]]> |
4290 | </use> |
4471 | </use> |
4291 | <attribute arch="skill" value="literacy" type="fixed" /> |
4472 | <attribute arch="skill" value="literacy" type="fixed" /> |
4292 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4473 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4293 | There are two ways to put spells into a spellbook: |
4474 | There are two ways to put spells into a spellbook: |
4294 | 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, |
… | |
… | |
4313 | </ignore> |
4494 | </ignore> |
4314 | <description><![CDATA[ |
4495 | <description><![CDATA[ |
4315 | Spinners change the direction of spell objects and other projectiles |
4496 | Spinners change the direction of spell objects and other projectiles |
4316 | 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 |
4317 | 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 |
4318 | is always changed by a certain degree. ]]> |
4499 | is always changed by a certain degree.]]> |
4319 | </description> |
4500 | </description> |
4320 | <use><![CDATA[ |
4501 | <use><![CDATA[ |
4321 | Spinners are very rarely used. I believe they are quite |
4502 | Spinners are very rarely used. I believe they are quite |
4322 | 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 |
4323 | 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 |
4324 | otherwise couldn't. |
4505 | otherwise couldn't. |
4325 | |
4506 | |
4326 | 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- |
4327 | projectiles from magic walls don't get to fly in loops. ]]> |
4508 | projectiles from magic walls don't get to fly in loops.]]> |
4328 | </use> |
4509 | </use> |
4329 | <attribute arch="sp" editor="direction number" type="int"> |
4510 | <attribute arch="sp" editor="direction number" type="int"> |
4330 | The spinner will change the direction of flying objects by |
4511 | The spinner will change the direction of flying objects by |
4331 | 45 degrees per <direction number>. Negative values spin clockwise, |
4512 | 45 degrees per <direction number>. Negative values spin clockwise, |
4332 | positive values counter clockwise. |
4513 | positive values counter clockwise. |
… | |
… | |
4345 | Swamp areas show a special behaviour: |
4526 | Swamp areas show a special behaviour: |
4346 | 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, |
4347 | he will start to sink in and eventually drown and die. |
4528 | he will start to sink in and eventually drown and die. |
4348 | Items dropped on the swamp sink in and dissapear. |
4529 | Items dropped on the swamp sink in and dissapear. |
4349 | 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 |
4350 | to die in the swamp. ]]> |
4531 | to die in the swamp.]]> |
4351 | </description> |
4532 | </description> |
4352 | <attribute arch="is_floor" value="1" type="fixed" /> |
4533 | <attribute arch="is_floor" value="1" type="fixed" /> |
4353 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4534 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4354 | <attribute arch="speed" editor="drowning speed" type="float"> |
4535 | <attribute arch="speed" editor="drowning speed" type="float"> |
4355 | The higher the <drowning speed>, the faster will players and items |
4536 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4379 | different location. The main difference to the object-type exit |
4560 | different location. The main difference to the object-type exit |
4380 | is the possibility to have teleporters connected to levers/buttons/etc. |
4561 | is the possibility to have teleporters connected to levers/buttons/etc. |
4381 | Sometimes teleporters are activated even against the players will. |
4562 | Sometimes teleporters are activated even against the players will. |
4382 | <br><br> |
4563 | <br><br> |
4383 | Unlike exits, teleporters can also transfer items and |
4564 | Unlike exits, teleporters can also transfer items and |
4384 | monsters to different locations on the same map. ]]> |
4565 | monsters to different locations on the same map.]]> |
4385 | </description> |
4566 | </description> |
4386 | <use><![CDATA[ |
4567 | <use><![CDATA[ |
4387 | 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 |
4388 | an invisible teleporter. If using "invisible 1", the teleporter |
4569 | an invisible teleporter. If using "invisible 1", the teleporter |
4389 | can still be discovered with the show_invisible spell. And in |
4570 | can still be discovered with the show_invisible spell. And in |
4390 | 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. |
4391 | <br><br> |
4572 | <br><br> |
4392 | Fortunately, there is a cool trick to make a perfectly invisible |
4573 | Fortunately, there is a cool trick to make a perfectly invisible |
4393 | teleporter: You simply add teleporter functionality to the floor |
4574 | teleporter: You simply add teleporter functionality to the floor |
4394 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4575 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4395 | 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.]]> |
4396 | </use> |
4577 | </use> |
4397 | <attribute arch="slaying" editor="exit path" type="string"> |
4578 | <attribute arch="slaying" editor="exit path" type="string"> |
4398 | 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. |
4399 | <exit path> can be an absolute path, beginning with '/' |
4580 | <exit path> can be an absolute path, beginning with '/' |
4400 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4581 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4436 | be transferred to the "default enter location" of the destined map. |
4617 | be transferred to the "default enter location" of the destined map. |
4437 | 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, |
4438 | 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 |
4439 | map-bugs. |
4620 | map-bugs. |
4440 | </attribute> |
4621 | </attribute> |
4441 | <attribute arch="connected" editor="connection" type="int"> |
4622 | <attribute arch="connected" editor="connection" type="string"> |
4442 | If a connection value is set, the teleporter will be activated |
4623 | If a connection value is set, the teleporter will be activated |
4443 | whenever the connection is triggered. To use this properly, |
4624 | whenever the connection is triggered. To use this properly, |
4444 | <activation speed> must be zero. |
4625 | <activation speed> must be zero. |
4445 | </attribute> |
4626 | </attribute> |
4446 | &activate_on; |
4627 | &activate_on; |
… | |
… | |
4461 | <type number="26" name="Timed Gate"> |
4642 | <type number="26" name="Timed Gate"> |
4462 | <ignore> |
4643 | <ignore> |
4463 | <ignore_list name="non_pickable" /> |
4644 | <ignore_list name="non_pickable" /> |
4464 | </ignore> |
4645 | </ignore> |
4465 | <description><![CDATA[ |
4646 | <description><![CDATA[ |
4466 | Gates play an important role in Crossfire. Gates can be opened |
4647 | Gates play an important role in Deliantra. Gates can be opened |
4467 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4648 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4468 | or carrying special key-objects (-> inventory checker). |
4649 | or carrying special key-objects (-> inventory checker). |
4469 | 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 |
4470 | passed, which makes them more practical in many cases. Unlike normal |
4651 | passed, which makes them more practical in many cases. Unlike normal |
4471 | gates, timed gates open when triggered but automatically close again |
4652 | gates, timed gates open when triggered but automatically close again |
4472 | after some time.]]> |
4653 | after some time.]]> |
4473 | </description> |
4654 | </description> |
4474 | <use><![CDATA[ |
4655 | <use><![CDATA[ |
4475 | Use gates to divide your maps into separated areas. After solving |
4656 | Use gates to divide your maps into separated areas. After solving |
4476 | 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 |
4477 | maps more complex than "one-way". ]]> |
4658 | maps more complex than "one-way".]]> |
4478 | </use> |
4659 | </use> |
4479 | <attribute arch="no_pick" value="1" type="fixed" /> |
4660 | <attribute arch="no_pick" value="1" type="fixed" /> |
4480 | <attribute arch="connected" editor="connection" type="int"> |
4661 | <attribute arch="connected" editor="connection" type="string"> |
4481 | Whenever the inventory checker is triggered, all objects with identical |
4662 | Whenever the inventory checker is triggered, all objects with identical |
4482 | <connection> value get activated. This only makes sense together with |
4663 | <connection> value get activated. This only makes sense together with |
4483 | <blocking passage> disabled. If unset, the gate opens automatically |
4664 | <blocking passage> disabled. If unset, the gate opens automatically |
4484 | after some time. |
4665 | after some time. |
4485 | </attribute> |
4666 | </attribute> |
… | |
… | |
4552 | </attribute> |
4733 | </attribute> |
4553 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4734 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4554 | This attribute defines what attacktype to use for direct damage when |
4735 | This attribute defines what attacktype to use for direct damage when |
4555 | the trap detonates. |
4736 | the trap detonates. |
4556 | </attribute> |
4737 | </attribute> |
4557 | <attribute arch="connected" editor="connection" type="int"> |
4738 | <attribute arch="connected" editor="connection" type="string"> |
4558 | When the trap is detonated, all objects with the same |
4739 | When the trap is detonated, all objects with the same |
4559 | connection value get activated. |
4740 | connection value get activated. |
4560 | </attribute> |
4741 | </attribute> |
4561 | <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"> |
4562 | When the trap detonates, this text is displayed to the |
4743 | When the trap detonates, this text is displayed to the |
… | |
… | |
4574 | Trapdoors are very similar to pits. The difference is that they |
4755 | Trapdoors are very similar to pits. The difference is that they |
4575 | 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 |
4576 | trapdoor determines weither it slams the trapdoor open and falls through |
4757 | trapdoor determines weither it slams the trapdoor open and falls through |
4577 | or not.<br> |
4758 | or not.<br> |
4578 | 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 |
4579 | weight,) it remains open, acting like an opened pit. ]]> |
4760 | weight,) it remains open, acting like an opened pit.]]> |
4580 | </description> |
4761 | </description> |
4581 | <use><![CDATA[ |
4762 | <use><![CDATA[ |
4582 | Trapdoors should be used in the same fashion as pits: |
4763 | Trapdoors should be used in the same fashion as pits: |
4583 | 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 |
4584 | 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.]]> |
4585 | </use> |
4766 | </use> |
4586 | <attribute arch="no_pick" value="1" type="fixed" /> |
4767 | <attribute arch="no_pick" value="1" type="fixed" /> |
4587 | &move_on; |
4768 | &move_on; |
4588 | <attribute arch="weight" editor="hold weight" type="int"> |
4769 | <attribute arch="weight" editor="hold weight" type="int"> |
4589 | This value defines how much weight the trapdoor can hold. |
4770 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4615 | <attribute arch="value" /> |
4796 | <attribute arch="value" /> |
4616 | <attribute arch="material" /> |
4797 | <attribute arch="material" /> |
4617 | </ignore> |
4798 | </ignore> |
4618 | <description><![CDATA[ |
4799 | <description><![CDATA[ |
4619 | 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 |
4620 | into the game. ]]> |
4801 | into the game.]]> |
4621 | </description> |
4802 | </description> |
4622 | <use><![CDATA[ |
4803 | <use><![CDATA[ |
4623 | About usage of the "random-artifact" treasurelist: |
4804 | About usage of the "random-artifact" treasurelist: |
4624 | This will generate powerful stuff like girdles, xray helmets, special |
4805 | This will generate powerful stuff like girdles, xray helmets, special |
4625 | 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 |
4626 | 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 |
4627 | number of different artifacts! Besides, players will always seek the place |
4808 | number of different artifacts! Besides, players will always seek the place |
4628 | 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. |
4629 | 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 |
4630 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4811 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4631 | </use> |
4812 | </use> |
4632 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4813 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4633 | This entry determines what kind of treasure will appear. Look into |
4814 | This entry determines what kind of treasure will appear. Look into |
4634 | /crossfire/share/crossfire/treasures for details about existing |
4815 | /crossfire/share/crossfire/treasures for details about existing |
4635 | treasurelists. |
4816 | treasurelists. |
… | |
… | |
4664 | <description><![CDATA[ |
4845 | <description><![CDATA[ |
4665 | 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 |
4666 | 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 |
4667 | <key string> which can be discovered by detectors or inventory |
4848 | <key string> which can be discovered by detectors or inventory |
4668 | 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). |
4669 | <br><br> |
4851 | <br><br> |
4670 | 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, |
4671 | except by the effect that they cause on the maps. ]]> |
4853 | except by the effect that they cause on the maps.]]> |
4672 | </description> |
4854 | </description> |
4673 | <use><![CDATA[ |
4855 | <use><![CDATA[ |
4674 | Markers hold real cool possibilities for map-making. I encourage |
4856 | Markers hold real cool possibilities for map-making. I encourage |
4675 | you to use them frequently. However there is one negative point |
4857 | you to use them frequently. However there is one negative point |
4676 | 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 |
4677 | 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 |
4678 | informed and never confused. |
4860 | informed and never confused. |
4679 | <br><br> |
4861 | <br><br> |
4680 | Please avoid infinite markers when they aren't needed. They're |
4862 | Please avoid infinite markers when they aren't needed. They're |
4681 | 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 |
4682 | is no real purpose, set an expire time. ]]> |
4864 | is no real purpose, set an expire time.]]> |
4683 | </use> |
4865 | </use> |
4684 | <attribute arch="no_pick" value="1" type="fixed" /> |
4866 | <attribute arch="no_pick" value="1" type="fixed" /> |
4685 | <attribute arch="slaying" editor="key string" type="string"> |
4867 | <attribute arch="slaying" editor="key string" type="string"> |
4686 | The <key string> can be detected by inv. checkers/detectors. |
4868 | The <key string> can be detected by inv. checkers/detectors. |
4687 | If the player already has a force with that <key string>, |
4869 | If the player already has a force with that <key string>, |
4688 | there won't be inserted a second one. |
4870 | there won't be inserted a second one. |
4689 | </attribute> |
4871 | </attribute> |
4690 | <attribute arch="connected" editor="connection" type="int"> |
4872 | <attribute arch="connected" editor="connection" type="string"> |
4691 | 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. |
4692 | </attribute> |
4874 | </attribute> |
4693 | <attribute arch="food" editor="mark duration" type="int"> |
4875 | <attribute arch="food" editor="mark duration" type="int"> |
4694 | This value defines the duration of the force it inserts. |
4876 | This value defines the duration of the force it inserts. |
4695 | If nonzero, the duration of the player's mark is finite: |
4877 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4726 | <attribute arch="name_pl" /> |
4908 | <attribute arch="name_pl" /> |
4727 | <attribute arch="value" /> |
4909 | <attribute arch="value" /> |
4728 | <attribute arch="unpaid" /> |
4910 | <attribute arch="unpaid" /> |
4729 | </ignore> |
4911 | </ignore> |
4730 | <description><![CDATA[ |
4912 | <description><![CDATA[ |
4731 | Walls usually block passage and sight. ]]> |
4913 | Walls usually block passage and sight.]]> |
4732 | </description> |
4914 | </description> |
4733 | &movement_types_terrain; |
4915 | &movement_types_terrain; |
4734 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4916 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4735 | 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. |
4736 | This setting is used for boulders and barrels. |
4918 | This setting is used for boulders and barrels. |
… | |
… | |
4749 | <type number="109" name="Wand & Staff"> |
4931 | <type number="109" name="Wand & Staff"> |
4750 | <description><![CDATA[ |
4932 | <description><![CDATA[ |
4751 | Wands contain a certain spell. The player can apply (ready) and |
4933 | Wands contain a certain spell. The player can apply (ready) and |
4752 | 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 |
4753 | "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 |
4754 | charging, but usually that isn't worth the cost. ]]> |
4936 | charging, but usually that isn't worth the cost.]]> |
4755 | </description> |
4937 | </description> |
4756 | <use><![CDATA[ |
4938 | <use><![CDATA[ |
4757 | 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 |
4758 | generally not cost-efficient. Handing out high-level wands with |
4940 | generally not cost-efficient. Handing out high-level wands with |
4759 | powerful special spells isn't a good idea either, because of |
4941 | powerful special spells isn't a good idea either, because of |
4760 | the recharge ability. |
4942 | the recharge ability. |
4761 | <br><br> |
4943 | <br><br> |
4762 | 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 |
4763 | quite desirable though. Ideal rewards for low level quests. ]]> |
4945 | quite desirable though. Ideal rewards for low level quests.]]> |
4764 | </use> |
4946 | </use> |
4765 | <attribute arch="sp" editor="spell" type="spell"> |
4947 | <attribute arch="sp" editor="spell" type="spell"> |
4766 | The <spell> specifies the contained spell. |
4948 | The <spell> specifies the contained spell. |
4767 | </attribute> |
4949 | </attribute> |
4768 | <attribute arch="level" editor="casting level" type="int"> |
4950 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4793 | <ignore_list name="non_pickable" /> |
4975 | <ignore_list name="non_pickable" /> |
4794 | </ignore> |
4976 | </ignore> |
4795 | <description><![CDATA[ |
4977 | <description><![CDATA[ |
4796 | 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 |
4797 | these weak walls look similar to their solid "relatives" except |
4979 | these weak walls look similar to their solid "relatives" except |
4798 | 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.]]> |
4799 | </description> |
4981 | </description> |
4800 | <use><![CDATA[ |
4982 | <use><![CDATA[ |
4801 | 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 |
4802 | better than completely indiscernible passages in a wall.<br> |
4984 | better than completely indiscernible passages in a wall.<br> |
4803 | 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 |
4804 | them: Rising their defensive stats, weak walls can become a |
4986 | them: Rising their defensive stats, weak walls can become a |
4805 | 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 |
4806 | attack for example. A granite wall for instance might be very |
4988 | attack for example. A granite wall for instance might be very |
4807 | hard to destroy. ]]> |
4989 | hard to destroy.]]> |
4808 | </use> |
4990 | </use> |
4809 | <attribute arch="alive" value="1" type="fixed" /> |
4991 | <attribute arch="alive" value="1" type="fixed" /> |
4810 | <attribute arch="no_pick" value="1" type="fixed" /> |
4992 | <attribute arch="no_pick" value="1" type="fixed" /> |
4811 | <attribute arch="tear_down" value="1" type="fixed" /> |
4993 | <attribute arch="tear_down" value="1" type="fixed" /> |
4812 | <attribute arch="race" editor="race" type="string"> |
4994 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4841 | <!--####################################################################--> |
5023 | <!--####################################################################--> |
4842 | <type number="15" name="Weapon"> |
5024 | <type number="15" name="Weapon"> |
4843 | <description><![CDATA[ |
5025 | <description><![CDATA[ |
4844 | 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 |
4845 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5027 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4846 | be improved with scrolls. ]]> |
5028 | be improved with scrolls.]]> |
4847 | </description> |
5029 | </description> |
4848 | <use><![CDATA[ |
5030 | <use><![CDATA[ |
4849 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5031 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4850 | 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 |
4851 | fighting AND questing. ]]> |
5033 | fighting AND questing.]]> |
4852 | </use> |
5034 | </use> |
4853 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5035 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4854 | This number is a bitmask, specifying the weapon's attacktypes. |
5036 | This number is a bitmask, specifying the weapon's attacktypes. |
4855 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5037 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4856 | 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 |
… | |
… | |
4911 | 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 |
4912 | only way to prevent low level players to wear "undeserved" equipment |
5094 | only way to prevent low level players to wear "undeserved" equipment |
4913 | (like gifts from other players or cheated items). |
5095 | (like gifts from other players or cheated items). |
4914 | |
5096 | |
4915 | It is very important to adjust the <item power> value carefully |
5097 | It is very important to adjust the <item power> value carefully |
4916 | 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 |
4917 | calculate a provisional value at runtime, but this is never |
5099 | calculate a provisional value at runtime, but this is never |
4918 | going to be an accurate measurement of <item power>. |
5100 | going to be an accurate measurement of <item power>. |
4919 | </attribute> |
5101 | </attribute> |
4920 | <attribute arch="damned" editor="damnation" type="bool"> |
5102 | <attribute arch="damned" editor="damnation" type="bool"> |
4921 | A damned weapon cannot be unwielded unless |
5103 | A damned weapon cannot be unwielded unless |
… | |
… | |
5030 | </type> |
5212 | </type> |
5031 | |
5213 | |
5032 | <type number="116" name="Event Connector"> |
5214 | <type number="116" name="Event Connector"> |
5033 | <description><![CDATA[ |
5215 | <description><![CDATA[ |
5034 | Event connectors link specific events that happen to objects to |
5216 | Event connectors link specific events that happen to objects to |
5035 | a crossfire plug-in. ]]> |
5217 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5036 | </description> |
5218 | </description> |
5037 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5038 | The type of event that triggers a notify to the plug-in. |
|
|
5039 | </attribute> |
|
|
5040 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5041 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5042 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5043 | </attribute> |
|
|
5044 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5045 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5046 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5047 | </attribute> |
|
|
5048 | <attribute arch="name" editor="options" type="string"> |
|
|
5049 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5050 | options to the extension that alter its behaviour. |
|
|
5051 | </attribute> |
|
|
5052 | </type> |
5219 | </type> |
5053 | |
5220 | |
5054 | </types> |
5221 | </types> |