… | |
… | |
22 | # </required> # |
22 | # </required> # |
23 | # <ignore> # |
23 | # <ignore> # |
24 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
25 | # </ignore> # |
25 | # </ignore> # |
26 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
27 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
28 | # </description> # |
28 | # </description> # |
29 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
30 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
31 | # </use> # |
31 | # </use> # |
32 | # ... attributes ... # |
32 | # ... attributes ... # |
33 | # </type> # |
33 | # </type> # |
34 | # # |
34 | # # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
101 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
103 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
104 | |
104 | |
105 | <!ENTITY move_on " |
105 | <!ENTITY move_on " |
106 | <attribute arch='move_on' editor='movement type' type='movement_type'> |
106 | <attribute arch='move_on' editor='movement on' type='movement_type'> |
107 | Which movement types automatically (as opposed to manually) activate this object. |
107 | Which movement types automatically (as opposed to manually) activate this object. |
108 | </attribute> |
108 | </attribute> |
109 | "> |
109 | "> |
110 | <!ENTITY move_off " |
110 | <!ENTITY move_off " |
111 | <attribute arch='move_off' editor='movement type' type='movement_type'> |
111 | <attribute arch='move_off' editor='movement off' type='movement_type'> |
112 | Which movement types deactivate this object (e.g. button). |
112 | Which movement types deactivate this object (e.g. button). |
113 | </attribute> |
113 | </attribute> |
114 | "> |
114 | "> |
115 | <!ENTITY move_type " |
115 | <!ENTITY move_type " |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
117 | 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) |
118 | or grants (e.g. for amulets). |
118 | or grants (e.g. for amulets). |
119 | </attribute> |
119 | </attribute> |
120 | "> |
120 | "> |
121 | <!ENTITY movement_types_terrain " |
121 | <!ENTITY move_block " |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
123 | Objects using these movement types cannot move over this space. |
123 | Objects using these movement types cannot move over this space. |
124 | </attribute> |
124 | </attribute> |
|
|
125 | "> |
|
|
126 | <!ENTITY movement_types_terrain " |
|
|
127 | &move_block; |
125 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
128 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
126 | 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 |
127 | precedence over 'blocked movements'. |
130 | precedence over 'blocked movements'. |
128 | </attribute> |
131 | </attribute> |
129 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
132 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
… | |
… | |
148 | decremented by 1. Otherwise, it is incremented by <speed> on |
151 | decremented by 1. Otherwise, it is incremented by <speed> on |
149 | every tick. |
152 | every tick. |
150 | </attribute> |
153 | </attribute> |
151 | "> |
154 | "> |
152 | <!ENTITY activate_on " |
155 | <!ENTITY activate_on " |
153 | <attribute arch='activate_on_push' editor='Activate on push' type='bool'> |
156 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
154 | Whether the teleporter should only be activated on push. |
157 | Whether the teleporter should only be activated on push. |
155 | </attribute> |
158 | </attribute> |
156 | <attribute arch='activate_on_release' editor='Activate on release' type='bool'> |
159 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
157 | Whether the teleporter should only be activated on release. |
160 | Whether the teleporter should only be activated on release. |
158 | </attribute> |
161 | </attribute> |
159 | "> |
162 | "> |
160 | |
163 | |
161 | <!ENTITY resistances_flesh_desc " |
164 | <!ENTITY resistances_flesh_desc " |
… | |
… | |
349 | &player_res_desc; |
352 | &player_res_desc; |
350 | </attribute> |
353 | </attribute> |
351 | </section> |
354 | </section> |
352 | "> |
355 | "> |
353 | |
356 | |
|
|
357 | <!ENTITY match_compat " |
|
|
358 | If the string starts with 'match ', then it is interpreted |
|
|
359 | as a match expression (e.g. 'match type=POTION', or 'match type=SPELL |
|
|
360 | in applied type=CONTAINER in inv in originator'). For details, see |
|
|
361 | http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm |
|
|
362 | "> |
354 | ]> |
363 | ]> |
355 | |
364 | |
356 | <types> |
365 | <types> |
357 | |
366 | |
358 | <!--###################### bitmask definitions ######################--> |
367 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
468 | <entry value="0" name="furious" /> |
477 | <entry value="0" name="furious" /> |
469 | <entry value="1" name="angry" /> |
478 | <entry value="1" name="angry" /> |
470 | <entry value="2" name="calm" /> |
479 | <entry value="2" name="calm" /> |
471 | <entry value="3" name="sleep" /> |
480 | <entry value="3" name="sleep" /> |
472 | <entry value="4" name="charm" /> |
481 | <entry value="4" name="charm" /> |
|
|
482 | <entry value="5" name="destroy monster" /> |
|
|
483 | <entry value="6" name="destroy pet" /> |
473 | </list> |
484 | </list> |
474 | |
485 | |
475 | <list name="potion_effect"> |
486 | <list name="potion_effect"> |
476 | <entry value="0" name="<none>" /> |
487 | <entry value="0" name="<none>" /> |
477 | <entry value="65536" name="life restoration" /> |
488 | <entry value="65536" name="life restoration" /> |
… | |
… | |
674 | usually inevitable. |
685 | usually inevitable. |
675 | </attribute> |
686 | </attribute> |
676 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
687 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
677 | 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 |
678 | 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 |
679 | 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. |
680 | </attribute> |
691 | </attribute> |
681 | <attribute arch="material" editor="material" type="bitmask_material"> |
692 | <attribute arch="material" editor="material" type="bitmask_material"> |
682 | This bitmask-value informs the player of which material(s) the |
693 | This bitmask-value informs the player of which material(s) the |
683 | object consists. Material does also affect how likely the object |
694 | object consists. Material does also affect how likely the object |
684 | can be destroyed by hazardous spell-effects. |
695 | can be destroyed by hazardous spell-effects. |
… | |
… | |
692 | 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 |
693 | shown. |
704 | shown. |
694 | </attribute> |
705 | </attribute> |
695 | <attribute arch="blocksview" editor="block view" type="bool"> |
706 | <attribute arch="blocksview" editor="block view" type="bool"> |
696 | 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 |
697 | 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. |
698 | </attribute> |
709 | </attribute> |
699 | <attribute arch="identified" editor="identified" type="bool"> |
710 | <attribute arch="identified" editor="identified" type="bool"> |
700 | 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. |
701 | </attribute> |
712 | </attribute> |
702 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
713 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
… | |
… | |
778 | This text may describe the object. |
789 | This text may describe the object. |
779 | </attribute> |
790 | </attribute> |
780 | </type> |
791 | </type> |
781 | |
792 | |
782 | <!--####################################################################--> |
793 | <!--####################################################################--> |
|
|
794 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
783 | <type number="110" name="Ability"> |
795 | <type number="999" name="Ability"> |
784 | <ignore> |
796 | <ignore> |
785 | <ignore_list name="system_object" /> |
797 | <ignore_list name="system_object" /> |
786 | </ignore> |
798 | </ignore> |
787 | <description><![CDATA[ |
799 | <description><![CDATA[ |
788 | 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 |
789 | knowledge to cast spells. Spells from abilities are usually magical in |
801 | knowledge to cast spells. Spells from abilities are usually magical in |
790 | nature, thus adding magic attacktype to the spell-damage they produce. |
802 | nature, thus adding magic attacktype to the spell-damage they produce. |
791 | <br><br> |
803 | <br><br> |
792 | 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 |
793 | spells: One for short range- and one for long range use. |
805 | spells: One for short range - and one for long range use. |
794 | \n\n |
806 | \n\n |
795 | You should know that spellcasting monsters receive abilities via |
807 | You should know that spellcasting monsters receive abilities via |
796 | <treasurelist>. ]]> |
808 | <treasurelist>.]]> |
797 | </description> |
809 | </description> |
798 | <use><![CDATA[ |
810 | <use><![CDATA[ |
799 | If you want to create "customized" spellcasting monsters, you |
811 | If you want to create "customized" spellcasting monsters, you |
800 | should use abilities (rather than spellbooks/wands or something). |
812 | should use abilities (rather than spellbooks/wands or something). |
801 | The long/short-range spell feature can make boss-monsters more |
813 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
803 | <br><br> |
815 | <br><br> |
804 | You should keep in mind that magic abilities allow players |
816 | You should keep in mind that magic abilities allow players |
805 | 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 |
806 | make the spells more dangerous. However, this really shouldn't |
818 | make the spells more dangerous. However, this really shouldn't |
807 | be neccessary unless you work on very high level maps. |
819 | be neccessary unless you work on very high level maps. |
808 | 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?]]> |
809 | </use> |
821 | </use> |
810 | <attribute arch="invisible" value="1" type="fixed" /> |
822 | <attribute arch="invisible" value="1" type="fixed" /> |
811 | <attribute arch="no_drop" value="1" type="fixed" /> |
823 | <attribute arch="no_drop" value="1" type="fixed" /> |
812 | <attribute arch="sp" editor="short range spell" type="spell"> |
824 | <attribute arch="sp" editor="short range spell" type="spell"> |
813 | The monster will use the specified <short range spell> |
825 | The monster will use the specified <short range spell> |
… | |
… | |
842 | Note that non-magical abilities are more dangerous because |
854 | Note that non-magical abilities are more dangerous because |
843 | magic resistance does not protect from those.</attribute> |
855 | magic resistance does not protect from those.</attribute> |
844 | </type> |
856 | </type> |
845 | |
857 | |
846 | <!--####################################################################--> |
858 | <!--####################################################################--> |
|
|
859 | |
|
|
860 | <type number="81" name="Torch"> |
|
|
861 | <description><![CDATA[ |
|
|
862 | Torches are a special kind of Lamp that offer the option of lighting them |
|
|
863 | up without using a lighter (These torches are usually |
|
|
864 | called 'pyrophor torches'. See also the 'reignitable' setting). |
|
|
865 | The other kind of torches, that are reignitable, can be put out and |
|
|
866 | put on again using a lighter.]]> |
|
|
867 | </description> |
|
|
868 | <attribute arch="is_lightable" editor="reignitable" type="bool"> |
|
|
869 | This flag controls whether the torch can be lit up again using |
|
|
870 | a lighter or whether it can only be used once, in which case |
|
|
871 | they can be enabled by simply applying them without any special tools. |
|
|
872 | </attribute> |
|
|
873 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
874 | This field specifies the burning duration of the torch. |
|
|
875 | </attribute> |
|
|
876 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
877 | This field sets the glow radius of the torch if it is enabled. |
|
|
878 | If you want to make a torch that is already burning set the |
|
|
879 | "glow radius" field. |
|
|
880 | </attribute> |
|
|
881 | <attribute arch="level" editor="level" type="int"> |
|
|
882 | If this field specyfies the cursed effect's level. If it is |
|
|
883 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
884 | </attribute> |
|
|
885 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
886 | Cursed torches, which have a level above 0, explode if the |
|
|
887 | player applies them. |
|
|
888 | </attribute> |
|
|
889 | </type> |
|
|
890 | |
|
|
891 | <type number="82" name="Lamp"> |
|
|
892 | <description><![CDATA[ |
|
|
893 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
894 | </description> |
|
|
895 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
896 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
897 | here the fuel field will specify the burning duration in minutes.) |
|
|
898 | </attribute> |
|
|
899 | <attribute arch="food" editor="fuel" type="int"> |
|
|
900 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
901 | field of this object. |
|
|
902 | </attribute> |
|
|
903 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
904 | This field sets the glow radius of the lamp if it is enabled. |
|
|
905 | If you want to make a lamp that is already burning set the |
|
|
906 | "glow radius" field. |
|
|
907 | </attribute> |
|
|
908 | <attribute arch="level" editor="level" type="int"> |
|
|
909 | If this field specyfies the cursed effect's level. If it is |
|
|
910 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
911 | </attribute> |
|
|
912 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
913 | Cursed lamps, which have a level above 0, explode if the |
|
|
914 | player applies them. |
|
|
915 | </attribute> |
|
|
916 | </type> |
|
|
917 | |
|
|
918 | <!--####################################################################--> |
847 | <type number="18" name="Altar"> |
919 | <type number="18" name="Altar"> |
848 | <ignore> |
920 | <ignore> |
849 | <ignore_list name="non_pickable" /> |
921 | <ignore_list name="non_pickable" /> |
850 | </ignore> |
922 | </ignore> |
851 | <description><![CDATA[ |
923 | <description><![CDATA[ |
852 | 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, |
853 | 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 |
854 | 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. |
855 | Either way, the sacrificed item disappears. ]]> |
927 | Either way, the sacrificed item disappears.]]> |
856 | </description> |
928 | </description> |
857 | <attribute arch="no_pick" value="1" type="fixed" /> |
929 | <attribute arch="no_pick" value="1" type="fixed" /> |
858 | &move_on; |
930 | &move_on; |
859 | <attribute arch="slaying" editor="match item name" type="string"> |
931 | <attribute arch="slaying" editor="match item name" type="string"> |
860 | 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 |
861 | 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 |
862 | 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. |
863 | If you want the player to have to drop a specific amount of money use "money". |
935 | If you want the player to have to drop a specific amount of money use "money". |
864 | See also the "drop amount" attribute. |
936 | See also the "drop amount" attribute. |
|
|
937 | &match_compat; |
865 | </attribute> |
938 | </attribute> |
866 | <attribute arch="food" editor="drop amount" type="int"> |
939 | <attribute arch="food" editor="drop amount" type="int"> |
867 | The drop amount specifies the amount of items (specified |
940 | The drop amount specifies the amount of items (specified |
868 | 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. |
869 | |
942 | |
… | |
… | |
871 | 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 |
872 | 200 silver, 20 gold, or 4 platinum will all work.) |
945 | 200 silver, 20 gold, or 4 platinum will all work.) |
873 | |
946 | |
874 | Note that the maximum possible for <drop amount> is 32767. |
947 | Note that the maximum possible for <drop amount> is 32767. |
875 | </attribute> |
948 | </attribute> |
876 | <attribute arch="connected" editor="connection" type="int"> |
949 | <attribute arch="connected" editor="connection" type="string"> |
877 | 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 |
878 | with the same value, when activated. This will only work once. |
951 | with the same value, when activated. This will only work once. |
879 | </attribute> |
952 | </attribute> |
880 | <attribute arch="sp" editor="spell" type="spell"> |
953 | <attribute arch="sp" editor="spell" type="spell"> |
881 | When activated, the selected <spell> will be casted (once, on the |
954 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
895 | <ignore_list name="non_pickable" /> |
968 | <ignore_list name="non_pickable" /> |
896 | </ignore> |
969 | </ignore> |
897 | <description><![CDATA[ |
970 | <description><![CDATA[ |
898 | Altar_triggers work pretty much like normal altars |
971 | Altar_triggers work pretty much like normal altars |
899 | (drop sacrifice -> connection activated), except for the fact that |
972 | (drop sacrifice -> connection activated), except for the fact that |
900 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
973 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
901 | </description> |
974 | </description> |
902 | <use><![CDATA[ |
975 | <use><![CDATA[ |
903 | 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... |
904 | <UL> |
977 | <UL> |
905 | <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. |
906 | <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. |
907 | <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. |
908 | </UL> |
981 | </UL> |
909 | The big advantage over normal altars is the infinite usability |
982 | The big advantage over normal altars is the infinite usability |
910 | 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 |
911 | quite grateful if things work more than once. =) ]]> |
984 | quite grateful if things work more than once. =)]]> |
912 | </use> |
985 | </use> |
913 | <attribute arch="no_pick" value="1" type="fixed" /> |
986 | <attribute arch="no_pick" value="1" type="fixed" /> |
914 | <attribute arch="slaying" editor="match item name" type="string"> |
987 | <attribute arch="slaying" editor="match item name" type="string"> |
915 | 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 |
916 | 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 |
917 | 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. |
918 | If you want the player to have to drop a specific amount of money use "money". |
991 | If you want the player to have to drop a specific amount of money use "money". |
919 | See also the "drop amount" attribute. |
992 | See also the "drop amount" attribute. |
|
|
993 | &match_compat; |
920 | </attribute> |
994 | </attribute> |
921 | <attribute arch="food" editor="drop amount" type="int"> |
995 | <attribute arch="food" editor="drop amount" type="int"> |
922 | The drop amount specifies the amount of items (specified |
996 | The drop amount specifies the amount of items (specified |
923 | 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. |
924 | |
998 | |
… | |
… | |
926 | 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 |
927 | 200 silver, 20 gold, or 4 platinum will all work.) |
1001 | 200 silver, 20 gold, or 4 platinum will all work.) |
928 | |
1002 | |
929 | Note that the maximum possible for <drop amount> is 32767. |
1003 | Note that the maximum possible for <drop amount> is 32767. |
930 | </attribute> |
1004 | </attribute> |
931 | <attribute arch="connected" editor="connection" type="int"> |
1005 | <attribute arch="connected" editor="connection" type="string"> |
932 | 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 |
933 | with the same value, when activated. This will only work once. |
1007 | with the same value, when activated. This will only work once. |
934 | </attribute> |
1008 | </attribute> |
935 | <attribute arch="sp" editor="spell" type="spell"> |
1009 | <attribute arch="sp" editor="spell" type="spell"> |
936 | When activated, this <spell> will be casted (once, on the player). |
1010 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
963 | |
1037 | |
964 | <!--####################################################################--> |
1038 | <!--####################################################################--> |
965 | <type number="74" name="Skill Tool"> |
1039 | <type number="74" name="Skill Tool"> |
966 | <description><![CDATA[ |
1040 | <description><![CDATA[ |
967 | 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. |
968 | ]]> |
1042 | ]]> |
969 | </description> |
1043 | </description> |
970 | <use><![CDATA[ |
1044 | <use><![CDATA[ |
971 | 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 |
972 | the skill that is given. |
1046 | the skill that is given. |
973 | ]]> |
1047 | ]]> |
974 | </use> |
1048 | </use> |
975 | <attribute arch="skill" editor="skill name" type="string"> |
1049 | <attribute arch="skill" editor="skill name" type="string"> |
976 | 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. |
977 | </attribute> |
1051 | </attribute> |
978 | &player_stat_resist_sections; |
1052 | &player_stat_resist_sections; |
979 | </type> |
1053 | </type> |
980 | <!--####################################################################--> |
1054 | <!--####################################################################--> |
981 | <type number="39" name="Amulet"> |
1055 | <type number="39" name="Amulet"> |
982 | <description><![CDATA[ |
1056 | <description><![CDATA[ |
983 | 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 |
984 | the player. Amulets are usually meant for protection and defense. ]]> |
1058 | the player. Amulets are usually meant for protection and defense.]]> |
985 | </description> |
1059 | </description> |
986 | <use><![CDATA[ |
1060 | <use><![CDATA[ |
987 | 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 |
988 | important that you keep your artifact in balance with existing maps. ]]> |
1062 | important that you keep your artifact in balance with existing maps.]]> |
989 | </use> |
1063 | </use> |
990 | <attribute arch="ac" editor="armour class" type="int"> |
1064 | <attribute arch="ac" editor="armour class" type="int"> |
991 | This value defines the amount of armour-class bonus for wearing |
1065 | This value defines the amount of armour-class bonus for wearing |
992 | this item. <Armour class> lessens the chance of being hit. Lower |
1066 | this item. <Armour class> lessens the chance of being hit. Lower |
993 | 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. |
… | |
… | |
1138 | Battleground is very special: In short, players can die on battleground |
1212 | Battleground is very special: In short, players can die on battleground |
1139 | without any death penalties. They don't loose or gain experience |
1213 | without any death penalties. They don't loose or gain experience |
1140 | while on battleground. Acid, draining and depletion effects don't |
1214 | while on battleground. Acid, draining and depletion effects don't |
1141 | work either. |
1215 | work either. |
1142 | 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 |
1143 | location which is defined in the battleground object. ]]> |
1217 | location which is defined in the battleground object.]]> |
1144 | </description> |
1218 | </description> |
1145 | <use><![CDATA[ |
1219 | <use><![CDATA[ |
1146 | Battleground is only meant for player vs. player duels. You can |
1220 | Battleground is only meant for player vs. player duels. You can |
1147 | design combat arenas similiar to the one in scorn.<br> |
1221 | design combat arenas similiar to the one in scorn.<br> |
1148 | What should NEVER be done is placing battleground tiles in |
1222 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
1150 | It must not be possible to gain significant treasure for fighting |
1224 | It must not be possible to gain significant treasure for fighting |
1151 | on battleground, because it bears no risk.<br><br> |
1225 | on battleground, because it bears no risk.<br><br> |
1152 | (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, |
1153 | or when it is placed beneath another floor tile. |
1227 | or when it is placed beneath another floor tile. |
1154 | 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 |
1155 | "hidden" battleground tiles anywhere.) ]]> |
1229 | "hidden" battleground tiles anywhere.)]]> |
1156 | </use> |
1230 | </use> |
1157 | <attribute arch="no_pick" value="1" type="fixed" /> |
1231 | <attribute arch="no_pick" value="1" type="fixed" /> |
1158 | <attribute arch="is_floor" value="1" type="fixed" /> |
1232 | <attribute arch="is_floor" value="1" type="fixed" /> |
1159 | <attribute arch="hp" editor="destination X" type="int"> |
1233 | <attribute arch="hp" editor="destination X" type="int"> |
1160 | The exit destinations define the (x, y)-coordinates where players |
1234 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
1175 | 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 |
1176 | 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. |
1177 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1251 | It blocks all magic and prayers, usage of alchemy, prevents potions |
1178 | 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 |
1179 | do cast spells still work. |
1253 | do cast spells still work. |
1180 | ]]> |
1254 | ]]> |
1181 | </description> |
1255 | </description> |
1182 | <use><![CDATA[ |
1256 | <use><![CDATA[ |
1183 | Safe ground can be used to prevents any means of burning |
1257 | Safe ground can be used to prevents any means of burning |
1184 | 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 |
1185 | 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 |
1186 | 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. |
1187 | ]]> |
1261 | ]]> |
1188 | </use> |
1262 | </use> |
1189 | &movement_types_terrain; |
1263 | &movement_types_terrain; |
1190 | <attribute arch="no_pick" value="1" type="fixed" /> |
1264 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | </type> |
1265 | </type> |
1192 | |
1266 | |
1193 | <!--####################################################################--> |
1267 | <!--####################################################################--> |
1194 | <type number="8" name="Book"> |
1268 | <type number="8" name="Book"> |
1195 | <description><![CDATA[ |
1269 | <description><![CDATA[ |
1196 | Applying a book, the containing message is displayed to the player. ]]> |
1270 | Applying a book, the containing message is displayed to the player.]]> |
1197 | </description> |
1271 | </description> |
1198 | <attribute arch="level" editor="literacy level" type="int"> |
1272 | <attribute arch="level" editor="literacy level" type="int"> |
1199 | 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 |
1200 | 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 |
1201 | 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 |
… | |
… | |
1217 | </attribute> |
1291 | </attribute> |
1218 | <attribute arch="slaying" editor="key string" type="string"> |
1292 | <attribute arch="slaying" editor="key string" type="string"> |
1219 | 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. |
1220 | (This is used eg. for the gate/port passes in scorn) |
1294 | (This is used eg. for the gate/port passes in scorn) |
1221 | </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> |
1222 | </type> |
1319 | </type> |
1223 | |
1320 | |
1224 | <!--####################################################################--> |
1321 | <!--####################################################################--> |
1225 | <type number="99" name="Boots"> |
1322 | <type number="99" name="Boots"> |
1226 | <import_type name="Amulet" /> |
1323 | <import_type name="Amulet" /> |
1227 | <description><![CDATA[ |
1324 | <description><![CDATA[ |
1228 | Wearing boots, the object's stats will directly be inherited to |
1325 | Wearing boots, the object's stats will directly be inherited to |
1229 | the player. Usually enhancing his speed, or granting some minor |
1326 | the player. Usually enhancing his speed, or granting some minor |
1230 | protection bonus. ]]> |
1327 | protection bonus.]]> |
1231 | </description> |
1328 | </description> |
1232 | <use><![CDATA[ |
1329 | <use><![CDATA[ |
1233 | 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 |
1234 | important that you keep your artifact in balance with existing maps. ]]> |
1331 | important that you keep your artifact in balance with existing maps.]]> |
1235 | </use> |
1332 | </use> |
1236 | <attribute arch="exp" editor="speed bonus" type="int"> |
1333 | <attribute arch="exp" editor="speed bonus" type="int"> |
1237 | Boots with <speed bonus> will increase the player's walking speed |
1334 | Boots with <speed bonus> will increase the player's walking speed |
1238 | 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- |
1239 | and medium level. High level players usually have fastest possible |
1336 | and medium level. High level players usually have fastest possible |
… | |
… | |
1255 | <type number="104" name="Bracers"> |
1352 | <type number="104" name="Bracers"> |
1256 | <import_type name="Amulet" /> |
1353 | <import_type name="Amulet" /> |
1257 | <description><![CDATA[ |
1354 | <description><![CDATA[ |
1258 | Bracers are armour-plates worn around the wrists. |
1355 | Bracers are armour-plates worn around the wrists. |
1259 | Wearing bracer, the object's stats will directly be inherited to |
1356 | Wearing bracer, the object's stats will directly be inherited to |
1260 | the player. Usually enhancing his defense. ]]> |
1357 | the player. Usually enhancing his defense.]]> |
1261 | </description> |
1358 | </description> |
1262 | <use><![CDATA[ |
1359 | <use><![CDATA[ |
1263 | 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 |
1264 | important that you keep your artifact in balance with existing maps. ]]> |
1361 | important that you keep your artifact in balance with existing maps.]]> |
1265 | </use> |
1362 | </use> |
1266 | <attribute arch="magic" editor="magic bonus" type="int"> |
1363 | <attribute arch="magic" editor="magic bonus" type="int"> |
1267 | <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 |
1268 | "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 |
1269 | than direct armour-class bonus on the bracers. |
1366 | than direct armour-class bonus on the bracers. |
… | |
… | |
1273 | <!--####################################################################--> |
1370 | <!--####################################################################--> |
1274 | <type number="16" name="Brestplate Armour"> |
1371 | <type number="16" name="Brestplate Armour"> |
1275 | <import_type name="Amulet" /> |
1372 | <import_type name="Amulet" /> |
1276 | <description><![CDATA[ |
1373 | <description><![CDATA[ |
1277 | 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 |
1278 | the player. Usually enhancing his defense. ]]> |
1375 | the player. Usually enhancing his defense.]]> |
1279 | </description> |
1376 | </description> |
1280 | <use><![CDATA[ |
1377 | <use><![CDATA[ |
1281 | 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 |
1282 | important that you keep your artifact in balance with existing maps. ]]> |
1379 | important that you keep your artifact in balance with existing maps.]]> |
1283 | </use> |
1380 | </use> |
1284 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1381 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1285 | 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. |
1286 | The bigger the spellpoint penalty, the worse. |
1383 | The bigger the spellpoint penalty, the worse. |
1287 | </attribute> |
1384 | </attribute> |
… | |
… | |
1303 | </ignore> |
1400 | </ignore> |
1304 | <description><![CDATA[ |
1401 | <description><![CDATA[ |
1305 | 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 |
1306 | <connection> value is triggered. In most cases this happens when a |
1403 | <connection> value is triggered. In most cases this happens when a |
1307 | 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 |
1308 | <connection> value get's triggered a second time. ]]> |
1405 | <connection> value get's triggered a second time.]]> |
1309 | </description> |
1406 | </description> |
1310 | &move_on; |
1407 | &move_on; |
1311 | &move_off; |
1408 | &move_off; |
1312 | <attribute arch="no_pick" value="1" type="fixed" /> |
1409 | <attribute arch="no_pick" value="1" type="fixed" /> |
1313 | <attribute arch="weight" editor="press weight" type="int"> |
1410 | <attribute arch="weight" editor="press weight" type="int"> |
1314 | The button is pressed (triggered), as soon as |
1411 | The button is pressed (triggered), as soon as |
1315 | <press weigh> gram are placed ontop of it. |
1412 | <press weigh> gram are placed ontop of it. |
1316 | </attribute> |
1413 | </attribute> |
1317 | <attribute arch="connected" editor="connection" type="int"> |
1414 | <attribute arch="connected" editor="connection" type="string"> |
1318 | Every time the button is pressed or released, all objects |
1415 | Every time the button is pressed or released, all objects |
1319 | with the same <connection> value are activated. |
1416 | with the same <connection> value are activated. |
1320 | </attribute> |
1417 | </attribute> |
1321 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1418 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1322 | This text may describe the item. You can use this |
1419 | This text may describe the item. You can use this |
… | |
… | |
1331 | <ignore_list name="non_pickable" /> |
1428 | <ignore_list name="non_pickable" /> |
1332 | </ignore> |
1429 | </ignore> |
1333 | <description><![CDATA[ |
1430 | <description><![CDATA[ |
1334 | Handle buttons are buttons which reset after a short period |
1431 | Handle buttons are buttons which reset after a short period |
1335 | of time. Every time it is either applied or reset, the |
1432 | of time. Every time it is either applied or reset, the |
1336 | <connection> value is triggered. ]]> |
1433 | <connection> value is triggered.]]> |
1337 | </description> |
1434 | </description> |
1338 | </type> |
1435 | </type> |
1339 | |
1436 | |
1340 | <!--####################################################################--> |
1437 | <!--####################################################################--> |
1341 | <type number="37" name="Class Changer"> |
1438 | <type number="37" name="Class Changer"> |
1342 | <ignore> |
1439 | <ignore> |
1343 | <ignore_list name="non_pickable" /> |
1440 | <ignore_list name="non_pickable" /> |
1344 | </ignore> |
1441 | </ignore> |
1345 | <description><![CDATA[ |
1442 | <description><![CDATA[ |
1346 | Class changer are used while creating a character. ]]> |
1443 | Class changer are used while creating a character.]]> |
1347 | </description> |
1444 | </description> |
1348 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1445 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1349 | This entry determines which initial items the character receives. |
1446 | This entry determines which initial items the character receives. |
1350 | </attribute> |
1447 | </attribute> |
1351 | <section name="stats"> |
1448 | <section name="stats"> |
… | |
… | |
1384 | <type number="87" name="Cloak"> |
1481 | <type number="87" name="Cloak"> |
1385 | <import_type name="Amulet" /> |
1482 | <import_type name="Amulet" /> |
1386 | <description><![CDATA[ |
1483 | <description><![CDATA[ |
1387 | 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 |
1388 | the player. Cloaks usually add minor <armour class> and |
1485 | the player. Cloaks usually add minor <armour class> and |
1389 | sometimes a bit of resistance. ]]> |
1486 | sometimes a bit of resistance.]]> |
1390 | </description> |
1487 | </description> |
1391 | <use><![CDATA[ |
1488 | <use><![CDATA[ |
1392 | 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 |
1393 | important that you keep your artifact in balance with existing maps. ]]> |
1490 | important that you keep your artifact in balance with existing maps.]]> |
1394 | </use> |
1491 | </use> |
1395 | <attribute arch="magic" editor="magic bonus" type="int"> |
1492 | <attribute arch="magic" editor="magic bonus" type="int"> |
1396 | <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 |
1397 | "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 |
1398 | than direct armour-class bonus on the cloak. |
1495 | than direct armour-class bonus on the cloak. |
… | |
… | |
1403 | </type> |
1500 | </type> |
1404 | |
1501 | |
1405 | <!--####################################################################--> |
1502 | <!--####################################################################--> |
1406 | <type number="9" name="Clock"> |
1503 | <type number="9" name="Clock"> |
1407 | <description><![CDATA[ |
1504 | <description><![CDATA[ |
1408 | Applying a clock, the time is displayed to the player. ]]> |
1505 | Applying a clock, the time is displayed to the player.]]> |
1409 | </description> |
1506 | </description> |
1410 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1507 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1411 | This text may describe the item |
1508 | This text may describe the item |
1412 | </attribute> |
1509 | </attribute> |
1413 | </type> |
1510 | </type> |
… | |
… | |
1418 | A player can put (certain kinds of) items in the container. |
1515 | A player can put (certain kinds of) items in the container. |
1419 | The overall weight of items is reduced when put inside a |
1516 | The overall weight of items is reduced when put inside a |
1420 | container, depending on the settings. |
1517 | container, depending on the settings. |
1421 | <br><br> |
1518 | <br><br> |
1422 | A special feature of containers is the "cauldron", |
1519 | A special feature of containers is the "cauldron", |
1423 | capable of mixing alchemical receipes. ]]> |
1520 | capable of mixing alchemical receipes.]]> |
1424 | </description> |
1521 | </description> |
1425 | <use><![CDATA[ |
1522 | <use><![CDATA[ |
1426 | Note on chests - There are two types of chests: |
1523 | Note on chests - There are two types of chests: |
1427 | <UL> |
1524 | <UL> |
1428 | <LI> First the random treasure chests - Those are NOT containers |
1525 | <LI> First the random treasure chests - Those are NOT containers |
1429 | (but object type Treasure), they create random treasures when |
1526 | (but object type Treasure), they create random treasures when |
1430 | applied. Archetype name is "chest". |
1527 | applied. Archetype name is "chest". |
1431 | <LI> Second there are the permanent chests - Those are containers, |
1528 | <LI> Second there are the permanent chests - Those are containers, |
1432 | 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". |
1433 | </UL> ]]> |
1530 | </UL>]]> |
1434 | </use> |
1531 | </use> |
1435 | <attribute arch="race" editor="container class" type="string"> |
1532 | <attribute arch="race" editor="container class" type="string"> |
1436 | If set, the container will hold only certain types of objects. |
1533 | If set, the container will hold only certain types of objects. |
1437 | Possible choices for <container class> are: "gold and jewels", |
1534 | Possible choices for <container class> are: "gold and jewels", |
1438 | "arrows" and "keys". |
1535 | "arrows" and "keys". |
… | |
… | |
1493 | <attribute arch="title" /> |
1590 | <attribute arch="title" /> |
1494 | </ignore> |
1591 | </ignore> |
1495 | <description><![CDATA[ |
1592 | <description><![CDATA[ |
1496 | Converters are like "exchange tables". When the player drops a |
1593 | Converters are like "exchange tables". When the player drops a |
1497 | 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 |
1498 | predefined exchange-ratio. ]]> |
1595 | predefined exchange-ratio.]]> |
1499 | </description> |
1596 | </description> |
1500 | <use><![CDATA[ |
1597 | <use><![CDATA[ |
1501 | Converters are better than shopping with doormats, because the |
1598 | Converters are better than shopping with doormats, because the |
1502 | 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 |
1503 | those "exchange tables" are really nice, while for the more important |
1600 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1505 | <br><br> |
1602 | <br><br> |
1506 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1603 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1507 | 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 |
1508 | value than before! (Except if you are using "rare" items like |
1605 | value than before! (Except if you are using "rare" items like |
1509 | 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 |
1510 | 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.]]> |
1511 | </use> |
1608 | </use> |
1512 | <attribute arch="no_pick" value="1" type="fixed" /> |
1609 | <attribute arch="no_pick" value="1" type="fixed" /> |
1513 | <attribute arch="slaying" editor="cost arch" type="string"> |
1610 | <attribute arch="slaying" editor="cost arch" type="string"> |
1514 | <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 |
1515 | put on the converter, as payment. |
1612 | put on the converter, as payment. |
… | |
… | |
1531 | of <receive arch>. |
1628 | of <receive arch>. |
1532 | </attribute> |
1629 | </attribute> |
1533 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1630 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1534 | This text may contain a description of the converter. |
1631 | This text may contain a description of the converter. |
1535 | </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> |
1536 | </type> |
1639 | </type> |
1537 | |
1640 | |
1538 | <!--####################################################################--> |
1641 | <!--####################################################################--> |
1539 | <type number="42" name="Creator"> |
1642 | <type number="42" name="Creator"> |
1540 | <ignore> |
1643 | <ignore> |
… | |
… | |
1542 | </ignore> |
1645 | </ignore> |
1543 | <description><![CDATA[ |
1646 | <description><![CDATA[ |
1544 | A creator is an object which creates another object when it |
1647 | A creator is an object which creates another object when it |
1545 | is triggered. The child object can be anything. Creators are |
1648 | is triggered. The child object can be anything. Creators are |
1546 | VERY useful for all kinds of map-mechanisms. They can even |
1649 | VERY useful for all kinds of map-mechanisms. They can even |
1547 | periodically create things. ]]> |
1650 | periodically create things.]]> |
1548 | </description> |
1651 | </description> |
1549 | <use><![CDATA[ |
1652 | <use><![CDATA[ |
1550 | Don't hesitate to hide your creators under the floor. |
1653 | Don't hesitate to hide your creators under the floor. |
1551 | The created items will still always appear ontop of the floor. ]]> |
1654 | The created items will still always appear ontop of the floor.]]> |
1552 | </use> |
1655 | </use> |
1553 | <attribute arch="no_pick" value="1" type="fixed" /> |
1656 | <attribute arch="no_pick" value="1" type="fixed" /> |
1554 | <attribute arch="other_arch" editor="create arch" type="string"> |
1657 | <attribute arch="other_arch" editor="create arch" type="string"> |
1555 | This string defines the object that will be created. |
1658 | This string defines the object that will be created. |
1556 | You can choose any of the existing arches. |
1659 | You can choose any of the existing arches. |
1557 | 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 |
1558 | 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 |
1559 | chosen from all items present. |
1662 | chosen from all items present. |
1560 | </attribute> |
1663 | </attribute> |
1561 | <attribute arch="connected" editor="connection" type="int"> |
1664 | <attribute arch="connected" editor="connection" type="string"> |
1562 | Whenever the connection value is activated, |
1665 | Whenever the connection value is activated, |
1563 | the creator gets triggered. |
1666 | the creator gets triggered. |
1564 | </attribute> |
1667 | </attribute> |
1565 | &activate_on; |
1668 | &activate_on; |
1566 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1669 | <attribute arch="lifesave" editor="unlimited uses" type="bool"> |
1567 | If <infinit uses> is set, the creator will work |
1670 | If <unlimited uses> is set, the creator will work |
1568 | infinitely, regardless of the value in <number of uses>. |
1671 | infinitely, regardless of the value in <number of uses>. |
1569 | </attribute> |
1672 | </attribute> |
1570 | <attribute arch="speed" editor="speed" type="float"> |
1673 | <attribute arch="speed" editor="speed" type="float"> |
1571 | When this field is set the creator will periodically create stuff |
1674 | When this field is set the creator will periodically create stuff |
1572 | (and will still do so when the connection is triggered). |
1675 | (and will still do so when the connection is triggered). |
… | |
… | |
1597 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1700 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1598 | finds a specific object, it toggles its connected value. |
1701 | finds a specific object, it toggles its connected value. |
1599 | <br><br> |
1702 | <br><br> |
1600 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1703 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1601 | - 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 |
1602 | instantly. Second, detectors check directly for object names. Third, |
1706 | Second, detectors check directly for object names. Third, |
1603 | detectors do not check the inventory of players/monsters. ]]> |
1707 | detectors do not check the inventory of players/monsters.]]> |
1604 | </description> |
1708 | </description> |
1605 | <use><![CDATA[ |
1709 | <use> |
1606 | There is one major speciality about detectors: You can detect spells |
1710 | Best avoid this type at all costs, use a pedestal instead. |
1607 | blown over a detector! To detect a lighting bolt for example, set |
|
|
1608 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
|
|
1609 | walls, this can be very useful for map-mechanisms. ]]> |
|
|
1610 | </use> |
1711 | </use> |
1611 | <attribute arch="no_pick" value="1" type="fixed" /> |
1712 | <attribute arch="no_pick" value="1" type="fixed" /> |
1612 | <attribute arch="slaying" editor="match name" type="string"> |
1713 | <attribute arch="slaying" editor="match name" type="string"> |
1613 | <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. |
1614 | 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, |
1615 | 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. |
1616 | </attribute> |
1717 | </attribute> |
1617 | <attribute arch="connected" editor="connection" type="int"> |
1718 | <attribute arch="connected" editor="connection" type="string"> |
1618 | When the detector is triggered, all objects with the same |
1719 | When the detector is triggered, all objects with the same |
1619 | connection value get activated. |
1720 | connection value get activated. |
1620 | </attribute> |
1721 | </attribute> |
1621 | <attribute arch="speed" editor="detection speed" type="float"> |
1722 | <attribute arch="speed" editor="detection speed" type="float"> |
1622 | This value defines the time between two detector-checks. |
1723 | This value defines the time between two detector-checks. |
… | |
… | |
1630 | by 1. |
1731 | by 1. |
1631 | </attribute> |
1732 | </attribute> |
1632 | </type> |
1733 | </type> |
1633 | |
1734 | |
1634 | <!--####################################################################--> |
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 | <!--####################################################################--> |
1635 | <type number="112" name="Director"> |
1761 | <type number="112" name="Director"> |
1636 | <ignore> |
1762 | <ignore> |
1637 | <ignore_list name="non_pickable" /> |
1763 | <ignore_list name="non_pickable" /> |
1638 | </ignore> |
1764 | </ignore> |
1639 | <description><![CDATA[ |
1765 | <description><![CDATA[ |
1640 | Directors change the direction of spell objects and other projectiles |
1766 | Directors change the direction of spell objects and other projectiles |
1641 | that fly past. Unlike spinners, directors always move objects in the |
1767 | that fly past. Unlike spinners, directors always move objects in the |
1642 | 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 |
1643 | shoot into it.<br> |
1769 | shoot into it.<br> |
1644 | Directors are visible per default. ]]> |
1770 | Directors are visible per default.]]> |
1645 | </description> |
1771 | </description> |
1646 | <use><![CDATA[ |
1772 | <use><![CDATA[ |
1647 | Directors are rarely used in maps. Sometimes they are placed to |
1773 | Directors are rarely used in maps. Sometimes they are placed to |
1648 | change the direction of spells coming out of magic walls, |
1774 | change the direction of spells coming out of magic walls, |
1649 | "channeling" spell-projectiles in some direction. When doing this, |
1775 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1651 | into them!</B> The spell-projectiles bouncing between the directors |
1777 | into them!</B> The spell-projectiles bouncing between the directors |
1652 | 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 |
1653 | server by eating memory- and CPU-time. |
1779 | server by eating memory- and CPU-time. |
1654 | <br><br> |
1780 | <br><br> |
1655 | You'd better not place directors in monster vs. player combat |
1781 | You'd better not place directors in monster vs. player combat |
1656 | areas too much, because that freaks out wizard-type players. ]]> |
1782 | areas too much, because that freaks out wizard-type players.]]> |
1657 | </use> |
1783 | </use> |
1658 | <attribute arch="sp" editor="direction" type="list_direction"> |
1784 | <attribute arch="sp" editor="direction" type="list_direction"> |
1659 | Projectiles will leave the director flying in the selected <direction>. |
1785 | Projectiles will leave the director flying in the selected <direction>. |
1660 | A director with direction <none> simply stops projectiles. |
1786 | A director with direction <none> simply stops projectiles. |
1661 | (The latter works out a bit strange for some spells). |
1787 | (The latter works out a bit strange for some spells). |
… | |
… | |
1670 | </ignore> |
1796 | </ignore> |
1671 | <description><![CDATA[ |
1797 | <description><![CDATA[ |
1672 | Diseases are an intersting form of spellcraft in Deliantra. |
1798 | Diseases are an intersting form of spellcraft in Deliantra. |
1673 | 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 |
1674 | area. Being infected can have various effects, from amusing farts |
1800 | area. Being infected can have various effects, from amusing farts |
1675 | to horrible damage - almost everything is possible. ]]> |
1801 | to horrible damage - almost everything is possible.]]> |
1676 | </description> |
1802 | </description> |
1677 | <use><![CDATA[ |
1803 | <use><![CDATA[ |
1678 | Diseases are extremely flexible and usable in a many ways. |
1804 | Diseases are extremely flexible and usable in a many ways. |
1679 | So far they are mostly used for causing bad, unwanted effects. |
1805 | So far they are mostly used for causing bad, unwanted effects. |
1680 | 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 |
1681 | (recharging mana for example). |
1807 | (recharging mana for example). |
1682 | Infection with a "positive disease" could even be a quest reward. ]]> |
1808 | Infection with a "positive disease" could even be a quest reward.]]> |
1683 | </use> |
1809 | </use> |
1684 | <attribute arch="invisible" value="1" type="fixed" /> |
1810 | <attribute arch="invisible" value="1" type="fixed" /> |
1685 | <attribute arch="level" editor="plaque level" type="int"> |
1811 | <attribute arch="level" editor="plaque level" type="int"> |
1686 | The <plaque level> is proportional to the disease's deadliness. |
1812 | The <plaque level> is proportional to the disease's deadliness. |
1687 | This mainly reflects in the <damage>. It has no effect on |
1813 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1829 | <type number="23" name="Door"> |
1955 | <type number="23" name="Door"> |
1830 | <ignore> |
1956 | <ignore> |
1831 | <ignore_list name="non_pickable" /> |
1957 | <ignore_list name="non_pickable" /> |
1832 | </ignore> |
1958 | </ignore> |
1833 | <description><![CDATA[ |
1959 | <description><![CDATA[ |
1834 | 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 |
1835 | 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 |
1836 | defeated, horizontally and vertically adjacent doors are automatically |
1962 | defeated, horizontally and vertically adjacent doors are automatically |
1837 | removed. ]]> |
1963 | removed.]]> |
1838 | </description> |
1964 | </description> |
1839 | <attribute arch="no_pick" value="1" type="fixed" /> |
1965 | <attribute arch="no_pick" value="1" type="fixed" /> |
1840 | <attribute arch="alive" value="1" type="fixed" /> |
1966 | <attribute arch="alive" value="1" type="fixed" /> |
1841 | &movement_types_terrain; |
1967 | &movement_types_terrain; |
1842 | <attribute arch="hp" editor="hitpoints" type="int"> |
1968 | <attribute arch="hp" editor="hitpoints" type="int"> |
… | |
… | |
1869 | 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 |
1870 | objects which lies somewhere on top of the duplicator. |
1996 | objects which lies somewhere on top of the duplicator. |
1871 | The duplicator has one arch name specified as <target arch>, |
1997 | The duplicator has one arch name specified as <target arch>, |
1872 | and only objects of this archetype can be affected.<br> |
1998 | and only objects of this archetype can be affected.<br> |
1873 | 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>. |
1874 | If the latter is set to zero, it will destroy objects. ]]> |
2000 | If the latter is set to zero, it will destroy objects.]]> |
1875 | </description> |
2001 | </description> |
1876 | <use><![CDATA[ |
2002 | <use><![CDATA[ |
1877 | 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 |
1878 | anywhere with <multiply factor> greater than one. |
2004 | anywhere with <multiply factor> greater than one. |
1879 | 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). |
1880 | 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 |
1881 | 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 |
1882 | loose the input matches the chance to earn winnings.<br> |
2008 | loose the input matches the chance to earn winnings.<br> |
1883 | A duplicator with <multiply factor> 3 for example should have a |
2009 | A duplicator with <multiply factor> 3 for example should have a |
1884 | loosing rate of 2/3 = 67%. ]]> |
2010 | loosing rate of 2/3 = 67%.]]> |
1885 | </use> |
2011 | </use> |
1886 | <attribute arch="other_arch" editor="target arch" type="string"> |
2012 | <attribute arch="other_arch" editor="target arch" type="string"> |
1887 | 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 |
1888 | duplicated, multiplied or removed. All other objects will be ignored. |
2014 | duplicated, multiplied or removed. All other objects will be ignored. |
1889 | </attribute> |
2015 | </attribute> |
1890 | <attribute arch="level" editor="multiply factor" type="int"> |
2016 | <attribute arch="level" editor="multiply factor" type="int"> |
1891 | 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 |
1892 | <multiply factor>. If it is set to zero, all target objects |
2018 | <multiply factor>. If it is set to zero, all target objects |
1893 | will be destroyed. |
2019 | will be destroyed. |
1894 | </attribute> |
2020 | </attribute> |
1895 | <attribute arch="connected" editor="connection" type="int"> |
2021 | <attribute arch="connected" editor="connection" type="string"> |
1896 | An activator (lever, altar, button, etc) with matching connection value |
2022 | An activator (lever, altar, button, etc) with matching connection value |
1897 | 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 |
1898 | 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! |
1899 | </attribute> |
2025 | </attribute> |
1900 | &activate_on; |
2026 | &activate_on; |
… | |
… | |
1907 | </ignore> |
2033 | </ignore> |
1908 | <description><![CDATA[ |
2034 | <description><![CDATA[ |
1909 | 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. |
1910 | (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 |
1911 | 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 |
1912 | the exit. ]]> |
2038 | the exit. ]]> |
1913 | </description> |
2039 | </description> |
1914 | <use><![CDATA[ |
2040 | <use><![CDATA[ |
1915 | 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 |
1916 | <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 |
1917 | detected with the show_invisible spell. |
2043 | detected with the show_invisible spell. |
1918 | <br><br> |
2044 | <br><br> |
1919 | 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"). |
1920 | 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.]]> |
1921 | </use> |
2047 | </use> |
1922 | <attribute arch="slaying" editor="exit path" type="string"> |
2048 | <attribute arch="slaying" editor="exit path" type="string"> |
1923 | 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. |
1924 | You can enter an absolute path, beginning with '/' (for example |
2050 | You can enter an absolute path, beginning with '/' (for example |
1925 | "/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 |
… | |
… | |
1967 | little health by eating flesh-objects. <br> |
2093 | little health by eating flesh-objects. <br> |
1968 | 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 |
1969 | 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 |
1970 | 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>. |
1971 | 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 |
1972 | according to map/monster difficulty. ]]> |
2098 | according to map/monster difficulty.]]> |
1973 | </description> |
2099 | </description> |
1974 | <use><![CDATA[ |
2100 | <use><![CDATA[ |
1975 | 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 |
1976 | standard monsters carry flesh items from their <treasurelist>. |
2102 | standard monsters carry flesh items from their <treasurelist>. |
1977 | 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. |
… | |
… | |
1979 | not the case - so you have to set it manually. |
2105 | not the case - so you have to set it manually. |
1980 | <br><br> |
2106 | <br><br> |
1981 | 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 |
1982 | 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 |
1983 | 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 |
1984 | out on the reward completely. ]]> |
2110 | out on the reward completely.]]> |
1985 | </use> |
2111 | </use> |
1986 | <attribute arch="food" editor="foodpoints" type="int"> |
2112 | <attribute arch="food" editor="foodpoints" type="int"> |
1987 | 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. |
1988 | The player's health will increase by <foodpoints>/50 hp. |
2114 | The player's health will increase by <foodpoints>/50 hp. |
1989 | </attribute> |
2115 | </attribute> |
… | |
… | |
2013 | <ignore> |
2139 | <ignore> |
2014 | <ignore_list name="non_pickable" /> |
2140 | <ignore_list name="non_pickable" /> |
2015 | </ignore> |
2141 | </ignore> |
2016 | <description><![CDATA[ |
2142 | <description><![CDATA[ |
2017 | Floor is a very basic thing whithout too much |
2143 | Floor is a very basic thing whithout too much |
2018 | functionality. It's a floor - you stand on it. ]]> |
2144 | functionality. It's a floor - you stand on it.]]> |
2019 | </description> |
2145 | </description> |
2020 | <attribute arch="is_floor" value="1" type="fixed" /> |
2146 | <attribute arch="is_floor" value="1" type="fixed" /> |
2021 | <attribute arch="no_pick" value="1" type="fixed" /> |
2147 | <attribute arch="no_pick" value="1" type="fixed" /> |
2022 | <section name="terrain"> |
2148 | <section name="terrain"> |
2023 | &movement_types_terrain; |
2149 | &movement_types_terrain; |
… | |
… | |
2038 | If enabled, it is impossible for players to use prayers |
2164 | If enabled, it is impossible for players to use prayers |
2039 | on that spot. It also prevents players from saving. |
2165 | on that spot. It also prevents players from saving. |
2040 | </attribute> |
2166 | </attribute> |
2041 | <attribute arch="unique" editor="unique map" type="bool"> |
2167 | <attribute arch="unique" editor="unique map" type="bool"> |
2042 | Unique floor means that any items dropped on that spot |
2168 | Unique floor means that any items dropped on that spot |
2043 | will be saved byond map reset. For permanent apartments, |
2169 | will be saved beyond map reset. For permanent apartments, |
2044 | all floor tiles must be set <unique map>. |
2170 | all floor tiles must be set <unique map>. |
2045 | </attribute> |
2171 | </attribute> |
2046 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2172 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2047 | This text may describe the object. |
2173 | This text may describe the object. |
2048 | </attribute> |
2174 | </attribute> |
… | |
… | |
2057 | Encounter-Floor is pretty much the same as normal floor. |
2183 | Encounter-Floor is pretty much the same as normal floor. |
2058 | Most outdoor floor/ground-arches are set to be "encounters". |
2184 | Most outdoor floor/ground-arches are set to be "encounters". |
2059 | 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 |
2060 | encounter-floor, players sometimes got beamed to little maps |
2186 | encounter-floor, players sometimes got beamed to little maps |
2061 | with monsters on them. Nowadays this feature is disabled - |
2187 | with monsters on them. Nowadays this feature is disabled - |
2062 | Hence encounter floor is not different from normal floor. ]]> |
2188 | Hence encounter floor is not different from normal floor.]]> |
2063 | </description> |
2189 | </description> |
2064 | <attribute arch="is_floor" value="1" type="fixed" /> |
2190 | <attribute arch="is_floor" value="1" type="fixed" /> |
2065 | <attribute arch="no_pick" value="1" type="fixed" /> |
2191 | <attribute arch="no_pick" value="1" type="fixed" /> |
2066 | <section name="terrain"> |
2192 | <section name="terrain"> |
2067 | &movement_types_terrain; |
2193 | &movement_types_terrain; |
… | |
… | |
2082 | If enabled, it is impossible for players to use prayers |
2208 | If enabled, it is impossible for players to use prayers |
2083 | on that spot. It also prevents players from saving. |
2209 | on that spot. It also prevents players from saving. |
2084 | </attribute> |
2210 | </attribute> |
2085 | <attribute arch="unique" editor="unique map" type="bool"> |
2211 | <attribute arch="unique" editor="unique map" type="bool"> |
2086 | Unique floor means that any items dropped on that spot |
2212 | Unique floor means that any items dropped on that spot |
2087 | will be saved byond map reset. For permanent apartments, |
2213 | will be saved beyond map reset. For permanent apartments, |
2088 | all floor tiles must be set <unique map>. |
2214 | all floor tiles must be set <unique map>. |
2089 | </attribute> |
2215 | </attribute> |
2090 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2216 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2091 | This text may describe the object. |
2217 | This text may describe the object. |
2092 | </attribute> |
2218 | </attribute> |
… | |
… | |
2094 | |
2220 | |
2095 | <!--####################################################################--> |
2221 | <!--####################################################################--> |
2096 | <type number="6" name="Food"> |
2222 | <type number="6" name="Food"> |
2097 | <description><![CDATA[ |
2223 | <description><![CDATA[ |
2098 | By eating/drinking food-objects, the player can fill his |
2224 | By eating/drinking food-objects, the player can fill his |
2099 | stomache and gain a little health. ]]> |
2225 | stomache and gain a little health.]]> |
2100 | </description> |
2226 | </description> |
2101 | <attribute arch="food" editor="foodpoints" type="int"> |
2227 | <attribute arch="food" editor="foodpoints" type="int"> |
2102 | 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. |
2103 | The player's health will increase by <foodpoints>/50 hp. |
2229 | The player's health will increase by <foodpoints>/50 hp. |
2104 | </attribute> |
2230 | </attribute> |
… | |
… | |
2116 | <description><![CDATA[ |
2242 | <description><![CDATA[ |
2117 | Gates play an important role in Deliantra. Gates can be opened |
2243 | Gates play an important role in Deliantra. Gates can be opened |
2118 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2244 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2119 | or carrying special key-objects (-> inventory checker). |
2245 | or carrying special key-objects (-> inventory checker). |
2120 | 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 |
2121 | passed, which makes them more practical in many cases. ]]> |
2247 | passed, which makes them more practical in many cases.]]> |
2122 | </description> |
2248 | </description> |
2123 | <use><![CDATA[ |
2249 | <use><![CDATA[ |
2124 | Use gates to divide your maps into seperated areas. After solving |
2250 | Use gates to divide your maps into seperated areas. After solving |
2125 | 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 |
2126 | maps more complex than "one-way". ]]> |
2252 | maps more complex than "one-way".]]> |
2127 | </use> |
2253 | </use> |
2128 | <attribute arch="no_pick" value="1" type="fixed" /> |
2254 | <attribute arch="no_pick" value="1" type="fixed" /> |
2129 | <attribute arch="speed" value="1" type="float"> |
2255 | <attribute arch="speed" value="1" type="float"> |
2130 | 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. |
2131 | </attribute> |
2257 | </attribute> |
2132 | <attribute arch="connected" editor="connection" type="int"> |
2258 | <attribute arch="connected" editor="connection" type="string"> |
2133 | Whenever the inventory checker is triggered, all objects with identical |
2259 | Whenever the inventory checker is triggered, all objects with identical |
2134 | <connection> value get activated. This only makes sense together with |
2260 | <connection> value get activated. This only makes sense together with |
2135 | <blocking passage> disabled. |
2261 | <blocking passage> disabled. |
2136 | </attribute> |
2262 | </attribute> |
2137 | <attribute arch="wc" editor="position state" type="int"> |
2263 | <attribute arch="wc" editor="position state" type="int"> |
… | |
… | |
2155 | <type number="113" name="Girdle"> |
2281 | <type number="113" name="Girdle"> |
2156 | <import_type name="Amulet" /> |
2282 | <import_type name="Amulet" /> |
2157 | <description><![CDATA[ |
2283 | <description><![CDATA[ |
2158 | 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 |
2159 | the player. Girdles usually provide stats- or damage bonuses and no |
2285 | the player. Girdles usually provide stats- or damage bonuses and no |
2160 | defense. ]]> |
2286 | defense.]]> |
2161 | </description> |
2287 | </description> |
2162 | <use><![CDATA[ |
2288 | <use><![CDATA[ |
2163 | 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 |
2164 | important that you keep your artifact in balance with existing maps. ]]> |
2290 | important that you keep your artifact in balance with existing maps.]]> |
2165 | </use> |
2291 | </use> |
2166 | <attribute arch="magic" editor="magic bonus" type="int"> |
2292 | <attribute arch="magic" editor="magic bonus" type="int"> |
2167 | <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 |
2168 | "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 |
2169 | than direct armour-class bonus on the helmet. |
2295 | than direct armour-class bonus on the helmet. |
… | |
… | |
2177 | <!--####################################################################--> |
2303 | <!--####################################################################--> |
2178 | <type number="100" name="Gloves"> |
2304 | <type number="100" name="Gloves"> |
2179 | <import_type name="Amulet" /> |
2305 | <import_type name="Amulet" /> |
2180 | <description><![CDATA[ |
2306 | <description><![CDATA[ |
2181 | Wearing gloves, the object's stats will directly be inherited to |
2307 | Wearing gloves, the object's stats will directly be inherited to |
2182 | the player. Gloves can add defense or damage bonuses. ]]> |
2308 | the player. Gloves can add defense or damage bonuses.]]> |
2183 | </description> |
2309 | </description> |
2184 | <use><![CDATA[ |
2310 | <use><![CDATA[ |
2185 | 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 |
2186 | important that you keep your artifact in balance with existing maps. ]]> |
2312 | important that you keep your artifact in balance with existing maps.]]> |
2187 | </use> |
2313 | </use> |
2188 | <attribute arch="magic" editor="magic bonus" type="int"> |
2314 | <attribute arch="magic" editor="magic bonus" type="int"> |
2189 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2315 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2190 | If the gloves have <weapon class> instead, then <magic bonus> |
2316 | If the gloves have <weapon class> instead, then <magic bonus> |
2191 | will increase that. |
2317 | will increase that. |
… | |
… | |
2197 | <ignore> |
2323 | <ignore> |
2198 | <ignore_list name="non_pickable" /> |
2324 | <ignore_list name="non_pickable" /> |
2199 | </ignore> |
2325 | </ignore> |
2200 | <description><![CDATA[ |
2326 | <description><![CDATA[ |
2201 | A handle can be applied by players and (certain) monsters. |
2327 | A handle can be applied by players and (certain) monsters. |
2202 | Every time it is applied, the <connection> value is triggered. ]]> |
2328 | Every time it is applied, the <connection> value is triggered.]]> |
2203 | </description> |
2329 | </description> |
2204 | <use><![CDATA[ |
2330 | <use><![CDATA[ |
2205 | Handles are commonly used to move gates. When placing your lever, |
2331 | Handles are commonly used to move gates. When placing your lever, |
2206 | don't forget that some monsters are able to apply it. |
2332 | don't forget that some monsters are able to apply it. |
2207 | The ability to apply levers is rare among monsters - |
2333 | The ability to apply levers is rare among monsters - |
2208 | but vampires can do it for example. ]]> |
2334 | but vampires can do it for example.]]> |
2209 | </use> |
2335 | </use> |
2210 | <attribute arch="no_pick" value="1" type="fixed" /> |
2336 | <attribute arch="no_pick" value="1" type="fixed" /> |
2211 | <attribute arch="connected" editor="connection" type="int"> |
2337 | <attribute arch="connected" editor="connection" type="string"> |
2212 | Every time the handle is applied, all objects |
2338 | Every time the handle is applied, all objects |
2213 | with the same <connection> value are activated. |
2339 | with the same <connection> value are activated. |
2214 | </attribute> |
2340 | </attribute> |
2215 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2341 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2216 | This text may describe the item. You can use this |
2342 | This text may describe the item. You can use this |
… | |
… | |
2225 | <ignore_list name="non_pickable" /> |
2351 | <ignore_list name="non_pickable" /> |
2226 | </ignore> |
2352 | </ignore> |
2227 | <description><![CDATA[ |
2353 | <description><![CDATA[ |
2228 | Handle triggers are handles which reset after a short period |
2354 | Handle triggers are handles which reset after a short period |
2229 | of time. Every time it is either applied or reset, the |
2355 | of time. Every time it is either applied or reset, the |
2230 | <connection> value is triggered. ]]> |
2356 | <connection> value is triggered.]]> |
2231 | </description> |
2357 | </description> |
2232 | <use><![CDATA[ |
2358 | <use><![CDATA[ |
2233 | 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 |
2234 | 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, |
2235 | connecting it to a handle trigger is an easy solution. ]]> |
2361 | connecting it to a handle trigger is an easy solution. ]]> |
2236 | </use> |
2362 | </use> |
2237 | </type> |
2363 | </type> |
2238 | |
2364 | |
2239 | <!--####################################################################--> |
2365 | <!--####################################################################--> |
2240 | <type number="88" name="Hazard Floor"> |
2366 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2245 | <ignore_list name="non_pickable" /> |
2371 | <ignore_list name="non_pickable" /> |
2246 | </ignore> |
2372 | </ignore> |
2247 | <description><![CDATA[ |
2373 | <description><![CDATA[ |
2248 | 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 |
2249 | floor, but damages all creatures standing on it. |
2375 | floor, but damages all creatures standing on it. |
2250 | Damage is taken in regular time intervals. ]]> |
2376 | Damage is taken in regular time intervals.]]> |
2251 | </description> |
2377 | </description> |
2252 | <use><![CDATA[ |
2378 | <use><![CDATA[ |
2253 | 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 |
2254 | 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> |
2255 | 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. |
2256 | 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 |
2257 | to have something different. ]]> |
2383 | to have something different.]]> |
2258 | </use> |
2384 | </use> |
2259 | <attribute arch="is_floor" value="1" type="fixed" /> |
2385 | <attribute arch="is_floor" value="1" type="fixed" /> |
2260 | <attribute arch="lifesave" value="1" type="fixed" /> |
2386 | <attribute arch="lifesave" value="1" type="fixed" /> |
2261 | &move_on; |
2387 | &move_on; |
2262 | <attribute arch="no_pick" value="1" type="fixed" /> |
2388 | <attribute arch="no_pick" value="1" type="fixed" /> |
… | |
… | |
2301 | If enabled, it is impossible for players to use prayers |
2427 | If enabled, it is impossible for players to use prayers |
2302 | on that spot. It also prevents players from saving. |
2428 | on that spot. It also prevents players from saving. |
2303 | </attribute> |
2429 | </attribute> |
2304 | <attribute arch="unique" editor="unique map" type="bool"> |
2430 | <attribute arch="unique" editor="unique map" type="bool"> |
2305 | Unique floor means that any items dropped on that spot |
2431 | Unique floor means that any items dropped on that spot |
2306 | will be saved byond map reset. For permanent apartments, |
2432 | will be saved beyond map reset. For permanent apartments, |
2307 | all floor tiles must be set <unique map>. |
2433 | all floor tiles must be set <unique map>. |
2308 | </attribute> |
2434 | </attribute> |
2309 | </type> |
2435 | </type> |
2310 | |
2436 | |
2311 | <!--####################################################################--> |
2437 | <!--####################################################################--> |
… | |
… | |
2313 | <import_type name="Amulet" /> |
2439 | <import_type name="Amulet" /> |
2314 | <description><![CDATA[ |
2440 | <description><![CDATA[ |
2315 | 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 |
2316 | the player. Normal helmets usually increase defense, while crowns |
2442 | the player. Normal helmets usually increase defense, while crowns |
2317 | add more special bonuses like stats/resistances paired with |
2443 | add more special bonuses like stats/resistances paired with |
2318 | low defense. ]]> |
2444 | low defense.]]> |
2319 | </description> |
2445 | </description> |
2320 | <use><![CDATA[ |
2446 | <use><![CDATA[ |
2321 | 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 |
2322 | important that you keep your artifact in balance with existing maps. ]]> |
2448 | important that you keep your artifact in balance with existing maps.]]> |
2323 | </use> |
2449 | </use> |
2324 | <attribute arch="magic" editor="magic bonus" type="int"> |
2450 | <attribute arch="magic" editor="magic bonus" type="int"> |
2325 | <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 |
2326 | "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 |
2327 | than direct armour-class bonus on the helmet. |
2453 | than direct armour-class bonus on the helmet. |
… | |
… | |
2336 | <type number="56" name="Holy Altar"> |
2462 | <type number="56" name="Holy Altar"> |
2337 | <ignore> |
2463 | <ignore> |
2338 | <ignore_list name="non_pickable" /> |
2464 | <ignore_list name="non_pickable" /> |
2339 | </ignore> |
2465 | </ignore> |
2340 | <description><![CDATA[ |
2466 | <description><![CDATA[ |
2341 | Holy_altars are altars for the various religions. Praying |
2467 | Holy Altars are altars for the various religions. Praying |
2342 | 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 |
2343 | 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.]]> |
2344 | </description> |
2470 | </description> |
2345 | <attribute arch="no_pick" value="1" type="fixed" /> |
2471 | <attribute arch="no_pick" value="1" type="fixed" /> |
2346 | <attribute arch="other_arch" editor="god name" type="string"> |
2472 | <attribute arch="other_arch" editor="god name" type="string"> |
2347 | 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 |
2348 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2474 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2371 | 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 |
2372 | spellpoints faster and thus are more valuable than rods. |
2498 | spellpoints faster and thus are more valuable than rods. |
2373 | <br><br> |
2499 | <br><br> |
2374 | 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 |
2375 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2501 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2376 | used endlessly. ]]> |
2502 | used endlessly.]]> |
2377 | </description> |
2503 | </description> |
2378 | <use><![CDATA[ |
2504 | <use><![CDATA[ |
2379 | Horns are powerful due to their fast recharge rate. They should |
2505 | Horns are powerful due to their fast recharge rate. They should |
2380 | never contain high level attacking spells. Even curing/healing spells |
2506 | never contain high level attacking spells. Even curing/healing spells |
2381 | are almost too good on a horn. ]]> |
2507 | are almost too good on a horn.]]> |
2382 | </use> |
2508 | </use> |
2383 | <attribute arch="sp" editor="spell" type="spell"> |
2509 | <attribute arch="sp" editor="spell" type="spell"> |
2384 | 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 |
2385 | 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! |
2386 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2512 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2412 | <!--####################################################################--> |
2538 | <!--####################################################################--> |
2413 | <type number="73" name="Inorganic"> |
2539 | <type number="73" name="Inorganic"> |
2414 | <description><![CDATA[ |
2540 | <description><![CDATA[ |
2415 | Inorganic materials are generally used as ingredients for |
2541 | Inorganic materials are generally used as ingredients for |
2416 | alchemical receipes. By themselves, they have no special |
2542 | alchemical receipes. By themselves, they have no special |
2417 | functionalities. ]]> |
2543 | functionalities.]]> |
2418 | </description> |
2544 | </description> |
2419 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2545 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2420 | </attribute> |
2546 | </attribute> |
2421 | &resistances_basic; |
2547 | &resistances_basic; |
2422 | </type> |
2548 | </type> |
… | |
… | |
2435 | <br><br> |
2561 | <br><br> |
2436 | Alternatively, you can set your inv. checker to block all players |
2562 | Alternatively, you can set your inv. checker to block all players |
2437 | that do/don't carry the matching object. |
2563 | that do/don't carry the matching object. |
2438 | <br><br> |
2564 | <br><br> |
2439 | As you can see, inv. checkers are quite powerful, holding a |
2565 | As you can see, inv. checkers are quite powerful, holding a |
2440 | great variety of possibilities. ]]> |
2566 | great variety of possibilities.]]> |
2441 | </description> |
2567 | </description> |
2442 | <use><![CDATA[ |
2568 | <use><![CDATA[ |
2443 | 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 |
2444 | 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. |
2445 | 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 |
2446 | 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 |
2447 | 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 |
2448 | can be found in nearly every RPG - simple but effective. ]]> |
2574 | can be found in nearly every RPG - simple but effective.]]> |
2449 | </use> |
2575 | </use> |
2450 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2451 | <attribute arch="slaying" editor="match key string" type="string"> |
2577 | <attribute arch="slaying" editor="match key string" type="string"> |
2452 | 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 |
2453 | 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 |
… | |
… | |
2469 | </attribute> |
2595 | </attribute> |
2470 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2596 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2471 | Enabled means having that object is a match. |
2597 | Enabled means having that object is a match. |
2472 | Disabled means not having that object is a match. |
2598 | Disabled means not having that object is a match. |
2473 | </attribute> |
2599 | </attribute> |
2474 | <attribute arch="connected" editor="connection" type="int"> |
2600 | <attribute arch="connected" editor="connection" type="string"> |
2475 | Whenever the inventory checker is triggered, all objects with identical |
2601 | Whenever the inventory checker is triggered, all objects with identical |
2476 | <connection> value get activated. This only makes sense together with |
2602 | <connection> value get activated. This only makes sense together with |
2477 | <blocking passage> disabled. |
2603 | <blocking passage> disabled. |
2478 | </attribute> |
2604 | </attribute> |
2479 | &movement_types_terrain; |
2605 | &movement_types_terrain; |
… | |
… | |
2529 | <!--####################################################################--> |
2655 | <!--####################################################################--> |
2530 | <type number="60" name="Jewel"> |
2656 | <type number="60" name="Jewel"> |
2531 | <description><![CDATA[ |
2657 | <description><![CDATA[ |
2532 | Items of the type Gold & Jewels are handled like a currency. |
2658 | Items of the type Gold & Jewels are handled like a currency. |
2533 | 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 |
2534 | prices differ only marginally. ]]> |
2660 | prices differ only marginally.]]> |
2535 | </description> |
2661 | </description> |
2536 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2662 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2537 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2663 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2538 | This text may describe the object. |
2664 | This text may describe the object. |
2539 | </attribute> |
2665 | </attribute> |
… | |
… | |
2541 | |
2667 | |
2542 | <!--####################################################################--> |
2668 | <!--####################################################################--> |
2543 | <type number="24" name="Key"> |
2669 | <type number="24" name="Key"> |
2544 | <description><![CDATA[ |
2670 | <description><![CDATA[ |
2545 | 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 |
2546 | disappear. ]]> |
2672 | disappear.]]> |
2547 | </description> |
2673 | </description> |
2548 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2674 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2549 | A godgiven item vanishes as soon as the player |
2675 | A godgiven item vanishes as soon as the player |
2550 | drops it to the ground. |
2676 | drops it to the ground. |
2551 | </attribute> |
2677 | </attribute> |
… | |
… | |
2556 | <ignore> |
2682 | <ignore> |
2557 | <ignore_list name="non_pickable" /> |
2683 | <ignore_list name="non_pickable" /> |
2558 | </ignore> |
2684 | </ignore> |
2559 | <description><![CDATA[ |
2685 | <description><![CDATA[ |
2560 | A locked door can be opened only when carrying |
2686 | A locked door can be opened only when carrying |
2561 | the appropriate special key. ]]> |
2687 | the appropriate special key.]]> |
2562 | </description> |
2688 | </description> |
2563 | <use><![CDATA[ |
2689 | <use><![CDATA[ |
2564 | 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), |
2565 | 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 |
2566 | and only a fool would create a key matching that string. |
2692 | and only a fool would create a key matching that string. |
… | |
… | |
2568 | 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 |
2569 | are used with all kinds of faces/names, especially often as |
2695 | are used with all kinds of faces/names, especially often as |
2570 | "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". |
2571 | There you have magic forces (door objects) put under certain artifact |
2697 | There you have magic forces (door objects) put under certain artifact |
2572 | 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 |
2573 | appropriate quest items (key objects). ]]> |
2699 | appropriate quest items (key objects).]]> |
2574 | </use> |
2700 | </use> |
2575 | <attribute arch="move_type" value="0" type="fixed" /> |
2701 | <attribute arch="move_type" value="0" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2702 | <attribute arch="no_pick" value="1" type="fixed" /> |
2577 | <attribute arch="slaying" editor="key string" type="string"> |
2703 | <attribute arch="slaying" editor="key string" type="string"> |
2578 | The <key string> in the door must be identical with the |
2704 | The <key string> in the door must be identical with the |
2579 | <key string> in the special key, then the door is unlocked. |
2705 | <key string> in the special key, then the door is unlocked. |
2580 | 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 |
2581 | is unique among the Deliantra mapset. |
2707 | is unique among the Deliantra mapset. |
2582 | |
2708 | |
2583 | 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. |
2584 | </attribute> |
2715 | </attribute> |
2585 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2716 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2586 | Restricting the use of spells to pass this door. |
2717 | Restricting the use of spells to pass this door. |
2587 | This should be set in most cases. |
2718 | This should be set in most cases. |
2588 | (Don't forget that the spell "dimension door" is easily |
2719 | (Don't forget that the spell "dimension door" is easily |
… | |
… | |
2605 | <ignore> |
2736 | <ignore> |
2606 | <ignore_list name="system_object" /> |
2737 | <ignore_list name="system_object" /> |
2607 | </ignore> |
2738 | </ignore> |
2608 | <description><![CDATA[ |
2739 | <description><![CDATA[ |
2609 | Magic_ears trigger a connected value |
2740 | Magic_ears trigger a connected value |
2610 | when the player speaks a specific keyword. ]]> |
2741 | when the player speaks a specific keyword.]]> |
2611 | </description> |
2742 | </description> |
2612 | <use><![CDATA[ |
2743 | <use><![CDATA[ |
2613 | 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 |
2614 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2745 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2615 | something like a gate that is opened by speaking "open" or |
2746 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2617 | <br><br> |
2748 | <br><br> |
2618 | Magic_ears are typically used for interaction with NPCs. You |
2749 | Magic_ears are typically used for interaction with NPCs. You |
2619 | can create the impression that the NPC actually *does* something |
2750 | can create the impression that the NPC actually *does* something |
2620 | according to his conversation with a player. Mostly this means |
2751 | according to his conversation with a player. Mostly this means |
2621 | 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 |
2622 | creative here. ]]> |
2753 | creative here.]]> |
2623 | </use> |
2754 | </use> |
2624 | <attribute arch="no_pick" value="1" type="fixed" /> |
2755 | <attribute arch="no_pick" value="1" type="fixed" /> |
2625 | <attribute arch="connected" editor="connection" type="int"> |
2756 | <attribute arch="connected" editor="connection" type="string"> |
2626 | The Magic_ear will trigger all objects with the |
2757 | The Magic_ear will trigger all objects with the |
2627 | same connection value, every time it is activated. |
2758 | same connection value, every time it is activated. |
2628 | </attribute> |
2759 | </attribute> |
2629 | <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"> |
2630 | This textfield contains the keyword-matching-syntax. The text should |
2761 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2649 | Magic walls can contain any spell. However, some spells do not |
2780 | Magic walls can contain any spell. However, some spells do not |
2650 | 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 |
2651 | the spell you want to use with a wall. |
2782 | the spell you want to use with a wall. |
2652 | <br><br> |
2783 | <br><br> |
2653 | Several types of magical walls are predefined for you in the |
2784 | Several types of magical walls are predefined for you in the |
2654 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2785 | archetypes, and can be found on the "connected" Pickmap.]]> |
2655 | </description> |
2786 | </description> |
2656 | <use><![CDATA[ |
2787 | <use><![CDATA[ |
2657 | Spellcasting walls pose an interesting alternative to monsters. |
2788 | Spellcasting walls pose an interesting alternative to monsters. |
2658 | Usually they are set to be undestroyable. Thus, while monsters |
2789 | Usually they are set to be undestroyable. Thus, while monsters |
2659 | 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 |
… | |
… | |
2670 | walls' spell(s). |
2801 | walls' spell(s). |
2671 | <br><br> |
2802 | <br><br> |
2672 | 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 |
2673 | 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 |
2674 | can find a working example on the map |
2805 | can find a working example on the map |
2675 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2806 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2676 | </use> |
2807 | </use> |
2677 | <attribute arch="dam" editor="spell" type="spell"> |
2808 | <attribute arch="dam" editor="spell" type="spell"> |
2678 | The magic wall will cast this <spell>. |
2809 | The magic wall will cast this <spell>. |
2679 | </attribute> |
2810 | </attribute> |
2680 | <attribute arch="level" editor="spell level" type="int"> |
2811 | <attribute arch="level" editor="spell level" type="int"> |
2681 | 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" |
2682 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2813 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2683 | 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 |
2684 | to meet the overall difficulty of your map. |
2815 | to meet the overall difficulty of your map. |
2685 | </attribute> |
2816 | </attribute> |
2686 | <attribute arch="connected" editor="connection" type="int"> |
2817 | <attribute arch="connected" editor="connection" type="string"> |
2687 | Every time the <connection> value is triggered, the wall will cast |
2818 | Every time the <connection> value is triggered, the wall will cast |
2688 | 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 |
2689 | have much visible effect. |
2820 | have much visible effect. |
2690 | </attribute> |
2821 | </attribute> |
2691 | &activate_on; |
2822 | &activate_on; |
… | |
… | |
2732 | </ignore> |
2863 | </ignore> |
2733 | <description><![CDATA[ |
2864 | <description><![CDATA[ |
2734 | 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 |
2735 | player stepping on it. This force does nothing except containing a |
2866 | player stepping on it. This force does nothing except containing a |
2736 | <key string> which can be discovered by detectors or inventory |
2867 | <key string> which can be discovered by detectors or inventory |
2737 | 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). |
2738 | <br><br> |
2870 | <br><br> |
2739 | 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, |
2740 | except by the effect that they cause on the maps. ]]> |
2872 | except by the effect that they cause on the maps.]]> |
2741 | </description> |
2873 | </description> |
2742 | <use><![CDATA[ |
2874 | <use><![CDATA[ |
2743 | Markers hold real cool possibilities for map-making. I encourage |
2875 | Markers hold real cool possibilities for map-making. I encourage |
2744 | you to use them frequently. However there is one negative point |
2876 | you to use them frequently. However there is one negative point |
2745 | 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 |
2746 | 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 |
2747 | informed and never confused. |
2879 | informed and never confused. |
2748 | <br><br> |
2880 | <br><br> |
2749 | Please avoid infinite markers when they aren't needed. They're |
2881 | Please avoid infinite markers when they aren't needed. They're |
2750 | 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 |
2751 | is no real purpose, set an expire time. ]]> |
2883 | is no real purpose, set an expire time.]]> |
2752 | </use> |
2884 | </use> |
2753 | <attribute arch="no_pick" value="1" type="fixed" /> |
2885 | <attribute arch="no_pick" value="1" type="fixed" /> |
2754 | <attribute arch="slaying" editor="key string" type="string"> |
2886 | <attribute arch="slaying" editor="key string" type="string"> |
2755 | The <key string> can be detected by inv. checkers/detectors. |
2887 | The <key string> can be detected by inv. checkers/detectors. |
2756 | If the player already has a force with that <key string>, |
2888 | If the player already has a force with that <key string>, |
2757 | there won't be inserted a second one. |
2889 | there won't be inserted a second one. |
2758 | </attribute> |
2890 | </attribute> |
2759 | <attribute arch="connected" editor="connection" type="int"> |
2891 | <attribute arch="connected" editor="connection" type="string"> |
2760 | When the detector is triggered, all objects with the same |
2892 | When the detector is triggered, all objects with the same |
2761 | connection value get activated. |
2893 | connection value get activated. |
2762 | </attribute> |
2894 | </attribute> |
2763 | <attribute arch="speed" editor="marking speed" type="float"> |
2895 | <attribute arch="speed" editor="marking speed" type="float"> |
2764 | The <marking speed> defines how quickly it will mark something |
2896 | The <marking speed> defines how quickly it will mark something |
… | |
… | |
2802 | 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 |
2803 | 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 |
2804 | subtracted from the player's money. |
2936 | subtracted from the player's money. |
2805 | <br><br> |
2937 | <br><br> |
2806 | For money, always use the default arches. |
2938 | For money, always use the default arches. |
2807 | Don't modify them. ]]> |
2939 | Don't modify them.]]> |
2808 | </description> |
2940 | </description> |
2809 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2941 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2810 | </type> |
2942 | </type> |
2811 | |
2943 | |
2812 | <!--####################################################################--> |
2944 | <!--####################################################################--> |
… | |
… | |
2827 | Monsters can behave in various kinds of ways. |
2959 | Monsters can behave in various kinds of ways. |
2828 | They can be aggressive, attacking the player. Or peaceful, |
2960 | They can be aggressive, attacking the player. Or peaceful, |
2829 | helping the player - maybe joining him as pet. |
2961 | helping the player - maybe joining him as pet. |
2830 | The unagressive creatures who communicate with players are |
2962 | The unagressive creatures who communicate with players are |
2831 | usually called "NPCs" (Non Player Character), a well-known |
2963 | usually called "NPCs" (Non Player Character), a well-known |
2832 | term in role-play environments. ]]> |
2964 | term in role-play environments.]]> |
2833 | </description> |
2965 | </description> |
2834 | <use><![CDATA[ |
2966 | <use><![CDATA[ |
2835 | Monsters play a central role in most maps. Choosing the right |
2967 | Monsters play a central role in most maps. Choosing the right |
2836 | combination of monsters for your map is vital: |
2968 | combination of monsters for your map is vital: |
2837 | <UL> |
2969 | <UL> |
… | |
… | |
2862 | can use. |
2994 | can use. |
2863 | </UL> |
2995 | </UL> |
2864 | 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 |
2865 | 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. |
2866 | 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 |
2867 | receive some. :-) ]]> |
2999 | receive some. :-)]]> |
2868 | </use> |
3000 | </use> |
2869 | <attribute arch="alive" value="1" type="fixed" /> |
3001 | <attribute arch="alive" value="1" type="fixed" /> |
2870 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
3002 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2871 | When the monster is killed, items from the treasurelist will |
3003 | When the monster is killed, items from the treasurelist will |
2872 | 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 |
… | |
… | |
3201 | </ignore> |
3333 | </ignore> |
3202 | <description><![CDATA[ |
3334 | <description><![CDATA[ |
3203 | As the name implies, mood floors can change the "mood" of |
3335 | As the name implies, mood floors can change the "mood" of |
3204 | a monsters/NPC. For example, an unagressive monster could be |
3336 | a monsters/NPC. For example, an unagressive monster could be |
3205 | turned mad to start attacking. Similar, an agressive monster |
3337 | turned mad to start attacking. Similar, an agressive monster |
3206 | could be calmed. ]]> |
3338 | could be calmed.]]> |
3207 | </description> |
3339 | </description> |
3208 | <use><![CDATA[ |
3340 | <use><![CDATA[ |
3209 | Mood floors are absolutely cool for NPC interaction. To make an |
3341 | Mood floors are absolutely cool for NPC interaction. To make an |
3210 | unaggressive monster/NPC attack, put a creator with "other_arch |
3342 | unaggressive monster/NPC attack, put a creator with "other_arch |
3211 | 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 |
… | |
… | |
3215 | 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 |
3216 | "help me" - and the NPC joins him as pet. |
3348 | "help me" - and the NPC joins him as pet. |
3217 | <br><br> |
3349 | <br><br> |
3218 | (Of course you must always give clear hints about keywords! |
3350 | (Of course you must always give clear hints about keywords! |
3219 | 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 |
3220 | etc. instead of a magic_ear.) ]]> |
3352 | etc. instead of a magic_ear.)]]> |
3221 | </use> |
3353 | </use> |
3222 | <attribute arch="no_pick" value="1" type="fixed" /> |
3354 | <attribute arch="no_pick" value="1" type="fixed" /> |
3223 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3355 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3224 | <mood> is used to determine what will happen to the |
3356 | <mood> is used to determine what will happen to the |
3225 | monster when affected by the mood floor: |
3357 | monster when affected by the mood floor: |
… | |
… | |
3235 | <mood> 'charm': Turns monster into a pet of person |
3367 | <mood> 'charm': Turns monster into a pet of person |
3236 | who triggers the square. This setting is not |
3368 | who triggers the square. This setting is not |
3237 | enabled for continous operation, you need to |
3369 | enabled for continous operation, you need to |
3238 | insert a <connection> value! |
3370 | insert a <connection> value! |
3239 | </attribute> |
3371 | </attribute> |
3240 | <attribute arch="connected" editor="connection" type="int"> |
3372 | <attribute arch="connected" editor="connection" type="string"> |
3241 | This should only be set in combination with <mood number> 4. |
3373 | This should only be set in combination with <mood number> 4. |
3242 | 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 |
3243 | step on it. But charming (monster -> pet) is too powerful, |
3375 | step on it. But charming (monster -> pet) is too powerful, |
3244 | so it needs to be activated. |
3376 | so it needs to be activated. |
3245 | |
3377 | |
… | |
… | |
3269 | can monsters. Motion is involuntary. Additionally, players or |
3401 | can monsters. Motion is involuntary. Additionally, players or |
3270 | 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 |
3271 | move along a chain of them. |
3403 | move along a chain of them. |
3272 | <br><br> |
3404 | <br><br> |
3273 | Multisquare monsters can be moved as well, given |
3405 | Multisquare monsters can be moved as well, given |
3274 | enough space. Movers are usually invisible. ]]> |
3406 | enough space. Movers are usually invisible.]]> |
3275 | </description> |
3407 | </description> |
3276 | <use><![CDATA[ |
3408 | <use><![CDATA[ |
3277 | NEVER EVER consider a mover being unpassable in the backwards |
3409 | NEVER EVER consider a mover being unpassable in the backwards |
3278 | direction. Setting "forced movement" makes it seemingly impossible |
3410 | direction. Setting "forced movement" makes it seemingly impossible |
3279 | 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 |
… | |
… | |
3286 | cannot be discovered with the show_invisible spell. |
3418 | cannot be discovered with the show_invisible spell. |
3287 | <br><br> |
3419 | <br><br> |
3288 | Note that Movers and Directors are seperate objects, even though |
3420 | Note that Movers and Directors are seperate objects, even though |
3289 | they look and act similar. Directors only do spells/missiles, |
3421 | they look and act similar. Directors only do spells/missiles, |
3290 | while movers only do living creatures (depending on how it |
3422 | while movers only do living creatures (depending on how it |
3291 | is set: monsters and players). ]]> |
3423 | is set: monsters and players).]]> |
3292 | </use> |
3424 | </use> |
3293 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3425 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3294 | If forced movement is enabled, the mover "freezes" anyone it |
3426 | If forced movement is enabled, the mover "freezes" anyone it |
3295 | moves (so they are forced to move along a chain). |
3427 | moves (so they are forced to move along a chain). |
3296 | For players there is no way to escape this forced movement, |
3428 | For players there is no way to escape this forced movement, |
… | |
… | |
3348 | <ignore_list name="non_pickable" /> |
3480 | <ignore_list name="non_pickable" /> |
3349 | </ignore> |
3481 | </ignore> |
3350 | <description><![CDATA[ |
3482 | <description><![CDATA[ |
3351 | Pedestals are designed to detect certain types of living objects. |
3483 | Pedestals are designed to detect certain types of living objects. |
3352 | 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 |
3353 | connected value is triggered. ]]> |
3485 | connected value is triggered.]]> |
3354 | </description> |
3486 | </description> |
3355 | <use><![CDATA[ |
3487 | <use><![CDATA[ |
3356 | 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 |
3357 | 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 |
3358 | 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, |
3359 | because many other players could sneak in. If you put powerful |
3491 | because many other players could sneak in. If you put powerful |
3360 | artifacts into such places, generally set "startequip 1", so that |
3492 | artifacts into such places, generally set "startequip 1", so that |
3361 | 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.]]> |
3362 | </use> |
3494 | </use> |
3363 | <attribute arch="no_pick" value="1" type="fixed" /> |
3495 | <attribute arch="no_pick" value="1" type="fixed" /> |
3364 | <attribute arch="slaying" editor="match race" type="string"> |
3496 | <attribute arch="slaying" editor="match race" type="string"> |
3365 | 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> |
3366 | 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. |
… | |
… | |
3368 | place where only fireborns can enter, by setting "slaying unnatural". |
3500 | place where only fireborns can enter, by setting "slaying unnatural". |
3369 | |
3501 | |
3370 | 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 |
3371 | 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 |
3372 | but not for monsters. |
3504 | but not for monsters. |
|
|
3505 | |
|
|
3506 | &match_compat; |
3373 | </attribute> |
3507 | </attribute> |
3374 | <attribute arch="connected" editor="connection" type="int"> |
3508 | <attribute arch="connected" editor="connection" type="string"> |
3375 | When the pedestal is triggered, all objects with the same |
3509 | When the pedestal is triggered, all objects with the same |
3376 | connection value get activated. |
3510 | connection value get activated. |
3377 | </attribute> |
3511 | </attribute> |
3378 | &move_on; |
3512 | &move_on; |
3379 | </type> |
3513 | </type> |
3380 | |
3514 | |
3381 | <!--####################################################################--> |
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 | <!--####################################################################--> |
3382 | <type number="94" name="Pit"> |
3565 | <type number="94" name="Pit"> |
3383 | <ignore> |
3566 | <ignore> |
3384 | <ignore_list name="non_pickable" /> |
3567 | <ignore_list name="non_pickable" /> |
3385 | </ignore> |
3568 | </ignore> |
3386 | <description><![CDATA[ |
3569 | <description><![CDATA[ |
3387 | 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. |
3388 | 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 |
3389 | the exact destination, but within a two-square radius of the destination |
3572 | the exact destination, but within a configurable radius of the destination |
3390 | (never on blocked squares).<br> |
3573 | (never on blocked squares).<br> |
3391 | 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> |
3392 | 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. |
3393 | Even multipart monsters can fall through them, given enough space. ]]> |
3576 | Even multipart monsters can fall through them, given enough space.]]> |
3394 | </description> |
3577 | </description> |
3395 | <use><![CDATA[ |
3578 | <use><![CDATA[ |
3396 | 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 |
3397 | 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 |
3398 | 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 |
3399 | randomly interconnect maps like teleporters do. ]]> |
3582 | randomly interconnect maps like teleporters do.]]> |
3400 | </use> |
3583 | </use> |
3401 | <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> |
3402 | <attribute arch="connected" editor="connection" type="int"> |
3588 | <attribute arch="connected" editor="connection" type="string"> |
3403 | 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 |
3404 | by activating the connection. |
3590 | by activating the connection. |
3405 | </attribute> |
3591 | </attribute> |
3406 | &activate_on; |
3592 | &activate_on; |
3407 | <attribute arch="hp" editor="destination X" type="int"> |
3593 | <attribute arch="hp" editor="destination X" type="int"> |
… | |
… | |
3421 | Zero means completely open/down, the "number of animation-steps" (usually |
3607 | Zero means completely open/down, the "number of animation-steps" (usually |
3422 | about 6 or 7) means completely closed/up state. I suggest you don't |
3608 | about 6 or 7) means completely closed/up state. I suggest you don't |
3423 | mess with this value - Leave the default in place. |
3609 | mess with this value - Leave the default in place. |
3424 | </attribute> |
3610 | </attribute> |
3425 | &move_on; |
3611 | &move_on; |
3426 | <attribute arch="speed" editor="activation speed" type="float"> |
|
|
3427 | If the <activation speed> is nonzero, the pit will |
|
|
3428 | automatically be activated in regular time-intervals. Hence, the |
|
|
3429 | player can just step on it and gets teleported sooner or later. |
|
|
3430 | The duration between two activates depends on the given value. |
|
|
3431 | Default in the pit arch is <activation speed> 0, i.e. disabled. |
|
|
3432 | |
|
|
3433 | VERY IMPORTANT: If you want to have your pit activated via |
|
|
3434 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
|
|
3435 | </attribute> |
|
|
3436 | &speed_left; |
|
|
3437 | </type> |
3612 | </type> |
3438 | |
3613 | |
3439 | <!--####################################################################--> |
3614 | <!--####################################################################--> |
3440 | <type number="7" name="Poison Food"> |
3615 | <type number="7" name="Poison Food"> |
3441 | <description><![CDATA[ |
3616 | <description><![CDATA[ |
3442 | 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. |
3443 | If his food drops to zero, the player might even die. ]]> |
3618 | If his food drops to zero, the player might even die.]]> |
3444 | </description> |
3619 | </description> |
3445 | </type> |
3620 | </type> |
3446 | |
3621 | |
3447 | <!--####################################################################--> |
3622 | <!--####################################################################--> |
3448 | <type number="5" name="Potion"> |
3623 | <type number="5" name="Potion"> |
3449 | <description><![CDATA[ |
3624 | <description><![CDATA[ |
3450 | The player can drink these and gain various kinds of benefits |
3625 | The player can drink these and gain various kinds of benefits |
3451 | (/penalties) by doing so. ]]> |
3626 | (/penalties) by doing so.]]> |
3452 | </description> |
3627 | </description> |
3453 | <use><![CDATA[ |
3628 | <use><![CDATA[ |
3454 | One potion should never give multiple benefits at once. ]]> |
3629 | One potion should never give multiple benefits at once.]]> |
3455 | </use> |
3630 | </use> |
3456 | <attribute arch="level" editor="potion level" type="int"> |
3631 | <attribute arch="level" editor="potion level" type="int"> |
3457 | 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. |
3458 | For other potions it should be set at least to 1. |
3633 | For other potions it should be set at least to 1. |
3459 | </attribute> |
3634 | </attribute> |
… | |
… | |
3486 | <type number="156" name="Power Crystal"> |
3661 | <type number="156" name="Power Crystal"> |
3487 | <description><![CDATA[ |
3662 | <description><![CDATA[ |
3488 | Power crystals can store a player's mana: |
3663 | Power crystals can store a player's mana: |
3489 | When the player applies the crystal with full mana, half of |
3664 | When the player applies the crystal with full mana, half of |
3490 | it flows into the crystal. When the player applies it with |
3665 | it flows into the crystal. When the player applies it with |
3491 | lacking mana, the crystal replenishes the player's mana. ]]> |
3666 | lacking mana, the crystal replenishes the player's mana.]]> |
3492 | </description> |
3667 | </description> |
3493 | <attribute arch="sp" editor="initial mana" type="int"> |
3668 | <attribute arch="sp" editor="initial mana" type="int"> |
3494 | <initial mana> is the amount of spellpoints that the |
3669 | <initial mana> is the amount of spellpoints that the |
3495 | crystal holds when the map is loaded. |
3670 | crystal holds when the map is loaded. |
3496 | </attribute> |
3671 | </attribute> |
… | |
… | |
3508 | Projectiles like arrows/crossbow bolts are used as ammunition |
3683 | Projectiles like arrows/crossbow bolts are used as ammunition |
3509 | for shooting weapons. |
3684 | for shooting weapons. |
3510 | <br><br> |
3685 | <br><br> |
3511 | It's very easy to add new pairs of weapons & projectiles. |
3686 | It's very easy to add new pairs of weapons & projectiles. |
3512 | Just set matching <ammunition class> both for shooting |
3687 | Just set matching <ammunition class> both for shooting |
3513 | weapon and projectile. ]]> |
3688 | weapon and projectile.]]> |
3514 | </description> |
3689 | </description> |
3515 | <use><![CDATA[ |
3690 | <use><![CDATA[ |
3516 | If you want to create new kinds of projectiles, you could |
3691 | If you want to create new kinds of projectiles, you could |
3517 | add an alchemical receipe to create these. |
3692 | add an alchemical receipe to create these. |
3518 | |
3693 | |
3519 | Don't create new pairs of weapons & projectiles unless |
3694 | Don't create new pairs of weapons & projectiles unless |
3520 | they really fullfill a useful purpose. In fact, even bows |
3695 | they really fullfill a useful purpose. In fact, even bows |
3521 | and crossbows are rarely ever used. ]]> |
3696 | and crossbows are rarely ever used.]]> |
3522 | </use> |
3697 | </use> |
3523 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3698 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3524 | This number is a bitmask, specifying the projectile's attacktypes. |
3699 | This number is a bitmask, specifying the projectile's attacktypes. |
3525 | Attacktypes are: physical, magical, fire, cold.. etc. |
3700 | Attacktypes are: physical, magical, fire, cold.. etc. |
3526 | This works identical to melee weapons. Note that shooting |
3701 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3588 | <type number="70" name="Ring"> |
3763 | <type number="70" name="Ring"> |
3589 | <import_type name="Amulet" /> |
3764 | <import_type name="Amulet" /> |
3590 | <description><![CDATA[ |
3765 | <description><![CDATA[ |
3591 | Rings are worn on the hands - one ring each. |
3766 | Rings are worn on the hands - one ring each. |
3592 | Wearing rings, the object's stats will directly be inherited to |
3767 | Wearing rings, the object's stats will directly be inherited to |
3593 | the player. Usually enhancing his spellcasting potential. ]]> |
3768 | the player. Usually enhancing his spellcasting potential.]]> |
3594 | </description> |
3769 | </description> |
3595 | <use><![CDATA[ |
3770 | <use><![CDATA[ |
3596 | When you create an artifact ring, never forget that players can |
3771 | When you create an artifact ring, never forget that players can |
3597 | 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 |
3598 | keep rings in balance with the game. |
3773 | keep rings in balance with the game. |
3599 | <br><br> |
3774 | <br><br> |
3600 | 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. |
3601 | They should primarily grant bonuses to spellcasting abilities |
3776 | They should primarily grant bonuses to spellcasting abilities |
3602 | and non-physical resistances. ]]> |
3777 | and non-physical resistances.]]> |
3603 | </use> |
3778 | </use> |
3604 | </type> |
3779 | </type> |
3605 | |
3780 | |
3606 | <!--####################################################################--> |
3781 | <!--####################################################################--> |
3607 | <type number="3" name="Rod"> |
3782 | <type number="3" name="Rod"> |
… | |
… | |
3610 | </ignore> |
3785 | </ignore> |
3611 | <description><![CDATA[ |
3786 | <description><![CDATA[ |
3612 | 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 |
3613 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3788 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3614 | 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 |
3615 | used endlessly. ]]> |
3790 | used endlessly.]]> |
3616 | </description> |
3791 | </description> |
3617 | <use><![CDATA[ |
3792 | <use><![CDATA[ |
3618 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3793 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3619 | 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 |
3620 | one-time-use.<br> ]]> |
3795 | one-time-use.<br>]]> |
3621 | </use> |
3796 | </use> |
3622 | <attribute arch="sp" editor="spell" type="spell"> |
3797 | <attribute arch="sp" editor="spell" type="spell"> |
3623 | 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 |
3624 | 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! |
3625 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3800 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3665 | 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 |
3666 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3841 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3667 | 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 |
3668 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3843 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3669 | <br><br> |
3844 | <br><br> |
3670 | Many runes are already defined in the archetypes. ]]> |
3845 | Many runes are already defined in the archetypes.]]> |
3671 | </description> |
3846 | </description> |
3672 | <use><![CDATA[ |
3847 | <use><![CDATA[ |
3673 | Avoid monsters stepping on your runes. For example, summoning runes |
3848 | Avoid monsters stepping on your runes. For example, summoning runes |
3674 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3849 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3675 | </use> |
3850 | </use> |
3676 | <attribute arch="no_pick" value="1" type="fixed" /> |
3851 | <attribute arch="no_pick" value="1" type="fixed" /> |
3677 | &move_on; |
3852 | &move_on; |
3678 | <attribute arch="level" editor="rune level" type="int"> |
3853 | <attribute arch="level" editor="rune level" type="int"> |
3679 | 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, |
… | |
… | |
3747 | <ignore_list name="non_pickable" /> |
3922 | <ignore_list name="non_pickable" /> |
3748 | </ignore> |
3923 | </ignore> |
3749 | <description><![CDATA[ |
3924 | <description><![CDATA[ |
3750 | 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 |
3751 | respawn-after-death and his word-of-recall positions are pointing |
3926 | respawn-after-death and his word-of-recall positions are pointing |
3752 | to the last-applied savebed. ]]> |
3927 | to the last-applied savebed.]]> |
3753 | </description> |
3928 | </description> |
3754 | <use><![CDATA[ |
3929 | <use><![CDATA[ |
3755 | Put savebed locations in towns, do not put them into dungeons. |
3930 | Put savebed locations in towns, do not put them into dungeons. |
3756 | 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. |
3757 | That means: |
3932 | That means: |
… | |
… | |
3761 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3936 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3762 | players get trapped in a savebed location. |
3937 | players get trapped in a savebed location. |
3763 | <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 |
3764 | arch called "dungeon_magic" everywhere). This is not required, |
3939 | arch called "dungeon_magic" everywhere). This is not required, |
3765 | but it makes the place much more safe. |
3940 | but it makes the place much more safe. |
3766 | </UL> ]]> |
3941 | </UL>]]> |
3767 | </use> |
3942 | </use> |
3768 | <attribute arch="no_pick" value="1" type="fixed" /> |
3943 | <attribute arch="no_pick" value="1" type="fixed" /> |
3769 | <attribute arch="no_magic" value="1" type="fixed" /> |
3944 | <attribute arch="no_magic" value="1" type="fixed" /> |
3770 | <attribute arch="damned" value="1" type="fixed" /> |
3945 | <attribute arch="damned" value="1" type="fixed" /> |
3771 | </type> |
3946 | </type> |
… | |
… | |
3778 | <description><![CDATA[ |
3953 | <description><![CDATA[ |
3779 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3954 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3780 | scrolls require a certain literacy skill to read successfully. |
3955 | scrolls require a certain literacy skill to read successfully. |
3781 | Accordingly, for a successful reading, a small amount of |
3956 | Accordingly, for a successful reading, a small amount of |
3782 | experience is gained. Scrolls allow only one time usage, but |
3957 | experience is gained. Scrolls allow only one time usage, but |
3783 | usually they are sold in bulks. ]]> |
3958 | usually they are sold in bulks.]]> |
3784 | </description> |
3959 | </description> |
3785 | <use><![CDATA[ |
3960 | <use><![CDATA[ |
3786 | For low level quests, scrolls of healing/curing-spells |
3961 | For low level quests, scrolls of healing/curing-spells |
3787 | can be a nice reward. At higher levels, scrolls become less |
3962 | can be a nice reward. At higher levels, scrolls become less |
3788 | and less useful. ]]> |
3963 | and less useful.]]> |
3789 | </use> |
3964 | </use> |
3790 | <attribute arch="level" editor="casting level" type="int"> |
3965 | <attribute arch="level" editor="casting level" type="int"> |
3791 | The spell of the scroll will be casted at this level. |
3966 | The spell of the scroll will be casted at this level. |
3792 | This value should always be set, at least to 1. |
3967 | This value should always be set, at least to 1. |
3793 | </attribute> |
3968 | </attribute> |
… | |
… | |
3805 | <type number="33" name="Shield"> |
3980 | <type number="33" name="Shield"> |
3806 | <import_type name="Amulet" /> |
3981 | <import_type name="Amulet" /> |
3807 | <description><![CDATA[ |
3982 | <description><![CDATA[ |
3808 | 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 |
3809 | the player. Shields usually provide good defense, only surpassed |
3984 | the player. Shields usually provide good defense, only surpassed |
3810 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3985 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3811 | </description> |
3986 | </description> |
3812 | <use><![CDATA[ |
3987 | <use><![CDATA[ |
3813 | 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 |
3814 | important that you keep your artifact in balance with existing maps. ]]> |
3989 | important that you keep your artifact in balance with existing maps.]]> |
3815 | </use> |
3990 | </use> |
3816 | <attribute arch="magic" editor="magic bonus" type="int"> |
3991 | <attribute arch="magic" editor="magic bonus" type="int"> |
3817 | <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 |
3818 | "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 |
3819 | than direct armour-class bonus on the shield. |
3994 | than direct armour-class bonus on the shield. |
… | |
… | |
3828 | wielded both at the same time. Like with any other equipment, |
4003 | wielded both at the same time. Like with any other equipment, |
3829 | stats/bonuses from shooting weapons are directly inherited to the player. |
4004 | stats/bonuses from shooting weapons are directly inherited to the player. |
3830 | <br><br> |
4005 | <br><br> |
3831 | It's very easy to add new pairs of weapons & projectiles. |
4006 | It's very easy to add new pairs of weapons & projectiles. |
3832 | Just set matching <ammunition class> both for shooting |
4007 | Just set matching <ammunition class> both for shooting |
3833 | weapon and projectile. ]]> |
4008 | weapon and projectile.]]> |
3834 | </description> |
4009 | </description> |
3835 | <use><![CDATA[ |
4010 | <use><![CDATA[ |
3836 | Shooting weapons should not add bonuses in general. There's already |
4011 | Shooting weapons should not add bonuses in general. There's already |
3837 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4012 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
3838 | Shooting weapons should especially not add bonuses to the player |
4013 | Shooting weapons should especially not add bonuses to the player |
3839 | 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 |
3840 | 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 |
3841 | - still crap. ]]> |
4016 | - still crap.]]> |
3842 | </use> |
4017 | </use> |
3843 | <attribute arch="race" editor="ammunition class" type="string"> |
4018 | <attribute arch="race" editor="ammunition class" type="string"> |
3844 | Only projectiles with matching <ammunition class> can be fired |
4019 | Only projectiles with matching <ammunition class> can be fired |
3845 | with this weapon. For normal bows set "arrows", for normal |
4020 | with this weapon. For normal bows set "arrows", for normal |
3846 | crossbows set "crossbow bolts". |
4021 | crossbows set "crossbow bolts". |
… | |
… | |
3967 | These items are all flagged as unpaid. |
4142 | These items are all flagged as unpaid. |
3968 | 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 |
3969 | unpaid and the player receives payment according to the item's |
4144 | unpaid and the player receives payment according to the item's |
3970 | selling-value. |
4145 | selling-value. |
3971 | Shopfloor always prevents magic (To hinder players from burning |
4146 | Shopfloor always prevents magic (To hinder players from burning |
3972 | or freezing the goods). ]]> |
4147 | or freezing the goods).]]> |
3973 | </description> |
4148 | </description> |
3974 | <use><![CDATA[ |
4149 | <use><![CDATA[ |
3975 | Tile your whole shop-interior space which shop floor. |
4150 | Tile your whole shop-interior space which shop floor. |
3976 | (That assures players receive payment for dropping items). |
4151 | (That assures players receive payment for dropping items). |
3977 | Place shop mats to enter/leave the shop, and make sure |
4152 | Place shop mats to enter/leave the shop, and make sure |
3978 | there is no other exit than the shop mat. ]]> |
4153 | there is no other exit than the shop mat.]]> |
3979 | </use> |
4154 | </use> |
3980 | <attribute arch="is_floor" value="1" type="fixed" /> |
4155 | <attribute arch="is_floor" value="1" type="fixed" /> |
3981 | <attribute arch="no_pick" value="1" type="fixed" /> |
4156 | <attribute arch="no_pick" value="1" type="fixed" /> |
3982 | <attribute arch="no_magic" value="1" type="fixed" /> |
4157 | <attribute arch="no_magic" value="1" type="fixed" /> |
3983 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4158 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4017 | "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/ |
4018 | or -destinations. When stepping onto a shopmat the player gets beamed |
4193 | or -destinations. When stepping onto a shopmat the player gets beamed |
4019 | 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 |
4020 | inventory, the price gets charged from his coins automatically. |
4195 | inventory, the price gets charged from his coins automatically. |
4021 | 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 |
4022 | 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).]]> |
4023 | </description> |
4198 | </description> |
4024 | <use><![CDATA[ |
4199 | <use><![CDATA[ |
4025 | As stated above, always place TWO shop mats into your shop. |
4200 | As stated above, always place TWO shop mats into your shop. |
4026 | Not more and not less than that. ]]> |
4201 | Not more and not less than that.]]> |
4027 | </use> |
4202 | </use> |
4028 | <attribute arch="no_pick" value="1" type="fixed" /> |
4203 | <attribute arch="no_pick" value="1" type="fixed" /> |
4029 | &move_on; |
4204 | &move_on; |
4030 | </type> |
4205 | </type> |
4031 | |
4206 | |
… | |
… | |
4036 | </ignore> |
4211 | </ignore> |
4037 | <description><![CDATA[ |
4212 | <description><![CDATA[ |
4038 | 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 |
4039 | 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: |
4040 | 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 |
4041 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4216 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4042 | </description> |
4217 | </description> |
4043 | <use><![CDATA[ |
4218 | <use><![CDATA[ |
4044 | 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 |
4045 | 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 |
4046 | hints about hidden secrets/dangers. Place signs to provide the player |
4221 | hints about hidden secrets/dangers. Place signs to provide the player |
4047 | 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.]]> |
4048 | </use> |
4223 | </use> |
4049 | <attribute arch="connected" editor="connection" type="int"> |
4224 | <attribute arch="connected" editor="connection" type="string"> |
4050 | 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 |
4051 | the connection is triggered. This should be used in combination with |
4226 | the connection is triggered. This should be used in combination with |
4052 | <invisible> enabled and <activate by walking/flying> disabled. |
4227 | <invisible> enabled and <activate by walking/flying> disabled. |
4053 | 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 |
4054 | printed to one player, but all players on the current map. |
4229 | printed to one player, but all players on the current map. |
… | |
… | |
4093 | <ignore_list name="system_object" /> |
4268 | <ignore_list name="system_object" /> |
4094 | </ignore> |
4269 | </ignore> |
4095 | <description><![CDATA[ |
4270 | <description><![CDATA[ |
4096 | Skills are objects which exist in the player/monster inventory. |
4271 | Skills are objects which exist in the player/monster inventory. |
4097 | 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 |
4098 | are enabled for monster use however. ]]> |
4273 | are enabled for monster use however.]]> |
4099 | </description> |
4274 | </description> |
4100 | <use><![CDATA[ |
4275 | <use><![CDATA[ |
4101 | For mapmaking, Skill objects serve two purposes: |
4276 | For mapmaking, Skill objects serve two purposes: |
4102 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4277 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4103 | 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 |
… | |
… | |
4108 | </p><p> |
4283 | </p><p> |
4109 | 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 |
4110 | copy default skill archtypes into the monsters' inventories. |
4285 | copy default skill archtypes into the monsters' inventories. |
4111 | 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 |
4112 | recommended however, to use skills in your maps which are totally |
4287 | recommended however, to use skills in your maps which are totally |
4113 | unrelated to any predefined skill archtype.</p> ]]> |
4288 | unrelated to any predefined skill archtype.</p>]]> |
4114 | </use> |
4289 | </use> |
4115 | <attribute arch="invisible" value="1" type="fixed" /> |
4290 | <attribute arch="invisible" value="1" type="fixed" /> |
4116 | <attribute arch="no_drop" value="1" type="fixed" /> |
4291 | <attribute arch="no_drop" value="1" type="fixed" /> |
4117 | <attribute arch="skill" editor="skill name" type="string"> |
4292 | <attribute arch="skill" editor="skill name" type="string"> |
4118 | The <skill name> is used for matchings. When a usable |
4293 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4147 | |
4322 | |
4148 | <!--####################################################################--> |
4323 | <!--####################################################################--> |
4149 | <type number="130" name="Skill Scroll"> |
4324 | <type number="130" name="Skill Scroll"> |
4150 | <description><![CDATA[ |
4325 | <description><![CDATA[ |
4151 | 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 |
4152 | contained skill. ]]> |
4327 | contained skill.]]> |
4153 | </description> |
4328 | </description> |
4154 | <use><![CDATA[ |
4329 | <use><![CDATA[ |
4155 | Skill scrolls are very much sought for by players. Currently, |
4330 | Skill scrolls are very much sought for by players. Currently, |
4156 | 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 |
4157 | 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 |
4158 | skill scrolls rewarded at the end. ]]> |
4333 | skill scrolls rewarded at the end.]]> |
4159 | </use> |
4334 | </use> |
4160 | <attribute arch="race" value="scrolls" type="fixed" /> |
4335 | <attribute arch="race" value="scrolls" type="fixed" /> |
4161 | <attribute arch="skill" editor="skill name" type="string"> |
4336 | <attribute arch="skill" editor="skill name" type="string"> |
4162 | The <skill name> matches the skill object that can |
4337 | The <skill name> matches the skill object that can |
4163 | be learned from this scroll. |
4338 | be learned from this scroll. |
… | |
… | |
4173 | When carrying the appropriate special key, a locked door can |
4348 | When carrying the appropriate special key, a locked door can |
4174 | be opened. The key will dissapear. |
4349 | be opened. The key will dissapear. |
4175 | <br><br> |
4350 | <br><br> |
4176 | This object-type can also be used for "passport"-like items: |
4351 | This object-type can also be used for "passport"-like items: |
4177 | When walking onto an invetory checker, a gate for example might |
4352 | When walking onto an invetory checker, a gate for example might |
4178 | get opened. The "passport" will stay in the player's inventory. ]]> |
4353 | get opened. The "passport" will stay in the player's inventory.]]> |
4179 | </description> |
4354 | </description> |
4180 | <use><![CDATA[ |
4355 | <use><![CDATA[ |
4181 | How to make a "passport": You take the special key arch |
4356 | How to make a "passport": You take the special key arch |
4182 | (archetype name is "key2"), set the face to something like |
4357 | (archetype name is "key2"), set the face to something like |
4183 | 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> |
4184 | certainly must match with the appropiate inventory checker. |
4359 | certainly must match with the appropiate inventory checker. |
4185 | <br><br> |
4360 | <br><br> |
4186 | Of course you can be creative with names and faces of |
4361 | Of course you can be creative with names and faces of |
4187 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4362 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4188 | (with appropriate faces) appear more interesting than just |
4363 | (with appropriate faces) appear more interesting than just |
4189 | a "strange key", or "passport". ]]> |
4364 | a "strange key", or "passport".]]> |
4190 | </use> |
4365 | </use> |
4191 | <attribute arch="slaying" editor="key string" type="string"> |
4366 | <attribute arch="slaying" editor="key string" type="string"> |
4192 | This string must be identical with the <key string> in the |
4367 | This string must be identical with the <key string> in the |
4193 | 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 |
4194 | to trigger inventory checkers. |
4369 | to trigger inventory checkers. |
… | |
… | |
4229 | players can learn it by reading the book. Once learned, players |
4404 | players can learn it by reading the book. Once learned, players |
4230 | 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 |
4231 | 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> |
4232 | Monsters can use spells which are put in their inventory (provided |
4407 | Monsters can use spells which are put in their inventory (provided |
4233 | that certain "enabling" settings are correct). The monster's |
4408 | that certain "enabling" settings are correct). The monster's |
4234 | <treasurelist> can also be used to provide it with spells. ]]> |
4409 | <treasurelist> can also be used to provide it with spells.]]> |
4235 | </description> |
4410 | </description> |
4236 | <use><![CDATA[ |
4411 | <use><![CDATA[ |
4237 | A lot of the spells' settings can be tuned and customized. |
4412 | A lot of the spells' settings can be tuned and customized. |
4238 | When creating new spells which are accessible to players, it is |
4413 | When creating new spells which are accessible to players, it is |
4239 | important to think about balance. A single spell which is too |
4414 | important to think about balance. A single spell which is too |
4240 | 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 |
4241 | and magic school system out of whack. Testing new spells is |
4416 | and magic school system out of whack. Testing new spells is |
4242 | quite important therefore. ]]> |
4417 | quite important therefore.]]> |
4243 | </use> |
4418 | </use> |
4244 | <attribute arch="no_drop" value="1" type="fixed" /> |
4419 | <attribute arch="no_drop" value="1" type="fixed" /> |
4245 | <attribute arch="invisible" value="1" type="fixed" /> |
4420 | <attribute arch="invisible" value="1" type="fixed" /> |
4246 | <attribute arch="skill" editor="skill name" type="string"> |
4421 | <attribute arch="skill" editor="skill name" type="string"> |
4247 | The <skill name> matches the skill which is needed |
4422 | The <skill name> matches the skill which is needed |
… | |
… | |
4279 | to read.<br><br> |
4454 | to read.<br><br> |
4280 | You can create widely customized spells only by adjusting the |
4455 | You can create widely customized spells only by adjusting the |
4281 | spell object in the spellbooks inventory. Refer to the description |
4456 | spell object in the spellbooks inventory. Refer to the description |
4282 | of spell objects for detailed information how to customize spells.<br> |
4457 | of spell objects for detailed information how to customize spells.<br> |
4283 | 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> |
4284 | with a compilation of spells that the book may contain. ]]> |
4459 | with a compilation of spells that the book may contain.]]> |
4285 | </description> |
4460 | </description> |
4286 | <use><![CDATA[ |
4461 | <use><![CDATA[ |
4287 | 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 |
4288 | reserved for the followers of the appropriate cults. Handing them |
4463 | reserved for the followers of the appropriate cults. Handing them |
4289 | out in a spellbook would violate the balance between different religions. |
4464 | out in a spellbook would violate the balance between different religions. |
4290 | <br><br> |
4465 | <br><br> |
4291 | Note that there is no fundamental difference between the spellbooks |
4466 | Note that there is no fundamental difference between the spellbooks |
4292 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4467 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4293 | even praying). The difference lies only in the spells they contain. |
4468 | even praying). The difference lies only in the spells they contain. |
4294 | 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 |
4295 | for your spells. ]]> |
4470 | for your spells.]]> |
4296 | </use> |
4471 | </use> |
4297 | <attribute arch="skill" value="literacy" type="fixed" /> |
4472 | <attribute arch="skill" value="literacy" type="fixed" /> |
4298 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4473 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4299 | There are two ways to put spells into a spellbook: |
4474 | There are two ways to put spells into a spellbook: |
4300 | 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, |
… | |
… | |
4319 | </ignore> |
4494 | </ignore> |
4320 | <description><![CDATA[ |
4495 | <description><![CDATA[ |
4321 | Spinners change the direction of spell objects and other projectiles |
4496 | Spinners change the direction of spell objects and other projectiles |
4322 | 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 |
4323 | 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 |
4324 | is always changed by a certain degree. ]]> |
4499 | is always changed by a certain degree.]]> |
4325 | </description> |
4500 | </description> |
4326 | <use><![CDATA[ |
4501 | <use><![CDATA[ |
4327 | Spinners are very rarely used. I believe they are quite |
4502 | Spinners are very rarely used. I believe they are quite |
4328 | 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 |
4329 | 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 |
4330 | otherwise couldn't. |
4505 | otherwise couldn't. |
4331 | |
4506 | |
4332 | 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- |
4333 | projectiles from magic walls don't get to fly in loops. ]]> |
4508 | projectiles from magic walls don't get to fly in loops.]]> |
4334 | </use> |
4509 | </use> |
4335 | <attribute arch="sp" editor="direction number" type="int"> |
4510 | <attribute arch="sp" editor="direction number" type="int"> |
4336 | The spinner will change the direction of flying objects by |
4511 | The spinner will change the direction of flying objects by |
4337 | 45 degrees per <direction number>. Negative values spin clockwise, |
4512 | 45 degrees per <direction number>. Negative values spin clockwise, |
4338 | positive values counter clockwise. |
4513 | positive values counter clockwise. |
… | |
… | |
4351 | Swamp areas show a special behaviour: |
4526 | Swamp areas show a special behaviour: |
4352 | 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, |
4353 | he will start to sink in and eventually drown and die. |
4528 | he will start to sink in and eventually drown and die. |
4354 | Items dropped on the swamp sink in and dissapear. |
4529 | Items dropped on the swamp sink in and dissapear. |
4355 | 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 |
4356 | to die in the swamp. ]]> |
4531 | to die in the swamp.]]> |
4357 | </description> |
4532 | </description> |
4358 | <attribute arch="is_floor" value="1" type="fixed" /> |
4533 | <attribute arch="is_floor" value="1" type="fixed" /> |
4359 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4534 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4360 | <attribute arch="speed" editor="drowning speed" type="float"> |
4535 | <attribute arch="speed" editor="drowning speed" type="float"> |
4361 | The higher the <drowning speed>, the faster will players and items |
4536 | The higher the <drowning speed>, the faster will players and items |
… | |
… | |
4385 | different location. The main difference to the object-type exit |
4560 | different location. The main difference to the object-type exit |
4386 | is the possibility to have teleporters connected to levers/buttons/etc. |
4561 | is the possibility to have teleporters connected to levers/buttons/etc. |
4387 | Sometimes teleporters are activated even against the players will. |
4562 | Sometimes teleporters are activated even against the players will. |
4388 | <br><br> |
4563 | <br><br> |
4389 | Unlike exits, teleporters can also transfer items and |
4564 | Unlike exits, teleporters can also transfer items and |
4390 | monsters to different locations on the same map. ]]> |
4565 | monsters to different locations on the same map.]]> |
4391 | </description> |
4566 | </description> |
4392 | <use><![CDATA[ |
4567 | <use><![CDATA[ |
4393 | 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 |
4394 | an invisible teleporter. If using "invisible 1", the teleporter |
4569 | an invisible teleporter. If using "invisible 1", the teleporter |
4395 | can still be discovered with the show_invisible spell. And in |
4570 | can still be discovered with the show_invisible spell. And in |
4396 | 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. |
4397 | <br><br> |
4572 | <br><br> |
4398 | Fortunately, there is a cool trick to make a perfectly invisible |
4573 | Fortunately, there is a cool trick to make a perfectly invisible |
4399 | teleporter: You simply add teleporter functionality to the floor |
4574 | teleporter: You simply add teleporter functionality to the floor |
4400 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4575 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4401 | 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.]]> |
4402 | </use> |
4577 | </use> |
4403 | <attribute arch="slaying" editor="exit path" type="string"> |
4578 | <attribute arch="slaying" editor="exit path" type="string"> |
4404 | 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. |
4405 | <exit path> can be an absolute path, beginning with '/' |
4580 | <exit path> can be an absolute path, beginning with '/' |
4406 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4581 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4442 | be transferred to the "default enter location" of the destined map. |
4617 | be transferred to the "default enter location" of the destined map. |
4443 | 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, |
4444 | 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 |
4445 | map-bugs. |
4620 | map-bugs. |
4446 | </attribute> |
4621 | </attribute> |
4447 | <attribute arch="connected" editor="connection" type="int"> |
4622 | <attribute arch="connected" editor="connection" type="string"> |
4448 | If a connection value is set, the teleporter will be activated |
4623 | If a connection value is set, the teleporter will be activated |
4449 | whenever the connection is triggered. To use this properly, |
4624 | whenever the connection is triggered. To use this properly, |
4450 | <activation speed> must be zero. |
4625 | <activation speed> must be zero. |
4451 | </attribute> |
4626 | </attribute> |
4452 | &activate_on; |
4627 | &activate_on; |
… | |
… | |
4478 | after some time.]]> |
4653 | after some time.]]> |
4479 | </description> |
4654 | </description> |
4480 | <use><![CDATA[ |
4655 | <use><![CDATA[ |
4481 | Use gates to divide your maps into separated areas. After solving |
4656 | Use gates to divide your maps into separated areas. After solving |
4482 | 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 |
4483 | maps more complex than "one-way". ]]> |
4658 | maps more complex than "one-way".]]> |
4484 | </use> |
4659 | </use> |
4485 | <attribute arch="no_pick" value="1" type="fixed" /> |
4660 | <attribute arch="no_pick" value="1" type="fixed" /> |
4486 | <attribute arch="connected" editor="connection" type="int"> |
4661 | <attribute arch="connected" editor="connection" type="string"> |
4487 | Whenever the inventory checker is triggered, all objects with identical |
4662 | Whenever the inventory checker is triggered, all objects with identical |
4488 | <connection> value get activated. This only makes sense together with |
4663 | <connection> value get activated. This only makes sense together with |
4489 | <blocking passage> disabled. If unset, the gate opens automatically |
4664 | <blocking passage> disabled. If unset, the gate opens automatically |
4490 | after some time. |
4665 | after some time. |
4491 | </attribute> |
4666 | </attribute> |
… | |
… | |
4558 | </attribute> |
4733 | </attribute> |
4559 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4734 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4560 | This attribute defines what attacktype to use for direct damage when |
4735 | This attribute defines what attacktype to use for direct damage when |
4561 | the trap detonates. |
4736 | the trap detonates. |
4562 | </attribute> |
4737 | </attribute> |
4563 | <attribute arch="connected" editor="connection" type="int"> |
4738 | <attribute arch="connected" editor="connection" type="string"> |
4564 | When the trap is detonated, all objects with the same |
4739 | When the trap is detonated, all objects with the same |
4565 | connection value get activated. |
4740 | connection value get activated. |
4566 | </attribute> |
4741 | </attribute> |
4567 | <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"> |
4568 | When the trap detonates, this text is displayed to the |
4743 | When the trap detonates, this text is displayed to the |
… | |
… | |
4580 | Trapdoors are very similar to pits. The difference is that they |
4755 | Trapdoors are very similar to pits. The difference is that they |
4581 | 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 |
4582 | trapdoor determines weither it slams the trapdoor open and falls through |
4757 | trapdoor determines weither it slams the trapdoor open and falls through |
4583 | or not.<br> |
4758 | or not.<br> |
4584 | 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 |
4585 | weight,) it remains open, acting like an opened pit. ]]> |
4760 | weight,) it remains open, acting like an opened pit.]]> |
4586 | </description> |
4761 | </description> |
4587 | <use><![CDATA[ |
4762 | <use><![CDATA[ |
4588 | Trapdoors should be used in the same fashion as pits: |
4763 | Trapdoors should be used in the same fashion as pits: |
4589 | 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 |
4590 | 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.]]> |
4591 | </use> |
4766 | </use> |
4592 | <attribute arch="no_pick" value="1" type="fixed" /> |
4767 | <attribute arch="no_pick" value="1" type="fixed" /> |
4593 | &move_on; |
4768 | &move_on; |
4594 | <attribute arch="weight" editor="hold weight" type="int"> |
4769 | <attribute arch="weight" editor="hold weight" type="int"> |
4595 | This value defines how much weight the trapdoor can hold. |
4770 | This value defines how much weight the trapdoor can hold. |
… | |
… | |
4621 | <attribute arch="value" /> |
4796 | <attribute arch="value" /> |
4622 | <attribute arch="material" /> |
4797 | <attribute arch="material" /> |
4623 | </ignore> |
4798 | </ignore> |
4624 | <description><![CDATA[ |
4799 | <description><![CDATA[ |
4625 | 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 |
4626 | into the game. ]]> |
4801 | into the game.]]> |
4627 | </description> |
4802 | </description> |
4628 | <use><![CDATA[ |
4803 | <use><![CDATA[ |
4629 | About usage of the "random-artifact" treasurelist: |
4804 | About usage of the "random-artifact" treasurelist: |
4630 | This will generate powerful stuff like girdles, xray helmets, special |
4805 | This will generate powerful stuff like girdles, xray helmets, special |
4631 | 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 |
4632 | 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 |
4633 | number of different artifacts! Besides, players will always seek the place |
4808 | number of different artifacts! Besides, players will always seek the place |
4634 | 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. |
4635 | 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 |
4636 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4811 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4637 | </use> |
4812 | </use> |
4638 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4813 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4639 | This entry determines what kind of treasure will appear. Look into |
4814 | This entry determines what kind of treasure will appear. Look into |
4640 | /crossfire/share/crossfire/treasures for details about existing |
4815 | /crossfire/share/crossfire/treasures for details about existing |
4641 | treasurelists. |
4816 | treasurelists. |
… | |
… | |
4670 | <description><![CDATA[ |
4845 | <description><![CDATA[ |
4671 | 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 |
4672 | 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 |
4673 | <key string> which can be discovered by detectors or inventory |
4848 | <key string> which can be discovered by detectors or inventory |
4674 | 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). |
4675 | <br><br> |
4851 | <br><br> |
4676 | 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, |
4677 | except by the effect that they cause on the maps. ]]> |
4853 | except by the effect that they cause on the maps.]]> |
4678 | </description> |
4854 | </description> |
4679 | <use><![CDATA[ |
4855 | <use><![CDATA[ |
4680 | Markers hold real cool possibilities for map-making. I encourage |
4856 | Markers hold real cool possibilities for map-making. I encourage |
4681 | you to use them frequently. However there is one negative point |
4857 | you to use them frequently. However there is one negative point |
4682 | 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 |
4683 | 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 |
4684 | informed and never confused. |
4860 | informed and never confused. |
4685 | <br><br> |
4861 | <br><br> |
4686 | Please avoid infinite markers when they aren't needed. They're |
4862 | Please avoid infinite markers when they aren't needed. They're |
4687 | 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 |
4688 | is no real purpose, set an expire time. ]]> |
4864 | is no real purpose, set an expire time.]]> |
4689 | </use> |
4865 | </use> |
4690 | <attribute arch="no_pick" value="1" type="fixed" /> |
4866 | <attribute arch="no_pick" value="1" type="fixed" /> |
4691 | <attribute arch="slaying" editor="key string" type="string"> |
4867 | <attribute arch="slaying" editor="key string" type="string"> |
4692 | The <key string> can be detected by inv. checkers/detectors. |
4868 | The <key string> can be detected by inv. checkers/detectors. |
4693 | If the player already has a force with that <key string>, |
4869 | If the player already has a force with that <key string>, |
4694 | there won't be inserted a second one. |
4870 | there won't be inserted a second one. |
4695 | </attribute> |
4871 | </attribute> |
4696 | <attribute arch="connected" editor="connection" type="int"> |
4872 | <attribute arch="connected" editor="connection" type="string"> |
4697 | 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. |
4698 | </attribute> |
4874 | </attribute> |
4699 | <attribute arch="food" editor="mark duration" type="int"> |
4875 | <attribute arch="food" editor="mark duration" type="int"> |
4700 | This value defines the duration of the force it inserts. |
4876 | This value defines the duration of the force it inserts. |
4701 | If nonzero, the duration of the player's mark is finite: |
4877 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4732 | <attribute arch="name_pl" /> |
4908 | <attribute arch="name_pl" /> |
4733 | <attribute arch="value" /> |
4909 | <attribute arch="value" /> |
4734 | <attribute arch="unpaid" /> |
4910 | <attribute arch="unpaid" /> |
4735 | </ignore> |
4911 | </ignore> |
4736 | <description><![CDATA[ |
4912 | <description><![CDATA[ |
4737 | Walls usually block passage and sight. ]]> |
4913 | Walls usually block passage and sight.]]> |
4738 | </description> |
4914 | </description> |
4739 | &movement_types_terrain; |
4915 | &movement_types_terrain; |
4740 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4916 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4741 | 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. |
4742 | This setting is used for boulders and barrels. |
4918 | This setting is used for boulders and barrels. |
… | |
… | |
4755 | <type number="109" name="Wand & Staff"> |
4931 | <type number="109" name="Wand & Staff"> |
4756 | <description><![CDATA[ |
4932 | <description><![CDATA[ |
4757 | Wands contain a certain spell. The player can apply (ready) and |
4933 | Wands contain a certain spell. The player can apply (ready) and |
4758 | 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 |
4759 | "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 |
4760 | charging, but usually that isn't worth the cost. ]]> |
4936 | charging, but usually that isn't worth the cost.]]> |
4761 | </description> |
4937 | </description> |
4762 | <use><![CDATA[ |
4938 | <use><![CDATA[ |
4763 | 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 |
4764 | generally not cost-efficient. Handing out high-level wands with |
4940 | generally not cost-efficient. Handing out high-level wands with |
4765 | powerful special spells isn't a good idea either, because of |
4941 | powerful special spells isn't a good idea either, because of |
4766 | the recharge ability. |
4942 | the recharge ability. |
4767 | <br><br> |
4943 | <br><br> |
4768 | 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 |
4769 | quite desirable though. Ideal rewards for low level quests. ]]> |
4945 | quite desirable though. Ideal rewards for low level quests.]]> |
4770 | </use> |
4946 | </use> |
4771 | <attribute arch="sp" editor="spell" type="spell"> |
4947 | <attribute arch="sp" editor="spell" type="spell"> |
4772 | The <spell> specifies the contained spell. |
4948 | The <spell> specifies the contained spell. |
4773 | </attribute> |
4949 | </attribute> |
4774 | <attribute arch="level" editor="casting level" type="int"> |
4950 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4799 | <ignore_list name="non_pickable" /> |
4975 | <ignore_list name="non_pickable" /> |
4800 | </ignore> |
4976 | </ignore> |
4801 | <description><![CDATA[ |
4977 | <description><![CDATA[ |
4802 | 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 |
4803 | these weak walls look similar to their solid "relatives" except |
4979 | these weak walls look similar to their solid "relatives" except |
4804 | 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.]]> |
4805 | </description> |
4981 | </description> |
4806 | <use><![CDATA[ |
4982 | <use><![CDATA[ |
4807 | 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 |
4808 | better than completely indiscernible passages in a wall.<br> |
4984 | better than completely indiscernible passages in a wall.<br> |
4809 | 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 |
4810 | them: Rising their defensive stats, weak walls can become a |
4986 | them: Rising their defensive stats, weak walls can become a |
4811 | 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 |
4812 | attack for example. A granite wall for instance might be very |
4988 | attack for example. A granite wall for instance might be very |
4813 | hard to destroy. ]]> |
4989 | hard to destroy.]]> |
4814 | </use> |
4990 | </use> |
4815 | <attribute arch="alive" value="1" type="fixed" /> |
4991 | <attribute arch="alive" value="1" type="fixed" /> |
4816 | <attribute arch="no_pick" value="1" type="fixed" /> |
4992 | <attribute arch="no_pick" value="1" type="fixed" /> |
4817 | <attribute arch="tear_down" value="1" type="fixed" /> |
4993 | <attribute arch="tear_down" value="1" type="fixed" /> |
4818 | <attribute arch="race" editor="race" type="string"> |
4994 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
4847 | <!--####################################################################--> |
5023 | <!--####################################################################--> |
4848 | <type number="15" name="Weapon"> |
5024 | <type number="15" name="Weapon"> |
4849 | <description><![CDATA[ |
5025 | <description><![CDATA[ |
4850 | 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 |
4851 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5027 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
4852 | be improved with scrolls. ]]> |
5028 | be improved with scrolls.]]> |
4853 | </description> |
5029 | </description> |
4854 | <use><![CDATA[ |
5030 | <use><![CDATA[ |
4855 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5031 | If you create artifacts (equipment) with stats- or resistance-bonus: |
4856 | 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 |
4857 | fighting AND questing. ]]> |
5033 | fighting AND questing.]]> |
4858 | </use> |
5034 | </use> |
4859 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5035 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4860 | This number is a bitmask, specifying the weapon's attacktypes. |
5036 | This number is a bitmask, specifying the weapon's attacktypes. |
4861 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5037 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
4862 | 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 |
… | |
… | |
5036 | </type> |
5212 | </type> |
5037 | |
5213 | |
5038 | <type number="116" name="Event Connector"> |
5214 | <type number="116" name="Event Connector"> |
5039 | <description><![CDATA[ |
5215 | <description><![CDATA[ |
5040 | Event connectors link specific events that happen to objects to |
5216 | Event connectors link specific events that happen to objects to |
5041 | a crossfire plug-in. They are not used at all in Deliantra ]]> |
5217 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5042 | </description> |
5218 | </description> |
5043 | </type> |
5219 | </type> |
5044 | |
5220 | |
5045 | </types> |
5221 | </types> |