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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.7 by root, Thu Mar 16 22:16:06 2006 UTC vs.
Revision 1.14 by root, Mon Mar 27 17:23:36 2006 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
113]> 161]>
114 162
115<types> 163<types>
116 164
117<!--###################### bitmask definitions ######################--> 165<!--###################### bitmask definitions ######################-->
196 <entry bit="2" name="Food" /> 244 <entry bit="2" name="Food" />
197 <entry bit="3" name="Weapons" /> 245 <entry bit="3" name="Weapons" />
198 <entry bit="4" name="Armour" /> 246 <entry bit="4" name="Armour" />
199 <entry bit="5" name="Inverse" /> 247 <entry bit="5" name="Inverse" />
200 <entry bit="6" name="All" /> 248 <entry bit="6" name="All" />
249</bitmask>
250
251<bitmask name="movement_type">
252 <entry bit="0" name="Walk" />
253 <entry bit="1" name="Fly Low" />
254 <entry bit="2" name="Fly High" />
255 <entry bit="3" name="Swim" />
256 <entry bit="4" name="Boat" />
257 <entry bit="16" name="Other" />
201</bitmask> 258</bitmask>
202 259
203<!--###################### list definitions ######################--> 260<!--###################### list definitions ######################-->
204 261
205<list name="direction"> 262<list name="direction">
345 <entry value="11" name="close" /> 402 <entry value="11" name="close" />
346 <entry value="12" name="timer" /> 403 <entry value="12" name="timer" />
347 <entry value="28" name="move" /> 404 <entry value="28" name="move" />
348</list> 405</list>
349 406
407<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" />
410 <entry value="2" name="run away" />
411 <entry value="3" name="hit and run" />
412 <entry value="4" name="wait, then hit, then move" />
413 <entry value="5" name="rush blindly" />
414 <entry value="6" name="always run" />
415 <entry value="7" name="attack from distance if hit" />
416 <entry value="8" name="do not approach" />
417</list>
418
419<list name="attack_movement_bits_4_7">
420 <entry value="0" name="none" />
421 <entry value="16" name="pet" />
422 <entry value="32" name="small circle" />
423 <entry value="48" name="large circle" />
424 <entry value="64" name="small horizontal" />
425 <entry value="80" name="large horizontal" />
426 <entry value="96" name="random direction" />
427 <entry value="112" name="random movement" />
428 <entry value="128" name="small vertical" />
429 <entry value="144" name="large vertical" />
430</list>
431
350<!--###################### default attributes ######################--> 432<!--###################### default attributes ######################-->
351 433
352<!-- 434<!--
353 The attributes of the default_type get added to all other types by default. 435 The attributes of the default_type get added to all other types by default.
354 Every type can have an 'ignore' element however, which is used to specify 436 Every type can have an 'ignore' element however, which is used to specify
379 zero weight are not pickable for players. Still, set the "non-pickable"-flag 461 zero weight are not pickable for players. Still, set the "non-pickable"-flag
380 for explicitly non-pickable objects (hey, this is opensource.. you 462 for explicitly non-pickable objects (hey, this is opensource.. you
381 never know ;) ). 463 never know ;) ).
382 </attribute> 464 </attribute>
383 <attribute arch="value" editor="value" type="int"> 465 <attribute arch="value" editor="value" type="int">
384 Adds a certain value to the object: It will be worth that many times the 466 Determines the value of the object, in units of silver coins (one
385 default value from it's archetype (E.g. "value = 3" means three times 467 platinum coin == 50 silver coins). Value for buying/selling will be
386 worth the default value). Value for buying/selling will be
387 further modified by various factors. Hence, testing values in-game is 468 further modified by various factors. Hence, testing values in-game is
388 usually inevitable. 469 usually inevitable.
389 </attribute> 470 </attribute>
390 <attribute arch="glow_radius" editor="glow radius" type="int"> 471 <attribute arch="glow_radius" editor="glow radius" type="int">
391 If &lt;glow radius&gt; is set to a value greater zero, the object 472 If &lt;glow radius&gt; is set to a value greater zero, the object
458 the fallback for all types which don't match any other defined types. 539 the fallback for all types which don't match any other defined types.
459 The required attribute "misc x" prevents that it gets confused with 540 The required attribute "misc x" prevents that it gets confused with
460 other types like "monster & npc" which also have type number 0. --> 541 other types like "monster & npc" which also have type number 0. -->
461 <attribute arch="misc" value="x" /> 542 <attribute arch="misc" value="x" />
462 </required> 543 </required>
463 <attribute arch="no_pass" editor="blocking passage" type="bool"> 544 &movement_types_terrain;
464 If set, the object cannot be passed by players nor monsters.
465 </attribute>
466 <attribute arch="cursed" editor="cursed" type="bool"> 545 <attribute arch="cursed" editor="cursed" type="bool">
467 Curses can have various effects: On equipment and food, 546 Curses can have various effects: On equipment and food,
468 they generally harm the player in some way. 547 they generally harm the player in some way.
469 </attribute> 548 </attribute>
470 <attribute arch="damned" editor="damned" type="bool"> 549 <attribute arch="damned" editor="damned" type="bool">
559 then either a spell is casted (on the player) or a connector is 638 then either a spell is casted (on the player) or a connector is
560 triggered. If the latter is the case, the altar works only once. 639 triggered. If the latter is the case, the altar works only once.
561 Either way, the sacrificed item disappears. ]]> 640 Either way, the sacrificed item disappears. ]]>
562 </description> 641 </description>
563 <attribute arch="no_pick" value="1" type="fixed" /> 642 <attribute arch="no_pick" value="1" type="fixed" />
564 <attribute arch="walk_on" value="1" type="fixed" /> 643 &move_on;
565 <attribute arch="slaying" editor="match item name" type="string"> 644 <attribute arch="slaying" editor="match item name" type="string">
566 This string specifies the item that must be put on the altar to 645 This string specifies the item that must be put on the altar to
567 activate it. It can either be the name of an archetype, or directly 646 activate it. It can either be the name of an archetype, or directly
568 the name of an object. Yet, titles are not recognized by altars. 647 the name of an object. Yet, titles are not recognized by altars.
569 Remember to put a note somewhere, telling the player what he is 648 Remember to put a note somewhere, telling the player what he is
660 will push the connected value TWICE per sacrifice: First by 739 will push the connected value TWICE per sacrifice: First by
661 dropping sacrifice, second by reset. This mode is typically 740 dropping sacrifice, second by reset. This mode is typically
662 used for altars being connected to gates, resulting in the 741 used for altars being connected to gates, resulting in the
663 gate being opened and closed again. 742 gate being opened and closed again.
664 </attribute> 743 </attribute>
665 <attribute arch="walk_on" value="1" type="fixed"> 744 &move_on;
666 </attribute>
667 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 745 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668 This text will be displayed to the player 746 This text will be displayed to the player
669 in the exact moment when the altar is activated. 747 in the exact moment when the altar is activated.
670 </attribute> 748 </attribute>
671</type> 749</type>
928 projectiles (e.g. arrows, bolts, boulders) will 1006 projectiles (e.g. arrows, bolts, boulders) will
929 bounce off him. This works only about 90% of all 1007 bounce off him. This works only about 90% of all
930 times, to avoid players being completely immune to 1008 times, to avoid players being completely immune to
931 certain types of attacks. 1009 certain types of attacks.
932 </attribute> 1010 </attribute>
933 <attribute arch="flying" editor="levitate" type="bool"> 1011 &move_type;
934 As soon as the player applies a piece of equipment with
935 &lt;levitate&gt; set, the player will start to float in the air.
936 </attribute>
937 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1012 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938 Click on the &lt;attuned paths&gt; button to select spellpaths. 1013 Click on the &lt;attuned paths&gt; button to select spellpaths.
939 The player will get attuned to the specified spellpaths 1014 The player will get attuned to the specified spellpaths
940 while wearing this item. 1015 while wearing this item.
941 </attribute> 1016 </attribute>
1016 is taken, lost or destroyed - it's gone for good. 1091 is taken, lost or destroyed - it's gone for good.
1017 </attribute> 1092 </attribute>
1018 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1093 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1019 This is the text that appears "written" in the book. 1094 This is the text that appears "written" in the book.
1020 </attribute> 1095 </attribute>
1096 <attribute arch="slaying" editor="key string" type="string">
1097 This is the key string of the book. The key string is checked by an inventory checker.
1098 (This is used eg. for the gate/port passes in scorn)
1099 </attribute>
1021</type> 1100</type>
1022 1101
1023<!--####################################################################--> 1102<!--####################################################################-->
1024<type number="99" name="Boots"> 1103<type number="99" name="Boots">
1025 <import_type name="Amulet" /> 1104 <import_type name="Amulet" />
1104 When a predefined amount of weigh is placed on a button, the 1183 When a predefined amount of weigh is placed on a button, the
1105 &lt;connection&gt; value is triggered. In most cases this happens when a 1184 &lt;connection&gt; value is triggered. In most cases this happens when a
1106 player or monster steps on it. When the button is "released", the 1185 player or monster steps on it. When the button is "released", the
1107 &lt;connection&gt; value get's triggered a second time. ]]> 1186 &lt;connection&gt; value get's triggered a second time. ]]>
1108 </description> 1187 </description>
1109 <attribute arch="walk_on" value="1" type="fixed" /> 1188 &move_on;
1110 <attribute arch="walk_off" value="1" type="fixed" /> 1189 &move_off;
1111 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1112 <attribute arch="weight" editor="press weight" type="int"> 1191 <attribute arch="weight" editor="press weight" type="int">
1113 The button is pressed (triggered), as soon as 1192 The button is pressed (triggered), as soon as
1114 &lt;press weigh&gt; gram are placed ontop of it. 1193 &lt;press weigh&gt; gram are placed ontop of it.
1115 </attribute> 1194 </attribute>
1413 <attribute arch="speed" editor="detection speed" type="float"> 1492 <attribute arch="speed" editor="detection speed" type="float">
1414 This value defines the time between two detector-checks. 1493 This value defines the time between two detector-checks.
1415 If you want the detector to behave almost like pedestals/buttons, 1494 If you want the detector to behave almost like pedestals/buttons,
1416 set speed rather high, like &lt;detection speed&gt; 1.0. 1495 set speed rather high, like &lt;detection speed&gt; 1.0.
1417 </attribute> 1496 </attribute>
1497 &speed_left;
1498 <attribute arch="speed_left" editor="speed left" type="float">
1499 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1500 If it is larger than 0, the detector checks, and the speed is decremented
1501 by 1.
1502 </attribute>
1418</type> 1503</type>
1419 1504
1420<!--####################################################################--> 1505<!--####################################################################-->
1421<type number="112" name="Director"> 1506<type number="112" name="Director">
1422 <ignore> 1507 <ignore>
1444 <attribute arch="sp" editor="direction" type="list_direction"> 1529 <attribute arch="sp" editor="direction" type="list_direction">
1445 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1530 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1446 A director with direction &lt;none&gt; simply stops projectiles. 1531 A director with direction &lt;none&gt; simply stops projectiles.
1447 (The latter works out a bit strange for some spells). 1532 (The latter works out a bit strange for some spells).
1448 </attribute> 1533 </attribute>
1449 <attribute arch="walk_on" value="1" type="fixed" /> 1534 &move_on;
1450 <attribute arch="fly_on" value="1" type="fixed" />
1451</type> 1535</type>
1452 1536
1453<!--####################################################################--> 1537<!--####################################################################-->
1454<type number="158" name="Disease"> 1538<type number="158" name="Disease">
1455 <ignore> 1539 <ignore>
1523 </attribute> 1607 </attribute>
1524 <attribute arch="speed" editor="moving speed" type="float"> 1608 <attribute arch="speed" editor="moving speed" type="float">
1525 The &lt;speed&gt; of the disease determines how fast the disease will 1609 The &lt;speed&gt; of the disease determines how fast the disease will
1526 "move", thus how fast the symptoms strike the host. 1610 "move", thus how fast the symptoms strike the host.
1527 </attribute> 1611 </attribute>
1612 &speed_left;
1528</section> 1613</section>
1529<section name="symptoms"> 1614<section name="symptoms">
1530 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1615 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1531 The disease will attack the host with the given &lt;attacktype&gt;. 1616 The disease will attack the host with the given &lt;attacktype&gt;.
1532 Godpower attacktype is commonly used for "unresistable" diseases. 1617 Godpower attacktype is commonly used for "unresistable" diseases.
1622 defeated, horizontally and vertically adjacent doors are automatically 1707 defeated, horizontally and vertically adjacent doors are automatically
1623 removed. ]]> 1708 removed. ]]>
1624 </description> 1709 </description>
1625 <attribute arch="no_pick" value="1" type="fixed" /> 1710 <attribute arch="no_pick" value="1" type="fixed" />
1626 <attribute arch="alive" value="1" type="fixed" /> 1711 <attribute arch="alive" value="1" type="fixed" />
1627 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1712 &movement_types_terrain;
1628 If set, a player must defeat the door to enter.
1629 </attribute>
1630 <attribute arch="hp" editor="hitpoints" type="int"> 1713 <attribute arch="hp" editor="hitpoints" type="int">
1631 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1714 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1632 </attribute> 1715 </attribute>
1633 <attribute arch="ac" editor="armour class" type="int"> 1716 <attribute arch="ac" editor="armour class" type="int">
1634 Doors of high &lt;armour class&gt; are less likely to get hit. 1717 Doors of high &lt;armour class&gt; are less likely to get hit.
1728 If both are set to zero, the player will be transferred to the "default 1811 If both are set to zero, the player will be transferred to the "default
1729 enter location" of the destined map. The latter can be set in the map- 1812 enter location" of the destined map. The latter can be set in the map-
1730 properties as "Enter X/Y". Though, please DO NOT use that. 1813 properties as "Enter X/Y". Though, please DO NOT use that.
1731 It turned out to be a source for numerous map-bugs. 1814 It turned out to be a source for numerous map-bugs.
1732 </attribute> 1815 </attribute>
1733 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1816 &move_on;
1734 If set, the player will apply the exit by just walking into it. This must
1735 be set for the invisible exits for example. If unset, the player has
1736 to step onto the exit and press 'a' to get transferred.
1737 </attribute>
1738 <attribute arch="fly_on" editor="apply by flying" type="bool">
1739 If set, the player will apply the exit by "flying into it". Flying means
1740 the player is levitating. E.g. wearing levitation boots.
1741 </attribute>
1742 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1817 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1743 If set, this message will be displayed to the player when he applies the exit. 1818 If set, this message will be displayed to the player when he applies the exit.
1744 This is quite useful to throw in some "role-play feeling": "As you enter the 1819 This is quite useful to throw in some "role-play feeling": "As you enter the
1745 dark cave you hear the sound of rustling dragonscales...". Well, my english 1820 dark cave you hear the sound of rustling dragonscales...". Well, my english
1746 is poor, but you get the point. =) 1821 is poor, but you get the point. =)
1763 <description><![CDATA[ 1838 <description><![CDATA[
1764 Just like with food, the player can fill his stomache and gain a 1839 Just like with food, the player can fill his stomache and gain a
1765 little health by eating flesh-objects. <br> 1840 little health by eating flesh-objects. <br>
1766 For dragon players, flesh plays a very special role though: If the 1841 For dragon players, flesh plays a very special role though: If the
1767 flesh has resistances set, a dragon player has a chance to gain resistance in 1842 flesh has resistances set, a dragon player has a chance to gain resistance in
1768 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1843 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1769 Don't forget that flesh items with resistances have to be balanced 1844 Don't forget that flesh items with resistances have to be balanced
1770 according to map/monster difficulty. ]]> 1845 according to map/monster difficulty. ]]>
1771 </description> 1846 </description>
1772 <use><![CDATA[ 1847 <use><![CDATA[
1773 For dragon players, flesh items can be highly valuable. Note that many 1848 For dragon players, flesh items can be highly valuable. Note that many
1924 Floor is a very basic thing whithout too much 1999 Floor is a very basic thing whithout too much
1925 functionality. It's a floor - you stand on it. ]]> 2000 functionality. It's a floor - you stand on it. ]]>
1926 </description> 2001 </description>
1927 <attribute arch="is_floor" value="1" type="fixed" /> 2002 <attribute arch="is_floor" value="1" type="fixed" />
1928 <attribute arch="no_pick" value="1" type="fixed" /> 2003 <attribute arch="no_pick" value="1" type="fixed" />
1929 <attribute arch="no_pass" editor="blocking passage" type="bool">
1930 If set, the object cannot be passed by players nor monsters.
1931 </attribute>
1932<section name="terrain"> 2004<section name="terrain">
1933 <attribute arch="slow_move" editor="slow movement" type="int"> 2005 &movement_types_terrain;
1934 If &lt;slow movement&gt; is set to a value greater zero, all
1935 creatures moving over this spot will be slower than normal.
1936
1937 &lt;slow movement&gt; 1 - rough terrain
1938 &lt;slow movement&gt; 2 - very rough terrain
1939 ...
1940 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1941 </attribute>
1942 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2006 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1943 This flag indicates this spot contains wood or high grass. 2007 This flag indicates this spot contains wood or high grass.
1944 Players with activated woodsman skill can move faster here. 2008 Players with activated woodsman skill can move faster here.
1945 </attribute> 2009 </attribute>
1946 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2010 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1979 with monsters on them. Nowadays this feature is disabled - 2043 with monsters on them. Nowadays this feature is disabled -
1980 Hence encounter floor is not different from normal floor. ]]> 2044 Hence encounter floor is not different from normal floor. ]]>
1981 </description> 2045 </description>
1982 <attribute arch="is_floor" value="1" type="fixed" /> 2046 <attribute arch="is_floor" value="1" type="fixed" />
1983 <attribute arch="no_pick" value="1" type="fixed" /> 2047 <attribute arch="no_pick" value="1" type="fixed" />
1984 <attribute arch="no_pass" editor="blocking passage" type="bool">
1985 If set, the object cannot be passed by players nor monsters.
1986 </attribute>
1987<section name="terrain"> 2048<section name="terrain">
1988 <attribute arch="slow_move" editor="slow movement" type="int"> 2049 &movement_types_terrain;
1989 If &lt;slow movement&gt; is set to a value greater zero, all
1990 creatures moving over this spot will be slower than normal.
1991
1992 &lt;slow movement&gt; 1 - rough terrain
1993 &lt;slow movement&gt; 2 - very rough terrain
1994 ...
1995 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1996 </attribute>
1997 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2050 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1998 This flag indicates this spot contains wood or high grass. 2051 This flag indicates this spot contains wood or high grass.
1999 Players with activated woodsman skill can move faster here. 2052 Players with activated woodsman skill can move faster here.
2000 </attribute> 2053 </attribute>
2001 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2054 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2064 The &lt;position state&gt; defines the position of the gate: 2117 The &lt;position state&gt; defines the position of the gate:
2065 Zero means completely open/down, the "number of animation-steps" (usually 2118 Zero means completely open/down, the "number of animation-steps" (usually
2066 about 6 or 7) means completely closed/up state. I suggest you don't 2119 about 6 or 7) means completely closed/up state. I suggest you don't
2067 mess with this value - Leave the default in place. 2120 mess with this value - Leave the default in place.
2068 </attribute> 2121 </attribute>
2069 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2122 &movement_types_terrain;
2070 For open gates, &lt;blocking passage&gt; should be unset.
2071 For closed gates it must be set.
2072 </attribute>
2073 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2123 <attribute arch="no_magic" editor="restrict spells" type="bool">
2074 Restricting the use of spells to pass this gate. This has 2124 Restricting the use of spells to pass this gate. This has
2075 an effect only if &lt;block view&gt; is disabled. 2125 an effect only if &lt;block view&gt; is disabled.
2076 </attribute> 2126 </attribute>
2077 <attribute arch="damned" editor="restrict prayers" type="bool"> 2127 <attribute arch="damned" editor="restrict prayers" type="bool">
2185 You can use that to safely chase off too-weak players, or just 2235 You can use that to safely chase off too-weak players, or just
2186 to have something different. ]]> 2236 to have something different. ]]>
2187 </use> 2237 </use>
2188 <attribute arch="is_floor" value="1" type="fixed" /> 2238 <attribute arch="is_floor" value="1" type="fixed" />
2189 <attribute arch="lifesave" value="1" type="fixed" /> 2239 <attribute arch="lifesave" value="1" type="fixed" />
2190 <attribute arch="walk_on" value="1" type="fixed" /> 2240 &move_on;
2191 <attribute arch="no_pick" value="1" type="fixed" /> 2241 <attribute arch="no_pick" value="1" type="fixed" />
2192 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2242 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2193 This attribute specifys the attacktypes that this floor uses to 2243 This attribute specifys the attacktypes that this floor uses to
2194 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2244 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2195 If you want a real tough hazard floor, add more than just one attacktype. 2245 If you want a real tough hazard floor, add more than just one attacktype.
2210 I guess this value is supposed to work similar to monster levels. 2260 I guess this value is supposed to work similar to monster levels.
2211 But in fact, it does not seem to have an effect. Set any non-zero 2261 But in fact, it does not seem to have an effect. Set any non-zero
2212 value to be on the safe side. 2262 value to be on the safe side.
2213 </attribute> 2263 </attribute>
2214<section name="terrain"> 2264<section name="terrain">
2215 <attribute arch="slow_move" editor="slow movement" type="int"> 2265 &movement_types_terrain;
2216 If &lt;slow movement&gt; is set to a value greater zero, all
2217 creatures moving over this spot will be slower than normal.
2218
2219 &lt;slow movement&gt; 1 - rough terrain
2220 &lt;slow movement&gt; 2 - very rough terrain
2221 ...
2222 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2223 </attribute>
2224 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2266 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2225 This flag indicates this spot contains wood or high grass. 2267 This flag indicates this spot contains wood or high grass.
2226 Players with activated woodsman skill can move faster here. 2268 Players with activated woodsman skill can move faster here.
2227 </attribute> 2269 </attribute>
2228 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2270 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2394 either if that object is present or missing (-&gt; "last_sp") when a 2436 either if that object is present or missing (-&gt; "last_sp") when a
2395 player walks over the inv. checker. A valid option is to remove the 2437 player walks over the inv. checker. A valid option is to remove the
2396 matching object (usually not recommended, see "last_heal"). 2438 matching object (usually not recommended, see "last_heal").
2397 <br><br> 2439 <br><br>
2398 Alternatively, you can set your inv. checker to block all players 2440 Alternatively, you can set your inv. checker to block all players
2399 that do/don't carry the matching object (-&gt; "no_pass"). 2441 that do/don't carry the matching object.
2400 <br><br> 2442 <br><br>
2401 As you can see, inv. checkers are quite powerful, holding a 2443 As you can see, inv. checkers are quite powerful, holding a
2402 great variety of possibilities. ]]> 2444 great variety of possibilities. ]]>
2403 </description> 2445 </description>
2404 <use><![CDATA[ 2446 <use><![CDATA[
2436 <attribute arch="connected" editor="connection" type="int"> 2478 <attribute arch="connected" editor="connection" type="int">
2437 Whenever the inventory checker is triggered, all objects with identical 2479 Whenever the inventory checker is triggered, all objects with identical
2438 &lt;connection&gt; value get activated. This only makes sense together with 2480 &lt;connection&gt; value get activated. This only makes sense together with
2439 &lt;blocking passage&gt; disabled. 2481 &lt;blocking passage&gt; disabled.
2440 </attribute> 2482 </attribute>
2441 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2483 &movement_types_terrain;
2442 If set, only players meeting the match criteria can pass
2443 through that space. If unset (default), the inventory
2444 checker acts like a trigger/button.
2445 </attribute>
2446 <attribute arch="last_heal" editor="remove match" type="bool"> 2484 <attribute arch="last_heal" editor="remove match" type="bool">
2447 &lt;remove match&gt; means remove object if found. Setting this is usually not 2485 &lt;remove match&gt; means remove object if found. Setting this is usually not
2448 recommended because inv. checkers are in general invisible. So, unlike 2486 recommended because inv. checkers are in general invisible. So, unlike
2449 for altars/ locked doors, the player won't expect to lose an object when 2487 for altars/ locked doors, the player won't expect to lose an object when
2450 walking over that square. And he doesn't even get a message either. 2488 walking over that square. And he doesn't even get a message either.
2536 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2574 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2537 There you have magic forces (door objects) put under certain artifact 2575 There you have magic forces (door objects) put under certain artifact
2538 items. To get your hands on the artifacts, you need to bring up the 2576 items. To get your hands on the artifacts, you need to bring up the
2539 appropriate quest items (key objects). ]]> 2577 appropriate quest items (key objects). ]]>
2540 </use> 2578 </use>
2541 <attribute arch="no_pass" value="1" type="fixed" /> 2579 <attribute arch="move_type" value="0" type="fixed" />
2542 <attribute arch="no_pick" value="1" type="fixed" /> 2580 <attribute arch="no_pick" value="1" type="fixed" />
2543 <attribute arch="slaying" editor="key string" type="string"> 2581 <attribute arch="slaying" editor="key string" type="string">
2544 The &lt;key string&gt; in the door must be identical with the 2582 The &lt;key string&gt; in the door must be identical with the
2545 &lt;key string&gt; in the special key, then the door is unlocked. 2583 &lt;key string&gt; in the special key, then the door is unlocked.
2546 It is VERY important to set the &lt;key string&gt; to something that 2584 It is VERY important to set the &lt;key string&gt; to something that
2658 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2696 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2659 You can fine-tune how long the duration between two casts shall 2697 You can fine-tune how long the duration between two casts shall
2660 be. If you want to create a wall that can be activated (cast per 2698 be. If you want to create a wall that can be activated (cast per
2661 trigger) via connected lever/button/etc, you must set "speed 0". 2699 trigger) via connected lever/button/etc, you must set "speed 0".
2662 </attribute> 2700 </attribute>
2701 &speed_left;
2663 <attribute arch="sp" editor="direction" type="list_direction"> 2702 <attribute arch="sp" editor="direction" type="list_direction">
2664 The magic wall will cast it's spells always in the specified 2703 The magic wall will cast it's spells always in the specified
2665 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2704 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2666 always fire in a random direction. 2705 always fire in a random direction.
2667 </attribute> 2706 </attribute>
2668 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2707 &movement_types_terrain;
2669 If set, the object cannot be passed by players nor monsters.
2670 </attribute>
2671<section name="destroyable"> 2708<section name="destroyable">
2672 <attribute arch="alive" editor="is destroyable" type="bool"> 2709 <attribute arch="alive" editor="is destroyable" type="bool">
2673 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2710 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2674 destroyed by the player. If disabled, all other attributes on 2711 destroyed by the player. If disabled, all other attributes on
2675 this tab, as well as resistances, are meaningless. 2712 this tab, as well as resistances, are meaningless.
2773 The &lt;marking speed&gt; defines how quickly it will mark something 2810 The &lt;marking speed&gt; defines how quickly it will mark something
2774 standing on the marker. Set this value rather high to make 2811 standing on the marker. Set this value rather high to make
2775 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2812 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2776 should do fine. 2813 should do fine.
2777 </attribute> 2814 </attribute>
2815 &speed_left;
2778 <attribute arch="food" editor="mark duration" type="int"> 2816 <attribute arch="food" editor="mark duration" type="int">
2779 This value defines the duration of the force it inserts. 2817 This value defines the duration of the force it inserts.
2780 If nonzero, the duration of the player's mark is finite: 2818 If nonzero, the duration of the player's mark is finite:
2781 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2819 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2782 means the mark will stay on the player forever. 2820 means the mark will stay on the player forever.
2887 <attribute arch="level" editor="level" type="int"> 2925 <attribute arch="level" editor="level" type="int">
2888 A monster's &lt;level&gt; is the most important attribute. 2926 A monster's &lt;level&gt; is the most important attribute.
2889 &lt;level&gt; affects the power of a monster in various ways. 2927 &lt;level&gt; affects the power of a monster in various ways.
2890 </attribute> 2928 </attribute>
2891 <attribute arch="race" editor="race" type="string"> 2929 <attribute arch="race" editor="race" type="string">
2892 Every monster should have a race set to cathegorize it. 2930 Every monster should have a race set to categorize it.
2893 The monster's &lt;race&gt; can have different effects: 2931 The monster's &lt;race&gt; can have different effects:
2894 Slaying weapons inflict tripple damage against enemy races 2932 Slaying weapons inflict tripple damage against enemy races
2895 and holy word kills only enemy races of the god. 2933 and holy word kills only enemy races of the god.
2896 </attribute> 2934 </attribute>
2897 <attribute arch="exp" editor="experience" type="int"> 2935 <attribute arch="exp" editor="experience" type="int">
2898 When a player kills this monster, he will get exactly this 2936 When a player kills this monster, he will get exactly this
2899 amount of &lt;experience&gt;. The experience will flow into 2937 amount of &lt;experience&gt;. The experience will flow into
2900 the skill-cathegory the player used for the kill. 2938 the skill-category the player used for the kill.
2901 2939
2902 If you create special monsters of tweaked strenght/abilities, 2940 If you create special monsters of tweaked strenght/abilities,
2903 always make sure that the &lt;experience&gt; is set to a 2941 always make sure that the &lt;experience&gt; is set to a
2904 reasonable value. Compare with existing arches to get a feeling 2942 reasonable value. Compare with existing arches to get a feeling
2905 what reasonable means. Keep in mind that spellcasting monsters 2943 what reasonable means. Keep in mind that spellcasting monsters
2907 </attribute> 2945 </attribute>
2908 <attribute arch="speed" editor="speed" type="float"> 2946 <attribute arch="speed" editor="speed" type="float">
2909 The &lt;speed&gt; determines how fast a monster will both move 2947 The &lt;speed&gt; determines how fast a monster will both move
2910 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2948 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2911 </attribute> 2949 </attribute>
2950 &speed_left;
2912 <attribute arch="other_arch" editor="breed monster" type="string"> 2951 <attribute arch="other_arch" editor="breed monster" type="string">
2913 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2952 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2914 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2953 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2915 can be set to any valid arch-name of a monster. Multipart monster 2954 can be set to any valid arch-name of a monster. Multipart monster
2916 should not be used. 2955 should not be used.
2927 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2966 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2928 Each time the monster need to generate an object, it will be 2967 Each time the monster need to generate an object, it will be
2929 a randomly chosen item from the inventory. When generator is destroyed, 2968 a randomly chosen item from the inventory. When generator is destroyed,
2930 inventory is destroyed. 2969 inventory is destroyed.
2931 </attribute> 2970 </attribute>
2932 <attribute arch="flying" editor="flying" type="bool"> 2971 &move_type;
2933 Flying monsters won't get slowed down in rough terrain
2934 and they won't be affected by movers.
2935 </attribute>
2936 <attribute arch="undead" editor="undead" type="bool"> 2972 <attribute arch="undead" editor="undead" type="bool">
2937 Several spells only affect undead monsters: 2973 Several spells only affect undead monsters:
2938 turn undead, banish undead, holy word, etc. 2974 turn undead, banish undead, holy word, etc.
2939 </attribute> 2975 </attribute>
2940 <attribute arch="carrying" editor="carries weight" type="int"> 2976 <attribute arch="carrying" editor="carries weight" type="int">
3152 the creature wakes up. This is done as a square, for reasons of speed. 3188 the creature wakes up. This is done as a square, for reasons of speed.
3153 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3189 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3154 11x11 square of the monster will wake the monster up. If the player 3190 11x11 square of the monster will wake the monster up. If the player
3155 has stealth, the size of this square is reduced in half plus 1. 3191 has stealth, the size of this square is reduced in half plus 1.
3156 </attribute> 3192 </attribute>
3157 <attribute arch="attack_movement" editor="attack movement" type="int"> 3193 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3194 If this is set to default, the standard mode of movement will be used.
3195 </attribute>
3196 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3197 This movement is not in effect when the monster has an enemy and should
3198 only be used for non agressive monsters.
3158 </attribute> 3199 </attribute>
3159 <attribute arch="run_away" editor="run at % health" type="int"> 3200 <attribute arch="run_away" editor="run at % health" type="int">
3160 This is a percentage value in the range 0-100. 3201 This is a percentage value in the range 0-100.
3161 When the monster's health points drop below this percentage 3202 When the monster's health points drop below this percentage
3162 (relative to max health), it attempts to run away from the 3203 (relative to max health), it attempts to run away from the
3343 </attribute> 3384 </attribute>
3344 <attribute arch="speed" editor="movement speed" type="float"> 3385 <attribute arch="speed" editor="movement speed" type="float">
3345 The movement speed value determines how fast a chain of 3386 The movement speed value determines how fast a chain of
3346 these movers will push a player along (default is -0.2). 3387 these movers will push a player along (default is -0.2).
3347 </attribute> 3388 </attribute>
3389 &speed_left;
3348 <attribute arch="sp" editor="direction" type="list_direction"> 3390 <attribute arch="sp" editor="direction" type="list_direction">
3349 The mover will push creatures in the specified &lt;direction&gt;. 3391 The mover will push creatures in the specified &lt;direction&gt;.
3350 A mover with direction set to &lt;none&gt; will spin clockwise, 3392 A mover with direction set to &lt;none&gt; will spin clockwise,
3351 thus pushing creatures in unpredictable directions. 3393 thus pushing creatures in unpredictable directions.
3352 </attribute> 3394 </attribute>
3372 activates creators, creating (per default: monster-only) movers 3414 activates creators, creating (per default: monster-only) movers
3373 under the NPC's feet. The NPC starts "walking" on a predefined 3415 under the NPC's feet. The NPC starts "walking" on a predefined
3374 route! Note that it's useful to set this NPC immune to everything, 3416 route! Note that it's useful to set this NPC immune to everything,
3375 preventing the player to push the NPC off his trace. 3417 preventing the player to push the NPC off his trace.
3376 </attribute> 3418 </attribute>
3377 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3419 <attribute arch="move_on" editor="movement type" type="movement_type">
3378 This should always be set. 3420 Which movement types activate the mover.
3379 </attribute>
3380 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3381 Move flying creatures enabled means all flying (living)
3382 objects will get moved too. If disabled, only walking
3383 (non-flying) creatures will get moved.
3384 </attribute> 3421 </attribute>
3385</section> 3422</section>
3386</type> 3423</type>
3387 3424
3388<!--####################################################################--> 3425<!--####################################################################-->
3416 </attribute> 3453 </attribute>
3417 <attribute arch="connected" editor="connection" type="int"> 3454 <attribute arch="connected" editor="connection" type="int">
3418 When the pedestal is triggered, all objects with the same 3455 When the pedestal is triggered, all objects with the same
3419 connection value get activated. 3456 connection value get activated.
3420 </attribute> 3457 </attribute>
3421 <attribute arch="walk_on" value="1" type="fixed" /> 3458 &move_on;
3422 <attribute arch="walk_off" value="1" type="fixed" />
3423</type> 3459</type>
3424 3460
3425<!--####################################################################--> 3461<!--####################################################################-->
3426<type number="94" name="Pit"> 3462<type number="94" name="Pit">
3427 <ignore> 3463 <ignore>
3463 The &lt;position state&gt; defines the position of the gate: 3499 The &lt;position state&gt; defines the position of the gate:
3464 Zero means completely open/down, the "number of animation-steps" (usually 3500 Zero means completely open/down, the "number of animation-steps" (usually
3465 about 6 or 7) means completely closed/up state. I suggest you don't 3501 about 6 or 7) means completely closed/up state. I suggest you don't
3466 mess with this value - Leave the default in place. 3502 mess with this value - Leave the default in place.
3467 </attribute> 3503 </attribute>
3468 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3504 &move_on;
3469 If set, all walking creatures will fall into the pit.
3470 This does NOT need to be set for closed pits!
3471 </attribute>
3472 <attribute arch="fly_on" editor="swallow flying" type="bool">
3473 If set, all flying creatures will fall into the pit as well.
3474 This is not the behaviour expected from a pit, and it should
3475 only be used for map-mechanisms (e.g. for transporting flying
3476 monsters).
3477 An interesting side-effect: If this flag is enabled, spell
3478 effects like fire/snow also make their way through the pit.
3479 </attribute>
3480</type> 3505</type>
3481 3506
3482<!--####################################################################--> 3507<!--####################################################################-->
3483<type number="7" name="Poison Food"> 3508<type number="7" name="Poison Food">
3484 <description><![CDATA[ 3509 <description><![CDATA[
3832 <use><![CDATA[ 3857 <use><![CDATA[
3833 Avoid monsters stepping on your runes. For example, summoning runes 3858 Avoid monsters stepping on your runes. For example, summoning runes
3834 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3859 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3835 </use> 3860 </use>
3836 <attribute arch="no_pick" value="1" type="fixed" /> 3861 <attribute arch="no_pick" value="1" type="fixed" />
3837 <attribute arch="walk_on" value="1" type="fixed" /> 3862 &move_on;
3838 <attribute arch="level" editor="rune level" type="int"> 3863 <attribute arch="level" editor="rune level" type="int">
3839 This value sets the level the rune will cast the spell it contains at, 3864 This value sets the level the rune will cast the spell it contains at,
3840 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3865 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3841 (&lt;rune level&gt; 0 runes won't detonate at all!) 3866 (&lt;rune level&gt; 0 runes won't detonate at all!)
3842 3867
4184 <use><![CDATA[ 4209 <use><![CDATA[
4185 As stated above, always place TWO shop mats into your shop. 4210 As stated above, always place TWO shop mats into your shop.
4186 Not more and not less than that. ]]> 4211 Not more and not less than that. ]]>
4187 </use> 4212 </use>
4188 <attribute arch="no_pick" value="1" type="fixed" /> 4213 <attribute arch="no_pick" value="1" type="fixed" />
4189 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4214 &move_on;
4190 If set, the player can enter/leave the
4191 shop by just walking into the shop mat.
4192 </attribute>
4193 <attribute arch="fly_on" editor="apply by flying" type="bool">
4194 If set, the player can enter/leave the
4195 shop by "flying" into the shop mat.
4196 </attribute>
4197</type> 4215</type>
4198 4216
4199<!--####################################################################--> 4217<!--####################################################################-->
4200<type number="98" name="Sign &amp; MagicMouth"> 4218<type number="98" name="Sign &amp; MagicMouth">
4201 <ignore> 4219 <ignore>
4218 the connection is triggered. This should be used in combination with 4236 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4237 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be 4238 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map. 4239 printed to one player, but all players on the current map.
4222 </attribute> 4240 </attribute>
4223 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4241 &move_on;
4224 If set, the player gets the message when walking ontop of the object.
4225 "invisible 1" should be set in this case. This is the typical configuration
4226 for a "magic_mouth": The player walks through a dungeon and suddenly he
4227 gets a message. Use this to create some roleplay atmosphere, and to inform
4228 the player about possible dangers or secrets.
4229 </attribute>
4230 <attribute arch="fly_on" editor="activate by flying" type="bool">
4231 If set, the player gets the message when flying (=levitating) ontop
4232 of the object. Usually this should be set together with walk_on.
4233 </attribute>
4234 <attribute arch="food" editor="counter" type="int"> 4242 <attribute arch="food" editor="counter" type="int">
4235 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4243 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4236 (printing the message) only that many times. For signs this really shouldn't 4244 (printing the message) only that many times. For signs this really shouldn't
4237 be used, while for magic_mouths it is extremely helpful. 4245 be used, while for magic_mouths it is extremely helpful.
4238 Monsters walking over the magic_mouth do not decrease the counter. 4246 Monsters walking over the magic_mouth do not decrease the counter.
4499 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4507 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4500 positive values counter clockwise. 4508 positive values counter clockwise.
4501 4509
4502 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4510 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4503 </attribute> 4511 </attribute>
4504 <attribute arch="walk_on" value="1" type="fixed" /> 4512 &move_on;
4505 <attribute arch="fly_on" value="1" type="fixed" />
4506</type> 4513</type>
4507 4514
4508<!--####################################################################--> 4515<!--####################################################################-->
4509<type number="138" name="Swamp"> 4516<type number="138" name="Swamp">
4510 <ignore> 4517 <ignore>
4516 he will start to sink in and eventually drown and die. 4523 he will start to sink in and eventually drown and die.
4517 Items dropped on the swamp sink in and dissapear. 4524 Items dropped on the swamp sink in and dissapear.
4518 Players with knowledge of the woodsman skill are a lot less likely 4525 Players with knowledge of the woodsman skill are a lot less likely
4519 to die in the swamp. ]]> 4526 to die in the swamp. ]]>
4520 </description> 4527 </description>
4521 <attribute arch="walk_on" value="1" type="fixed" />
4522 <attribute arch="is_floor" value="1" type="fixed" /> 4528 <attribute arch="is_floor" value="1" type="fixed" />
4523 <attribute arch="is_wooded" value="1" type="fixed" /> 4529 <attribute arch="is_wooded" value="1" type="fixed" />
4524 <attribute arch="speed" editor="drowning speed" type="float"> 4530 <attribute arch="speed" editor="drowning speed" type="float">
4525 The higher the &lt;drowning speed&gt;, the faster will players and items 4531 The higher the &lt;drowning speed&gt;, the faster will players and items
4526 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4532 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4527 and unexpected death-trap. Players should get a warning before such areas. 4533 and unexpected death-trap. Players should get a warning before such areas.
4528 </attribute> 4534 </attribute>
4529 <attribute arch="slow_move" editor="slow movement" type="int"> 4535 &speed_left;
4530 If &lt;slow movement&gt; is set to a value greater zero, all 4536 &move_on;
4531 creatures moving over this spot will be slower than normal. 4537 &movement_types_terrain;
4532
4533 &lt;slow movement&gt; 1 - rough terrain
4534 &lt;slow movement&gt; 2 - very rough terrain
4535 ...
4536 &lt;slow movement&gt; 5 - default for deep swamp
4537 </attribute>
4538 <attribute arch="no_magic" editor="no spells" type="bool"> 4538 <attribute arch="no_magic" editor="no spells" type="bool">
4539 If enabled, it is impossible for players to use (wizard-) 4539 If enabled, it is impossible for players to use (wizard-)
4540 spells on that spot. 4540 spells on that spot.
4541 </attribute> 4541 </attribute>
4542 <attribute arch="damned" editor="no prayers" type="bool"> 4542 <attribute arch="damned" editor="no prayers" type="bool">
4627 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4627 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4628 4628
4629 VERY IMPORTANT: If you want to have your teleporter activated via 4629 VERY IMPORTANT: If you want to have your teleporter activated via
4630 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4630 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4631 </attribute> 4631 </attribute>
4632 &speed_left;
4632</type> 4633</type>
4633 4634
4634<!--####################################################################--> 4635<!--####################################################################-->
4635<type number="26" name="Timed Gate"> 4636<type number="26" name="Timed Gate">
4636 <ignore> 4637 <ignore>
4661 The &lt;position state&gt; defines the position of the gate: 4662 The &lt;position state&gt; defines the position of the gate:
4662 Zero means completely open/down, the "number of animation-steps" (usually 4663 Zero means completely open/down, the "number of animation-steps" (usually
4663 about 6 or 7) means completely closed/up state. I suggest you don't 4664 about 6 or 7) means completely closed/up state. I suggest you don't
4664 mess with this value - Leave the default in place. 4665 mess with this value - Leave the default in place.
4665 </attribute> 4666 </attribute>
4666 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4667 &movement_types_terrain;
4667 For open gates, &lt;blocking passage&gt; should be unset.
4668 For closed gates it must be set.
4669 </attribute>
4670 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4668 <attribute arch="no_magic" editor="restrict spells" type="bool">
4671 Restricting the use of spells to pass this gate. This has 4669 Restricting the use of spells to pass this gate. This has
4672 an effect only if &lt;block view&gt; is disabled. 4670 an effect only if &lt;block view&gt; is disabled.
4673 </attribute> 4671 </attribute>
4674 <attribute arch="damned" editor="restrict prayers" type="bool"> 4672 <attribute arch="damned" editor="restrict prayers" type="bool">
4705 <use><![CDATA[ 4703 <use><![CDATA[
4706 Avoid monsters stepping on your traps. For example, a party of orcs setting 4704 Avoid monsters stepping on your traps. For example, a party of orcs setting
4707off your lightning wall and pit trap is usually a bad idea. ]]> 4705off your lightning wall and pit trap is usually a bad idea. ]]>
4708 </use> 4706 </use>
4709 <attribute arch="no_pick" value="1" type="fixed" /> 4707 <attribute arch="no_pick" value="1" type="fixed" />
4710 <attribute arch="walk_on" value="1" type="fixed" /> 4708 &move_on;
4711 <attribute arch="level" editor="trap level" type="int"> 4709 <attribute arch="level" editor="trap level" type="int">
4712 Level effects how easily a trap may be found and disarmed, and 4710 Level effects how easily a trap may be found and disarmed, and
4713 how much experience the player gets for doing so. Beware: High level 4711 how much experience the player gets for doing so. Beware: High level
4714 traps can be quite a cheap source of experience! So either make them 4712 traps can be quite a cheap source of experience! So either make them
4715 tough, or keep the level low. 4713 tough, or keep the level low.
4758 Trapdoors should be used in the same fashion as pits: 4756 Trapdoors should be used in the same fashion as pits:
4759 They should always drop the victims to some kind of lower level. They 4757 They should always drop the victims to some kind of lower level. They
4760 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4758 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4761 </use> 4759 </use>
4762 <attribute arch="no_pick" value="1" type="fixed" /> 4760 <attribute arch="no_pick" value="1" type="fixed" />
4763 <attribute arch="walk_on" value="1" type="fixed" /> 4761 &move_on;
4764 <attribute arch="weight" editor="hold weight" type="int"> 4762 <attribute arch="weight" editor="hold weight" type="int">
4765 This value defines how much weight the trapdoor can hold. 4763 This value defines how much weight the trapdoor can hold.
4766 Once items or creatures are gathered on the trapdoor, with 4764 Once items or creatures are gathered on the trapdoor, with
4767 a total weight surpassing this value, then the trapdoor will 4765 a total weight surpassing this value, then the trapdoor will
4768 open and things start falling through. 4766 open and things start falling through.
4904 <attribute arch="unpaid" /> 4902 <attribute arch="unpaid" />
4905 </ignore> 4903 </ignore>
4906 <description><![CDATA[ 4904 <description><![CDATA[
4907 Walls usually block passage and sight. ]]> 4905 Walls usually block passage and sight. ]]>
4908 </description> 4906 </description>
4909 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4907 &movement_types_terrain;
4910 If set, the object cannot be passed by players nor monsters.
4911 </attribute>
4912 <attribute arch="can_roll" editor="moveable" type="bool"> 4908 <attribute arch="can_roll" editor="moveable" type="bool">
4913 If set, the object is able to "roll", so it can be pushed around. 4909 If set, the object is able to "roll", so it can be pushed around.
4914 This setting is used for boulders and barrels. 4910 This setting is used for boulders and barrels.
4915 </attribute> 4911 </attribute>
4916 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4912 <attribute arch="no_magic" editor="restrict spells" type="bool">

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