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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 1.22 by elmex, Sat Mar 3 21:34:58 2007 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='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='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='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='movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='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='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 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
113]> 169]>
114 170
115<types> 171<types>
116 172
117<!--###################### bitmask definitions ######################--> 173<!--###################### bitmask definitions ######################-->
196 <entry bit="2" name="Food" /> 252 <entry bit="2" name="Food" />
197 <entry bit="3" name="Weapons" /> 253 <entry bit="3" name="Weapons" />
198 <entry bit="4" name="Armour" /> 254 <entry bit="4" name="Armour" />
199 <entry bit="5" name="Inverse" /> 255 <entry bit="5" name="Inverse" />
200 <entry bit="6" name="All" /> 256 <entry bit="6" name="All" />
257</bitmask>
258
259<bitmask name="movement_type">
260 <entry bit="0" name="Walk" />
261 <entry bit="1" name="Fly Low" />
262 <entry bit="2" name="Fly High" />
263 <entry bit="3" name="Swim" />
264 <entry bit="4" name="Boat" />
265 <entry bit="16" name="Other" />
201</bitmask> 266</bitmask>
202 267
203<!--###################### list definitions ######################--> 268<!--###################### list definitions ######################-->
204 269
205<list name="direction"> 270<list name="direction">
343 <entry value="9" name="throw" /> 408 <entry value="9" name="throw" />
344 <entry value="10" name="trigger" /> 409 <entry value="10" name="trigger" />
345 <entry value="11" name="close" /> 410 <entry value="11" name="close" />
346 <entry value="12" name="timer" /> 411 <entry value="12" name="timer" />
347 <entry value="28" name="move" /> 412 <entry value="28" name="move" />
413 <entry value="41" name="drop_on" />
414</list>
415
416<list name="attack_movement_bits_0_3">
417 <entry value="0" name="default" />
418 <entry value="1" name="attack from distance" />
419 <entry value="2" name="run away" />
420 <entry value="3" name="hit and run" />
421 <entry value="4" name="wait, then hit, then move" />
422 <entry value="5" name="rush blindly" />
423 <entry value="6" name="always run" />
424 <entry value="7" name="attack from distance if hit" />
425 <entry value="8" name="do not approach" />
426</list>
427
428<list name="attack_movement_bits_4_7">
429 <entry value="0" name="none" />
430 <entry value="16" name="pet" />
431 <entry value="32" name="small circle" />
432 <entry value="48" name="large circle" />
433 <entry value="64" name="small horizontal" />
434 <entry value="80" name="large horizontal" />
435 <entry value="96" name="random direction" />
436 <entry value="112" name="random movement" />
437 <entry value="128" name="small vertical" />
438 <entry value="144" name="large vertical" />
348</list> 439</list>
349 440
350<!--###################### default attributes ######################--> 441<!--###################### default attributes ######################-->
351 442
352<!-- 443<!--
379 zero weight are not pickable for players. Still, set the "non-pickable"-flag 470 zero weight are not pickable for players. Still, set the "non-pickable"-flag
380 for explicitly non-pickable objects (hey, this is opensource.. you 471 for explicitly non-pickable objects (hey, this is opensource.. you
381 never know ;) ). 472 never know ;) ).
382 </attribute> 473 </attribute>
383 <attribute arch="value" editor="value" type="int"> 474 <attribute arch="value" editor="value" type="int">
384 Adds a certain value to the object: It will be worth that many times the 475 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 476 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 477 further modified by various factors. Hence, testing values in-game is
388 usually inevitable. 478 usually inevitable.
389 </attribute> 479 </attribute>
390 <attribute arch="glow_radius" editor="glow radius" type="int"> 480 <attribute arch="glow_radius" editor="glow radius" type="int">
391 If &lt;glow radius&gt; is set to a value greater zero, the object 481 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. 548 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 549 The required attribute "misc x" prevents that it gets confused with
460 other types like "monster & npc" which also have type number 0. --> 550 other types like "monster & npc" which also have type number 0. -->
461 <attribute arch="misc" value="x" /> 551 <attribute arch="misc" value="x" />
462 </required> 552 </required>
463 <attribute arch="no_pass" editor="blocking passage" type="bool"> 553 &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"> 554 <attribute arch="cursed" editor="cursed" type="bool">
467 Curses can have various effects: On equipment and food, 555 Curses can have various effects: On equipment and food,
468 they generally harm the player in some way. 556 they generally harm the player in some way.
469 </attribute> 557 </attribute>
470 <attribute arch="damned" editor="damned" type="bool"> 558 <attribute arch="damned" editor="damned" type="bool">
559 then either a spell is casted (on the player) or a connector is 647 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. 648 triggered. If the latter is the case, the altar works only once.
561 Either way, the sacrificed item disappears. ]]> 649 Either way, the sacrificed item disappears. ]]>
562 </description> 650 </description>
563 <attribute arch="no_pick" value="1" type="fixed" /> 651 <attribute arch="no_pick" value="1" type="fixed" />
564 <attribute arch="walk_on" value="1" type="fixed" /> 652 &move_on;
565 <attribute arch="slaying" editor="match item name" type="string"> 653 <attribute arch="slaying" editor="match item name" type="string">
566 This string specifies the item that must be put on the altar to 654 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 655 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. 656 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 657 Remember to put a note somewhere, telling the player what he is
660 will push the connected value TWICE per sacrifice: First by 748 will push the connected value TWICE per sacrifice: First by
661 dropping sacrifice, second by reset. This mode is typically 749 dropping sacrifice, second by reset. This mode is typically
662 used for altars being connected to gates, resulting in the 750 used for altars being connected to gates, resulting in the
663 gate being opened and closed again. 751 gate being opened and closed again.
664 </attribute> 752 </attribute>
665 <attribute arch="walk_on" value="1" type="fixed"> 753 &move_on;
666 </attribute>
667 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 754 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668 This text will be displayed to the player 755 This text will be displayed to the player
669 in the exact moment when the altar is activated. 756 in the exact moment when the altar is activated.
670 </attribute> 757 </attribute>
671</type> 758</type>
928 projectiles (e.g. arrows, bolts, boulders) will 1015 projectiles (e.g. arrows, bolts, boulders) will
929 bounce off him. This works only about 90% of all 1016 bounce off him. This works only about 90% of all
930 times, to avoid players being completely immune to 1017 times, to avoid players being completely immune to
931 certain types of attacks. 1018 certain types of attacks.
932 </attribute> 1019 </attribute>
933 <attribute arch="flying" editor="levitate" type="bool"> 1020 &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"> 1021 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938 Click on the &lt;attuned paths&gt; button to select spellpaths. 1022 Click on the &lt;attuned paths&gt; button to select spellpaths.
939 The player will get attuned to the specified spellpaths 1023 The player will get attuned to the specified spellpaths
940 while wearing this item. 1024 while wearing this item.
941 </attribute> 1025 </attribute>
992 get teleported after they died on this battleground. 1076 get teleported after they died on this battleground.
993 </attribute> 1077 </attribute>
994</type> 1078</type>
995 1079
996<!--####################################################################--> 1080<!--####################################################################-->
1081<type number="165" name="Safe ground (CF+)">
1082 <ignore>
1083 <ignore_list name="non_pickable" />
1084 </ignore>
1085 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding. Note that altars that
1090 do cast spells still work.
1091 (This is a Crossfire+ feature, and might not work elsewhere)
1092 ]]>
1093 </description>
1094 <use><![CDATA[
1095 Safe ground can be used to prevents any means of burning
1096 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player.
1099 ]]>
1100 </use>
1101 <attribute arch="no_pick" value="1" type="fixed" />
1102</type>
1103
1104<!--####################################################################-->
997<type number="8" name="Book"> 1105<type number="8" name="Book">
998 <description><![CDATA[ 1106 <description><![CDATA[
999 Applying a book, the containing message is displayed to the player. ]]> 1107 Applying a book, the containing message is displayed to the player. ]]>
1000 </description> 1108 </description>
1001 <attribute arch="level" editor="literacy level" type="int"> 1109 <attribute arch="level" editor="literacy level" type="int">
1016 is taken, lost or destroyed - it's gone for good. 1124 is taken, lost or destroyed - it's gone for good.
1017 </attribute> 1125 </attribute>
1018 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1126 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1019 This is the text that appears "written" in the book. 1127 This is the text that appears "written" in the book.
1020 </attribute> 1128 </attribute>
1129 <attribute arch="slaying" editor="key string" type="string">
1130 This is the key string of the book. The key string is checked by an inventory checker.
1131 (This is used eg. for the gate/port passes in scorn)
1132 </attribute>
1021</type> 1133</type>
1022 1134
1023<!--####################################################################--> 1135<!--####################################################################-->
1024<type number="99" name="Boots"> 1136<type number="99" name="Boots">
1025 <import_type name="Amulet" /> 1137 <import_type name="Amulet" />
1104 When a predefined amount of weigh is placed on a button, the 1216 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 1217 &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 1218 player or monster steps on it. When the button is "released", the
1107 &lt;connection&gt; value get's triggered a second time. ]]> 1219 &lt;connection&gt; value get's triggered a second time. ]]>
1108 </description> 1220 </description>
1109 <attribute arch="walk_on" value="1" type="fixed" /> 1221 &move_on;
1110 <attribute arch="walk_off" value="1" type="fixed" /> 1222 &move_off;
1111 <attribute arch="no_pick" value="1" type="fixed" /> 1223 <attribute arch="no_pick" value="1" type="fixed" />
1112 <attribute arch="weight" editor="press weight" type="int"> 1224 <attribute arch="weight" editor="press weight" type="int">
1113 The button is pressed (triggered), as soon as 1225 The button is pressed (triggered), as soon as
1114 &lt;press weigh&gt; gram are placed ontop of it. 1226 &lt;press weigh&gt; gram are placed ontop of it.
1115 </attribute> 1227 </attribute>
1340 <ignore_list name="system_object" /> 1452 <ignore_list name="system_object" />
1341 </ignore> 1453 </ignore>
1342 <description><![CDATA[ 1454 <description><![CDATA[
1343 A creator is an object which creates another object when it 1455 A creator is an object which creates another object when it
1344 is triggered. The child object can be anything. Creators are 1456 is triggered. The child object can be anything. Creators are
1345 VERY useful for all kinds of map-mechanisms. ]]> 1457 VERY useful for all kinds of map-mechanisms. They can even
1458 periodically create things. ]]>
1346 </description> 1459 </description>
1347 <use><![CDATA[ 1460 <use><![CDATA[
1348 Don't hesitate to hide your creators under the floor. 1461 Don't hesitate to hide your creators under the floor.
1349 The created items will still always appear ontop of the floor. ]]> 1462 The created items will still always appear ontop of the floor. ]]>
1350 </use> 1463 </use>
1358 </attribute> 1471 </attribute>
1359 <attribute arch="connected" editor="connection" type="int"> 1472 <attribute arch="connected" editor="connection" type="int">
1360 Whenever the connection value is activated, 1473 Whenever the connection value is activated,
1361 the creator gets triggered. 1474 the creator gets triggered.
1362 </attribute> 1475 </attribute>
1476 &activate_on;
1363 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1477 <attribute arch="lifesave" editor="infinit uses" type="bool">
1364 If &lt;infinit uses&gt; is set, the creator will work 1478 If &lt;infinit uses&gt; is set, the creator will work
1365 infinitely, regardless of the value in &lt;number of uses&gt;. 1479 infinitely, regardless of the value in &lt;number of uses&gt;.
1480 </attribute>
1481 <attribute arch="speed" editor="speed" type="float">
1482 When this field is set the creator will periodically create stuff
1483 (and will still do so when the connection is triggered).
1484 A value of 1 means roughly 8 times a second.
1366 </attribute> 1485 </attribute>
1367 <attribute arch="hp" editor="number of uses" type="int"> 1486 <attribute arch="hp" editor="number of uses" type="int">
1368 The creator can be triggered &lt;number of uses&gt; times, thus 1487 The creator can be triggered &lt;number of uses&gt; times, thus
1369 creating that many objects, before it dissappears. 1488 creating that many objects, before it dissappears.
1370 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1489 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1412 </attribute> 1531 </attribute>
1413 <attribute arch="speed" editor="detection speed" type="float"> 1532 <attribute arch="speed" editor="detection speed" type="float">
1414 This value defines the time between two detector-checks. 1533 This value defines the time between two detector-checks.
1415 If you want the detector to behave almost like pedestals/buttons, 1534 If you want the detector to behave almost like pedestals/buttons,
1416 set speed rather high, like &lt;detection speed&gt; 1.0. 1535 set speed rather high, like &lt;detection speed&gt; 1.0.
1536 </attribute>
1537 &speed_left;
1538 <attribute arch="speed_left" editor="speed left" type="float">
1539 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1540 If it is larger than 0, the detector checks, and the speed is decremented
1541 by 1.
1417 </attribute> 1542 </attribute>
1418</type> 1543</type>
1419 1544
1420<!--####################################################################--> 1545<!--####################################################################-->
1421<type number="112" name="Director"> 1546<type number="112" name="Director">
1444 <attribute arch="sp" editor="direction" type="list_direction"> 1569 <attribute arch="sp" editor="direction" type="list_direction">
1445 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1570 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1446 A director with direction &lt;none&gt; simply stops projectiles. 1571 A director with direction &lt;none&gt; simply stops projectiles.
1447 (The latter works out a bit strange for some spells). 1572 (The latter works out a bit strange for some spells).
1448 </attribute> 1573 </attribute>
1449 <attribute arch="walk_on" value="1" type="fixed" /> 1574 &move_on;
1450 <attribute arch="fly_on" value="1" type="fixed" />
1451</type> 1575</type>
1452 1576
1453<!--####################################################################--> 1577<!--####################################################################-->
1454<type number="158" name="Disease"> 1578<type number="158" name="Disease">
1455 <ignore> 1579 <ignore>
1523 </attribute> 1647 </attribute>
1524 <attribute arch="speed" editor="moving speed" type="float"> 1648 <attribute arch="speed" editor="moving speed" type="float">
1525 The &lt;speed&gt; of the disease determines how fast the disease will 1649 The &lt;speed&gt; of the disease determines how fast the disease will
1526 "move", thus how fast the symptoms strike the host. 1650 "move", thus how fast the symptoms strike the host.
1527 </attribute> 1651 </attribute>
1652 &speed_left;
1528</section> 1653</section>
1529<section name="symptoms"> 1654<section name="symptoms">
1530 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1655 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1531 The disease will attack the host with the given &lt;attacktype&gt;. 1656 The disease will attack the host with the given &lt;attacktype&gt;.
1532 Godpower attacktype is commonly used for "unresistable" diseases. 1657 Godpower attacktype is commonly used for "unresistable" diseases.
1622 defeated, horizontally and vertically adjacent doors are automatically 1747 defeated, horizontally and vertically adjacent doors are automatically
1623 removed. ]]> 1748 removed. ]]>
1624 </description> 1749 </description>
1625 <attribute arch="no_pick" value="1" type="fixed" /> 1750 <attribute arch="no_pick" value="1" type="fixed" />
1626 <attribute arch="alive" value="1" type="fixed" /> 1751 <attribute arch="alive" value="1" type="fixed" />
1627 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1752 &movement_types_terrain;
1628 If set, a player must defeat the door to enter.
1629 </attribute>
1630 <attribute arch="hp" editor="hitpoints" type="int"> 1753 <attribute arch="hp" editor="hitpoints" type="int">
1631 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1754 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1632 </attribute> 1755 </attribute>
1633 <attribute arch="ac" editor="armour class" type="int"> 1756 <attribute arch="ac" editor="armour class" type="int">
1634 Doors of high &lt;armour class&gt; are less likely to get hit. 1757 Doors of high &lt;armour class&gt; are less likely to get hit.
1666 loose the input matches the chance to earn winnings.<br> 1789 loose the input matches the chance to earn winnings.<br>
1667 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1790 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1668 loosing rate of 2/3 = 67%. ]]> 1791 loosing rate of 2/3 = 67%. ]]>
1669 </use> 1792 </use>
1670 <attribute arch="other_arch" editor="target arch" type="string"> 1793 <attribute arch="other_arch" editor="target arch" type="string">
1671 Only objects of matching archtype, lying ontop of the dublicator will be 1794 Only objects of matching archtype, lying ontop of the duplicator will be
1672 dublicated, multiplied or removed. All other objects will be ignored. 1795 duplicated, multiplied or removed. All other objects will be ignored.
1673 </attribute> 1796 </attribute>
1674 <attribute arch="level" editor="multiply factor" type="int"> 1797 <attribute arch="level" editor="multiply factor" type="int">
1675 The number of items in the target pile will be multiplied by the 1798 The number of items in the target pile will be multiplied by the
1676 &lt;multiply factor&gt;. If it is set to zero, all target objects 1799 &lt;multiply factor&gt;. If it is set to zero, all target objects
1677 will be destroyed. 1800 will be destroyed.
1679 <attribute arch="connected" editor="connection" type="int"> 1802 <attribute arch="connected" editor="connection" type="int">
1680 An activator (lever, altar, button, etc) with matching connection value 1803 An activator (lever, altar, button, etc) with matching connection value
1681 is able to trigger this duplicator. Be very careful that players cannot 1804 is able to trigger this duplicator. Be very careful that players cannot
1682 abuse it to create endless amounts of money or other valuable stuff! 1805 abuse it to create endless amounts of money or other valuable stuff!
1683 </attribute> 1806 </attribute>
1807 &activate_on;
1684</type> 1808</type>
1685 1809
1686<!--####################################################################--> 1810<!--####################################################################-->
1687<type number="66" name="Exit"> 1811<type number="66" name="Exit">
1688 <ignore> 1812 <ignore>
1728 If both are set to zero, the player will be transferred to the "default 1852 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- 1853 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. 1854 properties as "Enter X/Y". Though, please DO NOT use that.
1731 It turned out to be a source for numerous map-bugs. 1855 It turned out to be a source for numerous map-bugs.
1732 </attribute> 1856 </attribute>
1733 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1857 &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"> 1858 <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. 1859 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 1860 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 1861 dark cave you hear the sound of rustling dragonscales...". Well, my english
1746 is poor, but you get the point. =) 1862 is poor, but you get the point. =)
1763 <description><![CDATA[ 1879 <description><![CDATA[
1764 Just like with food, the player can fill his stomache and gain a 1880 Just like with food, the player can fill his stomache and gain a
1765 little health by eating flesh-objects. <br> 1881 little health by eating flesh-objects. <br>
1766 For dragon players, flesh plays a very special role though: If the 1882 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 1883 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;. 1884 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 1885 Don't forget that flesh items with resistances have to be balanced
1770 according to map/monster difficulty. ]]> 1886 according to map/monster difficulty. ]]>
1771 </description> 1887 </description>
1772 <use><![CDATA[ 1888 <use><![CDATA[
1773 For dragon players, flesh items can be highly valuable. Note that many 1889 For dragon players, flesh items can be highly valuable. Note that many
1924 Floor is a very basic thing whithout too much 2040 Floor is a very basic thing whithout too much
1925 functionality. It's a floor - you stand on it. ]]> 2041 functionality. It's a floor - you stand on it. ]]>
1926 </description> 2042 </description>
1927 <attribute arch="is_floor" value="1" type="fixed" /> 2043 <attribute arch="is_floor" value="1" type="fixed" />
1928 <attribute arch="no_pick" value="1" type="fixed" /> 2044 <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"> 2045<section name="terrain">
1933 <attribute arch="slow_move" editor="slow movement" type="int"> 2046 &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"> 2047 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1943 This flag indicates this spot contains wood or high grass. 2048 This flag indicates this spot contains wood or high grass.
1944 Players with activated woodsman skill can move faster here. 2049 Players with activated woodsman skill can move faster here.
1945 </attribute> 2050 </attribute>
1946 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2051 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1979 with monsters on them. Nowadays this feature is disabled - 2084 with monsters on them. Nowadays this feature is disabled -
1980 Hence encounter floor is not different from normal floor. ]]> 2085 Hence encounter floor is not different from normal floor. ]]>
1981 </description> 2086 </description>
1982 <attribute arch="is_floor" value="1" type="fixed" /> 2087 <attribute arch="is_floor" value="1" type="fixed" />
1983 <attribute arch="no_pick" value="1" type="fixed" /> 2088 <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"> 2089<section name="terrain">
1988 <attribute arch="slow_move" editor="slow movement" type="int"> 2090 &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"> 2091 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1998 This flag indicates this spot contains wood or high grass. 2092 This flag indicates this spot contains wood or high grass.
1999 Players with activated woodsman skill can move faster here. 2093 Players with activated woodsman skill can move faster here.
2000 </attribute> 2094 </attribute>
2001 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2095 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2053 Use gates to divide your maps into seperated areas. After solving 2147 Use gates to divide your maps into seperated areas. After solving
2054 area A, the player gains access to area B, and so on. Make your 2148 area A, the player gains access to area B, and so on. Make your
2055 maps more complex than "one-way". ]]> 2149 maps more complex than "one-way". ]]>
2056 </use> 2150 </use>
2057 <attribute arch="no_pick" value="1" type="fixed" /> 2151 <attribute arch="no_pick" value="1" type="fixed" />
2152 <attribute arch="speed" value="1" type="float">
2153 The speed of the gate affects how fast it is closing/opening.
2154 </attribute>
2058 <attribute arch="connected" editor="connection" type="int"> 2155 <attribute arch="connected" editor="connection" type="int">
2059 Whenever the inventory checker is triggered, all objects with identical 2156 Whenever the inventory checker is triggered, all objects with identical
2060 &lt;connection&gt; value get activated. This only makes sense together with 2157 &lt;connection&gt; value get activated. This only makes sense together with
2061 &lt;blocking passage&gt; disabled. 2158 &lt;blocking passage&gt; disabled.
2062 </attribute> 2159 </attribute>
2064 The &lt;position state&gt; defines the position of the gate: 2161 The &lt;position state&gt; defines the position of the gate:
2065 Zero means completely open/down, the "number of animation-steps" (usually 2162 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 2163 about 6 or 7) means completely closed/up state. I suggest you don't
2067 mess with this value - Leave the default in place. 2164 mess with this value - Leave the default in place.
2068 </attribute> 2165 </attribute>
2069 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2166 &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"> 2167 <attribute arch="no_magic" editor="restrict spells" type="bool">
2074 Restricting the use of spells to pass this gate. This has 2168 Restricting the use of spells to pass this gate. This has
2075 an effect only if &lt;block view&gt; is disabled. 2169 an effect only if &lt;block view&gt; is disabled.
2076 </attribute> 2170 </attribute>
2077 <attribute arch="damned" editor="restrict prayers" type="bool"> 2171 <attribute arch="damned" editor="restrict prayers" type="bool">
2185 You can use that to safely chase off too-weak players, or just 2279 You can use that to safely chase off too-weak players, or just
2186 to have something different. ]]> 2280 to have something different. ]]>
2187 </use> 2281 </use>
2188 <attribute arch="is_floor" value="1" type="fixed" /> 2282 <attribute arch="is_floor" value="1" type="fixed" />
2189 <attribute arch="lifesave" value="1" type="fixed" /> 2283 <attribute arch="lifesave" value="1" type="fixed" />
2190 <attribute arch="walk_on" value="1" type="fixed" /> 2284 &move_on;
2191 <attribute arch="no_pick" value="1" type="fixed" /> 2285 <attribute arch="no_pick" value="1" type="fixed" />
2192 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2286 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2193 This attribute specifys the attacktypes that this floor uses to 2287 This attribute specifys the attacktypes that this floor uses to
2194 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2288 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. 2289 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. 2304 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 2305 But in fact, it does not seem to have an effect. Set any non-zero
2212 value to be on the safe side. 2306 value to be on the safe side.
2213 </attribute> 2307 </attribute>
2214<section name="terrain"> 2308<section name="terrain">
2215 <attribute arch="slow_move" editor="slow movement" type="int"> 2309 &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"> 2310 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2225 This flag indicates this spot contains wood or high grass. 2311 This flag indicates this spot contains wood or high grass.
2226 Players with activated woodsman skill can move faster here. 2312 Players with activated woodsman skill can move faster here.
2227 </attribute> 2313 </attribute>
2228 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2314 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2291 <attribute arch="level" editor="reconsecrate level" type="int"> 2377 <attribute arch="level" editor="reconsecrate level" type="int">
2292 To re-consecrate an altar, the player's wisdom level must be as 2378 To re-consecrate an altar, the player's wisdom level must be as
2293 high or higher than this value. In that way, some altars can not 2379 high or higher than this value. In that way, some altars can not
2294 be re-consecrated, while other altars, like those in dungeons, could be. 2380 be re-consecrated, while other altars, like those in dungeons, could be.
2295 2381
2296 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2382 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2297 Some characters might need those altars, they would be very unhappy to 2383 Some characters might need those altars, they would be very unhappy to
2298 see them re-consecrated to another cult. 2384 see them re-consecrated to another cult.
2299 </attribute> 2385 </attribute>
2300</type> 2386</type>
2301 2387
2394 either if that object is present or missing (-&gt; "last_sp") when a 2480 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 2481 player walks over the inv. checker. A valid option is to remove the
2396 matching object (usually not recommended, see "last_heal"). 2482 matching object (usually not recommended, see "last_heal").
2397 <br><br> 2483 <br><br>
2398 Alternatively, you can set your inv. checker to block all players 2484 Alternatively, you can set your inv. checker to block all players
2399 that do/don't carry the matching object (-&gt; "no_pass"). 2485 that do/don't carry the matching object.
2400 <br><br> 2486 <br><br>
2401 As you can see, inv. checkers are quite powerful, holding a 2487 As you can see, inv. checkers are quite powerful, holding a
2402 great variety of possibilities. ]]> 2488 great variety of possibilities. ]]>
2403 </description> 2489 </description>
2404 <use><![CDATA[ 2490 <use><![CDATA[
2436 <attribute arch="connected" editor="connection" type="int"> 2522 <attribute arch="connected" editor="connection" type="int">
2437 Whenever the inventory checker is triggered, all objects with identical 2523 Whenever the inventory checker is triggered, all objects with identical
2438 &lt;connection&gt; value get activated. This only makes sense together with 2524 &lt;connection&gt; value get activated. This only makes sense together with
2439 &lt;blocking passage&gt; disabled. 2525 &lt;blocking passage&gt; disabled.
2440 </attribute> 2526 </attribute>
2441 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2527 &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"> 2528 <attribute arch="last_heal" editor="remove match" type="bool">
2447 &lt;remove match&gt; means remove object if found. Setting this is usually not 2529 &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 2530 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 2531 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. 2532 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". 2618 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2537 There you have magic forces (door objects) put under certain artifact 2619 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 2620 items. To get your hands on the artifacts, you need to bring up the
2539 appropriate quest items (key objects). ]]> 2621 appropriate quest items (key objects). ]]>
2540 </use> 2622 </use>
2541 <attribute arch="no_pass" value="1" type="fixed" /> 2623 <attribute arch="move_type" value="0" type="fixed" />
2542 <attribute arch="no_pick" value="1" type="fixed" /> 2624 <attribute arch="no_pick" value="1" type="fixed" />
2543 <attribute arch="slaying" editor="key string" type="string"> 2625 <attribute arch="slaying" editor="key string" type="string">
2544 The &lt;key string&gt; in the door must be identical with the 2626 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. 2627 &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 2628 It is VERY important to set the &lt;key string&gt; to something that
2652 <attribute arch="connected" editor="connection" type="int"> 2734 <attribute arch="connected" editor="connection" type="int">
2653 Every time the &lt;connection&gt; value is triggered, the wall will cast 2735 Every time the &lt;connection&gt; value is triggered, the wall will cast
2654 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2736 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2655 have much visible effect. 2737 have much visible effect.
2656 </attribute> 2738 </attribute>
2739 &activate_on;
2657 <attribute arch="speed" editor="casting speed" type="float"> 2740 <attribute arch="speed" editor="casting speed" type="float">
2658 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2741 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 2742 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 2743 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". 2744 trigger) via connected lever/button/etc, you must set "speed 0".
2662 </attribute> 2745 </attribute>
2746 &speed_left;
2663 <attribute arch="sp" editor="direction" type="list_direction"> 2747 <attribute arch="sp" editor="direction" type="list_direction">
2664 The magic wall will cast it's spells always in the specified 2748 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 2749 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2666 always fire in a random direction. 2750 always fire in a random direction.
2667 </attribute> 2751 </attribute>
2668 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2752 &movement_types_terrain;
2669 If set, the object cannot be passed by players nor monsters.
2670 </attribute>
2671<section name="destroyable"> 2753<section name="destroyable">
2672 <attribute arch="alive" editor="is destroyable" type="bool"> 2754 <attribute arch="alive" editor="is destroyable" type="bool">
2673 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2755 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2674 destroyed by the player. If disabled, all other attributes on 2756 destroyed by the player. If disabled, all other attributes on
2675 this tab, as well as resistances, are meaningless. 2757 this tab, as well as resistances, are meaningless.
2773 The &lt;marking speed&gt; defines how quickly it will mark something 2855 The &lt;marking speed&gt; defines how quickly it will mark something
2774 standing on the marker. Set this value rather high to make 2856 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 2857 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2776 should do fine. 2858 should do fine.
2777 </attribute> 2859 </attribute>
2860 &speed_left;
2778 <attribute arch="food" editor="mark duration" type="int"> 2861 <attribute arch="food" editor="mark duration" type="int">
2779 This value defines the duration of the force it inserts. 2862 This value defines the duration of the force it inserts.
2780 If nonzero, the duration of the player's mark is finite: 2863 If nonzero, the duration of the player's mark is finite:
2781 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2864 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2782 means the mark will stay on the player forever. 2865 means the mark will stay on the player forever.
2887 <attribute arch="level" editor="level" type="int"> 2970 <attribute arch="level" editor="level" type="int">
2888 A monster's &lt;level&gt; is the most important attribute. 2971 A monster's &lt;level&gt; is the most important attribute.
2889 &lt;level&gt; affects the power of a monster in various ways. 2972 &lt;level&gt; affects the power of a monster in various ways.
2890 </attribute> 2973 </attribute>
2891 <attribute arch="race" editor="race" type="string"> 2974 <attribute arch="race" editor="race" type="string">
2892 Every monster should have a race set to cathegorize it. 2975 Every monster should have a race set to categorize it.
2893 The monster's &lt;race&gt; can have different effects: 2976 The monster's &lt;race&gt; can have different effects:
2894 Slaying weapons inflict tripple damage against enemy races 2977 Slaying weapons inflict tripple damage against enemy races
2895 and holy word kills only enemy races of the god. 2978 and holy word kills only enemy races of the god.
2896 </attribute> 2979 </attribute>
2897 <attribute arch="exp" editor="experience" type="int"> 2980 <attribute arch="exp" editor="experience" type="int">
2898 When a player kills this monster, he will get exactly this 2981 When a player kills this monster, he will get exactly this
2899 amount of &lt;experience&gt;. The experience will flow into 2982 amount of &lt;experience&gt;. The experience will flow into
2900 the skill-cathegory the player used for the kill. 2983 the skill-category the player used for the kill.
2901 2984
2902 If you create special monsters of tweaked strenght/abilities, 2985 If you create special monsters of tweaked strenght/abilities,
2903 always make sure that the &lt;experience&gt; is set to a 2986 always make sure that the &lt;experience&gt; is set to a
2904 reasonable value. Compare with existing arches to get a feeling 2987 reasonable value. Compare with existing arches to get a feeling
2905 what reasonable means. Keep in mind that spellcasting monsters 2988 what reasonable means. Keep in mind that spellcasting monsters
2907 </attribute> 2990 </attribute>
2908 <attribute arch="speed" editor="speed" type="float"> 2991 <attribute arch="speed" editor="speed" type="float">
2909 The &lt;speed&gt; determines how fast a monster will both move 2992 The &lt;speed&gt; determines how fast a monster will both move
2910 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2993 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2911 </attribute> 2994 </attribute>
2995 &speed_left;
2912 <attribute arch="other_arch" editor="breed monster" type="string"> 2996 <attribute arch="other_arch" editor="breed monster" type="string">
2913 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2997 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; 2998 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 2999 can be set to any valid arch-name of a monster. Multipart monster
2916 should not be used. 3000 should not be used.
2927 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 3011 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 3012 Each time the monster need to generate an object, it will be
2929 a randomly chosen item from the inventory. When generator is destroyed, 3013 a randomly chosen item from the inventory. When generator is destroyed,
2930 inventory is destroyed. 3014 inventory is destroyed.
2931 </attribute> 3015 </attribute>
2932 <attribute arch="flying" editor="flying" type="bool"> 3016 &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"> 3017 <attribute arch="undead" editor="undead" type="bool">
2937 Several spells only affect undead monsters: 3018 Several spells only affect undead monsters:
2938 turn undead, banish undead, holy word, etc. 3019 turn undead, banish undead, holy word, etc.
2939 </attribute> 3020 </attribute>
2940 <attribute arch="carrying" editor="carries weight" type="int"> 3021 <attribute arch="carrying" editor="carries weight" type="int">
3152 the creature wakes up. This is done as a square, for reasons of speed. 3233 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 3234 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 3235 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. 3236 has stealth, the size of this square is reduced in half plus 1.
3156 </attribute> 3237 </attribute>
3157 <attribute arch="attack_movement" editor="attack movement" type="int"> 3238 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3239 If this is set to default, the standard mode of movement will be used.
3240 </attribute>
3241 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3242 This movement is not in effect when the monster has an enemy and should
3243 only be used for non agressive monsters.
3158 </attribute> 3244 </attribute>
3159 <attribute arch="run_away" editor="run at % health" type="int"> 3245 <attribute arch="run_away" editor="run at % health" type="int">
3160 This is a percentage value in the range 0-100. 3246 This is a percentage value in the range 0-100.
3161 When the monster's health points drop below this percentage 3247 When the monster's health points drop below this percentage
3162 (relative to max health), it attempts to run away from the 3248 (relative to max health), it attempts to run away from the
3343 </attribute> 3429 </attribute>
3344 <attribute arch="speed" editor="movement speed" type="float"> 3430 <attribute arch="speed" editor="movement speed" type="float">
3345 The movement speed value determines how fast a chain of 3431 The movement speed value determines how fast a chain of
3346 these movers will push a player along (default is -0.2). 3432 these movers will push a player along (default is -0.2).
3347 </attribute> 3433 </attribute>
3434 &speed_left;
3348 <attribute arch="sp" editor="direction" type="list_direction"> 3435 <attribute arch="sp" editor="direction" type="list_direction">
3349 The mover will push creatures in the specified &lt;direction&gt;. 3436 The mover will push creatures in the specified &lt;direction&gt;.
3350 A mover with direction set to &lt;none&gt; will spin clockwise, 3437 A mover with direction set to &lt;none&gt; will spin clockwise,
3351 thus pushing creatures in unpredictable directions. 3438 thus pushing creatures in unpredictable directions.
3352 </attribute> 3439 </attribute>
3372 activates creators, creating (per default: monster-only) movers 3459 activates creators, creating (per default: monster-only) movers
3373 under the NPC's feet. The NPC starts "walking" on a predefined 3460 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, 3461 route! Note that it's useful to set this NPC immune to everything,
3375 preventing the player to push the NPC off his trace. 3462 preventing the player to push the NPC off his trace.
3376 </attribute> 3463 </attribute>
3377 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3464 <attribute arch="move_on" editor="movement type" type="movement_type">
3378 This should always be set. 3465 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> 3466 </attribute>
3385</section> 3467</section>
3386</type> 3468</type>
3387 3469
3388<!--####################################################################--> 3470<!--####################################################################-->
3416 </attribute> 3498 </attribute>
3417 <attribute arch="connected" editor="connection" type="int"> 3499 <attribute arch="connected" editor="connection" type="int">
3418 When the pedestal is triggered, all objects with the same 3500 When the pedestal is triggered, all objects with the same
3419 connection value get activated. 3501 connection value get activated.
3420 </attribute> 3502 </attribute>
3421 <attribute arch="walk_on" value="1" type="fixed" /> 3503 &move_on;
3422 <attribute arch="walk_off" value="1" type="fixed" />
3423</type> 3504</type>
3424 3505
3425<!--####################################################################--> 3506<!--####################################################################-->
3426<type number="94" name="Pit"> 3507<type number="94" name="Pit">
3427 <ignore> 3508 <ignore>
3445 <attribute arch="no_pick" value="1" type="fixed" /> 3526 <attribute arch="no_pick" value="1" type="fixed" />
3446 <attribute arch="connected" editor="connection" type="int"> 3527 <attribute arch="connected" editor="connection" type="int">
3447 When a &lt;connection&gt; value is set, the pit can be opened/closed 3528 When a &lt;connection&gt; value is set, the pit can be opened/closed
3448 by activating the connection. 3529 by activating the connection.
3449 </attribute> 3530 </attribute>
3531 &activate_on;
3450 <attribute arch="hp" editor="destination X" type="int"> 3532 <attribute arch="hp" editor="destination X" type="int">
3451 The pit will transport creatures (and items) randomly into a two-square 3533 The pit will transport creatures (and items) randomly into a two-square
3452 radius of the destination coordinates. 3534 radius of the destination coordinates.
3453 If the destination square becomes blocked, the pit will act like 3535 If the destination square becomes blocked, the pit will act like
3454 being filled up and not work anymore! 3536 being filled up and not work anymore!
3463 The &lt;position state&gt; defines the position of the gate: 3545 The &lt;position state&gt; defines the position of the gate:
3464 Zero means completely open/down, the "number of animation-steps" (usually 3546 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 3547 about 6 or 7) means completely closed/up state. I suggest you don't
3466 mess with this value - Leave the default in place. 3548 mess with this value - Leave the default in place.
3467 </attribute> 3549 </attribute>
3468 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3550 &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> 3551</type>
3481 3552
3482<!--####################################################################--> 3553<!--####################################################################-->
3483<type number="7" name="Poison Food"> 3554<type number="7" name="Poison Food">
3484 <description><![CDATA[ 3555 <description><![CDATA[
3832 <use><![CDATA[ 3903 <use><![CDATA[
3833 Avoid monsters stepping on your runes. For example, summoning runes 3904 Avoid monsters stepping on your runes. For example, summoning runes
3834 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3905 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3835 </use> 3906 </use>
3836 <attribute arch="no_pick" value="1" type="fixed" /> 3907 <attribute arch="no_pick" value="1" type="fixed" />
3837 <attribute arch="walk_on" value="1" type="fixed" /> 3908 &move_on;
3838 <attribute arch="level" editor="rune level" type="int"> 3909 <attribute arch="level" editor="rune level" type="int">
3839 This value sets the level the rune will cast the spell it contains at, 3910 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. 3911 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!) 3912 (&lt;rune level&gt; 0 runes won't detonate at all!)
3842 3913
3981</type> 4052</type>
3982 4053
3983<!--####################################################################--> 4054<!--####################################################################-->
3984<type number="14" name="Shooting Weapon"> 4055<type number="14" name="Shooting Weapon">
3985 <description><![CDATA[ 4056 <description><![CDATA[
3986 Schooting weapons like bows/crossbows are used to shoot projectiles 4057 Shooting weapons like bows/crossbows are used to shoot projectiles
3987 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4058 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3988 wielded both at the same time. Like with any other equipment, 4059 wielded both at the same time. Like with any other equipment,
3989 stats/bonuses from shooting weapons are directly inherited to the player. 4060 stats/bonuses from shooting weapons are directly inherited to the player.
3990 <br><br> 4061 <br><br>
3991 It's very easy to add new pairs of weapons &amp; projectiles. 4062 It's very easy to add new pairs of weapons &amp; projectiles.
3993 weapon and projectile. ]]> 4064 weapon and projectile. ]]>
3994 </description> 4065 </description>
3995 <use><![CDATA[ 4066 <use><![CDATA[
3996 Shooting weapons should not add bonuses in general. There's already 4067 Shooting weapons should not add bonuses in general. There's already
3997 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4068 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3998 Schooting weapons should especially not add bonuses to the player 4069 Shooting weapons should especially not add bonuses to the player
3999 that have nothing to do with schooting. A Wisdom bonus on a bow 4070 that have nothing to do with schooting. A Wisdom bonus on a bow
4000 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4071 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4001 - still crap. ]]> 4072 - still crap. ]]>
4002 </use> 4073 </use>
4003 <attribute arch="race" editor="ammunition class" type="string"> 4074 <attribute arch="race" editor="ammunition class" type="string">
4184 <use><![CDATA[ 4255 <use><![CDATA[
4185 As stated above, always place TWO shop mats into your shop. 4256 As stated above, always place TWO shop mats into your shop.
4186 Not more and not less than that. ]]> 4257 Not more and not less than that. ]]>
4187 </use> 4258 </use>
4188 <attribute arch="no_pick" value="1" type="fixed" /> 4259 <attribute arch="no_pick" value="1" type="fixed" />
4189 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4260 &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> 4261</type>
4198 4262
4199<!--####################################################################--> 4263<!--####################################################################-->
4200<type number="98" name="Sign &amp; MagicMouth"> 4264<type number="98" name="Sign &amp; MagicMouth">
4201 <ignore> 4265 <ignore>
4218 the connection is triggered. This should be used in combination with 4282 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4283 &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 4284 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. 4285 printed to one player, but all players on the current map.
4222 </attribute> 4286 </attribute>
4223 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4287 &activate_on;
4224 If set, the player gets the message when walking ontop of the object. 4288 &move_on;
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"> 4289 <attribute arch="food" editor="counter" type="int">
4235 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4290 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 4291 (printing the message) only that many times. For signs this really shouldn't
4237 be used, while for magic_mouths it is extremely helpful. 4292 be used, while for magic_mouths it is extremely helpful.
4238 Monsters walking over the magic_mouth do not decrease the counter. 4293 Monsters walking over the magic_mouth do not decrease the counter.
4499 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4554 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4500 positive values counter clockwise. 4555 positive values counter clockwise.
4501 4556
4502 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4557 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4503 </attribute> 4558 </attribute>
4504 <attribute arch="walk_on" value="1" type="fixed" /> 4559 &move_on;
4505 <attribute arch="fly_on" value="1" type="fixed" />
4506</type> 4560</type>
4507 4561
4508<!--####################################################################--> 4562<!--####################################################################-->
4509<type number="138" name="Swamp"> 4563<type number="138" name="Swamp">
4510 <ignore> 4564 <ignore>
4516 he will start to sink in and eventually drown and die. 4570 he will start to sink in and eventually drown and die.
4517 Items dropped on the swamp sink in and dissapear. 4571 Items dropped on the swamp sink in and dissapear.
4518 Players with knowledge of the woodsman skill are a lot less likely 4572 Players with knowledge of the woodsman skill are a lot less likely
4519 to die in the swamp. ]]> 4573 to die in the swamp. ]]>
4520 </description> 4574 </description>
4521 <attribute arch="walk_on" value="1" type="fixed" />
4522 <attribute arch="is_floor" value="1" type="fixed" /> 4575 <attribute arch="is_floor" value="1" type="fixed" />
4523 <attribute arch="is_wooded" value="1" type="fixed" /> 4576 <attribute arch="is_wooded" value="1" type="fixed" />
4524 <attribute arch="speed" editor="drowning speed" type="float"> 4577 <attribute arch="speed" editor="drowning speed" type="float">
4525 The higher the &lt;drowning speed&gt;, the faster will players and items 4578 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 4579 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. 4580 and unexpected death-trap. Players should get a warning before such areas.
4528 </attribute> 4581 </attribute>
4529 <attribute arch="slow_move" editor="slow movement" type="int"> 4582 &speed_left;
4530 If &lt;slow movement&gt; is set to a value greater zero, all 4583 &move_on;
4531 creatures moving over this spot will be slower than normal. 4584 &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"> 4585 <attribute arch="no_magic" editor="no spells" type="bool">
4539 If enabled, it is impossible for players to use (wizard-) 4586 If enabled, it is impossible for players to use (wizard-)
4540 spells on that spot. 4587 spells on that spot.
4541 </attribute> 4588 </attribute>
4542 <attribute arch="damned" editor="no prayers" type="bool"> 4589 <attribute arch="damned" editor="no prayers" type="bool">
4617 <attribute arch="connected" editor="connection" type="int"> 4664 <attribute arch="connected" editor="connection" type="int">
4618 If a connection value is set, the teleporter will be activated 4665 If a connection value is set, the teleporter will be activated
4619 whenever the connection is triggered. To use this properly, 4666 whenever the connection is triggered. To use this properly,
4620 &lt;activation speed&gt; must be zero. 4667 &lt;activation speed&gt; must be zero.
4621 </attribute> 4668 </attribute>
4669 &activate_on;
4622 <attribute arch="speed" editor="activation speed" type="float"> 4670 <attribute arch="speed" editor="activation speed" type="float">
4623 If the &lt;activation speed&gt; is nonzero, the teleporter will 4671 If the &lt;activation speed&gt; is nonzero, the teleporter will
4624 automatically be activated in regular time-intervals. Hence, the 4672 automatically be activated in regular time-intervals. Hence, the
4625 player can just step on it and gets teleported sooner or later. 4673 player can just step on it and gets teleported sooner or later.
4626 The duration between two activates depends on the given value. 4674 The duration between two activates depends on the given value.
4627 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4675 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4628 4676
4629 VERY IMPORTANT: If you want to have your teleporter activated via 4677 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! 4678 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4631 </attribute> 4679 </attribute>
4680 &speed_left;
4632</type> 4681</type>
4633 4682
4634<!--####################################################################--> 4683<!--####################################################################-->
4635<type number="26" name="Timed Gate"> 4684<type number="26" name="Timed Gate">
4636 <ignore> 4685 <ignore>
4655 Whenever the inventory checker is triggered, all objects with identical 4704 Whenever the inventory checker is triggered, all objects with identical
4656 &lt;connection&gt; value get activated. This only makes sense together with 4705 &lt;connection&gt; value get activated. This only makes sense together with
4657 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4706 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4658 after some time. 4707 after some time.
4659 </attribute> 4708 </attribute>
4709 &activate_on;
4660 <attribute arch="wc" editor="position state" type="int"> 4710 <attribute arch="wc" editor="position state" type="int">
4661 The &lt;position state&gt; defines the position of the gate: 4711 The &lt;position state&gt; defines the position of the gate:
4662 Zero means completely open/down, the "number of animation-steps" (usually 4712 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 4713 about 6 or 7) means completely closed/up state. I suggest you don't
4664 mess with this value - Leave the default in place. 4714 mess with this value - Leave the default in place.
4665 </attribute> 4715 </attribute>
4666 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4716 &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"> 4717 <attribute arch="no_magic" editor="restrict spells" type="bool">
4671 Restricting the use of spells to pass this gate. This has 4718 Restricting the use of spells to pass this gate. This has
4672 an effect only if &lt;block view&gt; is disabled. 4719 an effect only if &lt;block view&gt; is disabled.
4673 </attribute> 4720 </attribute>
4674 <attribute arch="damned" editor="restrict prayers" type="bool"> 4721 <attribute arch="damned" editor="restrict prayers" type="bool">
4705 <use><![CDATA[ 4752 <use><![CDATA[
4706 Avoid monsters stepping on your traps. For example, a party of orcs setting 4753 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. ]]> 4754off your lightning wall and pit trap is usually a bad idea. ]]>
4708 </use> 4755 </use>
4709 <attribute arch="no_pick" value="1" type="fixed" /> 4756 <attribute arch="no_pick" value="1" type="fixed" />
4710 <attribute arch="walk_on" value="1" type="fixed" /> 4757 &move_on;
4711 <attribute arch="level" editor="trap level" type="int"> 4758 <attribute arch="level" editor="trap level" type="int">
4712 Level effects how easily a trap may be found and disarmed, and 4759 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 4760 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 4761 traps can be quite a cheap source of experience! So either make them
4715 tough, or keep the level low. 4762 tough, or keep the level low.
4758 Trapdoors should be used in the same fashion as pits: 4805 Trapdoors should be used in the same fashion as pits:
4759 They should always drop the victims to some kind of lower level. They 4806 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. ]]> 4807 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4761 </use> 4808 </use>
4762 <attribute arch="no_pick" value="1" type="fixed" /> 4809 <attribute arch="no_pick" value="1" type="fixed" />
4763 <attribute arch="walk_on" value="1" type="fixed" /> 4810 &move_on;
4764 <attribute arch="weight" editor="hold weight" type="int"> 4811 <attribute arch="weight" editor="hold weight" type="int">
4765 This value defines how much weight the trapdoor can hold. 4812 This value defines how much weight the trapdoor can hold.
4766 Once items or creatures are gathered on the trapdoor, with 4813 Once items or creatures are gathered on the trapdoor, with
4767 a total weight surpassing this value, then the trapdoor will 4814 a total weight surpassing this value, then the trapdoor will
4768 open and things start falling through. 4815 open and things start falling through.
4904 <attribute arch="unpaid" /> 4951 <attribute arch="unpaid" />
4905 </ignore> 4952 </ignore>
4906 <description><![CDATA[ 4953 <description><![CDATA[
4907 Walls usually block passage and sight. ]]> 4954 Walls usually block passage and sight. ]]>
4908 </description> 4955 </description>
4909 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4956 &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"> 4957 <attribute arch="can_roll" editor="moveable" type="bool">
4913 If set, the object is able to "roll", so it can be pushed around. 4958 If set, the object is able to "roll", so it can be pushed around.
4914 This setting is used for boulders and barrels. 4959 This setting is used for boulders and barrels.
4915 </attribute> 4960 </attribute>
4916 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4961 <attribute arch="no_magic" editor="restrict spells" type="bool">

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