… | |
… | |
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 <slow movement> is set to a value greater zero, all |
|
|
143 | creatures matching 'slow move' will be slower than normal on this spot. |
|
|
144 | |
|
|
145 | <slow movement> 1 - rough terrain |
|
|
146 | <slow movement> 2 - very rough terrain |
|
|
147 | ... |
|
|
148 | <slow movement> 5 - default for deep swamp |
|
|
149 | ... |
|
|
150 | <slow movement> 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 <speed> 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 <glow radius> is set to a value greater zero, the object |
481 | If <glow radius> 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 | <levitate> 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 <attuned paths> button to select spellpaths. |
1022 | Click on the <attuned paths> 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 | <connection> value is triggered. In most cases this happens when a |
1217 | <connection> 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 | <connection> value get's triggered a second time. ]]> |
1219 | <connection> 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 | <press weigh> gram are placed ontop of it. |
1226 | <press weigh> 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 <infinit uses> is set, the creator will work |
1478 | If <infinit uses> is set, the creator will work |
1365 | infinitely, regardless of the value in <number of uses>. |
1479 | infinitely, regardless of the value in <number of uses>. |
|
|
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 <number of uses> times, thus |
1487 | The creator can be triggered <number of uses> times, thus |
1369 | creating that many objects, before it dissappears. |
1488 | creating that many objects, before it dissappears. |
1370 | Default is <number of uses> 1 (-> one-time usage). |
1489 | Default is <number of uses> 1 (-> 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 <detection speed> 1.0. |
1535 | set speed rather high, like <detection speed> 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 <speed> 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 <direction>. |
1570 | Projectiles will leave the director flying in the selected <direction>. |
1446 | A director with direction <none> simply stops projectiles. |
1571 | A director with direction <none> 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 <speed> of the disease determines how fast the disease will |
1649 | The <speed> 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 <attacktype>. |
1656 | The disease will attack the host with the given <attacktype>. |
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 <hitpoints> the door has, the longer it takes to be broken. |
1754 | The more <hitpoints> 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 <armour class> are less likely to get hit. |
1757 | Doors of high <armour class> 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 <multiply factor> 3 for example should have a |
1790 | A duplicator with <multiply factor> 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 | <multiply factor>. If it is set to zero, all target objects |
1799 | <multiply factor>. 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 <flesh level>. |
1884 | those categories. The only constraint to this process is the <flesh level>. |
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 <slow movement> is set to a value greater zero, all |
|
|
1935 | creatures moving over this spot will be slower than normal. |
|
|
1936 | |
|
|
1937 | <slow movement> 1 - rough terrain |
|
|
1938 | <slow movement> 2 - very rough terrain |
|
|
1939 | ... |
|
|
1940 | <slow movement> 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 <slow movement> is set to a value greater zero, all |
|
|
1990 | creatures moving over this spot will be slower than normal. |
|
|
1991 | |
|
|
1992 | <slow movement> 1 - rough terrain |
|
|
1993 | <slow movement> 2 - very rough terrain |
|
|
1994 | ... |
|
|
1995 | <slow movement> 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 | <connection> value get activated. This only makes sense together with |
2157 | <connection> value get activated. This only makes sense together with |
2061 | <blocking passage> disabled. |
2158 | <blocking passage> disabled. |
2062 | </attribute> |
2159 | </attribute> |
… | |
… | |
2064 | The <position state> defines the position of the gate: |
2161 | The <position state> 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, <blocking passage> 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 <block view> is disabled. |
2169 | an effect only if <block view> 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 <slow movement> is set to a value greater zero, all |
|
|
2217 | creatures moving over this spot will be slower than normal. |
|
|
2218 | |
|
|
2219 | <slow movement> 1 - rough terrain |
|
|
2220 | <slow movement> 2 - very rough terrain |
|
|
2221 | ... |
|
|
2222 | <slow movement> 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 <reconsecrate level> 100. |
2382 | Altars located in temples should have at least <reconsecrate level> 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 (-> "last_sp") when a |
2480 | either if that object is present or missing (-> "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 (-> "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 | <connection> value get activated. This only makes sense together with |
2524 | <connection> value get activated. This only makes sense together with |
2439 | <blocking passage> disabled. |
2525 | <blocking passage> 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 | <remove match> means remove object if found. Setting this is usually not |
2529 | <remove match> 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 <key string> in the door must be identical with the |
2626 | The <key string> in the door must be identical with the |
2545 | <key string> in the special key, then the door is unlocked. |
2627 | <key string> in the special key, then the door is unlocked. |
2546 | It is VERY important to set the <key string> to something that |
2628 | It is VERY important to set the <key string> to something that |
… | |
… | |
2652 | <attribute arch="connected" editor="connection" type="int"> |
2734 | <attribute arch="connected" editor="connection" type="int"> |
2653 | Every time the <connection> value is triggered, the wall will cast |
2735 | Every time the <connection> value is triggered, the wall will cast |
2654 | it's spell. You should set <casting speed> to zero, or this won't |
2736 | it's spell. You should set <casting speed> 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 <casting speed> defines the spellcasting speed of the wall. |
2741 | The <casting speed> 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 | <direction>. A magic wall with direction set to <none> will |
2749 | <direction>. A magic wall with direction set to <none> 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 <is destroyable> enabled can be attacked and (eventually) |
2755 | Walls with <is destroyable> 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 <marking speed> defines how quickly it will mark something |
2855 | The <marking speed> 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 <marking speed> 1.0 |
2857 | sure the player really gets his mark. I think <marking speed> 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. <mark duration> zero/unset |
2864 | about 1 food per 10 seconds. <mark duration> 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 <level> is the most important attribute. |
2971 | A monster's <level> is the most important attribute. |
2889 | <level> affects the power of a monster in various ways. |
2972 | <level> 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 <race> can have different effects: |
2976 | The monster's <race> 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 <experience>. The experience will flow into |
2982 | amount of <experience>. 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 <experience> is set to a |
2986 | always make sure that the <experience> 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 <speed> determines how fast a monster will both move |
2992 | The <speed> determines how fast a monster will both move |
2910 | and fight. High <speed> makes a monster considerably stronger. |
2993 | and fight. High <speed> 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 <multiply> is enabled. The monster will |
2997 | This only takes effect if <multiply> is enabled. The monster will |
2914 | create a <breed monster> every once in a while. <breed monster> |
2998 | create a <breed monster> every once in a while. <breed monster> |
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 <breed monster> value is never used and can be forgotten. |
3011 | In this case, the <breed monster> 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 <sensing range> is 11, any player that moves within the |
3234 | Thus, if the <sensing range> 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 <direction>. |
3436 | The mover will push creatures in the specified <direction>. |
3350 | A mover with direction set to <none> will spin clockwise, |
3437 | A mover with direction set to <none> 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 <connection> value is set, the pit can be opened/closed |
3528 | When a <connection> 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 <position state> defines the position of the gate: |
3545 | The <position state> 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 | (<rune level> 0 runes won't detonate at all!) |
3912 | (<rune level> 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 & projectiles. |
4062 | It's very easy to add new pairs of weapons & 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 & MagicMouth"> |
4264 | <type number="98" name="Sign & 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 | <invisible> enabled and <activate by walking/flying> disabled. |
4283 | <invisible> enabled and <activate by walking/flying> 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 <direction number>. Negative values spin clockwise, |
4554 | 45 degrees per <direction number>. Negative values spin clockwise, |
4500 | positive values counter clockwise. |
4555 | positive values counter clockwise. |
4501 | |
4556 | |
4502 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4557 | Example: <direction number> -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 <drowning speed>, the faster will players and items |
4578 | The higher the <drowning speed>, the faster will players and items |
4526 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4579 | sink into the swamp. Swamp with very high <drowning speed> 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 <slow movement> 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 | <slow movement> 1 - rough terrain |
|
|
4534 | <slow movement> 2 - very rough terrain |
|
|
4535 | ... |
|
|
4536 | <slow movement> 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 | <activation speed> must be zero. |
4667 | <activation speed> 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 <activation speed> is nonzero, the teleporter will |
4671 | If the <activation speed> 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 <activation speed> 0.1. |
4675 | Default in the teleporter arch is <activation speed> 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 <activation speed> to zero! |
4678 | button/handle/magic_ear/etc, you must set <activation speed> 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 | <connection> value get activated. This only makes sense together with |
4705 | <connection> value get activated. This only makes sense together with |
4657 | <blocking passage> disabled. If unset, the gate opens automatically |
4706 | <blocking passage> 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 <position state> defines the position of the gate: |
4711 | The <position state> 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, <blocking passage> 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 <block view> is disabled. |
4719 | an effect only if <block view> 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 |
4707 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4754 | off 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"> |