… | |
… | |
108 | editor CDATA #IMPLIED |
108 | editor CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
112 | false CDATA #IMPLIED> |
|
|
113 | |
|
|
114 | <!ENTITY move_on " |
|
|
115 | <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'> |
|
|
116 | Which movement types automatically (as opposed to manually) activate this object. |
|
|
117 | </attribute> |
|
|
118 | "> |
|
|
119 | <!ENTITY move_off " |
|
|
120 | <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'> |
|
|
121 | Which movement types deactivate this object (e.g. button). |
|
|
122 | </attribute> |
|
|
123 | "> |
|
|
124 | <!ENTITY move_type " |
|
|
125 | <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'> |
|
|
126 | Determines which kinds of movement this object can use (e.g. for monsters) |
|
|
127 | or grants (e.g. for amulets). |
|
|
128 | </attribute> |
|
|
129 | "> |
|
|
130 | <!ENTITY movement_types_terrain " |
|
|
131 | <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'> |
|
|
132 | Objects using these movement types cannot move over this space. |
|
|
133 | </attribute> |
|
|
134 | <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'> |
|
|
135 | Objects using these movement types are allowed to move over this space. Takes |
|
|
136 | precedence over 'blocked movements'. |
|
|
137 | </attribute> |
|
|
138 | <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'> |
|
|
139 | The types of movement that should by slowed down by the 'slow movement penalty'. |
|
|
140 | </attribute> |
|
|
141 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
|
|
142 | If <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 | "> |
113 | ]> |
161 | ]> |
114 | |
162 | |
115 | <types> |
163 | <types> |
116 | |
164 | |
117 | <!--###################### bitmask definitions ######################--> |
165 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
196 | <entry bit="2" name="Food" /> |
244 | <entry bit="2" name="Food" /> |
197 | <entry bit="3" name="Weapons" /> |
245 | <entry bit="3" name="Weapons" /> |
198 | <entry bit="4" name="Armour" /> |
246 | <entry bit="4" name="Armour" /> |
199 | <entry bit="5" name="Inverse" /> |
247 | <entry bit="5" name="Inverse" /> |
200 | <entry bit="6" name="All" /> |
248 | <entry bit="6" name="All" /> |
|
|
249 | </bitmask> |
|
|
250 | |
|
|
251 | <bitmask name="movement_type"> |
|
|
252 | <entry bit="0" name="Walk" /> |
|
|
253 | <entry bit="1" name="Fly Low" /> |
|
|
254 | <entry bit="2" name="Fly High" /> |
|
|
255 | <entry bit="3" name="Swim" /> |
|
|
256 | <entry bit="4" name="Boat" /> |
|
|
257 | <entry bit="16" name="Other" /> |
201 | </bitmask> |
258 | </bitmask> |
202 | |
259 | |
203 | <!--###################### list definitions ######################--> |
260 | <!--###################### list definitions ######################--> |
204 | |
261 | |
205 | <list name="direction"> |
262 | <list name="direction"> |
… | |
… | |
345 | <entry value="11" name="close" /> |
402 | <entry value="11" name="close" /> |
346 | <entry value="12" name="timer" /> |
403 | <entry value="12" name="timer" /> |
347 | <entry value="28" name="move" /> |
404 | <entry value="28" name="move" /> |
348 | </list> |
405 | </list> |
349 | |
406 | |
|
|
407 | <list name="attack_movement_bits_0_3"> |
|
|
408 | <entry value="0" name="default" /> |
|
|
409 | <entry value="1" name="attack from distance" /> |
|
|
410 | <entry value="2" name="run away" /> |
|
|
411 | <entry value="3" name="hit and run" /> |
|
|
412 | <entry value="4" name="wait, then hit, then move" /> |
|
|
413 | <entry value="5" name="rush blindly" /> |
|
|
414 | <entry value="6" name="always run" /> |
|
|
415 | <entry value="7" name="attack from distance if hit" /> |
|
|
416 | <entry value="8" name="do not approach" /> |
|
|
417 | </list> |
|
|
418 | |
|
|
419 | <list name="attack_movement_bits_4_7"> |
|
|
420 | <entry value="0" name="none" /> |
|
|
421 | <entry value="16" name="pet" /> |
|
|
422 | <entry value="32" name="small circle" /> |
|
|
423 | <entry value="48" name="large circle" /> |
|
|
424 | <entry value="64" name="small horizontal" /> |
|
|
425 | <entry value="80" name="large horizontal" /> |
|
|
426 | <entry value="96" name="random direction" /> |
|
|
427 | <entry value="112" name="random movement" /> |
|
|
428 | <entry value="128" name="small vertical" /> |
|
|
429 | <entry value="144" name="large vertical" /> |
|
|
430 | </list> |
|
|
431 | |
350 | <!--###################### default attributes ######################--> |
432 | <!--###################### default attributes ######################--> |
351 | |
433 | |
352 | <!-- |
434 | <!-- |
353 | The attributes of the default_type get added to all other types by default. |
435 | The attributes of the default_type get added to all other types by default. |
354 | Every type can have an 'ignore' element however, which is used to specify |
436 | Every type can have an 'ignore' element however, which is used to specify |
… | |
… | |
458 | the fallback for all types which don't match any other defined types. |
540 | 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 |
541 | The required attribute "misc x" prevents that it gets confused with |
460 | other types like "monster & npc" which also have type number 0. --> |
542 | other types like "monster & npc" which also have type number 0. --> |
461 | <attribute arch="misc" value="x" /> |
543 | <attribute arch="misc" value="x" /> |
462 | </required> |
544 | </required> |
463 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
545 | &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"> |
546 | <attribute arch="cursed" editor="cursed" type="bool"> |
467 | Curses can have various effects: On equipment and food, |
547 | Curses can have various effects: On equipment and food, |
468 | they generally harm the player in some way. |
548 | they generally harm the player in some way. |
469 | </attribute> |
549 | </attribute> |
470 | <attribute arch="damned" editor="damned" type="bool"> |
550 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
559 | then either a spell is casted (on the player) or a connector is |
639 | 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. |
640 | triggered. If the latter is the case, the altar works only once. |
561 | Either way, the sacrificed item disappears. ]]> |
641 | Either way, the sacrificed item disappears. ]]> |
562 | </description> |
642 | </description> |
563 | <attribute arch="no_pick" value="1" type="fixed" /> |
643 | <attribute arch="no_pick" value="1" type="fixed" /> |
564 | <attribute arch="walk_on" value="1" type="fixed" /> |
644 | &move_on; |
565 | <attribute arch="slaying" editor="match item name" type="string"> |
645 | <attribute arch="slaying" editor="match item name" type="string"> |
566 | This string specifies the item that must be put on the altar to |
646 | 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 |
647 | 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. |
648 | 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 |
649 | Remember to put a note somewhere, telling the player what he is |
… | |
… | |
660 | will push the connected value TWICE per sacrifice: First by |
740 | will push the connected value TWICE per sacrifice: First by |
661 | dropping sacrifice, second by reset. This mode is typically |
741 | dropping sacrifice, second by reset. This mode is typically |
662 | used for altars being connected to gates, resulting in the |
742 | used for altars being connected to gates, resulting in the |
663 | gate being opened and closed again. |
743 | gate being opened and closed again. |
664 | </attribute> |
744 | </attribute> |
665 | <attribute arch="walk_on" value="1" type="fixed"> |
745 | &move_on; |
666 | </attribute> |
|
|
667 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
746 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
668 | This text will be displayed to the player |
747 | This text will be displayed to the player |
669 | in the exact moment when the altar is activated. |
748 | in the exact moment when the altar is activated. |
670 | </attribute> |
749 | </attribute> |
671 | </type> |
750 | </type> |
… | |
… | |
928 | projectiles (e.g. arrows, bolts, boulders) will |
1007 | projectiles (e.g. arrows, bolts, boulders) will |
929 | bounce off him. This works only about 90% of all |
1008 | bounce off him. This works only about 90% of all |
930 | times, to avoid players being completely immune to |
1009 | times, to avoid players being completely immune to |
931 | certain types of attacks. |
1010 | certain types of attacks. |
932 | </attribute> |
1011 | </attribute> |
933 | <attribute arch="flying" editor="levitate" type="bool"> |
1012 | &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"> |
1013 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
938 | Click on the <attuned paths> button to select spellpaths. |
1014 | Click on the <attuned paths> button to select spellpaths. |
939 | The player will get attuned to the specified spellpaths |
1015 | The player will get attuned to the specified spellpaths |
940 | while wearing this item. |
1016 | while wearing this item. |
941 | </attribute> |
1017 | </attribute> |
… | |
… | |
1108 | When a predefined amount of weigh is placed on a button, the |
1184 | When a predefined amount of weigh is placed on a button, the |
1109 | <connection> value is triggered. In most cases this happens when a |
1185 | <connection> value is triggered. In most cases this happens when a |
1110 | player or monster steps on it. When the button is "released", the |
1186 | player or monster steps on it. When the button is "released", the |
1111 | <connection> value get's triggered a second time. ]]> |
1187 | <connection> value get's triggered a second time. ]]> |
1112 | </description> |
1188 | </description> |
1113 | <attribute arch="walk_on" value="1" type="fixed" /> |
1189 | &move_on; |
1114 | <attribute arch="walk_off" value="1" type="fixed" /> |
1190 | &move_off; |
1115 | <attribute arch="no_pick" value="1" type="fixed" /> |
1191 | <attribute arch="no_pick" value="1" type="fixed" /> |
1116 | <attribute arch="weight" editor="press weight" type="int"> |
1192 | <attribute arch="weight" editor="press weight" type="int"> |
1117 | The button is pressed (triggered), as soon as |
1193 | The button is pressed (triggered), as soon as |
1118 | <press weigh> gram are placed ontop of it. |
1194 | <press weigh> gram are placed ontop of it. |
1119 | </attribute> |
1195 | </attribute> |
… | |
… | |
1417 | <attribute arch="speed" editor="detection speed" type="float"> |
1493 | <attribute arch="speed" editor="detection speed" type="float"> |
1418 | This value defines the time between two detector-checks. |
1494 | This value defines the time between two detector-checks. |
1419 | If you want the detector to behave almost like pedestals/buttons, |
1495 | If you want the detector to behave almost like pedestals/buttons, |
1420 | set speed rather high, like <detection speed> 1.0. |
1496 | set speed rather high, like <detection speed> 1.0. |
1421 | </attribute> |
1497 | </attribute> |
|
|
1498 | &speed_left; |
|
|
1499 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1500 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1501 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1502 | by 1. |
|
|
1503 | </attribute> |
1422 | </type> |
1504 | </type> |
1423 | |
1505 | |
1424 | <!--####################################################################--> |
1506 | <!--####################################################################--> |
1425 | <type number="112" name="Director"> |
1507 | <type number="112" name="Director"> |
1426 | <ignore> |
1508 | <ignore> |
… | |
… | |
1448 | <attribute arch="sp" editor="direction" type="list_direction"> |
1530 | <attribute arch="sp" editor="direction" type="list_direction"> |
1449 | Projectiles will leave the director flying in the selected <direction>. |
1531 | Projectiles will leave the director flying in the selected <direction>. |
1450 | A director with direction <none> simply stops projectiles. |
1532 | A director with direction <none> simply stops projectiles. |
1451 | (The latter works out a bit strange for some spells). |
1533 | (The latter works out a bit strange for some spells). |
1452 | </attribute> |
1534 | </attribute> |
1453 | <attribute arch="walk_on" value="1" type="fixed" /> |
1535 | &move_on; |
1454 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1455 | </type> |
1536 | </type> |
1456 | |
1537 | |
1457 | <!--####################################################################--> |
1538 | <!--####################################################################--> |
1458 | <type number="158" name="Disease"> |
1539 | <type number="158" name="Disease"> |
1459 | <ignore> |
1540 | <ignore> |
… | |
… | |
1527 | </attribute> |
1608 | </attribute> |
1528 | <attribute arch="speed" editor="moving speed" type="float"> |
1609 | <attribute arch="speed" editor="moving speed" type="float"> |
1529 | The <speed> of the disease determines how fast the disease will |
1610 | The <speed> of the disease determines how fast the disease will |
1530 | "move", thus how fast the symptoms strike the host. |
1611 | "move", thus how fast the symptoms strike the host. |
1531 | </attribute> |
1612 | </attribute> |
|
|
1613 | &speed_left; |
1532 | </section> |
1614 | </section> |
1533 | <section name="symptoms"> |
1615 | <section name="symptoms"> |
1534 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1616 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1535 | The disease will attack the host with the given <attacktype>. |
1617 | The disease will attack the host with the given <attacktype>. |
1536 | Godpower attacktype is commonly used for "unresistable" diseases. |
1618 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1626 | defeated, horizontally and vertically adjacent doors are automatically |
1708 | defeated, horizontally and vertically adjacent doors are automatically |
1627 | removed. ]]> |
1709 | removed. ]]> |
1628 | </description> |
1710 | </description> |
1629 | <attribute arch="no_pick" value="1" type="fixed" /> |
1711 | <attribute arch="no_pick" value="1" type="fixed" /> |
1630 | <attribute arch="alive" value="1" type="fixed" /> |
1712 | <attribute arch="alive" value="1" type="fixed" /> |
1631 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
1713 | &movement_types_terrain; |
1632 | If set, a player must defeat the door to enter. |
|
|
1633 | </attribute> |
|
|
1634 | <attribute arch="hp" editor="hitpoints" type="int"> |
1714 | <attribute arch="hp" editor="hitpoints" type="int"> |
1635 | The more <hitpoints> the door has, the longer it takes to be broken. |
1715 | The more <hitpoints> the door has, the longer it takes to be broken. |
1636 | </attribute> |
1716 | </attribute> |
1637 | <attribute arch="ac" editor="armour class" type="int"> |
1717 | <attribute arch="ac" editor="armour class" type="int"> |
1638 | Doors of high <armour class> are less likely to get hit. |
1718 | Doors of high <armour class> are less likely to get hit. |
… | |
… | |
1732 | If both are set to zero, the player will be transferred to the "default |
1812 | If both are set to zero, the player will be transferred to the "default |
1733 | enter location" of the destined map. The latter can be set in the map- |
1813 | enter location" of the destined map. The latter can be set in the map- |
1734 | properties as "Enter X/Y". Though, please DO NOT use that. |
1814 | properties as "Enter X/Y". Though, please DO NOT use that. |
1735 | It turned out to be a source for numerous map-bugs. |
1815 | It turned out to be a source for numerous map-bugs. |
1736 | </attribute> |
1816 | </attribute> |
1737 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
1817 | &move_on; |
1738 | If set, the player will apply the exit by just walking into it. This must |
|
|
1739 | be set for the invisible exits for example. If unset, the player has |
|
|
1740 | to step onto the exit and press 'a' to get transferred. |
|
|
1741 | </attribute> |
|
|
1742 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
1743 | If set, the player will apply the exit by "flying into it". Flying means |
|
|
1744 | the player is levitating. E.g. wearing levitation boots. |
|
|
1745 | </attribute> |
|
|
1746 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1818 | <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> |
1747 | If set, this message will be displayed to the player when he applies the exit. |
1819 | If set, this message will be displayed to the player when he applies the exit. |
1748 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1820 | This is quite useful to throw in some "role-play feeling": "As you enter the |
1749 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1821 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1750 | is poor, but you get the point. =) |
1822 | is poor, but you get the point. =) |
… | |
… | |
1767 | <description><![CDATA[ |
1839 | <description><![CDATA[ |
1768 | Just like with food, the player can fill his stomache and gain a |
1840 | Just like with food, the player can fill his stomache and gain a |
1769 | little health by eating flesh-objects. <br> |
1841 | little health by eating flesh-objects. <br> |
1770 | For dragon players, flesh plays a very special role though: If the |
1842 | For dragon players, flesh plays a very special role though: If the |
1771 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1843 | flesh has resistances set, a dragon player has a chance to gain resistance in |
1772 | those cathegories. The only constraint to this process is the <flesh level>. |
1844 | those categories. The only constraint to this process is the <flesh level>. |
1773 | Don't forget that flesh items with resistances have to be balanced |
1845 | Don't forget that flesh items with resistances have to be balanced |
1774 | according to map/monster difficulty. ]]> |
1846 | according to map/monster difficulty. ]]> |
1775 | </description> |
1847 | </description> |
1776 | <use><![CDATA[ |
1848 | <use><![CDATA[ |
1777 | For dragon players, flesh items can be highly valuable. Note that many |
1849 | For dragon players, flesh items can be highly valuable. Note that many |
… | |
… | |
1928 | Floor is a very basic thing whithout too much |
2000 | Floor is a very basic thing whithout too much |
1929 | functionality. It's a floor - you stand on it. ]]> |
2001 | functionality. It's a floor - you stand on it. ]]> |
1930 | </description> |
2002 | </description> |
1931 | <attribute arch="is_floor" value="1" type="fixed" /> |
2003 | <attribute arch="is_floor" value="1" type="fixed" /> |
1932 | <attribute arch="no_pick" value="1" type="fixed" /> |
2004 | <attribute arch="no_pick" value="1" type="fixed" /> |
1933 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1934 | If set, the object cannot be passed by players nor monsters. |
|
|
1935 | </attribute> |
|
|
1936 | <section name="terrain"> |
2005 | <section name="terrain"> |
1937 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2006 | &movement_types_terrain; |
1938 | If <slow movement> is set to a value greater zero, all |
|
|
1939 | creatures moving over this spot will be slower than normal. |
|
|
1940 | |
|
|
1941 | <slow movement> 1 - rough terrain |
|
|
1942 | <slow movement> 2 - very rough terrain |
|
|
1943 | ... |
|
|
1944 | <slow movement> 7 - spider web (sticky as hell) |
|
|
1945 | </attribute> |
|
|
1946 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2007 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1947 | This flag indicates this spot contains wood or high grass. |
2008 | This flag indicates this spot contains wood or high grass. |
1948 | Players with activated woodsman skill can move faster here. |
2009 | Players with activated woodsman skill can move faster here. |
1949 | </attribute> |
2010 | </attribute> |
1950 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2011 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1983 | with monsters on them. Nowadays this feature is disabled - |
2044 | with monsters on them. Nowadays this feature is disabled - |
1984 | Hence encounter floor is not different from normal floor. ]]> |
2045 | Hence encounter floor is not different from normal floor. ]]> |
1985 | </description> |
2046 | </description> |
1986 | <attribute arch="is_floor" value="1" type="fixed" /> |
2047 | <attribute arch="is_floor" value="1" type="fixed" /> |
1987 | <attribute arch="no_pick" value="1" type="fixed" /> |
2048 | <attribute arch="no_pick" value="1" type="fixed" /> |
1988 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
|
|
1989 | If set, the object cannot be passed by players nor monsters. |
|
|
1990 | </attribute> |
|
|
1991 | <section name="terrain"> |
2049 | <section name="terrain"> |
1992 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2050 | &movement_types_terrain; |
1993 | If <slow movement> is set to a value greater zero, all |
|
|
1994 | creatures moving over this spot will be slower than normal. |
|
|
1995 | |
|
|
1996 | <slow movement> 1 - rough terrain |
|
|
1997 | <slow movement> 2 - very rough terrain |
|
|
1998 | ... |
|
|
1999 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2000 | </attribute> |
|
|
2001 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2051 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2002 | This flag indicates this spot contains wood or high grass. |
2052 | This flag indicates this spot contains wood or high grass. |
2003 | Players with activated woodsman skill can move faster here. |
2053 | Players with activated woodsman skill can move faster here. |
2004 | </attribute> |
2054 | </attribute> |
2005 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2055 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2068 | The <position state> defines the position of the gate: |
2118 | The <position state> defines the position of the gate: |
2069 | Zero means completely open/down, the "number of animation-steps" (usually |
2119 | Zero means completely open/down, the "number of animation-steps" (usually |
2070 | about 6 or 7) means completely closed/up state. I suggest you don't |
2120 | about 6 or 7) means completely closed/up state. I suggest you don't |
2071 | mess with this value - Leave the default in place. |
2121 | mess with this value - Leave the default in place. |
2072 | </attribute> |
2122 | </attribute> |
2073 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2123 | &movement_types_terrain; |
2074 | For open gates, <blocking passage> should be unset. |
|
|
2075 | For closed gates it must be set. |
|
|
2076 | </attribute> |
|
|
2077 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2124 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2078 | Restricting the use of spells to pass this gate. This has |
2125 | Restricting the use of spells to pass this gate. This has |
2079 | an effect only if <block view> is disabled. |
2126 | an effect only if <block view> is disabled. |
2080 | </attribute> |
2127 | </attribute> |
2081 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2128 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
2189 | You can use that to safely chase off too-weak players, or just |
2236 | You can use that to safely chase off too-weak players, or just |
2190 | to have something different. ]]> |
2237 | to have something different. ]]> |
2191 | </use> |
2238 | </use> |
2192 | <attribute arch="is_floor" value="1" type="fixed" /> |
2239 | <attribute arch="is_floor" value="1" type="fixed" /> |
2193 | <attribute arch="lifesave" value="1" type="fixed" /> |
2240 | <attribute arch="lifesave" value="1" type="fixed" /> |
2194 | <attribute arch="walk_on" value="1" type="fixed" /> |
2241 | &move_on; |
2195 | <attribute arch="no_pick" value="1" type="fixed" /> |
2242 | <attribute arch="no_pick" value="1" type="fixed" /> |
2196 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2243 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2197 | This attribute specifys the attacktypes that this floor uses to |
2244 | This attribute specifys the attacktypes that this floor uses to |
2198 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2245 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2199 | If you want a real tough hazard floor, add more than just one attacktype. |
2246 | If you want a real tough hazard floor, add more than just one attacktype. |
… | |
… | |
2214 | I guess this value is supposed to work similar to monster levels. |
2261 | I guess this value is supposed to work similar to monster levels. |
2215 | But in fact, it does not seem to have an effect. Set any non-zero |
2262 | But in fact, it does not seem to have an effect. Set any non-zero |
2216 | value to be on the safe side. |
2263 | value to be on the safe side. |
2217 | </attribute> |
2264 | </attribute> |
2218 | <section name="terrain"> |
2265 | <section name="terrain"> |
2219 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2266 | &movement_types_terrain; |
2220 | If <slow movement> is set to a value greater zero, all |
|
|
2221 | creatures moving over this spot will be slower than normal. |
|
|
2222 | |
|
|
2223 | <slow movement> 1 - rough terrain |
|
|
2224 | <slow movement> 2 - very rough terrain |
|
|
2225 | ... |
|
|
2226 | <slow movement> 7 - spider web (sticky as hell) |
|
|
2227 | </attribute> |
|
|
2228 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2267 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2229 | This flag indicates this spot contains wood or high grass. |
2268 | This flag indicates this spot contains wood or high grass. |
2230 | Players with activated woodsman skill can move faster here. |
2269 | Players with activated woodsman skill can move faster here. |
2231 | </attribute> |
2270 | </attribute> |
2232 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2271 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2398 | either if that object is present or missing (-> "last_sp") when a |
2437 | either if that object is present or missing (-> "last_sp") when a |
2399 | player walks over the inv. checker. A valid option is to remove the |
2438 | player walks over the inv. checker. A valid option is to remove the |
2400 | matching object (usually not recommended, see "last_heal"). |
2439 | matching object (usually not recommended, see "last_heal"). |
2401 | <br><br> |
2440 | <br><br> |
2402 | Alternatively, you can set your inv. checker to block all players |
2441 | Alternatively, you can set your inv. checker to block all players |
2403 | that do/don't carry the matching object (-> "no_pass"). |
2442 | that do/don't carry the matching object. |
2404 | <br><br> |
2443 | <br><br> |
2405 | As you can see, inv. checkers are quite powerful, holding a |
2444 | As you can see, inv. checkers are quite powerful, holding a |
2406 | great variety of possibilities. ]]> |
2445 | great variety of possibilities. ]]> |
2407 | </description> |
2446 | </description> |
2408 | <use><![CDATA[ |
2447 | <use><![CDATA[ |
… | |
… | |
2440 | <attribute arch="connected" editor="connection" type="int"> |
2479 | <attribute arch="connected" editor="connection" type="int"> |
2441 | Whenever the inventory checker is triggered, all objects with identical |
2480 | Whenever the inventory checker is triggered, all objects with identical |
2442 | <connection> value get activated. This only makes sense together with |
2481 | <connection> value get activated. This only makes sense together with |
2443 | <blocking passage> disabled. |
2482 | <blocking passage> disabled. |
2444 | </attribute> |
2483 | </attribute> |
2445 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2484 | &movement_types_terrain; |
2446 | If set, only players meeting the match criteria can pass |
|
|
2447 | through that space. If unset (default), the inventory |
|
|
2448 | checker acts like a trigger/button. |
|
|
2449 | </attribute> |
|
|
2450 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2485 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2451 | <remove match> means remove object if found. Setting this is usually not |
2486 | <remove match> means remove object if found. Setting this is usually not |
2452 | recommended because inv. checkers are in general invisible. So, unlike |
2487 | recommended because inv. checkers are in general invisible. So, unlike |
2453 | for altars/ locked doors, the player won't expect to lose an object when |
2488 | for altars/ locked doors, the player won't expect to lose an object when |
2454 | walking over that square. And he doesn't even get a message either. |
2489 | walking over that square. And he doesn't even get a message either. |
… | |
… | |
2540 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2575 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2541 | There you have magic forces (door objects) put under certain artifact |
2576 | There you have magic forces (door objects) put under certain artifact |
2542 | items. To get your hands on the artifacts, you need to bring up the |
2577 | items. To get your hands on the artifacts, you need to bring up the |
2543 | appropriate quest items (key objects). ]]> |
2578 | appropriate quest items (key objects). ]]> |
2544 | </use> |
2579 | </use> |
2545 | <attribute arch="no_pass" value="1" type="fixed" /> |
2580 | <attribute arch="move_type" value="0" type="fixed" /> |
2546 | <attribute arch="no_pick" value="1" type="fixed" /> |
2581 | <attribute arch="no_pick" value="1" type="fixed" /> |
2547 | <attribute arch="slaying" editor="key string" type="string"> |
2582 | <attribute arch="slaying" editor="key string" type="string"> |
2548 | The <key string> in the door must be identical with the |
2583 | The <key string> in the door must be identical with the |
2549 | <key string> in the special key, then the door is unlocked. |
2584 | <key string> in the special key, then the door is unlocked. |
2550 | It is VERY important to set the <key string> to something that |
2585 | It is VERY important to set the <key string> to something that |
… | |
… | |
2662 | The <casting speed> defines the spellcasting speed of the wall. |
2697 | The <casting speed> defines the spellcasting speed of the wall. |
2663 | You can fine-tune how long the duration between two casts shall |
2698 | You can fine-tune how long the duration between two casts shall |
2664 | be. If you want to create a wall that can be activated (cast per |
2699 | be. If you want to create a wall that can be activated (cast per |
2665 | trigger) via connected lever/button/etc, you must set "speed 0". |
2700 | trigger) via connected lever/button/etc, you must set "speed 0". |
2666 | </attribute> |
2701 | </attribute> |
|
|
2702 | &speed_left; |
2667 | <attribute arch="sp" editor="direction" type="list_direction"> |
2703 | <attribute arch="sp" editor="direction" type="list_direction"> |
2668 | The magic wall will cast it's spells always in the specified |
2704 | The magic wall will cast it's spells always in the specified |
2669 | <direction>. A magic wall with direction set to <none> will |
2705 | <direction>. A magic wall with direction set to <none> will |
2670 | always fire in a random direction. |
2706 | always fire in a random direction. |
2671 | </attribute> |
2707 | </attribute> |
2672 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2708 | &movement_types_terrain; |
2673 | If set, the object cannot be passed by players nor monsters. |
|
|
2674 | </attribute> |
|
|
2675 | <section name="destroyable"> |
2709 | <section name="destroyable"> |
2676 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2710 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2677 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2711 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2678 | destroyed by the player. If disabled, all other attributes on |
2712 | destroyed by the player. If disabled, all other attributes on |
2679 | this tab, as well as resistances, are meaningless. |
2713 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2777 | The <marking speed> defines how quickly it will mark something |
2811 | The <marking speed> defines how quickly it will mark something |
2778 | standing on the marker. Set this value rather high to make |
2812 | standing on the marker. Set this value rather high to make |
2779 | sure the player really gets his mark. I think <marking speed> 1.0 |
2813 | sure the player really gets his mark. I think <marking speed> 1.0 |
2780 | should do fine. |
2814 | should do fine. |
2781 | </attribute> |
2815 | </attribute> |
|
|
2816 | &speed_left; |
2782 | <attribute arch="food" editor="mark duration" type="int"> |
2817 | <attribute arch="food" editor="mark duration" type="int"> |
2783 | This value defines the duration of the force it inserts. |
2818 | This value defines the duration of the force it inserts. |
2784 | If nonzero, the duration of the player's mark is finite: |
2819 | If nonzero, the duration of the player's mark is finite: |
2785 | about 1 food per 10 seconds. <mark duration> zero/unset |
2820 | about 1 food per 10 seconds. <mark duration> zero/unset |
2786 | means the mark will stay on the player forever. |
2821 | means the mark will stay on the player forever. |
… | |
… | |
2891 | <attribute arch="level" editor="level" type="int"> |
2926 | <attribute arch="level" editor="level" type="int"> |
2892 | A monster's <level> is the most important attribute. |
2927 | A monster's <level> is the most important attribute. |
2893 | <level> affects the power of a monster in various ways. |
2928 | <level> affects the power of a monster in various ways. |
2894 | </attribute> |
2929 | </attribute> |
2895 | <attribute arch="race" editor="race" type="string"> |
2930 | <attribute arch="race" editor="race" type="string"> |
2896 | Every monster should have a race set to cathegorize it. |
2931 | Every monster should have a race set to categorize it. |
2897 | The monster's <race> can have different effects: |
2932 | The monster's <race> can have different effects: |
2898 | Slaying weapons inflict tripple damage against enemy races |
2933 | Slaying weapons inflict tripple damage against enemy races |
2899 | and holy word kills only enemy races of the god. |
2934 | and holy word kills only enemy races of the god. |
2900 | </attribute> |
2935 | </attribute> |
2901 | <attribute arch="exp" editor="experience" type="int"> |
2936 | <attribute arch="exp" editor="experience" type="int"> |
2902 | When a player kills this monster, he will get exactly this |
2937 | When a player kills this monster, he will get exactly this |
2903 | amount of <experience>. The experience will flow into |
2938 | amount of <experience>. The experience will flow into |
2904 | the skill-cathegory the player used for the kill. |
2939 | the skill-category the player used for the kill. |
2905 | |
2940 | |
2906 | If you create special monsters of tweaked strenght/abilities, |
2941 | If you create special monsters of tweaked strenght/abilities, |
2907 | always make sure that the <experience> is set to a |
2942 | always make sure that the <experience> is set to a |
2908 | reasonable value. Compare with existing arches to get a feeling |
2943 | reasonable value. Compare with existing arches to get a feeling |
2909 | what reasonable means. Keep in mind that spellcasting monsters |
2944 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2911 | </attribute> |
2946 | </attribute> |
2912 | <attribute arch="speed" editor="speed" type="float"> |
2947 | <attribute arch="speed" editor="speed" type="float"> |
2913 | The <speed> determines how fast a monster will both move |
2948 | The <speed> determines how fast a monster will both move |
2914 | and fight. High <speed> makes a monster considerably stronger. |
2949 | and fight. High <speed> makes a monster considerably stronger. |
2915 | </attribute> |
2950 | </attribute> |
|
|
2951 | &speed_left; |
2916 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2952 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2917 | This only takes effect if <multiply> is enabled. The monster will |
2953 | This only takes effect if <multiply> is enabled. The monster will |
2918 | create a <breed monster> every once in a while. <breed monster> |
2954 | create a <breed monster> every once in a while. <breed monster> |
2919 | can be set to any valid arch-name of a monster. Multipart monster |
2955 | can be set to any valid arch-name of a monster. Multipart monster |
2920 | should not be used. |
2956 | should not be used. |
… | |
… | |
2931 | In this case, the <breed monster> value is never used and can be forgotten. |
2967 | In this case, the <breed monster> value is never used and can be forgotten. |
2932 | Each time the monster need to generate an object, it will be |
2968 | Each time the monster need to generate an object, it will be |
2933 | a randomly chosen item from the inventory. When generator is destroyed, |
2969 | a randomly chosen item from the inventory. When generator is destroyed, |
2934 | inventory is destroyed. |
2970 | inventory is destroyed. |
2935 | </attribute> |
2971 | </attribute> |
2936 | <attribute arch="flying" editor="flying" type="bool"> |
2972 | &move_type; |
2937 | Flying monsters won't get slowed down in rough terrain |
|
|
2938 | and they won't be affected by movers. |
|
|
2939 | </attribute> |
|
|
2940 | <attribute arch="undead" editor="undead" type="bool"> |
2973 | <attribute arch="undead" editor="undead" type="bool"> |
2941 | Several spells only affect undead monsters: |
2974 | Several spells only affect undead monsters: |
2942 | turn undead, banish undead, holy word, etc. |
2975 | turn undead, banish undead, holy word, etc. |
2943 | </attribute> |
2976 | </attribute> |
2944 | <attribute arch="carrying" editor="carries weight" type="int"> |
2977 | <attribute arch="carrying" editor="carries weight" type="int"> |
… | |
… | |
3156 | the creature wakes up. This is done as a square, for reasons of speed. |
3189 | the creature wakes up. This is done as a square, for reasons of speed. |
3157 | Thus, if the <sensing range> is 11, any player that moves within the |
3190 | Thus, if the <sensing range> is 11, any player that moves within the |
3158 | 11x11 square of the monster will wake the monster up. If the player |
3191 | 11x11 square of the monster will wake the monster up. If the player |
3159 | has stealth, the size of this square is reduced in half plus 1. |
3192 | has stealth, the size of this square is reduced in half plus 1. |
3160 | </attribute> |
3193 | </attribute> |
3161 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3194 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3195 | If this is set to default, the standard mode of movement will be used. |
|
|
3196 | </attribute> |
|
|
3197 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3198 | This movement is not in effect when the monster has an enemy and should |
|
|
3199 | only be used for non agressive monsters. |
3162 | </attribute> |
3200 | </attribute> |
3163 | <attribute arch="run_away" editor="run at % health" type="int"> |
3201 | <attribute arch="run_away" editor="run at % health" type="int"> |
3164 | This is a percentage value in the range 0-100. |
3202 | This is a percentage value in the range 0-100. |
3165 | When the monster's health points drop below this percentage |
3203 | When the monster's health points drop below this percentage |
3166 | (relative to max health), it attempts to run away from the |
3204 | (relative to max health), it attempts to run away from the |
… | |
… | |
3347 | </attribute> |
3385 | </attribute> |
3348 | <attribute arch="speed" editor="movement speed" type="float"> |
3386 | <attribute arch="speed" editor="movement speed" type="float"> |
3349 | The movement speed value determines how fast a chain of |
3387 | The movement speed value determines how fast a chain of |
3350 | these movers will push a player along (default is -0.2). |
3388 | these movers will push a player along (default is -0.2). |
3351 | </attribute> |
3389 | </attribute> |
|
|
3390 | &speed_left; |
3352 | <attribute arch="sp" editor="direction" type="list_direction"> |
3391 | <attribute arch="sp" editor="direction" type="list_direction"> |
3353 | The mover will push creatures in the specified <direction>. |
3392 | The mover will push creatures in the specified <direction>. |
3354 | A mover with direction set to <none> will spin clockwise, |
3393 | A mover with direction set to <none> will spin clockwise, |
3355 | thus pushing creatures in unpredictable directions. |
3394 | thus pushing creatures in unpredictable directions. |
3356 | </attribute> |
3395 | </attribute> |
… | |
… | |
3376 | activates creators, creating (per default: monster-only) movers |
3415 | activates creators, creating (per default: monster-only) movers |
3377 | under the NPC's feet. The NPC starts "walking" on a predefined |
3416 | under the NPC's feet. The NPC starts "walking" on a predefined |
3378 | route! Note that it's useful to set this NPC immune to everything, |
3417 | route! Note that it's useful to set this NPC immune to everything, |
3379 | preventing the player to push the NPC off his trace. |
3418 | preventing the player to push the NPC off his trace. |
3380 | </attribute> |
3419 | </attribute> |
3381 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3420 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3382 | This should always be set. |
3421 | Which movement types activate the mover. |
3383 | </attribute> |
|
|
3384 | <attribute arch="fly_on" editor="move flying creatures" type="bool"> |
|
|
3385 | Move flying creatures enabled means all flying (living) |
|
|
3386 | objects will get moved too. If disabled, only walking |
|
|
3387 | (non-flying) creatures will get moved. |
|
|
3388 | </attribute> |
3422 | </attribute> |
3389 | </section> |
3423 | </section> |
3390 | </type> |
3424 | </type> |
3391 | |
3425 | |
3392 | <!--####################################################################--> |
3426 | <!--####################################################################--> |
… | |
… | |
3420 | </attribute> |
3454 | </attribute> |
3421 | <attribute arch="connected" editor="connection" type="int"> |
3455 | <attribute arch="connected" editor="connection" type="int"> |
3422 | When the pedestal is triggered, all objects with the same |
3456 | When the pedestal is triggered, all objects with the same |
3423 | connection value get activated. |
3457 | connection value get activated. |
3424 | </attribute> |
3458 | </attribute> |
3425 | <attribute arch="walk_on" value="1" type="fixed" /> |
3459 | &move_on; |
3426 | <attribute arch="walk_off" value="1" type="fixed" /> |
|
|
3427 | </type> |
3460 | </type> |
3428 | |
3461 | |
3429 | <!--####################################################################--> |
3462 | <!--####################################################################--> |
3430 | <type number="94" name="Pit"> |
3463 | <type number="94" name="Pit"> |
3431 | <ignore> |
3464 | <ignore> |
… | |
… | |
3467 | The <position state> defines the position of the gate: |
3500 | The <position state> defines the position of the gate: |
3468 | Zero means completely open/down, the "number of animation-steps" (usually |
3501 | Zero means completely open/down, the "number of animation-steps" (usually |
3469 | about 6 or 7) means completely closed/up state. I suggest you don't |
3502 | about 6 or 7) means completely closed/up state. I suggest you don't |
3470 | mess with this value - Leave the default in place. |
3503 | mess with this value - Leave the default in place. |
3471 | </attribute> |
3504 | </attribute> |
3472 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3505 | &move_on; |
3473 | If set, all walking creatures will fall into the pit. |
|
|
3474 | This does NOT need to be set for closed pits! |
|
|
3475 | </attribute> |
|
|
3476 | <attribute arch="fly_on" editor="swallow flying" type="bool"> |
|
|
3477 | If set, all flying creatures will fall into the pit as well. |
|
|
3478 | This is not the behaviour expected from a pit, and it should |
|
|
3479 | only be used for map-mechanisms (e.g. for transporting flying |
|
|
3480 | monsters). |
|
|
3481 | An interesting side-effect: If this flag is enabled, spell |
|
|
3482 | effects like fire/snow also make their way through the pit. |
|
|
3483 | </attribute> |
|
|
3484 | </type> |
3506 | </type> |
3485 | |
3507 | |
3486 | <!--####################################################################--> |
3508 | <!--####################################################################--> |
3487 | <type number="7" name="Poison Food"> |
3509 | <type number="7" name="Poison Food"> |
3488 | <description><![CDATA[ |
3510 | <description><![CDATA[ |
… | |
… | |
3836 | <use><![CDATA[ |
3858 | <use><![CDATA[ |
3837 | Avoid monsters stepping on your runes. For example, summoning runes |
3859 | Avoid monsters stepping on your runes. For example, summoning runes |
3838 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3860 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3839 | </use> |
3861 | </use> |
3840 | <attribute arch="no_pick" value="1" type="fixed" /> |
3862 | <attribute arch="no_pick" value="1" type="fixed" /> |
3841 | <attribute arch="walk_on" value="1" type="fixed" /> |
3863 | &move_on; |
3842 | <attribute arch="level" editor="rune level" type="int"> |
3864 | <attribute arch="level" editor="rune level" type="int"> |
3843 | This value sets the level the rune will cast the spell it contains at, |
3865 | This value sets the level the rune will cast the spell it contains at, |
3844 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3866 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3845 | (<rune level> 0 runes won't detonate at all!) |
3867 | (<rune level> 0 runes won't detonate at all!) |
3846 | |
3868 | |
… | |
… | |
4188 | <use><![CDATA[ |
4210 | <use><![CDATA[ |
4189 | As stated above, always place TWO shop mats into your shop. |
4211 | As stated above, always place TWO shop mats into your shop. |
4190 | Not more and not less than that. ]]> |
4212 | Not more and not less than that. ]]> |
4191 | </use> |
4213 | </use> |
4192 | <attribute arch="no_pick" value="1" type="fixed" /> |
4214 | <attribute arch="no_pick" value="1" type="fixed" /> |
4193 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4215 | &move_on; |
4194 | If set, the player can enter/leave the |
|
|
4195 | shop by just walking into the shop mat. |
|
|
4196 | </attribute> |
|
|
4197 | <attribute arch="fly_on" editor="apply by flying" type="bool"> |
|
|
4198 | If set, the player can enter/leave the |
|
|
4199 | shop by "flying" into the shop mat. |
|
|
4200 | </attribute> |
|
|
4201 | </type> |
4216 | </type> |
4202 | |
4217 | |
4203 | <!--####################################################################--> |
4218 | <!--####################################################################--> |
4204 | <type number="98" name="Sign & MagicMouth"> |
4219 | <type number="98" name="Sign & MagicMouth"> |
4205 | <ignore> |
4220 | <ignore> |
… | |
… | |
4222 | the connection is triggered. This should be used in combination with |
4237 | the connection is triggered. This should be used in combination with |
4223 | <invisible> enabled and <activate by walking/flying> disabled. |
4238 | <invisible> enabled and <activate by walking/flying> disabled. |
4224 | If activating your magic_mouth this way, the message will not only be |
4239 | If activating your magic_mouth this way, the message will not only be |
4225 | printed to one player, but all players on the current map. |
4240 | printed to one player, but all players on the current map. |
4226 | </attribute> |
4241 | </attribute> |
4227 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4242 | &move_on; |
4228 | If set, the player gets the message when walking ontop of the object. |
|
|
4229 | "invisible 1" should be set in this case. This is the typical configuration |
|
|
4230 | for a "magic_mouth": The player walks through a dungeon and suddenly he |
|
|
4231 | gets a message. Use this to create some roleplay atmosphere, and to inform |
|
|
4232 | the player about possible dangers or secrets. |
|
|
4233 | </attribute> |
|
|
4234 | <attribute arch="fly_on" editor="activate by flying" type="bool"> |
|
|
4235 | If set, the player gets the message when flying (=levitating) ontop |
|
|
4236 | of the object. Usually this should be set together with walk_on. |
|
|
4237 | </attribute> |
|
|
4238 | <attribute arch="food" editor="counter" type="int"> |
4243 | <attribute arch="food" editor="counter" type="int"> |
4239 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4244 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4240 | (printing the message) only that many times. For signs this really shouldn't |
4245 | (printing the message) only that many times. For signs this really shouldn't |
4241 | be used, while for magic_mouths it is extremely helpful. |
4246 | be used, while for magic_mouths it is extremely helpful. |
4242 | Monsters walking over the magic_mouth do not decrease the counter. |
4247 | Monsters walking over the magic_mouth do not decrease the counter. |
… | |
… | |
4503 | 45 degrees per <direction number>. Negative values spin clockwise, |
4508 | 45 degrees per <direction number>. Negative values spin clockwise, |
4504 | positive values counter clockwise. |
4509 | positive values counter clockwise. |
4505 | |
4510 | |
4506 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4511 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4507 | </attribute> |
4512 | </attribute> |
4508 | <attribute arch="walk_on" value="1" type="fixed" /> |
4513 | &move_on; |
4509 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4510 | </type> |
4514 | </type> |
4511 | |
4515 | |
4512 | <!--####################################################################--> |
4516 | <!--####################################################################--> |
4513 | <type number="138" name="Swamp"> |
4517 | <type number="138" name="Swamp"> |
4514 | <ignore> |
4518 | <ignore> |
… | |
… | |
4520 | he will start to sink in and eventually drown and die. |
4524 | he will start to sink in and eventually drown and die. |
4521 | Items dropped on the swamp sink in and dissapear. |
4525 | Items dropped on the swamp sink in and dissapear. |
4522 | Players with knowledge of the woodsman skill are a lot less likely |
4526 | Players with knowledge of the woodsman skill are a lot less likely |
4523 | to die in the swamp. ]]> |
4527 | to die in the swamp. ]]> |
4524 | </description> |
4528 | </description> |
4525 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4526 | <attribute arch="is_floor" value="1" type="fixed" /> |
4529 | <attribute arch="is_floor" value="1" type="fixed" /> |
4527 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4530 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4528 | <attribute arch="speed" editor="drowning speed" type="float"> |
4531 | <attribute arch="speed" editor="drowning speed" type="float"> |
4529 | The higher the <drowning speed>, the faster will players and items |
4532 | The higher the <drowning speed>, the faster will players and items |
4530 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4533 | sink into the swamp. Swamp with very high <drowning speed> can be a nasty |
4531 | and unexpected death-trap. Players should get a warning before such areas. |
4534 | and unexpected death-trap. Players should get a warning before such areas. |
4532 | </attribute> |
4535 | </attribute> |
4533 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4536 | &speed_left; |
4534 | If <slow movement> is set to a value greater zero, all |
4537 | &move_on; |
4535 | creatures moving over this spot will be slower than normal. |
4538 | &movement_types_terrain; |
4536 | |
|
|
4537 | <slow movement> 1 - rough terrain |
|
|
4538 | <slow movement> 2 - very rough terrain |
|
|
4539 | ... |
|
|
4540 | <slow movement> 5 - default for deep swamp |
|
|
4541 | </attribute> |
|
|
4542 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4539 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4543 | If enabled, it is impossible for players to use (wizard-) |
4540 | If enabled, it is impossible for players to use (wizard-) |
4544 | spells on that spot. |
4541 | spells on that spot. |
4545 | </attribute> |
4542 | </attribute> |
4546 | <attribute arch="damned" editor="no prayers" type="bool"> |
4543 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4631 | Default in the teleporter arch is <activation speed> 0.1. |
4628 | Default in the teleporter arch is <activation speed> 0.1. |
4632 | |
4629 | |
4633 | VERY IMPORTANT: If you want to have your teleporter activated via |
4630 | VERY IMPORTANT: If you want to have your teleporter activated via |
4634 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4631 | button/handle/magic_ear/etc, you must set <activation speed> to zero! |
4635 | </attribute> |
4632 | </attribute> |
|
|
4633 | &speed_left; |
4636 | </type> |
4634 | </type> |
4637 | |
4635 | |
4638 | <!--####################################################################--> |
4636 | <!--####################################################################--> |
4639 | <type number="26" name="Timed Gate"> |
4637 | <type number="26" name="Timed Gate"> |
4640 | <ignore> |
4638 | <ignore> |
… | |
… | |
4665 | The <position state> defines the position of the gate: |
4663 | The <position state> defines the position of the gate: |
4666 | Zero means completely open/down, the "number of animation-steps" (usually |
4664 | Zero means completely open/down, the "number of animation-steps" (usually |
4667 | about 6 or 7) means completely closed/up state. I suggest you don't |
4665 | about 6 or 7) means completely closed/up state. I suggest you don't |
4668 | mess with this value - Leave the default in place. |
4666 | mess with this value - Leave the default in place. |
4669 | </attribute> |
4667 | </attribute> |
4670 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4668 | &movement_types_terrain; |
4671 | For open gates, <blocking passage> should be unset. |
|
|
4672 | For closed gates it must be set. |
|
|
4673 | </attribute> |
|
|
4674 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4669 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4675 | Restricting the use of spells to pass this gate. This has |
4670 | Restricting the use of spells to pass this gate. This has |
4676 | an effect only if <block view> is disabled. |
4671 | an effect only if <block view> is disabled. |
4677 | </attribute> |
4672 | </attribute> |
4678 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4673 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
4709 | <use><![CDATA[ |
4704 | <use><![CDATA[ |
4710 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4705 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4711 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4706 | off your lightning wall and pit trap is usually a bad idea. ]]> |
4712 | </use> |
4707 | </use> |
4713 | <attribute arch="no_pick" value="1" type="fixed" /> |
4708 | <attribute arch="no_pick" value="1" type="fixed" /> |
4714 | <attribute arch="walk_on" value="1" type="fixed" /> |
4709 | &move_on; |
4715 | <attribute arch="level" editor="trap level" type="int"> |
4710 | <attribute arch="level" editor="trap level" type="int"> |
4716 | Level effects how easily a trap may be found and disarmed, and |
4711 | Level effects how easily a trap may be found and disarmed, and |
4717 | how much experience the player gets for doing so. Beware: High level |
4712 | how much experience the player gets for doing so. Beware: High level |
4718 | traps can be quite a cheap source of experience! So either make them |
4713 | traps can be quite a cheap source of experience! So either make them |
4719 | tough, or keep the level low. |
4714 | tough, or keep the level low. |
… | |
… | |
4762 | Trapdoors should be used in the same fashion as pits: |
4757 | Trapdoors should be used in the same fashion as pits: |
4763 | They should always drop the victims to some kind of lower level. They |
4758 | They should always drop the victims to some kind of lower level. They |
4764 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4759 | are not supposed to be used to randomly interconnect maps like teleporters. ]]> |
4765 | </use> |
4760 | </use> |
4766 | <attribute arch="no_pick" value="1" type="fixed" /> |
4761 | <attribute arch="no_pick" value="1" type="fixed" /> |
4767 | <attribute arch="walk_on" value="1" type="fixed" /> |
4762 | &move_on; |
4768 | <attribute arch="weight" editor="hold weight" type="int"> |
4763 | <attribute arch="weight" editor="hold weight" type="int"> |
4769 | This value defines how much weight the trapdoor can hold. |
4764 | This value defines how much weight the trapdoor can hold. |
4770 | Once items or creatures are gathered on the trapdoor, with |
4765 | Once items or creatures are gathered on the trapdoor, with |
4771 | a total weight surpassing this value, then the trapdoor will |
4766 | a total weight surpassing this value, then the trapdoor will |
4772 | open and things start falling through. |
4767 | open and things start falling through. |
… | |
… | |
4896 | <!--####################################################################--> |
4891 | <!--####################################################################--> |
4897 | <type number="0" name="Wall"> |
4892 | <type number="0" name="Wall"> |
4898 | <required> |
4893 | <required> |
4899 | <attribute arch="is_floor" value="0" /> |
4894 | <attribute arch="is_floor" value="0" /> |
4900 | <attribute arch="alive" value="0" /> |
4895 | <attribute arch="alive" value="0" /> |
4901 | <attribute arch="no_pass" value="1" /> |
4896 | <attribute arch="move_block" value="255" /> |
4902 | </required> |
4897 | </required> |
4903 | <ignore> |
4898 | <ignore> |
4904 | <attribute arch="nrof" /> |
4899 | <attribute arch="nrof" /> |
4905 | <attribute arch="title" /> |
4900 | <attribute arch="title" /> |
4906 | <attribute arch="name_pl" /> |
4901 | <attribute arch="name_pl" /> |
… | |
… | |
4908 | <attribute arch="unpaid" /> |
4903 | <attribute arch="unpaid" /> |
4909 | </ignore> |
4904 | </ignore> |
4910 | <description><![CDATA[ |
4905 | <description><![CDATA[ |
4911 | Walls usually block passage and sight. ]]> |
4906 | Walls usually block passage and sight. ]]> |
4912 | </description> |
4907 | </description> |
4913 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4908 | &movement_types_terrain; |
4914 | If set, the object cannot be passed by players nor monsters. |
|
|
4915 | </attribute> |
|
|
4916 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4909 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4917 | If set, the object is able to "roll", so it can be pushed around. |
4910 | If set, the object is able to "roll", so it can be pushed around. |
4918 | This setting is used for boulders and barrels. |
4911 | This setting is used for boulders and barrels. |
4919 | </attribute> |
4912 | </attribute> |
4920 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4913 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |