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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.8 by elmex, Mon Mar 20 02:41:18 2006 UTC vs.
Revision 1.17 by elmex, Wed Aug 9 21:21:53 2006 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
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">
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" />
348</list> 413</list>
349 414
415<list name="attack_movement_bits_0_3">
416 <entry value="0" name="default" />
417 <entry value="1" name="attack from distance" />
418 <entry value="2" name="run away" />
419 <entry value="3" name="hit and run" />
420 <entry value="4" name="wait, then hit, then move" />
421 <entry value="5" name="rush blindly" />
422 <entry value="6" name="always run" />
423 <entry value="7" name="attack from distance if hit" />
424 <entry value="8" name="do not approach" />
425</list>
426
427<list name="attack_movement_bits_4_7">
428 <entry value="0" name="none" />
429 <entry value="16" name="pet" />
430 <entry value="32" name="small circle" />
431 <entry value="48" name="large circle" />
432 <entry value="64" name="small horizontal" />
433 <entry value="80" name="large horizontal" />
434 <entry value="96" name="random direction" />
435 <entry value="112" name="random movement" />
436 <entry value="128" name="small vertical" />
437 <entry value="144" name="large vertical" />
438</list>
439
350<!--###################### default attributes ######################--> 440<!--###################### default attributes ######################-->
351 441
352<!-- 442<!--
353 The attributes of the default_type get added to all other types by default. 443 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 444 Every type can have an 'ignore' element however, which is used to specify
379 zero weight are not pickable for players. Still, set the "non-pickable"-flag 469 zero weight are not pickable for players. Still, set the "non-pickable"-flag
380 for explicitly non-pickable objects (hey, this is opensource.. you 470 for explicitly non-pickable objects (hey, this is opensource.. you
381 never know ;) ). 471 never know ;) ).
382 </attribute> 472 </attribute>
383 <attribute arch="value" editor="value" type="int"> 473 <attribute arch="value" editor="value" type="int">
384 Adds a certain value to the object: It will be worth that many times the 474 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 475 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 476 further modified by various factors. Hence, testing values in-game is
388 usually inevitable. 477 usually inevitable.
389 </attribute> 478 </attribute>
390 <attribute arch="glow_radius" editor="glow radius" type="int"> 479 <attribute arch="glow_radius" editor="glow radius" type="int">
391 If &lt;glow radius&gt; is set to a value greater zero, the object 480 If &lt;glow radius&gt; is set to a value greater zero, the object
458 the fallback for all types which don't match any other defined types. 547 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 548 The required attribute "misc x" prevents that it gets confused with
460 other types like "monster & npc" which also have type number 0. --> 549 other types like "monster & npc" which also have type number 0. -->
461 <attribute arch="misc" value="x" /> 550 <attribute arch="misc" value="x" />
462 </required> 551 </required>
463 <attribute arch="no_pass" editor="blocking passage" type="bool"> 552 &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"> 553 <attribute arch="cursed" editor="cursed" type="bool">
467 Curses can have various effects: On equipment and food, 554 Curses can have various effects: On equipment and food,
468 they generally harm the player in some way. 555 they generally harm the player in some way.
469 </attribute> 556 </attribute>
470 <attribute arch="damned" editor="damned" type="bool"> 557 <attribute arch="damned" editor="damned" type="bool">
559 then either a spell is casted (on the player) or a connector is 646 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. 647 triggered. If the latter is the case, the altar works only once.
561 Either way, the sacrificed item disappears. ]]> 648 Either way, the sacrificed item disappears. ]]>
562 </description> 649 </description>
563 <attribute arch="no_pick" value="1" type="fixed" /> 650 <attribute arch="no_pick" value="1" type="fixed" />
564 <attribute arch="walk_on" value="1" type="fixed" /> 651 &move_on;
565 <attribute arch="slaying" editor="match item name" type="string"> 652 <attribute arch="slaying" editor="match item name" type="string">
566 This string specifies the item that must be put on the altar to 653 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 654 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. 655 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 656 Remember to put a note somewhere, telling the player what he is
660 will push the connected value TWICE per sacrifice: First by 747 will push the connected value TWICE per sacrifice: First by
661 dropping sacrifice, second by reset. This mode is typically 748 dropping sacrifice, second by reset. This mode is typically
662 used for altars being connected to gates, resulting in the 749 used for altars being connected to gates, resulting in the
663 gate being opened and closed again. 750 gate being opened and closed again.
664 </attribute> 751 </attribute>
665 <attribute arch="walk_on" value="1" type="fixed"> 752 &move_on;
666 </attribute>
667 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 753 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668 This text will be displayed to the player 754 This text will be displayed to the player
669 in the exact moment when the altar is activated. 755 in the exact moment when the altar is activated.
670 </attribute> 756 </attribute>
671</type> 757</type>
928 projectiles (e.g. arrows, bolts, boulders) will 1014 projectiles (e.g. arrows, bolts, boulders) will
929 bounce off him. This works only about 90% of all 1015 bounce off him. This works only about 90% of all
930 times, to avoid players being completely immune to 1016 times, to avoid players being completely immune to
931 certain types of attacks. 1017 certain types of attacks.
932 </attribute> 1018 </attribute>
933 <attribute arch="flying" editor="levitate" type="bool"> 1019 &move_type;
934 As soon as the player applies a piece of equipment with
935 &lt;levitate&gt; set, the player will start to float in the air.
936 </attribute>
937 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1020 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938 Click on the &lt;attuned paths&gt; button to select spellpaths. 1021 Click on the &lt;attuned paths&gt; button to select spellpaths.
939 The player will get attuned to the specified spellpaths 1022 The player will get attuned to the specified spellpaths
940 while wearing this item. 1023 while wearing this item.
941 </attribute> 1024 </attribute>
1108 When a predefined amount of weigh is placed on a button, the 1191 When a predefined amount of weigh is placed on a button, the
1109 &lt;connection&gt; value is triggered. In most cases this happens when a 1192 &lt;connection&gt; value is triggered. In most cases this happens when a
1110 player or monster steps on it. When the button is "released", the 1193 player or monster steps on it. When the button is "released", the
1111 &lt;connection&gt; value get's triggered a second time. ]]> 1194 &lt;connection&gt; value get's triggered a second time. ]]>
1112 </description> 1195 </description>
1113 <attribute arch="walk_on" value="1" type="fixed" /> 1196 &move_on;
1114 <attribute arch="walk_off" value="1" type="fixed" /> 1197 &move_off;
1115 <attribute arch="no_pick" value="1" type="fixed" /> 1198 <attribute arch="no_pick" value="1" type="fixed" />
1116 <attribute arch="weight" editor="press weight" type="int"> 1199 <attribute arch="weight" editor="press weight" type="int">
1117 The button is pressed (triggered), as soon as 1200 The button is pressed (triggered), as soon as
1118 &lt;press weigh&gt; gram are placed ontop of it. 1201 &lt;press weigh&gt; gram are placed ontop of it.
1119 </attribute> 1202 </attribute>
1362 </attribute> 1445 </attribute>
1363 <attribute arch="connected" editor="connection" type="int"> 1446 <attribute arch="connected" editor="connection" type="int">
1364 Whenever the connection value is activated, 1447 Whenever the connection value is activated,
1365 the creator gets triggered. 1448 the creator gets triggered.
1366 </attribute> 1449 </attribute>
1450 &activate_on;
1367 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1451 <attribute arch="lifesave" editor="infinit uses" type="bool">
1368 If &lt;infinit uses&gt; is set, the creator will work 1452 If &lt;infinit uses&gt; is set, the creator will work
1369 infinitely, regardless of the value in &lt;number of uses&gt;. 1453 infinitely, regardless of the value in &lt;number of uses&gt;.
1370 </attribute> 1454 </attribute>
1371 <attribute arch="hp" editor="number of uses" type="int"> 1455 <attribute arch="hp" editor="number of uses" type="int">
1416 </attribute> 1500 </attribute>
1417 <attribute arch="speed" editor="detection speed" type="float"> 1501 <attribute arch="speed" editor="detection speed" type="float">
1418 This value defines the time between two detector-checks. 1502 This value defines the time between two detector-checks.
1419 If you want the detector to behave almost like pedestals/buttons, 1503 If you want the detector to behave almost like pedestals/buttons,
1420 set speed rather high, like &lt;detection speed&gt; 1.0. 1504 set speed rather high, like &lt;detection speed&gt; 1.0.
1505 </attribute>
1506 &speed_left;
1507 <attribute arch="speed_left" editor="speed left" type="float">
1508 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1509 If it is larger than 0, the detector checks, and the speed is decremented
1510 by 1.
1421 </attribute> 1511 </attribute>
1422</type> 1512</type>
1423 1513
1424<!--####################################################################--> 1514<!--####################################################################-->
1425<type number="112" name="Director"> 1515<type number="112" name="Director">
1448 <attribute arch="sp" editor="direction" type="list_direction"> 1538 <attribute arch="sp" editor="direction" type="list_direction">
1449 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1539 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1450 A director with direction &lt;none&gt; simply stops projectiles. 1540 A director with direction &lt;none&gt; simply stops projectiles.
1451 (The latter works out a bit strange for some spells). 1541 (The latter works out a bit strange for some spells).
1452 </attribute> 1542 </attribute>
1453 <attribute arch="walk_on" value="1" type="fixed" /> 1543 &move_on;
1454 <attribute arch="fly_on" value="1" type="fixed" />
1455</type> 1544</type>
1456 1545
1457<!--####################################################################--> 1546<!--####################################################################-->
1458<type number="158" name="Disease"> 1547<type number="158" name="Disease">
1459 <ignore> 1548 <ignore>
1527 </attribute> 1616 </attribute>
1528 <attribute arch="speed" editor="moving speed" type="float"> 1617 <attribute arch="speed" editor="moving speed" type="float">
1529 The &lt;speed&gt; of the disease determines how fast the disease will 1618 The &lt;speed&gt; of the disease determines how fast the disease will
1530 "move", thus how fast the symptoms strike the host. 1619 "move", thus how fast the symptoms strike the host.
1531 </attribute> 1620 </attribute>
1621 &speed_left;
1532</section> 1622</section>
1533<section name="symptoms"> 1623<section name="symptoms">
1534 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1624 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1535 The disease will attack the host with the given &lt;attacktype&gt;. 1625 The disease will attack the host with the given &lt;attacktype&gt;.
1536 Godpower attacktype is commonly used for "unresistable" diseases. 1626 Godpower attacktype is commonly used for "unresistable" diseases.
1626 defeated, horizontally and vertically adjacent doors are automatically 1716 defeated, horizontally and vertically adjacent doors are automatically
1627 removed. ]]> 1717 removed. ]]>
1628 </description> 1718 </description>
1629 <attribute arch="no_pick" value="1" type="fixed" /> 1719 <attribute arch="no_pick" value="1" type="fixed" />
1630 <attribute arch="alive" value="1" type="fixed" /> 1720 <attribute arch="alive" value="1" type="fixed" />
1631 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1721 &movement_types_terrain;
1632 If set, a player must defeat the door to enter.
1633 </attribute>
1634 <attribute arch="hp" editor="hitpoints" type="int"> 1722 <attribute arch="hp" editor="hitpoints" type="int">
1635 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1723 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1636 </attribute> 1724 </attribute>
1637 <attribute arch="ac" editor="armour class" type="int"> 1725 <attribute arch="ac" editor="armour class" type="int">
1638 Doors of high &lt;armour class&gt; are less likely to get hit. 1726 Doors of high &lt;armour class&gt; are less likely to get hit.
1670 loose the input matches the chance to earn winnings.<br> 1758 loose the input matches the chance to earn winnings.<br>
1671 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1759 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1672 loosing rate of 2/3 = 67%. ]]> 1760 loosing rate of 2/3 = 67%. ]]>
1673 </use> 1761 </use>
1674 <attribute arch="other_arch" editor="target arch" type="string"> 1762 <attribute arch="other_arch" editor="target arch" type="string">
1675 Only objects of matching archtype, lying ontop of the dublicator will be 1763 Only objects of matching archtype, lying ontop of the duplicator will be
1676 dublicated, multiplied or removed. All other objects will be ignored. 1764 duplicated, multiplied or removed. All other objects will be ignored.
1677 </attribute> 1765 </attribute>
1678 <attribute arch="level" editor="multiply factor" type="int"> 1766 <attribute arch="level" editor="multiply factor" type="int">
1679 The number of items in the target pile will be multiplied by the 1767 The number of items in the target pile will be multiplied by the
1680 &lt;multiply factor&gt;. If it is set to zero, all target objects 1768 &lt;multiply factor&gt;. If it is set to zero, all target objects
1681 will be destroyed. 1769 will be destroyed.
1683 <attribute arch="connected" editor="connection" type="int"> 1771 <attribute arch="connected" editor="connection" type="int">
1684 An activator (lever, altar, button, etc) with matching connection value 1772 An activator (lever, altar, button, etc) with matching connection value
1685 is able to trigger this duplicator. Be very careful that players cannot 1773 is able to trigger this duplicator. Be very careful that players cannot
1686 abuse it to create endless amounts of money or other valuable stuff! 1774 abuse it to create endless amounts of money or other valuable stuff!
1687 </attribute> 1775 </attribute>
1776 &activate_on;
1688</type> 1777</type>
1689 1778
1690<!--####################################################################--> 1779<!--####################################################################-->
1691<type number="66" name="Exit"> 1780<type number="66" name="Exit">
1692 <ignore> 1781 <ignore>
1732 If both are set to zero, the player will be transferred to the "default 1821 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- 1822 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. 1823 properties as "Enter X/Y". Though, please DO NOT use that.
1735 It turned out to be a source for numerous map-bugs. 1824 It turned out to be a source for numerous map-bugs.
1736 </attribute> 1825 </attribute>
1737 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1826 &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"> 1827 <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. 1828 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 1829 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 1830 dark cave you hear the sound of rustling dragonscales...". Well, my english
1750 is poor, but you get the point. =) 1831 is poor, but you get the point. =)
1767 <description><![CDATA[ 1848 <description><![CDATA[
1768 Just like with food, the player can fill his stomache and gain a 1849 Just like with food, the player can fill his stomache and gain a
1769 little health by eating flesh-objects. <br> 1850 little health by eating flesh-objects. <br>
1770 For dragon players, flesh plays a very special role though: If the 1851 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 1852 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 &lt;flesh level&gt;. 1853 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1773 Don't forget that flesh items with resistances have to be balanced 1854 Don't forget that flesh items with resistances have to be balanced
1774 according to map/monster difficulty. ]]> 1855 according to map/monster difficulty. ]]>
1775 </description> 1856 </description>
1776 <use><![CDATA[ 1857 <use><![CDATA[
1777 For dragon players, flesh items can be highly valuable. Note that many 1858 For dragon players, flesh items can be highly valuable. Note that many
1928 Floor is a very basic thing whithout too much 2009 Floor is a very basic thing whithout too much
1929 functionality. It's a floor - you stand on it. ]]> 2010 functionality. It's a floor - you stand on it. ]]>
1930 </description> 2011 </description>
1931 <attribute arch="is_floor" value="1" type="fixed" /> 2012 <attribute arch="is_floor" value="1" type="fixed" />
1932 <attribute arch="no_pick" value="1" type="fixed" /> 2013 <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"> 2014<section name="terrain">
1937 <attribute arch="slow_move" editor="slow movement" type="int"> 2015 &movement_types_terrain;
1938 If &lt;slow movement&gt; is set to a value greater zero, all
1939 creatures moving over this spot will be slower than normal.
1940
1941 &lt;slow movement&gt; 1 - rough terrain
1942 &lt;slow movement&gt; 2 - very rough terrain
1943 ...
1944 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1945 </attribute>
1946 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2016 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1947 This flag indicates this spot contains wood or high grass. 2017 This flag indicates this spot contains wood or high grass.
1948 Players with activated woodsman skill can move faster here. 2018 Players with activated woodsman skill can move faster here.
1949 </attribute> 2019 </attribute>
1950 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2020 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1983 with monsters on them. Nowadays this feature is disabled - 2053 with monsters on them. Nowadays this feature is disabled -
1984 Hence encounter floor is not different from normal floor. ]]> 2054 Hence encounter floor is not different from normal floor. ]]>
1985 </description> 2055 </description>
1986 <attribute arch="is_floor" value="1" type="fixed" /> 2056 <attribute arch="is_floor" value="1" type="fixed" />
1987 <attribute arch="no_pick" value="1" type="fixed" /> 2057 <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"> 2058<section name="terrain">
1992 <attribute arch="slow_move" editor="slow movement" type="int"> 2059 &movement_types_terrain;
1993 If &lt;slow movement&gt; is set to a value greater zero, all
1994 creatures moving over this spot will be slower than normal.
1995
1996 &lt;slow movement&gt; 1 - rough terrain
1997 &lt;slow movement&gt; 2 - very rough terrain
1998 ...
1999 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2000 </attribute>
2001 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2060 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2002 This flag indicates this spot contains wood or high grass. 2061 This flag indicates this spot contains wood or high grass.
2003 Players with activated woodsman skill can move faster here. 2062 Players with activated woodsman skill can move faster here.
2004 </attribute> 2063 </attribute>
2005 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2064 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2057 Use gates to divide your maps into seperated areas. After solving 2116 Use gates to divide your maps into seperated areas. After solving
2058 area A, the player gains access to area B, and so on. Make your 2117 area A, the player gains access to area B, and so on. Make your
2059 maps more complex than "one-way". ]]> 2118 maps more complex than "one-way". ]]>
2060 </use> 2119 </use>
2061 <attribute arch="no_pick" value="1" type="fixed" /> 2120 <attribute arch="no_pick" value="1" type="fixed" />
2121 <attribute arch="speed" value="1" type="float">
2122 The speed of the gate affects how fast it is closing/opening.
2123 </attribute>
2062 <attribute arch="connected" editor="connection" type="int"> 2124 <attribute arch="connected" editor="connection" type="int">
2063 Whenever the inventory checker is triggered, all objects with identical 2125 Whenever the inventory checker is triggered, all objects with identical
2064 &lt;connection&gt; value get activated. This only makes sense together with 2126 &lt;connection&gt; value get activated. This only makes sense together with
2065 &lt;blocking passage&gt; disabled. 2127 &lt;blocking passage&gt; disabled.
2066 </attribute> 2128 </attribute>
2068 The &lt;position state&gt; defines the position of the gate: 2130 The &lt;position state&gt; defines the position of the gate:
2069 Zero means completely open/down, the "number of animation-steps" (usually 2131 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 2132 about 6 or 7) means completely closed/up state. I suggest you don't
2071 mess with this value - Leave the default in place. 2133 mess with this value - Leave the default in place.
2072 </attribute> 2134 </attribute>
2073 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2135 &movement_types_terrain;
2074 For open gates, &lt;blocking passage&gt; should be unset.
2075 For closed gates it must be set.
2076 </attribute>
2077 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2136 <attribute arch="no_magic" editor="restrict spells" type="bool">
2078 Restricting the use of spells to pass this gate. This has 2137 Restricting the use of spells to pass this gate. This has
2079 an effect only if &lt;block view&gt; is disabled. 2138 an effect only if &lt;block view&gt; is disabled.
2080 </attribute> 2139 </attribute>
2081 <attribute arch="damned" editor="restrict prayers" type="bool"> 2140 <attribute arch="damned" editor="restrict prayers" type="bool">
2189 You can use that to safely chase off too-weak players, or just 2248 You can use that to safely chase off too-weak players, or just
2190 to have something different. ]]> 2249 to have something different. ]]>
2191 </use> 2250 </use>
2192 <attribute arch="is_floor" value="1" type="fixed" /> 2251 <attribute arch="is_floor" value="1" type="fixed" />
2193 <attribute arch="lifesave" value="1" type="fixed" /> 2252 <attribute arch="lifesave" value="1" type="fixed" />
2194 <attribute arch="walk_on" value="1" type="fixed" /> 2253 &move_on;
2195 <attribute arch="no_pick" value="1" type="fixed" /> 2254 <attribute arch="no_pick" value="1" type="fixed" />
2196 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2255 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2197 This attribute specifys the attacktypes that this floor uses to 2256 This attribute specifys the attacktypes that this floor uses to
2198 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2257 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. 2258 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. 2273 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 2274 But in fact, it does not seem to have an effect. Set any non-zero
2216 value to be on the safe side. 2275 value to be on the safe side.
2217 </attribute> 2276 </attribute>
2218<section name="terrain"> 2277<section name="terrain">
2219 <attribute arch="slow_move" editor="slow movement" type="int"> 2278 &movement_types_terrain;
2220 If &lt;slow movement&gt; is set to a value greater zero, all
2221 creatures moving over this spot will be slower than normal.
2222
2223 &lt;slow movement&gt; 1 - rough terrain
2224 &lt;slow movement&gt; 2 - very rough terrain
2225 ...
2226 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2227 </attribute>
2228 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2279 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2229 This flag indicates this spot contains wood or high grass. 2280 This flag indicates this spot contains wood or high grass.
2230 Players with activated woodsman skill can move faster here. 2281 Players with activated woodsman skill can move faster here.
2231 </attribute> 2282 </attribute>
2232 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2283 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2295 <attribute arch="level" editor="reconsecrate level" type="int"> 2346 <attribute arch="level" editor="reconsecrate level" type="int">
2296 To re-consecrate an altar, the player's wisdom level must be as 2347 To re-consecrate an altar, the player's wisdom level must be as
2297 high or higher than this value. In that way, some altars can not 2348 high or higher than this value. In that way, some altars can not
2298 be re-consecrated, while other altars, like those in dungeons, could be. 2349 be re-consecrated, while other altars, like those in dungeons, could be.
2299 2350
2300 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2351 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2301 Some characters might need those altars, they would be very unhappy to 2352 Some characters might need those altars, they would be very unhappy to
2302 see them re-consecrated to another cult. 2353 see them re-consecrated to another cult.
2303 </attribute> 2354 </attribute>
2304</type> 2355</type>
2305 2356
2398 either if that object is present or missing (-&gt; "last_sp") when a 2449 either if that object is present or missing (-&gt; "last_sp") when a
2399 player walks over the inv. checker. A valid option is to remove the 2450 player walks over the inv. checker. A valid option is to remove the
2400 matching object (usually not recommended, see "last_heal"). 2451 matching object (usually not recommended, see "last_heal").
2401 <br><br> 2452 <br><br>
2402 Alternatively, you can set your inv. checker to block all players 2453 Alternatively, you can set your inv. checker to block all players
2403 that do/don't carry the matching object (-&gt; "no_pass"). 2454 that do/don't carry the matching object.
2404 <br><br> 2455 <br><br>
2405 As you can see, inv. checkers are quite powerful, holding a 2456 As you can see, inv. checkers are quite powerful, holding a
2406 great variety of possibilities. ]]> 2457 great variety of possibilities. ]]>
2407 </description> 2458 </description>
2408 <use><![CDATA[ 2459 <use><![CDATA[
2440 <attribute arch="connected" editor="connection" type="int"> 2491 <attribute arch="connected" editor="connection" type="int">
2441 Whenever the inventory checker is triggered, all objects with identical 2492 Whenever the inventory checker is triggered, all objects with identical
2442 &lt;connection&gt; value get activated. This only makes sense together with 2493 &lt;connection&gt; value get activated. This only makes sense together with
2443 &lt;blocking passage&gt; disabled. 2494 &lt;blocking passage&gt; disabled.
2444 </attribute> 2495 </attribute>
2445 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2496 &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"> 2497 <attribute arch="last_heal" editor="remove match" type="bool">
2451 &lt;remove match&gt; means remove object if found. Setting this is usually not 2498 &lt;remove match&gt; means remove object if found. Setting this is usually not
2452 recommended because inv. checkers are in general invisible. So, unlike 2499 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 2500 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. 2501 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". 2587 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2541 There you have magic forces (door objects) put under certain artifact 2588 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 2589 items. To get your hands on the artifacts, you need to bring up the
2543 appropriate quest items (key objects). ]]> 2590 appropriate quest items (key objects). ]]>
2544 </use> 2591 </use>
2545 <attribute arch="no_pass" value="1" type="fixed" /> 2592 <attribute arch="move_type" value="0" type="fixed" />
2546 <attribute arch="no_pick" value="1" type="fixed" /> 2593 <attribute arch="no_pick" value="1" type="fixed" />
2547 <attribute arch="slaying" editor="key string" type="string"> 2594 <attribute arch="slaying" editor="key string" type="string">
2548 The &lt;key string&gt; in the door must be identical with the 2595 The &lt;key string&gt; in the door must be identical with the
2549 &lt;key string&gt; in the special key, then the door is unlocked. 2596 &lt;key string&gt; in the special key, then the door is unlocked.
2550 It is VERY important to set the &lt;key string&gt; to something that 2597 It is VERY important to set the &lt;key string&gt; to something that
2656 <attribute arch="connected" editor="connection" type="int"> 2703 <attribute arch="connected" editor="connection" type="int">
2657 Every time the &lt;connection&gt; value is triggered, the wall will cast 2704 Every time the &lt;connection&gt; value is triggered, the wall will cast
2658 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2705 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2659 have much visible effect. 2706 have much visible effect.
2660 </attribute> 2707 </attribute>
2708 &activate_on;
2661 <attribute arch="speed" editor="casting speed" type="float"> 2709 <attribute arch="speed" editor="casting speed" type="float">
2662 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2710 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2663 You can fine-tune how long the duration between two casts shall 2711 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 2712 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". 2713 trigger) via connected lever/button/etc, you must set "speed 0".
2666 </attribute> 2714 </attribute>
2715 &speed_left;
2667 <attribute arch="sp" editor="direction" type="list_direction"> 2716 <attribute arch="sp" editor="direction" type="list_direction">
2668 The magic wall will cast it's spells always in the specified 2717 The magic wall will cast it's spells always in the specified
2669 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2718 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2670 always fire in a random direction. 2719 always fire in a random direction.
2671 </attribute> 2720 </attribute>
2672 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2721 &movement_types_terrain;
2673 If set, the object cannot be passed by players nor monsters.
2674 </attribute>
2675<section name="destroyable"> 2722<section name="destroyable">
2676 <attribute arch="alive" editor="is destroyable" type="bool"> 2723 <attribute arch="alive" editor="is destroyable" type="bool">
2677 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2724 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2678 destroyed by the player. If disabled, all other attributes on 2725 destroyed by the player. If disabled, all other attributes on
2679 this tab, as well as resistances, are meaningless. 2726 this tab, as well as resistances, are meaningless.
2777 The &lt;marking speed&gt; defines how quickly it will mark something 2824 The &lt;marking speed&gt; defines how quickly it will mark something
2778 standing on the marker. Set this value rather high to make 2825 standing on the marker. Set this value rather high to make
2779 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2826 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2780 should do fine. 2827 should do fine.
2781 </attribute> 2828 </attribute>
2829 &speed_left;
2782 <attribute arch="food" editor="mark duration" type="int"> 2830 <attribute arch="food" editor="mark duration" type="int">
2783 This value defines the duration of the force it inserts. 2831 This value defines the duration of the force it inserts.
2784 If nonzero, the duration of the player's mark is finite: 2832 If nonzero, the duration of the player's mark is finite:
2785 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2833 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2786 means the mark will stay on the player forever. 2834 means the mark will stay on the player forever.
2891 <attribute arch="level" editor="level" type="int"> 2939 <attribute arch="level" editor="level" type="int">
2892 A monster's &lt;level&gt; is the most important attribute. 2940 A monster's &lt;level&gt; is the most important attribute.
2893 &lt;level&gt; affects the power of a monster in various ways. 2941 &lt;level&gt; affects the power of a monster in various ways.
2894 </attribute> 2942 </attribute>
2895 <attribute arch="race" editor="race" type="string"> 2943 <attribute arch="race" editor="race" type="string">
2896 Every monster should have a race set to cathegorize it. 2944 Every monster should have a race set to categorize it.
2897 The monster's &lt;race&gt; can have different effects: 2945 The monster's &lt;race&gt; can have different effects:
2898 Slaying weapons inflict tripple damage against enemy races 2946 Slaying weapons inflict tripple damage against enemy races
2899 and holy word kills only enemy races of the god. 2947 and holy word kills only enemy races of the god.
2900 </attribute> 2948 </attribute>
2901 <attribute arch="exp" editor="experience" type="int"> 2949 <attribute arch="exp" editor="experience" type="int">
2902 When a player kills this monster, he will get exactly this 2950 When a player kills this monster, he will get exactly this
2903 amount of &lt;experience&gt;. The experience will flow into 2951 amount of &lt;experience&gt;. The experience will flow into
2904 the skill-cathegory the player used for the kill. 2952 the skill-category the player used for the kill.
2905 2953
2906 If you create special monsters of tweaked strenght/abilities, 2954 If you create special monsters of tweaked strenght/abilities,
2907 always make sure that the &lt;experience&gt; is set to a 2955 always make sure that the &lt;experience&gt; is set to a
2908 reasonable value. Compare with existing arches to get a feeling 2956 reasonable value. Compare with existing arches to get a feeling
2909 what reasonable means. Keep in mind that spellcasting monsters 2957 what reasonable means. Keep in mind that spellcasting monsters
2911 </attribute> 2959 </attribute>
2912 <attribute arch="speed" editor="speed" type="float"> 2960 <attribute arch="speed" editor="speed" type="float">
2913 The &lt;speed&gt; determines how fast a monster will both move 2961 The &lt;speed&gt; determines how fast a monster will both move
2914 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2962 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2915 </attribute> 2963 </attribute>
2964 &speed_left;
2916 <attribute arch="other_arch" editor="breed monster" type="string"> 2965 <attribute arch="other_arch" editor="breed monster" type="string">
2917 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2966 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2918 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2967 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2919 can be set to any valid arch-name of a monster. Multipart monster 2968 can be set to any valid arch-name of a monster. Multipart monster
2920 should not be used. 2969 should not be used.
2931 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2980 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2932 Each time the monster need to generate an object, it will be 2981 Each time the monster need to generate an object, it will be
2933 a randomly chosen item from the inventory. When generator is destroyed, 2982 a randomly chosen item from the inventory. When generator is destroyed,
2934 inventory is destroyed. 2983 inventory is destroyed.
2935 </attribute> 2984 </attribute>
2936 <attribute arch="flying" editor="flying" type="bool"> 2985 &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"> 2986 <attribute arch="undead" editor="undead" type="bool">
2941 Several spells only affect undead monsters: 2987 Several spells only affect undead monsters:
2942 turn undead, banish undead, holy word, etc. 2988 turn undead, banish undead, holy word, etc.
2943 </attribute> 2989 </attribute>
2944 <attribute arch="carrying" editor="carries weight" type="int"> 2990 <attribute arch="carrying" editor="carries weight" type="int">
3156 the creature wakes up. This is done as a square, for reasons of speed. 3202 the creature wakes up. This is done as a square, for reasons of speed.
3157 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3203 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3158 11x11 square of the monster will wake the monster up. If the player 3204 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. 3205 has stealth, the size of this square is reduced in half plus 1.
3160 </attribute> 3206 </attribute>
3161 <attribute arch="attack_movement" editor="attack movement" type="int"> 3207 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3208 If this is set to default, the standard mode of movement will be used.
3209 </attribute>
3210 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3211 This movement is not in effect when the monster has an enemy and should
3212 only be used for non agressive monsters.
3162 </attribute> 3213 </attribute>
3163 <attribute arch="run_away" editor="run at % health" type="int"> 3214 <attribute arch="run_away" editor="run at % health" type="int">
3164 This is a percentage value in the range 0-100. 3215 This is a percentage value in the range 0-100.
3165 When the monster's health points drop below this percentage 3216 When the monster's health points drop below this percentage
3166 (relative to max health), it attempts to run away from the 3217 (relative to max health), it attempts to run away from the
3347 </attribute> 3398 </attribute>
3348 <attribute arch="speed" editor="movement speed" type="float"> 3399 <attribute arch="speed" editor="movement speed" type="float">
3349 The movement speed value determines how fast a chain of 3400 The movement speed value determines how fast a chain of
3350 these movers will push a player along (default is -0.2). 3401 these movers will push a player along (default is -0.2).
3351 </attribute> 3402 </attribute>
3403 &speed_left;
3352 <attribute arch="sp" editor="direction" type="list_direction"> 3404 <attribute arch="sp" editor="direction" type="list_direction">
3353 The mover will push creatures in the specified &lt;direction&gt;. 3405 The mover will push creatures in the specified &lt;direction&gt;.
3354 A mover with direction set to &lt;none&gt; will spin clockwise, 3406 A mover with direction set to &lt;none&gt; will spin clockwise,
3355 thus pushing creatures in unpredictable directions. 3407 thus pushing creatures in unpredictable directions.
3356 </attribute> 3408 </attribute>
3376 activates creators, creating (per default: monster-only) movers 3428 activates creators, creating (per default: monster-only) movers
3377 under the NPC's feet. The NPC starts "walking" on a predefined 3429 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, 3430 route! Note that it's useful to set this NPC immune to everything,
3379 preventing the player to push the NPC off his trace. 3431 preventing the player to push the NPC off his trace.
3380 </attribute> 3432 </attribute>
3381 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3433 <attribute arch="move_on" editor="movement type" type="movement_type">
3382 This should always be set. 3434 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> 3435 </attribute>
3389</section> 3436</section>
3390</type> 3437</type>
3391 3438
3392<!--####################################################################--> 3439<!--####################################################################-->
3420 </attribute> 3467 </attribute>
3421 <attribute arch="connected" editor="connection" type="int"> 3468 <attribute arch="connected" editor="connection" type="int">
3422 When the pedestal is triggered, all objects with the same 3469 When the pedestal is triggered, all objects with the same
3423 connection value get activated. 3470 connection value get activated.
3424 </attribute> 3471 </attribute>
3425 <attribute arch="walk_on" value="1" type="fixed" /> 3472 &move_on;
3426 <attribute arch="walk_off" value="1" type="fixed" />
3427</type> 3473</type>
3428 3474
3429<!--####################################################################--> 3475<!--####################################################################-->
3430<type number="94" name="Pit"> 3476<type number="94" name="Pit">
3431 <ignore> 3477 <ignore>
3449 <attribute arch="no_pick" value="1" type="fixed" /> 3495 <attribute arch="no_pick" value="1" type="fixed" />
3450 <attribute arch="connected" editor="connection" type="int"> 3496 <attribute arch="connected" editor="connection" type="int">
3451 When a &lt;connection&gt; value is set, the pit can be opened/closed 3497 When a &lt;connection&gt; value is set, the pit can be opened/closed
3452 by activating the connection. 3498 by activating the connection.
3453 </attribute> 3499 </attribute>
3500 &activate_on;
3454 <attribute arch="hp" editor="destination X" type="int"> 3501 <attribute arch="hp" editor="destination X" type="int">
3455 The pit will transport creatures (and items) randomly into a two-square 3502 The pit will transport creatures (and items) randomly into a two-square
3456 radius of the destination coordinates. 3503 radius of the destination coordinates.
3457 If the destination square becomes blocked, the pit will act like 3504 If the destination square becomes blocked, the pit will act like
3458 being filled up and not work anymore! 3505 being filled up and not work anymore!
3467 The &lt;position state&gt; defines the position of the gate: 3514 The &lt;position state&gt; defines the position of the gate:
3468 Zero means completely open/down, the "number of animation-steps" (usually 3515 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 3516 about 6 or 7) means completely closed/up state. I suggest you don't
3470 mess with this value - Leave the default in place. 3517 mess with this value - Leave the default in place.
3471 </attribute> 3518 </attribute>
3472 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3519 &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> 3520</type>
3485 3521
3486<!--####################################################################--> 3522<!--####################################################################-->
3487<type number="7" name="Poison Food"> 3523<type number="7" name="Poison Food">
3488 <description><![CDATA[ 3524 <description><![CDATA[
3836 <use><![CDATA[ 3872 <use><![CDATA[
3837 Avoid monsters stepping on your runes. For example, summoning runes 3873 Avoid monsters stepping on your runes. For example, summoning runes
3838 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3874 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3839 </use> 3875 </use>
3840 <attribute arch="no_pick" value="1" type="fixed" /> 3876 <attribute arch="no_pick" value="1" type="fixed" />
3841 <attribute arch="walk_on" value="1" type="fixed" /> 3877 &move_on;
3842 <attribute arch="level" editor="rune level" type="int"> 3878 <attribute arch="level" editor="rune level" type="int">
3843 This value sets the level the rune will cast the spell it contains at, 3879 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. 3880 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3845 (&lt;rune level&gt; 0 runes won't detonate at all!) 3881 (&lt;rune level&gt; 0 runes won't detonate at all!)
3846 3882
3985</type> 4021</type>
3986 4022
3987<!--####################################################################--> 4023<!--####################################################################-->
3988<type number="14" name="Shooting Weapon"> 4024<type number="14" name="Shooting Weapon">
3989 <description><![CDATA[ 4025 <description><![CDATA[
3990 Schooting weapons like bows/crossbows are used to shoot projectiles 4026 Shooting weapons like bows/crossbows are used to shoot projectiles
3991 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4027 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3992 wielded both at the same time. Like with any other equipment, 4028 wielded both at the same time. Like with any other equipment,
3993 stats/bonuses from shooting weapons are directly inherited to the player. 4029 stats/bonuses from shooting weapons are directly inherited to the player.
3994 <br><br> 4030 <br><br>
3995 It's very easy to add new pairs of weapons &amp; projectiles. 4031 It's very easy to add new pairs of weapons &amp; projectiles.
3997 weapon and projectile. ]]> 4033 weapon and projectile. ]]>
3998 </description> 4034 </description>
3999 <use><![CDATA[ 4035 <use><![CDATA[
4000 Shooting weapons should not add bonuses in general. There's already 4036 Shooting weapons should not add bonuses in general. There's already
4001 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4037 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4002 Schooting weapons should especially not add bonuses to the player 4038 Shooting weapons should especially not add bonuses to the player
4003 that have nothing to do with schooting. A Wisdom bonus on a bow 4039 that have nothing to do with schooting. A Wisdom bonus on a bow
4004 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4040 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4005 - still crap. ]]> 4041 - still crap. ]]>
4006 </use> 4042 </use>
4007 <attribute arch="race" editor="ammunition class" type="string"> 4043 <attribute arch="race" editor="ammunition class" type="string">
4188 <use><![CDATA[ 4224 <use><![CDATA[
4189 As stated above, always place TWO shop mats into your shop. 4225 As stated above, always place TWO shop mats into your shop.
4190 Not more and not less than that. ]]> 4226 Not more and not less than that. ]]>
4191 </use> 4227 </use>
4192 <attribute arch="no_pick" value="1" type="fixed" /> 4228 <attribute arch="no_pick" value="1" type="fixed" />
4193 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4229 &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> 4230</type>
4202 4231
4203<!--####################################################################--> 4232<!--####################################################################-->
4204<type number="98" name="Sign &amp; MagicMouth"> 4233<type number="98" name="Sign &amp; MagicMouth">
4205 <ignore> 4234 <ignore>
4222 the connection is triggered. This should be used in combination with 4251 the connection is triggered. This should be used in combination with
4223 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4252 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4224 If activating your magic_mouth this way, the message will not only be 4253 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. 4254 printed to one player, but all players on the current map.
4226 </attribute> 4255 </attribute>
4227 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4256 &activate_on;
4228 If set, the player gets the message when walking ontop of the object. 4257 &move_on;
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"> 4258 <attribute arch="food" editor="counter" type="int">
4239 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4259 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 4260 (printing the message) only that many times. For signs this really shouldn't
4241 be used, while for magic_mouths it is extremely helpful. 4261 be used, while for magic_mouths it is extremely helpful.
4242 Monsters walking over the magic_mouth do not decrease the counter. 4262 Monsters walking over the magic_mouth do not decrease the counter.
4503 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4523 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4504 positive values counter clockwise. 4524 positive values counter clockwise.
4505 4525
4506 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4526 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4507 </attribute> 4527 </attribute>
4508 <attribute arch="walk_on" value="1" type="fixed" /> 4528 &move_on;
4509 <attribute arch="fly_on" value="1" type="fixed" />
4510</type> 4529</type>
4511 4530
4512<!--####################################################################--> 4531<!--####################################################################-->
4513<type number="138" name="Swamp"> 4532<type number="138" name="Swamp">
4514 <ignore> 4533 <ignore>
4520 he will start to sink in and eventually drown and die. 4539 he will start to sink in and eventually drown and die.
4521 Items dropped on the swamp sink in and dissapear. 4540 Items dropped on the swamp sink in and dissapear.
4522 Players with knowledge of the woodsman skill are a lot less likely 4541 Players with knowledge of the woodsman skill are a lot less likely
4523 to die in the swamp. ]]> 4542 to die in the swamp. ]]>
4524 </description> 4543 </description>
4525 <attribute arch="walk_on" value="1" type="fixed" />
4526 <attribute arch="is_floor" value="1" type="fixed" /> 4544 <attribute arch="is_floor" value="1" type="fixed" />
4527 <attribute arch="is_wooded" value="1" type="fixed" /> 4545 <attribute arch="is_wooded" value="1" type="fixed" />
4528 <attribute arch="speed" editor="drowning speed" type="float"> 4546 <attribute arch="speed" editor="drowning speed" type="float">
4529 The higher the &lt;drowning speed&gt;, the faster will players and items 4547 The higher the &lt;drowning speed&gt;, the faster will players and items
4530 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4548 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4531 and unexpected death-trap. Players should get a warning before such areas. 4549 and unexpected death-trap. Players should get a warning before such areas.
4532 </attribute> 4550 </attribute>
4533 <attribute arch="slow_move" editor="slow movement" type="int"> 4551 &speed_left;
4534 If &lt;slow movement&gt; is set to a value greater zero, all 4552 &move_on;
4535 creatures moving over this spot will be slower than normal. 4553 &movement_types_terrain;
4536
4537 &lt;slow movement&gt; 1 - rough terrain
4538 &lt;slow movement&gt; 2 - very rough terrain
4539 ...
4540 &lt;slow movement&gt; 5 - default for deep swamp
4541 </attribute>
4542 <attribute arch="no_magic" editor="no spells" type="bool"> 4554 <attribute arch="no_magic" editor="no spells" type="bool">
4543 If enabled, it is impossible for players to use (wizard-) 4555 If enabled, it is impossible for players to use (wizard-)
4544 spells on that spot. 4556 spells on that spot.
4545 </attribute> 4557 </attribute>
4546 <attribute arch="damned" editor="no prayers" type="bool"> 4558 <attribute arch="damned" editor="no prayers" type="bool">
4621 <attribute arch="connected" editor="connection" type="int"> 4633 <attribute arch="connected" editor="connection" type="int">
4622 If a connection value is set, the teleporter will be activated 4634 If a connection value is set, the teleporter will be activated
4623 whenever the connection is triggered. To use this properly, 4635 whenever the connection is triggered. To use this properly,
4624 &lt;activation speed&gt; must be zero. 4636 &lt;activation speed&gt; must be zero.
4625 </attribute> 4637 </attribute>
4638 &activate_on;
4626 <attribute arch="speed" editor="activation speed" type="float"> 4639 <attribute arch="speed" editor="activation speed" type="float">
4627 If the &lt;activation speed&gt; is nonzero, the teleporter will 4640 If the &lt;activation speed&gt; is nonzero, the teleporter will
4628 automatically be activated in regular time-intervals. Hence, the 4641 automatically be activated in regular time-intervals. Hence, the
4629 player can just step on it and gets teleported sooner or later. 4642 player can just step on it and gets teleported sooner or later.
4630 The duration between two activates depends on the given value. 4643 The duration between two activates depends on the given value.
4631 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4644 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4632 4645
4633 VERY IMPORTANT: If you want to have your teleporter activated via 4646 VERY IMPORTANT: If you want to have your teleporter activated via
4634 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4647 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4635 </attribute> 4648 </attribute>
4649 &speed_left;
4636</type> 4650</type>
4637 4651
4638<!--####################################################################--> 4652<!--####################################################################-->
4639<type number="26" name="Timed Gate"> 4653<type number="26" name="Timed Gate">
4640 <ignore> 4654 <ignore>
4659 Whenever the inventory checker is triggered, all objects with identical 4673 Whenever the inventory checker is triggered, all objects with identical
4660 &lt;connection&gt; value get activated. This only makes sense together with 4674 &lt;connection&gt; value get activated. This only makes sense together with
4661 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically 4675 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662 after some time. 4676 after some time.
4663 </attribute> 4677 </attribute>
4678 &activate_on;
4664 <attribute arch="wc" editor="position state" type="int"> 4679 <attribute arch="wc" editor="position state" type="int">
4665 The &lt;position state&gt; defines the position of the gate: 4680 The &lt;position state&gt; defines the position of the gate:
4666 Zero means completely open/down, the "number of animation-steps" (usually 4681 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 4682 about 6 or 7) means completely closed/up state. I suggest you don't
4668 mess with this value - Leave the default in place. 4683 mess with this value - Leave the default in place.
4669 </attribute> 4684 </attribute>
4670 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4685 &movement_types_terrain;
4671 For open gates, &lt;blocking passage&gt; should be unset.
4672 For closed gates it must be set.
4673 </attribute>
4674 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4686 <attribute arch="no_magic" editor="restrict spells" type="bool">
4675 Restricting the use of spells to pass this gate. This has 4687 Restricting the use of spells to pass this gate. This has
4676 an effect only if &lt;block view&gt; is disabled. 4688 an effect only if &lt;block view&gt; is disabled.
4677 </attribute> 4689 </attribute>
4678 <attribute arch="damned" editor="restrict prayers" type="bool"> 4690 <attribute arch="damned" editor="restrict prayers" type="bool">
4709 <use><![CDATA[ 4721 <use><![CDATA[
4710 Avoid monsters stepping on your traps. For example, a party of orcs setting 4722 Avoid monsters stepping on your traps. For example, a party of orcs setting
4711off your lightning wall and pit trap is usually a bad idea. ]]> 4723off your lightning wall and pit trap is usually a bad idea. ]]>
4712 </use> 4724 </use>
4713 <attribute arch="no_pick" value="1" type="fixed" /> 4725 <attribute arch="no_pick" value="1" type="fixed" />
4714 <attribute arch="walk_on" value="1" type="fixed" /> 4726 &move_on;
4715 <attribute arch="level" editor="trap level" type="int"> 4727 <attribute arch="level" editor="trap level" type="int">
4716 Level effects how easily a trap may be found and disarmed, and 4728 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 4729 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 4730 traps can be quite a cheap source of experience! So either make them
4719 tough, or keep the level low. 4731 tough, or keep the level low.
4762 Trapdoors should be used in the same fashion as pits: 4774 Trapdoors should be used in the same fashion as pits:
4763 They should always drop the victims to some kind of lower level. They 4775 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. ]]> 4776 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4765 </use> 4777 </use>
4766 <attribute arch="no_pick" value="1" type="fixed" /> 4778 <attribute arch="no_pick" value="1" type="fixed" />
4767 <attribute arch="walk_on" value="1" type="fixed" /> 4779 &move_on;
4768 <attribute arch="weight" editor="hold weight" type="int"> 4780 <attribute arch="weight" editor="hold weight" type="int">
4769 This value defines how much weight the trapdoor can hold. 4781 This value defines how much weight the trapdoor can hold.
4770 Once items or creatures are gathered on the trapdoor, with 4782 Once items or creatures are gathered on the trapdoor, with
4771 a total weight surpassing this value, then the trapdoor will 4783 a total weight surpassing this value, then the trapdoor will
4772 open and things start falling through. 4784 open and things start falling through.
4908 <attribute arch="unpaid" /> 4920 <attribute arch="unpaid" />
4909 </ignore> 4921 </ignore>
4910 <description><![CDATA[ 4922 <description><![CDATA[
4911 Walls usually block passage and sight. ]]> 4923 Walls usually block passage and sight. ]]>
4912 </description> 4924 </description>
4913 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4925 &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"> 4926 <attribute arch="can_roll" editor="moveable" type="bool">
4917 If set, the object is able to "roll", so it can be pushed around. 4927 If set, the object is able to "roll", so it can be pushed around.
4918 This setting is used for boulders and barrels. 4928 This setting is used for boulders and barrels.
4919 </attribute> 4929 </attribute>
4920 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4930 <attribute arch="no_magic" editor="restrict spells" type="bool">

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