1 | <?xml version="1.0" standalone="no" ?> |
1 | <?xml version="1.0" standalone="no" ?> |
2 | <!-- |
2 | <!-- |
3 | ###################################################################### |
3 | ###################################################################### |
4 | # types.xml - This is the definitions-file for all the different # |
4 | # types.xml - This is the definitions-file for all the different # |
5 | # Crossfire object types and their attributes. # |
5 | # Deliantra object types and their attributes. # |
6 | # # |
6 | # # |
7 | # The server code of the Crossfire game is always changing and # |
7 | # The server code of the Deliantra game is always changing and # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
8 | # evolving. From time to time, object-attributes change in purpose, # |
9 | # or new ones are created. # |
9 | # or new ones are created. # |
10 | # Therefore, it is important that an Editor is flexible and # |
10 | # Therefore, it is important that an Editor is flexible and # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
11 | # easy to "upgrade" to handle such new features. That's why the # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
12 | # CFJavaEditor reads the type-definitions from this xml file. # |
13 | # # |
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14 | # If you encounter bugs, typos or missing entries in the LATEST # |
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15 | # VERSION of this file - Don't hesitate to improve it, contact me # |
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16 | # and eventually send the improved file to me: <red.blaze@gmx.net>. # |
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17 | # I will put it into the "official version" of the CFJavaEditor # |
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18 | # and all fellow Crossfire-Map-Makers can benefit from your work! # |
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19 | # # |
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20 | # IMPORTANT: Make a backup copy of this file before you start # |
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21 | # to modify it! # |
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22 | # # |
13 | # # |
23 | # New types must be inserted maintaining the alphabetical order. # |
14 | # New types must be inserted maintaining the alphabetical order. # |
24 | # # |
15 | # # |
25 | # about the 'type' elements: # |
16 | # about the 'type' elements: # |
26 | # # |
17 | # # |
… | |
… | |
31 | # </required> # |
22 | # </required> # |
32 | # <ignore> # |
23 | # <ignore> # |
33 | # list of attributes not to import from default_type # |
24 | # list of attributes not to import from default_type # |
34 | # </ignore> # |
25 | # </ignore> # |
35 | # <description><![CDATA[ # |
26 | # <description><![CDATA[ # |
36 | # Description of this type. ]]> # |
27 | # Description of this type.]]> # |
37 | # </description> # |
28 | # </description> # |
38 | # <use><![CDATA[ # |
29 | # <use><![CDATA[ # |
39 | # How to use this type. ]]> # |
30 | # How to use this type.]]> # |
40 | # </use> # |
31 | # </use> # |
41 | # ... attributes ... # |
32 | # ... attributes ... # |
42 | # </type> # |
33 | # </type> # |
43 | # # |
34 | # # |
44 | # about the 'attribute' type: <attribute ... type="XXX" > # |
35 | # about the 'attribute' type: <attribute ... type="XXX" > # |
… | |
… | |
108 | editor CDATA #IMPLIED |
99 | editor CDATA #IMPLIED |
109 | value CDATA #IMPLIED |
100 | value CDATA #IMPLIED |
110 | length CDATA #IMPLIED |
101 | length CDATA #IMPLIED |
111 | true CDATA #IMPLIED |
102 | true CDATA #IMPLIED |
112 | false CDATA #IMPLIED> |
103 | false CDATA #IMPLIED> |
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104 | |
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105 | <!ENTITY move_on " |
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106 | <attribute arch='move_on' editor='movement on' type='movement_type'> |
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107 | Which movement types automatically (as opposed to manually) activate this object. |
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108 | </attribute> |
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109 | "> |
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110 | <!ENTITY move_off " |
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111 | <attribute arch='move_off' editor='movement off' type='movement_type'> |
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112 | Which movement types deactivate this object (e.g. button). |
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113 | </attribute> |
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114 | "> |
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115 | <!ENTITY move_type " |
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116 | <attribute arch='move_type' editor='movement type' type='movement_type'> |
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117 | Determines which kinds of movement this object can use (e.g. for monsters) |
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118 | or grants (e.g. for amulets). |
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119 | </attribute> |
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120 | "> |
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121 | <!ENTITY move_block " |
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122 | <attribute arch='move_block' editor='blocked movement' type='movement_type'> |
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123 | Objects using these movement types cannot move over this space. |
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124 | </attribute> |
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125 | "> |
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126 | <!ENTITY movement_types_terrain " |
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127 | &move_block; |
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128 | <attribute arch='move_allow' editor='allowed movement' type='movement_type'> |
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129 | Objects using these movement types are allowed to move over this space. Takes |
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130 | precedence over 'blocked movements'. |
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131 | </attribute> |
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132 | <attribute arch='move_slow' editor='slowed movement' type='movement_type'> |
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133 | The types of movement that should by slowed down by the 'slow movement penalty'. |
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134 | </attribute> |
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135 | <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'> |
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136 | If <slow movement> is set to a value greater zero, all |
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137 | creatures matching 'slow move' will be slower than normal on this spot. |
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138 | |
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139 | <slow movement> 1 - rough terrain |
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140 | <slow movement> 2 - very rough terrain |
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141 | ... |
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142 | <slow movement> 5 - default for deep swamp |
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143 | ... |
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144 | <slow movement> 7 - spider web (sticky as hell) |
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145 | </attribute> |
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146 | "> |
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147 | <!ENTITY speed_left " |
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148 | <attribute arch='speed_left' editor='speed left' type='float'> |
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149 | The speed left to the object. On every tick, if this value is higher |
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150 | than 0, the object acts/triggers/moves etc. and the value gets |
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151 | decremented by 1. Otherwise, it is incremented by <speed> on |
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152 | every tick. |
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153 | </attribute> |
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154 | "> |
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155 | <!ENTITY activate_on " |
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156 | <attribute arch='activate_on_push' editor='activate on push' type='bool'> |
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157 | Whether the teleporter should only be activated on push. |
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158 | </attribute> |
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159 | <attribute arch='activate_on_release' editor='activate on release' type='bool'> |
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160 | Whether the teleporter should only be activated on release. |
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161 | </attribute> |
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162 | "> |
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163 | |
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164 | <!ENTITY resistances_flesh_desc " |
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165 | Resistances on flesh items make them more durable against spellcraft |
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166 | of the appropriate kind. It also allows dragon players to eventually gain |
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167 | resistance by eating it. Usually resistance should only be set for flesh |
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168 | items in a monster's inventory. |
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169 | "> |
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170 | |
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171 | <!ENTITY resistances_flesh_section " |
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172 | <section name='resistance'> |
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173 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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174 | &resistances_flesh_desc; |
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175 | </attribute> |
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176 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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177 | &resistances_flesh_desc; |
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178 | </attribute> |
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179 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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180 | &resistances_flesh_desc; |
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181 | </attribute> |
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182 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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183 | &resistances_flesh_desc; |
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184 | </attribute> |
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185 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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186 | &resistances_flesh_desc; |
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187 | </attribute> |
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188 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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189 | &resistances_flesh_desc; |
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190 | </attribute> |
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191 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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192 | &resistances_flesh_desc; |
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193 | </attribute> |
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194 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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195 | &resistances_flesh_desc; |
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196 | </attribute> |
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197 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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198 | &resistances_flesh_desc; |
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199 | </attribute> |
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200 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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201 | &resistances_flesh_desc; |
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202 | </attribute> |
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203 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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204 | &resistances_flesh_desc; |
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205 | </attribute> |
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206 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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207 | &resistances_flesh_desc; |
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208 | </attribute> |
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209 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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210 | &resistances_flesh_desc; |
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211 | </attribute> |
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212 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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213 | &resistances_flesh_desc; |
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214 | </attribute> |
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215 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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216 | &resistances_flesh_desc; |
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217 | </attribute> |
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218 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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219 | &resistances_flesh_desc; |
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220 | </attribute> |
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221 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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222 | &resistances_flesh_desc; |
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223 | </attribute> |
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224 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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225 | &resistances_flesh_desc; |
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226 | </attribute> |
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227 | </section> |
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228 | "> |
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229 | |
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230 | <!ENTITY resistances_basic " |
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231 | <section name='resistance'> |
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232 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'/> |
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233 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'/> |
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234 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'/> |
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235 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'/> |
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236 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'/> |
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237 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'/> |
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238 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'/> |
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239 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'/> |
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240 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'/> |
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241 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'/> |
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242 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'/> |
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243 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'/> |
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244 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'/> |
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245 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'/> |
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246 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'/> |
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247 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'/> |
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248 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'/> |
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249 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'/> |
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250 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'/> |
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251 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'/> |
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252 | </section> |
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253 | "> |
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254 | |
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255 | <!ENTITY player_stat_desc " |
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256 | The player's strentgh will rise/fall by the given value for permanent |
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257 | (of course there is an upper limit). Generally there shouldn't be stat |
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258 | potions granting more than one stat. Cursed potions will subtract the |
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259 | stats if positive. |
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260 | "> |
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261 | |
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262 | <!ENTITY player_res_desc " |
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263 | The player's resistance to physical will rise by this value in percent |
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264 | (range -100 till +100). The effect is only temporare, and it does NOT |
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265 | add on the values from the player's equipment. |
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266 | Cursed potions will make negative resistance.. very nasty in combat! |
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267 | "> |
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268 | |
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269 | <!ENTITY player_stat_resist_sections " |
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270 | <section name='stats'> |
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271 | <attribute arch='Str' editor='strength' type='int'> |
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272 | &player_stat_desc; |
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273 | </attribute> |
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274 | <attribute arch='Dex' editor='dexterity' type='int'> |
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275 | &player_stat_desc; |
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276 | </attribute> |
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277 | <attribute arch='Con' editor='constitution' type='int'> |
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278 | &player_stat_desc; |
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279 | </attribute> |
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280 | <attribute arch='Int' editor='intelligence' type='int'> |
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281 | &player_stat_desc; |
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282 | </attribute> |
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283 | <attribute arch='Pow' editor='power' type='int'> |
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284 | &player_stat_desc; |
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285 | </attribute> |
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286 | <attribute arch='Wis' editor='wisdom' type='int'> |
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287 | &player_stat_desc; |
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288 | </attribute> |
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289 | <attribute arch='Cha' editor='charisma' type='int'> |
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290 | &player_stat_desc; |
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291 | </attribute> |
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292 | </section> |
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293 | <section name='resistance'> |
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294 | <attribute arch='resist_physical' editor='resist physical %' length='15' type='int'> |
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295 | &player_res_desc; |
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296 | </attribute> |
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297 | <attribute arch='resist_magic' editor='resist magic %' length='15' type='int'> |
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298 | &player_res_desc; |
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299 | </attribute> |
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300 | <attribute arch='resist_fire' editor='resist fire %' length='15' type='int'> |
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301 | &player_res_desc; |
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302 | </attribute> |
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303 | <attribute arch='resist_electricity' editor='resist electricity %' length='15' type='int'> |
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304 | &player_res_desc; |
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305 | </attribute> |
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306 | <attribute arch='resist_cold' editor='resist cold %' length='15' type='int'> |
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307 | &player_res_desc; |
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308 | </attribute> |
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309 | <attribute arch='resist_acid' editor='resist acid %' length='15' type='int'> |
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310 | &player_res_desc; |
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311 | </attribute> |
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312 | <attribute arch='resist_confusion' editor='resist confusion %' length='15' type='int'> |
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313 | &player_res_desc; |
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314 | </attribute> |
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315 | <attribute arch='resist_weaponmagic' editor='resist weaponmagic %' length='15' type='int'> |
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316 | &player_res_desc; |
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317 | </attribute> |
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318 | <attribute arch='resist_ghosthit' editor='resist ghosthit %' length='15' type='int'> |
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319 | &player_res_desc; |
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320 | </attribute> |
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321 | <attribute arch='resist_slow' editor='resist slow %' length='15' type='int'> |
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322 | &player_res_desc; |
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323 | </attribute> |
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324 | <attribute arch='resist_fear' editor='resist fear %' length='15' type='int'> |
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325 | &player_res_desc; |
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326 | </attribute> |
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327 | <attribute arch='resist_death' editor='resist death-attack %' length='15' type='int'> |
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328 | &player_res_desc; |
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329 | </attribute> |
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330 | <attribute arch='resist_chaos' editor='resist chaos %' length='15' type='int'> |
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331 | &player_res_desc; |
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332 | </attribute> |
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333 | <attribute arch='resist_blind' editor='resist blinding %' length='15' type='int'> |
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334 | &player_res_desc; |
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335 | </attribute> |
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336 | <attribute arch='resist_holyword' editor='resist holy power %' length='15' type='int'> |
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337 | &player_res_desc; |
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338 | </attribute> |
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339 | <attribute arch='resist_godpower' editor='resist godpower %' length='15' type='int'> |
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340 | &player_res_desc; |
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341 | </attribute> |
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342 | <attribute arch='resist_paralyze' editor='resist paralyze %' length='15' type='int'> |
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343 | &player_res_desc; |
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344 | </attribute> |
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345 | <attribute arch='resist_drain' editor='resist draining %' length='15' type='int'> |
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346 | &player_res_desc; |
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347 | </attribute> |
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348 | <attribute arch='resist_deplete' editor='resist depletion %' length='15' type='int'> |
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349 | &player_res_desc; |
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350 | </attribute> |
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351 | <attribute arch='resist_poison' editor='resist poison %' length='15' type='int'> |
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352 | &player_res_desc; |
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353 | </attribute> |
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354 | </section> |
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355 | "> |
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356 | |
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357 | <!ENTITY match_compat " |
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358 | If the string starts with 'match ', then it is interpreted |
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359 | as a match expression (e.g. 'match type=POTION', or 'match type=SPELL |
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360 | in applied type=CONTAINER in inv in originator'). For details, see |
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361 | http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm |
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362 | "> |
113 | ]> |
363 | ]> |
114 | |
364 | |
115 | <types> |
365 | <types> |
116 | |
366 | |
117 | <!--###################### bitmask definitions ######################--> |
367 | <!--###################### bitmask definitions ######################--> |
… | |
… | |
198 | <entry bit="4" name="Armour" /> |
448 | <entry bit="4" name="Armour" /> |
199 | <entry bit="5" name="Inverse" /> |
449 | <entry bit="5" name="Inverse" /> |
200 | <entry bit="6" name="All" /> |
450 | <entry bit="6" name="All" /> |
201 | </bitmask> |
451 | </bitmask> |
202 | |
452 | |
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453 | <bitmask name="movement_type"> |
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454 | <entry bit="0" name="Walk" /> |
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455 | <entry bit="1" name="Fly Low" /> |
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456 | <entry bit="2" name="Fly High" /> |
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457 | <entry bit="3" name="Swim" /> |
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458 | <entry bit="4" name="Boat" /> |
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459 | <entry bit="16" name="Other" /> |
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460 | </bitmask> |
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461 | |
203 | <!--###################### list definitions ######################--> |
462 | <!--###################### list definitions ######################--> |
204 | |
463 | |
205 | <list name="direction"> |
464 | <list name="direction"> |
206 | <entry value="0" name="<none>" /> |
465 | <entry value="0" name="<none>" /> |
207 | <entry value="1" name="north" /> |
466 | <entry value="1" name="north" /> |
… | |
… | |
218 | <entry value="0" name="furious" /> |
477 | <entry value="0" name="furious" /> |
219 | <entry value="1" name="angry" /> |
478 | <entry value="1" name="angry" /> |
220 | <entry value="2" name="calm" /> |
479 | <entry value="2" name="calm" /> |
221 | <entry value="3" name="sleep" /> |
480 | <entry value="3" name="sleep" /> |
222 | <entry value="4" name="charm" /> |
481 | <entry value="4" name="charm" /> |
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482 | <entry value="5" name="destroy monster" /> |
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483 | <entry value="6" name="destroy pet" /> |
223 | </list> |
484 | </list> |
224 | |
485 | |
225 | <list name="potion_effect"> |
486 | <list name="potion_effect"> |
226 | <entry value="0" name="<none>" /> |
487 | <entry value="0" name="<none>" /> |
227 | <entry value="65536" name="life restoration" /> |
488 | <entry value="65536" name="life restoration" /> |
… | |
… | |
343 | <entry value="9" name="throw" /> |
604 | <entry value="9" name="throw" /> |
344 | <entry value="10" name="trigger" /> |
605 | <entry value="10" name="trigger" /> |
345 | <entry value="11" name="close" /> |
606 | <entry value="11" name="close" /> |
346 | <entry value="12" name="timer" /> |
607 | <entry value="12" name="timer" /> |
347 | <entry value="28" name="move" /> |
608 | <entry value="28" name="move" /> |
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609 | <entry value="41" name="drop_on" /> |
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610 | </list> |
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611 | |
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612 | <list name="attack_movement_bits_0_3"> |
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613 | <entry value="0" name="default" /> |
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614 | <entry value="1" name="attack from distance" /> |
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615 | <entry value="2" name="run away" /> |
|
|
616 | <entry value="3" name="hit and run" /> |
|
|
617 | <entry value="4" name="wait, then hit, then move" /> |
|
|
618 | <entry value="5" name="rush blindly" /> |
|
|
619 | <entry value="6" name="always run" /> |
|
|
620 | <entry value="7" name="attack from distance if hit" /> |
|
|
621 | <entry value="8" name="do not approach" /> |
|
|
622 | </list> |
|
|
623 | |
|
|
624 | <list name="attack_movement_bits_4_7"> |
|
|
625 | <entry value="0" name="none" /> |
|
|
626 | <entry value="16" name="pet" /> |
|
|
627 | <entry value="32" name="small circle" /> |
|
|
628 | <entry value="48" name="large circle" /> |
|
|
629 | <entry value="64" name="small horizontal" /> |
|
|
630 | <entry value="80" name="large horizontal" /> |
|
|
631 | <entry value="96" name="random direction" /> |
|
|
632 | <entry value="112" name="random movement" /> |
|
|
633 | <entry value="128" name="small vertical" /> |
|
|
634 | <entry value="144" name="large vertical" /> |
348 | </list> |
635 | </list> |
349 | |
636 | |
350 | <!--###################### default attributes ######################--> |
637 | <!--###################### default attributes ######################--> |
351 | |
638 | |
352 | <!-- |
639 | <!-- |
… | |
… | |
365 | <attribute arch="title" editor="title" type="string"> |
652 | <attribute arch="title" editor="title" type="string"> |
366 | This is the object's title. Once an object is identified the title is |
653 | This is the object's title. Once an object is identified the title is |
367 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
654 | attached to the name. Typical titles are "of Mostrai", "of xray vision" etc. |
368 | </attribute> |
655 | </attribute> |
369 | <attribute arch="face" editor="image" type="string"> |
656 | <attribute arch="face" editor="image" type="string"> |
370 | The image-name defines what image is displayed for this object in-game. |
657 | The image-name defines what image is displayed for this object in-game. Take care if the archetype of the |
|
|
658 | object has an animation! See also the 'animation' attribute. |
|
|
659 | </attribute> |
|
|
660 | <attribute arch="animation" editor="animation" type="string"> |
|
|
661 | The animation-name of the object. If you assign custom faces and the archetype |
|
|
662 | defines an animation you can disable the animation of an archetype by setting this |
|
|
663 | field to NONE. |
|
|
664 | </attribute> |
|
|
665 | <attribute arch="tag" editor="tag" type="string"> |
|
|
666 | You can tag objects with an identifier. Tagged objects can be found quickly |
|
|
667 | from their tag, which makes them useful to tag exits and refer to those by |
|
|
668 | their name. |
371 | </attribute> |
669 | </attribute> |
372 | <attribute arch="nrof" editor="number" type="int"> |
670 | <attribute arch="nrof" editor="number" type="int"> |
373 | This value determines the number of objects in one stack (for example: |
671 | This value determines the number of objects in one stack (for example: |
374 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
672 | 100 goldcoins => "number = 100"). You should set this at least to one, for |
375 | any pickable object - otherwise it won't be mergeable into a stack. |
673 | any pickable object - otherwise it won't be mergeable into a stack. |
… | |
… | |
379 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
677 | zero weight are not pickable for players. Still, set the "non-pickable"-flag |
380 | for explicitly non-pickable objects (hey, this is opensource.. you |
678 | for explicitly non-pickable objects (hey, this is opensource.. you |
381 | never know ;) ). |
679 | never know ;) ). |
382 | </attribute> |
680 | </attribute> |
383 | <attribute arch="value" editor="value" type="int"> |
681 | <attribute arch="value" editor="value" type="int"> |
384 | Adds a certain value to the object: It will be worth that many times the |
682 | 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 |
683 | 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 |
684 | further modified by various factors. Hence, testing values in-game is |
388 | usually inevitable. |
685 | usually inevitable. |
389 | </attribute> |
686 | </attribute> |
390 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
687 | <attribute arch="glow_radius" editor="glow radius" type="int"> |
391 | If <glow radius> is set to a value greater zero, the object |
688 | If <glow radius> is set to a value greater zero, the object |
392 | appears lit up on dark maps. <glow radius> can be a value |
689 | appears lit up on dark maps. <glow radius> can be a value |
393 | between 0 and 4, the higher, the more light does the object emit. |
690 | between 0 and 9, the higher, the more light does the object emit. |
394 | </attribute> |
691 | </attribute> |
395 | <attribute arch="material" editor="material" type="bitmask_material"> |
692 | <attribute arch="material" editor="material" type="bitmask_material"> |
396 | This bitmask-value informs the player of which material(s) the |
693 | This bitmask-value informs the player of which material(s) the |
397 | object consists. Material does also affect how likely the object |
694 | object consists. Material does also affect how likely the object |
398 | can be destroyed by hazardous spell-effects. |
695 | can be destroyed by hazardous spell-effects. |
… | |
… | |
406 | Putting an invisible object under the floor always prevents it from being |
703 | Putting an invisible object under the floor always prevents it from being |
407 | shown. |
704 | shown. |
408 | </attribute> |
705 | </attribute> |
409 | <attribute arch="blocksview" editor="block view" type="bool"> |
706 | <attribute arch="blocksview" editor="block view" type="bool"> |
410 | If an item is set to block view, players (and monsters) cannot |
707 | If an item is set to block view, players (and monsters) cannot |
411 | see byond it unless they cross it or manage to stand ontop. |
708 | see beyond it unless they cross it or manage to stand ontop. |
412 | </attribute> |
709 | </attribute> |
413 | <attribute arch="identified" editor="identified" type="bool"> |
710 | <attribute arch="identified" editor="identified" type="bool"> |
414 | If an item is identified, the player has full knowledge about it. |
711 | If an item is identified, the player has full knowledge about it. |
415 | </attribute> |
712 | </attribute> |
416 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
713 | <attribute arch="unpaid" editor="unpaid" type="bool"> |
417 | An <unpaid> item cannot be used unless a player carried it over |
714 | An <unpaid> item cannot be used unless a player carried it over |
418 | a shop mat, paying the demanded price. Setting this flag makes sense |
715 | a shop mat, paying the demanded price. Setting this flag makes sense |
419 | only for pickable items inside shops. |
716 | only for pickable items inside shops. |
|
|
717 | </attribute> |
|
|
718 | <attribute arch="sound" editor="sound" type="string"> |
|
|
719 | The sound this objects makes on a map. Enter either a sound alias from |
|
|
720 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
721 | field it will point to sound/<path>.ext |
|
|
722 | </attribute> |
|
|
723 | <attribute arch="sound_destroy" editor="destroy sound" type="string"> |
|
|
724 | The sound this objects makes when it is destroyed. Enter either a sound alias from |
|
|
725 | arch/res/sound.conf.res or a path. If you enter <path> in this |
|
|
726 | field it will point to sound/<path>.ext |
420 | </attribute> |
727 | </attribute> |
421 | </default_type> |
728 | </default_type> |
422 | |
729 | |
423 | <!-- This ignorelist is for all system objects which are non pickable |
730 | <!-- This ignorelist is for all system objects which are non pickable |
424 | and invisible. They don't interact with players at all. --> |
731 | and invisible. They don't interact with players at all. --> |
… | |
… | |
458 | the fallback for all types which don't match any other defined types. |
765 | 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 |
766 | The required attribute "misc x" prevents that it gets confused with |
460 | other types like "monster & npc" which also have type number 0. --> |
767 | other types like "monster & npc" which also have type number 0. --> |
461 | <attribute arch="misc" value="x" /> |
768 | <attribute arch="misc" value="x" /> |
462 | </required> |
769 | </required> |
463 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
770 | &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"> |
771 | <attribute arch="cursed" editor="cursed" type="bool"> |
467 | Curses can have various effects: On equipment and food, |
772 | Curses can have various effects: On equipment and food, |
468 | they generally harm the player in some way. |
773 | they generally harm the player in some way. |
469 | </attribute> |
774 | </attribute> |
470 | <attribute arch="damned" editor="damned" type="bool"> |
775 | <attribute arch="damned" editor="damned" type="bool"> |
… | |
… | |
484 | This text may describe the object. |
789 | This text may describe the object. |
485 | </attribute> |
790 | </attribute> |
486 | </type> |
791 | </type> |
487 | |
792 | |
488 | <!--####################################################################--> |
793 | <!--####################################################################--> |
|
|
794 | <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik --> |
489 | <type number="110" name="Ability"> |
795 | <type number="999" name="Ability"> |
490 | <ignore> |
796 | <ignore> |
491 | <ignore_list name="system_object" /> |
797 | <ignore_list name="system_object" /> |
492 | </ignore> |
798 | </ignore> |
493 | <description><![CDATA[ |
799 | <description><![CDATA[ |
494 | Abilities are to be put in a monster's inventory. They grant monsters the |
800 | Abilities are to be put in a monster's inventory. They grant monsters the |
495 | knowledge to cast spells. Spells from abilities are usually magical in |
801 | knowledge to cast spells. Spells from abilities are usually magical in |
496 | nature, thus adding magic attacktype to the spell-damage they produce. |
802 | nature, thus adding magic attacktype to the spell-damage they produce. |
497 | <br><br> |
803 | <br><br> |
498 | A particularly nice feature of abilities is that they can hold two |
804 | A particularly nice feature of abilities is that they can hold two |
499 | spells: One for short range- and one for long range use. |
805 | spells: One for short range - and one for long range use. |
500 | \n\n |
806 | \n\n |
501 | You should know that spellcasting monsters receive abilities via |
807 | You should know that spellcasting monsters receive abilities via |
502 | <treasurelist>. ]]> |
808 | <treasurelist>.]]> |
503 | </description> |
809 | </description> |
504 | <use><![CDATA[ |
810 | <use><![CDATA[ |
505 | If you want to create "customized" spellcasting monsters, you |
811 | If you want to create "customized" spellcasting monsters, you |
506 | should use abilities (rather than spellbooks/wands or something). |
812 | should use abilities (rather than spellbooks/wands or something). |
507 | The long/short-range spell feature can make boss-monsters more |
813 | The long/short-range spell feature can make boss-monsters more |
… | |
… | |
509 | <br><br> |
815 | <br><br> |
510 | You should keep in mind that magic abilities allow players |
816 | You should keep in mind that magic abilities allow players |
511 | to get better resistance. You can turn off the magic part to |
817 | to get better resistance. You can turn off the magic part to |
512 | make the spells more dangerous. However, this really shouldn't |
818 | make the spells more dangerous. However, this really shouldn't |
513 | be neccessary unless you work on very high level maps. |
819 | be neccessary unless you work on very high level maps. |
514 | And what fun is a magic resistance cloak when it has no effect? ]]> |
820 | And what fun is a magic resistance cloak when it has no effect?]]> |
515 | </use> |
821 | </use> |
516 | <attribute arch="invisible" value="1" type="fixed" /> |
822 | <attribute arch="invisible" value="1" type="fixed" /> |
517 | <attribute arch="no_drop" value="1" type="fixed" /> |
823 | <attribute arch="no_drop" value="1" type="fixed" /> |
518 | <attribute arch="sp" editor="short range spell" type="spell"> |
824 | <attribute arch="sp" editor="short range spell" type="spell"> |
519 | The monster will use the specified <short range spell> |
825 | The monster will use the specified <short range spell> |
… | |
… | |
548 | Note that non-magical abilities are more dangerous because |
854 | Note that non-magical abilities are more dangerous because |
549 | magic resistance does not protect from those.</attribute> |
855 | magic resistance does not protect from those.</attribute> |
550 | </type> |
856 | </type> |
551 | |
857 | |
552 | <!--####################################################################--> |
858 | <!--####################################################################--> |
|
|
859 | |
|
|
860 | <type number="81" name="Torch"> |
|
|
861 | <description><![CDATA[ |
|
|
862 | Torches are a special kind of Lamp that offer the option of lighting them |
|
|
863 | up without using a lighter (These torches are usually |
|
|
864 | called 'pyrophor torches'. See also the 'reignitable' setting). |
|
|
865 | The other kind of torches, that are reignitable, can be put out and |
|
|
866 | put on again using a lighter.]]> |
|
|
867 | </description> |
|
|
868 | <attribute arch="is_lightable" editor="reignitable" type="bool"> |
|
|
869 | This flag controls whether the torch can be lit up again using |
|
|
870 | a lighter or whether it can only be used once, in which case |
|
|
871 | they can be enabled by simply applying them without any special tools. |
|
|
872 | </attribute> |
|
|
873 | <attribute arch="food" editor="burning duration" type="int"> |
|
|
874 | This field specifies the burning duration of the torch. |
|
|
875 | </attribute> |
|
|
876 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
877 | This field sets the glow radius of the torch if it is enabled. |
|
|
878 | If you want to make a torch that is already burning set the |
|
|
879 | "glow radius" field. |
|
|
880 | </attribute> |
|
|
881 | <attribute arch="level" editor="level" type="int"> |
|
|
882 | If this field specyfies the cursed effect's level. If it is |
|
|
883 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
884 | </attribute> |
|
|
885 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
886 | Cursed torches, which have a level above 0, explode if the |
|
|
887 | player applies them. |
|
|
888 | </attribute> |
|
|
889 | </type> |
|
|
890 | |
|
|
891 | <type number="82" name="Lamp"> |
|
|
892 | <description><![CDATA[ |
|
|
893 | Lamps are carryable light sources for players with a fuel tank.]]> |
|
|
894 | </description> |
|
|
895 | <attribute arch="speed" editor="burn speed" type="float"> |
|
|
896 | This field is the speed of the lamp. (If the value 0.00208 is given |
|
|
897 | here the fuel field will specify the burning duration in minutes.) |
|
|
898 | </attribute> |
|
|
899 | <attribute arch="food" editor="fuel" type="int"> |
|
|
900 | This field sets the burning duration of the lamp, which depends on the speed |
|
|
901 | field of this object. |
|
|
902 | </attribute> |
|
|
903 | <attribute arch="range" editor="enabled glow radius" type="int"> |
|
|
904 | This field sets the glow radius of the lamp if it is enabled. |
|
|
905 | If you want to make a lamp that is already burning set the |
|
|
906 | "glow radius" field. |
|
|
907 | </attribute> |
|
|
908 | <attribute arch="level" editor="level" type="int"> |
|
|
909 | If this field specyfies the cursed effect's level. If it is |
|
|
910 | 0 no cursed effect will be generate. See also the "cursed" flag. |
|
|
911 | </attribute> |
|
|
912 | <attribute arch="cursed" editor="cursed" type="bool"> |
|
|
913 | Cursed lamps, which have a level above 0, explode if the |
|
|
914 | player applies them. |
|
|
915 | </attribute> |
|
|
916 | </type> |
|
|
917 | |
|
|
918 | <!--####################################################################--> |
553 | <type number="18" name="Altar"> |
919 | <type number="18" name="Altar"> |
554 | <ignore> |
920 | <ignore> |
555 | <ignore_list name="non_pickable" /> |
921 | <ignore_list name="non_pickable" /> |
556 | </ignore> |
922 | </ignore> |
557 | <description><![CDATA[ |
923 | <description><![CDATA[ |
558 | When a player puts a defined number of certain items on the altar, |
924 | When a player puts a defined number of certain items on the altar, |
559 | then either a spell is casted (on the player) or a connector is |
925 | 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. |
926 | triggered. If the latter is the case, the altar works only once. |
561 | Either way, the sacrificed item disappears. ]]> |
927 | Either way, the sacrificed item disappears.]]> |
562 | </description> |
928 | </description> |
563 | <attribute arch="no_pick" value="1" type="fixed" /> |
929 | <attribute arch="no_pick" value="1" type="fixed" /> |
564 | <attribute arch="walk_on" value="1" type="fixed" /> |
930 | &move_on; |
565 | <attribute arch="slaying" editor="match item name" type="string"> |
931 | <attribute arch="slaying" editor="match item name" type="string"> |
566 | This string specifies the item that must be put on the altar to |
932 | 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 |
933 | 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. |
934 | 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 |
935 | If you want the player to have to drop a specific amount of money use "money". |
570 | expected to drop on the altar. (Often this is put in the altar's |
936 | See also the "drop amount" attribute. |
571 | name: E.g. "drop 100 platinums") |
937 | &match_compat; |
572 | </attribute> |
938 | </attribute> |
573 | <attribute arch="food" editor="drop amount" type="int"> |
939 | <attribute arch="food" editor="drop amount" type="int"> |
574 | The drop amount specifies the amount of items (specified |
940 | The drop amount specifies the amount of items (specified |
575 | in <match item name>) that must be dropped to activate the altar. |
941 | in <match item name>) that must be dropped to activate the altar. |
576 | |
942 | |
… | |
… | |
578 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
944 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
579 | 200 silver, 20 gold, or 4 platinum will all work.) |
945 | 200 silver, 20 gold, or 4 platinum will all work.) |
580 | |
946 | |
581 | Note that the maximum possible for <drop amount> is 32767. |
947 | Note that the maximum possible for <drop amount> is 32767. |
582 | </attribute> |
948 | </attribute> |
583 | <attribute arch="connected" editor="connection" type="int"> |
949 | <attribute arch="connected" editor="connection" type="string"> |
584 | If a connection value is set, the altar will trigger all objects |
950 | If a connection value is set, the altar will trigger all objects |
585 | with the same value, when activated. This will only work once. |
951 | with the same value, when activated. This will only work once. |
586 | </attribute> |
952 | </attribute> |
587 | <attribute arch="sp" editor="spell" type="spell"> |
953 | <attribute arch="sp" editor="spell" type="spell"> |
588 | When activated, the selected <spell> will be casted (once, on the |
954 | When activated, the selected <spell> will be casted (once, on the |
… | |
… | |
602 | <ignore_list name="non_pickable" /> |
968 | <ignore_list name="non_pickable" /> |
603 | </ignore> |
969 | </ignore> |
604 | <description><![CDATA[ |
970 | <description><![CDATA[ |
605 | Altar_triggers work pretty much like normal altars |
971 | Altar_triggers work pretty much like normal altars |
606 | (drop sacrifice -> connection activated), except for the fact that |
972 | (drop sacrifice -> connection activated), except for the fact that |
607 | they reset after usage. Hence, altar_triggers can be used infinitely. ]]> |
973 | they reset after usage. Hence, altar_triggers can be used infinitely.]]> |
608 | </description> |
974 | </description> |
609 | <use><![CDATA[ |
975 | <use><![CDATA[ |
610 | Altar_triggers are very useful if you want to charge a price for... |
976 | Altar_triggers are very useful if you want to charge a price for... |
611 | <UL> |
977 | <UL> |
612 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
978 | <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. |
613 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
979 | <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. |
614 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
980 | <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. |
615 | </UL> |
981 | </UL> |
616 | The big advantage over normal altars is the infinite usability |
982 | The big advantage over normal altars is the infinite usability |
617 | of altar_triggers! If there are ten players on one server, they're |
983 | of altar_triggers! If there are ten players on one server, they're |
618 | quite grateful if things work more than once. =) ]]> |
984 | quite grateful if things work more than once. =)]]> |
619 | </use> |
985 | </use> |
620 | <attribute arch="no_pick" value="1" type="fixed" /> |
986 | <attribute arch="no_pick" value="1" type="fixed" /> |
621 | <attribute arch="slaying" editor="match item name" type="string"> |
987 | <attribute arch="slaying" editor="match item name" type="string"> |
622 | This string specifies the item that must be put on the altar to |
988 | This string specifies the item that must be put on the altar to |
623 | activate it. It can either be the name of an archetype, or directly |
989 | activate it. It can either be the name of an archetype, or directly |
624 | the name of an object. Yet, titles are not recognized by altars. |
990 | the name of an object. Yet, titles are not recognized by altars. |
625 | Remember to put a note somewhere, telling the player what he is |
991 | If you want the player to have to drop a specific amount of money use "money". |
626 | expected to drop on the altar. (Often this is put in the altar's |
992 | See also the "drop amount" attribute. |
627 | name: E.g. "drop 100 platinums") |
993 | &match_compat; |
628 | </attribute> |
994 | </attribute> |
629 | <attribute arch="food" editor="drop amount" type="int"> |
995 | <attribute arch="food" editor="drop amount" type="int"> |
630 | The drop amount specifies the amount of items (specified |
996 | The drop amount specifies the amount of items (specified |
631 | in <match item name>) that must be dropped to activate the altar. |
997 | in <match item name>) that must be dropped to activate the altar. |
632 | |
998 | |
… | |
… | |
634 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
1000 | sacrificed money must be equal to <drop amount> (ie, if food=200, then |
635 | 200 silver, 20 gold, or 4 platinum will all work.) |
1001 | 200 silver, 20 gold, or 4 platinum will all work.) |
636 | |
1002 | |
637 | Note that the maximum possible for <drop amount> is 32767. |
1003 | Note that the maximum possible for <drop amount> is 32767. |
638 | </attribute> |
1004 | </attribute> |
639 | <attribute arch="connected" editor="connection" type="int"> |
1005 | <attribute arch="connected" editor="connection" type="string"> |
640 | If a connection value is set, the altar will trigger all objects |
1006 | If a connection value is set, the altar will trigger all objects |
641 | with the same value, when activated. This will only work once. |
1007 | with the same value, when activated. This will only work once. |
642 | </attribute> |
1008 | </attribute> |
643 | <attribute arch="sp" editor="spell" type="spell"> |
1009 | <attribute arch="sp" editor="spell" type="spell"> |
644 | When activated, this <spell> will be casted (once, on the player). |
1010 | When activated, this <spell> will be casted (once, on the player). |
… | |
… | |
660 | will push the connected value TWICE per sacrifice: First by |
1026 | will push the connected value TWICE per sacrifice: First by |
661 | dropping sacrifice, second by reset. This mode is typically |
1027 | dropping sacrifice, second by reset. This mode is typically |
662 | used for altars being connected to gates, resulting in the |
1028 | used for altars being connected to gates, resulting in the |
663 | gate being opened and closed again. |
1029 | gate being opened and closed again. |
664 | </attribute> |
1030 | </attribute> |
665 | <attribute arch="walk_on" value="1" type="fixed"> |
1031 | &move_on; |
666 | </attribute> |
|
|
667 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
1032 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
668 | This text will be displayed to the player |
1033 | This text will be displayed to the player |
669 | in the exact moment when the altar is activated. |
1034 | in the exact moment when the altar is activated. |
670 | </attribute> |
1035 | </attribute> |
671 | </type> |
1036 | </type> |
672 | |
1037 | |
673 | <!--####################################################################--> |
1038 | <!--####################################################################--> |
|
|
1039 | <type number="74" name="Skill Tool"> |
|
|
1040 | <description><![CDATA[ |
|
|
1041 | Wearing a skill tool will give the player the ability to use a skill. |
|
|
1042 | ]]> |
|
|
1043 | </description> |
|
|
1044 | <use><![CDATA[ |
|
|
1045 | Feel free to assign resistancies and stats to a skill tools or change |
|
|
1046 | the skill that is given. |
|
|
1047 | ]]> |
|
|
1048 | </use> |
|
|
1049 | <attribute arch="skill" editor="skill name" type="string"> |
|
|
1050 | This field describes which skill the player will be able to use wearing this item. |
|
|
1051 | </attribute> |
|
|
1052 | &player_stat_resist_sections; |
|
|
1053 | </type> |
|
|
1054 | <!--####################################################################--> |
674 | <type number="39" name="Amulet"> |
1055 | <type number="39" name="Amulet"> |
675 | <description><![CDATA[ |
1056 | <description><![CDATA[ |
676 | Wearing an amulet, the object's stats will directly be inherited to |
1057 | Wearing an amulet, the object's stats will directly be inherited to |
677 | the player. Amulets are usually meant for protection and defense. ]]> |
1058 | the player. Amulets are usually meant for protection and defense.]]> |
678 | </description> |
1059 | </description> |
679 | <use><![CDATA[ |
1060 | <use><![CDATA[ |
680 | Feel free to create your own special artifacts. However, it is very |
1061 | Feel free to create your own special artifacts. However, it is very |
681 | important that you keep your artifact in balance with existing maps. ]]> |
1062 | important that you keep your artifact in balance with existing maps.]]> |
682 | </use> |
1063 | </use> |
683 | <attribute arch="ac" editor="armour class" type="int"> |
1064 | <attribute arch="ac" editor="armour class" type="int"> |
684 | This value defines the amount of armour-class bonus for wearing |
1065 | This value defines the amount of armour-class bonus for wearing |
685 | this item. <Armour class> lessens the chance of being hit. Lower |
1066 | this item. <Armour class> lessens the chance of being hit. Lower |
686 | values are better. It should usually be set only for armour-like equipment. |
1067 | values are better. It should usually be set only for armour-like equipment. |
… | |
… | |
697 | amount of <item power>, depending on their own level. This is the |
1078 | amount of <item power>, depending on their own level. This is the |
698 | only way to prevent low level players to wear "undeserved" equipment |
1079 | only way to prevent low level players to wear "undeserved" equipment |
699 | (like gifts from other players or cheated items). |
1080 | (like gifts from other players or cheated items). |
700 | |
1081 | |
701 | It is very important to adjust the <item power> value carefully |
1082 | It is very important to adjust the <item power> value carefully |
702 | for every artifact you create! If zero/unset, the CF server will |
1083 | for every artifact you create! If zero/unset, the Deliantra server will |
703 | calculate a provisional value at runtime, but this is never |
1084 | calculate a provisional value at runtime, but this is never |
704 | going to be an accurate measurement of <item power>. |
1085 | going to be an accurate measurement of <item power>. |
705 | </attribute> |
1086 | </attribute> |
706 | <attribute arch="damned" editor="damnation" type="bool"> |
1087 | <attribute arch="damned" editor="damnation" type="bool"> |
707 | A damned piece of equipment cannot be unwielded unless the curse |
1088 | A damned piece of equipment cannot be unwielded unless the curse |
… | |
… | |
733 | you want the monster to use/wear the item - you must set |
1114 | you want the monster to use/wear the item - you must set |
734 | <is applied>. |
1115 | <is applied>. |
735 | Enabling this flag doesn't make any sense if the item |
1116 | Enabling this flag doesn't make any sense if the item |
736 | is NOT in a monster's inventory. |
1117 | is NOT in a monster's inventory. |
737 | </attribute> |
1118 | </attribute> |
738 | <section name="resistance"> |
1119 | &player_stat_resist_sections; |
739 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
740 | This adds physical resistance to the item (= armour value). The number is |
|
|
741 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
742 | and what they require to do for getting this-and-that artifact. |
|
|
743 | </attribute> |
|
|
744 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
745 | This adds magic resistance to the item. The number is a percent-value in |
|
|
746 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
747 | require to do for getting this-and-that artifact. |
|
|
748 | </attribute> |
|
|
749 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
750 | This adds fire resistance to the item. The number is a percent-value in |
|
|
751 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
752 | require to do for getting this-and-that artifact. |
|
|
753 | </attribute> |
|
|
754 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
755 | This adds electricity resistance to the item. The number is a percent-value in |
|
|
756 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
757 | require to do for getting this-and-that artifact. |
|
|
758 | </attribute> |
|
|
759 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
760 | This adds fire resistance to the item. The number is a percent-value in |
|
|
761 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
762 | require to do for getting this-and-that artifact. |
|
|
763 | </attribute> |
|
|
764 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
765 | This adds confusion resistance to the item. The number is a percent-value in |
|
|
766 | the range 0-100. Confusion resistance is not very effective |
|
|
767 | unless the value comes close to 100 (= perfect immunity). |
|
|
768 | </attribute> |
|
|
769 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
770 | This adds acid resistance to the item. The number is a percent-value in |
|
|
771 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
772 | require to do for getting this-and-that artifact. |
|
|
773 | </attribute> |
|
|
774 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
775 | This adds draining resistance to the item. The number is a percent-value |
|
|
776 | in the range 0-100. Draining resistance is little effective |
|
|
777 | unless the value is 100 (= perfect immunity). |
|
|
778 | </attribute> |
|
|
779 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
780 | This adds weaponmagic resistance to the item. The number is a percent-value in |
|
|
781 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
782 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
783 | are not meant to be easily resisted. |
|
|
784 | </attribute> |
|
|
785 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
786 | This adds ghosthit resistance to the item. The number is a percent-value |
|
|
787 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
788 | require to do for getting this-and-that artifact. |
|
|
789 | </attribute> |
|
|
790 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
791 | This adds poison resistance to the item. The number is a percent-value in |
|
|
792 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
793 | require to do for getting this-and-that artifact. |
|
|
794 | </attribute> |
|
|
795 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
796 | This adds fear resistance to the item. The number is a percent-value in |
|
|
797 | the range 0-100. Resistance to fear is pretty useless. |
|
|
798 | </attribute> |
|
|
799 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
800 | This adds paralyze resistance to the item. The number is a percent-value in |
|
|
801 | the range 0-100. Paralyze resistance is little effective |
|
|
802 | unless the value is 100 (= perfect immunity). |
|
|
803 | </attribute> |
|
|
804 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
805 | This adds fear resistance to the item. The number is a percent-value in |
|
|
806 | the range 0-100. Resistance to fear is pretty useless. |
|
|
807 | </attribute> |
|
|
808 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
809 | This adds depletion resistance to the item. The number is a percent-value |
|
|
810 | in the range 0-100. Depletion resistance is little effective |
|
|
811 | unless the value is 100 (= perfect immunity). |
|
|
812 | </attribute> |
|
|
813 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
814 | This adds death-attack resistance to the item. The number is a |
|
|
815 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
816 | effective unless the value is 100 (= perfect immunity). |
|
|
817 | Generally, resistance to death-attack is not supposed to be |
|
|
818 | available to players! |
|
|
819 | </attribute> |
|
|
820 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
821 | This adds chaos resistance to the item. The number is a percent-value in |
|
|
822 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
823 | require to do for getting this-and-that artifact. |
|
|
824 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
825 | combination of other attacktypes. |
|
|
826 | </attribute> |
|
|
827 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
828 | This adds blinding resistance to the item. The number is a percent-value |
|
|
829 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
830 | require to do for getting this-and-that artifact. |
|
|
831 | </attribute> |
|
|
832 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
833 | This adds holy power resistance to the item. The number is a percent-value |
|
|
834 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
835 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
836 | for undead players (wraith or devourer cult). |
|
|
837 | Generally, resistance to holy word should not be available for players. |
|
|
838 | </attribute> |
|
|
839 | </section> |
|
|
840 | <section name="stats"> |
|
|
841 | <attribute arch="Str" editor="strength" type="int"> |
|
|
842 | The player's strentgh will rise/fall by the given value |
|
|
843 | while wearing this piece of equipment. |
|
|
844 | </attribute> |
|
|
845 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
846 | The player's dexterity will rise/fall by the given value |
|
|
847 | while wearing this piece of equipment. |
|
|
848 | </attribute> |
|
|
849 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
850 | The player's constitution will rise/fall by the given value |
|
|
851 | while wearing this piece of equipment. |
|
|
852 | </attribute> |
|
|
853 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
854 | The player's intelligence will rise/fall by the given value |
|
|
855 | while wearing this piece of equipment. |
|
|
856 | </attribute> |
|
|
857 | <attribute arch="Pow" editor="power" type="int"> |
|
|
858 | The player's power will rise/fall by the given value |
|
|
859 | while wearing this piece of equipment. |
|
|
860 | </attribute> |
|
|
861 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
862 | The player's wisdom will rise/fall by the given value while |
|
|
863 | wearing this piece of equipment. |
|
|
864 | </attribute> |
|
|
865 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
866 | The player's charisma will rise/fall by the given value |
|
|
867 | while wearing this piece of equipment. |
|
|
868 | </attribute> |
|
|
869 | </section> |
|
|
870 | <section name="misc"> |
1120 | <section name="misc"> |
871 | <attribute arch="luck" editor="luck bonus" type="int"> |
1121 | <attribute arch="luck" editor="luck bonus" type="int"> |
872 | With positive luck bonus, the player is more likely to |
1122 | With positive luck bonus, the player is more likely to |
873 | succeed in all sorts of things (spellcasting, praying,...). |
1123 | succeed in all sorts of things (spellcasting, praying,...). |
874 | Unless the <luck bonus> is very high, the effect will be |
1124 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
928 | projectiles (e.g. arrows, bolts, boulders) will |
1178 | projectiles (e.g. arrows, bolts, boulders) will |
929 | bounce off him. This works only about 90% of all |
1179 | bounce off him. This works only about 90% of all |
930 | times, to avoid players being completely immune to |
1180 | times, to avoid players being completely immune to |
931 | certain types of attacks. |
1181 | certain types of attacks. |
932 | </attribute> |
1182 | </attribute> |
933 | <attribute arch="flying" editor="levitate" type="bool"> |
1183 | &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"> |
1184 | <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> |
938 | Click on the <attuned paths> button to select spellpaths. |
1185 | Click on the <attuned paths> button to select spellpaths. |
939 | The player will get attuned to the specified spellpaths |
1186 | The player will get attuned to the specified spellpaths |
940 | while wearing this item. |
1187 | while wearing this item. |
941 | </attribute> |
1188 | </attribute> |
… | |
… | |
965 | Battleground is very special: In short, players can die on battleground |
1212 | Battleground is very special: In short, players can die on battleground |
966 | without any death penalties. They don't loose or gain experience |
1213 | without any death penalties. They don't loose or gain experience |
967 | while on battleground. Acid, draining and depletion effects don't |
1214 | while on battleground. Acid, draining and depletion effects don't |
968 | work either. |
1215 | work either. |
969 | When a player dies on battleground, he gets teleported to an exit |
1216 | When a player dies on battleground, he gets teleported to an exit |
970 | location which is defined in the battleground object. ]]> |
1217 | location which is defined in the battleground object.]]> |
971 | </description> |
1218 | </description> |
972 | <use><![CDATA[ |
1219 | <use><![CDATA[ |
973 | Battleground is only meant for player vs. player duels. You can |
1220 | Battleground is only meant for player vs. player duels. You can |
974 | design combat arenas similiar to the one in scorn.<br> |
1221 | design combat arenas similiar to the one in scorn.<br> |
975 | What should NEVER be done is placing battleground tiles in |
1222 | What should NEVER be done is placing battleground tiles in |
… | |
… | |
977 | It must not be possible to gain significant treasure for fighting |
1224 | It must not be possible to gain significant treasure for fighting |
978 | on battleground, because it bears no risk.<br><br> |
1225 | on battleground, because it bears no risk.<br><br> |
979 | (Battleground will cease to work when the image or name is changed, |
1226 | (Battleground will cease to work when the image or name is changed, |
980 | or when it is placed beneath another floor tile. |
1227 | or when it is placed beneath another floor tile. |
981 | This is not a bug, it is there to prevent any attempts of placing |
1228 | This is not a bug, it is there to prevent any attempts of placing |
982 | "hidden" battleground tiles anywhere.) ]]> |
1229 | "hidden" battleground tiles anywhere.)]]> |
983 | </use> |
1230 | </use> |
984 | <attribute arch="no_pick" value="1" type="fixed" /> |
1231 | <attribute arch="no_pick" value="1" type="fixed" /> |
985 | <attribute arch="is_floor" value="1" type="fixed" /> |
1232 | <attribute arch="is_floor" value="1" type="fixed" /> |
986 | <attribute arch="hp" editor="destination X" type="int"> |
1233 | <attribute arch="hp" editor="destination X" type="int"> |
987 | The exit destinations define the (x, y)-coordinates where players |
1234 | The exit destinations define the (x, y)-coordinates where players |
… | |
… | |
992 | get teleported after they died on this battleground. |
1239 | get teleported after they died on this battleground. |
993 | </attribute> |
1240 | </attribute> |
994 | </type> |
1241 | </type> |
995 | |
1242 | |
996 | <!--####################################################################--> |
1243 | <!--####################################################################--> |
|
|
1244 | <type number="165" name="Safe ground"> |
|
|
1245 | <ignore> |
|
|
1246 | <ignore_list name="non_pickable" /> |
|
|
1247 | </ignore> |
|
|
1248 | <description><![CDATA[ |
|
|
1249 | Safe ground is a special object that prevents any effects that might |
|
|
1250 | be harmful for the map, other players or items on the map. |
|
|
1251 | It blocks all magic and prayers, usage of alchemy, prevents potions |
|
|
1252 | from being used and blocks bombs from exploding. Note that altars that |
|
|
1253 | do cast spells still work. |
|
|
1254 | ]]> |
|
|
1255 | </description> |
|
|
1256 | <use><![CDATA[ |
|
|
1257 | Safe ground can be used to prevents any means of burning |
|
|
1258 | or destroying the items in a shop. Put this object below all floor tiles |
|
|
1259 | in your map and your shop will be safe. It's generally useful for making |
|
|
1260 | areas where really no kind of spell should be invoked by a player. |
|
|
1261 | ]]> |
|
|
1262 | </use> |
|
|
1263 | &movement_types_terrain; |
|
|
1264 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
1265 | </type> |
|
|
1266 | |
|
|
1267 | <!--####################################################################--> |
997 | <type number="8" name="Book"> |
1268 | <type number="8" name="Book"> |
998 | <description><![CDATA[ |
1269 | <description><![CDATA[ |
999 | Applying a book, the containing message is displayed to the player. ]]> |
1270 | Applying a book, the containing message is displayed to the player.]]> |
1000 | </description> |
1271 | </description> |
1001 | <attribute arch="level" editor="literacy level" type="int"> |
1272 | <attribute arch="level" editor="literacy level" type="int"> |
1002 | If this value is set to be greater than zero, the player needs a |
1273 | If this value is set to be greater than zero, the player needs a |
1003 | certain literacy level to succeed reading the book. The book can be |
1274 | certain literacy level to succeed reading the book. The book can be |
1004 | read if: mental_level greater <literacy level> - 5. Adding level to a |
1275 | read if: mental_level greater <literacy level> - 5. Adding level to a |
… | |
… | |
1020 | </attribute> |
1291 | </attribute> |
1021 | <attribute arch="slaying" editor="key string" type="string"> |
1292 | <attribute arch="slaying" editor="key string" type="string"> |
1022 | This is the key string of the book. The key string is checked by an inventory checker. |
1293 | This is the key string of the book. The key string is checked by an inventory checker. |
1023 | (This is used eg. for the gate/port passes in scorn) |
1294 | (This is used eg. for the gate/port passes in scorn) |
1024 | </attribute> |
1295 | </attribute> |
|
|
1296 | <attribute arch="no_skill_ident" editor="no skill ident" type="bool"> |
|
|
1297 | If this flag is true the player won't be able to identify this |
|
|
1298 | item with by using a skill. |
|
|
1299 | </attribute> |
|
|
1300 | </type> |
|
|
1301 | |
|
|
1302 | <!--####################################################################--> |
|
|
1303 | <type number="110" name="Inscribable"> |
|
|
1304 | <description><![CDATA[ |
|
|
1305 | Inscribable Item - when inscribed, it becomes another object.]]> |
|
|
1306 | </description> |
|
|
1307 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
|
|
1308 | A godgiven item vanishes as soon as the player |
|
|
1309 | drops it to the ground. |
|
|
1310 | </attribute> |
|
|
1311 | <attribute arch="unique" editor="unique item" type="bool"> |
|
|
1312 | Unique items exist only one time on a server. If the item |
|
|
1313 | is taken, lost or destroyed - it's gone for good. |
|
|
1314 | </attribute> |
|
|
1315 | <attribute arch="other_arch" editor="book/scroll arch" type="string"> |
|
|
1316 | This is the item created after being inscribed - scrolls are treated |
|
|
1317 | like spell scrolls, all else will have it's message replaced. |
|
|
1318 | </attribute> |
1025 | </type> |
1319 | </type> |
1026 | |
1320 | |
1027 | <!--####################################################################--> |
1321 | <!--####################################################################--> |
1028 | <type number="99" name="Boots"> |
1322 | <type number="99" name="Boots"> |
1029 | <import_type name="Amulet" /> |
1323 | <import_type name="Amulet" /> |
1030 | <description><![CDATA[ |
1324 | <description><![CDATA[ |
1031 | Wearing boots, the object's stats will directly be inherited to |
1325 | Wearing boots, the object's stats will directly be inherited to |
1032 | the player. Usually enhancing his speed, or granting some minor |
1326 | the player. Usually enhancing his speed, or granting some minor |
1033 | protection bonus. ]]> |
1327 | protection bonus.]]> |
1034 | </description> |
1328 | </description> |
1035 | <use><![CDATA[ |
1329 | <use><![CDATA[ |
1036 | Feel free to create your own special artifacts. However, it is very |
1330 | Feel free to create your own special artifacts. However, it is very |
1037 | important that you keep your artifact in balance with existing maps. ]]> |
1331 | important that you keep your artifact in balance with existing maps.]]> |
1038 | </use> |
1332 | </use> |
1039 | <attribute arch="exp" editor="speed bonus" type="int"> |
1333 | <attribute arch="exp" editor="speed bonus" type="int"> |
1040 | Boots with <speed bonus> will increase the player's walking speed |
1334 | Boots with <speed bonus> will increase the player's walking speed |
1041 | while worn. This kind of bonus is quite desirable for players of low- |
1335 | while worn. This kind of bonus is quite desirable for players of low- |
1042 | and medium level. High level players usually have fastest possible |
1336 | and medium level. High level players usually have fastest possible |
… | |
… | |
1058 | <type number="104" name="Bracers"> |
1352 | <type number="104" name="Bracers"> |
1059 | <import_type name="Amulet" /> |
1353 | <import_type name="Amulet" /> |
1060 | <description><![CDATA[ |
1354 | <description><![CDATA[ |
1061 | Bracers are armour-plates worn around the wrists. |
1355 | Bracers are armour-plates worn around the wrists. |
1062 | Wearing bracer, the object's stats will directly be inherited to |
1356 | Wearing bracer, the object's stats will directly be inherited to |
1063 | the player. Usually enhancing his defense. ]]> |
1357 | the player. Usually enhancing his defense.]]> |
1064 | </description> |
1358 | </description> |
1065 | <use><![CDATA[ |
1359 | <use><![CDATA[ |
1066 | Feel free to create your own special artifacts. However, it is very |
1360 | Feel free to create your own special artifacts. However, it is very |
1067 | important that you keep your artifact in balance with existing maps. ]]> |
1361 | important that you keep your artifact in balance with existing maps.]]> |
1068 | </use> |
1362 | </use> |
1069 | <attribute arch="magic" editor="magic bonus" type="int"> |
1363 | <attribute arch="magic" editor="magic bonus" type="int"> |
1070 | <magic bonus> works just like ac, except that it can be improved by |
1364 | <magic bonus> works just like ac, except that it can be improved by |
1071 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1365 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1072 | than direct armour-class bonus on the bracers. |
1366 | than direct armour-class bonus on the bracers. |
… | |
… | |
1076 | <!--####################################################################--> |
1370 | <!--####################################################################--> |
1077 | <type number="16" name="Brestplate Armour"> |
1371 | <type number="16" name="Brestplate Armour"> |
1078 | <import_type name="Amulet" /> |
1372 | <import_type name="Amulet" /> |
1079 | <description><![CDATA[ |
1373 | <description><![CDATA[ |
1080 | Wearing an armour, the object's stats will directly be inherited to |
1374 | Wearing an armour, the object's stats will directly be inherited to |
1081 | the player. Usually enhancing his defense. ]]> |
1375 | the player. Usually enhancing his defense.]]> |
1082 | </description> |
1376 | </description> |
1083 | <use><![CDATA[ |
1377 | <use><![CDATA[ |
1084 | Feel free to create your own special artifacts. However, it is very |
1378 | Feel free to create your own special artifacts. However, it is very |
1085 | important that you keep your artifact in balance with existing maps. ]]> |
1379 | important that you keep your artifact in balance with existing maps.]]> |
1086 | </use> |
1380 | </use> |
1087 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1381 | <attribute arch="last_heal" editor="spellpoint penalty" type="int"> |
1088 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1382 | This poses a penalty to spell regeneration speed, for wearing the armour. |
1089 | The bigger the spellpoint penalty, the worse. |
1383 | The bigger the spellpoint penalty, the worse. |
1090 | </attribute> |
1384 | </attribute> |
… | |
… | |
1106 | </ignore> |
1400 | </ignore> |
1107 | <description><![CDATA[ |
1401 | <description><![CDATA[ |
1108 | When a predefined amount of weigh is placed on a button, the |
1402 | When a predefined amount of weigh is placed on a button, the |
1109 | <connection> value is triggered. In most cases this happens when a |
1403 | <connection> value is triggered. In most cases this happens when a |
1110 | player or monster steps on it. When the button is "released", the |
1404 | player or monster steps on it. When the button is "released", the |
1111 | <connection> value get's triggered a second time. ]]> |
1405 | <connection> value get's triggered a second time.]]> |
1112 | </description> |
1406 | </description> |
1113 | <attribute arch="walk_on" value="1" type="fixed" /> |
1407 | &move_on; |
1114 | <attribute arch="walk_off" value="1" type="fixed" /> |
1408 | &move_off; |
1115 | <attribute arch="no_pick" value="1" type="fixed" /> |
1409 | <attribute arch="no_pick" value="1" type="fixed" /> |
1116 | <attribute arch="weight" editor="press weight" type="int"> |
1410 | <attribute arch="weight" editor="press weight" type="int"> |
1117 | The button is pressed (triggered), as soon as |
1411 | The button is pressed (triggered), as soon as |
1118 | <press weigh> gram are placed ontop of it. |
1412 | <press weigh> gram are placed ontop of it. |
1119 | </attribute> |
1413 | </attribute> |
1120 | <attribute arch="connected" editor="connection" type="int"> |
1414 | <attribute arch="connected" editor="connection" type="string"> |
1121 | Every time the button is pressed or released, all objects |
1415 | Every time the button is pressed or released, all objects |
1122 | with the same <connection> value are activated. |
1416 | with the same <connection> value are activated. |
1123 | </attribute> |
1417 | </attribute> |
1124 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1418 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1125 | This text may describe the item. You can use this |
1419 | This text may describe the item. You can use this |
… | |
… | |
1134 | <ignore_list name="non_pickable" /> |
1428 | <ignore_list name="non_pickable" /> |
1135 | </ignore> |
1429 | </ignore> |
1136 | <description><![CDATA[ |
1430 | <description><![CDATA[ |
1137 | Handle buttons are buttons which reset after a short period |
1431 | Handle buttons are buttons which reset after a short period |
1138 | of time. Every time it is either applied or reset, the |
1432 | of time. Every time it is either applied or reset, the |
1139 | <connection> value is triggered. ]]> |
1433 | <connection> value is triggered.]]> |
1140 | </description> |
1434 | </description> |
1141 | </type> |
1435 | </type> |
1142 | |
1436 | |
1143 | <!--####################################################################--> |
1437 | <!--####################################################################--> |
1144 | <type number="37" name="Class Changer"> |
1438 | <type number="37" name="Class Changer"> |
1145 | <ignore> |
1439 | <ignore> |
1146 | <ignore_list name="non_pickable" /> |
1440 | <ignore_list name="non_pickable" /> |
1147 | </ignore> |
1441 | </ignore> |
1148 | <description><![CDATA[ |
1442 | <description><![CDATA[ |
1149 | Class changer are used while creating a character. ]]> |
1443 | Class changer are used while creating a character.]]> |
1150 | </description> |
1444 | </description> |
1151 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1445 | <attribute arch="randomitems" editor="class items" type="treasurelist"> |
1152 | This entry determines which initial items the character receives. |
1446 | This entry determines which initial items the character receives. |
1153 | </attribute> |
1447 | </attribute> |
1154 | <section name="stats"> |
1448 | <section name="stats"> |
… | |
… | |
1187 | <type number="87" name="Cloak"> |
1481 | <type number="87" name="Cloak"> |
1188 | <import_type name="Amulet" /> |
1482 | <import_type name="Amulet" /> |
1189 | <description><![CDATA[ |
1483 | <description><![CDATA[ |
1190 | Wearing a cloak, the object's stats will directly be inherited to |
1484 | Wearing a cloak, the object's stats will directly be inherited to |
1191 | the player. Cloaks usually add minor <armour class> and |
1485 | the player. Cloaks usually add minor <armour class> and |
1192 | sometimes a bit of resistance. ]]> |
1486 | sometimes a bit of resistance.]]> |
1193 | </description> |
1487 | </description> |
1194 | <use><![CDATA[ |
1488 | <use><![CDATA[ |
1195 | Feel free to create your own special artifacts. However, it is very |
1489 | Feel free to create your own special artifacts. However, it is very |
1196 | important that you keep your artifact in balance with existing maps. ]]> |
1490 | important that you keep your artifact in balance with existing maps.]]> |
1197 | </use> |
1491 | </use> |
1198 | <attribute arch="magic" editor="magic bonus" type="int"> |
1492 | <attribute arch="magic" editor="magic bonus" type="int"> |
1199 | <magic bonus> works just like ac, except that it can be improved by |
1493 | <magic bonus> works just like ac, except that it can be improved by |
1200 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1494 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
1201 | than direct armour-class bonus on the cloak. |
1495 | than direct armour-class bonus on the cloak. |
… | |
… | |
1206 | </type> |
1500 | </type> |
1207 | |
1501 | |
1208 | <!--####################################################################--> |
1502 | <!--####################################################################--> |
1209 | <type number="9" name="Clock"> |
1503 | <type number="9" name="Clock"> |
1210 | <description><![CDATA[ |
1504 | <description><![CDATA[ |
1211 | Applying a clock, the time is displayed to the player. ]]> |
1505 | Applying a clock, the time is displayed to the player.]]> |
1212 | </description> |
1506 | </description> |
1213 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1507 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1214 | This text may describe the item |
1508 | This text may describe the item |
1215 | </attribute> |
1509 | </attribute> |
1216 | </type> |
1510 | </type> |
… | |
… | |
1221 | A player can put (certain kinds of) items in the container. |
1515 | A player can put (certain kinds of) items in the container. |
1222 | The overall weight of items is reduced when put inside a |
1516 | The overall weight of items is reduced when put inside a |
1223 | container, depending on the settings. |
1517 | container, depending on the settings. |
1224 | <br><br> |
1518 | <br><br> |
1225 | A special feature of containers is the "cauldron", |
1519 | A special feature of containers is the "cauldron", |
1226 | capable of mixing alchemical receipes. ]]> |
1520 | capable of mixing alchemical receipes.]]> |
1227 | </description> |
1521 | </description> |
1228 | <use><![CDATA[ |
1522 | <use><![CDATA[ |
1229 | Note on chests - There are two types of chests: |
1523 | Note on chests - There are two types of chests: |
1230 | <UL> |
1524 | <UL> |
1231 | <LI> First the random treasure chests - Those are NOT containers |
1525 | <LI> First the random treasure chests - Those are NOT containers |
1232 | (but object type Treasure), they create random treasures when |
1526 | (but object type Treasure), they create random treasures when |
1233 | applied. Archetype name is "chest". |
1527 | applied. Archetype name is "chest". |
1234 | <LI> Second there are the permanent chests - Those are containers, |
1528 | <LI> Second there are the permanent chests - Those are containers, |
1235 | they can be opened and closed again. Archetype name is "chest_2". |
1529 | they can be opened and closed again. Archetype name is "chest_2". |
1236 | </UL> ]]> |
1530 | </UL>]]> |
1237 | </use> |
1531 | </use> |
1238 | <attribute arch="race" editor="container class" type="string"> |
1532 | <attribute arch="race" editor="container class" type="string"> |
1239 | If set, the container will hold only certain types of objects. |
1533 | If set, the container will hold only certain types of objects. |
1240 | Possible choices for <container class> are: "gold and jewels", |
1534 | Possible choices for <container class> are: "gold and jewels", |
1241 | "arrows" and "keys". |
1535 | "arrows" and "keys". |
… | |
… | |
1296 | <attribute arch="title" /> |
1590 | <attribute arch="title" /> |
1297 | </ignore> |
1591 | </ignore> |
1298 | <description><![CDATA[ |
1592 | <description><![CDATA[ |
1299 | Converters are like "exchange tables". When the player drops a |
1593 | Converters are like "exchange tables". When the player drops a |
1300 | specific type of items, they get converted into other items, at a |
1594 | specific type of items, they get converted into other items, at a |
1301 | predefined exchange-ratio. ]]> |
1595 | predefined exchange-ratio.]]> |
1302 | </description> |
1596 | </description> |
1303 | <use><![CDATA[ |
1597 | <use><![CDATA[ |
1304 | Converters are better than shopping with doormats, because the |
1598 | Converters are better than shopping with doormats, because the |
1305 | converters never get sold out. For some items like food or jewels |
1599 | converters never get sold out. For some items like food or jewels |
1306 | those "exchange tables" are really nice, while for the more important |
1600 | those "exchange tables" are really nice, while for the more important |
… | |
… | |
1308 | <br><br> |
1602 | <br><br> |
1309 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1603 | VERY IMPORTANT: Be careful with the exchange-ratio! When you drop |
1310 | items on a converter, the stuff you get must be of equal or lesser |
1604 | items on a converter, the stuff you get must be of equal or lesser |
1311 | value than before! (Except if you are using "rare" items like |
1605 | value than before! (Except if you are using "rare" items like |
1312 | dragonscales for payment). The code will not check if your ratio is |
1606 | dragonscales for payment). The code will not check if your ratio is |
1313 | sane, so the player could gain infinite wealth by using your converter. ]]> |
1607 | sane, so the player could gain infinite wealth by using your converter.]]> |
1314 | </use> |
1608 | </use> |
1315 | <attribute arch="no_pick" value="1" type="fixed" /> |
1609 | <attribute arch="no_pick" value="1" type="fixed" /> |
1316 | <attribute arch="slaying" editor="cost arch" type="string"> |
1610 | <attribute arch="slaying" editor="cost arch" type="string"> |
1317 | <cost arch> is the name of the archetype the player has to |
1611 | <cost arch> is the name of the archetype the player has to |
1318 | put on the converter, as payment. |
1612 | put on the converter, as payment. |
… | |
… | |
1334 | of <receive arch>. |
1628 | of <receive arch>. |
1335 | </attribute> |
1629 | </attribute> |
1336 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1630 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1337 | This text may contain a description of the converter. |
1631 | This text may contain a description of the converter. |
1338 | </attribute> |
1632 | </attribute> |
|
|
1633 | <attribute arch="precious" editor="output unpaid" type="bool"> |
|
|
1634 | If the converter has this flag set the generated items will |
|
|
1635 | be flagged as unpaid. Useful if you want to make a converter in a shop. |
|
|
1636 | (For instance for 'dragon scale' to 'dragon shield' converters in some |
|
|
1637 | armour shops.) |
|
|
1638 | </attribute> |
1339 | </type> |
1639 | </type> |
1340 | |
1640 | |
1341 | <!--####################################################################--> |
1641 | <!--####################################################################--> |
1342 | <type number="42" name="Creator"> |
1642 | <type number="42" name="Creator"> |
1343 | <ignore> |
1643 | <ignore> |
1344 | <ignore_list name="system_object" /> |
1644 | <ignore_list name="system_object" /> |
1345 | </ignore> |
1645 | </ignore> |
1346 | <description><![CDATA[ |
1646 | <description><![CDATA[ |
1347 | A creator is an object which creates another object when it |
1647 | A creator is an object which creates another object when it |
1348 | is triggered. The child object can be anything. Creators are |
1648 | is triggered. The child object can be anything. Creators are |
1349 | VERY useful for all kinds of map-mechanisms. ]]> |
1649 | VERY useful for all kinds of map-mechanisms. They can even |
|
|
1650 | periodically create things.]]> |
1350 | </description> |
1651 | </description> |
1351 | <use><![CDATA[ |
1652 | <use><![CDATA[ |
1352 | Don't hesitate to hide your creators under the floor. |
1653 | Don't hesitate to hide your creators under the floor. |
1353 | The created items will still always appear ontop of the floor. ]]> |
1654 | The created items will still always appear ontop of the floor.]]> |
1354 | </use> |
1655 | </use> |
1355 | <attribute arch="no_pick" value="1" type="fixed" /> |
1656 | <attribute arch="no_pick" value="1" type="fixed" /> |
1356 | <attribute arch="other_arch" editor="create arch" type="string"> |
1657 | <attribute arch="other_arch" editor="create arch" type="string"> |
1357 | This string defines the object that will be created. |
1658 | This string defines the object that will be created. |
1358 | You can choose any of the existing arches. |
1659 | You can choose any of the existing arches. |
1359 | This field is ignored if the creator has items in inventory. In this case |
1660 | This field is ignored if the creator has items in inventory. In this case |
1360 | one of the inventory items is duplicated. The duplicated item is randomly |
1661 | one of the inventory items is duplicated. The duplicated item is randomly |
1361 | chosen from all items present. |
1662 | chosen from all items present. |
1362 | </attribute> |
1663 | </attribute> |
1363 | <attribute arch="connected" editor="connection" type="int"> |
1664 | <attribute arch="connected" editor="connection" type="string"> |
1364 | Whenever the connection value is activated, |
1665 | Whenever the connection value is activated, |
1365 | the creator gets triggered. |
1666 | the creator gets triggered. |
1366 | </attribute> |
1667 | </attribute> |
|
|
1668 | &activate_on; |
1367 | <attribute arch="lifesave" editor="infinit uses" type="bool"> |
1669 | <attribute arch="lifesave" editor="unlimited uses" type="bool"> |
1368 | If <infinit uses> is set, the creator will work |
1670 | If <unlimited uses> is set, the creator will work |
1369 | infinitely, regardless of the value in <number of uses>. |
1671 | infinitely, regardless of the value in <number of uses>. |
|
|
1672 | </attribute> |
|
|
1673 | <attribute arch="speed" editor="speed" type="float"> |
|
|
1674 | When this field is set the creator will periodically create stuff |
|
|
1675 | (and will still do so when the connection is triggered). |
|
|
1676 | A value of 1 means roughly 8 times a second. |
1370 | </attribute> |
1677 | </attribute> |
1371 | <attribute arch="hp" editor="number of uses" type="int"> |
1678 | <attribute arch="hp" editor="number of uses" type="int"> |
1372 | The creator can be triggered <number of uses> times, thus |
1679 | The creator can be triggered <number of uses> times, thus |
1373 | creating that many objects, before it dissappears. |
1680 | creating that many objects, before it dissappears. |
1374 | Default is <number of uses> 1 (-> one-time usage). |
1681 | Default is <number of uses> 1 (-> one-time usage). |
… | |
… | |
1393 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1700 | Detectors work quite much like inv. checkers/pedestals: If the detector |
1394 | finds a specific object, it toggles its connected value. |
1701 | finds a specific object, it toggles its connected value. |
1395 | <br><br> |
1702 | <br><br> |
1396 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1703 | What is "unique" about them, compared to inv. checkers/ pedestals? |
1397 | - First, detectors check their square for a match periodically, not |
1704 | - First, detectors check their square for a match periodically, not |
|
|
1705 | instantly, so generate much higher server load |
1398 | instantly. Second, detectors check directly for object names. Third, |
1706 | Second, detectors check directly for object names. Third, |
1399 | detectors do not check the inventory of players/monsters. ]]> |
1707 | detectors do not check the inventory of players/monsters.]]> |
1400 | </description> |
1708 | </description> |
1401 | <use><![CDATA[ |
1709 | <use> |
1402 | There is one major speciality about detectors: You can detect spells |
1710 | Best avoid this type at all costs, use a pedestal instead. |
1403 | blown over a detector! To detect a lighting bolt for example, set |
|
|
1404 | "slaying ligthing" and "speed 1.0". In combination with spellcasting |
|
|
1405 | walls, this can be very useful for map-mechanisms. ]]> |
|
|
1406 | </use> |
1711 | </use> |
1407 | <attribute arch="no_pick" value="1" type="fixed" /> |
1712 | <attribute arch="no_pick" value="1" type="fixed" /> |
1408 | <attribute arch="slaying" editor="match name" type="string"> |
1713 | <attribute arch="slaying" editor="match name" type="string"> |
1409 | <match name> specifies the name of the object we are looking for. |
1714 | <match name> specifies the name of the object we are looking for. |
1410 | Actually it does also check for the <key string> in key-objects, |
1715 | Actually it does also check for the <key string> in key-objects, |
1411 | but for this case inventory checkers are often more powerful to use. |
1716 | but for this case inventory checkers are often more powerful to use. |
1412 | </attribute> |
1717 | </attribute> |
1413 | <attribute arch="connected" editor="connection" type="int"> |
1718 | <attribute arch="connected" editor="connection" type="string"> |
1414 | When the detector is triggered, all objects with the same |
1719 | When the detector is triggered, all objects with the same |
1415 | connection value get activated. |
1720 | connection value get activated. |
1416 | </attribute> |
1721 | </attribute> |
1417 | <attribute arch="speed" editor="detection speed" type="float"> |
1722 | <attribute arch="speed" editor="detection speed" type="float"> |
1418 | This value defines the time between two detector-checks. |
1723 | This value defines the time between two detector-checks. |
1419 | If you want the detector to behave almost like pedestals/buttons, |
1724 | If you want the detector to behave almost like pedestals/buttons, |
1420 | set speed rather high, like <detection speed> 1.0. |
1725 | set speed rather high, like <detection speed> 1.0. |
1421 | </attribute> |
1726 | </attribute> |
|
|
1727 | &speed_left; |
|
|
1728 | <attribute arch="speed_left" editor="speed left" type="float"> |
|
|
1729 | The speed left. This value is incremented by <speed> on every tick. |
|
|
1730 | If it is larger than 0, the detector checks, and the speed is decremented |
|
|
1731 | by 1. |
|
|
1732 | </attribute> |
|
|
1733 | </type> |
|
|
1734 | |
|
|
1735 | <!--####################################################################--> |
|
|
1736 | <type number="164" name="Map Script"> |
|
|
1737 | <ignore> |
|
|
1738 | <ignore_list name="system_object" /> |
|
|
1739 | </ignore> |
|
|
1740 | <description><![CDATA[ |
|
|
1741 | The map script object is a very special object that can react to connected |
|
|
1742 | events and executes a perl script in the msg slot. |
|
|
1743 | ]]> |
|
|
1744 | </description> |
|
|
1745 | <use><![CDATA[ |
|
|
1746 | The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions |
|
|
1747 | to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details. |
|
|
1748 | ]]> |
|
|
1749 | </use> |
|
|
1750 | <attribute arch="connected" editor="connection" type="string"> |
|
|
1751 | When the map script object is triggered, it will execute |
|
|
1752 | the perl script with the triggering object as $activator. |
|
|
1753 | </attribute> |
|
|
1754 | &activate_on; |
|
|
1755 | <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text"> |
|
|
1756 | This perl script will be executed each time the objetc is triggered. |
|
|
1757 | </attribute> |
1422 | </type> |
1758 | </type> |
1423 | |
1759 | |
1424 | <!--####################################################################--> |
1760 | <!--####################################################################--> |
1425 | <type number="112" name="Director"> |
1761 | <type number="112" name="Director"> |
1426 | <ignore> |
1762 | <ignore> |
… | |
… | |
1429 | <description><![CDATA[ |
1765 | <description><![CDATA[ |
1430 | Directors change the direction of spell objects and other projectiles |
1766 | Directors change the direction of spell objects and other projectiles |
1431 | that fly past. Unlike spinners, directors always move objects in the |
1767 | that fly past. Unlike spinners, directors always move objects in the |
1432 | same direction. It does not make a difference from what angle you |
1768 | same direction. It does not make a difference from what angle you |
1433 | shoot into it.<br> |
1769 | shoot into it.<br> |
1434 | Directors are visible per default. ]]> |
1770 | Directors are visible per default.]]> |
1435 | </description> |
1771 | </description> |
1436 | <use><![CDATA[ |
1772 | <use><![CDATA[ |
1437 | Directors are rarely used in maps. Sometimes they are placed to |
1773 | Directors are rarely used in maps. Sometimes they are placed to |
1438 | change the direction of spells coming out of magic walls, |
1774 | change the direction of spells coming out of magic walls, |
1439 | "channeling" spell-projectiles in some direction. When doing this, |
1775 | "channeling" spell-projectiles in some direction. When doing this, |
… | |
… | |
1441 | into them!</B> The spell-projectiles bouncing between the directors |
1777 | into them!</B> The spell-projectiles bouncing between the directors |
1442 | would accumulate to huge numbers and at some point slow down the |
1778 | would accumulate to huge numbers and at some point slow down the |
1443 | server by eating memory- and CPU-time. |
1779 | server by eating memory- and CPU-time. |
1444 | <br><br> |
1780 | <br><br> |
1445 | You'd better not place directors in monster vs. player combat |
1781 | You'd better not place directors in monster vs. player combat |
1446 | areas too much, because that freaks out wizard-type players. ]]> |
1782 | areas too much, because that freaks out wizard-type players.]]> |
1447 | </use> |
1783 | </use> |
1448 | <attribute arch="sp" editor="direction" type="list_direction"> |
1784 | <attribute arch="sp" editor="direction" type="list_direction"> |
1449 | Projectiles will leave the director flying in the selected <direction>. |
1785 | Projectiles will leave the director flying in the selected <direction>. |
1450 | A director with direction <none> simply stops projectiles. |
1786 | A director with direction <none> simply stops projectiles. |
1451 | (The latter works out a bit strange for some spells). |
1787 | (The latter works out a bit strange for some spells). |
1452 | </attribute> |
1788 | </attribute> |
1453 | <attribute arch="walk_on" value="1" type="fixed" /> |
1789 | &move_on; |
1454 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
1455 | </type> |
1790 | </type> |
1456 | |
1791 | |
1457 | <!--####################################################################--> |
1792 | <!--####################################################################--> |
1458 | <type number="158" name="Disease"> |
1793 | <type number="158" name="Disease"> |
1459 | <ignore> |
1794 | <ignore> |
1460 | <ignore_list name="system_object" /> |
1795 | <ignore_list name="system_object" /> |
1461 | </ignore> |
1796 | </ignore> |
1462 | <description><![CDATA[ |
1797 | <description><![CDATA[ |
1463 | Diseases are an intersting form of spellcraft in Crossfire. |
1798 | Diseases are an intersting form of spellcraft in Deliantra. |
1464 | Once casted, they can spread out and infect creatures in a large |
1799 | Once casted, they can spread out and infect creatures in a large |
1465 | area. Being infected can have various effects, from amusing farts |
1800 | area. Being infected can have various effects, from amusing farts |
1466 | to horrible damage - almost everything is possible. ]]> |
1801 | to horrible damage - almost everything is possible.]]> |
1467 | </description> |
1802 | </description> |
1468 | <use><![CDATA[ |
1803 | <use><![CDATA[ |
1469 | Diseases are extremely flexible and usable in a many ways. |
1804 | Diseases are extremely flexible and usable in a many ways. |
1470 | So far they are mostly used for causing bad, unwanted effects. |
1805 | So far they are mostly used for causing bad, unwanted effects. |
1471 | You could just as well create a disease which helps the player |
1806 | You could just as well create a disease which helps the player |
1472 | (recharging mana for example). |
1807 | (recharging mana for example). |
1473 | Infection with a "positive disease" could even be a quest reward. ]]> |
1808 | Infection with a "positive disease" could even be a quest reward.]]> |
1474 | </use> |
1809 | </use> |
1475 | <attribute arch="invisible" value="1" type="fixed" /> |
1810 | <attribute arch="invisible" value="1" type="fixed" /> |
1476 | <attribute arch="level" editor="plaque level" type="int"> |
1811 | <attribute arch="level" editor="plaque level" type="int"> |
1477 | The <plaque level> is proportional to the disease's deadliness. |
1812 | The <plaque level> is proportional to the disease's deadliness. |
1478 | This mainly reflects in the <damage>. It has no effect on |
1813 | This mainly reflects in the <damage>. It has no effect on |
… | |
… | |
1527 | </attribute> |
1862 | </attribute> |
1528 | <attribute arch="speed" editor="moving speed" type="float"> |
1863 | <attribute arch="speed" editor="moving speed" type="float"> |
1529 | The <speed> of the disease determines how fast the disease will |
1864 | The <speed> of the disease determines how fast the disease will |
1530 | "move", thus how fast the symptoms strike the host. |
1865 | "move", thus how fast the symptoms strike the host. |
1531 | </attribute> |
1866 | </attribute> |
|
|
1867 | &speed_left; |
1532 | </section> |
1868 | </section> |
1533 | <section name="symptoms"> |
1869 | <section name="symptoms"> |
1534 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1870 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
1535 | The disease will attack the host with the given <attacktype>. |
1871 | The disease will attack the host with the given <attacktype>. |
1536 | Godpower attacktype is commonly used for "unresistable" diseases. |
1872 | Godpower attacktype is commonly used for "unresistable" diseases. |
… | |
… | |
1622 | </ignore> |
1958 | </ignore> |
1623 | <description><![CDATA[ |
1959 | <description><![CDATA[ |
1624 | A door can be opened with a normal key. It also can be broken by attacking |
1960 | A door can be opened with a normal key. It also can be broken by attacking |
1625 | it, and it can be defeated with the lockpicking skill. If a door is |
1961 | it, and it can be defeated with the lockpicking skill. If a door is |
1626 | defeated, horizontally and vertically adjacent doors are automatically |
1962 | defeated, horizontally and vertically adjacent doors are automatically |
1627 | removed. ]]> |
1963 | removed.]]> |
1628 | </description> |
1964 | </description> |
1629 | <attribute arch="no_pick" value="1" type="fixed" /> |
1965 | <attribute arch="no_pick" value="1" type="fixed" /> |
1630 | <attribute arch="alive" value="1" type="fixed" /> |
1966 | <attribute arch="alive" value="1" type="fixed" /> |
1631 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
1967 | &movement_types_terrain; |
1632 | If set, a player must defeat the door to enter. |
|
|
1633 | </attribute> |
|
|
1634 | <attribute arch="hp" editor="hitpoints" type="int"> |
1968 | <attribute arch="hp" editor="hitpoints" type="int"> |
1635 | The more <hitpoints> the door has, the longer it takes to be broken. |
1969 | The more <hitpoints> the door has, the longer it takes to be broken. |
1636 | </attribute> |
1970 | </attribute> |
1637 | <attribute arch="ac" editor="armour class" type="int"> |
1971 | <attribute arch="ac" editor="armour class" type="int"> |
1638 | Doors of high <armour class> are less likely to get hit. |
1972 | Doors of high <armour class> are less likely to get hit. |
… | |
… | |
1643 | This string defines the object that will be created when the door was |
1977 | This string defines the object that will be created when the door was |
1644 | defeated. |
1978 | defeated. |
1645 | </attribute> |
1979 | </attribute> |
1646 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1980 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
1647 | This entry determines what kind of traps will appear in the door. |
1981 | This entry determines what kind of traps will appear in the door. |
|
|
1982 | </attribute> |
|
|
1983 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
1984 | Set this flag to move treasure items created into the environment (map) |
|
|
1985 | instead of putting them into the object. |
1648 | </attribute> |
1986 | </attribute> |
1649 | </type> |
1987 | </type> |
1650 | |
1988 | |
1651 | <!--####################################################################--> |
1989 | <!--####################################################################--> |
1652 | <type number="83" name="Duplicator"> |
1990 | <type number="83" name="Duplicator"> |
… | |
… | |
1657 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1995 | When activated, a duplicator can duplicate, multiply or destroy a pile of |
1658 | objects which lies somewhere on top of the duplicator. |
1996 | objects which lies somewhere on top of the duplicator. |
1659 | The duplicator has one arch name specified as <target arch>, |
1997 | The duplicator has one arch name specified as <target arch>, |
1660 | and only objects of this archetype can be affected.<br> |
1998 | and only objects of this archetype can be affected.<br> |
1661 | It will multiply the number of items in the pile, by the <multiply factor>. |
1999 | It will multiply the number of items in the pile, by the <multiply factor>. |
1662 | If the latter is set to zero, it will destroy objects. ]]> |
2000 | If the latter is set to zero, it will destroy objects.]]> |
1663 | </description> |
2001 | </description> |
1664 | <use><![CDATA[ |
2002 | <use><![CDATA[ |
1665 | I hope it is clear that one must be very cautious when inserting a duplicator |
2003 | I hope it is clear that one must be very cautious when inserting a duplicator |
1666 | anywhere with <multiply factor> greater than one. |
2004 | anywhere with <multiply factor> greater than one. |
1667 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
2005 | It is designed to be used for betting mechanisms only (bet -> win/loose). |
1668 | It is <b>not acceptable</b> to allow duplication of anything other than |
2006 | It is <b>not acceptable</b> to allow duplication of anything other than |
1669 | coins, gold and jewels. Besides, it is very important that the chance to |
2007 | coins, gold and jewels. Besides, it is very important that the chance to |
1670 | loose the input matches the chance to earn winnings.<br> |
2008 | loose the input matches the chance to earn winnings.<br> |
1671 | A duplicator with <multiply factor> 3 for example should have a |
2009 | A duplicator with <multiply factor> 3 for example should have a |
1672 | loosing rate of 2/3 = 67%. ]]> |
2010 | loosing rate of 2/3 = 67%.]]> |
1673 | </use> |
2011 | </use> |
1674 | <attribute arch="other_arch" editor="target arch" type="string"> |
2012 | <attribute arch="other_arch" editor="target arch" type="string"> |
1675 | Only objects of matching archtype, lying ontop of the dublicator will be |
2013 | Only objects of matching archtype, lying ontop of the duplicator will be |
1676 | dublicated, multiplied or removed. All other objects will be ignored. |
2014 | duplicated, multiplied or removed. All other objects will be ignored. |
1677 | </attribute> |
2015 | </attribute> |
1678 | <attribute arch="level" editor="multiply factor" type="int"> |
2016 | <attribute arch="level" editor="multiply factor" type="int"> |
1679 | The number of items in the target pile will be multiplied by the |
2017 | The number of items in the target pile will be multiplied by the |
1680 | <multiply factor>. If it is set to zero, all target objects |
2018 | <multiply factor>. If it is set to zero, all target objects |
1681 | will be destroyed. |
2019 | will be destroyed. |
1682 | </attribute> |
2020 | </attribute> |
1683 | <attribute arch="connected" editor="connection" type="int"> |
2021 | <attribute arch="connected" editor="connection" type="string"> |
1684 | An activator (lever, altar, button, etc) with matching connection value |
2022 | An activator (lever, altar, button, etc) with matching connection value |
1685 | is able to trigger this duplicator. Be very careful that players cannot |
2023 | 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! |
2024 | abuse it to create endless amounts of money or other valuable stuff! |
1687 | </attribute> |
2025 | </attribute> |
|
|
2026 | &activate_on; |
1688 | </type> |
2027 | </type> |
1689 | |
2028 | |
1690 | <!--####################################################################--> |
2029 | <!--####################################################################--> |
1691 | <type number="66" name="Exit"> |
2030 | <type number="66" name="Exit"> |
1692 | <ignore> |
2031 | <ignore> |
… | |
… | |
1694 | </ignore> |
2033 | </ignore> |
1695 | <description><![CDATA[ |
2034 | <description><![CDATA[ |
1696 | When the player applies an exit, he is transferred to a different location. |
2035 | When the player applies an exit, he is transferred to a different location. |
1697 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
2036 | (Monsters cannot use exits.) Depending on how it is set, the player applies |
1698 | the exit just by walking into it, or by pressing <a>pply when standing on |
2037 | the exit just by walking into it, or by pressing <a>pply when standing on |
1699 | the exit. ]]> |
2038 | the exit. ]]> |
1700 | </description> |
2039 | </description> |
1701 | <use><![CDATA[ |
2040 | <use><![CDATA[ |
1702 | If you want to have an invisible exit, set <invisible> (, of course |
2041 | If you want to have an invisible exit, set <invisible> (, of course |
1703 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
2042 | <apply by walking>), and put it *under* the floor. Otherwise it could be |
1704 | detected with the show_invisible spell. |
2043 | detected with the show_invisible spell. |
1705 | <br><br> |
2044 | <br><br> |
1706 | You can be quite creative with the outlook of secret exits (their "face"). |
2045 | You can be quite creative with the outlook of secret exits (their "face"). |
1707 | Don't forget to give the player relyable hints about them though. ]]> |
2046 | Don't forget to give the player relyable hints about them though.]]> |
1708 | </use> |
2047 | </use> |
1709 | <attribute arch="slaying" editor="exit path" type="string"> |
2048 | <attribute arch="slaying" editor="exit path" type="string"> |
1710 | The exit path defines the map that the player is transferred to. |
2049 | The exit path defines the map that the player is transferred to. |
1711 | You can enter an absolute path, beginning with '/' (for example |
2050 | You can enter an absolute path, beginning with '/' (for example |
1712 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
2051 | "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning |
… | |
… | |
1732 | If both are set to zero, the player will be transferred to the "default |
2071 | 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- |
2072 | 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. |
2073 | properties as "Enter X/Y". Though, please DO NOT use that. |
1735 | It turned out to be a source for numerous map-bugs. |
2074 | It turned out to be a source for numerous map-bugs. |
1736 | </attribute> |
2075 | </attribute> |
1737 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
2076 | &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"> |
2077 | <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. |
2078 | 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 |
2079 | 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 |
2080 | dark cave you hear the sound of rustling dragonscales...". Well, my english |
1750 | is poor, but you get the point. =) |
2081 | is poor, but you get the point. =) |
1751 | </attribute> |
2082 | </attribute> |
1752 | <attribute arch="unique" editor="unique destination" type="bool"> |
2083 | <attribute arch="damned" editor="set savebed" type="bool"> |
1753 | This flag defines the destined map as "personal unique map". If set, |
2084 | If set, then players using this exit will have their savebed position |
1754 | there will be a seperate version of that map for every player out there. |
2085 | set to the destination of the exit when passing through. |
1755 | This feature is used for the permanent apartments |
|
|
1756 | (in Scorn/Nuernberg/Caterham...). It should not be used for anything else |
|
|
1757 | than apartments, since Crossfire is a *multi*player game. In such a permanent |
|
|
1758 | apartment don't forget to set the unique-flag for all floor tiles too |
|
|
1759 | (see floors). |
|
|
1760 | An exit pointing outside of a personal unique map must have the |
|
|
1761 | "unique destination"-flag unset. |
|
|
1762 | </attribute> |
2086 | </attribute> |
1763 | </type> |
2087 | </type> |
1764 | |
2088 | |
1765 | <!--####################################################################--> |
2089 | <!--####################################################################--> |
1766 | <type number="72" name="Flesh"> |
2090 | <type number="72" name="Flesh"> |
1767 | <description><![CDATA[ |
2091 | <description><![CDATA[ |
1768 | Just like with food, the player can fill his stomache and gain a |
2092 | Just like with food, the player can fill his stomache and gain a |
1769 | little health by eating flesh-objects. <br> |
2093 | little health by eating flesh-objects. <br> |
1770 | For dragon players, flesh plays a very special role though: If the |
2094 | 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 |
2095 | 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>. |
2096 | 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 |
2097 | Don't forget that flesh items with resistances have to be balanced |
1774 | according to map/monster difficulty. ]]> |
2098 | according to map/monster difficulty.]]> |
1775 | </description> |
2099 | </description> |
1776 | <use><![CDATA[ |
2100 | <use><![CDATA[ |
1777 | For dragon players, flesh items can be highly valuable. Note that many |
2101 | For dragon players, flesh items can be highly valuable. Note that many |
1778 | standard monsters carry flesh items from their <treasurelist>. |
2102 | standard monsters carry flesh items from their <treasurelist>. |
1779 | These flesh items "inherit" resistances and level from the monster they belong to. |
2103 | These flesh items "inherit" resistances and level from the monster they belong to. |
… | |
… | |
1781 | not the case - so you have to set it manually. |
2105 | not the case - so you have to set it manually. |
1782 | <br><br> |
2106 | <br><br> |
1783 | Generally adding special flesh-treaties for dragon players is a great thing |
2107 | Generally adding special flesh-treaties for dragon players is a great thing |
1784 | to do. Always consider that dragon players might really not be interested |
2108 | to do. Always consider that dragon players might really not be interested |
1785 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
2109 | in that special piece of weapon or armour, so don't let the dragon-fellows miss |
1786 | out on the reward completely. ]]> |
2110 | out on the reward completely.]]> |
1787 | </use> |
2111 | </use> |
1788 | <attribute arch="food" editor="foodpoints" type="int"> |
2112 | <attribute arch="food" editor="foodpoints" type="int"> |
1789 | The player's stomache will get filled with this amount of foodpoints. |
2113 | The player's stomache will get filled with this amount of foodpoints. |
1790 | The player's health will increase by <foodpoints>/50 hp. |
2114 | The player's health will increase by <foodpoints>/50 hp. |
1791 | </attribute> |
2115 | </attribute> |
… | |
… | |
1798 | </attribute> |
2122 | </attribute> |
1799 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2123 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
1800 | A godgiven item vanishes as soon as the player |
2124 | A godgiven item vanishes as soon as the player |
1801 | drops it to the ground. |
2125 | drops it to the ground. |
1802 | </attribute> |
2126 | </attribute> |
1803 | <section name="resistance"> |
2127 | &resistances_flesh_section; |
1804 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
1805 | Resistances on flesh items make them more durable against spellcraft |
|
|
1806 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1807 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1808 | items in a monster's inventory. |
|
|
1809 | </attribute> |
|
|
1810 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
1811 | Resistances on flesh items make them more durable against spellcraft |
|
|
1812 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1813 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1814 | items in a monster's inventory. |
|
|
1815 | </attribute> |
|
|
1816 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
1817 | Resistances on flesh items make them more durable against spellcraft |
|
|
1818 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1819 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1820 | items in a monster's inventory. |
|
|
1821 | </attribute> |
|
|
1822 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
1823 | Resistances on flesh items make them more durable against spellcraft |
|
|
1824 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1825 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1826 | items in a monster's inventory. |
|
|
1827 | </attribute> |
|
|
1828 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
1829 | Resistances on flesh items make them more durable against spellcraft |
|
|
1830 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1831 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1832 | items in a monster's inventory. |
|
|
1833 | </attribute> |
|
|
1834 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
1835 | Resistances on flesh items make them more durable against spellcraft |
|
|
1836 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1837 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1838 | items in a monster's inventory. |
|
|
1839 | </attribute> |
|
|
1840 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
1841 | Resistances on flesh items make them more durable against spellcraft |
|
|
1842 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1843 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1844 | items in a monster's inventory. |
|
|
1845 | </attribute> |
|
|
1846 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
1847 | Resistances on flesh items make them more durable against spellcraft |
|
|
1848 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1849 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1850 | items in a monster's inventory. |
|
|
1851 | </attribute> |
|
|
1852 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
1853 | Resistances on flesh items make them more durable against spellcraft |
|
|
1854 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1855 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1856 | items in a monster's inventory. |
|
|
1857 | </attribute> |
|
|
1858 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
1859 | Resistances on flesh items make them more durable against spellcraft |
|
|
1860 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1861 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1862 | items in a monster's inventory. |
|
|
1863 | </attribute> |
|
|
1864 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
1865 | Resistances on flesh items make them more durable against spellcraft |
|
|
1866 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1867 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1868 | items in a monster's inventory. |
|
|
1869 | </attribute> |
|
|
1870 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
1871 | Resistances on flesh items make them more durable against spellcraft |
|
|
1872 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1873 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1874 | items in a monster's inventory. |
|
|
1875 | </attribute> |
|
|
1876 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
1877 | Resistances on flesh items make them more durable against spellcraft |
|
|
1878 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1879 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1880 | items in a monster's inventory. |
|
|
1881 | </attribute> |
|
|
1882 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
1883 | Resistances on flesh items make them more durable against spellcraft |
|
|
1884 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1885 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1886 | items in a monster's inventory. |
|
|
1887 | </attribute> |
|
|
1888 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
1889 | Resistances on flesh items make them more durable against spellcraft |
|
|
1890 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1891 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1892 | items in a monster's inventory. |
|
|
1893 | </attribute> |
|
|
1894 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
1895 | RResistances on flesh items make them more durable against spellcraft |
|
|
1896 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1897 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1898 | items in a monster's inventory. |
|
|
1899 | </attribute> |
|
|
1900 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
1901 | Resistances on flesh items make them more durable against spellcraft |
|
|
1902 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1903 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1904 | items in a monster's inventory. |
|
|
1905 | </attribute> |
|
|
1906 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
1907 | Resistances on flesh items make them more durable against spellcraft |
|
|
1908 | of the appropriate kind. It also allows dragon players to eventually gain |
|
|
1909 | resistance by eating it. Usually resistance should only be set for flesh |
|
|
1910 | items in a monster's inventory. |
|
|
1911 | </attribute> |
|
|
1912 | </section> |
|
|
1913 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2128 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1914 | This text may describe the item. |
2129 | This text may describe the item. |
1915 | </attribute> |
2130 | </attribute> |
1916 | </type> |
2131 | </type> |
1917 | |
2132 | |
… | |
… | |
1924 | <ignore> |
2139 | <ignore> |
1925 | <ignore_list name="non_pickable" /> |
2140 | <ignore_list name="non_pickable" /> |
1926 | </ignore> |
2141 | </ignore> |
1927 | <description><![CDATA[ |
2142 | <description><![CDATA[ |
1928 | Floor is a very basic thing whithout too much |
2143 | Floor is a very basic thing whithout too much |
1929 | functionality. It's a floor - you stand on it. ]]> |
2144 | functionality. It's a floor - you stand on it.]]> |
1930 | </description> |
2145 | </description> |
1931 | <attribute arch="is_floor" value="1" type="fixed" /> |
2146 | <attribute arch="is_floor" value="1" type="fixed" /> |
1932 | <attribute arch="no_pick" value="1" type="fixed" /> |
2147 | <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"> |
2148 | <section name="terrain"> |
1937 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2149 | &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"> |
2150 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
1947 | This flag indicates this spot contains wood or high grass. |
2151 | This flag indicates this spot contains wood or high grass. |
1948 | Players with activated woodsman skill can move faster here. |
2152 | Players with activated woodsman skill can move faster here. |
1949 | </attribute> |
2153 | </attribute> |
1950 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2154 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
1960 | If enabled, it is impossible for players to use prayers |
2164 | If enabled, it is impossible for players to use prayers |
1961 | on that spot. It also prevents players from saving. |
2165 | on that spot. It also prevents players from saving. |
1962 | </attribute> |
2166 | </attribute> |
1963 | <attribute arch="unique" editor="unique map" type="bool"> |
2167 | <attribute arch="unique" editor="unique map" type="bool"> |
1964 | Unique floor means that any items dropped on that spot |
2168 | Unique floor means that any items dropped on that spot |
1965 | will be saved byond map reset. For permanent apartments, |
2169 | will be saved beyond map reset. For permanent apartments, |
1966 | all floor tiles must be set <unique map>. |
2170 | all floor tiles must be set <unique map>. |
1967 | </attribute> |
2171 | </attribute> |
1968 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2172 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
1969 | This text may describe the object. |
2173 | This text may describe the object. |
1970 | </attribute> |
2174 | </attribute> |
… | |
… | |
1979 | Encounter-Floor is pretty much the same as normal floor. |
2183 | Encounter-Floor is pretty much the same as normal floor. |
1980 | Most outdoor floor/ground-arches are set to be "encounters". |
2184 | Most outdoor floor/ground-arches are set to be "encounters". |
1981 | That is kind of a relict from former code: When walking over |
2185 | That is kind of a relict from former code: When walking over |
1982 | encounter-floor, players sometimes got beamed to little maps |
2186 | encounter-floor, players sometimes got beamed to little maps |
1983 | with monsters on them. Nowadays this feature is disabled - |
2187 | with monsters on them. Nowadays this feature is disabled - |
1984 | Hence encounter floor is not different from normal floor. ]]> |
2188 | Hence encounter floor is not different from normal floor.]]> |
1985 | </description> |
2189 | </description> |
1986 | <attribute arch="is_floor" value="1" type="fixed" /> |
2190 | <attribute arch="is_floor" value="1" type="fixed" /> |
1987 | <attribute arch="no_pick" value="1" type="fixed" /> |
2191 | <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"> |
2192 | <section name="terrain"> |
1992 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2193 | &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"> |
2194 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2002 | This flag indicates this spot contains wood or high grass. |
2195 | This flag indicates this spot contains wood or high grass. |
2003 | Players with activated woodsman skill can move faster here. |
2196 | Players with activated woodsman skill can move faster here. |
2004 | </attribute> |
2197 | </attribute> |
2005 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2198 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2015 | If enabled, it is impossible for players to use prayers |
2208 | If enabled, it is impossible for players to use prayers |
2016 | on that spot. It also prevents players from saving. |
2209 | on that spot. It also prevents players from saving. |
2017 | </attribute> |
2210 | </attribute> |
2018 | <attribute arch="unique" editor="unique map" type="bool"> |
2211 | <attribute arch="unique" editor="unique map" type="bool"> |
2019 | Unique floor means that any items dropped on that spot |
2212 | Unique floor means that any items dropped on that spot |
2020 | will be saved byond map reset. For permanent apartments, |
2213 | will be saved beyond map reset. For permanent apartments, |
2021 | all floor tiles must be set <unique map>. |
2214 | all floor tiles must be set <unique map>. |
2022 | </attribute> |
2215 | </attribute> |
2023 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2216 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2024 | This text may describe the object. |
2217 | This text may describe the object. |
2025 | </attribute> |
2218 | </attribute> |
… | |
… | |
2027 | |
2220 | |
2028 | <!--####################################################################--> |
2221 | <!--####################################################################--> |
2029 | <type number="6" name="Food"> |
2222 | <type number="6" name="Food"> |
2030 | <description><![CDATA[ |
2223 | <description><![CDATA[ |
2031 | By eating/drinking food-objects, the player can fill his |
2224 | By eating/drinking food-objects, the player can fill his |
2032 | stomache and gain a little health. ]]> |
2225 | stomache and gain a little health.]]> |
2033 | </description> |
2226 | </description> |
2034 | <attribute arch="food" editor="foodpoints" type="int"> |
2227 | <attribute arch="food" editor="foodpoints" type="int"> |
2035 | The player's stomache will get filled with this amount of foodpoints. |
2228 | The player's stomache will get filled with this amount of foodpoints. |
2036 | The player's health will increase by <foodpoints>/50 hp. |
2229 | The player's health will increase by <foodpoints>/50 hp. |
2037 | </attribute> |
2230 | </attribute> |
… | |
… | |
2045 | <type number="91" name="Gate"> |
2238 | <type number="91" name="Gate"> |
2046 | <ignore> |
2239 | <ignore> |
2047 | <ignore_list name="non_pickable" /> |
2240 | <ignore_list name="non_pickable" /> |
2048 | </ignore> |
2241 | </ignore> |
2049 | <description><![CDATA[ |
2242 | <description><![CDATA[ |
2050 | Gates play an important role in Crossfire. Gates can be opened |
2243 | Gates play an important role in Deliantra. Gates can be opened |
2051 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2244 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
2052 | or carrying special key-objects (-> inventory checker). |
2245 | or carrying special key-objects (-> inventory checker). |
2053 | Unlike locked doors, gates can get shut again after a player has |
2246 | Unlike locked doors, gates can get shut again after a player has |
2054 | passed, which makes them more practical in many cases. ]]> |
2247 | passed, which makes them more practical in many cases.]]> |
2055 | </description> |
2248 | </description> |
2056 | <use><![CDATA[ |
2249 | <use><![CDATA[ |
2057 | Use gates to divide your maps into seperated areas. After solving |
2250 | 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 |
2251 | area A, the player gains access to area B, and so on. Make your |
2059 | maps more complex than "one-way". ]]> |
2252 | maps more complex than "one-way".]]> |
2060 | </use> |
2253 | </use> |
2061 | <attribute arch="no_pick" value="1" type="fixed" /> |
2254 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
2255 | <attribute arch="speed" value="1" type="float"> |
|
|
2256 | The speed of the gate affects how fast it is closing/opening. |
|
|
2257 | </attribute> |
2062 | <attribute arch="connected" editor="connection" type="int"> |
2258 | <attribute arch="connected" editor="connection" type="string"> |
2063 | Whenever the inventory checker is triggered, all objects with identical |
2259 | Whenever the inventory checker is triggered, all objects with identical |
2064 | <connection> value get activated. This only makes sense together with |
2260 | <connection> value get activated. This only makes sense together with |
2065 | <blocking passage> disabled. |
2261 | <blocking passage> disabled. |
2066 | </attribute> |
2262 | </attribute> |
2067 | <attribute arch="wc" editor="position state" type="int"> |
2263 | <attribute arch="wc" editor="position state" type="int"> |
2068 | The <position state> defines the position of the gate: |
2264 | The <position state> defines the position of the gate: |
2069 | Zero means completely open/down, the "number of animation-steps" (usually |
2265 | 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 |
2266 | about 6 or 7) means completely closed/up state. I suggest you don't |
2071 | mess with this value - Leave the default in place. |
2267 | mess with this value - Leave the default in place. |
2072 | </attribute> |
2268 | </attribute> |
2073 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2269 | &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"> |
2270 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2078 | Restricting the use of spells to pass this gate. This has |
2271 | Restricting the use of spells to pass this gate. This has |
2079 | an effect only if <block view> is disabled. |
2272 | an effect only if <block view> is disabled. |
2080 | </attribute> |
2273 | </attribute> |
2081 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
2274 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
2088 | <type number="113" name="Girdle"> |
2281 | <type number="113" name="Girdle"> |
2089 | <import_type name="Amulet" /> |
2282 | <import_type name="Amulet" /> |
2090 | <description><![CDATA[ |
2283 | <description><![CDATA[ |
2091 | Wearing a girdle, the object's stats will directly be inherited to |
2284 | Wearing a girdle, the object's stats will directly be inherited to |
2092 | the player. Girdles usually provide stats- or damage bonuses and no |
2285 | the player. Girdles usually provide stats- or damage bonuses and no |
2093 | defense. ]]> |
2286 | defense.]]> |
2094 | </description> |
2287 | </description> |
2095 | <use><![CDATA[ |
2288 | <use><![CDATA[ |
2096 | Feel free to create your own special artifacts. However, it is very |
2289 | Feel free to create your own special artifacts. However, it is very |
2097 | important that you keep your artifact in balance with existing maps. ]]> |
2290 | important that you keep your artifact in balance with existing maps.]]> |
2098 | </use> |
2291 | </use> |
2099 | <attribute arch="magic" editor="magic bonus" type="int"> |
2292 | <attribute arch="magic" editor="magic bonus" type="int"> |
2100 | <magic bonus> works just like ac, except that it can be improved by |
2293 | <magic bonus> works just like ac, except that it can be improved by |
2101 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2294 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2102 | than direct armour-class bonus on the helmet. |
2295 | than direct armour-class bonus on the helmet. |
… | |
… | |
2110 | <!--####################################################################--> |
2303 | <!--####################################################################--> |
2111 | <type number="100" name="Gloves"> |
2304 | <type number="100" name="Gloves"> |
2112 | <import_type name="Amulet" /> |
2305 | <import_type name="Amulet" /> |
2113 | <description><![CDATA[ |
2306 | <description><![CDATA[ |
2114 | Wearing gloves, the object's stats will directly be inherited to |
2307 | Wearing gloves, the object's stats will directly be inherited to |
2115 | the player. Gloves can add defense or damage bonuses. ]]> |
2308 | the player. Gloves can add defense or damage bonuses.]]> |
2116 | </description> |
2309 | </description> |
2117 | <use><![CDATA[ |
2310 | <use><![CDATA[ |
2118 | Feel free to create your own special artifacts. However, it is very |
2311 | Feel free to create your own special artifacts. However, it is very |
2119 | important that you keep your artifact in balance with existing maps. ]]> |
2312 | important that you keep your artifact in balance with existing maps.]]> |
2120 | </use> |
2313 | </use> |
2121 | <attribute arch="magic" editor="magic bonus" type="int"> |
2314 | <attribute arch="magic" editor="magic bonus" type="int"> |
2122 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2315 | If the gloves provide <armour class>, <magic bonus> will increase it. |
2123 | If the gloves have <weapon class> instead, then <magic bonus> |
2316 | If the gloves have <weapon class> instead, then <magic bonus> |
2124 | will increase that. |
2317 | will increase that. |
… | |
… | |
2130 | <ignore> |
2323 | <ignore> |
2131 | <ignore_list name="non_pickable" /> |
2324 | <ignore_list name="non_pickable" /> |
2132 | </ignore> |
2325 | </ignore> |
2133 | <description><![CDATA[ |
2326 | <description><![CDATA[ |
2134 | A handle can be applied by players and (certain) monsters. |
2327 | A handle can be applied by players and (certain) monsters. |
2135 | Every time it is applied, the <connection> value is triggered. ]]> |
2328 | Every time it is applied, the <connection> value is triggered.]]> |
2136 | </description> |
2329 | </description> |
2137 | <use><![CDATA[ |
2330 | <use><![CDATA[ |
2138 | Handles are commonly used to move gates. When placing your lever, |
2331 | Handles are commonly used to move gates. When placing your lever, |
2139 | don't forget that some monsters are able to apply it. |
2332 | don't forget that some monsters are able to apply it. |
2140 | The ability to apply levers is rare among monsters - |
2333 | The ability to apply levers is rare among monsters - |
2141 | but vampires can do it for example. ]]> |
2334 | but vampires can do it for example.]]> |
2142 | </use> |
2335 | </use> |
2143 | <attribute arch="no_pick" value="1" type="fixed" /> |
2336 | <attribute arch="no_pick" value="1" type="fixed" /> |
2144 | <attribute arch="connected" editor="connection" type="int"> |
2337 | <attribute arch="connected" editor="connection" type="string"> |
2145 | Every time the handle is applied, all objects |
2338 | Every time the handle is applied, all objects |
2146 | with the same <connection> value are activated. |
2339 | with the same <connection> value are activated. |
2147 | </attribute> |
2340 | </attribute> |
2148 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2341 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2149 | This text may describe the item. You can use this |
2342 | This text may describe the item. You can use this |
… | |
… | |
2158 | <ignore_list name="non_pickable" /> |
2351 | <ignore_list name="non_pickable" /> |
2159 | </ignore> |
2352 | </ignore> |
2160 | <description><![CDATA[ |
2353 | <description><![CDATA[ |
2161 | Handle triggers are handles which reset after a short period |
2354 | Handle triggers are handles which reset after a short period |
2162 | of time. Every time it is either applied or reset, the |
2355 | of time. Every time it is either applied or reset, the |
2163 | <connection> value is triggered. ]]> |
2356 | <connection> value is triggered.]]> |
2164 | </description> |
2357 | </description> |
2165 | <use><![CDATA[ |
2358 | <use><![CDATA[ |
2166 | When you connect an ordinary handle to a gate, the gate normally remains |
2359 | When you connect an ordinary handle to a gate, the gate normally remains |
2167 | opened after the first player passed. If you want to keep the gate shut, |
2360 | opened after the first player passed. If you want to keep the gate shut, |
2168 | connecting it to a handle trigger is an easy solution. ]]> |
2361 | connecting it to a handle trigger is an easy solution. ]]> |
2169 | </use> |
2362 | </use> |
2170 | </type> |
2363 | </type> |
2171 | |
2364 | |
2172 | <!--####################################################################--> |
2365 | <!--####################################################################--> |
2173 | <type number="88" name="Hazard Floor"> |
2366 | <type number="88" name="Hazard Floor"> |
… | |
… | |
2178 | <ignore_list name="non_pickable" /> |
2371 | <ignore_list name="non_pickable" /> |
2179 | </ignore> |
2372 | </ignore> |
2180 | <description><![CDATA[ |
2373 | <description><![CDATA[ |
2181 | The best example for Hazard Floor is lava. It works like standard |
2374 | The best example for Hazard Floor is lava. It works like standard |
2182 | floor, but damages all creatures standing on it. |
2375 | floor, but damages all creatures standing on it. |
2183 | Damage is taken in regular time intervals. ]]> |
2376 | Damage is taken in regular time intervals.]]> |
2184 | </description> |
2377 | </description> |
2185 | <use><![CDATA[ |
2378 | <use><![CDATA[ |
2186 | The default lava for example does minor damage. But you can turn |
2379 | The default lava for example does minor damage. But you can turn |
2187 | it up so that your hazard floor poses a real threat.<br> |
2380 | it up so that your hazard floor poses a real threat.<br> |
2188 | Like magic walls, such floors add a permanent thrill to your map. |
2381 | Like magic walls, such floors add a permanent thrill to your map. |
2189 | You can use that to safely chase off too-weak players, or just |
2382 | You can use that to safely chase off too-weak players, or just |
2190 | to have something different. ]]> |
2383 | to have something different.]]> |
2191 | </use> |
2384 | </use> |
2192 | <attribute arch="is_floor" value="1" type="fixed" /> |
2385 | <attribute arch="is_floor" value="1" type="fixed" /> |
2193 | <attribute arch="lifesave" value="1" type="fixed" /> |
2386 | <attribute arch="lifesave" value="1" type="fixed" /> |
2194 | <attribute arch="walk_on" value="1" type="fixed" /> |
2387 | &move_on; |
2195 | <attribute arch="no_pick" value="1" type="fixed" /> |
2388 | <attribute arch="no_pick" value="1" type="fixed" /> |
2196 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2389 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2197 | This attribute specifys the attacktypes that this floor uses to |
2390 | This attribute specifys the attacktypes that this floor uses to |
2198 | damage it's victims. Attacktypes are: physical, fire, cold.. etc. |
2391 | 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. |
2392 | 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. |
2407 | 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 |
2408 | But in fact, it does not seem to have an effect. Set any non-zero |
2216 | value to be on the safe side. |
2409 | value to be on the safe side. |
2217 | </attribute> |
2410 | </attribute> |
2218 | <section name="terrain"> |
2411 | <section name="terrain"> |
2219 | <attribute arch="slow_move" editor="slow movement" type="int"> |
2412 | &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"> |
2413 | <attribute arch="is_wooded" editor="wooded terrain" type="bool"> |
2229 | This flag indicates this spot contains wood or high grass. |
2414 | This flag indicates this spot contains wood or high grass. |
2230 | Players with activated woodsman skill can move faster here. |
2415 | Players with activated woodsman skill can move faster here. |
2231 | </attribute> |
2416 | </attribute> |
2232 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
2417 | <attribute arch="is_hilly" editor="hilly terrain" type="bool"> |
… | |
… | |
2242 | If enabled, it is impossible for players to use prayers |
2427 | If enabled, it is impossible for players to use prayers |
2243 | on that spot. It also prevents players from saving. |
2428 | on that spot. It also prevents players from saving. |
2244 | </attribute> |
2429 | </attribute> |
2245 | <attribute arch="unique" editor="unique map" type="bool"> |
2430 | <attribute arch="unique" editor="unique map" type="bool"> |
2246 | Unique floor means that any items dropped on that spot |
2431 | Unique floor means that any items dropped on that spot |
2247 | will be saved byond map reset. For permanent apartments, |
2432 | will be saved beyond map reset. For permanent apartments, |
2248 | all floor tiles must be set <unique map>. |
2433 | all floor tiles must be set <unique map>. |
2249 | </attribute> |
2434 | </attribute> |
2250 | </type> |
2435 | </type> |
2251 | |
2436 | |
2252 | <!--####################################################################--> |
2437 | <!--####################################################################--> |
… | |
… | |
2254 | <import_type name="Amulet" /> |
2439 | <import_type name="Amulet" /> |
2255 | <description><![CDATA[ |
2440 | <description><![CDATA[ |
2256 | Wearing a helmet, the object's stats will directly be inherited to |
2441 | Wearing a helmet, the object's stats will directly be inherited to |
2257 | the player. Normal helmets usually increase defense, while crowns |
2442 | the player. Normal helmets usually increase defense, while crowns |
2258 | add more special bonuses like stats/resistances paired with |
2443 | add more special bonuses like stats/resistances paired with |
2259 | low defense. ]]> |
2444 | low defense.]]> |
2260 | </description> |
2445 | </description> |
2261 | <use><![CDATA[ |
2446 | <use><![CDATA[ |
2262 | Feel free to create your own special artifacts. However, it is very |
2447 | Feel free to create your own special artifacts. However, it is very |
2263 | important that you keep your artifact in balance with existing maps. ]]> |
2448 | important that you keep your artifact in balance with existing maps.]]> |
2264 | </use> |
2449 | </use> |
2265 | <attribute arch="magic" editor="magic bonus" type="int"> |
2450 | <attribute arch="magic" editor="magic bonus" type="int"> |
2266 | <magic bonus> works just like ac, except that it can be improved by |
2451 | <magic bonus> works just like ac, except that it can be improved by |
2267 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2452 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
2268 | than direct armour-class bonus on the helmet. |
2453 | than direct armour-class bonus on the helmet. |
… | |
… | |
2277 | <type number="56" name="Holy Altar"> |
2462 | <type number="56" name="Holy Altar"> |
2278 | <ignore> |
2463 | <ignore> |
2279 | <ignore_list name="non_pickable" /> |
2464 | <ignore_list name="non_pickable" /> |
2280 | </ignore> |
2465 | </ignore> |
2281 | <description><![CDATA[ |
2466 | <description><![CDATA[ |
2282 | Holy_altars are altars for the various religions. Praying |
2467 | Holy Altars are altars for the various religions. Praying |
2283 | at a Holy_altar will make you a follower of that god, and |
2468 | at a Holy_altar will make you a follower of that god, and |
2284 | if you already follow that god, you may get some extra bonus. ]]> |
2469 | if you already follow that god, you may get some extra bonus.]]> |
2285 | </description> |
2470 | </description> |
2286 | <attribute arch="no_pick" value="1" type="fixed" /> |
2471 | <attribute arch="no_pick" value="1" type="fixed" /> |
2287 | <attribute arch="other_arch" editor="god name" type="string"> |
2472 | <attribute arch="other_arch" editor="god name" type="string"> |
2288 | The altar belongs to the god of the given name. Possible options for |
2473 | The altar belongs to the god of the given name. Possible options for |
2289 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
2474 | <god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, |
… | |
… | |
2295 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2480 | <attribute arch="level" editor="reconsecrate level" type="int"> |
2296 | To re-consecrate an altar, the player's wisdom level must be as |
2481 | 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 |
2482 | 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. |
2483 | be re-consecrated, while other altars, like those in dungeons, could be. |
2299 | |
2484 | |
2300 | Altars located in temples should have at least <reconsecrate level> 100. |
2485 | Altars located in temples should have at least <reconsecrate level> 120. |
2301 | Some characters might need those altars, they would be very unhappy to |
2486 | Some characters might need those altars, they would be very unhappy to |
2302 | see them re-consecrated to another cult. |
2487 | see them re-consecrated to another cult. |
2303 | </attribute> |
2488 | </attribute> |
2304 | </type> |
2489 | </type> |
2305 | |
2490 | |
… | |
… | |
2312 | Horns are very similar to rods. The difference is that horns regenerate |
2497 | Horns are very similar to rods. The difference is that horns regenerate |
2313 | spellpoints faster and thus are more valuable than rods. |
2498 | spellpoints faster and thus are more valuable than rods. |
2314 | <br><br> |
2499 | <br><br> |
2315 | A horn contains a spell. The player can use this spell by applying and |
2500 | A horn contains a spell. The player can use this spell by applying and |
2316 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2501 | "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be |
2317 | used endlessly. ]]> |
2502 | used endlessly.]]> |
2318 | </description> |
2503 | </description> |
2319 | <use><![CDATA[ |
2504 | <use><![CDATA[ |
2320 | Horns are powerful due to their fast recharge rate. They should |
2505 | Horns are powerful due to their fast recharge rate. They should |
2321 | never contain high level attacking spells. Even curing/healing spells |
2506 | never contain high level attacking spells. Even curing/healing spells |
2322 | are almost too good on a horn. ]]> |
2507 | are almost too good on a horn.]]> |
2323 | </use> |
2508 | </use> |
2324 | <attribute arch="sp" editor="spell" type="spell"> |
2509 | <attribute arch="sp" editor="spell" type="spell"> |
2325 | Sets the <spell> of the horn. Consider twice before handing out any |
2510 | Sets the <spell> of the horn. Consider twice before handing out any |
2326 | horns to players, since they can be used endlessly without any mana cost! |
2511 | horns to players, since they can be used endlessly without any mana cost! |
2327 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
2512 | Horns with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
2353 | <!--####################################################################--> |
2538 | <!--####################################################################--> |
2354 | <type number="73" name="Inorganic"> |
2539 | <type number="73" name="Inorganic"> |
2355 | <description><![CDATA[ |
2540 | <description><![CDATA[ |
2356 | Inorganic materials are generally used as ingredients for |
2541 | Inorganic materials are generally used as ingredients for |
2357 | alchemical receipes. By themselves, they have no special |
2542 | alchemical receipes. By themselves, they have no special |
2358 | functionalities. ]]> |
2543 | functionalities.]]> |
2359 | </description> |
2544 | </description> |
2360 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2545 | <attribute arch="is_dust" editor="is dust" type="bool"> |
2361 | </attribute> |
2546 | </attribute> |
2362 | <section name="resistance"> |
2547 | &resistances_basic; |
2363 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2364 | </attribute> |
|
|
2365 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2366 | </attribute> |
|
|
2367 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2368 | </attribute> |
|
|
2369 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2370 | </attribute> |
|
|
2371 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2372 | </attribute> |
|
|
2373 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2374 | </attribute> |
|
|
2375 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2376 | </attribute> |
|
|
2377 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2378 | </attribute> |
|
|
2379 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2380 | </attribute> |
|
|
2381 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2382 | </attribute> |
|
|
2383 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2384 | </attribute> |
|
|
2385 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2386 | </attribute> |
|
|
2387 | </section> |
|
|
2388 | </type> |
2548 | </type> |
2389 | |
2549 | |
2390 | <!--####################################################################--> |
2550 | <!--####################################################################--> |
2391 | <type number="64" name="Inventory Checker"> |
2551 | <type number="64" name="Inventory Checker"> |
2392 | <ignore> |
2552 | <ignore> |
… | |
… | |
2398 | either if that object is present or missing (-> "last_sp") when a |
2558 | 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 |
2559 | player walks over the inv. checker. A valid option is to remove the |
2400 | matching object (usually not recommended, see "last_heal"). |
2560 | matching object (usually not recommended, see "last_heal"). |
2401 | <br><br> |
2561 | <br><br> |
2402 | Alternatively, you can set your inv. checker to block all players |
2562 | Alternatively, you can set your inv. checker to block all players |
2403 | that do/don't carry the matching object (-> "no_pass"). |
2563 | that do/don't carry the matching object. |
2404 | <br><br> |
2564 | <br><br> |
2405 | As you can see, inv. checkers are quite powerful, holding a |
2565 | As you can see, inv. checkers are quite powerful, holding a |
2406 | great variety of possibilities. ]]> |
2566 | great variety of possibilities.]]> |
2407 | </description> |
2567 | </description> |
2408 | <use><![CDATA[ |
2568 | <use><![CDATA[ |
2409 | Putting a check_inventory space in front of a gate (one below) and |
2569 | Putting a check_inventory space in front of a gate (one below) and |
2410 | one on the opposite side works reasonably well as a control mechanism. |
2570 | one on the opposite side works reasonably well as a control mechanism. |
2411 | Unlike the key/door-combo, this one works infinite since it is |
2571 | Unlike the key/door-combo, this one works infinite since it is |
2412 | independant from map reset. Use it to put a "structure" into your |
2572 | independant from map reset. Use it to put a "structure" into your |
2413 | maps: Player must solve area A to gain access to area B. This concept |
2573 | maps: Player must solve area A to gain access to area B. This concept |
2414 | can be found in nearly every RPG - simple but effective. ]]> |
2574 | can be found in nearly every RPG - simple but effective.]]> |
2415 | </use> |
2575 | </use> |
2416 | <attribute arch="no_pick" value="1" type="fixed" /> |
2576 | <attribute arch="no_pick" value="1" type="fixed" /> |
2417 | <attribute arch="slaying" editor="match key string" type="string"> |
2577 | <attribute arch="slaying" editor="match key string" type="string"> |
2418 | This string specifies the object we are looking for: We have a match |
2578 | This string specifies the object we are looking for: We have a match |
2419 | if the player does/don't carry a key object or a mark with identical |
2579 | if the player does/don't carry a key object or a mark with identical |
… | |
… | |
2435 | </attribute> |
2595 | </attribute> |
2436 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2596 | <attribute arch="last_sp" editor="match = having" type="bool"> |
2437 | Enabled means having that object is a match. |
2597 | Enabled means having that object is a match. |
2438 | Disabled means not having that object is a match. |
2598 | Disabled means not having that object is a match. |
2439 | </attribute> |
2599 | </attribute> |
2440 | <attribute arch="connected" editor="connection" type="int"> |
2600 | <attribute arch="connected" editor="connection" type="string"> |
2441 | Whenever the inventory checker is triggered, all objects with identical |
2601 | Whenever the inventory checker is triggered, all objects with identical |
2442 | <connection> value get activated. This only makes sense together with |
2602 | <connection> value get activated. This only makes sense together with |
2443 | <blocking passage> disabled. |
2603 | <blocking passage> disabled. |
2444 | </attribute> |
2604 | </attribute> |
2445 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2605 | &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"> |
2606 | <attribute arch="last_heal" editor="remove match" type="bool"> |
2451 | <remove match> means remove object if found. Setting this is usually not |
2607 | <remove match> means remove object if found. Setting this is usually not |
2452 | recommended because inv. checkers are in general invisible. So, unlike |
2608 | 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 |
2609 | 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. |
2610 | walking over that square. And he doesn't even get a message either. |
… | |
… | |
2499 | <!--####################################################################--> |
2655 | <!--####################################################################--> |
2500 | <type number="60" name="Jewel"> |
2656 | <type number="60" name="Jewel"> |
2501 | <description><![CDATA[ |
2657 | <description><![CDATA[ |
2502 | Items of the type Gold & Jewels are handled like a currency. |
2658 | Items of the type Gold & Jewels are handled like a currency. |
2503 | Unlike for any other type of item, in shops, the buy- and selling |
2659 | Unlike for any other type of item, in shops, the buy- and selling |
2504 | prices differ only marginally. ]]> |
2660 | prices differ only marginally.]]> |
2505 | </description> |
2661 | </description> |
2506 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2662 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2507 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2663 | <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> |
2508 | This text may describe the object. |
2664 | This text may describe the object. |
2509 | </attribute> |
2665 | </attribute> |
… | |
… | |
2511 | |
2667 | |
2512 | <!--####################################################################--> |
2668 | <!--####################################################################--> |
2513 | <type number="24" name="Key"> |
2669 | <type number="24" name="Key"> |
2514 | <description><![CDATA[ |
2670 | <description><![CDATA[ |
2515 | When carrying a key, a normal door can be opened. The key will |
2671 | When carrying a key, a normal door can be opened. The key will |
2516 | disappear. ]]> |
2672 | disappear.]]> |
2517 | </description> |
2673 | </description> |
2518 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2674 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
2519 | A godgiven item vanishes as soon as the player |
2675 | A godgiven item vanishes as soon as the player |
2520 | drops it to the ground. |
2676 | drops it to the ground. |
2521 | </attribute> |
2677 | </attribute> |
… | |
… | |
2526 | <ignore> |
2682 | <ignore> |
2527 | <ignore_list name="non_pickable" /> |
2683 | <ignore_list name="non_pickable" /> |
2528 | </ignore> |
2684 | </ignore> |
2529 | <description><![CDATA[ |
2685 | <description><![CDATA[ |
2530 | A locked door can be opened only when carrying |
2686 | A locked door can be opened only when carrying |
2531 | the appropriate special key. ]]> |
2687 | the appropriate special key.]]> |
2532 | </description> |
2688 | </description> |
2533 | <use><![CDATA[ |
2689 | <use><![CDATA[ |
2534 | If you want to create a locked door that cannot be opened (no key), |
2690 | If you want to create a locked door that cannot be opened (no key), |
2535 | set a <key string> like "no_key_available". This will clearify things |
2691 | set a <key string> like "no_key_available". This will clearify things |
2536 | and only a fool would create a key matching that string. |
2692 | and only a fool would create a key matching that string. |
… | |
… | |
2538 | Door-objects can not only be used for "doors". In many maps these |
2694 | Door-objects can not only be used for "doors". In many maps these |
2539 | are used with all kinds of faces/names, especially often as |
2695 | are used with all kinds of faces/names, especially often as |
2540 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2696 | "magic force". A good example is the map "Lake_Country/ebony/masterlev". |
2541 | There you have magic forces (door objects) put under certain artifact |
2697 | 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 |
2698 | items. To get your hands on the artifacts, you need to bring up the |
2543 | appropriate quest items (key objects). ]]> |
2699 | appropriate quest items (key objects).]]> |
2544 | </use> |
2700 | </use> |
2545 | <attribute arch="no_pass" value="1" type="fixed" /> |
2701 | <attribute arch="move_type" value="0" type="fixed" /> |
2546 | <attribute arch="no_pick" value="1" type="fixed" /> |
2702 | <attribute arch="no_pick" value="1" type="fixed" /> |
2547 | <attribute arch="slaying" editor="key string" type="string"> |
2703 | <attribute arch="slaying" editor="key string" type="string"> |
2548 | The <key string> in the door must be identical with the |
2704 | The <key string> in the door must be identical with the |
2549 | <key string> in the special key, then the door is unlocked. |
2705 | <key string> in the special key, then the door is unlocked. |
2550 | It is VERY important to set the <key string> to something that |
2706 | It is VERY important to set the <key string> to something that |
2551 | is unique among the CF mapset. |
2707 | is unique among the Deliantra mapset. |
2552 | |
2708 | |
2553 | DONT EVER USE the default string "set_individual_value". |
2709 | DONT EVER USE the default string "set_individual_value". |
2554 | </attribute> |
2710 | </attribute> |
2555 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2711 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
2556 | Restricting the use of spells to pass this door. |
2712 | Restricting the use of spells to pass this door. |
… | |
… | |
2575 | <ignore> |
2731 | <ignore> |
2576 | <ignore_list name="system_object" /> |
2732 | <ignore_list name="system_object" /> |
2577 | </ignore> |
2733 | </ignore> |
2578 | <description><![CDATA[ |
2734 | <description><![CDATA[ |
2579 | Magic_ears trigger a connected value |
2735 | Magic_ears trigger a connected value |
2580 | when the player speaks a specific keyword. ]]> |
2736 | when the player speaks a specific keyword.]]> |
2581 | </description> |
2737 | </description> |
2582 | <use><![CDATA[ |
2738 | <use><![CDATA[ |
2583 | Whenever you put magic_ears on your maps, make sure there are |
2739 | Whenever you put magic_ears on your maps, make sure there are |
2584 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2740 | CLEAR and RELYABLE hints about the keywords somewhere. Don't make |
2585 | something like a gate that is opened by speaking "open" or |
2741 | something like a gate that is opened by speaking "open" or |
… | |
… | |
2587 | <br><br> |
2743 | <br><br> |
2588 | Magic_ears are typically used for interaction with NPCs. You |
2744 | Magic_ears are typically used for interaction with NPCs. You |
2589 | can create the impression that the NPC actually *does* something |
2745 | can create the impression that the NPC actually *does* something |
2590 | according to his conversation with a player. Mostly this means |
2746 | according to his conversation with a player. Mostly this means |
2591 | opening a gate or handing out some item, but you could be quite |
2747 | opening a gate or handing out some item, but you could be quite |
2592 | creative here. ]]> |
2748 | creative here.]]> |
2593 | </use> |
2749 | </use> |
2594 | <attribute arch="no_pick" value="1" type="fixed" /> |
2750 | <attribute arch="no_pick" value="1" type="fixed" /> |
2595 | <attribute arch="connected" editor="connection" type="int"> |
2751 | <attribute arch="connected" editor="connection" type="string"> |
2596 | The Magic_ear will trigger all objects with the |
2752 | The Magic_ear will trigger all objects with the |
2597 | same connection value, every time it is activated. |
2753 | same connection value, every time it is activated. |
2598 | </attribute> |
2754 | </attribute> |
2599 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2755 | <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> |
2600 | This textfield contains the keyword-matching-syntax. The text should |
2756 | This textfield contains the keyword-matching-syntax. The text should |
… | |
… | |
2619 | Magic walls can contain any spell. However, some spells do not |
2775 | Magic walls can contain any spell. However, some spells do not |
2620 | operate very successfully in them. The only way to know is to test |
2776 | operate very successfully in them. The only way to know is to test |
2621 | the spell you want to use with a wall. |
2777 | the spell you want to use with a wall. |
2622 | <br><br> |
2778 | <br><br> |
2623 | Several types of magical walls are predefined for you in the |
2779 | Several types of magical walls are predefined for you in the |
2624 | archetypes, and can be found on the "connected" Pickmap. ]]> |
2780 | archetypes, and can be found on the "connected" Pickmap.]]> |
2625 | </description> |
2781 | </description> |
2626 | <use><![CDATA[ |
2782 | <use><![CDATA[ |
2627 | Spellcasting walls pose an interesting alternative to monsters. |
2783 | Spellcasting walls pose an interesting alternative to monsters. |
2628 | Usually they are set to be undestroyable. Thus, while monsters |
2784 | Usually they are set to be undestroyable. Thus, while monsters |
2629 | in a map can be cleared out, the magic walls remain. Low level |
2785 | in a map can be cleared out, the magic walls remain. Low level |
… | |
… | |
2640 | walls' spell(s). |
2796 | walls' spell(s). |
2641 | <br><br> |
2797 | <br><br> |
2642 | It is possible to make walls rotate when triggered. But that is so |
2798 | It is possible to make walls rotate when triggered. But that is so |
2643 | confusing (and useless IMHO) that I did not mention it above. You |
2799 | confusing (and useless IMHO) that I did not mention it above. You |
2644 | can find a working example on the map |
2800 | can find a working example on the map |
2645 | "/pup_land/castle_eureca/castle_eureca8". ]]> |
2801 | "/pup_land/castle_eureca/castle_eureca8".]]> |
2646 | </use> |
2802 | </use> |
2647 | <attribute arch="dam" editor="spell" type="spell"> |
2803 | <attribute arch="dam" editor="spell" type="spell"> |
2648 | The magic wall will cast this <spell>. |
2804 | The magic wall will cast this <spell>. |
2649 | </attribute> |
2805 | </attribute> |
2650 | <attribute arch="level" editor="spell level" type="int"> |
2806 | <attribute arch="level" editor="spell level" type="int"> |
2651 | The wall will cast it's spells at level <spell level>. "level 1" |
2807 | The wall will cast it's spells at level <spell level>. "level 1" |
2652 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2808 | walls cast spells at minimal strength. "level 100" walls cast deadly |
2653 | spells. Arch default is level 1 - you should always set this value |
2809 | spells. Arch default is level 1 - you should always set this value |
2654 | to meet the overall difficulty of your map. |
2810 | to meet the overall difficulty of your map. |
2655 | </attribute> |
2811 | </attribute> |
2656 | <attribute arch="connected" editor="connection" type="int"> |
2812 | <attribute arch="connected" editor="connection" type="string"> |
2657 | Every time the <connection> value is triggered, the wall will cast |
2813 | Every time the <connection> value is triggered, the wall will cast |
2658 | it's spell. You should set <casting speed> to zero, or this won't |
2814 | it's spell. You should set <casting speed> to zero, or this won't |
2659 | have much visible effect. |
2815 | have much visible effect. |
2660 | </attribute> |
2816 | </attribute> |
|
|
2817 | &activate_on; |
2661 | <attribute arch="speed" editor="casting speed" type="float"> |
2818 | <attribute arch="speed" editor="casting speed" type="float"> |
2662 | The <casting speed> defines the spellcasting speed of the wall. |
2819 | The <casting speed> defines the spellcasting speed of the wall. |
2663 | You can fine-tune how long the duration between two casts shall |
2820 | 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 |
2821 | 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". |
2822 | trigger) via connected lever/button/etc, you must set "speed 0". |
2666 | </attribute> |
2823 | </attribute> |
|
|
2824 | &speed_left; |
2667 | <attribute arch="sp" editor="direction" type="list_direction"> |
2825 | <attribute arch="sp" editor="direction" type="list_direction"> |
2668 | The magic wall will cast it's spells always in the specified |
2826 | The magic wall will cast it's spells always in the specified |
2669 | <direction>. A magic wall with direction set to <none> will |
2827 | <direction>. A magic wall with direction set to <none> will |
2670 | always fire in a random direction. |
2828 | always fire in a random direction. |
2671 | </attribute> |
2829 | </attribute> |
2672 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
2830 | &movement_types_terrain; |
2673 | If set, the object cannot be passed by players nor monsters. |
|
|
2674 | </attribute> |
|
|
2675 | <section name="destroyable"> |
2831 | <section name="destroyable"> |
2676 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2832 | <attribute arch="alive" editor="is destroyable" type="bool"> |
2677 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2833 | Walls with <is destroyable> enabled can be attacked and (eventually) |
2678 | destroyed by the player. If disabled, all other attributes on |
2834 | destroyed by the player. If disabled, all other attributes on |
2679 | this tab, as well as resistances, are meaningless. |
2835 | this tab, as well as resistances, are meaningless. |
… | |
… | |
2690 | A magic wall of high <armour class> is less likely to get hit from |
2846 | A magic wall of high <armour class> is less likely to get hit from |
2691 | an opponent. <armour class> can be considered the "counterpiece" |
2847 | an opponent. <armour class> can be considered the "counterpiece" |
2692 | to <weapon class>. |
2848 | to <weapon class>. |
2693 | </attribute> |
2849 | </attribute> |
2694 | </section> |
2850 | </section> |
2695 | <section name="resistance"> |
2851 | &resistances_basic; |
2696 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
2697 | </attribute> |
|
|
2698 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
2699 | </attribute> |
|
|
2700 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
2701 | </attribute> |
|
|
2702 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
2703 | </attribute> |
|
|
2704 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
2705 | </attribute> |
|
|
2706 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
2707 | </attribute> |
|
|
2708 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
2709 | </attribute> |
|
|
2710 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
2711 | </attribute> |
|
|
2712 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
2713 | </attribute> |
|
|
2714 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
2715 | </attribute> |
|
|
2716 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
2717 | </attribute> |
|
|
2718 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
2719 | </attribute> |
|
|
2720 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
2721 | </attribute> |
|
|
2722 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
2723 | </attribute> |
|
|
2724 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
2725 | </attribute> |
|
|
2726 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
2727 | </attribute> |
|
|
2728 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
2729 | </attribute> |
|
|
2730 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
2731 | </attribute> |
|
|
2732 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
2733 | </attribute> |
|
|
2734 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
2735 | </attribute> |
|
|
2736 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
2737 | </attribute> |
|
|
2738 | </section> |
|
|
2739 | </type> |
2852 | </type> |
2740 | |
2853 | |
2741 | <!--####################################################################--> |
2854 | <!--####################################################################--> |
2742 | <type number="55" name="Marker"> |
2855 | <type number="55" name="Marker"> |
2743 | <ignore> |
2856 | <ignore> |
… | |
… | |
2745 | </ignore> |
2858 | </ignore> |
2746 | <description><![CDATA[ |
2859 | <description><![CDATA[ |
2747 | A marker is an object that inserts an invisible force (a mark) into a |
2860 | A marker is an object that inserts an invisible force (a mark) into a |
2748 | player stepping on it. This force does nothing except containing a |
2861 | player stepping on it. This force does nothing except containing a |
2749 | <key string> which can be discovered by detectors or inventory |
2862 | <key string> which can be discovered by detectors or inventory |
2750 | checkers. It is also possible to use markers for removing marks again. |
2863 | checkers. It is also possible to use markers for removing marks again |
|
|
2864 | (by setting the "name" slot to the name of the marker to be removed). |
2751 | <br><br> |
2865 | <br><br> |
2752 | Note that the player has no possibility to "see" his own marks, |
2866 | Note that the player has no possibility to "see" his own marks, |
2753 | except by the effect that they cause on the maps. ]]> |
2867 | except by the effect that they cause on the maps.]]> |
2754 | </description> |
2868 | </description> |
2755 | <use><![CDATA[ |
2869 | <use><![CDATA[ |
2756 | Markers hold real cool possibilities for map-making. I encourage |
2870 | Markers hold real cool possibilities for map-making. I encourage |
2757 | you to use them frequently. However there is one negative point |
2871 | you to use them frequently. However there is one negative point |
2758 | about markers: Players don't "see" what's going on with them. It is |
2872 | about markers: Players don't "see" what's going on with them. It is |
2759 | your task, as map-creator, to make sure the player is always well |
2873 | your task, as map-creator, to make sure the player is always well |
2760 | informed and never confused. |
2874 | informed and never confused. |
2761 | <br><br> |
2875 | <br><br> |
2762 | Please avoid infinite markers when they aren't needed. They're |
2876 | Please avoid infinite markers when they aren't needed. They're |
2763 | using a little space in the player file after all, so if there |
2877 | using a little space in the player file after all, so if there |
2764 | is no real purpose, set an expire time. ]]> |
2878 | is no real purpose, set an expire time.]]> |
2765 | </use> |
2879 | </use> |
2766 | <attribute arch="no_pick" value="1" type="fixed" /> |
2880 | <attribute arch="no_pick" value="1" type="fixed" /> |
2767 | <attribute arch="slaying" editor="key string" type="string"> |
2881 | <attribute arch="slaying" editor="key string" type="string"> |
2768 | The <key string> can be detected by inv. checkers/detectors. |
2882 | The <key string> can be detected by inv. checkers/detectors. |
2769 | If the player already has a force with that <key string>, |
2883 | If the player already has a force with that <key string>, |
2770 | there won't be inserted a second one. |
2884 | there won't be inserted a second one. |
2771 | </attribute> |
2885 | </attribute> |
2772 | <attribute arch="connected" editor="connection" type="int"> |
2886 | <attribute arch="connected" editor="connection" type="string"> |
2773 | When the detector is triggered, all objects with the same |
2887 | When the detector is triggered, all objects with the same |
2774 | connection value get activated. |
2888 | connection value get activated. |
2775 | </attribute> |
2889 | </attribute> |
2776 | <attribute arch="speed" editor="marking speed" type="float"> |
2890 | <attribute arch="speed" editor="marking speed" type="float"> |
2777 | The <marking speed> defines how quickly it will mark something |
2891 | The <marking speed> defines how quickly it will mark something |
2778 | standing on the marker. Set this value rather high to make |
2892 | 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 |
2893 | sure the player really gets his mark. I think <marking speed> 1.0 |
2780 | should do fine. |
2894 | should do fine. |
2781 | </attribute> |
2895 | </attribute> |
|
|
2896 | &speed_left; |
2782 | <attribute arch="food" editor="mark duration" type="int"> |
2897 | <attribute arch="food" editor="mark duration" type="int"> |
2783 | This value defines the duration of the force it inserts. |
2898 | This value defines the duration of the force it inserts. |
2784 | If nonzero, the duration of the player's mark is finite: |
2899 | If nonzero, the duration of the player's mark is finite: |
2785 | about 1 food per 10 seconds. <mark duration> zero/unset |
2900 | about 1 food per 10 seconds. <mark duration> zero/unset |
2786 | means the mark will stay on the player forever. |
2901 | means the mark will stay on the player forever. |
… | |
… | |
2814 | When a player picks an item from a shop and attempts to |
2929 | When a player picks an item from a shop and attempts to |
2815 | walk over the shop mat, the item's selling-price is automatically |
2930 | walk over the shop mat, the item's selling-price is automatically |
2816 | subtracted from the player's money. |
2931 | subtracted from the player's money. |
2817 | <br><br> |
2932 | <br><br> |
2818 | For money, always use the default arches. |
2933 | For money, always use the default arches. |
2819 | Don't modify them. ]]> |
2934 | Don't modify them.]]> |
2820 | </description> |
2935 | </description> |
2821 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2936 | <attribute arch="race" value="gold and jewels" type="fixed" /> |
2822 | </type> |
2937 | </type> |
2823 | |
2938 | |
2824 | <!--####################################################################--> |
2939 | <!--####################################################################--> |
… | |
… | |
2839 | Monsters can behave in various kinds of ways. |
2954 | Monsters can behave in various kinds of ways. |
2840 | They can be aggressive, attacking the player. Or peaceful, |
2955 | They can be aggressive, attacking the player. Or peaceful, |
2841 | helping the player - maybe joining him as pet. |
2956 | helping the player - maybe joining him as pet. |
2842 | The unagressive creatures who communicate with players are |
2957 | The unagressive creatures who communicate with players are |
2843 | usually called "NPCs" (Non Player Character), a well-known |
2958 | usually called "NPCs" (Non Player Character), a well-known |
2844 | term in role-play environments. ]]> |
2959 | term in role-play environments.]]> |
2845 | </description> |
2960 | </description> |
2846 | <use><![CDATA[ |
2961 | <use><![CDATA[ |
2847 | Monsters play a central role in most maps. Choosing the right |
2962 | Monsters play a central role in most maps. Choosing the right |
2848 | combination of monsters for your map is vital: |
2963 | combination of monsters for your map is vital: |
2849 | <UL> |
2964 | <UL> |
… | |
… | |
2874 | can use. |
2989 | can use. |
2875 | </UL> |
2990 | </UL> |
2876 | I know it's impossible to make the perfectly balanced map. There's always |
2991 | I know it's impossible to make the perfectly balanced map. There's always |
2877 | some part which is found too easy or too hard for a certain kind of player. |
2992 | some part which is found too easy or too hard for a certain kind of player. |
2878 | Just give it your best shot. And listen to feedback from players if you |
2993 | Just give it your best shot. And listen to feedback from players if you |
2879 | receive some. :-) ]]> |
2994 | receive some. :-)]]> |
2880 | </use> |
2995 | </use> |
2881 | <attribute arch="alive" value="1" type="fixed" /> |
2996 | <attribute arch="alive" value="1" type="fixed" /> |
2882 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2997 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
2883 | When the monster is killed, items from the treasurelist will |
2998 | When the monster is killed, items from the treasurelist will |
2884 | drop to the ground. This is a common way to reward players |
2999 | drop to the ground. This is a common way to reward players |
… | |
… | |
2886 | |
3001 | |
2887 | Note that you can always put items into the monster's |
3002 | Note that you can always put items into the monster's |
2888 | inventory. Those will drop-at-kill just like the stuff |
3003 | inventory. Those will drop-at-kill just like the stuff |
2889 | from the <treasurelist>. |
3004 | from the <treasurelist>. |
2890 | </attribute> |
3005 | </attribute> |
|
|
3006 | <attribute arch="treasure_env" editor="treasure in env" type="bool"> |
|
|
3007 | Set this flag to move treasure items created into the environment (map) |
|
|
3008 | instead of putting them into the object. |
|
|
3009 | </attribute> |
2891 | <attribute arch="level" editor="level" type="int"> |
3010 | <attribute arch="level" editor="level" type="int"> |
2892 | A monster's <level> is the most important attribute. |
3011 | A monster's <level> is the most important attribute. |
2893 | <level> affects the power of a monster in various ways. |
3012 | <level> affects the power of a monster in various ways. |
2894 | </attribute> |
3013 | </attribute> |
2895 | <attribute arch="race" editor="race" type="string"> |
3014 | <attribute arch="race" editor="race" type="string"> |
2896 | Every monster should have a race set to cathegorize it. |
3015 | Every monster should have a race set to categorize it. |
2897 | The monster's <race> can have different effects: |
3016 | The monster's <race> can have different effects: |
2898 | Slaying weapons inflict tripple damage against enemy races |
3017 | Slaying weapons inflict tripple damage against enemy races |
2899 | and holy word kills only enemy races of the god. |
3018 | and holy word kills only enemy races of the god. |
2900 | </attribute> |
3019 | </attribute> |
2901 | <attribute arch="exp" editor="experience" type="int"> |
3020 | <attribute arch="exp" editor="experience" type="int"> |
2902 | When a player kills this monster, he will get exactly this |
3021 | When a player kills this monster, he will get exactly this |
2903 | amount of <experience>. The experience will flow into |
3022 | amount of <experience>. The experience will flow into |
2904 | the skill-cathegory the player used for the kill. |
3023 | the skill-category the player used for the kill. |
2905 | |
3024 | |
2906 | If you create special monsters of tweaked strenght/abilities, |
3025 | If you create special monsters of tweaked strenght/abilities, |
2907 | always make sure that the <experience> is set to a |
3026 | always make sure that the <experience> is set to a |
2908 | reasonable value. Compare with existing arches to get a feeling |
3027 | reasonable value. Compare with existing arches to get a feeling |
2909 | what reasonable means. Keep in mind that spellcasting monsters |
3028 | what reasonable means. Keep in mind that spellcasting monsters |
… | |
… | |
2911 | </attribute> |
3030 | </attribute> |
2912 | <attribute arch="speed" editor="speed" type="float"> |
3031 | <attribute arch="speed" editor="speed" type="float"> |
2913 | The <speed> determines how fast a monster will both move |
3032 | The <speed> determines how fast a monster will both move |
2914 | and fight. High <speed> makes a monster considerably stronger. |
3033 | and fight. High <speed> makes a monster considerably stronger. |
2915 | </attribute> |
3034 | </attribute> |
|
|
3035 | &speed_left; |
2916 | <attribute arch="other_arch" editor="breed monster" type="string"> |
3036 | <attribute arch="other_arch" editor="breed monster" type="string"> |
2917 | This only takes effect if <multiply> is enabled. The monster will |
3037 | This only takes effect if <multiply> is enabled. The monster will |
2918 | create a <breed monster> every once in a while. <breed monster> |
3038 | 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 |
3039 | can be set to any valid arch-name of a monster. Multipart monster |
2920 | should not be used. |
3040 | should not be used. |
… | |
… | |
2931 | In this case, the <breed monster> value is never used and can be forgotten. |
3051 | 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 |
3052 | Each time the monster need to generate an object, it will be |
2933 | a randomly chosen item from the inventory. When generator is destroyed, |
3053 | a randomly chosen item from the inventory. When generator is destroyed, |
2934 | inventory is destroyed. |
3054 | inventory is destroyed. |
2935 | </attribute> |
3055 | </attribute> |
2936 | <attribute arch="flying" editor="flying" type="bool"> |
3056 | &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"> |
3057 | <attribute arch="undead" editor="undead" type="bool"> |
2941 | Several spells only affect undead monsters: |
3058 | Several spells only affect undead monsters: |
2942 | turn undead, banish undead, holy word, etc. |
3059 | turn undead, banish undead, holy word, etc. |
2943 | </attribute> |
3060 | </attribute> |
2944 | <attribute arch="carrying" editor="carries weight" type="int"> |
3061 | <attribute arch="carrying" editor="carries weight" type="int"> |
2945 | If a monster has something in the inventory, this |
3062 | If a monster has something in the inventory, this |
2946 | value can be set to reflect the slowdown due to |
3063 | value can be set to reflect the slowdown due to |
2947 | the carried weight. |
3064 | the carried weight. |
|
|
3065 | </attribute> |
|
|
3066 | <attribute arch="precious" editor="precious" type="bool"> |
|
|
3067 | Set this flag to indicate that this monster is precious, i.e. |
|
|
3068 | it should not be lightly destroyed. This is most useful on pets and |
|
|
3069 | keeps the server from destroying them on destroy_pets/monster floors |
|
|
3070 | and will try to save them when the player logs out. |
2948 | </attribute> |
3071 | </attribute> |
2949 | |
3072 | |
2950 | <section name="melee"> |
3073 | <section name="melee"> |
2951 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3074 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
2952 | This number is a bitmask, specifying the monster's attacktypes |
3075 | This number is a bitmask, specifying the monster's attacktypes |
… | |
… | |
3124 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3247 | <attribute arch="stand_still" editor="stand still" type="bool"> |
3125 | Monsters which <stand still> won't move to leave their position. |
3248 | Monsters which <stand still> won't move to leave their position. |
3126 | When agressive, they will attack all enemies who get close to |
3249 | When agressive, they will attack all enemies who get close to |
3127 | them. This behaviour is commonly known from castle guards. |
3250 | them. This behaviour is commonly known from castle guards. |
3128 | |
3251 | |
3129 | In older versions of Crossfire it was possible to eventually |
3252 | In older versions of Deliantra it was possible to eventually |
3130 | push a <stand still>-monster out of position by force. |
3253 | push a <stand still>-monster out of position by force. |
3131 | I believe this is no longer possible. Neverthless, you should |
3254 | I believe this is no longer possible. Neverthless, you should |
3132 | still be cautious when lining up <stand still>-monster in order |
3255 | still be cautious when lining up <stand still>-monster in order |
3133 | to "defend" something: Such monsters are rather easy to kill. |
3256 | to "defend" something: Such monsters are rather easy to kill. |
3134 | It's good for low level maps, but not much more. |
3257 | It's good for low level maps, but not much more. |
… | |
… | |
3156 | the creature wakes up. This is done as a square, for reasons of speed. |
3279 | 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 |
3280 | 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 |
3281 | 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. |
3282 | has stealth, the size of this square is reduced in half plus 1. |
3160 | </attribute> |
3283 | </attribute> |
3161 | <attribute arch="attack_movement" editor="attack movement" type="int"> |
3284 | <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3"> |
|
|
3285 | If this is set to default, the standard mode of movement will be used. |
|
|
3286 | </attribute> |
|
|
3287 | <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7"> |
|
|
3288 | This movement is not in effect when the monster has an enemy and should |
|
|
3289 | only be used for non agressive monsters. |
3162 | </attribute> |
3290 | </attribute> |
3163 | <attribute arch="run_away" editor="run at % health" type="int"> |
3291 | <attribute arch="run_away" editor="run at % health" type="int"> |
3164 | This is a percentage value in the range 0-100. |
3292 | This is a percentage value in the range 0-100. |
3165 | When the monster's health points drop below this percentage |
3293 | When the monster's health points drop below this percentage |
3166 | (relative to max health), it attempts to run away from the |
3294 | (relative to max health), it attempts to run away from the |
3167 | attacker. |
3295 | attacker. |
3168 | </attribute> |
3296 | </attribute> |
3169 | </section> |
3297 | </section> |
3170 | |
3298 | &resistances_basic; |
3171 | <section name="resistance"> |
|
|
3172 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3173 | </attribute> |
|
|
3174 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3175 | </attribute> |
|
|
3176 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3177 | </attribute> |
|
|
3178 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3179 | </attribute> |
|
|
3180 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3181 | </attribute> |
|
|
3182 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3183 | </attribute> |
|
|
3184 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3185 | </attribute> |
|
|
3186 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3187 | </attribute> |
|
|
3188 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3189 | </attribute> |
|
|
3190 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
3191 | </attribute> |
|
|
3192 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3193 | </attribute> |
|
|
3194 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
3195 | </attribute> |
|
|
3196 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3197 | </attribute> |
|
|
3198 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
3199 | </attribute> |
|
|
3200 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3201 | </attribute> |
|
|
3202 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
3203 | </attribute> |
|
|
3204 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
3205 | </attribute> |
|
|
3206 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
3207 | </attribute> |
|
|
3208 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
3209 | </attribute> |
|
|
3210 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
3211 | </attribute> |
|
|
3212 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
3213 | </attribute> |
|
|
3214 | </section> |
|
|
3215 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3299 | <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> |
3216 | </attribute> |
3300 | </attribute> |
3217 | </type> |
3301 | </type> |
3218 | |
3302 | |
3219 | <!--####################################################################--> |
3303 | <!--####################################################################--> |
… | |
… | |
3224 | <attribute arch="name_pl" /> |
3308 | <attribute arch="name_pl" /> |
3225 | <attribute arch="nrof" /> |
3309 | <attribute arch="nrof" /> |
3226 | <attribute arch="value" /> |
3310 | <attribute arch="value" /> |
3227 | <attribute arch="unpaid" /> |
3311 | <attribute arch="unpaid" /> |
3228 | </ignore> |
3312 | </ignore> |
3229 | <description><![CDATA[ |
3313 | <description> |
3230 | A grimreaper is a monster that vanishes after it did some number of |
3314 | A grimreaper is a monster that vanishes after it did some number of |
3231 | draining attacks. ]]> <!-- XXX: is this ok? --> |
3315 | draining attacks. |
3232 | </description> |
3316 | </description> |
3233 | <section name="grimreaper"> |
3317 | <section name="grimreaper"> |
3234 | <attribute arch="value" editor="attacks" type="int"> |
3318 | <attribute arch="value" editor="attacks" type="int"> |
3235 | The object vanishes after this number of draining attacks. |
3319 | The object vanishes after this number of draining attacks. |
3236 | </attribute> |
3320 | </attribute> |
… | |
… | |
3244 | </ignore> |
3328 | </ignore> |
3245 | <description><![CDATA[ |
3329 | <description><![CDATA[ |
3246 | As the name implies, mood floors can change the "mood" of |
3330 | As the name implies, mood floors can change the "mood" of |
3247 | a monsters/NPC. For example, an unagressive monster could be |
3331 | a monsters/NPC. For example, an unagressive monster could be |
3248 | turned mad to start attacking. Similar, an agressive monster |
3332 | turned mad to start attacking. Similar, an agressive monster |
3249 | could be calmed. ]]> |
3333 | could be calmed.]]> |
3250 | </description> |
3334 | </description> |
3251 | <use><![CDATA[ |
3335 | <use><![CDATA[ |
3252 | Mood floors are absolutely cool for NPC interaction. To make an |
3336 | Mood floors are absolutely cool for NPC interaction. To make an |
3253 | unaggressive monster/NPC attack, put a creator with "other_arch |
3337 | unaggressive monster/NPC attack, put a creator with "other_arch |
3254 | furious_floor" under it. Connect the creator to a magic_ear, so the |
3338 | furious_floor" under it. Connect the creator to a magic_ear, so the |
… | |
… | |
3258 | it directly to a magic_ear. Then the player speaks a keyword like |
3342 | it directly to a magic_ear. Then the player speaks a keyword like |
3259 | "help me" - and the NPC joins him as pet. |
3343 | "help me" - and the NPC joins him as pet. |
3260 | <br><br> |
3344 | <br><br> |
3261 | (Of course you must always give clear hints about keywords! |
3345 | (Of course you must always give clear hints about keywords! |
3262 | And there is no reason why you couldn't use a button/lever/pedestal |
3346 | And there is no reason why you couldn't use a button/lever/pedestal |
3263 | etc. instead of a magic_ear.) ]]> |
3347 | etc. instead of a magic_ear.)]]> |
3264 | </use> |
3348 | </use> |
3265 | <attribute arch="no_pick" value="1" type="fixed" /> |
3349 | <attribute arch="no_pick" value="1" type="fixed" /> |
3266 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3350 | <attribute arch="last_sp" editor="mood" type="list_mood"> |
3267 | <mood> is used to determine what will happen to the |
3351 | <mood> is used to determine what will happen to the |
3268 | monster when affected by the mood floor: |
3352 | monster when affected by the mood floor: |
… | |
… | |
3278 | <mood> 'charm': Turns monster into a pet of person |
3362 | <mood> 'charm': Turns monster into a pet of person |
3279 | who triggers the square. This setting is not |
3363 | who triggers the square. This setting is not |
3280 | enabled for continous operation, you need to |
3364 | enabled for continous operation, you need to |
3281 | insert a <connection> value! |
3365 | insert a <connection> value! |
3282 | </attribute> |
3366 | </attribute> |
3283 | <attribute arch="connected" editor="connection" type="int"> |
3367 | <attribute arch="connected" editor="connection" type="string"> |
3284 | This should only be set in combination with <mood number> 4. |
3368 | This should only be set in combination with <mood number> 4. |
3285 | Normally, monsters are affected by the mood floor as soon as they |
3369 | Normally, monsters are affected by the mood floor as soon as they |
3286 | step on it. But charming (monster -> pet) is too powerful, |
3370 | step on it. But charming (monster -> pet) is too powerful, |
3287 | so it needs to be activated. |
3371 | so it needs to be activated. |
3288 | |
3372 | |
… | |
… | |
3312 | can monsters. Motion is involuntary. Additionally, players or |
3396 | can monsters. Motion is involuntary. Additionally, players or |
3313 | monsters can be "frozen" while ontop of movers so that they MUST |
3397 | monsters can be "frozen" while ontop of movers so that they MUST |
3314 | move along a chain of them. |
3398 | move along a chain of them. |
3315 | <br><br> |
3399 | <br><br> |
3316 | Multisquare monsters can be moved as well, given |
3400 | Multisquare monsters can be moved as well, given |
3317 | enough space. Movers are usually invisible. ]]> |
3401 | enough space. Movers are usually invisible.]]> |
3318 | </description> |
3402 | </description> |
3319 | <use><![CDATA[ |
3403 | <use><![CDATA[ |
3320 | NEVER EVER consider a mover being unpassable in the backwards |
3404 | NEVER EVER consider a mover being unpassable in the backwards |
3321 | direction. Setting "forced movement" makes it seemingly impossible |
3405 | direction. Setting "forced movement" makes it seemingly impossible |
3322 | but there is still a trick: One player can push a second player |
3406 | but there is still a trick: One player can push a second player |
… | |
… | |
3329 | cannot be discovered with the show_invisible spell. |
3413 | cannot be discovered with the show_invisible spell. |
3330 | <br><br> |
3414 | <br><br> |
3331 | Note that Movers and Directors are seperate objects, even though |
3415 | Note that Movers and Directors are seperate objects, even though |
3332 | they look and act similar. Directors only do spells/missiles, |
3416 | they look and act similar. Directors only do spells/missiles, |
3333 | while movers only do living creatures (depending on how it |
3417 | while movers only do living creatures (depending on how it |
3334 | is set: monsters and players). ]]> |
3418 | is set: monsters and players).]]> |
3335 | </use> |
3419 | </use> |
3336 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3420 | <attribute arch="attacktype" editor="forced movement" type="bool"> |
3337 | If forced movement is enabled, the mover "freezes" anyone it |
3421 | If forced movement is enabled, the mover "freezes" anyone it |
3338 | moves (so they are forced to move along a chain). |
3422 | moves (so they are forced to move along a chain). |
3339 | For players there is no way to escape this forced movement, |
3423 | For players there is no way to escape this forced movement, |
… | |
… | |
3347 | </attribute> |
3431 | </attribute> |
3348 | <attribute arch="speed" editor="movement speed" type="float"> |
3432 | <attribute arch="speed" editor="movement speed" type="float"> |
3349 | The movement speed value determines how fast a chain of |
3433 | The movement speed value determines how fast a chain of |
3350 | these movers will push a player along (default is -0.2). |
3434 | these movers will push a player along (default is -0.2). |
3351 | </attribute> |
3435 | </attribute> |
|
|
3436 | &speed_left; |
3352 | <attribute arch="sp" editor="direction" type="list_direction"> |
3437 | <attribute arch="sp" editor="direction" type="list_direction"> |
3353 | The mover will push creatures in the specified <direction>. |
3438 | The mover will push creatures in the specified <direction>. |
3354 | A mover with direction set to <none> will spin clockwise, |
3439 | A mover with direction set to <none> will spin clockwise, |
3355 | thus pushing creatures in unpredictable directions. |
3440 | thus pushing creatures in unpredictable directions. |
3356 | </attribute> |
3441 | </attribute> |
… | |
… | |
3376 | activates creators, creating (per default: monster-only) movers |
3461 | activates creators, creating (per default: monster-only) movers |
3377 | under the NPC's feet. The NPC starts "walking" on a predefined |
3462 | 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, |
3463 | route! Note that it's useful to set this NPC immune to everything, |
3379 | preventing the player to push the NPC off his trace. |
3464 | preventing the player to push the NPC off his trace. |
3380 | </attribute> |
3465 | </attribute> |
3381 | <attribute arch="walk_on" editor="move walking creatures" type="bool"> |
3466 | <attribute arch="move_on" editor="movement type" type="movement_type"> |
3382 | This should always be set. |
3467 | 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> |
3468 | </attribute> |
3389 | </section> |
3469 | </section> |
3390 | </type> |
3470 | </type> |
3391 | |
3471 | |
3392 | <!--####################################################################--> |
3472 | <!--####################################################################--> |
… | |
… | |
3395 | <ignore_list name="non_pickable" /> |
3475 | <ignore_list name="non_pickable" /> |
3396 | </ignore> |
3476 | </ignore> |
3397 | <description><![CDATA[ |
3477 | <description><![CDATA[ |
3398 | Pedestals are designed to detect certain types of living objects. |
3478 | Pedestals are designed to detect certain types of living objects. |
3399 | When a predefined type of living creature steps on the pedestal, the |
3479 | When a predefined type of living creature steps on the pedestal, the |
3400 | connected value is triggered. ]]> |
3480 | connected value is triggered.]]> |
3401 | </description> |
3481 | </description> |
3402 | <use><![CDATA[ |
3482 | <use><![CDATA[ |
3403 | If you want to create a place where only players of a certain race |
3483 | If you want to create a place where only players of a certain race |
3404 | can enter, put a teleporter over your pedestal. So the teleporter is |
3484 | can enter, put a teleporter over your pedestal. So the teleporter is |
3405 | only activated for players of the matching race. Do not use gates, |
3485 | only activated for players of the matching race. Do not use gates, |
3406 | because many other players could sneak in. If you put powerful |
3486 | because many other players could sneak in. If you put powerful |
3407 | artifacts into such places, generally set "startequip 1", so that |
3487 | artifacts into such places, generally set "startequip 1", so that |
3408 | they are preserved for that one race and can't be traded to others. ]]> |
3488 | they are preserved for that one race and can't be traded to others.]]> |
3409 | </use> |
3489 | </use> |
3410 | <attribute arch="no_pick" value="1" type="fixed" /> |
3490 | <attribute arch="no_pick" value="1" type="fixed" /> |
3411 | <attribute arch="slaying" editor="match race" type="string"> |
3491 | <attribute arch="slaying" editor="match race" type="string"> |
3412 | the <match race> defines the object we're looking for. If <match race> |
3492 | the <match race> defines the object we're looking for. If <match race> |
3413 | matches the monster's or the player's race, we have a match. |
3493 | matches the monster's or the player's race, we have a match. |
… | |
… | |
3415 | place where only fireborns can enter, by setting "slaying unnatural". |
3495 | place where only fireborns can enter, by setting "slaying unnatural". |
3416 | |
3496 | |
3417 | If it is set to "player", any player stepping on the pedestal |
3497 | If it is set to "player", any player stepping on the pedestal |
3418 | is a match. Very useful if you want to open a gate for players |
3498 | is a match. Very useful if you want to open a gate for players |
3419 | but not for monsters. |
3499 | but not for monsters. |
|
|
3500 | |
|
|
3501 | &match_compat; |
3420 | </attribute> |
3502 | </attribute> |
3421 | <attribute arch="connected" editor="connection" type="int"> |
3503 | <attribute arch="connected" editor="connection" type="string"> |
3422 | When the pedestal is triggered, all objects with the same |
3504 | When the pedestal is triggered, all objects with the same |
3423 | connection value get activated. |
3505 | connection value get activated. |
3424 | </attribute> |
3506 | </attribute> |
|
|
3507 | &move_on; |
|
|
3508 | </type> |
|
|
3509 | |
|
|
3510 | <!--####################################################################--> |
|
|
3511 | <type number="32" name="Pedestal Trigger"> |
|
|
3512 | <import_type name="Pedestal" /> |
|
|
3513 | <ignore> |
|
|
3514 | <ignore_list name="non_pickable" /> |
|
|
3515 | </ignore> |
|
|
3516 | <description><![CDATA[ |
|
|
3517 | Pedestal triggers are pedestals which reset after a short period |
|
|
3518 | of time. Every time it is either applied or reset, the |
|
|
3519 | <connection> value is triggered.]]> |
|
|
3520 | </description> |
|
|
3521 | </type> |
|
|
3522 | |
|
|
3523 | <!--####################################################################--> |
|
|
3524 | <type number="19" name="Item Match"> |
|
|
3525 | <ignore> |
|
|
3526 | <ignore_list name="non_pickable" /> |
|
|
3527 | </ignore> |
|
|
3528 | <description><![CDATA[ |
|
|
3529 | Match objects use the deliantra matching language |
|
|
3530 | (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm) |
|
|
3531 | to match items on the same mapspace (if move_on/off are unset) or |
|
|
3532 | items trying to enter (if move_blocked is set). |
|
|
3533 | |
|
|
3534 | If a connected value is given, then it is triggered if the first object |
|
|
3535 | matching the expression is put on it, and the last is removed.]]> |
|
|
3536 | </description> |
|
|
3537 | <use><![CDATA[ |
|
|
3538 | If you want to trigger something else (e.g. a gate) when an item is above this object, |
|
|
3539 | use the move_on/move_off settings. |
|
|
3540 | |
|
|
3541 | If you want to keep something from entering if it has (or lacks) a specific item, |
|
|
3542 | use the move_blocked setting.]]> |
|
|
3543 | </use> |
3425 | <attribute arch="walk_on" value="1" type="fixed" /> |
3544 | <attribute arch="no_pick" value="1" type="fixed" /> |
3426 | <attribute arch="walk_off" value="1" type="fixed" /> |
3545 | <attribute arch="slaying" editor="match expression" type="string"> |
|
|
3546 | &match_compat; |
|
|
3547 | |
|
|
3548 | Optionally you can leave out the "match " prefix. |
|
|
3549 | </attribute> |
|
|
3550 | <attribute arch="connected" editor="connection" type="string"> |
|
|
3551 | When the match is triggered, all objects with the same |
|
|
3552 | connection value get activated. |
|
|
3553 | </attribute> |
|
|
3554 | &move_on; |
|
|
3555 | &move_off; |
|
|
3556 | &move_block; |
3427 | </type> |
3557 | </type> |
3428 | |
3558 | |
3429 | <!--####################################################################--> |
3559 | <!--####################################################################--> |
3430 | <type number="94" name="Pit"> |
3560 | <type number="94" name="Pit"> |
3431 | <ignore> |
3561 | <ignore> |
3432 | <ignore_list name="non_pickable" /> |
3562 | <ignore_list name="non_pickable" /> |
3433 | </ignore> |
3563 | </ignore> |
3434 | <description><![CDATA[ |
3564 | <description><![CDATA[ |
3435 | Pits are holes, transporting the player when he walks (and falls) into them. |
3565 | Pits are holes, transporting the player when he walks (and falls) into them. |
3436 | A speciality about pits is that they don't transport the player to |
3566 | A speciality about pits is that they don't transport the player to |
3437 | the exact destination, but within a two-square radius of the destination |
3567 | the exact destination, but within a configurable radius of the destination |
3438 | (never on blocked squares).<br> |
3568 | (never on blocked squares).<br> |
3439 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3569 | Optionally, pits can get closed and opened, similar to gates.<br><br> |
3440 | Monsters and items are affected by pits just as well as players. |
3570 | Monsters and items are affected by pits just as well as players. |
3441 | Even multipart monsters can fall through them, given enough space. ]]> |
3571 | Even multipart monsters can fall through them, given enough space.]]> |
3442 | </description> |
3572 | </description> |
3443 | <use><![CDATA[ |
3573 | <use><![CDATA[ |
3444 | Pits can add interesting effects to your map. When using them, make |
3574 | Pits can add interesting effects to your map. When using them, make |
3445 | sure to use them in a "logical way": Pits should always drop the |
3575 | sure to use them in a "logical way": Pits should always drop the |
3446 | player to some kind of lower level. They should not be used to |
3576 | player to some kind of lower level. They should not be used to |
3447 | randomly interconnect maps like teleporters do. ]]> |
3577 | randomly interconnect maps like teleporters do.]]> |
3448 | </use> |
3578 | </use> |
3449 | <attribute arch="no_pick" value="1" type="fixed" /> |
3579 | <attribute arch="no_pick" value="1" type="fixed" /> |
|
|
3580 | <attribute arch="range" editor="spread radius" type="int"> |
|
|
3581 | The radius of the square area that the pit will randomly put the player into (0 to 3, default 1). |
|
|
3582 | </attribute> |
3450 | <attribute arch="connected" editor="connection" type="int"> |
3583 | <attribute arch="connected" editor="connection" type="string"> |
3451 | When a <connection> value is set, the pit can be opened/closed |
3584 | When a <connection> value is set, the pit can be opened/closed |
3452 | by activating the connection. |
3585 | by activating the connection. |
3453 | </attribute> |
3586 | </attribute> |
|
|
3587 | &activate_on; |
3454 | <attribute arch="hp" editor="destination X" type="int"> |
3588 | <attribute arch="hp" editor="destination X" type="int"> |
3455 | The pit will transport creatures (and items) randomly into a two-square |
3589 | The pit will transport creatures (and items) randomly into a two-square |
3456 | radius of the destination coordinates. |
3590 | radius of the destination coordinates. |
3457 | If the destination square becomes blocked, the pit will act like |
3591 | If the destination square becomes blocked, the pit will act like |
3458 | being filled up and not work anymore! |
3592 | being filled up and not work anymore! |
… | |
… | |
3467 | The <position state> defines the position of the gate: |
3601 | The <position state> defines the position of the gate: |
3468 | Zero means completely open/down, the "number of animation-steps" (usually |
3602 | 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 |
3603 | about 6 or 7) means completely closed/up state. I suggest you don't |
3470 | mess with this value - Leave the default in place. |
3604 | mess with this value - Leave the default in place. |
3471 | </attribute> |
3605 | </attribute> |
3472 | <attribute arch="walk_on" editor="swallow walking" type="bool"> |
3606 | &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> |
3607 | </type> |
3485 | |
3608 | |
3486 | <!--####################################################################--> |
3609 | <!--####################################################################--> |
3487 | <type number="7" name="Poison Food"> |
3610 | <type number="7" name="Poison Food"> |
3488 | <description><![CDATA[ |
3611 | <description><![CDATA[ |
3489 | When eating, the player's stomache is drained by 1/4 of food. |
3612 | When eating, the player's stomache is drained by 1/4 of food. |
3490 | If his food drops to zero, the player might even die. ]]> |
3613 | If his food drops to zero, the player might even die.]]> |
3491 | </description> |
3614 | </description> |
3492 | </type> |
3615 | </type> |
3493 | |
3616 | |
3494 | <!--####################################################################--> |
3617 | <!--####################################################################--> |
3495 | <type number="5" name="Potion"> |
3618 | <type number="5" name="Potion"> |
3496 | <description><![CDATA[ |
3619 | <description><![CDATA[ |
3497 | The player can drink these and gain various kinds of benefits |
3620 | The player can drink these and gain various kinds of benefits |
3498 | (/penalties) by doing so. ]]> |
3621 | (/penalties) by doing so.]]> |
3499 | </description> |
3622 | </description> |
3500 | <use><![CDATA[ |
3623 | <use><![CDATA[ |
3501 | One potion should never give multiple benefits at once. ]]> |
3624 | One potion should never give multiple benefits at once.]]> |
3502 | </use> |
3625 | </use> |
3503 | <attribute arch="level" editor="potion level" type="int"> |
3626 | <attribute arch="level" editor="potion level" type="int"> |
3504 | If the potion contains a spell, the spell is cast at this level. |
3627 | If the potion contains a spell, the spell is cast at this level. |
3505 | For other potions it should be set at least to 1. |
3628 | For other potions it should be set at least to 1. |
3506 | </attribute> |
3629 | </attribute> |
… | |
… | |
3524 | </attribute> |
3647 | </attribute> |
3525 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3648 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
3526 | A godgiven item vanishes as soon as the player |
3649 | A godgiven item vanishes as soon as the player |
3527 | drops it to the ground. |
3650 | drops it to the ground. |
3528 | </attribute> |
3651 | </attribute> |
3529 | <section name="stats"> |
3652 | &player_stat_resist_sections; |
3530 | <attribute arch="Str" editor="strength" type="int"> |
|
|
3531 | The player's strentgh will rise/fall by the given value for permanent |
|
|
3532 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3533 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3534 | stats if positive. |
|
|
3535 | </attribute> |
|
|
3536 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
3537 | The player's dexterity will rise/fall by the given value for permanent |
|
|
3538 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3539 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3540 | stats if positive. |
|
|
3541 | </attribute> |
|
|
3542 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
3543 | The player's constitution will rise/fall by the given value for permanent |
|
|
3544 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3545 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3546 | stats if positive. |
|
|
3547 | </attribute> |
|
|
3548 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
3549 | The player's intelligence will rise/fall by the given value for permanent |
|
|
3550 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3551 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3552 | stats if positive. |
|
|
3553 | </attribute> |
|
|
3554 | <attribute arch="Pow" editor="power" type="int"> |
|
|
3555 | The player's power will rise/fall by the given value for permanent |
|
|
3556 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3557 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3558 | stats if positive. |
|
|
3559 | </attribute> |
|
|
3560 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
3561 | The player's wisdom will rise/fall by the given value for permanent |
|
|
3562 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3563 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3564 | stats if positive. |
|
|
3565 | </attribute> |
|
|
3566 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
3567 | The player's charisma will rise/fall by the given value for permanent |
|
|
3568 | (of course there is an upper limit). Generally there shouldn't be stat |
|
|
3569 | potions granting more than one stat. Cursed potions will subtract the |
|
|
3570 | stats if positive. |
|
|
3571 | </attribute> |
|
|
3572 | </section> |
|
|
3573 | <section name="resistance"> |
|
|
3574 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
3575 | The player's resistance to physical will rise by this value in percent |
|
|
3576 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3577 | add on the values from the player's equipment. |
|
|
3578 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3579 | </attribute> |
|
|
3580 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
3581 | The player's resistance to magic will rise by this value in percent |
|
|
3582 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3583 | add on the values from the player's equipment. |
|
|
3584 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3585 | </attribute> |
|
|
3586 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
3587 | The player's resistance to fire will rise by this value in percent |
|
|
3588 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3589 | add on the values from the player's equipment. |
|
|
3590 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3591 | </attribute> |
|
|
3592 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
3593 | The player's resistance to electricity will rise by this value in percent |
|
|
3594 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3595 | add on the values from the player's equipment. |
|
|
3596 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3597 | </attribute> |
|
|
3598 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
3599 | The player's resistance to cold will rise by this value in percent |
|
|
3600 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3601 | add on the values from the player's equipment. |
|
|
3602 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3603 | </attribute> |
|
|
3604 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
3605 | The player's resistance to acid will rise by this value in percent |
|
|
3606 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3607 | add on the values from the player's equipment. |
|
|
3608 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3609 | </attribute> |
|
|
3610 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
3611 | The player's resistance to confusion will rise by this value in percent |
|
|
3612 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3613 | add on the values from the player's equipment. |
|
|
3614 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3615 | </attribute> |
|
|
3616 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
3617 | The player's resistance to weaponmagic will rise by this value in percent |
|
|
3618 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3619 | add on the values from the player's equipment. |
|
|
3620 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3621 | </attribute> |
|
|
3622 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
3623 | The player's resistance to paralyze will rise by this value in percent |
|
|
3624 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3625 | add on the values from the player's equipment. |
|
|
3626 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3627 | </attribute> |
|
|
3628 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
3629 | The player's resistance to draining will rise by this value in percent |
|
|
3630 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3631 | add on the values from the player's equipment. |
|
|
3632 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3633 | </attribute> |
|
|
3634 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
3635 | The player's resistance to depletion will rise by this value in percent |
|
|
3636 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3637 | add on the values from the player's equipment. |
|
|
3638 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3639 | </attribute> |
|
|
3640 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
3641 | The player's resistance to poison will rise by this value in percent |
|
|
3642 | (range -100 till +100). The effect is only temporare, and it does NOT |
|
|
3643 | add on the values from the player's equipment. |
|
|
3644 | Cursed potions will make negative resistance.. very nasty in combat! |
|
|
3645 | </attribute> |
|
|
3646 | </section> |
|
|
3647 | </type> |
3653 | </type> |
3648 | |
3654 | |
3649 | <!--####################################################################--> |
3655 | <!--####################################################################--> |
3650 | <type number="156" name="Power Crystal"> |
3656 | <type number="156" name="Power Crystal"> |
3651 | <description><![CDATA[ |
3657 | <description><![CDATA[ |
3652 | Power crystals can store a player's mana: |
3658 | Power crystals can store a player's mana: |
3653 | When the player applies the crystal with full mana, half of |
3659 | When the player applies the crystal with full mana, half of |
3654 | it flows into the crystal. When the player applies it with |
3660 | it flows into the crystal. When the player applies it with |
3655 | lacking mana, the crystal replenishes the player's mana. ]]> |
3661 | lacking mana, the crystal replenishes the player's mana.]]> |
3656 | </description> |
3662 | </description> |
3657 | <attribute arch="sp" editor="initial mana" type="int"> |
3663 | <attribute arch="sp" editor="initial mana" type="int"> |
3658 | <initial mana> is the amount of spellpoints that the |
3664 | <initial mana> is the amount of spellpoints that the |
3659 | crystal holds when the map is loaded. |
3665 | crystal holds when the map is loaded. |
3660 | </attribute> |
3666 | </attribute> |
… | |
… | |
3672 | Projectiles like arrows/crossbow bolts are used as ammunition |
3678 | Projectiles like arrows/crossbow bolts are used as ammunition |
3673 | for shooting weapons. |
3679 | for shooting weapons. |
3674 | <br><br> |
3680 | <br><br> |
3675 | It's very easy to add new pairs of weapons & projectiles. |
3681 | It's very easy to add new pairs of weapons & projectiles. |
3676 | Just set matching <ammunition class> both for shooting |
3682 | Just set matching <ammunition class> both for shooting |
3677 | weapon and projectile. ]]> |
3683 | weapon and projectile.]]> |
3678 | </description> |
3684 | </description> |
3679 | <use><![CDATA[ |
3685 | <use><![CDATA[ |
3680 | If you want to create new kinds of projectiles, you could |
3686 | If you want to create new kinds of projectiles, you could |
3681 | add an alchemical receipe to create these. |
3687 | add an alchemical receipe to create these. |
3682 | |
3688 | |
3683 | Don't create new pairs of weapons & projectiles unless |
3689 | Don't create new pairs of weapons & projectiles unless |
3684 | they really fullfill a useful purpose. In fact, even bows |
3690 | they really fullfill a useful purpose. In fact, even bows |
3685 | and crossbows are rarely ever used. ]]> |
3691 | and crossbows are rarely ever used.]]> |
3686 | </use> |
3692 | </use> |
3687 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3693 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
3688 | This number is a bitmask, specifying the projectile's attacktypes. |
3694 | This number is a bitmask, specifying the projectile's attacktypes. |
3689 | Attacktypes are: physical, magical, fire, cold.. etc. |
3695 | Attacktypes are: physical, magical, fire, cold.. etc. |
3690 | This works identical to melee weapons. Note that shooting |
3696 | This works identical to melee weapons. Note that shooting |
… | |
… | |
3752 | <type number="70" name="Ring"> |
3758 | <type number="70" name="Ring"> |
3753 | <import_type name="Amulet" /> |
3759 | <import_type name="Amulet" /> |
3754 | <description><![CDATA[ |
3760 | <description><![CDATA[ |
3755 | Rings are worn on the hands - one ring each. |
3761 | Rings are worn on the hands - one ring each. |
3756 | Wearing rings, the object's stats will directly be inherited to |
3762 | Wearing rings, the object's stats will directly be inherited to |
3757 | the player. Usually enhancing his spellcasting potential. ]]> |
3763 | the player. Usually enhancing his spellcasting potential.]]> |
3758 | </description> |
3764 | </description> |
3759 | <use><![CDATA[ |
3765 | <use><![CDATA[ |
3760 | When you create an artifact ring, never forget that players can |
3766 | When you create an artifact ring, never forget that players can |
3761 | wear <B>two</B> rings! Due to that it is extremely important to |
3767 | wear <B>two</B> rings! Due to that it is extremely important to |
3762 | keep rings in balance with the game. |
3768 | keep rings in balance with the game. |
3763 | <br><br> |
3769 | <br><br> |
3764 | Also keep in mind that rings are generally the wizard's tools. |
3770 | Also keep in mind that rings are generally the wizard's tools. |
3765 | They should primarily grant bonuses to spellcasting abilities |
3771 | They should primarily grant bonuses to spellcasting abilities |
3766 | and non-physical resistances. ]]> |
3772 | and non-physical resistances.]]> |
3767 | </use> |
3773 | </use> |
3768 | </type> |
3774 | </type> |
3769 | |
3775 | |
3770 | <!--####################################################################--> |
3776 | <!--####################################################################--> |
3771 | <type number="3" name="Rod"> |
3777 | <type number="3" name="Rod"> |
… | |
… | |
3774 | </ignore> |
3780 | </ignore> |
3775 | <description><![CDATA[ |
3781 | <description><![CDATA[ |
3776 | A rod contains a spell. The player can use this spell by applying and |
3782 | A rod contains a spell. The player can use this spell by applying and |
3777 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3783 | fireing the rod. Rods need time to regenerate their "internal" spellpoints, |
3778 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3784 | lowering the effectiveness in combat. But unlike wands/scrolls, rods can be |
3779 | used endlessly. ]]> |
3785 | used endlessly.]]> |
3780 | </description> |
3786 | </description> |
3781 | <use><![CDATA[ |
3787 | <use><![CDATA[ |
3782 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3788 | Rods with healing/curing spells are extremely powerful. Usually, potions have |
3783 | to be used for that purpose. Though, potions are expensive and only good for |
3789 | to be used for that purpose. Though, potions are expensive and only good for |
3784 | one-time-use.<br> ]]> |
3790 | one-time-use.<br>]]> |
3785 | </use> |
3791 | </use> |
3786 | <attribute arch="sp" editor="spell" type="spell"> |
3792 | <attribute arch="sp" editor="spell" type="spell"> |
3787 | Sets the <spell> of the rod. Consider twice before handing out special |
3793 | Sets the <spell> of the rod. Consider twice before handing out special |
3788 | rods to players, since they can be used endlessly without any mana cost! |
3794 | rods to players, since they can be used endlessly without any mana cost! |
3789 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
3795 | Rods with heal/ restoration/ protection spells, IF available, MUST be |
… | |
… | |
3829 | Runes hit any monster or person who steps on them for 'dam' damage in |
3835 | Runes hit any monster or person who steps on them for 'dam' damage in |
3830 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3836 | 'attacktype' attacktype. Alternatively, the rune could contain any spell, |
3831 | and will cast this spell when it detonates. Yet another kind is the |
3837 | and will cast this spell when it detonates. Yet another kind is the |
3832 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3838 | "summoning rune", summoning predefined monsters of any kind, at detonation. |
3833 | <br><br> |
3839 | <br><br> |
3834 | Many runes are already defined in the archetypes. ]]> |
3840 | Many runes are already defined in the archetypes.]]> |
3835 | </description> |
3841 | </description> |
3836 | <use><![CDATA[ |
3842 | <use><![CDATA[ |
3837 | Avoid monsters stepping on your runes. For example, summoning runes |
3843 | Avoid monsters stepping on your runes. For example, summoning runes |
3838 | together with spellcasting- and attack-runes is usually a bad idea. ]]> |
3844 | together with spellcasting- and attack-runes is usually a bad idea.]]> |
3839 | </use> |
3845 | </use> |
3840 | <attribute arch="no_pick" value="1" type="fixed" /> |
3846 | <attribute arch="no_pick" value="1" type="fixed" /> |
3841 | <attribute arch="walk_on" value="1" type="fixed" /> |
3847 | &move_on; |
3842 | <attribute arch="level" editor="rune level" type="int"> |
3848 | <attribute arch="level" editor="rune level" type="int"> |
3843 | This value sets the level the rune will cast the spell it contains at, |
3849 | 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. |
3850 | if applicable. A level 99 rune casts a very, very mean spell of whatever. |
3845 | (<rune level> 0 runes won't detonate at all!) |
3851 | (<rune level> 0 runes won't detonate at all!) |
3846 | |
3852 | |
… | |
… | |
3911 | <ignore_list name="non_pickable" /> |
3917 | <ignore_list name="non_pickable" /> |
3912 | </ignore> |
3918 | </ignore> |
3913 | <description><![CDATA[ |
3919 | <description><![CDATA[ |
3914 | When the player applies a savebed, he is not only saved. Both his |
3920 | When the player applies a savebed, he is not only saved. Both his |
3915 | respawn-after-death and his word-of-recall positions are pointing |
3921 | respawn-after-death and his word-of-recall positions are pointing |
3916 | to the last-applied savebed. ]]> |
3922 | to the last-applied savebed.]]> |
3917 | </description> |
3923 | </description> |
3918 | <use><![CDATA[ |
3924 | <use><![CDATA[ |
3919 | Put savebed locations in towns, do not put them into dungeons. |
3925 | Put savebed locations in towns, do not put them into dungeons. |
3920 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3926 | It is absolutely neccessary that a place with savebeds is 100% secure. |
3921 | That means: |
3927 | That means: |
3922 | <UL> |
3928 | <UL> |
3923 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3929 | <LI> Monsters must not be able to reach the savebeds under any circumstances! |
3924 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3930 | <LI> If there are NPCs around, make sure they have the friendly-flag set. |
3925 | <LI> Insert a relyable exit! Make sure there is no possibility that |
3931 | <LI> Insert a reliable exit! Make sure there is no possibility that |
3926 | players get trapped in a savebed location. |
3932 | players get trapped in a savebed location. |
3927 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3933 | <LI> If possible, mark the whole site as no-spell area (Insert this |
3928 | arch called "dungeon_magic" everywhere). This is not required, |
3934 | arch called "dungeon_magic" everywhere). This is not required, |
3929 | but it makes the place much more safe. |
3935 | but it makes the place much more safe. |
3930 | </UL> ]]> |
3936 | </UL>]]> |
3931 | </use> |
3937 | </use> |
3932 | <attribute arch="no_pick" value="1" type="fixed" /> |
3938 | <attribute arch="no_pick" value="1" type="fixed" /> |
3933 | <attribute arch="no_magic" value="1" type="fixed" /> |
3939 | <attribute arch="no_magic" value="1" type="fixed" /> |
3934 | <attribute arch="damned" value="1" type="fixed" /> |
3940 | <attribute arch="damned" value="1" type="fixed" /> |
3935 | </type> |
3941 | </type> |
… | |
… | |
3942 | <description><![CDATA[ |
3948 | <description><![CDATA[ |
3943 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3949 | Scrolls contain spells (similar to spell-potions). Unlike potions, |
3944 | scrolls require a certain literacy skill to read successfully. |
3950 | scrolls require a certain literacy skill to read successfully. |
3945 | Accordingly, for a successful reading, a small amount of |
3951 | Accordingly, for a successful reading, a small amount of |
3946 | experience is gained. Scrolls allow only one time usage, but |
3952 | experience is gained. Scrolls allow only one time usage, but |
3947 | usually they are sold in bulks. ]]> |
3953 | usually they are sold in bulks.]]> |
3948 | </description> |
3954 | </description> |
3949 | <use><![CDATA[ |
3955 | <use><![CDATA[ |
3950 | For low level quests, scrolls of healing/curing-spells |
3956 | For low level quests, scrolls of healing/curing-spells |
3951 | can be a nice reward. At higher levels, scrolls become less |
3957 | can be a nice reward. At higher levels, scrolls become less |
3952 | and less useful. ]]> |
3958 | and less useful.]]> |
3953 | </use> |
3959 | </use> |
3954 | <attribute arch="level" editor="casting level" type="int"> |
3960 | <attribute arch="level" editor="casting level" type="int"> |
3955 | The spell of the scroll will be casted at this level. |
3961 | The spell of the scroll will be casted at this level. |
3956 | This value should always be set, at least to 1. |
3962 | This value should always be set, at least to 1. |
3957 | </attribute> |
3963 | </attribute> |
… | |
… | |
3969 | <type number="33" name="Shield"> |
3975 | <type number="33" name="Shield"> |
3970 | <import_type name="Amulet" /> |
3976 | <import_type name="Amulet" /> |
3971 | <description><![CDATA[ |
3977 | <description><![CDATA[ |
3972 | Wearing a shield, the object's stats will directly be inherited to |
3978 | Wearing a shield, the object's stats will directly be inherited to |
3973 | the player. Shields usually provide good defense, only surpassed |
3979 | the player. Shields usually provide good defense, only surpassed |
3974 | by brestplate armour. Resistances on shields aren't uncommon either. ]]> |
3980 | by brestplate armour. Resistances on shields aren't uncommon either.]]> |
3975 | </description> |
3981 | </description> |
3976 | <use><![CDATA[ |
3982 | <use><![CDATA[ |
3977 | Feel free to create your own special artifacts. However, it is very |
3983 | Feel free to create your own special artifacts. However, it is very |
3978 | important that you keep your artifact in balance with existing maps. ]]> |
3984 | important that you keep your artifact in balance with existing maps.]]> |
3979 | </use> |
3985 | </use> |
3980 | <attribute arch="magic" editor="magic bonus" type="int"> |
3986 | <attribute arch="magic" editor="magic bonus" type="int"> |
3981 | <magic bonus> works just like ac, except that it can be improved by |
3987 | <magic bonus> works just like ac, except that it can be improved by |
3982 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3988 | "scrolls of Enchant Armour" or reduced by acid. It is less useful |
3983 | than direct armour-class bonus on the shield. |
3989 | than direct armour-class bonus on the shield. |
… | |
… | |
3985 | </type> |
3991 | </type> |
3986 | |
3992 | |
3987 | <!--####################################################################--> |
3993 | <!--####################################################################--> |
3988 | <type number="14" name="Shooting Weapon"> |
3994 | <type number="14" name="Shooting Weapon"> |
3989 | <description><![CDATA[ |
3995 | <description><![CDATA[ |
3990 | Schooting weapons like bows/crossbows are used to shoot projectiles |
3996 | Shooting weapons like bows/crossbows are used to shoot projectiles |
3991 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3997 | (arrows/bolts). Shooting weapons and normal (melee) weapons can be |
3992 | wielded both at the same time. Like with any other equipment, |
3998 | wielded both at the same time. Like with any other equipment, |
3993 | stats/bonuses from shooting weapons are directly inherited to the player. |
3999 | stats/bonuses from shooting weapons are directly inherited to the player. |
3994 | <br><br> |
4000 | <br><br> |
3995 | It's very easy to add new pairs of weapons & projectiles. |
4001 | It's very easy to add new pairs of weapons & projectiles. |
3996 | Just set matching <ammunition class> both for shooting |
4002 | Just set matching <ammunition class> both for shooting |
3997 | weapon and projectile. ]]> |
4003 | weapon and projectile.]]> |
3998 | </description> |
4004 | </description> |
3999 | <use><![CDATA[ |
4005 | <use><![CDATA[ |
4000 | Shooting weapons should not add bonuses in general. There's already |
4006 | Shooting weapons should not add bonuses in general. There's already |
4001 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4007 | enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. |
4002 | Schooting weapons should especially not add bonuses to the player |
4008 | Shooting weapons should especially not add bonuses to the player |
4003 | that have nothing to do with schooting. A Wisdom bonus on a bow |
4009 | 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 |
4010 | is crap for example! A name like "Longbow of great Wisdom" doesn't help |
4005 | - still crap. ]]> |
4011 | - still crap.]]> |
4006 | </use> |
4012 | </use> |
4007 | <attribute arch="race" editor="ammunition class" type="string"> |
4013 | <attribute arch="race" editor="ammunition class" type="string"> |
4008 | Only projectiles with matching <ammunition class> can be fired |
4014 | Only projectiles with matching <ammunition class> can be fired |
4009 | with this weapon. For normal bows set "arrows", for normal |
4015 | with this weapon. For normal bows set "arrows", for normal |
4010 | crossbows set "crossbow bolts". |
4016 | crossbows set "crossbow bolts". |
… | |
… | |
4039 | amount of <item power>, depending on their own level. This is the |
4045 | amount of <item power>, depending on their own level. This is the |
4040 | only way to prevent low level players to wear "undeserved" equipment |
4046 | only way to prevent low level players to wear "undeserved" equipment |
4041 | (like gifts from other players or cheated items). |
4047 | (like gifts from other players or cheated items). |
4042 | |
4048 | |
4043 | It is very important to adjust the <item power> value carefully |
4049 | It is very important to adjust the <item power> value carefully |
4044 | for every artifact you create! If zero/unset, the CF server will |
4050 | for every artifact you create! If zero/unset, the Deliantra server will |
4045 | calculate a provisional value at runtime, but this is never |
4051 | calculate a provisional value at runtime, but this is never |
4046 | going to be an accurate measurement of <item power>. |
4052 | going to be an accurate measurement of <item power>. |
4047 | </attribute> |
4053 | </attribute> |
4048 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4054 | <attribute arch="no_strength" editor="ignore strength" type="bool"> |
4049 | Usually the player's strentgh takes effect on the damage |
4055 | Usually the player's strentgh takes effect on the damage |
… | |
… | |
4131 | These items are all flagged as unpaid. |
4137 | These items are all flagged as unpaid. |
4132 | When a player drops an item onto shop floor, the item becomes |
4138 | When a player drops an item onto shop floor, the item becomes |
4133 | unpaid and the player receives payment according to the item's |
4139 | unpaid and the player receives payment according to the item's |
4134 | selling-value. |
4140 | selling-value. |
4135 | Shopfloor always prevents magic (To hinder players from burning |
4141 | Shopfloor always prevents magic (To hinder players from burning |
4136 | or freezing the goods). ]]> |
4142 | or freezing the goods).]]> |
4137 | </description> |
4143 | </description> |
4138 | <use><![CDATA[ |
4144 | <use><![CDATA[ |
4139 | Tile your whole shop-interior space which shop floor. |
4145 | Tile your whole shop-interior space which shop floor. |
4140 | (That assures players receive payment for dropping items). |
4146 | (That assures players receive payment for dropping items). |
4141 | Place shop mats to enter/leave the shop, and make sure |
4147 | Place shop mats to enter/leave the shop, and make sure |
4142 | there is no other exit than the shop mat. ]]> |
4148 | there is no other exit than the shop mat.]]> |
4143 | </use> |
4149 | </use> |
4144 | <attribute arch="is_floor" value="1" type="fixed" /> |
4150 | <attribute arch="is_floor" value="1" type="fixed" /> |
4145 | <attribute arch="no_pick" value="1" type="fixed" /> |
4151 | <attribute arch="no_pick" value="1" type="fixed" /> |
4146 | <attribute arch="no_magic" value="1" type="fixed" /> |
4152 | <attribute arch="no_magic" value="1" type="fixed" /> |
4147 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
4153 | <attribute arch="auto_apply" editor="generate goods" type="bool"> |
… | |
… | |
4181 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4187 | "shopping-area" and one outside. Shop mats don't use exit paths/ |
4182 | or -destinations. When stepping onto a shopmat the player gets beamed |
4188 | or -destinations. When stepping onto a shopmat the player gets beamed |
4183 | to the nearest other mat. If the player has unpaid items in his |
4189 | to the nearest other mat. If the player has unpaid items in his |
4184 | inventory, the price gets charged from his coins automatically. |
4190 | inventory, the price gets charged from his coins automatically. |
4185 | If the player has insufficient coins to buy his unpaid items, he |
4191 | If the player has insufficient coins to buy his unpaid items, he |
4186 | is unable to pass any shopmat (So he has to drop unpaid items). ]]> |
4192 | is unable to pass any shopmat (So he has to drop unpaid items).]]> |
4187 | </description> |
4193 | </description> |
4188 | <use><![CDATA[ |
4194 | <use><![CDATA[ |
4189 | As stated above, always place TWO shop mats into your shop. |
4195 | As stated above, always place TWO shop mats into your shop. |
4190 | Not more and not less than that. ]]> |
4196 | Not more and not less than that.]]> |
4191 | </use> |
4197 | </use> |
4192 | <attribute arch="no_pick" value="1" type="fixed" /> |
4198 | <attribute arch="no_pick" value="1" type="fixed" /> |
4193 | <attribute arch="walk_on" editor="apply by walking" type="bool"> |
4199 | &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> |
4200 | </type> |
4202 | |
4201 | |
4203 | <!--####################################################################--> |
4202 | <!--####################################################################--> |
4204 | <type number="98" name="Sign & MagicMouth"> |
4203 | <type number="98" name="Sign & MagicMouth"> |
4205 | <ignore> |
4204 | <ignore> |
… | |
… | |
4207 | </ignore> |
4206 | </ignore> |
4208 | <description><![CDATA[ |
4207 | <description><![CDATA[ |
4209 | The purpose of a sign or magic_mouth is to display a certain message to |
4208 | The purpose of a sign or magic_mouth is to display a certain message to |
4210 | the player. There are three ways to have the player get this message: |
4209 | the player. There are three ways to have the player get this message: |
4211 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4210 | The player walking onto it (-> magic_mouth), the player pressing <a>pply |
4212 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth). ]]> |
4211 | (-> sign) or the player triggering a button/handle/etc (-> magic_mouth).]]> |
4213 | </description> |
4212 | </description> |
4214 | <use><![CDATA[ |
4213 | <use><![CDATA[ |
4215 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4214 | Use signs and magic_mouths, plenty of them! Place magic_mouths to add |
4216 | some true roleplay feeling to your maps, support your storyline or give |
4215 | some true roleplay feeling to your maps, support your storyline or give |
4217 | hints about hidden secrets/dangers. Place signs to provide the player |
4216 | hints about hidden secrets/dangers. Place signs to provide the player |
4218 | with all kinds of useful information for getting along in your maps. ]]> |
4217 | with all kinds of useful information for getting along in your maps.]]> |
4219 | </use> |
4218 | </use> |
4220 | <attribute arch="connected" editor="connection" type="int"> |
4219 | <attribute arch="connected" editor="connection" type="string"> |
4221 | When a connection value is set, the message will be printed whenever |
4220 | When a connection value is set, the message will be printed whenever |
4222 | the connection is triggered. This should be used in combination with |
4221 | the connection is triggered. This should be used in combination with |
4223 | <invisible> enabled and <activate by walking/flying> disabled. |
4222 | <invisible> enabled and <activate by walking/flying> disabled. |
4224 | If activating your magic_mouth this way, the message will not only be |
4223 | 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. |
4224 | printed to one player, but all players on the current map. |
4226 | </attribute> |
4225 | </attribute> |
4227 | <attribute arch="walk_on" editor="activate by walking" type="bool"> |
4226 | &activate_on; |
4228 | If set, the player gets the message when walking ontop of the object. |
4227 | &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"> |
4228 | <attribute arch="food" editor="counter" type="int"> |
4239 | If a counter-value is set (greater zero), the sign/magic_mouth can be applied |
4229 | 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 |
4230 | (printing the message) only that many times. For signs this really shouldn't |
4241 | be used, while for magic_mouths it is extremely helpful. |
4231 | be used, while for magic_mouths it is extremely helpful. |
4242 | Monsters walking over the magic_mouth do not decrease the counter. |
4232 | Monsters walking over the magic_mouth do not decrease the counter. |
… | |
… | |
4251 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4241 | <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> |
4252 | This text will be displayed to the player. |
4242 | This text will be displayed to the player. |
4253 | </attribute> |
4243 | </attribute> |
4254 | </type> |
4244 | </type> |
4255 | |
4245 | |
|
|
4246 | <type number="150" name="Shop Inventory"> |
|
|
4247 | <ignore> |
|
|
4248 | <ignore_list name="non_pickable" /> |
|
|
4249 | </ignore> |
|
|
4250 | <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]> |
|
|
4251 | </description> |
|
|
4252 | <use><![CDATA[Use these signs to present the player a list of the items in the shop]]> |
|
|
4253 | </use> |
|
|
4254 | <attribute arch="shop_coords" editor="shop rectangle" type="string"> |
|
|
4255 | The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on |
|
|
4256 | the map that will be searched for unpaid items. |
|
|
4257 | </attribute> |
|
|
4258 | </type> |
|
|
4259 | |
4256 | <!--####################################################################--> |
4260 | <!--####################################################################--> |
4257 | <type number="43" name="Skill"> |
4261 | <type number="43" name="Skill"> |
4258 | <ignore> |
4262 | <ignore> |
4259 | <ignore_list name="system_object" /> |
4263 | <ignore_list name="system_object" /> |
4260 | </ignore> |
4264 | </ignore> |
4261 | <description><![CDATA[ |
4265 | <description><![CDATA[ |
4262 | Skills are objects which exist in the player/monster inventory. |
4266 | Skills are objects which exist in the player/monster inventory. |
4263 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4267 | Both NPC/monsters and players use the same skill archetypes. Not all skills |
4264 | are enabled for monster use however. ]]> |
4268 | are enabled for monster use however.]]> |
4265 | </description> |
4269 | </description> |
4266 | <use><![CDATA[ |
4270 | <use><![CDATA[ |
4267 | For mapmaking, Skill objects serve two purposes: |
4271 | For mapmaking, Skill objects serve two purposes: |
4268 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4272 | <p>First, the predefined skill archtypes (in the 'skills' directory) |
4269 | can be seen as the global skill definitions. A skill which doesn't |
4273 | can be seen as the global skill definitions. A skill which doesn't |
… | |
… | |
4274 | </p><p> |
4278 | </p><p> |
4275 | Secondly, in order to enable monsters to use skills, you will need to |
4279 | Secondly, in order to enable monsters to use skills, you will need to |
4276 | copy default skill archtypes into the monsters' inventories. |
4280 | copy default skill archtypes into the monsters' inventories. |
4277 | You can even customize the skills by changing stats. It is not |
4281 | You can even customize the skills by changing stats. It is not |
4278 | recommended however, to use skills in your maps which are totally |
4282 | recommended however, to use skills in your maps which are totally |
4279 | unrelated to any predefined skill archtype.</p> ]]> |
4283 | unrelated to any predefined skill archtype.</p>]]> |
4280 | </use> |
4284 | </use> |
4281 | <attribute arch="invisible" value="1" type="fixed" /> |
4285 | <attribute arch="invisible" value="1" type="fixed" /> |
4282 | <attribute arch="no_drop" value="1" type="fixed" /> |
4286 | <attribute arch="no_drop" value="1" type="fixed" /> |
4283 | <attribute arch="skill" editor="skill name" type="string"> |
4287 | <attribute arch="skill" editor="skill name" type="string"> |
4284 | The <skill name> is used for matchings. When a usable |
4288 | The <skill name> is used for matchings. When a usable |
… | |
… | |
4294 | expmul is 1, the player will get 500 added to that skill as well as |
4298 | expmul is 1, the player will get 500 added to that skill as well as |
4295 | 500 to their total. |
4299 | 500 to their total. |
4296 | </attribute> |
4300 | </attribute> |
4297 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4301 | <attribute arch="subtype" editor="skill type" type="list_skill_type"> |
4298 | The <skill type> defines the base functionality of the skill. |
4302 | The <skill type> defines the base functionality of the skill. |
4299 | Skill types are hardcoded in the Crossfire server. It isn't hard to |
4303 | Skill types are hardcoded in the Deliantra server. It isn't hard to |
4300 | create new skill types, but it requires a bit of server-coding. |
4304 | create new skill types, but it requires a bit of server-coding. |
4301 | </attribute> |
4305 | </attribute> |
4302 | <attribute arch="level" editor="level" type="int"> |
4306 | <attribute arch="level" editor="level" type="int"> |
4303 | </attribute> |
4307 | </attribute> |
4304 | <attribute arch="exp" editor="experience" type="int"> |
4308 | <attribute arch="exp" editor="experience" type="int"> |
… | |
… | |
4313 | |
4317 | |
4314 | <!--####################################################################--> |
4318 | <!--####################################################################--> |
4315 | <type number="130" name="Skill Scroll"> |
4319 | <type number="130" name="Skill Scroll"> |
4316 | <description><![CDATA[ |
4320 | <description><![CDATA[ |
4317 | By reading a skill scroll, a player has a chance to learn the |
4321 | By reading a skill scroll, a player has a chance to learn the |
4318 | contained skill. ]]> |
4322 | contained skill.]]> |
4319 | </description> |
4323 | </description> |
4320 | <use><![CDATA[ |
4324 | <use><![CDATA[ |
4321 | Skill scrolls are very much sought for by players. Currently, |
4325 | Skill scrolls are very much sought for by players. Currently, |
4322 | all skill scrolls are sold in shops randomly, which is in fact not |
4326 | all skill scrolls are sold in shops randomly, which is in fact not |
4323 | a good system. It would be nice to have some cool quests with |
4327 | a good system. It would be nice to have some cool quests with |
4324 | skill scrolls rewarded at the end. ]]> |
4328 | skill scrolls rewarded at the end.]]> |
4325 | </use> |
4329 | </use> |
4326 | <attribute arch="race" value="scrolls" type="fixed" /> |
4330 | <attribute arch="race" value="scrolls" type="fixed" /> |
4327 | <attribute arch="skill" editor="skill name" type="string"> |
4331 | <attribute arch="skill" editor="skill name" type="string"> |
4328 | The <skill name> matches the skill object that can |
4332 | The <skill name> matches the skill object that can |
4329 | be learned from this scroll. |
4333 | be learned from this scroll. |
… | |
… | |
4339 | When carrying the appropriate special key, a locked door can |
4343 | When carrying the appropriate special key, a locked door can |
4340 | be opened. The key will dissapear. |
4344 | be opened. The key will dissapear. |
4341 | <br><br> |
4345 | <br><br> |
4342 | This object-type can also be used for "passport"-like items: |
4346 | This object-type can also be used for "passport"-like items: |
4343 | When walking onto an invetory checker, a gate for example might |
4347 | When walking onto an invetory checker, a gate for example might |
4344 | get opened. The "passport" will stay in the player's inventory. ]]> |
4348 | get opened. The "passport" will stay in the player's inventory.]]> |
4345 | </description> |
4349 | </description> |
4346 | <use><![CDATA[ |
4350 | <use><![CDATA[ |
4347 | How to make a "passport": You take the special key arch |
4351 | How to make a "passport": You take the special key arch |
4348 | (archetype name is "key2"), set the face to something like |
4352 | (archetype name is "key2"), set the face to something like |
4349 | card.111 and the name to "passport" - that's all. The <key string> |
4353 | card.111 and the name to "passport" - that's all. The <key string> |
4350 | certainly must match with the appropiate inventory checker. |
4354 | certainly must match with the appropiate inventory checker. |
4351 | <br><br> |
4355 | <br><br> |
4352 | Of course you can be creative with names and faces of |
4356 | Of course you can be creative with names and faces of |
4353 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4357 | key-objects. A "mysterious crystal" or a "big dragon claw" |
4354 | (with appropriate faces) appear more interesting than just |
4358 | (with appropriate faces) appear more interesting than just |
4355 | a "strange key", or "passport". ]]> |
4359 | a "strange key", or "passport".]]> |
4356 | </use> |
4360 | </use> |
4357 | <attribute arch="slaying" editor="key string" type="string"> |
4361 | <attribute arch="slaying" editor="key string" type="string"> |
4358 | This string must be identical with the <key string> in the |
4362 | This string must be identical with the <key string> in the |
4359 | locked door, then it can be unlocked. It can also be used |
4363 | locked door, then it can be unlocked. It can also be used |
4360 | to trigger inventory checkers. |
4364 | to trigger inventory checkers. |
… | |
… | |
4395 | players can learn it by reading the book. Once learned, players |
4399 | players can learn it by reading the book. Once learned, players |
4396 | can use the spell as often as they like. With increasing skill level |
4400 | can use the spell as often as they like. With increasing skill level |
4397 | of the player, spells may gain power but also increase cost.<br> |
4401 | of the player, spells may gain power but also increase cost.<br> |
4398 | Monsters can use spells which are put in their inventory (provided |
4402 | Monsters can use spells which are put in their inventory (provided |
4399 | that certain "enabling" settings are correct). The monster's |
4403 | that certain "enabling" settings are correct). The monster's |
4400 | <treasurelist> can also be used to provide it with spells. ]]> |
4404 | <treasurelist> can also be used to provide it with spells.]]> |
4401 | </description> |
4405 | </description> |
4402 | <use><![CDATA[ |
4406 | <use><![CDATA[ |
4403 | A lot of the spells' settings can be tuned and customized. |
4407 | A lot of the spells' settings can be tuned and customized. |
4404 | When creating new spells which are accessible to players, it is |
4408 | When creating new spells which are accessible to players, it is |
4405 | important to think about balance. A single spell which is too |
4409 | important to think about balance. A single spell which is too |
4406 | powerful and/or too easy to use can eventually toss the whole skill |
4410 | powerful and/or too easy to use can eventually toss the whole skill |
4407 | and magic school system out of whack. Testing new spells is |
4411 | and magic school system out of whack. Testing new spells is |
4408 | quite important therefore. ]]> |
4412 | quite important therefore.]]> |
4409 | </use> |
4413 | </use> |
4410 | <attribute arch="no_drop" value="1" type="fixed" /> |
4414 | <attribute arch="no_drop" value="1" type="fixed" /> |
4411 | <attribute arch="invisible" value="1" type="fixed" /> |
4415 | <attribute arch="invisible" value="1" type="fixed" /> |
4412 | <attribute arch="skill" editor="skill name" type="string"> |
4416 | <attribute arch="skill" editor="skill name" type="string"> |
4413 | The <skill name> matches the skill which is needed |
4417 | The <skill name> matches the skill which is needed |
… | |
… | |
4445 | to read.<br><br> |
4449 | to read.<br><br> |
4446 | You can create widely customized spells only by adjusting the |
4450 | You can create widely customized spells only by adjusting the |
4447 | spell object in the spellbooks inventory. Refer to the description |
4451 | spell object in the spellbooks inventory. Refer to the description |
4448 | of spell objects for detailed information how to customize spells.<br> |
4452 | of spell objects for detailed information how to customize spells.<br> |
4449 | If you want to have a random spellbook instead, choose a <treasurelist> |
4453 | If you want to have a random spellbook instead, choose a <treasurelist> |
4450 | with a compilation of spells that the book may contain. ]]> |
4454 | with a compilation of spells that the book may contain.]]> |
4451 | </description> |
4455 | </description> |
4452 | <use><![CDATA[ |
4456 | <use><![CDATA[ |
4453 | Don't put any of the godgiven spells into a spellbook! These are |
4457 | Don't put any of the godgiven spells into a spellbook! These are |
4454 | reserved for the followers of the appropriate cults. Handing them |
4458 | reserved for the followers of the appropriate cults. Handing them |
4455 | out in a spellbook would violate the balance between different religions. |
4459 | out in a spellbook would violate the balance between different religions. |
4456 | <br><br> |
4460 | <br><br> |
4457 | Note that there is no fundamental difference between the spellbooks |
4461 | Note that there is no fundamental difference between the spellbooks |
4458 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4462 | of varying schools (pyromancy, sorcery, evocation, summoning, and |
4459 | even praying). The difference lies only in the spells they contain. |
4463 | even praying). The difference lies only in the spells they contain. |
4460 | It is up to you, the mapmaker, to pick the right type of book |
4464 | It is up to you, the mapmaker, to pick the right type of book |
4461 | for your spells. ]]> |
4465 | for your spells.]]> |
4462 | </use> |
4466 | </use> |
4463 | <attribute arch="skill" value="literacy" type="fixed" /> |
4467 | <attribute arch="skill" value="literacy" type="fixed" /> |
4464 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4468 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4465 | There are two ways to put spells into a spellbook: |
4469 | There are two ways to put spells into a spellbook: |
4466 | 1. Put a spell object in the books inventory. In this case, |
4470 | 1. Put a spell object in the books inventory. In this case, |
… | |
… | |
4485 | </ignore> |
4489 | </ignore> |
4486 | <description><![CDATA[ |
4490 | <description><![CDATA[ |
4487 | Spinners change the direction of spell objects and other projectiles |
4491 | Spinners change the direction of spell objects and other projectiles |
4488 | that fly past. Unlike directors, it does make a difference from what |
4492 | that fly past. Unlike directors, it does make a difference from what |
4489 | angle you shoot into the spinner. The direction of objects flying past |
4493 | angle you shoot into the spinner. The direction of objects flying past |
4490 | is always changed by a certain degree. ]]> |
4494 | is always changed by a certain degree.]]> |
4491 | </description> |
4495 | </description> |
4492 | <use><![CDATA[ |
4496 | <use><![CDATA[ |
4493 | Spinners are very rarely used. I believe they are quite |
4497 | Spinners are very rarely used. I believe they are quite |
4494 | confusing and pointless. The only use I can think of is building |
4498 | confusing and pointless. The only use I can think of is building |
4495 | some puzzle about where to shoot into spinners to shoot somewhere you |
4499 | some puzzle about where to shoot into spinners to shoot somewhere you |
4496 | otherwise couldn't. |
4500 | otherwise couldn't. |
4497 | |
4501 | |
4498 | When placing spinners on a map with magic walls, make sure the spell- |
4502 | When placing spinners on a map with magic walls, make sure the spell- |
4499 | projectiles from magic walls don't get to fly in loops. ]]> |
4503 | projectiles from magic walls don't get to fly in loops.]]> |
4500 | </use> |
4504 | </use> |
4501 | <attribute arch="sp" editor="direction number" type="int"> |
4505 | <attribute arch="sp" editor="direction number" type="int"> |
4502 | The spinner will change the direction of flying objects by |
4506 | The spinner will change the direction of flying objects by |
4503 | 45 degrees per <direction number>. Negative values spin clockwise, |
4507 | 45 degrees per <direction number>. Negative values spin clockwise, |
4504 | positive values counter clockwise. |
4508 | positive values counter clockwise. |
4505 | |
4509 | |
4506 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4510 | Example: <direction number> -2 means spin 90 degrees clockwise. |
4507 | </attribute> |
4511 | </attribute> |
4508 | <attribute arch="walk_on" value="1" type="fixed" /> |
4512 | &move_on; |
4509 | <attribute arch="fly_on" value="1" type="fixed" /> |
|
|
4510 | </type> |
4513 | </type> |
4511 | |
4514 | |
4512 | <!--####################################################################--> |
4515 | <!--####################################################################--> |
4513 | <type number="138" name="Swamp"> |
4516 | <type number="138" name="Swamp"> |
4514 | <ignore> |
4517 | <ignore> |
… | |
… | |
4518 | Swamp areas show a special behaviour: |
4521 | Swamp areas show a special behaviour: |
4519 | When a player stands still on a swamp-square for too long, |
4522 | When a player stands still on a swamp-square for too long, |
4520 | he will start to sink in and eventually drown and die. |
4523 | he will start to sink in and eventually drown and die. |
4521 | Items dropped on the swamp sink in and dissapear. |
4524 | Items dropped on the swamp sink in and dissapear. |
4522 | Players with knowledge of the woodsman skill are a lot less likely |
4525 | Players with knowledge of the woodsman skill are a lot less likely |
4523 | to die in the swamp. ]]> |
4526 | to die in the swamp.]]> |
4524 | </description> |
4527 | </description> |
4525 | <attribute arch="walk_on" value="1" type="fixed" /> |
|
|
4526 | <attribute arch="is_floor" value="1" type="fixed" /> |
4528 | <attribute arch="is_floor" value="1" type="fixed" /> |
4527 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4529 | <attribute arch="is_wooded" value="1" type="fixed" /> |
4528 | <attribute arch="speed" editor="drowning speed" type="float"> |
4530 | <attribute arch="speed" editor="drowning speed" type="float"> |
4529 | The higher the <drowning speed>, the faster will players and items |
4531 | 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 |
4532 | 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. |
4533 | and unexpected death-trap. Players should get a warning before such areas. |
4532 | </attribute> |
4534 | </attribute> |
4533 | <attribute arch="slow_move" editor="slow movement" type="int"> |
4535 | &speed_left; |
4534 | If <slow movement> is set to a value greater zero, all |
4536 | &move_on; |
4535 | creatures moving over this spot will be slower than normal. |
4537 | &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"> |
4538 | <attribute arch="no_magic" editor="no spells" type="bool"> |
4543 | If enabled, it is impossible for players to use (wizard-) |
4539 | If enabled, it is impossible for players to use (wizard-) |
4544 | spells on that spot. |
4540 | spells on that spot. |
4545 | </attribute> |
4541 | </attribute> |
4546 | <attribute arch="damned" editor="no prayers" type="bool"> |
4542 | <attribute arch="damned" editor="no prayers" type="bool"> |
… | |
… | |
4559 | different location. The main difference to the object-type exit |
4555 | different location. The main difference to the object-type exit |
4560 | is the possibility to have teleporters connected to levers/buttons/etc. |
4556 | is the possibility to have teleporters connected to levers/buttons/etc. |
4561 | Sometimes teleporters are activated even against the players will. |
4557 | Sometimes teleporters are activated even against the players will. |
4562 | <br><br> |
4558 | <br><br> |
4563 | Unlike exits, teleporters can also transfer items and |
4559 | Unlike exits, teleporters can also transfer items and |
4564 | monsters to different locations on the same map. ]]> |
4560 | monsters to different locations on the same map.]]> |
4565 | </description> |
4561 | </description> |
4566 | <use><![CDATA[ |
4562 | <use><![CDATA[ |
4567 | When creating maps, I guess sooner or later you'll want to have |
4563 | When creating maps, I guess sooner or later you'll want to have |
4568 | an invisible teleporter. If using "invisible 1", the teleporter |
4564 | an invisible teleporter. If using "invisible 1", the teleporter |
4569 | can still be discovered with the show_invisible spell. And in |
4565 | can still be discovered with the show_invisible spell. And in |
4570 | some cases you can't place it under the floor to prevent this. |
4566 | some cases you can't place it under the floor to prevent this. |
4571 | <br><br> |
4567 | <br><br> |
4572 | Fortunately, there is a cool trick to make a perfectly invisible |
4568 | Fortunately, there is a cool trick to make a perfectly invisible |
4573 | teleporter: You simply add teleporter functionality to the floor |
4569 | teleporter: You simply add teleporter functionality to the floor |
4574 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4570 | itself. That means: You take the floor arch (e.g. "flagstone"), |
4575 | set "type 41", and add slaying/hp/sp/connected... everything you need. ]]> |
4571 | set "type 41", and add slaying/hp/sp/connected... everything you need.]]> |
4576 | </use> |
4572 | </use> |
4577 | <attribute arch="slaying" editor="exit path" type="string"> |
4573 | <attribute arch="slaying" editor="exit path" type="string"> |
4578 | The exit path specifies the map that the player is transferred to. |
4574 | The exit path specifies the map that the player is transferred to. |
4579 | <exit path> can be an absolute path, beginning with '/' |
4575 | <exit path> can be an absolute path, beginning with '/' |
4580 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
4576 | (for example "/peterm/FireTemple/fire1"). It can also be a relative |
… | |
… | |
4616 | be transferred to the "default enter location" of the destined map. |
4612 | be transferred to the "default enter location" of the destined map. |
4617 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4613 | The latter can be set in the map-properties as "Enter X/Y". Though, |
4618 | please DO NOT use that. It turned out to be a source for numerous |
4614 | please DO NOT use that. It turned out to be a source for numerous |
4619 | map-bugs. |
4615 | map-bugs. |
4620 | </attribute> |
4616 | </attribute> |
4621 | <attribute arch="connected" editor="connection" type="int"> |
4617 | <attribute arch="connected" editor="connection" type="string"> |
4622 | If a connection value is set, the teleporter will be activated |
4618 | If a connection value is set, the teleporter will be activated |
4623 | whenever the connection is triggered. To use this properly, |
4619 | whenever the connection is triggered. To use this properly, |
4624 | <activation speed> must be zero. |
4620 | <activation speed> must be zero. |
4625 | </attribute> |
4621 | </attribute> |
|
|
4622 | &activate_on; |
4626 | <attribute arch="speed" editor="activation speed" type="float"> |
4623 | <attribute arch="speed" editor="activation speed" type="float"> |
4627 | If the <activation speed> is nonzero, the teleporter will |
4624 | If the <activation speed> is nonzero, the teleporter will |
4628 | automatically be activated in regular time-intervals. Hence, the |
4625 | automatically be activated in regular time-intervals. Hence, the |
4629 | player can just step on it and gets teleported sooner or later. |
4626 | player can just step on it and gets teleported sooner or later. |
4630 | The duration between two activates depends on the given value. |
4627 | The duration between two activates depends on the given value. |
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> |
4641 | <ignore_list name="non_pickable" /> |
4639 | <ignore_list name="non_pickable" /> |
4642 | </ignore> |
4640 | </ignore> |
4643 | <description><![CDATA[ |
4641 | <description><![CDATA[ |
4644 | Gates play an important role in Crossfire. Gates can be opened |
4642 | Gates play an important role in Deliantra. Gates can be opened |
4645 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4643 | by activating a button/trigger, by speaking passwords (-> magic_ear) |
4646 | or carrying special key-objects (-> inventory checker). |
4644 | or carrying special key-objects (-> inventory checker). |
4647 | Unlike locked doors, gates can get shut again after a player has |
4645 | Unlike locked doors, gates can get shut again after a player has |
4648 | passed, which makes them more practical in many cases. Unlike normal |
4646 | passed, which makes them more practical in many cases. Unlike normal |
4649 | gates, timed gates open when triggered but automatically close again |
4647 | gates, timed gates open when triggered but automatically close again |
4650 | after some time.]]> |
4648 | after some time.]]> |
4651 | </description> |
4649 | </description> |
4652 | <use><![CDATA[ |
4650 | <use><![CDATA[ |
4653 | Use gates to divide your maps into separated areas. After solving |
4651 | Use gates to divide your maps into separated areas. After solving |
4654 | area A, the player gains access to area B, and so on. Make your |
4652 | area A, the player gains access to area B, and so on. Make your |
4655 | maps more complex than "one-way". ]]> |
4653 | maps more complex than "one-way".]]> |
4656 | </use> |
4654 | </use> |
4657 | <attribute arch="no_pick" value="1" type="fixed" /> |
4655 | <attribute arch="no_pick" value="1" type="fixed" /> |
4658 | <attribute arch="connected" editor="connection" type="int"> |
4656 | <attribute arch="connected" editor="connection" type="string"> |
4659 | Whenever the inventory checker is triggered, all objects with identical |
4657 | Whenever the inventory checker is triggered, all objects with identical |
4660 | <connection> value get activated. This only makes sense together with |
4658 | <connection> value get activated. This only makes sense together with |
4661 | <blocking passage> disabled. If unset, the gate opens automatically |
4659 | <blocking passage> disabled. If unset, the gate opens automatically |
4662 | after some time. |
4660 | after some time. |
4663 | </attribute> |
4661 | </attribute> |
|
|
4662 | &activate_on; |
4664 | <attribute arch="wc" editor="position state" type="int"> |
4663 | <attribute arch="wc" editor="position state" type="int"> |
4665 | The <position state> defines the position of the gate: |
4664 | The <position state> defines the position of the gate: |
4666 | Zero means completely open/down, the "number of animation-steps" (usually |
4665 | 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 |
4666 | about 6 or 7) means completely closed/up state. I suggest you don't |
4668 | mess with this value - Leave the default in place. |
4667 | mess with this value - Leave the default in place. |
4669 | </attribute> |
4668 | </attribute> |
4670 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4669 | &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"> |
4670 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4675 | Restricting the use of spells to pass this gate. This has |
4671 | Restricting the use of spells to pass this gate. This has |
4676 | an effect only if <block view> is disabled. |
4672 | an effect only if <block view> is disabled. |
4677 | </attribute> |
4673 | </attribute> |
4678 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
4674 | <attribute arch="damned" editor="restrict prayers" type="bool"> |
… | |
… | |
4702 | and generally have either a physical attack or trigger a reaction. |
4698 | and generally have either a physical attack or trigger a reaction. |
4703 | <br><br> |
4699 | <br><br> |
4704 | Traps hit any monster or person who steps on them for 'dam' damage in |
4700 | Traps hit any monster or person who steps on them for 'dam' damage in |
4705 | 'attacktype' attacktype and/or trigger a reaction. |
4701 | 'attacktype' attacktype and/or trigger a reaction. |
4706 | <br><br> |
4702 | <br><br> |
4707 | Many traps are already defined in the archetypes. ]]> |
4703 | Many traps are already defined in the archetypes.]]> |
4708 | </description> |
4704 | </description> |
4709 | <use><![CDATA[ |
4705 | <use><![CDATA[ |
4710 | Avoid monsters stepping on your traps. For example, a party of orcs setting |
4706 | 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. ]]> |
4707 | off your lightning wall and pit trap is usually a bad idea.]]> |
4712 | </use> |
4708 | </use> |
4713 | <attribute arch="no_pick" value="1" type="fixed" /> |
4709 | <attribute arch="no_pick" value="1" type="fixed" /> |
4714 | <attribute arch="walk_on" value="1" type="fixed" /> |
4710 | &move_on; |
4715 | <attribute arch="level" editor="trap level" type="int"> |
4711 | <attribute arch="level" editor="trap level" type="int"> |
4716 | Level effects how easily a trap may be found and disarmed, and |
4712 | 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 |
4713 | 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 |
4714 | traps can be quite a cheap source of experience! So either make them |
4719 | tough, or keep the level low. |
4715 | tough, or keep the level low. |
… | |
… | |
4732 | </attribute> |
4728 | </attribute> |
4733 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4729 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
4734 | This attribute defines what attacktype to use for direct damage when |
4730 | This attribute defines what attacktype to use for direct damage when |
4735 | the trap detonates. |
4731 | the trap detonates. |
4736 | </attribute> |
4732 | </attribute> |
4737 | <attribute arch="connected" editor="connection" type="int"> |
4733 | <attribute arch="connected" editor="connection" type="string"> |
4738 | When the trap is detonated, all objects with the same |
4734 | When the trap is detonated, all objects with the same |
4739 | connection value get activated. |
4735 | connection value get activated. |
4740 | </attribute> |
4736 | </attribute> |
4741 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4737 | <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text"> |
4742 | When the trap detonates, this text is displayed to the |
4738 | When the trap detonates, this text is displayed to the |
… | |
… | |
4754 | Trapdoors are very similar to pits. The difference is that they |
4750 | Trapdoors are very similar to pits. The difference is that they |
4755 | can not be closed. Instead, the weight of the object on the |
4751 | can not be closed. Instead, the weight of the object on the |
4756 | trapdoor determines weither it slams the trapdoor open and falls through |
4752 | trapdoor determines weither it slams the trapdoor open and falls through |
4757 | or not.<br> |
4753 | or not.<br> |
4758 | Once a trapdoor has been opened (by a creature or items of sufficient |
4754 | Once a trapdoor has been opened (by a creature or items of sufficient |
4759 | weight,) it remains open, acting like an opened pit. ]]> |
4755 | weight,) it remains open, acting like an opened pit.]]> |
4760 | </description> |
4756 | </description> |
4761 | <use><![CDATA[ |
4757 | <use><![CDATA[ |
4762 | Trapdoors should be used in the same fashion as pits: |
4758 | Trapdoors should be used in the same fashion as pits: |
4763 | They should always drop the victims to some kind of lower level. They |
4759 | 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. ]]> |
4760 | are not supposed to be used to randomly interconnect maps like teleporters.]]> |
4765 | </use> |
4761 | </use> |
4766 | <attribute arch="no_pick" value="1" type="fixed" /> |
4762 | <attribute arch="no_pick" value="1" type="fixed" /> |
4767 | <attribute arch="walk_on" value="1" type="fixed" /> |
4763 | &move_on; |
4768 | <attribute arch="weight" editor="hold weight" type="int"> |
4764 | <attribute arch="weight" editor="hold weight" type="int"> |
4769 | This value defines how much weight the trapdoor can hold. |
4765 | This value defines how much weight the trapdoor can hold. |
4770 | Once items or creatures are gathered on the trapdoor, with |
4766 | Once items or creatures are gathered on the trapdoor, with |
4771 | a total weight surpassing this value, then the trapdoor will |
4767 | a total weight surpassing this value, then the trapdoor will |
4772 | open and things start falling through. |
4768 | open and things start falling through. |
… | |
… | |
4795 | <attribute arch="value" /> |
4791 | <attribute arch="value" /> |
4796 | <attribute arch="material" /> |
4792 | <attribute arch="material" /> |
4797 | </ignore> |
4793 | </ignore> |
4798 | <description><![CDATA[ |
4794 | <description><![CDATA[ |
4799 | A treasure-object turns into certain randomitems when the map is loaded |
4795 | A treasure-object turns into certain randomitems when the map is loaded |
4800 | into the game. ]]> |
4796 | into the game.]]> |
4801 | </description> |
4797 | </description> |
4802 | <use><![CDATA[ |
4798 | <use><![CDATA[ |
4803 | About usage of the "random-artifact" treasurelist: |
4799 | About usage of the "random-artifact" treasurelist: |
4804 | This will generate powerful stuff like girdles, xray helmets, special |
4800 | This will generate powerful stuff like girdles, xray helmets, special |
4805 | swords etc. If you put this as reward to your quest, players might be |
4801 | swords etc. If you put this as reward to your quest, players might be |
4806 | motivated to do it more than once. BUT, by doing so they will get a huge |
4802 | motivated to do it more than once. BUT, by doing so they will get a huge |
4807 | number of different artifacts! Besides, players will always seek the place |
4803 | number of different artifacts! Besides, players will always seek the place |
4808 | with the most easy-to-get random artifact and ignore all others. |
4804 | with the most easy-to-get random artifact and ignore all others. |
4809 | My advice: Don't use it! Attract players with good fighting experience |
4805 | My advice: Don't use it! Attract players with good fighting experience |
4810 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4806 | (from monsters), potions, spellbooks, money, and non-random artifacts. ]]> |
4811 | </use> |
4807 | </use> |
4812 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4808 | <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> |
4813 | This entry determines what kind of treasure will appear. Look into |
4809 | This entry determines what kind of treasure will appear. Look into |
4814 | /crossfire/share/crossfire/treasures for details about existing |
4810 | /crossfire/share/crossfire/treasures for details about existing |
4815 | treasurelists. |
4811 | treasurelists. |
… | |
… | |
4844 | <description><![CDATA[ |
4840 | <description><![CDATA[ |
4845 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4841 | A trigger marker is an object that inserts an invisible force (a mark) into a |
4846 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4842 | player stepping on it WHEN TRIGGERED. This force does nothing except containing a |
4847 | <key string> which can be discovered by detectors or inventory |
4843 | <key string> which can be discovered by detectors or inventory |
4848 | checkers. It is also possible to use markers for removing marks again. |
4844 | checkers. It is also possible to use markers for removing marks again. |
|
|
4845 | (by setting the "name" slot to the name of the marker to be removed). |
4849 | <br><br> |
4846 | <br><br> |
4850 | Note that the player has no possibility to "see" his own marks, |
4847 | Note that the player has no possibility to "see" his own marks, |
4851 | except by the effect that they cause on the maps. ]]> |
4848 | except by the effect that they cause on the maps.]]> |
4852 | </description> |
4849 | </description> |
4853 | <use><![CDATA[ |
4850 | <use><![CDATA[ |
4854 | Markers hold real cool possibilities for map-making. I encourage |
4851 | Markers hold real cool possibilities for map-making. I encourage |
4855 | you to use them frequently. However there is one negative point |
4852 | you to use them frequently. However there is one negative point |
4856 | about markers: Players don't "see" what's going on with them. It is |
4853 | about markers: Players don't "see" what's going on with them. It is |
4857 | your task, as map-creator, to make sure the player is always well |
4854 | your task, as map-creator, to make sure the player is always well |
4858 | informed and never confused. |
4855 | informed and never confused. |
4859 | <br><br> |
4856 | <br><br> |
4860 | Please avoid infinite markers when they aren't needed. They're |
4857 | Please avoid infinite markers when they aren't needed. They're |
4861 | using a little space in the player file after all, so if there |
4858 | using a little space in the player file after all, so if there |
4862 | is no real purpose, set an expire time. ]]> |
4859 | is no real purpose, set an expire time.]]> |
4863 | </use> |
4860 | </use> |
4864 | <attribute arch="no_pick" value="1" type="fixed" /> |
4861 | <attribute arch="no_pick" value="1" type="fixed" /> |
4865 | <attribute arch="slaying" editor="key string" type="string"> |
4862 | <attribute arch="slaying" editor="key string" type="string"> |
4866 | The <key string> can be detected by inv. checkers/detectors. |
4863 | The <key string> can be detected by inv. checkers/detectors. |
4867 | If the player already has a force with that <key string>, |
4864 | If the player already has a force with that <key string>, |
4868 | there won't be inserted a second one. |
4865 | there won't be inserted a second one. |
4869 | </attribute> |
4866 | </attribute> |
4870 | <attribute arch="connected" editor="connection" type="int"> |
4867 | <attribute arch="connected" editor="connection" type="string"> |
4871 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4868 | Unlike a regular marker this is the connection that triggers this marker to activate. |
4872 | </attribute> |
4869 | </attribute> |
4873 | <attribute arch="food" editor="mark duration" type="int"> |
4870 | <attribute arch="food" editor="mark duration" type="int"> |
4874 | This value defines the duration of the force it inserts. |
4871 | This value defines the duration of the force it inserts. |
4875 | If nonzero, the duration of the player's mark is finite: |
4872 | If nonzero, the duration of the player's mark is finite: |
… | |
… | |
4906 | <attribute arch="name_pl" /> |
4903 | <attribute arch="name_pl" /> |
4907 | <attribute arch="value" /> |
4904 | <attribute arch="value" /> |
4908 | <attribute arch="unpaid" /> |
4905 | <attribute arch="unpaid" /> |
4909 | </ignore> |
4906 | </ignore> |
4910 | <description><![CDATA[ |
4907 | <description><![CDATA[ |
4911 | Walls usually block passage and sight. ]]> |
4908 | Walls usually block passage and sight.]]> |
4912 | </description> |
4909 | </description> |
4913 | <attribute arch="no_pass" editor="blocking passage" type="bool"> |
4910 | &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"> |
4911 | <attribute arch="can_roll" editor="moveable" type="bool"> |
4917 | If set, the object is able to "roll", so it can be pushed around. |
4912 | If set, the object is able to "roll", so it can be pushed around. |
4918 | This setting is used for boulders and barrels. |
4913 | This setting is used for boulders and barrels. |
4919 | </attribute> |
4914 | </attribute> |
4920 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
4915 | <attribute arch="no_magic" editor="restrict spells" type="bool"> |
… | |
… | |
4931 | <type number="109" name="Wand & Staff"> |
4926 | <type number="109" name="Wand & Staff"> |
4932 | <description><![CDATA[ |
4927 | <description><![CDATA[ |
4933 | Wands contain a certain spell. The player can apply (ready) and |
4928 | Wands contain a certain spell. The player can apply (ready) and |
4934 | fire the wand. After a defined number of casts, the wand is |
4929 | fire the wand. After a defined number of casts, the wand is |
4935 | "used up". It is possible to recharge a wand with scrolls of |
4930 | "used up". It is possible to recharge a wand with scrolls of |
4936 | charging, but usually that isn't worth the cost. ]]> |
4931 | charging, but usually that isn't worth the cost.]]> |
4937 | </description> |
4932 | </description> |
4938 | <use><![CDATA[ |
4933 | <use><![CDATA[ |
4939 | Wands are quite seldomly used. The reason prolly is that they're |
4934 | Wands are quite seldomly used. The reason prolly is that they're |
4940 | generally not cost-efficient. Handing out high-level wands with |
4935 | generally not cost-efficient. Handing out high-level wands with |
4941 | powerful special spells isn't a good idea either, because of |
4936 | powerful special spells isn't a good idea either, because of |
4942 | the recharge ability. |
4937 | the recharge ability. |
4943 | <br><br> |
4938 | <br><br> |
4944 | For low levels, staffs of healing/cure and word of recall are |
4939 | For low levels, staffs of healing/cure and word of recall are |
4945 | quite desirable though. Ideal rewards for low level quests. ]]> |
4940 | quite desirable though. Ideal rewards for low level quests.]]> |
4946 | </use> |
4941 | </use> |
4947 | <attribute arch="sp" editor="spell" type="spell"> |
4942 | <attribute arch="sp" editor="spell" type="spell"> |
4948 | The <spell> specifies the contained spell. |
4943 | The <spell> specifies the contained spell. |
4949 | </attribute> |
4944 | </attribute> |
4950 | <attribute arch="level" editor="casting level" type="int"> |
4945 | <attribute arch="level" editor="casting level" type="int"> |
… | |
… | |
4975 | <ignore_list name="non_pickable" /> |
4970 | <ignore_list name="non_pickable" /> |
4976 | </ignore> |
4971 | </ignore> |
4977 | <description><![CDATA[ |
4972 | <description><![CDATA[ |
4978 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4973 | A weak wall is a breakable spot amidsts a solid wall. Typically |
4979 | these weak walls look similar to their solid "relatives" except |
4974 | these weak walls look similar to their solid "relatives" except |
4980 | for a small crack or little chunks of wall on the ground. ]]> |
4975 | for a small crack or little chunks of wall on the ground.]]> |
4981 | </description> |
4976 | </description> |
4982 | <use><![CDATA[ |
4977 | <use><![CDATA[ |
4983 | If you want to create hidden rooms, using weak walls is alot |
4978 | If you want to create hidden rooms, using weak walls is alot |
4984 | better than completely indiscernible passages in a wall.<br> |
4979 | better than completely indiscernible passages in a wall.<br> |
4985 | Anyways, there can be a lot more to weak walls than just finding |
4980 | Anyways, there can be a lot more to weak walls than just finding |
4986 | them: Rising their defensive stats, weak walls can become a |
4981 | them: Rising their defensive stats, weak walls can become a |
4987 | serious obstacle. An ice wall might only be torn down by a fire |
4982 | serious obstacle. An ice wall might only be torn down by a fire |
4988 | attack for example. A granite wall for instance might be very |
4983 | attack for example. A granite wall for instance might be very |
4989 | hard to destroy. ]]> |
4984 | hard to destroy.]]> |
4990 | </use> |
4985 | </use> |
4991 | <attribute arch="alive" value="1" type="fixed" /> |
4986 | <attribute arch="alive" value="1" type="fixed" /> |
4992 | <attribute arch="no_pick" value="1" type="fixed" /> |
4987 | <attribute arch="no_pick" value="1" type="fixed" /> |
4993 | <attribute arch="tear_down" value="1" type="fixed" /> |
4988 | <attribute arch="tear_down" value="1" type="fixed" /> |
4994 | <attribute arch="race" editor="race" type="string"> |
4989 | <attribute arch="race" editor="race" type="string"> |
… | |
… | |
5015 | </attribute> |
5010 | </attribute> |
5016 | <attribute arch="ac" editor="armour class" type="int"> |
5011 | <attribute arch="ac" editor="armour class" type="int"> |
5017 | Weak walls of high <armour class> are less likely to get hit. |
5012 | Weak walls of high <armour class> are less likely to get hit. |
5018 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5013 | <armour class> can be considered the "counterpiece" to <weapon class>. |
5019 | </attribute> |
5014 | </attribute> |
5020 | <section name="resistance"> |
5015 | &resistances_basic; |
5021 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5022 | </attribute> |
|
|
5023 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5024 | </attribute> |
|
|
5025 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5026 | </attribute> |
|
|
5027 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5028 | </attribute> |
|
|
5029 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5030 | </attribute> |
|
|
5031 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5032 | </attribute> |
|
|
5033 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5034 | </attribute> |
|
|
5035 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5036 | </attribute> |
|
|
5037 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5038 | </attribute> |
|
|
5039 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5040 | </attribute> |
|
|
5041 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5042 | </attribute> |
|
|
5043 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5044 | </attribute> |
|
|
5045 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5046 | </attribute> |
|
|
5047 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5048 | </attribute> |
|
|
5049 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5050 | </attribute> |
|
|
5051 | <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int"> |
|
|
5052 | </attribute> |
|
|
5053 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5054 | </attribute> |
|
|
5055 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5056 | </attribute> |
|
|
5057 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5058 | </attribute> |
|
|
5059 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5060 | </attribute> |
|
|
5061 | <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> |
|
|
5062 | </attribute> |
|
|
5063 | </section> |
|
|
5064 | </type> |
5016 | </type> |
5065 | |
5017 | |
5066 | <!--####################################################################--> |
5018 | <!--####################################################################--> |
5067 | <type number="15" name="Weapon"> |
5019 | <type number="15" name="Weapon"> |
5068 | <description><![CDATA[ |
5020 | <description><![CDATA[ |
5069 | Wielding a weapon, the object's stats will directly be inherited to the |
5021 | Wielding a weapon, the object's stats will directly be inherited to the |
5070 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5022 | player. Usually enhancing his fighting-abilities. Non-magical weapons can |
5071 | be improved with scrolls. ]]> |
5023 | be improved with scrolls.]]> |
5072 | </description> |
5024 | </description> |
5073 | <use><![CDATA[ |
5025 | <use><![CDATA[ |
5074 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5026 | If you create artifacts (equipment) with stats- or resistance-bonus: |
5075 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5027 | Keep playbalance in mind! Such items mustn't be reachable without hard |
5076 | fighting AND questing. ]]> |
5028 | fighting AND questing.]]> |
5077 | </use> |
5029 | </use> |
5078 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5030 | <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> |
5079 | This number is a bitmask, specifying the weapon's attacktypes. |
5031 | This number is a bitmask, specifying the weapon's attacktypes. |
5080 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5032 | Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons |
5081 | have no more than one or two attacktypes. Keep in mind that all weapons |
5033 | have no more than one or two attacktypes. Keep in mind that all weapons |
… | |
… | |
5136 | amount of <item power>, depending on their own level. This is the |
5088 | amount of <item power>, depending on their own level. This is the |
5137 | only way to prevent low level players to wear "undeserved" equipment |
5089 | only way to prevent low level players to wear "undeserved" equipment |
5138 | (like gifts from other players or cheated items). |
5090 | (like gifts from other players or cheated items). |
5139 | |
5091 | |
5140 | It is very important to adjust the <item power> value carefully |
5092 | It is very important to adjust the <item power> value carefully |
5141 | for every artifact you create! If zero/unset, the CF server will |
5093 | for every artifact you create! If zero/unset, the Deliantra server will |
5142 | calculate a provisional value at runtime, but this is never |
5094 | calculate a provisional value at runtime, but this is never |
5143 | going to be an accurate measurement of <item power>. |
5095 | going to be an accurate measurement of <item power>. |
5144 | </attribute> |
5096 | </attribute> |
5145 | <attribute arch="damned" editor="damnation" type="bool"> |
5097 | <attribute arch="damned" editor="damnation" type="bool"> |
5146 | A damned weapon cannot be unwielded unless |
5098 | A damned weapon cannot be unwielded unless |
… | |
… | |
5166 | </attribute> |
5118 | </attribute> |
5167 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5119 | <attribute arch="startequip" editor="godgiven item" type="bool"> |
5168 | A godgiven item vanishes as soon as the player |
5120 | A godgiven item vanishes as soon as the player |
5169 | drops it to the ground. |
5121 | drops it to the ground. |
5170 | </attribute> |
5122 | </attribute> |
5171 | <section name="resistance"> |
5123 | &player_stat_resist_sections; |
5172 | <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> |
|
|
5173 | This adds physical resistance to the weapon (= armour value). The number is |
|
|
5174 | a percent-value in the range 0-100. Treat this with CARE. Look at other maps |
|
|
5175 | and what they require to do for getting this-and-that artifact. |
|
|
5176 | </attribute> |
|
|
5177 | <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> |
|
|
5178 | This adds magic resistance to the weapon. The number is a percent-value in |
|
|
5179 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5180 | require to do for getting this-and-that artifact. |
|
|
5181 | </attribute> |
|
|
5182 | <attribute arch="resist_fire" editor="resist fire %" length="15" type="int"> |
|
|
5183 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5184 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5185 | require to do for getting this-and-that artifact. |
|
|
5186 | </attribute> |
|
|
5187 | <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int"> |
|
|
5188 | This adds electricity resistance to the weapon. The number is a percent-value in |
|
|
5189 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5190 | require to do for getting this-and-that artifact. |
|
|
5191 | </attribute> |
|
|
5192 | <attribute arch="resist_cold" editor="resist cold %" length="15" type="int"> |
|
|
5193 | This adds fire resistance to the weapon. The number is a percent-value in |
|
|
5194 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5195 | require to do for getting this-and-that artifact. |
|
|
5196 | </attribute> |
|
|
5197 | <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int"> |
|
|
5198 | This adds confusion resistance to the weapon. The number is a percent-value in |
|
|
5199 | the range 0-100. Confusion resistance is not very effective |
|
|
5200 | unless the value comes close to 100 (= perfect immunity). |
|
|
5201 | </attribute> |
|
|
5202 | <attribute arch="resist_acid" editor="resist acid %" length="15" type="int"> |
|
|
5203 | This adds acid resistance to the weapon. The number is a percent-value in |
|
|
5204 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5205 | require to do for getting this-and-that artifact. |
|
|
5206 | </attribute> |
|
|
5207 | <attribute arch="resist_drain" editor="resist draining %" length="15" type="int"> |
|
|
5208 | This adds draining resistance to the weapon. The number is a percent-value |
|
|
5209 | in the range 0-100. Draining resistance is little effective |
|
|
5210 | unless the value is 100 (= perfect immunity). |
|
|
5211 | </attribute> |
|
|
5212 | <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int"> |
|
|
5213 | This adds weaponmagic resistance to the weapon. The number is a percent-value in |
|
|
5214 | the range 0-100. Weaponmagic resistance generally should not exist on |
|
|
5215 | equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) |
|
|
5216 | are not meant to be easily resisted. |
|
|
5217 | </attribute> |
|
|
5218 | <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int"> |
|
|
5219 | This adds ghosthit resistance to the weapon. The number is a percent-value |
|
|
5220 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5221 | require to do for getting this-and-that artifact. |
|
|
5222 | </attribute> |
|
|
5223 | <attribute arch="resist_poison" editor="resist poison %" length="15" type="int"> |
|
|
5224 | This adds poison resistance to the weapon. The number is a percent-value in |
|
|
5225 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5226 | require to do for getting this-and-that artifact. |
|
|
5227 | </attribute> |
|
|
5228 | <attribute arch="resist_slow" editor="resist slow %" length="15" type="int"> |
|
|
5229 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5230 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5231 | </attribute> |
|
|
5232 | <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int"> |
|
|
5233 | This adds paralyze resistance to the weapon. The number is a percent-value in |
|
|
5234 | the range 0-100. Paralyze resistance is little effective |
|
|
5235 | unless the value is 100 (= perfect immunity). |
|
|
5236 | </attribute> |
|
|
5237 | <attribute arch="resist_fear" editor="resist fear %" length="15" type="int"> |
|
|
5238 | This adds fear resistance to the weapon. The number is a percent-value in |
|
|
5239 | the range 0-100. Resistance to fear is pretty useless. |
|
|
5240 | </attribute> |
|
|
5241 | <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int"> |
|
|
5242 | This adds depletion resistance to the weapon. The number is a percent-value |
|
|
5243 | in the range 0-100. Depletion resistance is little effective |
|
|
5244 | unless the value is 100 (= perfect immunity). |
|
|
5245 | </attribute> |
|
|
5246 | <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int"> |
|
|
5247 | This adds death-attack resistance to the weapon. The number is a |
|
|
5248 | percent-value in the range 0-100. Death-attack resistance is little |
|
|
5249 | effective unless the value is 100 (= perfect immunity). |
|
|
5250 | Generally, resistance to death-attack is not supposed to be |
|
|
5251 | available to players! |
|
|
5252 | </attribute> |
|
|
5253 | <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int"> |
|
|
5254 | This adds chaos resistance to the weapon. The number is a percent-value in |
|
|
5255 | the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5256 | require to do for getting this-and-that artifact. |
|
|
5257 | Note that chaos is not a stand-alone attacktype. Chaos "contains" a |
|
|
5258 | combination of other attacktypes. |
|
|
5259 | </attribute> |
|
|
5260 | <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int"> |
|
|
5261 | This adds blinding resistance to the weapon. The number is a percent-value |
|
|
5262 | in the range 0-100. Treat this with CARE. Look at other maps and what they |
|
|
5263 | require to do for getting this-and-that artifact. |
|
|
5264 | </attribute> |
|
|
5265 | <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int"> |
|
|
5266 | This adds holy power resistance to the weapon. The number is a percent-value |
|
|
5267 | in the range 0-100. Holy power is the attacktype that holyword-type spells |
|
|
5268 | use to hurt undead creatures. This kind of resistance is only reasonable |
|
|
5269 | for undead players (wraith or devourer cult). |
|
|
5270 | Generally, resistance to holy word should not be available for players. |
|
|
5271 | </attribute> |
|
|
5272 | </section> |
|
|
5273 | <section name="stats"> |
|
|
5274 | <attribute arch="Str" editor="strength" type="int"> |
|
|
5275 | The player's strentgh will rise/fall by the given value |
|
|
5276 | while wearing this weapon. |
|
|
5277 | </attribute> |
|
|
5278 | <attribute arch="Dex" editor="dexterity" type="int"> |
|
|
5279 | The player's dexterity will rise/fall by the given value |
|
|
5280 | while wearing this weapon. |
|
|
5281 | </attribute> |
|
|
5282 | <attribute arch="Con" editor="constitution" type="int"> |
|
|
5283 | The player's constitution will rise/fall by the given value |
|
|
5284 | while wearing this weapon. |
|
|
5285 | </attribute> |
|
|
5286 | <attribute arch="Int" editor="intelligence" type="int"> |
|
|
5287 | The player's intelligence will rise/fall by the given value |
|
|
5288 | while wearing this weapon. |
|
|
5289 | </attribute> |
|
|
5290 | <attribute arch="Pow" editor="power" type="int"> |
|
|
5291 | The player's power will rise/fall by the given value |
|
|
5292 | while wearing this weapon. |
|
|
5293 | </attribute> |
|
|
5294 | <attribute arch="Wis" editor="wisdom" type="int"> |
|
|
5295 | The player's wisdom will rise/fall by the given value while |
|
|
5296 | wearing this weapon. |
|
|
5297 | </attribute> |
|
|
5298 | <attribute arch="Cha" editor="charisma" type="int"> |
|
|
5299 | The player's charisma will rise/fall by the given value |
|
|
5300 | while wearing this weapon. |
|
|
5301 | </attribute> |
|
|
5302 | </section> |
|
|
5303 | <section name="misc"> |
5124 | <section name="misc"> |
5304 | <attribute arch="luck" editor="luck bonus" type="int"> |
5125 | <attribute arch="luck" editor="luck bonus" type="int"> |
5305 | With positive luck bonus, the player is more likely to |
5126 | With positive luck bonus, the player is more likely to |
5306 | succeed in all sorts of things (spellcasting, praying,...). |
5127 | succeed in all sorts of things (spellcasting, praying,...). |
5307 | Unless the <luck bonus> is very high, the effect will be |
5128 | Unless the <luck bonus> is very high, the effect will be |
… | |
… | |
5386 | </type> |
5207 | </type> |
5387 | |
5208 | |
5388 | <type number="116" name="Event Connector"> |
5209 | <type number="116" name="Event Connector"> |
5389 | <description><![CDATA[ |
5210 | <description><![CDATA[ |
5390 | Event connectors link specific events that happen to objects to |
5211 | Event connectors link specific events that happen to objects to |
5391 | a crossfire plug-in. ]]> |
5212 | a crossfire plug-in. They are not used at all in Deliantra.]]> |
5392 | </description> |
5213 | </description> |
5393 | <attribute arch="subtype" editor="event type" type="list_event_type"> |
|
|
5394 | The type of event that triggers a notify to the plug-in. |
|
|
5395 | </attribute> |
|
|
5396 | <attribute arch="title" editor="plug-in" type="string"> |
|
|
5397 | The name of the plug-in that should be notified of the event, e.g. "cfpython" |
|
|
5398 | for python and "perl" for the Crossfire-Perl plug-in. |
|
|
5399 | </attribute> |
|
|
5400 | <attribute arch="slaying" editor="extension" type="string"> |
|
|
5401 | The name of the extension to invoke (for python, this is the path to a script, |
|
|
5402 | for perl this is the name of a extension package without the ".ext" extension. |
|
|
5403 | </attribute> |
|
|
5404 | <attribute arch="name" editor="options" type="string"> |
|
|
5405 | A string that is passed unaltered to the extension above. Often used to pass |
|
|
5406 | options to the extension that alter its behaviour. |
|
|
5407 | </attribute> |
|
|
5408 | </type> |
5214 | </type> |
5409 | |
5215 | |
5410 | </types> |
5216 | </types> |