ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
(Generate patch)

Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.8 by elmex, Mon Mar 20 02:41:18 2006 UTC vs.
Revision 1.9 by root, Mon Mar 20 03:31:45 2006 UTC

108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
113]> 153]>
114 154
115<types> 155<types>
116 156
117<!--###################### bitmask definitions ######################--> 157<!--###################### bitmask definitions ######################-->
196 <entry bit="2" name="Food" /> 236 <entry bit="2" name="Food" />
197 <entry bit="3" name="Weapons" /> 237 <entry bit="3" name="Weapons" />
198 <entry bit="4" name="Armour" /> 238 <entry bit="4" name="Armour" />
199 <entry bit="5" name="Inverse" /> 239 <entry bit="5" name="Inverse" />
200 <entry bit="6" name="All" /> 240 <entry bit="6" name="All" />
241</bitmask>
242
243<bitmask name="movement_type">
244 <entry bit="0" name="Walk" />
245 <entry bit="1" name="Fly Low" />
246 <entry bit="2" name="Fly High" />
247 <entry bit="3" name="Swim" />
248 <entry bit="4" name="Boat" />
201</bitmask> 249</bitmask>
202 250
203<!--###################### list definitions ######################--> 251<!--###################### list definitions ######################-->
204 252
205<list name="direction"> 253<list name="direction">
458 the fallback for all types which don't match any other defined types. 506 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 507 The required attribute "misc x" prevents that it gets confused with
460 other types like "monster & npc" which also have type number 0. --> 508 other types like "monster & npc" which also have type number 0. -->
461 <attribute arch="misc" value="x" /> 509 <attribute arch="misc" value="x" />
462 </required> 510 </required>
463 <attribute arch="no_pass" editor="blocking passage" type="bool"> 511 &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"> 512 <attribute arch="cursed" editor="cursed" type="bool">
467 Curses can have various effects: On equipment and food, 513 Curses can have various effects: On equipment and food,
468 they generally harm the player in some way. 514 they generally harm the player in some way.
469 </attribute> 515 </attribute>
470 <attribute arch="damned" editor="damned" type="bool"> 516 <attribute arch="damned" editor="damned" type="bool">
559 then either a spell is casted (on the player) or a connector is 605 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. 606 triggered. If the latter is the case, the altar works only once.
561 Either way, the sacrificed item disappears. ]]> 607 Either way, the sacrificed item disappears. ]]>
562 </description> 608 </description>
563 <attribute arch="no_pick" value="1" type="fixed" /> 609 <attribute arch="no_pick" value="1" type="fixed" />
564 <attribute arch="walk_on" value="1" type="fixed" /> 610 &move_on;
565 <attribute arch="slaying" editor="match item name" type="string"> 611 <attribute arch="slaying" editor="match item name" type="string">
566 This string specifies the item that must be put on the altar to 612 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 613 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. 614 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 615 Remember to put a note somewhere, telling the player what he is
660 will push the connected value TWICE per sacrifice: First by 706 will push the connected value TWICE per sacrifice: First by
661 dropping sacrifice, second by reset. This mode is typically 707 dropping sacrifice, second by reset. This mode is typically
662 used for altars being connected to gates, resulting in the 708 used for altars being connected to gates, resulting in the
663 gate being opened and closed again. 709 gate being opened and closed again.
664 </attribute> 710 </attribute>
665 <attribute arch="walk_on" value="1" type="fixed"> 711 &move_on;
666 </attribute>
667 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 712 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
668 This text will be displayed to the player 713 This text will be displayed to the player
669 in the exact moment when the altar is activated. 714 in the exact moment when the altar is activated.
670 </attribute> 715 </attribute>
671</type> 716</type>
928 projectiles (e.g. arrows, bolts, boulders) will 973 projectiles (e.g. arrows, bolts, boulders) will
929 bounce off him. This works only about 90% of all 974 bounce off him. This works only about 90% of all
930 times, to avoid players being completely immune to 975 times, to avoid players being completely immune to
931 certain types of attacks. 976 certain types of attacks.
932 </attribute> 977 </attribute>
933 <attribute arch="flying" editor="levitate" type="bool"> 978 &move_type;
934 As soon as the player applies a piece of equipment with
935 &lt;levitate&gt; set, the player will start to float in the air.
936 </attribute>
937 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 979 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
938 Click on the &lt;attuned paths&gt; button to select spellpaths. 980 Click on the &lt;attuned paths&gt; button to select spellpaths.
939 The player will get attuned to the specified spellpaths 981 The player will get attuned to the specified spellpaths
940 while wearing this item. 982 while wearing this item.
941 </attribute> 983 </attribute>
1108 When a predefined amount of weigh is placed on a button, the 1150 When a predefined amount of weigh is placed on a button, the
1109 &lt;connection&gt; value is triggered. In most cases this happens when a 1151 &lt;connection&gt; value is triggered. In most cases this happens when a
1110 player or monster steps on it. When the button is "released", the 1152 player or monster steps on it. When the button is "released", the
1111 &lt;connection&gt; value get's triggered a second time. ]]> 1153 &lt;connection&gt; value get's triggered a second time. ]]>
1112 </description> 1154 </description>
1113 <attribute arch="walk_on" value="1" type="fixed" /> 1155 &move_on;
1114 <attribute arch="walk_off" value="1" type="fixed" /> 1156 &move_off;
1115 <attribute arch="no_pick" value="1" type="fixed" /> 1157 <attribute arch="no_pick" value="1" type="fixed" />
1116 <attribute arch="weight" editor="press weight" type="int"> 1158 <attribute arch="weight" editor="press weight" type="int">
1117 The button is pressed (triggered), as soon as 1159 The button is pressed (triggered), as soon as
1118 &lt;press weigh&gt; gram are placed ontop of it. 1160 &lt;press weigh&gt; gram are placed ontop of it.
1119 </attribute> 1161 </attribute>
1448 <attribute arch="sp" editor="direction" type="list_direction"> 1490 <attribute arch="sp" editor="direction" type="list_direction">
1449 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1491 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1450 A director with direction &lt;none&gt; simply stops projectiles. 1492 A director with direction &lt;none&gt; simply stops projectiles.
1451 (The latter works out a bit strange for some spells). 1493 (The latter works out a bit strange for some spells).
1452 </attribute> 1494 </attribute>
1453 <attribute arch="walk_on" value="1" type="fixed" /> 1495 &move_on;
1454 <attribute arch="fly_on" value="1" type="fixed" />
1455</type> 1496</type>
1456 1497
1457<!--####################################################################--> 1498<!--####################################################################-->
1458<type number="158" name="Disease"> 1499<type number="158" name="Disease">
1459 <ignore> 1500 <ignore>
1626 defeated, horizontally and vertically adjacent doors are automatically 1667 defeated, horizontally and vertically adjacent doors are automatically
1627 removed. ]]> 1668 removed. ]]>
1628 </description> 1669 </description>
1629 <attribute arch="no_pick" value="1" type="fixed" /> 1670 <attribute arch="no_pick" value="1" type="fixed" />
1630 <attribute arch="alive" value="1" type="fixed" /> 1671 <attribute arch="alive" value="1" type="fixed" />
1631 <attribute arch="no_pass" editor="blocking passage" type="bool"> 1672 &movement_types_terrain;
1632 If set, a player must defeat the door to enter.
1633 </attribute>
1634 <attribute arch="hp" editor="hitpoints" type="int"> 1673 <attribute arch="hp" editor="hitpoints" type="int">
1635 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken. 1674 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1636 </attribute> 1675 </attribute>
1637 <attribute arch="ac" editor="armour class" type="int"> 1676 <attribute arch="ac" editor="armour class" type="int">
1638 Doors of high &lt;armour class&gt; are less likely to get hit. 1677 Doors of high &lt;armour class&gt; are less likely to get hit.
1732 If both are set to zero, the player will be transferred to the "default 1771 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- 1772 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. 1773 properties as "Enter X/Y". Though, please DO NOT use that.
1735 It turned out to be a source for numerous map-bugs. 1774 It turned out to be a source for numerous map-bugs.
1736 </attribute> 1775 </attribute>
1737 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1776 &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"> 1777 <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. 1778 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 1779 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 1780 dark cave you hear the sound of rustling dragonscales...". Well, my english
1750 is poor, but you get the point. =) 1781 is poor, but you get the point. =)
1928 Floor is a very basic thing whithout too much 1959 Floor is a very basic thing whithout too much
1929 functionality. It's a floor - you stand on it. ]]> 1960 functionality. It's a floor - you stand on it. ]]>
1930 </description> 1961 </description>
1931 <attribute arch="is_floor" value="1" type="fixed" /> 1962 <attribute arch="is_floor" value="1" type="fixed" />
1932 <attribute arch="no_pick" value="1" type="fixed" /> 1963 <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"> 1964<section name="terrain">
1937 <attribute arch="slow_move" editor="slow movement" type="int"> 1965 &movement_types_terrain;
1938 If &lt;slow movement&gt; is set to a value greater zero, all
1939 creatures moving over this spot will be slower than normal.
1940
1941 &lt;slow movement&gt; 1 - rough terrain
1942 &lt;slow movement&gt; 2 - very rough terrain
1943 ...
1944 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1945 </attribute>
1946 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 1966 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1947 This flag indicates this spot contains wood or high grass. 1967 This flag indicates this spot contains wood or high grass.
1948 Players with activated woodsman skill can move faster here. 1968 Players with activated woodsman skill can move faster here.
1949 </attribute> 1969 </attribute>
1950 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 1970 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1983 with monsters on them. Nowadays this feature is disabled - 2003 with monsters on them. Nowadays this feature is disabled -
1984 Hence encounter floor is not different from normal floor. ]]> 2004 Hence encounter floor is not different from normal floor. ]]>
1985 </description> 2005 </description>
1986 <attribute arch="is_floor" value="1" type="fixed" /> 2006 <attribute arch="is_floor" value="1" type="fixed" />
1987 <attribute arch="no_pick" value="1" type="fixed" /> 2007 <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"> 2008<section name="terrain">
1992 <attribute arch="slow_move" editor="slow movement" type="int"> 2009 &movement_types_terrain;
1993 If &lt;slow movement&gt; is set to a value greater zero, all
1994 creatures moving over this spot will be slower than normal.
1995
1996 &lt;slow movement&gt; 1 - rough terrain
1997 &lt;slow movement&gt; 2 - very rough terrain
1998 ...
1999 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2000 </attribute>
2001 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2010 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2002 This flag indicates this spot contains wood or high grass. 2011 This flag indicates this spot contains wood or high grass.
2003 Players with activated woodsman skill can move faster here. 2012 Players with activated woodsman skill can move faster here.
2004 </attribute> 2013 </attribute>
2005 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2014 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2068 The &lt;position state&gt; defines the position of the gate: 2077 The &lt;position state&gt; defines the position of the gate:
2069 Zero means completely open/down, the "number of animation-steps" (usually 2078 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 2079 about 6 or 7) means completely closed/up state. I suggest you don't
2071 mess with this value - Leave the default in place. 2080 mess with this value - Leave the default in place.
2072 </attribute> 2081 </attribute>
2073 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2082 &movement_types_terrain;
2074 For open gates, &lt;blocking passage&gt; should be unset.
2075 For closed gates it must be set.
2076 </attribute>
2077 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2083 <attribute arch="no_magic" editor="restrict spells" type="bool">
2078 Restricting the use of spells to pass this gate. This has 2084 Restricting the use of spells to pass this gate. This has
2079 an effect only if &lt;block view&gt; is disabled. 2085 an effect only if &lt;block view&gt; is disabled.
2080 </attribute> 2086 </attribute>
2081 <attribute arch="damned" editor="restrict prayers" type="bool"> 2087 <attribute arch="damned" editor="restrict prayers" type="bool">
2189 You can use that to safely chase off too-weak players, or just 2195 You can use that to safely chase off too-weak players, or just
2190 to have something different. ]]> 2196 to have something different. ]]>
2191 </use> 2197 </use>
2192 <attribute arch="is_floor" value="1" type="fixed" /> 2198 <attribute arch="is_floor" value="1" type="fixed" />
2193 <attribute arch="lifesave" value="1" type="fixed" /> 2199 <attribute arch="lifesave" value="1" type="fixed" />
2194 <attribute arch="walk_on" value="1" type="fixed" /> 2200 &move_on;
2195 <attribute arch="no_pick" value="1" type="fixed" /> 2201 <attribute arch="no_pick" value="1" type="fixed" />
2196 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2202 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2197 This attribute specifys the attacktypes that this floor uses to 2203 This attribute specifys the attacktypes that this floor uses to
2198 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2204 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. 2205 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. 2220 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 2221 But in fact, it does not seem to have an effect. Set any non-zero
2216 value to be on the safe side. 2222 value to be on the safe side.
2217 </attribute> 2223 </attribute>
2218<section name="terrain"> 2224<section name="terrain">
2219 <attribute arch="slow_move" editor="slow movement" type="int"> 2225 &movement_types_terrain;
2220 If &lt;slow movement&gt; is set to a value greater zero, all
2221 creatures moving over this spot will be slower than normal.
2222
2223 &lt;slow movement&gt; 1 - rough terrain
2224 &lt;slow movement&gt; 2 - very rough terrain
2225 ...
2226 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2227 </attribute>
2228 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2226 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2229 This flag indicates this spot contains wood or high grass. 2227 This flag indicates this spot contains wood or high grass.
2230 Players with activated woodsman skill can move faster here. 2228 Players with activated woodsman skill can move faster here.
2231 </attribute> 2229 </attribute>
2232 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2230 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2398 either if that object is present or missing (-&gt; "last_sp") when a 2396 either if that object is present or missing (-&gt; "last_sp") when a
2399 player walks over the inv. checker. A valid option is to remove the 2397 player walks over the inv. checker. A valid option is to remove the
2400 matching object (usually not recommended, see "last_heal"). 2398 matching object (usually not recommended, see "last_heal").
2401 <br><br> 2399 <br><br>
2402 Alternatively, you can set your inv. checker to block all players 2400 Alternatively, you can set your inv. checker to block all players
2403 that do/don't carry the matching object (-&gt; "no_pass"). 2401 that do/don't carry the matching object.
2404 <br><br> 2402 <br><br>
2405 As you can see, inv. checkers are quite powerful, holding a 2403 As you can see, inv. checkers are quite powerful, holding a
2406 great variety of possibilities. ]]> 2404 great variety of possibilities. ]]>
2407 </description> 2405 </description>
2408 <use><![CDATA[ 2406 <use><![CDATA[
2440 <attribute arch="connected" editor="connection" type="int"> 2438 <attribute arch="connected" editor="connection" type="int">
2441 Whenever the inventory checker is triggered, all objects with identical 2439 Whenever the inventory checker is triggered, all objects with identical
2442 &lt;connection&gt; value get activated. This only makes sense together with 2440 &lt;connection&gt; value get activated. This only makes sense together with
2443 &lt;blocking passage&gt; disabled. 2441 &lt;blocking passage&gt; disabled.
2444 </attribute> 2442 </attribute>
2445 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2443 &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"> 2444 <attribute arch="last_heal" editor="remove match" type="bool">
2451 &lt;remove match&gt; means remove object if found. Setting this is usually not 2445 &lt;remove match&gt; means remove object if found. Setting this is usually not
2452 recommended because inv. checkers are in general invisible. So, unlike 2446 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 2447 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. 2448 walking over that square. And he doesn't even get a message either.
2540 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2534 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2541 There you have magic forces (door objects) put under certain artifact 2535 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 2536 items. To get your hands on the artifacts, you need to bring up the
2543 appropriate quest items (key objects). ]]> 2537 appropriate quest items (key objects). ]]>
2544 </use> 2538 </use>
2545 <attribute arch="no_pass" value="1" type="fixed" /> 2539 <attribute arch="move_type" value="0" type="fixed" />
2546 <attribute arch="no_pick" value="1" type="fixed" /> 2540 <attribute arch="no_pick" value="1" type="fixed" />
2547 <attribute arch="slaying" editor="key string" type="string"> 2541 <attribute arch="slaying" editor="key string" type="string">
2548 The &lt;key string&gt; in the door must be identical with the 2542 The &lt;key string&gt; in the door must be identical with the
2549 &lt;key string&gt; in the special key, then the door is unlocked. 2543 &lt;key string&gt; in the special key, then the door is unlocked.
2550 It is VERY important to set the &lt;key string&gt; to something that 2544 It is VERY important to set the &lt;key string&gt; to something that
2667 <attribute arch="sp" editor="direction" type="list_direction"> 2661 <attribute arch="sp" editor="direction" type="list_direction">
2668 The magic wall will cast it's spells always in the specified 2662 The magic wall will cast it's spells always in the specified
2669 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2663 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2670 always fire in a random direction. 2664 always fire in a random direction.
2671 </attribute> 2665 </attribute>
2672 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2666 &movement_types_terrain;
2673 If set, the object cannot be passed by players nor monsters.
2674 </attribute>
2675<section name="destroyable"> 2667<section name="destroyable">
2676 <attribute arch="alive" editor="is destroyable" type="bool"> 2668 <attribute arch="alive" editor="is destroyable" type="bool">
2677 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2669 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2678 destroyed by the player. If disabled, all other attributes on 2670 destroyed by the player. If disabled, all other attributes on
2679 this tab, as well as resistances, are meaningless. 2671 this tab, as well as resistances, are meaningless.
2931 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2923 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2932 Each time the monster need to generate an object, it will be 2924 Each time the monster need to generate an object, it will be
2933 a randomly chosen item from the inventory. When generator is destroyed, 2925 a randomly chosen item from the inventory. When generator is destroyed,
2934 inventory is destroyed. 2926 inventory is destroyed.
2935 </attribute> 2927 </attribute>
2936 <attribute arch="flying" editor="flying" type="bool"> 2928 &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"> 2929 <attribute arch="undead" editor="undead" type="bool">
2941 Several spells only affect undead monsters: 2930 Several spells only affect undead monsters:
2942 turn undead, banish undead, holy word, etc. 2931 turn undead, banish undead, holy word, etc.
2943 </attribute> 2932 </attribute>
2944 <attribute arch="carrying" editor="carries weight" type="int"> 2933 <attribute arch="carrying" editor="carries weight" type="int">
3376 activates creators, creating (per default: monster-only) movers 3365 activates creators, creating (per default: monster-only) movers
3377 under the NPC's feet. The NPC starts "walking" on a predefined 3366 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, 3367 route! Note that it's useful to set this NPC immune to everything,
3379 preventing the player to push the NPC off his trace. 3368 preventing the player to push the NPC off his trace.
3380 </attribute> 3369 </attribute>
3381 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3370 <attribute arch="move_on" editor="movement type" type="movement_type">
3382 This should always be set. 3371 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> 3372 </attribute>
3389</section> 3373</section>
3390</type> 3374</type>
3391 3375
3392<!--####################################################################--> 3376<!--####################################################################-->
3420 </attribute> 3404 </attribute>
3421 <attribute arch="connected" editor="connection" type="int"> 3405 <attribute arch="connected" editor="connection" type="int">
3422 When the pedestal is triggered, all objects with the same 3406 When the pedestal is triggered, all objects with the same
3423 connection value get activated. 3407 connection value get activated.
3424 </attribute> 3408 </attribute>
3425 <attribute arch="walk_on" value="1" type="fixed" /> 3409 &move_on;
3426 <attribute arch="walk_off" value="1" type="fixed" />
3427</type> 3410</type>
3428 3411
3429<!--####################################################################--> 3412<!--####################################################################-->
3430<type number="94" name="Pit"> 3413<type number="94" name="Pit">
3431 <ignore> 3414 <ignore>
3467 The &lt;position state&gt; defines the position of the gate: 3450 The &lt;position state&gt; defines the position of the gate:
3468 Zero means completely open/down, the "number of animation-steps" (usually 3451 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 3452 about 6 or 7) means completely closed/up state. I suggest you don't
3470 mess with this value - Leave the default in place. 3453 mess with this value - Leave the default in place.
3471 </attribute> 3454 </attribute>
3472 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3455 &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> 3456</type>
3485 3457
3486<!--####################################################################--> 3458<!--####################################################################-->
3487<type number="7" name="Poison Food"> 3459<type number="7" name="Poison Food">
3488 <description><![CDATA[ 3460 <description><![CDATA[
3836 <use><![CDATA[ 3808 <use><![CDATA[
3837 Avoid monsters stepping on your runes. For example, summoning runes 3809 Avoid monsters stepping on your runes. For example, summoning runes
3838 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3810 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3839 </use> 3811 </use>
3840 <attribute arch="no_pick" value="1" type="fixed" /> 3812 <attribute arch="no_pick" value="1" type="fixed" />
3841 <attribute arch="walk_on" value="1" type="fixed" /> 3813 &move_on;
3842 <attribute arch="level" editor="rune level" type="int"> 3814 <attribute arch="level" editor="rune level" type="int">
3843 This value sets the level the rune will cast the spell it contains at, 3815 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. 3816 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3845 (&lt;rune level&gt; 0 runes won't detonate at all!) 3817 (&lt;rune level&gt; 0 runes won't detonate at all!)
3846 3818
4188 <use><![CDATA[ 4160 <use><![CDATA[
4189 As stated above, always place TWO shop mats into your shop. 4161 As stated above, always place TWO shop mats into your shop.
4190 Not more and not less than that. ]]> 4162 Not more and not less than that. ]]>
4191 </use> 4163 </use>
4192 <attribute arch="no_pick" value="1" type="fixed" /> 4164 <attribute arch="no_pick" value="1" type="fixed" />
4193 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4165 &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> 4166</type>
4202 4167
4203<!--####################################################################--> 4168<!--####################################################################-->
4204<type number="98" name="Sign &amp; MagicMouth"> 4169<type number="98" name="Sign &amp; MagicMouth">
4205 <ignore> 4170 <ignore>
4222 the connection is triggered. This should be used in combination with 4187 the connection is triggered. This should be used in combination with
4223 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4188 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4224 If activating your magic_mouth this way, the message will not only be 4189 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. 4190 printed to one player, but all players on the current map.
4226 </attribute> 4191 </attribute>
4227 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4192 &move_on;
4228 If set, the player gets the message when walking ontop of the object.
4229 "invisible 1" should be set in this case. This is the typical configuration
4230 for a "magic_mouth": The player walks through a dungeon and suddenly he
4231 gets a message. Use this to create some roleplay atmosphere, and to inform
4232 the player about possible dangers or secrets.
4233 </attribute>
4234 <attribute arch="fly_on" editor="activate by flying" type="bool">
4235 If set, the player gets the message when flying (=levitating) ontop
4236 of the object. Usually this should be set together with walk_on.
4237 </attribute>
4238 <attribute arch="food" editor="counter" type="int"> 4193 <attribute arch="food" editor="counter" type="int">
4239 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4194 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 4195 (printing the message) only that many times. For signs this really shouldn't
4241 be used, while for magic_mouths it is extremely helpful. 4196 be used, while for magic_mouths it is extremely helpful.
4242 Monsters walking over the magic_mouth do not decrease the counter. 4197 Monsters walking over the magic_mouth do not decrease the counter.
4503 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4458 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4504 positive values counter clockwise. 4459 positive values counter clockwise.
4505 4460
4506 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4461 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4507 </attribute> 4462 </attribute>
4508 <attribute arch="walk_on" value="1" type="fixed" /> 4463 &move_on;
4509 <attribute arch="fly_on" value="1" type="fixed" />
4510</type> 4464</type>
4511 4465
4512<!--####################################################################--> 4466<!--####################################################################-->
4513<type number="138" name="Swamp"> 4467<type number="138" name="Swamp">
4514 <ignore> 4468 <ignore>
4520 he will start to sink in and eventually drown and die. 4474 he will start to sink in and eventually drown and die.
4521 Items dropped on the swamp sink in and dissapear. 4475 Items dropped on the swamp sink in and dissapear.
4522 Players with knowledge of the woodsman skill are a lot less likely 4476 Players with knowledge of the woodsman skill are a lot less likely
4523 to die in the swamp. ]]> 4477 to die in the swamp. ]]>
4524 </description> 4478 </description>
4525 <attribute arch="walk_on" value="1" type="fixed" />
4526 <attribute arch="is_floor" value="1" type="fixed" /> 4479 <attribute arch="is_floor" value="1" type="fixed" />
4527 <attribute arch="is_wooded" value="1" type="fixed" /> 4480 <attribute arch="is_wooded" value="1" type="fixed" />
4528 <attribute arch="speed" editor="drowning speed" type="float"> 4481 <attribute arch="speed" editor="drowning speed" type="float">
4529 The higher the &lt;drowning speed&gt;, the faster will players and items 4482 The higher the &lt;drowning speed&gt;, the faster will players and items
4530 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4483 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4531 and unexpected death-trap. Players should get a warning before such areas. 4484 and unexpected death-trap. Players should get a warning before such areas.
4532 </attribute> 4485 </attribute>
4533 <attribute arch="slow_move" editor="slow movement" type="int"> 4486 &move_on;
4534 If &lt;slow movement&gt; is set to a value greater zero, all 4487 &movement_types_terrain;
4535 creatures moving over this spot will be slower than normal.
4536
4537 &lt;slow movement&gt; 1 - rough terrain
4538 &lt;slow movement&gt; 2 - very rough terrain
4539 ...
4540 &lt;slow movement&gt; 5 - default for deep swamp
4541 </attribute>
4542 <attribute arch="no_magic" editor="no spells" type="bool"> 4488 <attribute arch="no_magic" editor="no spells" type="bool">
4543 If enabled, it is impossible for players to use (wizard-) 4489 If enabled, it is impossible for players to use (wizard-)
4544 spells on that spot. 4490 spells on that spot.
4545 </attribute> 4491 </attribute>
4546 <attribute arch="damned" editor="no prayers" type="bool"> 4492 <attribute arch="damned" editor="no prayers" type="bool">
4665 The &lt;position state&gt; defines the position of the gate: 4611 The &lt;position state&gt; defines the position of the gate:
4666 Zero means completely open/down, the "number of animation-steps" (usually 4612 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 4613 about 6 or 7) means completely closed/up state. I suggest you don't
4668 mess with this value - Leave the default in place. 4614 mess with this value - Leave the default in place.
4669 </attribute> 4615 </attribute>
4670 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4616 &movement_types_terrain;
4671 For open gates, &lt;blocking passage&gt; should be unset.
4672 For closed gates it must be set.
4673 </attribute>
4674 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4617 <attribute arch="no_magic" editor="restrict spells" type="bool">
4675 Restricting the use of spells to pass this gate. This has 4618 Restricting the use of spells to pass this gate. This has
4676 an effect only if &lt;block view&gt; is disabled. 4619 an effect only if &lt;block view&gt; is disabled.
4677 </attribute> 4620 </attribute>
4678 <attribute arch="damned" editor="restrict prayers" type="bool"> 4621 <attribute arch="damned" editor="restrict prayers" type="bool">
4709 <use><![CDATA[ 4652 <use><![CDATA[
4710 Avoid monsters stepping on your traps. For example, a party of orcs setting 4653 Avoid monsters stepping on your traps. For example, a party of orcs setting
4711off your lightning wall and pit trap is usually a bad idea. ]]> 4654off your lightning wall and pit trap is usually a bad idea. ]]>
4712 </use> 4655 </use>
4713 <attribute arch="no_pick" value="1" type="fixed" /> 4656 <attribute arch="no_pick" value="1" type="fixed" />
4714 <attribute arch="walk_on" value="1" type="fixed" /> 4657 &move_on;
4715 <attribute arch="level" editor="trap level" type="int"> 4658 <attribute arch="level" editor="trap level" type="int">
4716 Level effects how easily a trap may be found and disarmed, and 4659 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 4660 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 4661 traps can be quite a cheap source of experience! So either make them
4719 tough, or keep the level low. 4662 tough, or keep the level low.
4762 Trapdoors should be used in the same fashion as pits: 4705 Trapdoors should be used in the same fashion as pits:
4763 They should always drop the victims to some kind of lower level. They 4706 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. ]]> 4707 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4765 </use> 4708 </use>
4766 <attribute arch="no_pick" value="1" type="fixed" /> 4709 <attribute arch="no_pick" value="1" type="fixed" />
4767 <attribute arch="walk_on" value="1" type="fixed" /> 4710 &move_on;
4768 <attribute arch="weight" editor="hold weight" type="int"> 4711 <attribute arch="weight" editor="hold weight" type="int">
4769 This value defines how much weight the trapdoor can hold. 4712 This value defines how much weight the trapdoor can hold.
4770 Once items or creatures are gathered on the trapdoor, with 4713 Once items or creatures are gathered on the trapdoor, with
4771 a total weight surpassing this value, then the trapdoor will 4714 a total weight surpassing this value, then the trapdoor will
4772 open and things start falling through. 4715 open and things start falling through.
4896<!--####################################################################--> 4839<!--####################################################################-->
4897<type number="0" name="Wall"> 4840<type number="0" name="Wall">
4898 <required> 4841 <required>
4899 <attribute arch="is_floor" value="0" /> 4842 <attribute arch="is_floor" value="0" />
4900 <attribute arch="alive" value="0" /> 4843 <attribute arch="alive" value="0" />
4901 <attribute arch="no_pass" value="1" /> 4844 <attribute arch="move_block" value="255" />
4902 </required> 4845 </required>
4903 <ignore> 4846 <ignore>
4904 <attribute arch="nrof" /> 4847 <attribute arch="nrof" />
4905 <attribute arch="title" /> 4848 <attribute arch="title" />
4906 <attribute arch="name_pl" /> 4849 <attribute arch="name_pl" />
4908 <attribute arch="unpaid" /> 4851 <attribute arch="unpaid" />
4909 </ignore> 4852 </ignore>
4910 <description><![CDATA[ 4853 <description><![CDATA[
4911 Walls usually block passage and sight. ]]> 4854 Walls usually block passage and sight. ]]>
4912 </description> 4855 </description>
4913 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4856 &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"> 4857 <attribute arch="can_roll" editor="moveable" type="bool">
4917 If set, the object is able to "roll", so it can be pushed around. 4858 If set, the object is able to "roll", so it can be pushed around.
4918 This setting is used for boulders and barrels. 4859 This setting is used for boulders and barrels.
4919 </attribute> 4860 </attribute>
4920 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4861 <attribute arch="no_magic" editor="restrict spells" type="bool">

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines