Deliantra
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</attribute>
</type>
<!--####################################################################-->
<type number="36" name="Money">
<ignore>
<attribute arch="unpaid" />
</ignore>
<description><![CDATA[
Items of the type Money are handled as currency.
Money cannot be sold/bought in shops. When money is dropped
in a shop, it stays the same.<br>
When a player picks an item from a shop and attempts to
walk over the shop mat, the item's selling-price is automatically
subtracted from the player's money.
<br><br>
For money, always use the default arches.
Don't modify them.]]>
</description>
<attribute arch="race" value="gold and jewels" type="fixed" />
</type>
<!--####################################################################-->
<type number="0" name="Monster & NPC">
<required>
<attribute arch="is_floor" value="0" />
<attribute arch="alive" value="1" />
<attribute arch="tear_down" value="0" />
</required>
<ignore>
<attribute arch="material" />
<attribute arch="name_pl" />
<attribute arch="nrof" />
<attribute arch="value" />
<attribute arch="unpaid" />
</ignore>
<description><![CDATA[
Monsters can behave in various kinds of ways.
They can be aggressive, attacking the player. Or peaceful,
helping the player - maybe joining him as pet.
The unagressive creatures who communicate with players are
usually called "NPCs" (Non Player Character), a well-known
term in role-play environments.]]>
</description>
<use><![CDATA[
Monsters play a central role in most maps. Choosing the right
combination of monsters for your map is vital:
<UL>
<LI> Place only monsters of slightly varying (increasing) strength.
It's no fun to play for two hours just to find out the last
monster is unbeatable. Similar, it's not exciting to fight orcs
after passing a room of dragons.<br>
This rule applies only for linear maps (one room after the other),
with treasure at the end. You can sprinkle the treasure around,
or make non-linear maps - That is often more entertaining.
<LI> Places with high level monsters must not be easy to reach.
Balrogs, Dragonmen and the likes should be at the end of a quest,
not at the beginning.
<LI> Don't stick monsters together that tend to kill each other.
Fire- and cold dragons in one room for example is a bad idea.
By weakening and killing each other they are easy prey for players,
not worth the experience they hold.
<LI> Create your own monsters, especially for "boss"-type monsters.
Having stage-bosses guarding treasure is a lot of fun when done right.
Avoid to create monsters with completely non-intuitive abilities:
Don't give ice-spells to firedragons or vice versa. Don't add
draining attack to trolls, etc. Additionally, you should inform the
player before he bumps right into some very special/unusual monster.
<LI> Last but not least: Always keep an eye on the experience your monsters
hold. Design your maps in a way that high experience
is always well-defended. Don't make large rooms full with only one kind
of monster. Keep in mind the different abilities/techniques players
can use.
</UL>
I know it's impossible to make the perfectly balanced map. There's always
some part which is found too easy or too hard for a certain kind of player.
Just give it your best shot. And listen to feedback from players if you
receive some. :-)]]>
</use>
<attribute arch="alive" value="1" type="fixed" />
<attribute arch="randomitems" editor="treasurelist" type="treasurelist">
When the monster is killed, items from the treasurelist will
drop to the ground. This is a common way to reward players
for killing (masses of) monsters.
Note that you can always put items into the monster's
inventory. Those will drop-at-kill just like the stuff
from the <treasurelist>.
</attribute>
<attribute arch="treasure_env" editor="treasure in env" type="bool">
Set this flag to move treasure items created into the environment (map)
instead of putting them into the object.
</attribute>
<attribute arch="level" editor="level" type="int">
A monster's <level> is the most important attribute.
<level> affects the power of a monster in various ways.
</attribute>
<attribute arch="race" editor="race" type="string">
Every monster should have a race set to categorize it.
The monster's <race> can have different effects:
Slaying weapons inflict tripple damage against enemy races
and holy word kills only enemy races of the god.
</attribute>
<attribute arch="exp" editor="experience" type="int">
When a player kills this monster, he will get exactly this
amount of <experience>. The experience will flow into
the skill-category the player used for the kill.
If you create special monsters of tweaked strenght/abilities,
always make sure that the <experience> is set to a
reasonable value. Compare with existing arches to get a feeling
what reasonable means. Keep in mind that spellcasting monsters
are a lot harder to kill than non-spellcasters!
</attribute>
<attribute arch="speed" editor="speed" type="float">
The <speed> determines how fast a monster will both move
and fight. High <speed> makes a monster considerably stronger.
</attribute>
&speed_left;
<attribute arch="other_arch" editor="breed monster" type="string">
This only takes effect if <multiply> is enabled. The monster will
( run in 1.623 second using v1.01-cache-2.11-cpan-99c4e6809bf )