Add 1.12 with minor modifications

master
kts of kettek 2017-03-20 09:15:21 -07:00
commit 9ce18e928f
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Changes for SVN top of tree:
Move all anim...mina blocks in player races and classes into .face files.
Andreas Kirschbaum 2009-02-02
disease/tapeworms.arc
Removed linebreaks from disease message so the breaks can be done by the client.
Kevin Bulgrien 2008-12-20
readable/scrollr.base.111.png
New graphic (face) for readable scroll
indoor/bed_save.base.111.png,
misc/icecube.base.111.png,
spell/Scroll/scroll.base.111.png
New graphics (face) for bed, ice cube and magic scroll
floor/cloudfloor.arc
Removed "is_floor 1" to allow colors and other tiles to show through the transparent
portions of the clouds
Rick Tanner 2008-12-19
floor/cloudfloor.arc,
ground/fog_2.base.111.png
New graphic and archetype for a thicker/heavier cloudfloor, using less transparency
Rick Tanner 2008-12-19
ground/new/grassdark.arc,
ground/smooth/grassdark_S.base.111.png
Update "dark grass" (grassdark.arc) to use new smoothing template (grassdark_S.base.111.png)
Rick Tanner 2008-12-18
ground/new/grassmedium.arc
Update archetype to use existing smoothing template (grassmedium_S.base.111.png)
Rick Tanner 2008-12-18
ground/Pstone/pstone_4.arc
Update "big stones" archetype to use smoothing (missed in earlier commit)
Rick Tanner 2008-12-18
ground/smooth/pstone_4_S.base.111.png
New smoothing template for pstone_4.base.111.png (big stones) tile
Rick Tanner 2008-12-18
ground/smooth/dunes_S.base.111.png
Minor color changes to the dunes smoothing template
Rick Tanner 2008-12-18
misc/sky/sky.arc
Add "move_block all" to the sky tiles to prevent players from
being able to walk "on the sky like they are levitating"
Rick Tanner 2008-12-16
gods/items/torc.base.111.png,
gods/items/valkyrie_amulet_lifesave.arc
New graphic for Valkyrie's gift (amulet of lifesaving),
referred as Valkyrie's Torc
Rick Tanner 2008-12-15
misc/sky/sky.arc
misc/sky/sky.base.111.png
New sky archetype for use on airborn cities, castles, islands, etc.
such as Pupland Terminal
Rick Tanner 2008-12-14
construct/window/intermediate_window.arc, construct/window/window.arc
Remove redundant fields.
Andreas Kirschbaum 2008-12-12
monster/troll/Troll/troll.arc
Fix duplicate archetype definition for "troll".
Andreas Kirschbaum 2008-12-12
gods/items/valkyrie_amulet_lifesave.arc
Changes to the amulet so that the item appears as
"Valkyrie's Amulet of Lifesaving" instead of
"Valkyrie's Amulet of Lifesaving (lifesaving)" in a
players inventory
Rick Tanner 2008-12-09
gods/items/valkyrie_amulet_lifesave.arc, gods/demihumans/valkyrie.trs
Tentative bug fix for '[ 1990180 ] 2.0 godgiven Valkyrie lifesaving amulet bug?'
- created a new amulet archetype that is godgiven and inventory locked by default,
updated gods/demihumans/valkyrie.trs file to reference the new amulet archetype
(Previous checkin had a bug - missed the .arc file at the end of the file name)
Rick Tanner 2008-12-08
/construct/window/intermediate_window_1.base.111.png, /construct/window/intermediate_window.arc,
/construct/window/intermediate_window_2.base.111.png, /construct/window/window_2.base.111.png,
/construct/window/window_4.base.111.png, /construct/window/window_arcade_1.base.111.png,
/construct/window/window_3.base.111.png, /construct/window/window.arc
2.0 Elements: Windows.
Yann Chachkoff 2008-12-07
/construct/roof/chemney_1.base.111.png, /construct/roof/chemney.arc,
/construct/roof/chemney_2.base.111.png, /construct/roof/roof_1.base.111.png,
/construct/roof/roof_1blue.base.111.png, /construct/roof/roof_1red.base.111.png,
/construct/roof/roof_2blue.base.111.png, /construct/roof/roof_2red.base.111.png,
/construct/roof/roof_1green.base.111.png, /construct/roof/roof_2.base.111.png,
/construct/roof/roof_2green.base.111.png, /construct/roof/roof.arc
2.0 Elements: Roof and chemney pieces.
Yann Chachkoff 2008-12-07
/wall/dun/dungeon.arc
Removed newline at the end of the file, it was
causing this to appear in the server logs:
Warning: failed to find arch dun33
Rick Tanner 2008-12-06
/wall/wall/wall.arc
Missing object delcaration in wall.arc
Rick Tanner 2008-12-06
/wall/wall/wall.arc
Updated .arc file to use already existing Wooden Wall graphics
Rick Tanner 2008-12-05
/wall/cave/cave_15.base.111.png, /wall/cave/cave_15.arc
Solid grey color wall to use in cave areas instead of the
solid black Block - looks nicer in mapper (IMO)
Rick Tanner 2008-12-05
/wall/dun/dun_10.base.111.png, /wall/dun/dun_11.base.111.png,
/wall/dun/dun_12.base.111.png, /wall/dun/dun_13.base.111.png,
/wall/dun/dun_14.base.111.png, /wall/dun/dun_15.base.111.png,
/wall/dun/dun_16.base.111.png, /wall/dun/dun_17.base.111.png,
/wall/dun/dun_18.base.111.png, /wall/dun/dun_19.base.111.png,
/wall/dun/dun_20.base.111.png, /wall/dun/dun_21.base.111.png,
/wall/dun/dun_22.base.111.png, /wall/dun/dun_23.base.111.png,
/wall/dun/dun_24.base.111.png, /wall/dun/dun_25.base.111.png,
/wall/dun/dungeon.arc
New graphics and archetypes for Dungeon wall set. Similar
to the curved and circular sections from the Cave wall set,
but colored black (vs. grey)
Rick Tanner 2008-12-04
exit/oakdoor_1.arc, exit/oakdoor_1.base.111.png, exit/oakdoor_2.arc,
exit/oakdoor_2.base.111.png
New graphics to replace the old xpm oakdoor, also has two
facings - vertical (oakdoor_1) and horizontal (oakdoor_2)
Rick Tanner 2008-12-01
/wall/wwall/wwall.arc, /wall/wwall/wwall_right.base.111.png,
/wall/wwall/wwall_left.base.111.png
New graphic for use in doorways or as a short wall
Rick Tanner 2008-11-25
wall/white/white_wall.arc, white_wall_right.base.111.png
New graphic for use in doorways or as a short wall
Rick Tanner 2008-11-25
exit/Up_down/cave_stair_up_2.base.111.png, exit/Up_down/stair_up_2.arc
New pic -- stairs going up in a cave
(rejoice all ye nethackers)
Lalo Martins 2008-11-25
treasures.trs, /monster/goblin/orc.trs
Increase chance and amount of silver coins dropped by lower
level monsters such as orcs, goblins, gnolls, ogres so that
low level players have easier access to "cash." Change made
by meflin.
Rick Tanner 2008-11-11
/ground/Lake/*.png
New lake graphics using the current graphic style. Still needs
smoothing and animation.
Rick Tanner 2008-11-03
*.arc
Remove obsolete 'editable' attributes.
Andreas Kirschbaum 2008-11-02
wall/hedgehedge_5.base.111.png
Image adjustment; moved the wall to the right by 1 pixel so it has better
alignment with other hedge walls.
Rick Tanner 2008-09-14
mapbuilding/objects.trs, mapbuilding/objects.arc: Applied slightly modified
patch #2084099 "buildable altars", courtesy of meflin.
mapbuilding/mbaltar_none.base.111.png: New image.
Raphaël Quinet 2008-08-30
monster/animal/giant_worm/purple_worm.arc, ground/nimground/Nimground3_purple.arc:
Replaced purple (unrecognized color) with black in magicmap and color_fg fields.
Rick Tanner 2008-08-20
mapbuilding/building.arc, mapbuilding/building.trs: Added new archetype
building_window, a building material using the new subtype 4. This allows
the player to build windows in existing walls.
mapbuilding/mbwindow.base.111.png: New image
Raphaël Quinet 2008-08-04
mapbuilding/building.arc, mapbuilding/building.trs: Added new buildable
fence. This is useful for those who want walls that do not block the view.
Fixed a bug in the treasure list shop_building_pupland that prevented it
from including any walls (replaced the treasure list
build_material_floor_pupland by building_material_stonewall_pupland).
mapbuilding/mbswall_0.base.111.png: New image.
Raphaël Quinet 2008-08-03
wall/swall/swall.arc: The name "fence" is more appropriate for the archetype
"swall" (spiked wall).
Raphaël Quinet 2008-08-03
shop/Floors/shopweapoeast.trs: Fixed a broken treasure list that prevented
the nine ring sword from being created.
Raphaël Quinet 2008-08-01
disease/incontinence.arc, disease/diarrhea.arc, disease/rabies.arc: Make puddles
from diseases go away after some time, for incontinence and rabies we should
probably have shrinking animations, like for icor (and thus also for diarrhea),
but I can't draw.
Arvid Norlander 2008-06-12
ground/Pstone/pstone_1.arc: Add move_block for boats.
Arvid Norlander 2008-05-29
mapbuilding/building.arc: Add missing "damned 1" to shop tiles.
Andreas Kirschbaum 2008-04-24
monster/humanoid/Arabic/a_guard_*.base.111.png: New arabian guards images,
courtesy of Miguel Ghobangieno.
Yann Chachkoff 2008-04-16
monster/demon/imp.base.1**.png: New imp images, based on the kobold.
Meegwun Southall 2008-04-11
monster/humanoid/sigfried.base.11*.png: Make new sigfried images, no new
directions, but a style update.
Alex Schultz 2008-02-26
wall/dwall/arc: Remove incorrect Object dwall3_3 and associated comment.
Kevin Bulgrien 2008-01-18
wall/slevel/dlevel.arc corrected to provide reused face from slevel set.
traps/tspikes.base.111.png changed from greyscale to indexed to fix a
transparency problem.
Kevin Bulgrien 2007-01-12
Re-add misc/machine.arc and machine.base.x11.png under the GFDL after obtaining
permission from the original author to relicense the image under the GFDL or
the GPL as appropriate. Though neither does address images, the GFDL has been
applied to images by other organizations and is somewhat clearer in how it may
be applied to graphic art.
Kevin Bulgrien 2007-01-12
Remove misc/machine.arc and machine.base.x11.png and newly added LICENCE (as it
was added specifically to address Creative Commons licensing) due to concerns
about Creative Commons ShareAlike licensing requirements, and most especially
concerning a possible perception that this project or a distribution might be
construed to be a "collection" as defined by Creative Commons.
Kevin Bulgrien 2007-01-11
Correct the license text to show that this derivation is released under
version 3.0 Creative Commons licensing to improve compatibility with
Debian.
Add misc/machine.arc, misc/machine.base.x11.png under terms of a Creative
Commons Attribution-ShareAlike license described in misc/machine.arc and
as an attributed derivative work of a copyrighted image. The inspiration
for this graphic was provided by Yann (gros) Chachkoff. Added a LICENSE
file to communicate the fact that this type of license now governs some
material in the arch collection.
Kevin Bulgrien 2007-01-10
Rework dev/wip/spout to make water wider and more visible. Also adjust the
color to better match the sea arch set. Add a reference layer of a sea tile
to spout.xcf. Convert all the .png files to indexed mode to reduce size.
Update README with methods used to produce the graphics and remove comments
about issues with the original revision. The .arc files have been modified
to add 'map_layer item' to prevent wall pieces from disappearing when these
archs are placed on top of them.
Kevin Bulgrien 2007-01-09
Add a set of "overlay" archs that are designed to sit on top of walls to form
a spout with water pouring out. The art is designed to separate the liquid
and spout to allow spout and fluid variations. The archs are WIP because they
cause the wall underneath them to disappear. This is probably a map layer
issue. It may not take much to fix, but are not presently releasable.
The files are in dev/wip/spout, and are: pour_h2o.arc, pour_h2o.base.111.png,
pour_h2o.base.112.png, pour_h2o.base.113.png, pour_h2o.base.114.png,
pour_h2o.face, pour_spout.arc, pour_spout.base.111.png, README, spout.xcf.
Note that maps/trunk/unlinked/kbulgrien/rayvins_house.1 contains these arches.
Add wall/wall/wall_door_0.base.111.png and wall_door_1.base.111.png to make
it possible to have tight-fitting doors (no gaps due to perspective) in the
wall arch set. wall/wall/wall.arc modified. Decided to use the numbering
of the window archs. Also, per naming of the stwall window archs, rename
wall/stwall/stwall_2_door.base.111.png and stwall_5_door.base.111.png to
stwall_door_1.base.111.png and stwall_door_0.base.111.png and update
stwall.arc.
Kevin Bulgrien 2007-01-08
Add wall/stwall/stwall_2_door.base.111.png and stwall_5_door.base.111.png to
make it possible to have tight-fitting doors (no gaps due to perspective).
wall/stwall/stwall.arc modified.
Kevin Bulgrien 2007-01-07
Add wall/slevel/dlevel*.png and wall/slevel/dlevel.arc. The slevel arches are
raised "elevation" marks that are supposed to overlay other tiles to give the
appearance of a raised platform. The dlevel arches are the same graphics but
flipped in X and/or Y as appropriate to present a depression. Both arch sets
rely on the Crossfire perspective to give the hint of a ridge or depression.
In an elevation, the leading edges are long and the receding edges are short.
For the depression the leading edges are short and receding edges long.
Kevin Bulgrien 2007-01-07
Add wall/bwall/bwall_hole_5.base.111.png,wall/bwall/bwall_hole_A.base.111.png,
and wall/bwall/bwall_hole.arc. The vertical wall has a transparent hole in
the left face, and the horizontal wall has a transparent hole in the bottom
face. The holes could be drains for flowing rivers, or might even be an exit.
Kevin Bulgrien 2007-01-07
Add dev/wip directory for commiting work-in-progress archetypes. The directory
is not visible in Gridarta CrossfireEditor, but can be made so with a soft link
like arch/trunk/wip --> arch/trunk/dev/wip.
Add dev/wip/README describing the use of the directory.
Add dev/wip/manhole as a manhole archetype work-in-progress to facilitate some
collaboration on getting a multi-tile HOLE animation to work. Included is a
README and a world_105_115.patch test case.
Kevin Bulgrien 2007-12-29
Add names to woodfloor, woodfloor2, woodlarge, and dirtfloor.
Nicolas Weeger 2007-12-29
Nicer mountain1, 2, 3, 4 5.
Update woods_4 archetype so it's not anymore acting as a ground (transparency
parts, it is *NOT* a ground, visually speaking)
Make the fireball and firebreath smooth
Tchize 2007-12-28
Add smooth image for light snow + source file + empty layer file (use it to help building smooth images)
Tchize 2007-12-24
Add the archetype hook for user-defined plugin events.
Yann (gros) Chachkoff 2007-12-23
Add various lighthouse archetypes to replace use of huts and towers that are
called "lighthouse" in various maps. A base archetype is added along with
west, northwest, and snowy variants.
Kevin Bulgrien 2007-12-22
Singing anim_suffix.
Nicolas Weeger 2007-12-21
Singing animation for Fenx.
Nicolas Weeger 2007-12-18
Add missing faces for spider (for now, always the same sprite).
Nicolas Weeger 2007-12-16
Add ne, se, sw, and nw corners to the mine walls to fix the Scorn port gate
house with consistent walls.
Kevin Bulgrien 2007-12-10
Four facings for angel, and sword animation.
Facings for whim.
Nicolas Weeger 2007-12-09
Basic animation for Ruggilli's altar.
Basic animation for Sorig's altar.
Nicolas Weeger 2007-12-07
Commit spellcasting animations for chinese dragons
Andreas Kirchbaum 2007-11-30
Added a spellcasting animation for the Big Dragon. Courtesy of Rednaxela.
Yann (gros) Chachkoff 2007-11-29
Add anim_suffix spellcasting to all spells.
Alex Schultz 2007-11-29
Add correct plural name to flowers_permanent.
Andreas Kirschbaum 2007-11-23
Add sample support for spellcasting compound animations.
Try to cast minor healing with a Fenx
Yann (gros) Chachkoff 2007-11-18
Update spellcasting objects to use inventory objects.
Andreas Kirschbaum 2007-11-04
Rename low_boots from "shoes" to "pair of shoes".
Andreas Kirschbaum 2007-11-03
New archetypes goldflagstone.arc to avoid using creator tricks.
Nicholas Weeger 2007-10-20
Revert previous change of dragon's steaks weight.
Andreas Kirschbaum 2007-10-15
Increase weight of dragon's steaks to 500g.
Andreas Kirschbaum 2007-10-08
player/class/Wizardry/sorcerer_class.arc
- Add body_head -1 to Sorceror's Hat.
Kevin R. Bulgrien 2007-10-05
Rename treasure lists human_player->human_player_items and
halfling_player->halfling_player_items to match the names of similar treasure
lists.
Andreas Kirschbaum 2007-09-28
Renamed "potion of invulnerability" to "potion of shielding." Hopefully this
will remove player confusion as to why one takes damage from all attack types
(except physical) when drinking this potion.
RJT 2007-09-26
Updated Valkyrie's granted attack types, replaced godpower with weaponmagic.
RJT 2007-09-26
Fix treefort3, make it 1 tile instead of weird missing square.
Nicolas Weeger 2007-08-18
Add client_anim_... support for all objects that support it, remove
their speed attributes if the only reason they had speed set was for
animation.
MSW 2007-07-09
Remove all 'editable' fields, obsolete with Crossedit removal.
(almost all .arc impacted)
Nicolas Weeger 2007-06-13
Replace "object xxx" with "Object xxx".
Andreas Kirschbaum 2007-06-12
Fix bug #1687761: Archetype using undefined type number.
Nicolas Weeger 2007-05-07
Fix incorrectly converted jessyb.base.x13.png multi-part image.
Andreas Kirschbaum 2007-05-06
Replace "no_pass 1" with "move_block all".
Andreas Kirschbaum 2007-04-05
spell/Bolt/steambolt.arc: Remove old LIGHTNING(12) type.
Alex Schultz 2007-04-03
Fix bug #1687729: Spell "create repulsion wall" is broken. Missing
move_block field. Also replace obsolete no_pass with move_block all.
spell/MagicWall/spell_create_earth_wall.arc spell_repelwall.arc
Nicolas Weeger 2007-03-25
Make event_xxx invisible, avoids many issues in the object handling
routines.
---
Start splitting server/lib/treasures file in many files.
Rename player class files/random items for coherence.
Nicolas Weeger 2007-03-17
Converted all remaining multi-part base images into single images
with the facename.base.x??.png format. Deleted the old multi-part
images and adjusted the archetypes accordingly. This is a huge
commit, but I thought it best to do it all in one commit so that if
something is horribly wrong, it can be reverted with one command.
Most of the conversion was automated, so if there's a problem I'm not
seeing, it probably affects them all.
Aaron Baugher 2007-02-16
Created addition shoreline tiles for the ground/sea.arc tile set to
add sea_F.base.111.png and sea_F.clsc.111.png that form a round pool
surrounded by transparency. This tile might be used to fix indoor
water pools by providing a replacement for blake_0 which has grass
surrounding the water. Also modified sea.arc accordingly.
Kevin Bulgrien 2007-02-12
Created additional shoreline tiles for the sea.arc tile set to
fix some maps that use the blake.arc tile set to allow shorelines
to have rounded edges instead of corners. The blake.arc tile set
is not the same color as the sea.arc tile set unless you are using
the classic png's, so the seas sometimes are shown in different
colors of blue. The tiles added are "coves" that have transparency
on three sides. The naming convention used is consistent with the
big lake tile set. The naming.doc rules for walls is followed if
you consider a shoreline to be a sort of wall.
Kevin Bulgrien 2007-02-10
Add new archetype and images for the IPO package, from Mike B.
Aaron Baugher 2007-02-10
Add new archetype and images for the IPO carton box, from Mike B.
Aaron Baugher 2007-02-08
Add new force archetype monk_no_use_weapon. It will be inserted into
inventories of monk players to prevent them from using weapons.
Andreas Kirschbaum 2005-11-01
Make bullet swarm fire small bullets instead of magic bullets. Previously
bullet swarm (which is an evocation spell) gave sorcery exp.
Andreas Kirschbaum 2005-10-28
Correct rune definitions. Some runes did use obsolete fields or had
inconsistent definitions.
Andreas Kirschbaum 2004-09-14
Many many changes since last entry due to new server code and
maintenance efforts. Highlights - large image support allows
for images larger than 32x32 - many images consolidated for easier
maintenance (ongoing). Spell and skill code changes heavily
modified spells and skill arches (more arch based now).
four point animation added to most player race and classes, smoothing
images added to support smoothing code and ground arches changed
to accommodate. Arches added for weather system, new monsters,
new items, new npcs, triggered traps and trigger marker added.
New images added for classic set as well. See server changelog
for more info. Hope to maintain this file better in the future.
TM 2004-01-26
Add archetypes from Todd Mitchell. These add wolfs and bears,
with bodyparts for them. Also changes races for readable scroll
objects so that scrollcase objects can be used. Add ruined tower.
New images for some objects.
Commited by MSW 2002-08-20
Fix monster arcs that had incorrect wrists/foot (1 instead of 2)
Fix update_monster script that generated the errors in the first place.
Add body information to the player/old/*.arc for very old player files.
Move crown from misc directory to armour/helmet, add appropriate body_info.
Add needed body info for elven boots.
MSW 2002-07-15
Update arcs to use body_info for equipping items.
Update armor to use gen_sp_armour instead of last_heal.
can_use_shield added to necessary arcs.
Add dev/scripts directory, which contains some handy scripts I wrote
for updating on the items.
Add item_power to the armours - needs to be done for rest of equippable
items.
MSW 2002-07-14
MSW 2000-12-26:
Added new archetypes & god changes for new god code. Changes by Jan E.,
checked in my MSW.
PeterM 2000-12-3: Convert
protected/immune/vulnerable/armour to new PR system for
all arcs.
MSW 2000-12-3:
Commit for PR code. General changes was to clean up archetypes that
were immune/protected/vulnerable to the same attacktype (ie, protected &
immune). Disease code changed to use last_grace instead of armour for
contagious values. Gods still need to be fixed up.
------------------------------------------------------------------------------
MSW 2000-11-22: talisman/ring_drain.arc - give object speed 0.1
so it will animate (animation already in place, just was not being
used.)
PeterM: Totally reorganized player/*, splitting it into races and
classes. Classes are themselves split into four main subtypes.
New images from dnh were also added, as well as new classes/races.
See http://langmuir.eecs.berkeley.edu/~peterm/Race.html and
http://langmuir.eecs.berkeley.edu/~peterm/Class.html
Changes for Crossfire 0.95.7:
ground/Lake/blake_*.png: Remove transperancies from these images so they
display properly. MSW 9/20/2000
ground/sea*png: Remove transperancies from png images since they should not
be transparent. MSW 8/23/2000
door/Locked/key2.arc, misc/Container/bag.arc, misc/Container/bookshelf.arc,
misc/Container/cauldron.arc, misc/Container/chest_2.arc,
misc/Container/depositbox.arc, misc/Container/key_ring.arc,
misc/Container/mailbox.arc, misc/Container/pouch.arc,
misc/Container/r_sack.arc misc/Container/sack.arc: Remove the 'a' from the
objects name. The client adds it anyways, so you see 'a a bag' for example,
but also when using the commands like 'drop that match on an item name, having
to match against the 'a ' is a bit non intuitive. MSW 6/27/2000
------------------------------------------------------------------------------
Changes for Crossfire 0.95.6:
also skills/holysymbol and lockpicks.
skills/tailsman.arc: added nrof to archetype so these things will join.
-PeterM
--- BEGIN apply() cleanup patch --- Jan Echternach 5/26/2000
Added level 1 to all archetypes with type 88 (CONE) that can do damage.
ground/chaos.arc, arch chaos and arch major_chaos
ground/lava.arc, arch lava and arch permanent_lava
Added walk_on 1.
ground/chaos_ball.arc, arch chaos_ball
magic/banishment.arc, arch banishment
magic/colorspray.arc, arch color_spray
magic/counterspell.arc, arch counterspell
magic/face_of_death.arc, arch face_of_death
magic/shockwave.arc, arch shockwave
dev/unused/0.91.1/Flyingnote/flyingnote.arc, arch flyingnote
magic/Cold/icestorm.arc, arch icestorm
magic/Fire/firebreath.arc, arch firebreath
magic/Effect/confuse.arc, arch confuse
magic/Effect/fear.arc, arch fear
magic/Effect/holy_word.arc, arch holy_word
magic/Effect/paralyze.arc, arch paralyze
magic/Effect/slow.arc, arch slow
magic/Effect/turnundead.arc, arch turn_undead
magic/Mana/manablast.arc, arch manablast
Added walk_on 1 and fly_on 1.
connect/trig_altar.arc
connect/trig_lever.arc
connect/trig_pedes.arc
Changes to support bug fixes for trigger types: Replace speed with exp.
Set is_animated 0. Remove last face from animation sequence.
connect/trig_altar.arc
Bugfix: Faces where swapped.
connect/trig_button.arc, arch button_trigger
New archetype.
--- END apply() cleanup patch --- Jan Echternach 5/26/2000
Added level 1 to all archetypes with type 5 (POTION), because these
archetypes are spellcasters and therefore need a level.
- Jan Echternach 5/24/2000
skills/scroll_set_traps
Name of the skill is 'skill_set_trap', not 'skill_set_traps'.
- Jan Echternach 5/22/2000
Added level 1 to all archetypes with type 62 (FIREWALL) which didn't have
a level yet, because these archetypes are spellcasters and therefore need
a level. - Jan Echternach 5/16/2000
dev/unused/0.91.1/grave.arc, arch grave_close
Removed type 37 from archetype, because this type will be removed from
the server code. - Jan Echternach 5/16/2000
Some archetypes had fly_on or walk_on set, although they were not handled
by move_apply(). - Jan Echternach 5/16/2000
ground/sea.arc, arch sea1
Removed walk_on 1.
ground/meteor.arc, arch fire_trail
Removed walk_on 1 and fly_on 1.
spell/gu_horn.arc, spell/horn.arc, spell/horn1.arc, spell/horn3.arc
Added level 1 to fix the problem that most horns were casting spells
without a level. - Jan Echternach 4/19/2000
Too many items gave Pow bonus. - Jan Echternach 4/17/2000
armour/helmet/wiz_hat.arc
Changed (Int +1, Pow +1) back to (Int +2).
armour/mail/robe_midnight.arc
Changed (Pow +2) back to (Wis +2).
weapon/artifact/magi_staff.arc
Reduced (Pow +2) to (Pow +1).
Set level 1 for all archetypes that had alive 1 but no level.
- Jan Echternach 4/17/2000
Naming.doc: Fixed a typo. - Jan Echternach 4/17/2000
---BEGIN BATCH UPDATE--- DAMN 9/17/1999
Added "nrof 1" to the following archetypes:
armour/boots/elvenboots.arc
armour/boots/idaten.arc
armour/boots/lev_boots.arc
armour/boots/speedboots.arc
armour/cloak/magic_resist.arc
armour/helmet/helmet_bri.arc
armour/helmet/helmetxray.arc
armour/mail/Pdragonmail.arc
armour/mail/dragonmail.arc
armour/mail/gale.arc
armour/mail/wdsm.arc
armour/shield/DShield.arc
armour/shield/DShieldm.arc
armour/shield/DShieldms.arc
armour/shield/DShields.arc
armour/shield/dragon_shi.arc
armour/shield/eyeshield.arc
armour/shield/holyshield.arc
armour/shield/reflector.arc
armour/shield/uw_shield.arc
armour/shield/wds.arc
flesh/human/corpse.arc
flesh/human/corpse1.arc
flesh/human/corpse_pl.arc
indoor/clock.arc
misc/Bagpipe/bagpipe.arc
misc/chalice.arc
misc/crown.arc
misc/torch_cyan.arc
misc/torch_indigo.arc
misc/torch_vermilion.arc
readable/bookRead.arc
readable/book_clasp.arc
readable/card.arc
readable/diploma.arc
readable/letter.arc
readable/note.arc
readable/quarto.arc
readable/scroll.arc
readable/scroll_2.arc
readable/tome.arc
spell/gu_horn.arc
spell/horn.arc
spell/horn2.arc
spell/horn3.arc
talisman/collar.arc
weapon/artifact/ChaosSword/CSword.arc
weapon/artifact/Darkblade/darkblade.arc
weapon/artifact/Demonbane/demonbane.arc
weapon/artifact/Fhammer/frost_hammer.arc
weapon/artifact/Firestar/fakefirestar.arc
weapon/artifact/Firestar/firestar.arc
weapon/artifact/Gram/gram.arc
weapon/artifact/Kdagger/k_dagger.arc
weapon/artifact/Lslasher/lava_s.arc
weapon/artifact/Masamune/masamune.arc
weapon/artifact/Sting/sting.arc
weapon/artifact/UW_Sword/uw_sword.arc
weapon/artifact/bonecrush.arc
weapon/artifact/defender.arc
weapon/artifact/dragonslay.arc
weapon/artifact/excalibur.arc
weapon/artifact/firebrand.arc
weapon/artifact/frostbrand.arc
weapon/artifact/harakiri.arc
weapon/artifact/mjoellnir.arc
weapon/artifact/skullcleav.arc
weapon/chained/nunchacu_1.arc
weapon/chained/nunchacu_2.arc
weapon/chained/shootingstar.arc
weapon/misc/shovel_1.arc
weapon/misc/stake.arc
weapon/misc/taifu_1.arc
weapon/sword/katana_1.arc
armour/helmet/wiz_hat.arc
Changed (Int +2) to (Int +1, Pow +1)
Added nrof 1
armour/mail/mithril_ar_ele.arc
Changed (Cha +2) to (Cha +1, speed +1)
reduced penalties to sp regen and movement speed
armour/mail/robe_midnight.arc
Changed (Wis +2) to (Pow +2)
Added nrof 1
spell/power_crystal.arc
removed duplicate weight entry
Did _not_ add nrof 1
weapon/artifact/HolyAvenger/holyave.arc
Added attacktype: blinding and nrof 1
weapon/artifact/Usword/uk_sd.arc
changed weight 1qq000 (yes, the letter Q) to 11100
added nrof 1
weapon/artifact/deathbring.arc
added attacktype: depletion and nrof 1
weapon/artifact/magi_staff.arc
changed name from Staff of Magi to Staff of the Magi
changed stat bonuses from (Int +2, Wis +1) to (Int +1, Pow +2)
added wc +5 and nrof 1
weapon/artifact/mournblade.arc
changed attacktype: magic, drain to attacktype: drain, weaponmagic
added nrof 1
weapon/artifact/stormbring.arc
changed prot: magic to prot: magic, electricity
changed attacktype: magic, drain to attacktype: electricity, drain
added nrof 1
---END BATCH UPDATE--- DAMN 9/17/1999
Give power crystal a weight of one. This allows it to be picked up - msw
------------------------------------------------------------------------------
Changes for Crossfire 0.93.3:
Number of images cleaned up/improved/created by David Sundqvist.
Several new images/archetyps added - new wall types, dedicated altars for
the gods (very nicely looking), and some other changes by David.
------------------------------------------------------------------------------
Changes for Crossfire 0.92.7
Cleaned up the dev directory some - got rid of a bunch of files that have
since been merged. Also, got rid of things that should no longer be
applicable (via code changes), and stuff in which there was only and archetype
object - there should be enough examples out there on how to create new
archetyps.
Weight for some monsters updated to be in more in line with what should be
expected.
Editable cleaned up for a bunch of objects.
Half orc and halfling player types added.
Some archetyps for throwing added
------------------------------------------------------------------------------
Changes for Crossfire 0.92.6
Several objects added for Brian Thomas valley quest maps - some disabled
archetypes moved back into palce.
Changes for Crossfire 0.92.5
Many archetypes added for the kunji maps.
Changes for Crossfire 0.91.7
Many new archetypes added by Brian Thomas (thomas@nomad.astro.psu.edu).
These are spread out in many different directories.
Spectres are no longer animated. In this way, invisibilty on them works
properly.
Changes for Crossfire 0.90.5:
Changed editable value in some items so they appear in the proper
place for crossedit.
Moved all files in the 'item' directory into misc.
Changes for Crossfire 0.90.4:
Added DarkOrange to xpm.template file. Before, there were only
two oranges, and the dark orange was closer to a brown.
Cleaned up some of the X Pixmaps. Eliminated some colors from the
various files that are not in the official xpm.template file.
Merged the soda archetypes in. Like Chico, they were at least
partially colored as I transfered them.
Tried to clean up the directories some. All spell effects should
now be in magic, where as items that are related to spells (wands,
books, horns, rods, etc) are in spells. Either item or misc should
be removed, as the stuff in them seems like it could be placed
in the other directory.
Changes for crossfire 0.90.3:
Merged chico archetypes in their proper location, instead of being
in a separate directly. Colored them as I went.
-----------------------------------------------------------------------------
Archetypes
old name new name comment
steinblokk bwall_0 duplicates
dun1 blocked
dun15 blocked
mine1 blocked
mine15 blocked
thief thief_1 conficts with player archetypes
warrior warrior_1
elf elf_1
ninja ninja_1
skilt obsolete
guarddd[13] empty archetypes (bitmaps are in dev)
------------------------------------------------------
Bitmaps
barbarian[1-3] old barbarian animation ?
halbert[1-3] old human animation ?
cleric[1-3] old cleric animation ?
dun1, mine1 black square
slime_acid some test version of green slime ?
spider* hevi's bitmaps
pouch identical with sack.111 and not used

86
Naming.doc 100644
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archetype-file NAME.arc
image-file NAME.PDA
where
P - part number
D - coding, or any other instance
coding in
A - animation phase
numbering, PDA
- 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F,G,...,Z
- alphanumerics
- can be thought as hexadecimals
name NAME:
- maximum 10 characters long, so max file name is 14 characters,
that fit into portability requirements:
Part numbers
3x3
1 2 3
4 5 6
7 8 9
2x2
1 2
3 4
3x2
1 2 3
4 5 6
2x3
1 2
3 4
5 6
codings:
direction:
8 1 2
\ | /
7- 0 -3
/ | \
6 5 4
- same as in crossfire
turnable (reflecting objects):
0 to left, vertical
1 to right, horizontal
- also in gates,signs, ...
walls:
1
|
8 -+- 2
|
4
- bit-combination; eg. 8 + 4 + 2 + 1 = F is cross,
4 + 1 = 5 is vertical wall.
river:
The non branched rivers are stored as river_XY.arc and river_XY.PDA
The XY use the direction scheme above (that is, river_15 runs
north/south). As of now, D and A are always 1. P will be up to
3, as rivers that run diagonally have wedges for the corners of the
adjacent spaces. These wedges are stored as river_48.211, river_48.311,
river_26.211 and river_26.311. The archetypes for these are stored
in river_48.arc and river_26.arc.
Junctions are of the form branch_XYZ.[arc/111]. XYZ reperesent the
three directions the river exits. 367 would be east,southwest, and
west. Junctions may also have multiple parts - this happens when
the junction has a diagonal direction.
By convention, all directions for the river parts are in ascending
order. That is to say if the exit locations are 2,6,3, that would
be stored as branch_236.
cave:
-complex
modified:
93/08 hevi@lut.fi - created
94/05 master@rahul.net - updated river definitions.
### end of README ###

53
README 100644
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This is a generic README file for the arch directory.
You should also read the CHANGES for and Naming.doc file.
The color bitmap files use the XPM library (called xpm-3.4f on
most ftp sites. A later version may be out now.)
This library is needed in order to compile crossfire with the color
pixmap support.
The pixmap files have the same name as the bitmap file with ".xpm"
concatenated to the end. If your system has short filename length
limits, this may cause a problem.
I use 'pixmap' to edit the xpm files. This should be available the
same place the xpm library can be found. It does require the xpm
library.
All of the XPM files have been colored. However, only a small number
have actually been done so properly - that is, by hand, and with the
proper outlines. Many people are working on fixing more of these up.
If you do start to work on colorizing the other directories, please
let me know. Otherwise, you may start working on something that someone
else has already done.
The file xpm.template in the dev directory is a XPM file that has all of
the colors that are allowable for XPM files. This is to limit the total
number of colors used, in order not of overrun color spaces on systems.
If you really need a color not in that file, please send mail to Mark
Wedel (mwedel@pyramid.com), and it might be added to the list of
acceptable colors.
For a list of colors to use, look at the dev/xpm.template file.
Mark Wedel
mwedel@pyramid.com
----
Some coloring/perspective hints/clarifications from David Sundqvist:
Perspective in Crossfire is based on the XY coordinate system of possible
player movements, with a slight tilting of the graphics to allow for
greater detail and more interesting graphics, since walls have to be in
that perspective to allow joining. X and Y in graphics should correspond
to X and Y in the object. Z in the object is represented with 2 Y/X.
Keeping perspective consistency is mainly important in fixed objects
like buildings, walls and other background.
Light should generally come from the right side, so the left side of
buildings should be darker or shaded, as needed.
Wind is generally coming from the left side, so smoke or other things
affected by wind should be travelling towards the right side.

23
TODO 100644
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TODO
Finish image clean up - merging split images
(32x32) into more managable and complete ones
as large images are now supported.
Add landscape smoothing maps for more
of the ground arches
Fix rivers to match water images (classic and base)
Continue adding classic versions and maintain
the two distinct sets. This also means adding new
base type images (perspective and colouration)
and moving existing 'flat' images to clasic set.
Also:
Make more weather and smoothing arches for classic set.
Adjusting monster weights for internal consistancy
more...

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Object elvenboots
name elven boots
name_pl elven boots
client_type 290
nrof 1
face elvenboots.111
value 30000
weight 500
type 99
exp 3
material 8
stealth 1
magicmap green
item_power 3
body_foot -2
end

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Object high_boots
name jack boots
name_pl jack boots
client_type 291
face high_boots.111
value 60
weight 6500
ac 1
nrof 1
resist_physical 4
type 99
material 8
magicmap black
body_foot -2
gen_sp_armour 4
end

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Object high_boots_b
name jack boots
name_pl jack boots
client_type 291
face high_boots_b.111
value 1700
weight 6500
ac 1
nrof 1
Cha 1
resist_death 1
resist_physical 4
type 99
material 8
materialname black leather
magicmap black
body_foot -2
gen_sp_armour 4
end
Object high_boots_b_d
name jack boots
name_pl jack boots
client_type 291
face high_boots_b.111
title of death
value 30000
weight 13000
ac 1
nrof 1
Cha 1
resist_death 25
resist_physical 25
type 99
material 2
materialname black steel
magicmap black
body_foot -2
gen_sp_armour 4
end

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Object high_boots_w
name jack boots
name_pl jack boots
client_type 291
face high_boots_w.111
value 2000
weight 6500
ac 1
nrof 1
Cha 1
resist_blind 1
resist_physical 4
type 99
material 8
materialname white leather
magicmap white
body_foot -2
gen_sp_armour 4
end
Object high_boots_w_l
name jack boots
name_pl jack boots
client_type 291
face high_boots_w.111
title of light
value 40000
weight 13000
ac 1
nrof 1
Cha 1
resist_blind 25
resist_physical 25
type 99
material 2
materialname white steel
magicmap white
body_foot -2
gen_sp_armour 4
end

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Object idaten
name Idaten boots
name_pl Idaten boots
client_type 290
nrof 1
exp 5
face idaten.111
animation idaten
anim_speed 3
client_anim_random 1
exp 20
value 50000
weight 5000
type 99
material 8
resist_physical 3
magicmap black
body_foot -2
item_power 25
end

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animation idaten
idaten.111
idaten.112
mina

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Object levitationboots
name levitation boots
name_pl levitation boots
client_type 290
nrof 1
face lev_boots.111
value 35000
weight 2500
type 99
material 8
resist_physical 3
move_type fly_low
magicmap white
body_foot -2
item_power 1
map_layer item
end

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Object low_boots
name pair of shoes
name_pl pairs of shoes
client_type 291
face low_boots.111
value 25
magicmap brown
weight 2000
nrof 1
ac 1
resist_physical 1
type 99
material 8
body_foot -2
gen_sp_armour 1
end

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Object sandals
name sandals
name_pl sandals
client_type 291
face sandals.111
value 5
weight 500
resist_physical 1
nrof 1
type 99
material 8
magicmap brown
body_foot -2
gen_sp_armour 1
end

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Object speedboots
name speed boots
name_pl speed boots
client_type 290
nrof 1
exp 6
face speedboots.111
animation speedboots
anim_speed 5
client_anim_random 1
value 50000
weight 5000
type 99
material 8
resist_physical 3
magicmap brown
body_foot -2
item_power 6
end

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animation speedboots
speedboots.111
speedboots.112
speedboots.113
speedboots.112
mina

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@ -0,0 +1,14 @@
Object bracers_ac
nrof 1
name bracers
name_pl bracers
client_type 311
type 104
face bracers_ac.111
ac 1
value 1000
material 2
weight 3000
magicmap grey
body_wrist -2
end

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Object bracers_dex
nrof 1
name bracers
name_pl bracers
client_type 311
title of dexterity
face bracersdex.111
type 104
Dex 2
value 65000
weight 3000
magicmap grey
body_wrist -2
item_power 2
end

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Object cloak
name cloak
name_pl cloaks
client_type 281
type 87
face cloak.111
ac 0
weight 5000
value 40
material 136
nrof 1
body_shoulder -1
end

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face cloak.111
magicmap black
end

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@ -0,0 +1,18 @@
Object magic_resist
name Cloak of Magic Resistance
name_pl Cloaks of Magic Resistance
client_type 280
nrof 1
type 87
face magic_resist.111
ac 0
weight 5000
value 220000
startequip 1
no_steal 1
material 128
materialname astolare
resist_magic 95
body_shoulder -1
item_power 4
end

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face magic_resist.111
magicmap black
end

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@ -0,0 +1,18 @@
Object oilskin
name oilskin cloak
name_pl oilskin cloaks
client_type 280
type 87
face oilskin.111
Dex -1
ac 1
resist_physical 3
weight 1000
value 120000
material 8
nrof 1
resist_acid 70
magic -4
damned 1
body_shoulder -1
end

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face oilskin.111
magicmap grey
end

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@ -0,0 +1,16 @@
Object serp_cloak
name serpent cloak
name_pl serpent cloaks
client_type 280
type 87
face serp_cloak.111
ac 1
weight 700
resist_poison 30
value 900
material 8
materialname snakeskin
nrof 1
body_shoulder -1
item_power 2
end

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face serp_cloak.111
magicmap green
end

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@ -0,0 +1,15 @@
Object b_gauntlets
nrof 1
name gauntlets
client_type 305
face b_gauntlet_s.111
type 100
resist_physical 2
value 6
nrof 1
material 2
materialname bronze
weight 1800
magicmap grey
body_hand -2
end

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@ -0,0 +1,14 @@
Object gauntlets
nrof 1
name gauntlets
client_type 305
face gauntlet_s.111
type 100
resist_physical 3
value 25
nrof 1
material 2
weight 1800
magicmap grey
body_hand -2
end

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@ -0,0 +1,16 @@
Object gauntlets_dex
nrof 1
name gauntlets
client_type 305
title of dexterity
face gauntlet_s.111
type 100
Dex 2
resist_physical 3
value 65000
material 2
weight 1800
magicmap grey
body_hand -2
item_power 1
end

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@ -0,0 +1,17 @@
Object gauntlets_str
nrof 1
name gauntlets
name_pl gauntlets
client_type 305
title of strength
face gauntlet_s.111
type 100
Str 1
resist_physical 3
value 65000
material 2
weight 2000
magicmap grey
body_hand -2
item_power 0
end

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Object gloves
nrof 1
name gloves
client_type 301
face gloves.111
type 100
resist_physical 1
nrof 1
value 4
material 8
weight 100
magicmap brown
body_hand -2
end

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Object gloves_b
nrof 1
name gloves
client_type 301
face gloves_b.111
type 100
resist_physical 1
nrof 1
value 64
material 8
materialname black leather
weight 100
magicmap black
body_hand -2
end

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Object gloves_w
nrof 1
name gloves
client_type 301
face gloves_w.111
type 100
resist_physical 1
Cha 1
resist_blind 2
nrof 1
value 6000
material 8
materialname white leather
weight 100
magicmap white
body_hand -2
end
Object gloves_w_l
nrof 1
name gloves
client_type 301
face gloves_w.111
type 100
resist_physical 20
Cha 1
resist_blind 20
title of light
nrof 1
value 42000
material 2
materialname white steel
weight 200
magicmap white
body_hand -2
end

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Object god_finger
nrof 1
name God Finger
name_pl God Fingers
client_type 300
type 100
face god_finger.111
animation god_finger
anim_speed 10
client_anim_random 1
Str 2
Dex -1
magicmap orange
resist_physical 3
dam +3
make_invisible 1
value 120000
material 2
weight 1800
body_hand -2
item_power 2
end

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animation god_finger
god_finger.111
god_finger.112
mina

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Object shining_finger
nrof 1
name Shining Finger
name_pl Shining Fingers
client_type 300
type 100
face shining_finger.111
animation shining_finger
magicmap black
anim_speed 10
client_anim_random 1
Str 2
resist_physical 3
dam +3
value 120000
material 2
weight 1800
body_hand -2
item_power 1
end

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animation shining_finger
shining_finger.111
shining_finger.112
mina

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Object girdle_strcon
nrof 1
type 113
name girdle
name_pl girdles
client_type 321
title of fighting
face gir_strcon.111
anim
gir_strcon.111
gir_strcon.112
mina
anim_speed 10
client_anim_random 1
magicmap orange
Str 1
Con 1
weight 2500
value 75000
material 8
body_waist -1
item_power 1
end

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Object girdle_con
nrof 1
type 113
name girdle
name_pl girdles
client_type 321
title of constitution
face girdle_con.111
anim
girdle_con.111
girdle_con.112
mina
anim_speed 10
client_anim_random 1
magicmap blue
Con 2
weight 2500
value 85000
material 8
body_waist -1
item_power 1
end

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Object girdle_dam
nrof 1
type 113
name girdle
name_pl girdles
client_type 321
title of damage
face girdle_dam.111
anim
girdle_dam.111
girdle_dam.112
mina
anim_speed 10
client_anim_random 1
dam 10
weight 2500
value 70000
material 8
magicmap black
body_waist -1
item_power 1
end

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Object girdle_str
nrof 1
type 113
name girdle
name_pl girdles
client_type 321
title of strength
face girdle_str.111
anim
girdle_str.111
girdle_str.112
girdle_str.113
girdle_str.114
mina
anim_speed 10
client_anim_random 1
magicmap red
Str 2
weight 2500
value 80000
material 8
body_waist -1
item_power 1
end

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