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Revision: 1.32
Committed: Wed Dec 26 18:26:15 2007 UTC (16 years, 5 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.31: +13 -38 lines
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File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.32 # Deliantra object types and their attributes. #
6 root 1.1 # #
7 root 1.32 # The server code of the Deliantra game is always changing and #
8 root 1.1 # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14     # New types must be inserted maintaining the alphabetical order. #
15     # #
16     # about the 'type' elements: #
17     # #
18     # <type number="15" name="Type Name"> #
19     # <import_type name="Type Name" /> import attributes of this type #
20     # <required> #
21     # list of required attributes to identifying this type #
22     # </required> #
23     # <ignore> #
24     # list of attributes not to import from default_type #
25     # </ignore> #
26     # <description><![CDATA[ #
27     # Description of this type. ]]> #
28     # </description> #
29     # <use><![CDATA[ #
30     # How to use this type. ]]> #
31     # </use> #
32     # ... attributes ... #
33     # </type> #
34     # #
35     # about the 'attribute' type: <attribute ... type="XXX" > #
36     # #
37     # bool - This attribute can only be set to '1' or '0' #
38     # int - This attribute contains a decimal number #
39     # float - This attr. contains a floating point number #
40     # string - This attribute contains a string #
41     # text - This attribute contains a text ("text" can have #
42     # linebreaks, unlike "string") #
43     # fixed - This attribute is always set to a fixed 'value' #
44     # (There is no user-input for this attribute) #
45     # spell - This attribute contains a spell. The mapmaker can #
46     # choose spells from a combo box. #
47     # nz_spell - works just like 'spell', except that the #
48     # spell-value zero is always interpreted as <none>, #
49     # never as "magic bullet" #
50     # bool_special - Like bool, but with customized true/false values #
51     # treasurelist - CF treasure list (see "treasures" file) #
52     # list_LISTNAME - list, must be defined as a <list> element #
53     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
54     # element #
55     # #
56     # Created by Andreas Vogl. #
57     ######################################################################
58     -->
59     <!DOCTYPE types [
60     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
61 root 1.3
62 root 1.1 <!ELEMENT bitmask (entry*)>
63     <!ATTLIST bitmask name CDATA #REQUIRED>
64 root 1.3
65 root 1.1 <!ELEMENT list (entry*)>
66     <!ATTLIST list name CDATA #REQUIRED>
67 root 1.3
68 root 1.1 <!ELEMENT entry EMPTY>
69     <!ATTLIST entry bit CDATA #IMPLIED
70     value CDATA #IMPLIED
71     name CDATA #REQUIRED>
72 root 1.3
73 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
74     <!ATTLIST ignore_list name CDATA #REQUIRED>
75 root 1.3
76 root 1.1 <!ELEMENT default_type (attribute*)>
77 root 1.3
78 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
79     <!ATTLIST type name CDATA #REQUIRED
80     number CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT description (#PCDATA)>
83     <!ELEMENT use (#PCDATA)>
84 root 1.3
85 root 1.1 <!ELEMENT import_type EMPTY>
86     <!ATTLIST import_type name CDATA #REQUIRED>
87 root 1.3
88 root 1.1 <!ELEMENT required (attribute+)>
89     <!ELEMENT ignore (attribute*,ignore_list*)>
90 root 1.3
91 root 1.1 <!ELEMENT section (attribute+)>
92     <!ATTLIST section name CDATA #REQUIRED>
93 root 1.3
94 root 1.1 <!ELEMENT attribute (#PCDATA)>
95     <!ATTLIST attribute type CDATA #IMPLIED
96     arch CDATA #IMPLIED
97     arch_begin CDATA #IMPLIED
98     arch_end CDATA #IMPLIED
99     editor CDATA #IMPLIED
100     value CDATA #IMPLIED
101     length CDATA #IMPLIED
102     true CDATA #IMPLIED
103     false CDATA #IMPLIED>
104 root 1.9
105     <!ENTITY move_on "
106 elmex 1.22 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 root 1.9 Which movement types automatically (as opposed to manually) activate this object.
108     </attribute>
109     ">
110     <!ENTITY move_off "
111 elmex 1.22 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 root 1.9 Which movement types deactivate this object (e.g. button).
113     </attribute>
114     ">
115     <!ENTITY move_type "
116 elmex 1.22 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 root 1.9 Determines which kinds of movement this object can use (e.g. for monsters)
118     or grants (e.g. for amulets).
119     </attribute>
120     ">
121     <!ENTITY movement_types_terrain "
122 elmex 1.22 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 root 1.9 Objects using these movement types cannot move over this space.
124     </attribute>
125 elmex 1.22 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 root 1.9 Objects using these movement types are allowed to move over this space. Takes
127     precedence over 'blocked movements'.
128     </attribute>
129 elmex 1.22 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 root 1.9 The types of movement that should by slowed down by the 'slow movement penalty'.
131     </attribute>
132     <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133     If &lt;slow movement&gt; is set to a value greater zero, all
134     creatures matching 'slow move' will be slower than normal on this spot.
135    
136     &lt;slow movement&gt; 1 - rough terrain
137     &lt;slow movement&gt; 2 - very rough terrain
138     ...
139     &lt;slow movement&gt; 5 - default for deep swamp
140     ...
141     &lt;slow movement&gt; 7 - spider web (sticky as hell)
142     </attribute>
143     ">
144 root 1.12 <!ENTITY speed_left "
145     <attribute arch='speed_left' editor='speed left' type='float'>
146     The speed left to the object. On every tick, if this value is higher
147     than 0, the object acts/triggers/moves etc. and the value gets
148     decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149     every tick.
150     </attribute>
151     ">
152 elmex 1.16 <!ENTITY activate_on "
153     <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
154     Whether the teleporter should only be activated on push.
155     </attribute>
156     <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
157     Whether the teleporter should only be activated on release.
158     </attribute>
159     ">
160 elmex 1.29
161     <!ENTITY resistances_flesh_desc "
162     Resistances on flesh items make them more durable against spellcraft
163     of the appropriate kind. It also allows dragon players to eventually gain
164     resistance by eating it. Usually resistance should only be set for flesh
165     items in a monster's inventory.
166     ">
167    
168     <!ENTITY resistances_flesh_section "
169     <section name='resistance'>
170     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171     &resistances_flesh_desc;
172     </attribute>
173     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174     &resistances_flesh_desc;
175     </attribute>
176     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177     &resistances_flesh_desc;
178     </attribute>
179     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180     &resistances_flesh_desc;
181     </attribute>
182     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183     &resistances_flesh_desc;
184     </attribute>
185     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186     &resistances_flesh_desc;
187     </attribute>
188     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189     &resistances_flesh_desc;
190     </attribute>
191     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192     &resistances_flesh_desc;
193     </attribute>
194     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195     &resistances_flesh_desc;
196     </attribute>
197     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198     &resistances_flesh_desc;
199     </attribute>
200     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201     &resistances_flesh_desc;
202     </attribute>
203     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204     &resistances_flesh_desc;
205     </attribute>
206     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207     &resistances_flesh_desc;
208     </attribute>
209     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210     &resistances_flesh_desc;
211     </attribute>
212     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213     &resistances_flesh_desc;
214     </attribute>
215     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216     &resistances_flesh_desc;
217     </attribute>
218     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219     &resistances_flesh_desc;
220     </attribute>
221     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222     &resistances_flesh_desc;
223     </attribute>
224     </section>
225     ">
226    
227     <!ENTITY resistances_basic "
228     <section name='resistance'>
229     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247     <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248     <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249     </section>
250     ">
251    
252     <!ENTITY player_stat_desc "
253     The player's strentgh will rise/fall by the given value for permanent
254     (of course there is an upper limit). Generally there shouldn't be stat
255     potions granting more than one stat. Cursed potions will subtract the
256     stats if positive.
257     ">
258    
259     <!ENTITY player_res_desc "
260     The player's resistance to physical will rise by this value in percent
261     (range -100 till +100). The effect is only temporare, and it does NOT
262     add on the values from the player's equipment.
263     Cursed potions will make negative resistance.. very nasty in combat!
264     ">
265    
266     <!ENTITY player_stat_resist_sections "
267     <section name='stats'>
268     <attribute arch='Str' editor='strength' type='int'>
269     &player_stat_desc;
270     </attribute>
271     <attribute arch='Dex' editor='dexterity' type='int'>
272     &player_stat_desc;
273     </attribute>
274     <attribute arch='Con' editor='constitution' type='int'>
275     &player_stat_desc;
276     </attribute>
277     <attribute arch='Int' editor='intelligence' type='int'>
278     &player_stat_desc;
279     </attribute>
280     <attribute arch='Pow' editor='power' type='int'>
281     &player_stat_desc;
282     </attribute>
283     <attribute arch='Wis' editor='wisdom' type='int'>
284     &player_stat_desc;
285     </attribute>
286     <attribute arch='Cha' editor='charisma' type='int'>
287     &player_stat_desc;
288     </attribute>
289     </section>
290     <section name='resistance'>
291     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292     &player_res_desc;
293     </attribute>
294     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295     &player_res_desc;
296     </attribute>
297     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298     &player_res_desc;
299     </attribute>
300     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301     &player_res_desc;
302     </attribute>
303     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304     &player_res_desc;
305     </attribute>
306     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307     &player_res_desc;
308     </attribute>
309     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310     &player_res_desc;
311     </attribute>
312     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313     &player_res_desc;
314     </attribute>
315     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316     &player_res_desc;
317     </attribute>
318     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319     &player_res_desc;
320     </attribute>
321     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322     &player_res_desc;
323     </attribute>
324     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325     &player_res_desc;
326     </attribute>
327     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328     &player_res_desc;
329     </attribute>
330     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331     &player_res_desc;
332     </attribute>
333     <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334     &player_res_desc;
335     </attribute>
336     <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337     &player_res_desc;
338     </attribute>
339     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340     &player_res_desc;
341     </attribute>
342     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343     &player_res_desc;
344     </attribute>
345     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346     &player_res_desc;
347     </attribute>
348     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349     &player_res_desc;
350     </attribute>
351     </section>
352     ">
353    
354 root 1.1 ]>
355    
356     <types>
357    
358     <!--###################### bitmask definitions ######################-->
359    
360     <bitmask name="attacktype">
361     <entry bit="0" name="Physical" />
362     <entry bit="1" name="Magical" />
363     <entry bit="2" name="Fire" />
364     <entry bit="3" name="Electricity" />
365     <entry bit="4" name="Cold" />
366     <entry bit="5" name="Confusion" />
367     <entry bit="6" name="Acid" />
368     <entry bit="7" name="Drain" />
369     <entry bit="8" name="Weaponmagic" />
370     <entry bit="9" name="Ghosthit" />
371     <entry bit="10" name="Poison" />
372     <entry bit="11" name="Slow" />
373     <entry bit="12" name="Paralyze" />
374     <entry bit="13" name="Turn Undead" />
375     <entry bit="14" name="Fear" />
376     <entry bit="15" name="Cancellation" />
377     <entry bit="16" name="Depletion" />
378     <entry bit="17" name="Death" />
379     <entry bit="18" name="Chaos" />
380     <entry bit="19" name="Counterspell" />
381     <entry bit="20" name="God Power" />
382     <entry bit="21" name="Holy Power" />
383     <entry bit="22" name="Blinding" />
384     </bitmask>
385    
386     <bitmask name="material">
387     <entry bit="0" name="Paper" />
388     <entry bit="1" name="Iron" />
389     <entry bit="2" name="Glass" />
390     <entry bit="3" name="Leather" />
391     <entry bit="4" name="Wood" />
392     <entry bit="5" name="Organics" />
393     <entry bit="6" name="Stone" />
394     <entry bit="7" name="Cloth" />
395     <entry bit="8" name="Adamantite" />
396 root 1.7 <entry bit="9" name="Liquid" />
397     <entry bit="10" name="Soft Metal" />
398     <entry bit="11" name="Bone" />
399     <entry bit="12" name="Ice" />
400     <entry bit="13" name="(supress name on display)" />
401    
402 root 1.1 </bitmask>
403    
404     <bitmask name="spellpath">
405     <entry bit="0" name="Protection" />
406     <entry bit="1" name="Fire" />
407     <entry bit="2" name="Frost" />
408     <entry bit="3" name="Electricity" />
409     <entry bit="4" name="Missiles" />
410     <entry bit="5" name="Self" />
411     <entry bit="6" name="Summoning" />
412     <entry bit="7" name="Abjuration" />
413     <entry bit="8" name="Restoration" />
414     <entry bit="9" name="Detonation" />
415     <entry bit="10" name="Mind" />
416     <entry bit="11" name="Creation" />
417     <entry bit="12" name="Teleportation" />
418     <entry bit="13" name="Information" />
419     <entry bit="14" name="Transmutation" />
420     <entry bit="15" name="Transferrence" />
421     <entry bit="16" name="Turning" />
422     <entry bit="17" name="Wounding" />
423     <entry bit="18" name="Death" />
424     <entry bit="19" name="Light" />
425     </bitmask>
426    
427     <bitmask name="will_apply">
428     <entry bit="0" name="Apply Handles" />
429     <entry bit="1" name="Open Chests" />
430     <entry bit="2" name="Break Walls" />
431     <entry bit="3" name="Open Doors" />
432     </bitmask>
433    
434     <bitmask name="pick_up">
435     <entry bit="0" name="Nothing" />
436     <entry bit="1" name="Wealth" />
437     <entry bit="2" name="Food" />
438     <entry bit="3" name="Weapons" />
439     <entry bit="4" name="Armour" />
440     <entry bit="5" name="Inverse" />
441     <entry bit="6" name="All" />
442     </bitmask>
443    
444 root 1.9 <bitmask name="movement_type">
445     <entry bit="0" name="Walk" />
446     <entry bit="1" name="Fly Low" />
447     <entry bit="2" name="Fly High" />
448     <entry bit="3" name="Swim" />
449     <entry bit="4" name="Boat" />
450 root 1.11 <entry bit="16" name="Other" />
451 root 1.9 </bitmask>
452    
453 root 1.1 <!--###################### list definitions ######################-->
454    
455     <list name="direction">
456     <entry value="0" name="&lt;none&gt;" />
457     <entry value="1" name="north" />
458     <entry value="2" name="northeast" />
459     <entry value="3" name="east" />
460     <entry value="4" name="southeast" />
461     <entry value="5" name="south" />
462     <entry value="6" name="southwest" />
463     <entry value="7" name="west" />
464     <entry value="8" name="northwest" />
465     </list>
466    
467     <list name="mood">
468     <entry value="0" name="furious" />
469     <entry value="1" name="angry" />
470     <entry value="2" name="calm" />
471     <entry value="3" name="sleep" />
472     <entry value="4" name="charm" />
473     </list>
474    
475     <list name="potion_effect">
476     <entry value="0" name="&lt;none&gt;" />
477     <entry value="65536" name="life restoration" />
478     <entry value="1048576" name="improvement" />
479     </list>
480    
481     <list name="weapon_type">
482     <entry value="0" name="&lt;unknown&gt;" />
483     <entry value="1" name="sword" />
484     <entry value="2" name="arrows" />
485     <entry value="3" name="axe" />
486     <entry value="4" name="katana" />
487     <entry value="5" name="knife, dagger" />
488     <entry value="6" name="whip, chain" />
489     <entry value="7" name="hammer, flail" />
490     <entry value="8" name="club, stick" />
491     </list>
492    
493     <list name="skill_type">
494     <entry value="1" name="lockpicking" />
495     <entry value="2" name="hiding" />
496     <entry value="3" name="smithery" />
497     <entry value="4" name="bowyer" />
498     <entry value="5" name="jeweler" />
499     <entry value="6" name="alchemy" />
500     <entry value="7" name="stealing" />
501     <entry value="8" name="literacy" />
502     <entry value="9" name="bargaining" />
503     <entry value="10" name="jumping" />
504     <entry value="11" name="detect magic" />
505     <entry value="12" name="oratory" />
506     <entry value="13" name="singing" />
507     <entry value="14" name="detect curse" />
508     <entry value="15" name="find traps" />
509     <entry value="16" name="mediatation" />
510     <entry value="17" name="punching" />
511     <entry value="18" name="flame touch" />
512     <entry value="19" name="karate" />
513     <entry value="20" name="climbing" />
514     <entry value="21" name="woodsman" />
515     <entry value="22" name="inscription" />
516     <entry value="23" name="one handed weapons" />
517     <entry value="24" name="missile weapons" />
518     <entry value="25" name="throwing" />
519     <entry value="26" name="use magic item" />
520     <entry value="27" name="disarm traps" />
521     <entry value="28" name="set traps" />
522     <entry value="29" name="thaumaturgy" />
523     <entry value="30" name="praying" />
524     <entry value="31" name="clawing" />
525     <entry value="32" name="levitation" />
526     <entry value="33" name="summoning" />
527     <entry value="34" name="pyromancy" />
528     <entry value="35" name="evocation" />
529     <entry value="36" name="sorcery" />
530     <entry value="37" name="two handed weapons" />
531     </list>
532    
533     <list name="spell_type">
534     <entry value="1" name="raise dead" />
535     <entry value="2" name="rune" />
536     <entry value="3" name="make mark" />
537     <entry value="4" name="bolt" />
538     <entry value="5" name="bullet" />
539     <entry value="6" name="explosion" />
540     <entry value="7" name="cone" />
541     <entry value="8" name="bomb" />
542     <entry value="9" name="wonder" />
543     <entry value="10" name="smite" />
544     <entry value="11" name="magic missile" />
545     <entry value="12" name="summon golem" />
546     <entry value="13" name="dimension door" />
547     <entry value="14" name="magic mapping" />
548     <entry value="15" name="magic wall" />
549     <entry value="16" name="destruction" />
550     <entry value="17" name="perceive self" />
551     <entry value="18" name="word of recall" />
552     <entry value="19" name="invisible" />
553     <entry value="20" name="probe" />
554     <entry value="21" name="healing" />
555     <entry value="22" name="create food" />
556     <entry value="23" name="earth to dust" />
557     <entry value="24" name="change ability" />
558     <entry value="25" name="bless" />
559     <entry value="26" name="curse" />
560     <entry value="27" name="summon monster" />
561     <entry value="28" name="recharge" />
562     <entry value="29" name="polymorph" />
563     <entry value="30" name="alchemy" />
564     <entry value="31" name="remove curse" />
565     <entry value="32" name="identify" />
566     <entry value="33" name="detection" />
567     <entry value="34" name="mood change" />
568     <entry value="35" name="moving ball" />
569     <entry value="36" name="swarm" />
570     <entry value="37" name="charge mana" />
571     <entry value="38" name="dispel rune" />
572     <entry value="39" name="create missile" />
573     <entry value="40" name="consecrate" />
574     <entry value="41" name="animate weapon" />
575     <entry value="42" name="light" />
576     <entry value="43" name="change map light" />
577     <entry value="44" name="faery fire" />
578     <entry value="45" name="disease" />
579     <entry value="46" name="aura" />
580     <entry value="47" name="town portal" />
581     </list>
582    
583 elmex 1.4 <list name="event_type">
584     <entry value="0" name="none" />
585     <entry value="1" name="apply" />
586     <entry value="2" name="attack" />
587     <entry value="3" name="death" />
588     <entry value="4" name="drop" />
589     <entry value="5" name="pickup" />
590     <entry value="6" name="say" />
591     <entry value="7" name="stop" />
592     <entry value="8" name="time" />
593     <entry value="9" name="throw" />
594     <entry value="10" name="trigger" />
595     <entry value="11" name="close" />
596     <entry value="12" name="timer" />
597     <entry value="28" name="move" />
598 elmex 1.18 <entry value="41" name="drop_on" />
599 elmex 1.4 </list>
600    
601 root 1.10 <list name="attack_movement_bits_0_3">
602     <entry value="0" name="default" />
603     <entry value="1" name="attack from distance" />
604     <entry value="2" name="run away" />
605     <entry value="3" name="hit and run" />
606     <entry value="4" name="wait, then hit, then move" />
607     <entry value="5" name="rush blindly" />
608     <entry value="6" name="always run" />
609     <entry value="7" name="attack from distance if hit" />
610     <entry value="8" name="do not approach" />
611     </list>
612    
613     <list name="attack_movement_bits_4_7">
614     <entry value="0" name="none" />
615     <entry value="16" name="pet" />
616     <entry value="32" name="small circle" />
617     <entry value="48" name="large circle" />
618     <entry value="64" name="small horizontal" />
619     <entry value="80" name="large horizontal" />
620     <entry value="96" name="random direction" />
621     <entry value="112" name="random movement" />
622     <entry value="128" name="small vertical" />
623     <entry value="144" name="large vertical" />
624     </list>
625    
626 root 1.1 <!--###################### default attributes ######################-->
627    
628     <!--
629     The attributes of the default_type get added to all other types by default.
630     Every type can have an 'ignore' element however, which is used to specify
631     default attributes *not* to inherit.
632     -->
633     <default_type>
634     <attribute arch="name" editor="name" type="string">
635     This is the name of the object, displayed to the player.
636     </attribute>
637     <attribute arch="name_pl" editor="plural name" type="string">
638     This is the plural name of the object. A plural name must be set for
639     all items that can be picked up and collected by the player.
640     </attribute>
641     <attribute arch="title" editor="title" type="string">
642     This is the object's title. Once an object is identified the title is
643 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
644 root 1.1 </attribute>
645     <attribute arch="face" editor="image" type="string">
646     The image-name defines what image is displayed for this object in-game.
647     </attribute>
648 root 1.30 <attribute arch="tag" editor="tag" type="string">
649     You can tag objects with an identifier. Tagged objects can be found quickly
650     from their tag, which makes them useful to tag exits and refer to those by
651     their name.
652     </attribute>
653 root 1.1 <attribute arch="nrof" editor="number" type="int">
654     This value determines the number of objects in one stack (for example:
655     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
656     any pickable object - otherwise it won't be mergeable into a stack.
657     </attribute>
658     <attribute arch="weight" editor="weight" type="int">
659 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
660 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
661     for explicitly non-pickable objects (hey, this is opensource.. you
662     never know ;) ).
663     </attribute>
664     <attribute arch="value" editor="value" type="int">
665 root 1.13 Determines the value of the object, in units of silver coins (one
666     platinum coin == 50 silver coins). Value for buying/selling will be
667 root 1.1 further modified by various factors. Hence, testing values in-game is
668     usually inevitable.
669     </attribute>
670     <attribute arch="glow_radius" editor="glow radius" type="int">
671     If &lt;glow radius&gt; is set to a value greater zero, the object
672     appears lit up on dark maps. &lt;glow radius&gt; can be a value
673 root 1.3 between 0 and 4, the higher, the more light does the object emit.
674 root 1.1 </attribute>
675     <attribute arch="material" editor="material" type="bitmask_material">
676     This bitmask-value informs the player of which material(s) the
677     object consists. Material does also affect how likely the object
678     can be destroyed by hazardous spell-effects.
679     </attribute>
680     <attribute arch="no_pick" editor="non-pickable" type="bool">
681     If set, the object cannot be picked up (Neither by players nor monsters).
682     </attribute>
683     <attribute arch="invisible" editor="invisible" type="bool">
684     Generally makes the object invisible. Depending on the object-type,
685     some can be made visible by the show_invisible spell. If in doubt, test it.
686     Putting an invisible object under the floor always prevents it from being
687     shown.
688     </attribute>
689     <attribute arch="blocksview" editor="block view" type="bool">
690     If an item is set to block view, players (and monsters) cannot
691     see byond it unless they cross it or manage to stand ontop.
692     </attribute>
693     <attribute arch="identified" editor="identified" type="bool">
694     If an item is identified, the player has full knowledge about it.
695     </attribute>
696     <attribute arch="unpaid" editor="unpaid" type="bool">
697     An &lt;unpaid&gt; item cannot be used unless a player carried it over
698     a shop mat, paying the demanded price. Setting this flag makes sense
699     only for pickable items inside shops.
700     </attribute>
701 elmex 1.27 <attribute arch="sound" editor="sound" type="string">
702     The sound this objects makes on a map. Enter either a sound alias from
703     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
704     field it will point to sound/&lt;path&gt;.ext
705     </attribute>
706     <attribute arch="sound_destroy" editor="destroy sound" type="string">
707     The sound this objects makes when it is destroyed. Enter either a sound alias from
708     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
709     field it will point to sound/&lt;path&gt;.ext
710     </attribute>
711 root 1.1 </default_type>
712    
713     <!-- This ignorelist is for all system objects which are non pickable
714     and invisible. They don't interact with players at all. -->
715     <ignore_list name="system_object">
716     <attribute arch="value" />
717     <attribute arch="nrof" />
718     <attribute arch="weight" />
719     <attribute arch="name_pl" />
720     <attribute arch="material" />
721     <attribute arch="no_pick" />
722     <attribute arch="unpaid" />
723     <attribute arch="title" />
724     <attribute arch="glow_radius" />
725     <attribute arch="identified" />
726     <attribute arch="blocksview" />
727     <attribute arch="invisible" />
728     </ignore_list>
729    
730     <!-- This ignorelist is for non-pickable objects. They can be seen by
731     the player, but don't have values like material or weight. -->
732     <ignore_list name="non_pickable">
733     <attribute arch="value" />
734     <attribute arch="nrof" />
735     <attribute arch="weight" />
736     <attribute arch="name_pl" />
737     <attribute arch="material" />
738     <attribute arch="no_pick" />
739     <attribute arch="unpaid" />
740     <attribute arch="title" />
741     <attribute arch="identified" />
742     </ignore_list>
743    
744     <!--####################################################################-->
745     <type number="0" name="Misc">
746     <required>
747     <!-- this is a special case: The "misc" type with type number 0 is
748     the fallback for all types which don't match any other defined types.
749     The required attribute "misc x" prevents that it gets confused with
750     other types like "monster & npc" which also have type number 0. -->
751     <attribute arch="misc" value="x" />
752     </required>
753 root 1.9 &movement_types_terrain;
754 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
755     Curses can have various effects: On equipment and food,
756     they generally harm the player in some way.
757     </attribute>
758     <attribute arch="damned" editor="damned" type="bool">
759     A damned item/floor on the ground makes it impossible for players
760     to use prayers on that spot. It also prevents players from saving.
761     Damnation on equipment works similar to a curse.
762     </attribute>
763     <attribute arch="unique" editor="unique item" type="bool">
764     Unique items exist only one time on a server. If the item
765     is taken, lost or destroyed - it's gone for good.
766     </attribute>
767     <attribute arch="startequip" editor="godgiven item" type="bool">
768     A godgiven item vanishes as soon as the player
769     drops it to the ground.
770     </attribute>
771     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
772     This text may describe the object.
773     </attribute>
774     </type>
775    
776     <!--####################################################################-->
777     <type number="110" name="Ability">
778     <ignore>
779     <ignore_list name="system_object" />
780     </ignore>
781     <description><![CDATA[
782     Abilities are to be put in a monster's inventory. They grant monsters the
783     knowledge to cast spells. Spells from abilities are usually magical in
784     nature, thus adding magic attacktype to the spell-damage they produce.
785     <br><br>
786     A particularly nice feature of abilities is that they can hold two
787     spells: One for short range- and one for long range use.
788     \n\n
789     You should know that spellcasting monsters receive abilities via
790     &lt;treasurelist&gt;. ]]>
791     </description>
792     <use><![CDATA[
793     If you want to create "customized" spellcasting monsters, you
794     should use abilities (rather than spellbooks/wands or something).
795     The long/short-range spell feature can make boss-monsters more
796     interesting and challenging.
797     <br><br>
798     You should keep in mind that magic abilities allow players
799     to get better resistance. You can turn off the magic part to
800     make the spells more dangerous. However, this really shouldn't
801     be neccessary unless you work on very high level maps.
802     And what fun is a magic resistance cloak when it has no effect? ]]>
803     </use>
804     <attribute arch="invisible" value="1" type="fixed" />
805     <attribute arch="no_drop" value="1" type="fixed" />
806     <attribute arch="sp" editor="short range spell" type="spell">
807     The monster will use the specified &lt;short range spell&gt;
808     when the player is within 6-square radius (of the
809     monster's head).
810     </attribute>
811     <attribute arch="hp" editor="long range spell" type="nz_spell">
812     The monster will use the specified &lt;long range spell&gt;
813     when the player is at least 6 squares away (from the
814     monster's head).
815 root 1.3
816 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
817     &lt;short range spell&gt; gets used all the time.
818     </attribute>
819     <attribute arch="maxsp" editor="importance" type="int">
820     Sometimes you'll want a monster to use one ability more than others.
821     To achieve this, set the &lt;importance&gt; to a value greater than
822     one. Abilities with this value zero/unset are counted to be of
823     &lt;importance&gt; one.
824 root 1.3
825 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
826     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
827     times the "small fireball".
828     </attribute>
829     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
830 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
831 root 1.1 If enabled, all spells produced by this ability will have magic
832     attacktype added to the usual attacktypes.
833 root 1.3
834 root 1.1 This should always be set for spell-like abilities. "Natural"
835     abilities like a dragon's firebreath are an exception.
836     Note that non-magical abilities are more dangerous because
837     magic resistance does not protect from those.</attribute>
838     </type>
839    
840     <!--####################################################################-->
841     <type number="18" name="Altar">
842     <ignore>
843     <ignore_list name="non_pickable" />
844     </ignore>
845     <description><![CDATA[
846     When a player puts a defined number of certain items on the altar,
847     then either a spell is casted (on the player) or a connector is
848     triggered. If the latter is the case, the altar works only once.
849 root 1.3 Either way, the sacrificed item disappears. ]]>
850 root 1.1 </description>
851     <attribute arch="no_pick" value="1" type="fixed" />
852 root 1.9 &move_on;
853 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
854     This string specifies the item that must be put on the altar to
855     activate it. It can either be the name of an archetype, or directly
856     the name of an object. Yet, titles are not recognized by altars.
857     Remember to put a note somewhere, telling the player what he is
858     expected to drop on the altar. (Often this is put in the altar's
859     name: E.g. "drop 100 platinums")
860     </attribute>
861     <attribute arch="food" editor="drop amount" type="int">
862     The drop amount specifies the amount of items (specified
863 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
864 root 1.1
865     If &lt;match item name&gt; is set to "money", then the value of the
866     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
867 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
868 root 1.1
869     Note that the maximum possible for &lt;drop amount&gt; is 32767.
870     </attribute>
871     <attribute arch="connected" editor="connection" type="int">
872     If a connection value is set, the altar will trigger all objects
873     with the same value, when activated. This will only work once.
874     </attribute>
875     <attribute arch="sp" editor="spell" type="spell">
876     When activated, the selected &lt;spell&gt; will be casted (once, on the
877     player). This should work for any given spell. The altar will work
878 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
879 root 1.1 one altar.
880     </attribute>
881     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
882     This text will be displayed to the player
883     in the exact moment when the altar is activated.
884     </attribute>
885     </type>
886    
887     <!--####################################################################-->
888     <type number="31" name="Altar Trigger">
889     <ignore>
890     <ignore_list name="non_pickable" />
891     </ignore>
892     <description><![CDATA[
893     Altar_triggers work pretty much like normal altars
894     (drop sacrifice -> connection activated), except for the fact that
895 root 1.3 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
896 root 1.1 </description>
897     <use><![CDATA[
898     Altar_triggers are very useful if you want to charge a price for...
899     <UL>
900     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
901 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
902 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
903     </UL>
904     The big advantage over normal altars is the infinite usability
905     of altar_triggers! If there are ten players on one server, they're
906     quite grateful if things work more than once. =) ]]>
907     </use>
908     <attribute arch="no_pick" value="1" type="fixed" />
909     <attribute arch="slaying" editor="match item name" type="string">
910     This string specifies the item that must be put on the altar to
911     activate it. It can either be the name of an archetype, or directly
912     the name of an object. Yet, titles are not recognized by altars.
913     Remember to put a note somewhere, telling the player what he is
914     expected to drop on the altar. (Often this is put in the altar's
915     name: E.g. "drop 100 platinums")
916     </attribute>
917     <attribute arch="food" editor="drop amount" type="int">
918     The drop amount specifies the amount of items (specified
919 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
920 root 1.1
921     If &lt;match item name&gt; is set to "money", then the value of the
922     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
923 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
924 root 1.1
925     Note that the maximum possible for &lt;drop amount&gt; is 32767.
926     </attribute>
927     <attribute arch="connected" editor="connection" type="int">
928     If a connection value is set, the altar will trigger all objects
929     with the same value, when activated. This will only work once.
930     </attribute>
931     <attribute arch="sp" editor="spell" type="spell">
932     When activated, this &lt;spell&gt; will be casted (once, on the player).
933 root 1.3 This should work for any given spell. The altar will work infinitely
934 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
935     </attribute>
936     <attribute arch="exp" editor="reset time" type="int">
937     Being activated, the altar will reset after &lt;reset time&gt; ticks.
938     After reset, the altar is ready to be activated once again.
939     The default &lt;reset time&gt; is 30.
940     </attribute>
941     <attribute arch="last_sp" editor="ignore reset" type="bool">
942     If this attribute is enabled, the altar_trigger won't push the
943     connected value by altar reset. Only ONCE by dropping the sacrifice.
944     This is typically used when the altar is connected to a creator,
945 root 1.3 e.g. for selling tickets.
946 root 1.1
947     If this attribute is disabled (default), the altar_trigger
948     will push the connected value TWICE per sacrifice: First by
949     dropping sacrifice, second by reset. This mode is typically
950     used for altars being connected to gates, resulting in the
951     gate being opened and closed again.
952     </attribute>
953 root 1.9 &move_on;
954 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
955     This text will be displayed to the player
956     in the exact moment when the altar is activated.
957     </attribute>
958     </type>
959    
960     <!--####################################################################-->
961 elmex 1.29 <type number="74" name="Skill Tool">
962     <description><![CDATA[
963     Wearing a skill tool will give the player the ability to use a skill.
964     ]]>
965     </description>
966     <use><![CDATA[
967     Feel free to assign resistancies and stats to a skill tools or change
968     the skill that is given.
969     ]]>
970     </use>
971     <attribute arch="skill" editor="skill name" type="string">
972     This field describes which skill the player will be able to use wearing this item.
973     </attribute>
974     &player_stat_resist_sections;
975     </type>
976     <!--####################################################################-->
977 root 1.1 <type number="39" name="Amulet">
978     <description><![CDATA[
979     Wearing an amulet, the object's stats will directly be inherited to
980     the player. Amulets are usually meant for protection and defense. ]]>
981     </description>
982     <use><![CDATA[
983     Feel free to create your own special artifacts. However, it is very
984     important that you keep your artifact in balance with existing maps. ]]>
985     </use>
986     <attribute arch="ac" editor="armour class" type="int">
987     This value defines the amount of armour-class bonus for wearing
988     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
989     values are better. It should usually be set only for armour-like equipment.
990     </attribute>
991     <attribute arch="wc" editor="weapon class" type="int">
992     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
993     melee attacks. Weapon class improves the chance of hitting the opponent.
994     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
995     be set only for weapon-like items. Lower values are better.
996     </attribute>
997     <attribute arch="item_power" editor="item power" type="int">
998     The &lt;item power&gt; value measures how "powerful" an artifact is.
999     Players will only be able to wear equipment with a certain total
1000     amount of &lt;item power&gt;, depending on their own level. This is the
1001     only way to prevent low level players to wear "undeserved" equipment
1002     (like gifts from other players or cheated items).
1003 root 1.3
1004 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1005 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1006 root 1.1 calculate a provisional value at runtime, but this is never
1007     going to be an accurate measurement of &lt;item power&gt;.
1008     </attribute>
1009     <attribute arch="damned" editor="damnation" type="bool">
1010     A damned piece of equipment cannot be unwielded unless the curse
1011     is removed. Removing damnations is a tick harder than removing curses.
1012     </attribute>
1013     <attribute arch="cursed" editor="curse" type="bool">
1014     A cursed piece of equipment cannot be unwielded
1015     unless the curse is removed.
1016     </attribute>
1017     <attribute arch="lifesave" editor="save life" type="bool">
1018     An item with this flag enabled will save the players life
1019     for one time: When the player is wearing this item and his
1020 root 1.3 health points reach zero, the item disappears, replenishing
1021 root 1.1 half of the player's health.
1022 root 1.3
1023 root 1.1 An item with &lt;save life&gt; should not have
1024     any decent additional bonuses!
1025     </attribute>
1026     <attribute arch="unique" editor="unique item" type="bool">
1027     Unique items exist only one time on a server. If the item
1028     is taken, lost or destroyed - it's gone for good.
1029     </attribute>
1030     <attribute arch="startequip" editor="godgiven item" type="bool">
1031     A godgiven item vanishes as soon as the player
1032     drops it to the ground.
1033     </attribute>
1034     <attribute arch="applied" editor="is applied" type="bool">
1035     If you put this item into the inventory of a monster, and
1036     you want the monster to use/wear the item - you must set
1037     &lt;is applied&gt;.
1038     Enabling this flag doesn't make any sense if the item
1039     is NOT in a monster's inventory.
1040     </attribute>
1041 elmex 1.29 &player_stat_resist_sections;
1042 root 1.1 <section name="misc">
1043     <attribute arch="luck" editor="luck bonus" type="int">
1044     With positive luck bonus, the player is more likely to
1045     succeed in all sorts of things (spellcasting, praying,...).
1046     Unless the &lt;luck bonus&gt; is very high, the effect will be
1047     barely visible in-game. Luck bonus on one piece of equipment
1048     should never exceed 3, and such bonus should not be too
1049     frequently available.
1050     </attribute>
1051     <attribute arch="hp" editor="health regen." type="int">
1052     Positive &lt;health regen.&gt; bonus speeds up the
1053     player's healing process. Negative values slow it down.
1054     </attribute>
1055     <attribute arch="sp" editor="mana regen." type="int">
1056     Positive &lt;mana regen.&gt; bonus speeds up the
1057     player's mana regeneration. Negative values slow it down.
1058     </attribute>
1059     <attribute arch="grace" editor="grace regen." type="int">
1060     Positive &lt;grace regen.&gt; bonus speeds up the
1061     player's grace regeneration. Negative values slow it down.
1062     Since grace can be regenerated rather easy with praying,
1063     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1064     </attribute>
1065     <attribute arch="food" editor="food bonus" type="int">
1066     Positive &lt;food bonus&gt; slows down the player's digestion,
1067     thus he consumes less food. Negative values speed it up.
1068 root 1.3
1069 root 1.1 Note that food is consumed not only for "being alive", but
1070     also for healing and mana-regeneration.
1071     &lt;food bonus&gt; only affects the amount of food consumed
1072     for "being alive". Hence, even with high &lt;food bonus&gt;,
1073     during a fight a player can run out of food quickly.
1074     </attribute>
1075     <attribute arch="xrays" editor="xray vision" type="bool">
1076     Xray vision allows the player to see through obstacles
1077     in a two-square-wide radius. This is extremely helpful and
1078 root 1.3 desirable, so don't give it away for cheap on equipment.
1079 root 1.1 </attribute>
1080     <attribute arch="stealth" editor="stealth" type="bool">
1081     Stealth allows the player to move silently.
1082     This comes to effect if a player turns himself
1083     invisible and tries to sneak around monsters.
1084     (At least that was the idea behind it)
1085     </attribute>
1086     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1087     If a player is wearing any piece of equipment with
1088     the ability to &lt;reflect spells&gt;, all kinds of
1089     spell-bullets and -beams will bounce off him.
1090     This works only about 90% of all times, to
1091     avoid players being completely immune to certain
1092     types of attacks.
1093 root 1.3
1094 root 1.1 This is a very powerful ability and it
1095     shouldn't be handed out cheap!
1096     </attribute>
1097     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1098     If a player is wearing any piece of equipment with
1099     the ability to &lt;reflect missiles&gt;, all kinds of
1100     projectiles (e.g. arrows, bolts, boulders) will
1101     bounce off him. This works only about 90% of all
1102     times, to avoid players being completely immune to
1103     certain types of attacks.
1104     </attribute>
1105 root 1.9 &move_type;
1106 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1107     Click on the &lt;attuned paths&gt; button to select spellpaths.
1108     The player will get attuned to the specified spellpaths
1109     while wearing this item.
1110     </attribute>
1111     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1112     Click on the &lt;repelled paths&gt; button to select spellpaths.
1113     The player will get repelled to the specified spellpaths
1114     while wearing this item.
1115     </attribute>
1116     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1117     Click on the &lt;denied paths&gt; button to select spellpaths.
1118     The specified spellpaths will be denied to the player
1119     while wearing this item.
1120     </attribute>
1121     </section>
1122     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1123     This text describes the item's "story". Every decent artifact
1124     should have such a description.
1125     </attribute>
1126     </type>
1127    
1128     <!--####################################################################-->
1129     <type number="58" name="Battleground">
1130     <ignore>
1131     <ignore_list name="non_pickable" />
1132     </ignore>
1133     <description><![CDATA[
1134     Battleground is very special: In short, players can die on battleground
1135     without any death penalties. They don't loose or gain experience
1136     while on battleground. Acid, draining and depletion effects don't
1137     work either.
1138     When a player dies on battleground, he gets teleported to an exit
1139     location which is defined in the battleground object. ]]>
1140     </description>
1141     <use><![CDATA[
1142     Battleground is only meant for player vs. player duels. You can
1143     design combat arenas similiar to the one in scorn.<br>
1144     What should NEVER be done is placing battleground tiles in
1145     open dungeons or other free kinds of land.
1146     It must not be possible to gain significant treasure for fighting
1147     on battleground, because it bears no risk.<br><br>
1148     (Battleground will cease to work when the image or name is changed,
1149     or when it is placed beneath another floor tile.
1150     This is not a bug, it is there to prevent any attempts of placing
1151     "hidden" battleground tiles anywhere.) ]]>
1152     </use>
1153     <attribute arch="no_pick" value="1" type="fixed" />
1154     <attribute arch="is_floor" value="1" type="fixed" />
1155     <attribute arch="hp" editor="destination X" type="int">
1156     The exit destinations define the (x, y)-coordinates where players
1157     get teleported after they died on this battleground.
1158     </attribute>
1159     <attribute arch="sp" editor="destination Y" type="int">
1160     The exit destinations define the (x, y)-coordinates where players
1161     get teleported after they died on this battleground.
1162     </attribute>
1163     </type>
1164    
1165     <!--####################################################################-->
1166 root 1.32 <type number="165" name="Safe ground">
1167 elmex 1.19 <ignore>
1168     <ignore_list name="non_pickable" />
1169     </ignore>
1170     <description><![CDATA[
1171     Safe ground is a special object that prevents any effects that might
1172     be harmful for the map, other players or items on the map.
1173     It blocks all magic and prayers, usage of alchemy, prevents potions
1174 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1175     do cast spells still work.
1176 elmex 1.19 ]]>
1177     </description>
1178     <use><![CDATA[
1179 elmex 1.20 Safe ground can be used to prevents any means of burning
1180     or destroying the items in a shop. Put this object below all floor tiles
1181     in your map and your shop will be safe. It's generally useful for making
1182     areas where really no kind of spell should be invoked by a player.
1183     ]]>
1184 elmex 1.19 </use>
1185 root 1.31 &movement_types_terrain;
1186 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1187     </type>
1188    
1189     <!--####################################################################-->
1190 root 1.1 <type number="8" name="Book">
1191     <description><![CDATA[
1192     Applying a book, the containing message is displayed to the player. ]]>
1193     </description>
1194     <attribute arch="level" editor="literacy level" type="int">
1195     If this value is set to be greater than zero, the player needs a
1196     certain literacy level to succeed reading the book. The book can be
1197     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1198     book can be a nice idea, personally I like it when a player needs
1199     more than his fighting skills to solve a quest. However, keep the
1200     booklevel at least below 15 because it is quite hard to gain high
1201     mental levels.
1202     </attribute>
1203     <attribute arch="startequip" editor="godgiven item" type="bool">
1204     A godgiven item vanishes as soon as the player
1205     drops it to the ground.
1206     </attribute>
1207     <attribute arch="unique" editor="unique item" type="bool">
1208     Unique items exist only one time on a server. If the item
1209     is taken, lost or destroyed - it's gone for good.
1210     </attribute>
1211     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1212     This is the text that appears "written" in the book.
1213     </attribute>
1214 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1215     This is the key string of the book. The key string is checked by an inventory checker.
1216     (This is used eg. for the gate/port passes in scorn)
1217     </attribute>
1218 root 1.1 </type>
1219    
1220     <!--####################################################################-->
1221     <type number="99" name="Boots">
1222     <import_type name="Amulet" />
1223     <description><![CDATA[
1224     Wearing boots, the object's stats will directly be inherited to
1225     the player. Usually enhancing his speed, or granting some minor
1226     protection bonus. ]]>
1227     </description>
1228     <use><![CDATA[
1229     Feel free to create your own special artifacts. However, it is very
1230     important that you keep your artifact in balance with existing maps. ]]>
1231     </use>
1232     <attribute arch="exp" editor="speed bonus" type="int">
1233     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1234     while worn. This kind of bonus is quite desirable for players of low-
1235     and medium level. High level players usually have fastest possible
1236     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1237     Still, this bonus is good for nice artifacts - not everything has
1238     to be for highest level.
1239     </attribute>
1240     <attribute arch="magic" editor="magic bonus" type="int">
1241     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1242     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1243     than direct armour-class bonus on the boots.
1244 root 1.3
1245 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1246     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1247     </attribute>
1248     </type>
1249    
1250     <!--####################################################################-->
1251 root 1.3 <type number="104" name="Bracers">
1252     <import_type name="Amulet" />
1253     <description><![CDATA[
1254     Bracers are armour-plates worn around the wrists.
1255     Wearing bracer, the object's stats will directly be inherited to
1256     the player. Usually enhancing his defense. ]]>
1257     </description>
1258     <use><![CDATA[
1259     Feel free to create your own special artifacts. However, it is very
1260     important that you keep your artifact in balance with existing maps. ]]>
1261     </use>
1262     <attribute arch="magic" editor="magic bonus" type="int">
1263     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1264     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1265     than direct armour-class bonus on the bracers.
1266     </attribute>
1267     </type>
1268    
1269     <!--####################################################################-->
1270     <type number="16" name="Brestplate Armour">
1271     <import_type name="Amulet" />
1272     <description><![CDATA[
1273     Wearing an armour, the object's stats will directly be inherited to
1274     the player. Usually enhancing his defense. ]]>
1275     </description>
1276     <use><![CDATA[
1277     Feel free to create your own special artifacts. However, it is very
1278     important that you keep your artifact in balance with existing maps. ]]>
1279     </use>
1280     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1281     This poses a penalty to spell regeneration speed, for wearing the armour.
1282     The bigger the spellpoint penalty, the worse.
1283     </attribute>
1284     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1285     Slowdown penalty reduces the player's walking speed when wearing the
1286     armour. Bigger values are worse - zero is best.
1287     </attribute>
1288     <attribute arch="magic" editor="magic bonus" type="int">
1289     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1290     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1291     than direct armour-class bonus on the armour.
1292     </attribute>
1293     </type>
1294    
1295     <!--####################################################################-->
1296 root 1.1 <type number="92" name="Button">
1297     <ignore>
1298     <ignore_list name="non_pickable" />
1299     </ignore>
1300     <description><![CDATA[
1301     When a predefined amount of weigh is placed on a button, the
1302     &lt;connection&gt; value is triggered. In most cases this happens when a
1303     player or monster steps on it. When the button is "released", the
1304     &lt;connection&gt; value get's triggered a second time. ]]>
1305     </description>
1306 root 1.9 &move_on;
1307     &move_off;
1308 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1309 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1310 root 1.1 The button is pressed (triggered), as soon as
1311     &lt;press weigh&gt; gram are placed ontop of it.
1312     </attribute>
1313     <attribute arch="connected" editor="connection" type="int">
1314     Every time the button is pressed or released, all objects
1315     with the same &lt;connection&gt; value are activated.
1316     </attribute>
1317     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1318     This text may describe the item. You can use this
1319     message to explain the button's purpose to the player.
1320     </attribute>
1321     </type>
1322    
1323     <!--####################################################################-->
1324 root 1.3 <type number="30" name="Button Trigger">
1325     <import_type name="Button" />
1326     <ignore>
1327     <ignore_list name="non_pickable" />
1328     </ignore>
1329     <description><![CDATA[
1330     Handle buttons are buttons which reset after a short period
1331     of time. Every time it is either applied or reset, the
1332     &lt;connection&gt; value is triggered. ]]>
1333     </description>
1334     </type>
1335    
1336     <!--####################################################################-->
1337     <type number="37" name="Class Changer">
1338     <ignore>
1339     <ignore_list name="non_pickable" />
1340     </ignore>
1341     <description><![CDATA[
1342     Class changer are used while creating a character. ]]>
1343     </description>
1344     <attribute arch="randomitems" editor="class items" type="treasurelist">
1345     This entry determines which initial items the character receives.
1346     </attribute>
1347     <section name="stats">
1348     <attribute arch="Str" editor="strength" type="int">
1349     The player's strength will rise by the given value if he chooses this
1350     class. (Negative values make strength fall)
1351     </attribute>
1352     <attribute arch="Dex" editor="dexterity" type="int">
1353     The player's dexterity will rise by the given value if he chooses this
1354     class. (Negative values make dexterity fall)
1355     </attribute>
1356     <attribute arch="Con" editor="constitution" type="int">
1357     The player's constitution will rise by the given value if he chooses this
1358     class. (Negative values make constitution fall)
1359     </attribute>
1360     <attribute arch="Int" editor="intelligence" type="int">
1361     The player's intelligence will rise by the given value if he chooses this
1362     class. (Negative values make intelligence fall)
1363     </attribute>
1364     <attribute arch="Pow" editor="power" type="int">
1365     The player's power will rise by the given value if he chooses this
1366     class. (Negative values make power fall)
1367     </attribute>
1368     <attribute arch="Wis" editor="wisdom" type="int">
1369     The player's wisdom will rise by the given value if he chooses this
1370     class. (Negative values make wisdom fall)
1371     </attribute>
1372     <attribute arch="Cha" editor="charisma" type="int">
1373     The player's charisma will rise by the given value if he chooses this
1374     class. (Negative values make charisma fall)
1375     </attribute>
1376     </section>
1377     </type>
1378    
1379     <!--####################################################################-->
1380 root 1.1 <type number="87" name="Cloak">
1381     <import_type name="Amulet" />
1382     <description><![CDATA[
1383     Wearing a cloak, the object's stats will directly be inherited to
1384     the player. Cloaks usually add minor &lt;armour class&gt; and
1385     sometimes a bit of resistance. ]]>
1386     </description>
1387     <use><![CDATA[
1388     Feel free to create your own special artifacts. However, it is very
1389     important that you keep your artifact in balance with existing maps. ]]>
1390     </use>
1391     <attribute arch="magic" editor="magic bonus" type="int">
1392     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1393     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1394     than direct armour-class bonus on the cloak.
1395 root 1.3
1396 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1397     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1398     </attribute>
1399     </type>
1400    
1401     <!--####################################################################-->
1402     <type number="9" name="Clock">
1403     <description><![CDATA[
1404     Applying a clock, the time is displayed to the player. ]]>
1405     </description>
1406     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1407     This text may describe the item
1408     </attribute>
1409     </type>
1410    
1411     <!--####################################################################-->
1412     <type number="122" name="Container">
1413     <description><![CDATA[
1414     A player can put (certain kinds of) items in the container.
1415     The overall weight of items is reduced when put inside a
1416     container, depending on the settings.
1417     <br><br>
1418     A special feature of containers is the "cauldron",
1419     capable of mixing alchemical receipes. ]]>
1420     </description>
1421     <use><![CDATA[
1422     Note on chests - There are two types of chests:
1423     <UL>
1424     <LI> First the random treasure chests - Those are NOT containers
1425     (but object type Treasure), they create random treasures when
1426     applied. Archetype name is "chest".
1427     <LI> Second there are the permanent chests - Those are containers,
1428     they can be opened and closed again. Archetype name is "chest_2".
1429     </UL> ]]>
1430     </use>
1431     <attribute arch="race" editor="container class" type="string">
1432     If set, the container will hold only certain types of objects.
1433     Possible choices for &lt;container class&gt; are: "gold and jewels",
1434 root 1.3 "arrows" and "keys".
1435    
1436 root 1.1 Unfortunately it is not easy to create new container
1437     classes, because items need a matching counterpiece-attribute
1438     to the &lt;container class&gt; before they can be put inside a
1439     container. This attribute ("race") is set only for the existing
1440     container classes.
1441     </attribute>
1442     <attribute arch="slaying" editor="key string" type="string">
1443     If &lt;key string&gt; is set, only players with a special key
1444     of matching &lt;key string&gt; are able to open the container.
1445     </attribute>
1446     <attribute arch="container" editor="maximum weight" type="int">
1447     The container can hold a maximum total weight of the given value
1448     in gram. Note that this weight limit is calculated *after* the
1449     weight reduction (&lt;reduce weight&gt;) has been applied.
1450     </attribute>
1451     <attribute arch="Str" editor="reduce weight %" type="int">
1452     This value determines how much the weight of items is reduced in
1453     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1454     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1455     Most default values are in the range of ten.
1456     </attribute>
1457     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1458     If set, the container can be used as alchemy-cauldron.
1459     The player can put ingredients inside, close it, cast alchemy
1460     and if his formulae is true, he'll get what he longed for.
1461     </attribute>
1462     <attribute arch="unique" editor="unique item" type="bool">
1463     Unique items exist only one time on a server. If the item
1464     is taken, lost or destroyed - it's gone for good.
1465     All contents of a unique container are unique as well.
1466     </attribute>
1467     <attribute arch="startequip" editor="godgiven item" type="bool">
1468     A godgiven item vanishes as soon as the player
1469     drops it to the ground.
1470     </attribute>
1471     <attribute arch="other_arch" editor="animation arch" type="string">
1472     This is used for a certain kind of... "animation" when
1473     opening the container. Stick to the default arches here
1474     and you won't get into trouble.
1475     </attribute>
1476     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1477     This text may contain a description of the container.
1478     </attribute>
1479     </type>
1480    
1481     <!--####################################################################-->
1482     <type number="103" name="Converter">
1483     <ignore>
1484     <attribute arch="value" />
1485     <attribute arch="nrof" />
1486     <attribute arch="name_pl" />
1487     <attribute arch="no_pick" />
1488     <attribute arch="unpaid" />
1489     <attribute arch="title" />
1490     </ignore>
1491     <description><![CDATA[
1492     Converters are like "exchange tables". When the player drops a
1493     specific type of items, they get converted into other items, at a
1494     predefined exchange-ratio. ]]>
1495     </description>
1496     <use><![CDATA[
1497     Converters are better than shopping with doormats, because the
1498     converters never get sold out. For some items like food or jewels
1499     those "exchange tables" are really nice, while for the more important
1500     stuff like potions converters should not exist.
1501     <br><br>
1502     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1503     items on a converter, the stuff you get must be of equal or lesser
1504     value than before! (Except if you are using "rare" items like
1505     dragonscales for payment). The code will not check if your ratio is
1506     sane, so the player could gain infinite wealth by using your converter. ]]>
1507     </use>
1508     <attribute arch="no_pick" value="1" type="fixed" />
1509     <attribute arch="slaying" editor="cost arch" type="string">
1510     &lt;cost arch&gt; is the name of the archetype the player has to
1511     put on the converter, as payment.
1512     </attribute>
1513     <attribute arch="food" editor="cost number" type="int">
1514     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1515     on the converter, in order to get &lt;receive number&gt; items
1516     of &lt;receive arch&gt;.
1517     </attribute>
1518     <attribute arch="other_arch" editor="receive arch" type="string">
1519     &lt;receive arch&gt; is the name of the archetype to convert into.
1520 root 1.2 This field is ignored if the converter has items in inventory. In this
1521     case one of the inventory items is duplicated. The duplicated item is
1522     randomly chosen from all items present.
1523 root 1.1 </attribute>
1524     <attribute arch="sp" editor="receive number" type="int">
1525     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1526     on the converter, in order to get &lt;receive number&gt; items
1527     of &lt;receive arch&gt;.
1528     </attribute>
1529     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1530     This text may contain a description of the converter.
1531     </attribute>
1532     </type>
1533    
1534     <!--####################################################################-->
1535     <type number="42" name="Creator">
1536     <ignore>
1537     <ignore_list name="system_object" />
1538     </ignore>
1539     <description><![CDATA[
1540     A creator is an object which creates another object when it
1541     is triggered. The child object can be anything. Creators are
1542 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1543     periodically create things. ]]>
1544 root 1.1 </description>
1545     <use><![CDATA[
1546     Don't hesitate to hide your creators under the floor.
1547     The created items will still always appear ontop of the floor. ]]>
1548     </use>
1549     <attribute arch="no_pick" value="1" type="fixed" />
1550     <attribute arch="other_arch" editor="create arch" type="string">
1551     This string defines the object that will be created.
1552     You can choose any of the existing arches.
1553 root 1.2 This field is ignored if the creator has items in inventory. In this case
1554     one of the inventory items is duplicated. The duplicated item is randomly
1555     chosen from all items present.
1556 root 1.1 </attribute>
1557     <attribute arch="connected" editor="connection" type="int">
1558     Whenever the connection value is activated,
1559 root 1.3 the creator gets triggered.
1560 root 1.1 </attribute>
1561 elmex 1.16 &activate_on;
1562 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1563     If &lt;infinit uses&gt; is set, the creator will work
1564 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1565 root 1.1 </attribute>
1566 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1567     When this field is set the creator will periodically create stuff
1568     (and will still do so when the connection is triggered).
1569     A value of 1 means roughly 8 times a second.
1570     </attribute>
1571 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1572     The creator can be triggered &lt;number of uses&gt; times, thus
1573     creating that many objects, before it dissappears.
1574     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1575     </attribute>
1576     <attribute arch="slaying" editor="name of creation" type="string">
1577 root 1.2 The created object will bear the name and title specified in &lt;name of
1578     creation&gt;. If nothing is set, the standard name and title of the
1579     archetype is used.
1580 root 1.1 </attribute>
1581     <attribute arch="level" editor="level of creation" type="int">
1582     The created object will be of that level. If zero/unset,
1583     the standard level of the archetype is used.
1584     </attribute>
1585     </type>
1586    
1587     <!--####################################################################-->
1588     <type number="51" name="Detector">
1589     <ignore>
1590     <ignore_list name="system_object" />
1591     </ignore>
1592     <description><![CDATA[
1593     Detectors work quite much like inv. checkers/pedestals: If the detector
1594     finds a specific object, it toggles its connected value.
1595     <br><br>
1596     What is "unique" about them, compared to inv. checkers/ pedestals?
1597     - First, detectors check their square for a match periodically, not
1598     instantly. Second, detectors check directly for object names. Third,
1599     detectors do not check the inventory of players/monsters. ]]>
1600     </description>
1601     <use><![CDATA[
1602     There is one major speciality about detectors: You can detect spells
1603     blown over a detector! To detect a lighting bolt for example, set
1604     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1605     walls, this can be very useful for map-mechanisms. ]]>
1606     </use>
1607     <attribute arch="no_pick" value="1" type="fixed" />
1608     <attribute arch="slaying" editor="match name" type="string">
1609     &lt;match name&gt; specifies the name of the object we are looking for.
1610     Actually it does also check for the &lt;key string&gt; in key-objects,
1611     but for this case inventory checkers are often more powerful to use.
1612     </attribute>
1613     <attribute arch="connected" editor="connection" type="int">
1614     When the detector is triggered, all objects with the same
1615     connection value get activated.
1616     </attribute>
1617     <attribute arch="speed" editor="detection speed" type="float">
1618     This value defines the time between two detector-checks.
1619     If you want the detector to behave almost like pedestals/buttons,
1620     set speed rather high, like &lt;detection speed&gt; 1.0.
1621     </attribute>
1622 root 1.12 &speed_left;
1623     <attribute arch="speed_left" editor="speed left" type="float">
1624     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1625     If it is larger than 0, the detector checks, and the speed is decremented
1626     by 1.
1627     </attribute>
1628 root 1.1 </type>
1629    
1630     <!--####################################################################-->
1631     <type number="112" name="Director">
1632     <ignore>
1633     <ignore_list name="non_pickable" />
1634     </ignore>
1635     <description><![CDATA[
1636     Directors change the direction of spell objects and other projectiles
1637     that fly past. Unlike spinners, directors always move objects in the
1638     same direction. It does not make a difference from what angle you
1639     shoot into it.<br>
1640     Directors are visible per default. ]]>
1641     </description>
1642     <use><![CDATA[
1643     Directors are rarely used in maps. Sometimes they are placed to
1644     change the direction of spells coming out of magic walls,
1645     "channeling" spell-projectiles in some direction. When doing this,
1646     <B>never place directors facing each other with magic walls fireing
1647     into them!</B> The spell-projectiles bouncing between the directors
1648     would accumulate to huge numbers and at some point slow down the
1649     server by eating memory- and CPU-time.
1650     <br><br>
1651     You'd better not place directors in monster vs. player combat
1652     areas too much, because that freaks out wizard-type players. ]]>
1653     </use>
1654     <attribute arch="sp" editor="direction" type="list_direction">
1655     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1656     A director with direction &lt;none&gt; simply stops projectiles.
1657     (The latter works out a bit strange for some spells).
1658     </attribute>
1659 root 1.9 &move_on;
1660 root 1.1 </type>
1661    
1662     <!--####################################################################-->
1663     <type number="158" name="Disease">
1664     <ignore>
1665     <ignore_list name="system_object" />
1666     </ignore>
1667     <description><![CDATA[
1668 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1669 root 1.1 Once casted, they can spread out and infect creatures in a large
1670     area. Being infected can have various effects, from amusing farts
1671     to horrible damage - almost everything is possible. ]]>
1672     </description>
1673     <use><![CDATA[
1674     Diseases are extremely flexible and usable in a many ways.
1675     So far they are mostly used for causing bad, unwanted effects.
1676     You could just as well create a disease which helps the player
1677     (recharging mana for example).
1678     Infection with a "positive disease" could even be a quest reward. ]]>
1679     </use>
1680     <attribute arch="invisible" value="1" type="fixed" />
1681     <attribute arch="level" editor="plaque level" type="int">
1682     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1683     This mainly reflects in the &lt;damage&gt;. It has no effect on
1684     most other symptoms. Neverthless, it is a very important value for
1685     all damage-inflicting diseases.
1686     </attribute>
1687     <attribute arch="race" editor="infect race" type="string">
1688     The disease will only infect creatures of the specified &lt;race&gt;.
1689     "&lt;race&gt; *" means every creature can be infected.
1690     </attribute>
1691     <attribute arch="ac" editor="progressiveness" type="int">
1692     Every time the disease "moves" the severity of the symptoms are increased
1693     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1694     </attribute>
1695     <section name="spreading">
1696     <attribute arch="wc" editor="infectiosness" type="int">
1697     The &lt;infectiosness&gt; defines the chance of new creatures getting
1698     infected. If you set this too high, the disease is very likely to
1699     be too effective.
1700 root 1.3
1701 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1702     </attribute>
1703     <attribute arch="last_grace" editor="attenuation" type="int">
1704     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1705     everytime it infects someone new. This limits how many generations
1706     a disease can propagate.
1707     </attribute>
1708     <attribute arch="magic" editor="infection range" type="int">
1709     &lt;infection range&gt; sets the range at which infection may occur.
1710     If positive, the &lt;infection range&gt; is level dependant - If negative,
1711     it is not:
1712     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1713 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1714 root 1.1 </attribute>
1715     <attribute arch="maxhp" editor="persistence" type="int">
1716     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1717     The disease can "move" &lt;persistence&gt; times outside a host before it
1718     vanishes. A negative value means the disease lasts for permanent
1719     (which is only recommended to use in maps without monsters).
1720     </attribute>
1721     <attribute arch="maxgrace" editor="curing duration" type="int">
1722     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1723     (Assuming the host survives and doesn't use a curing spell).
1724     After this period the disease is naturally cured, which provides the
1725     host with immunity from this particular disease of lower or equal level.
1726 root 1.3
1727 root 1.1 A negative value means the disease can never be cured naturally.
1728 root 1.3
1729 root 1.1 Note that this value can be further modulated by spell-parameters,
1730     if the disease is registered as spell in the code. Due to that,
1731     most default diseases take a lot longer to cure than it seems.
1732     </attribute>
1733     <attribute arch="speed" editor="moving speed" type="float">
1734     The &lt;speed&gt; of the disease determines how fast the disease will
1735     "move", thus how fast the symptoms strike the host.
1736     </attribute>
1737 root 1.12 &speed_left;
1738 root 1.1 </section>
1739     <section name="symptoms">
1740     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1741     The disease will attack the host with the given &lt;attacktype&gt;.
1742     Godpower attacktype is commonly used for "unresistable" diseases.
1743     </attribute>
1744     <attribute arch="dam" editor="damage" type="int">
1745     A disease with a positive &lt;damage&gt; value will strike the player for that
1746     amount of damage every time the symptoms occur.
1747     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1748     the player's health is reduced by 10% every time the symptoms strike.
1749 root 1.3
1750 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1751     for players of all levels.
1752     </attribute>
1753     <attribute arch="other_arch" editor="create arch" type="string">
1754     If set, the specified arch is created and dropped every time the
1755     symptoms strike.
1756 root 1.3
1757 root 1.1 This can be various things: farts, body pieces, eggs ...
1758     Even monsters can be created that way. You could also make a
1759     disease where some exotic stuff like money/gems is created.
1760     </attribute>
1761     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1762     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1763     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1764     </attribute>
1765     <attribute arch="exp" editor="exp. for curing" type="int">
1766     When the player manages to cure this disease (with a curing spell),
1767     he is awarded with &lt;exp. for curing&gt; experience.
1768     </attribute>
1769     <attribute arch="maxsp" editor="mana depletion" type="int">
1770     Every time the disease "moves", the player's mana is
1771     reduced by the value of &lt;mana depletion&gt;.
1772     For negative values, a %-based amount is taken.
1773     </attribute>
1774     <attribute arch="last_eat" editor="food depletion" type="int">
1775     Every time the disease "moves", the player's food is
1776     reduced by the value of &lt;food depletion&gt;.
1777     For negative values, a %-based amount is taken.
1778     </attribute>
1779     <attribute arch="hp" editor="health regen." type="int">
1780     This value increases the player's healing rate.
1781     Negative values decrease it.
1782     </attribute>
1783     <attribute arch="sp" editor="mana regen." type="int">
1784     This value increases the player's rate of mana regeneration.
1785     Negative values decrease it.
1786     </attribute>
1787     </section>
1788     <section name="disability">
1789     <attribute arch="Str" editor="strength" type="int">
1790     The player's strength will rise by the given value
1791     while being infected. (Negative values make strength fall)
1792     </attribute>
1793     <attribute arch="Dex" editor="dexterity" type="int">
1794     The player's dexterity will rise by the given value
1795     while being infected. (Negative values make dexterity fall)
1796     </attribute>
1797     <attribute arch="Con" editor="constitution" type="int">
1798     The player's constitution will rise by the given value
1799     while being infected. (Negative values make constitution fall)
1800     </attribute>
1801     <attribute arch="Int" editor="intelligence" type="int">
1802     The player's intelligence will rise by the given value
1803     while being infected. (Negative values make intelligence fall)
1804     </attribute>
1805     <attribute arch="Pow" editor="power" type="int">
1806     The player's power will rise by the given value
1807     while being infected. (Negative values make power fall)
1808     </attribute>
1809     <attribute arch="Wis" editor="wisdom" type="int">
1810     The player's wisdom will rise by the given value
1811     while being infected. (Negative values make wisdom fall)
1812     </attribute>
1813     <attribute arch="Cha" editor="charisma" type="int">
1814     The player's charisma will rise by the given value
1815     while being infected. (Negative values make charisma fall)
1816     </attribute>
1817     </section>
1818     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1819     This text is displayed to the player every time the
1820     symptoms strike.
1821     </attribute>
1822     </type>
1823    
1824     <!--####################################################################-->
1825 root 1.3 <type number="23" name="Door">
1826     <ignore>
1827     <ignore_list name="non_pickable" />
1828     </ignore>
1829     <description><![CDATA[
1830     A door can be opened with a normal key. It also can be broken by attacking
1831     it, and it can be defeated with the lockpicking skill. If a door is
1832     defeated, horizontally and vertically adjacent doors are automatically
1833     removed. ]]>
1834     </description>
1835     <attribute arch="no_pick" value="1" type="fixed" />
1836     <attribute arch="alive" value="1" type="fixed" />
1837 root 1.9 &movement_types_terrain;
1838 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1839     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1840     </attribute>
1841     <attribute arch="ac" editor="armour class" type="int">
1842     Doors of high &lt;armour class&gt; are less likely to get hit.
1843     &lt;armour class&gt; can be considered the "counterpiece" to
1844     &lt;weapon class&gt;.
1845     </attribute>
1846     <attribute arch="other_arch" editor="drop arch" type="string">
1847     This string defines the object that will be created when the door was
1848     defeated.
1849     </attribute>
1850     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1851     This entry determines what kind of traps will appear in the door.
1852     </attribute>
1853 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1854     Set this flag to move treasure items created into the environment (map)
1855     instead of putting them into the object.
1856     </attribute>
1857 root 1.3 </type>
1858    
1859     <!--####################################################################-->
1860 root 1.1 <type number="83" name="Duplicator">
1861     <ignore>
1862     <ignore_list name="system_object" />
1863     </ignore>
1864     <description><![CDATA[
1865     When activated, a duplicator can duplicate, multiply or destroy a pile of
1866     objects which lies somewhere on top of the duplicator.
1867     The duplicator has one arch name specified as &lt;target arch&gt;,
1868     and only objects of this archetype can be affected.<br>
1869     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1870     If the latter is set to zero, it will destroy objects. ]]>
1871     </description>
1872     <use><![CDATA[
1873     I hope it is clear that one must be very cautious when inserting a duplicator
1874     anywhere with &lt;multiply factor&gt; greater than one.
1875     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1876     It is <b>not acceptable</b> to allow duplication of anything other than
1877     coins, gold and jewels. Besides, it is very important that the chance to
1878     loose the input matches the chance to earn winnings.<br>
1879     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1880     loosing rate of 2/3 = 67%. ]]>
1881     </use>
1882     <attribute arch="other_arch" editor="target arch" type="string">
1883 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1884     duplicated, multiplied or removed. All other objects will be ignored.
1885 root 1.1 </attribute>
1886     <attribute arch="level" editor="multiply factor" type="int">
1887     The number of items in the target pile will be multiplied by the
1888     &lt;multiply factor&gt;. If it is set to zero, all target objects
1889     will be destroyed.
1890     </attribute>
1891     <attribute arch="connected" editor="connection" type="int">
1892     An activator (lever, altar, button, etc) with matching connection value
1893     is able to trigger this duplicator. Be very careful that players cannot
1894     abuse it to create endless amounts of money or other valuable stuff!
1895     </attribute>
1896 elmex 1.16 &activate_on;
1897 root 1.1 </type>
1898    
1899     <!--####################################################################-->
1900     <type number="66" name="Exit">
1901     <ignore>
1902     <ignore_list name="non_pickable" />
1903     </ignore>
1904     <description><![CDATA[
1905     When the player applies an exit, he is transferred to a different location.
1906     (Monsters cannot use exits.) Depending on how it is set, the player applies
1907     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1908     the exit. ]]>
1909     </description>
1910     <use><![CDATA[
1911 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1912 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1913     detected with the show_invisible spell.
1914     <br><br>
1915     You can be quite creative with the outlook of secret exits (their "face").
1916     Don't forget to give the player relyable hints about them though. ]]>
1917     </use>
1918     <attribute arch="slaying" editor="exit path" type="string">
1919     The exit path defines the map that the player is transferred to.
1920     You can enter an absolute path, beginning with '/' (for example
1921     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1922     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1923     relative path "Fire1"). Use relative paths whenever possible! Note that
1924     upper/lower case must always be set correctly. However, please use lower
1925 root 1.3 case only.
1926 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1927     is on. If slaying is not set in an exit, the player will see a message like
1928     "the exit is closed".
1929     </attribute>
1930     <attribute arch="hp" editor="destination X" type="int">
1931     The exit destinations define the (x, y)-coordinates where the exit
1932     leads to.
1933     If both are set to zero, the player will be transferred to the "default
1934     enter location" of the destined map. The latter can be set in the map-
1935     properties as "Enter X/Y". Though, please DO NOT use that.
1936     It turned out to be a source for numerous map-bugs.
1937     </attribute>
1938     <attribute arch="sp" editor="destination Y" type="int">
1939     The exit destinations define the (x, y)-coordinates where the exit
1940     leads to.
1941     If both are set to zero, the player will be transferred to the "default
1942     enter location" of the destined map. The latter can be set in the map-
1943     properties as "Enter X/Y". Though, please DO NOT use that.
1944     It turned out to be a source for numerous map-bugs.
1945     </attribute>
1946 root 1.9 &move_on;
1947 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1948     If set, this message will be displayed to the player when he applies the exit.
1949     This is quite useful to throw in some "role-play feeling": "As you enter the
1950     dark cave you hear the sound of rustling dragonscales...". Well, my english
1951     is poor, but you get the point. =)
1952     </attribute>
1953 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
1954     If set, then players using this exit will have their savebed position
1955 root 1.26 set to the destination of the exit when passing through.
1956 root 1.1 </attribute>
1957     </type>
1958    
1959     <!--####################################################################-->
1960     <type number="72" name="Flesh">
1961     <description><![CDATA[
1962     Just like with food, the player can fill his stomache and gain a
1963     little health by eating flesh-objects. <br>
1964     For dragon players, flesh plays a very special role though: If the
1965     flesh has resistances set, a dragon player has a chance to gain resistance in
1966 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1967 root 1.1 Don't forget that flesh items with resistances have to be balanced
1968     according to map/monster difficulty. ]]>
1969     </description>
1970     <use><![CDATA[
1971     For dragon players, flesh items can be highly valuable. Note that many
1972     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1973     These flesh items "inherit" resistances and level from the monster they belong to.
1974     When you add special flesh items to the inventory of a monster, this is
1975     not the case - so you have to set it manually.
1976     <br><br>
1977     Generally adding special flesh-treaties for dragon players is a great thing
1978     to do. Always consider that dragon players might really not be interested
1979     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1980     out on the reward completely. ]]>
1981     </use>
1982     <attribute arch="food" editor="foodpoints" type="int">
1983     The player's stomache will get filled with this amount of foodpoints.
1984     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1985     </attribute>
1986     <attribute arch="level" editor="flesh level" type="int">
1987     The &lt;flesh level&gt; is not visible to the players and it affects only
1988     dragon players. Normally this value reflects the level of the monster
1989     from which the flesh item originates.
1990     Dragon players always search for flesh of highest level possible,
1991     because it bears the best chance to gain high resistances.
1992     </attribute>
1993     <attribute arch="startequip" editor="godgiven item" type="bool">
1994     A godgiven item vanishes as soon as the player
1995     drops it to the ground.
1996     </attribute>
1997 elmex 1.29 &resistances_flesh_section;
1998 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1999     This text may describe the item.
2000     </attribute>
2001     </type>
2002    
2003     <!--####################################################################-->
2004     <type number="0" name="Floor">
2005     <required>
2006     <attribute arch="is_floor" value="1" />
2007     <attribute arch="alive" value="0" />
2008     </required>
2009     <ignore>
2010     <ignore_list name="non_pickable" />
2011     </ignore>
2012     <description><![CDATA[
2013     Floor is a very basic thing whithout too much
2014     functionality. It's a floor - you stand on it. ]]>
2015     </description>
2016     <attribute arch="is_floor" value="1" type="fixed" />
2017     <attribute arch="no_pick" value="1" type="fixed" />
2018     <section name="terrain">
2019 root 1.9 &movement_types_terrain;
2020 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2021     This flag indicates this spot contains wood or high grass.
2022     Players with activated woodsman skill can move faster here.
2023     </attribute>
2024     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2025     This flag indicates this spot contains hills or large rocks.
2026     Players with activated mountaineer skill can move faster here.
2027     </attribute>
2028     </section>
2029     <attribute arch="no_magic" editor="no spells" type="bool">
2030     If enabled, it is impossible for players to use (wizard-)
2031     spells on that spot.
2032     </attribute>
2033     <attribute arch="damned" editor="no prayers" type="bool">
2034     If enabled, it is impossible for players to use prayers
2035     on that spot. It also prevents players from saving.
2036     </attribute>
2037     <attribute arch="unique" editor="unique map" type="bool">
2038     Unique floor means that any items dropped on that spot
2039     will be saved byond map reset. For permanent apartments,
2040     all floor tiles must be set &lt;unique map&gt;.
2041     </attribute>
2042     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2043     This text may describe the object.
2044     </attribute>
2045     </type>
2046    
2047     <!--####################################################################-->
2048     <type number="67" name="Floor (Encounter)">
2049     <ignore>
2050     <ignore_list name="non_pickable" />
2051     </ignore>
2052     <description><![CDATA[
2053     Encounter-Floor is pretty much the same as normal floor.
2054     Most outdoor floor/ground-arches are set to be "encounters".
2055     That is kind of a relict from former code: When walking over
2056     encounter-floor, players sometimes got beamed to little maps
2057     with monsters on them. Nowadays this feature is disabled -
2058     Hence encounter floor is not different from normal floor. ]]>
2059     </description>
2060     <attribute arch="is_floor" value="1" type="fixed" />
2061     <attribute arch="no_pick" value="1" type="fixed" />
2062     <section name="terrain">
2063 root 1.9 &movement_types_terrain;
2064 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2065     This flag indicates this spot contains wood or high grass.
2066     Players with activated woodsman skill can move faster here.
2067     </attribute>
2068     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2069     This flag indicates this spot contains hills or large rocks.
2070     Players with activated mountaineer skill can move faster here.
2071     </attribute>
2072     </section>
2073     <attribute arch="no_magic" editor="no spells" type="bool">
2074     If enabled, it is impossible for players to use (wizard-)
2075     spells on that spot.
2076     </attribute>
2077     <attribute arch="damned" editor="no prayers" type="bool">
2078     If enabled, it is impossible for players to use prayers
2079     on that spot. It also prevents players from saving.
2080     </attribute>
2081     <attribute arch="unique" editor="unique map" type="bool">
2082     Unique floor means that any items dropped on that spot
2083     will be saved byond map reset. For permanent apartments,
2084     all floor tiles must be set &lt;unique map&gt;.
2085     </attribute>
2086     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2087     This text may describe the object.
2088     </attribute>
2089     </type>
2090    
2091     <!--####################################################################-->
2092     <type number="6" name="Food">
2093     <description><![CDATA[
2094     By eating/drinking food-objects, the player can fill his
2095     stomache and gain a little health. ]]>
2096     </description>
2097     <attribute arch="food" editor="foodpoints" type="int">
2098     The player's stomache will get filled with this amount of foodpoints.
2099     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2100     </attribute>
2101     <attribute arch="startequip" editor="godgiven item" type="bool">
2102     A godgiven item vanishes as soon as the player
2103     drops it to the ground.
2104     </attribute>
2105     </type>
2106    
2107     <!--####################################################################-->
2108     <type number="91" name="Gate">
2109     <ignore>
2110     <ignore_list name="non_pickable" />
2111     </ignore>
2112     <description><![CDATA[
2113 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2114 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2115     or carrying special key-objects (-> inventory checker).
2116     Unlike locked doors, gates can get shut again after a player has
2117     passed, which makes them more practical in many cases. ]]>
2118     </description>
2119     <use><![CDATA[
2120     Use gates to divide your maps into seperated areas. After solving
2121     area A, the player gains access to area B, and so on. Make your
2122     maps more complex than "one-way". ]]>
2123     </use>
2124     <attribute arch="no_pick" value="1" type="fixed" />
2125 elmex 1.15 <attribute arch="speed" value="1" type="float">
2126     The speed of the gate affects how fast it is closing/opening.
2127     </attribute>
2128 root 1.1 <attribute arch="connected" editor="connection" type="int">
2129     Whenever the inventory checker is triggered, all objects with identical
2130     &lt;connection&gt; value get activated. This only makes sense together with
2131     &lt;blocking passage&gt; disabled.
2132     </attribute>
2133     <attribute arch="wc" editor="position state" type="int">
2134     The &lt;position state&gt; defines the position of the gate:
2135     Zero means completely open/down, the "number of animation-steps" (usually
2136     about 6 or 7) means completely closed/up state. I suggest you don't
2137     mess with this value - Leave the default in place.
2138     </attribute>
2139 root 1.9 &movement_types_terrain;
2140 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2141     Restricting the use of spells to pass this gate. This has
2142     an effect only if &lt;block view&gt; is disabled.
2143     </attribute>
2144     <attribute arch="damned" editor="restrict prayers" type="bool">
2145     Restricting the use of prayers to pass this door. This has
2146     an effect only if &lt;block view&gt; is disabled.
2147     </attribute>
2148     </type>
2149    
2150     <!--####################################################################-->
2151     <type number="113" name="Girdle">
2152     <import_type name="Amulet" />
2153     <description><![CDATA[
2154     Wearing a girdle, the object's stats will directly be inherited to
2155     the player. Girdles usually provide stats- or damage bonuses and no
2156     defense. ]]>
2157     </description>
2158     <use><![CDATA[
2159     Feel free to create your own special artifacts. However, it is very
2160     important that you keep your artifact in balance with existing maps. ]]>
2161     </use>
2162     <attribute arch="magic" editor="magic bonus" type="int">
2163     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2164     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2165     than direct armour-class bonus on the helmet.
2166 root 1.3
2167 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2168     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2169     &lt;magic bonus&gt; is pointless here.
2170     </attribute>
2171     </type>
2172    
2173     <!--####################################################################-->
2174     <type number="100" name="Gloves">
2175     <import_type name="Amulet" />
2176     <description><![CDATA[
2177     Wearing gloves, the object's stats will directly be inherited to
2178     the player. Gloves can add defense or damage bonuses. ]]>
2179     </description>
2180     <use><![CDATA[
2181     Feel free to create your own special artifacts. However, it is very
2182     important that you keep your artifact in balance with existing maps. ]]>
2183     </use>
2184     <attribute arch="magic" editor="magic bonus" type="int">
2185     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2186     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2187     will increase that.
2188     </attribute>
2189     </type>
2190    
2191     <!--####################################################################-->
2192     <type number="93" name="Handle">
2193     <ignore>
2194     <ignore_list name="non_pickable" />
2195     </ignore>
2196     <description><![CDATA[
2197     A handle can be applied by players and (certain) monsters.
2198     Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2199     </description>
2200     <use><![CDATA[
2201     Handles are commonly used to move gates. When placing your lever,
2202     don't forget that some monsters are able to apply it.
2203     The ability to apply levers is rare among monsters -
2204     but vampires can do it for example. ]]>
2205     </use>
2206     <attribute arch="no_pick" value="1" type="fixed" />
2207     <attribute arch="connected" editor="connection" type="int">
2208     Every time the handle is applied, all objects
2209     with the same &lt;connection&gt; value are activated.
2210     </attribute>
2211     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2212     This text may describe the item. You can use this
2213     message to explain the handle's purpose to the player.
2214     </attribute>
2215     </type>
2216    
2217     <!--####################################################################-->
2218     <type number="27" name="Handle Trigger">
2219     <import_type name="Handle" />
2220     <ignore>
2221     <ignore_list name="non_pickable" />
2222     </ignore>
2223     <description><![CDATA[
2224     Handle triggers are handles which reset after a short period
2225     of time. Every time it is either applied or reset, the
2226     &lt;connection&gt; value is triggered. ]]>
2227     </description>
2228     <use><![CDATA[
2229     When you connect an ordinary handle to a gate, the gate normally remains
2230     opened after the first player passed. If you want to keep the gate shut,
2231     connecting it to a handle trigger is an easy solution. ]]>
2232     </use>
2233     </type>
2234    
2235     <!--####################################################################-->
2236     <type number="88" name="Hazard Floor">
2237     <required>
2238     <attribute arch="is_floor" value="1" />
2239     </required>
2240     <ignore>
2241     <ignore_list name="non_pickable" />
2242     </ignore>
2243     <description><![CDATA[
2244     The best example for Hazard Floor is lava. It works like standard
2245     floor, but damages all creatures standing on it.
2246     Damage is taken in regular time intervals. ]]>
2247     </description>
2248     <use><![CDATA[
2249     The default lava for example does minor damage. But you can turn
2250     it up so that your hazard floor poses a real threat.<br>
2251     Like magic walls, such floors add a permanent thrill to your map.
2252     You can use that to safely chase off too-weak players, or just
2253     to have something different. ]]>
2254     </use>
2255     <attribute arch="is_floor" value="1" type="fixed" />
2256     <attribute arch="lifesave" value="1" type="fixed" />
2257 root 1.9 &move_on;
2258 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2259     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2260     This attribute specifys the attacktypes that this floor uses to
2261     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2262     If you want a real tough hazard floor, add more than just one attacktype.
2263     </attribute>
2264     <attribute arch="dam" editor="base damage" type="int">
2265     The &lt;base damage&gt; defines how much damage is inflicted to the
2266     victim per hit. The final damage is influenced by several other
2267     factors like the victim's resistance and level.
2268     </attribute>
2269     <attribute arch="wc" editor="weaponclass" type="int">
2270     &lt;weapon class&gt; improves the chance of hitting the victim.
2271     Lower values are better.
2272     Usually, hazard floors like lava are supposed to hit the
2273     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2274     to something like -30.
2275     </attribute>
2276     <attribute arch="level" editor="attack level" type="int">
2277     I guess this value is supposed to work similar to monster levels.
2278     But in fact, it does not seem to have an effect. Set any non-zero
2279     value to be on the safe side.
2280     </attribute>
2281     <section name="terrain">
2282 root 1.9 &movement_types_terrain;
2283 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2284     This flag indicates this spot contains wood or high grass.
2285     Players with activated woodsman skill can move faster here.
2286     </attribute>
2287     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2288     This flag indicates this spot contains hills or large rocks.
2289     Players with activated mountaineer skill can move faster here.
2290     </attribute>
2291     </section>
2292     <attribute arch="no_magic" editor="no spells" type="bool">
2293     If enabled, it is impossible for players to use (wizard-)
2294     spells on that spot.
2295     </attribute>
2296     <attribute arch="damned" editor="no prayers" type="bool">
2297     If enabled, it is impossible for players to use prayers
2298     on that spot. It also prevents players from saving.
2299     </attribute>
2300     <attribute arch="unique" editor="unique map" type="bool">
2301     Unique floor means that any items dropped on that spot
2302     will be saved byond map reset. For permanent apartments,
2303     all floor tiles must be set &lt;unique map&gt;.
2304     </attribute>
2305     </type>
2306    
2307     <!--####################################################################-->
2308     <type number="34" name="Helmet">
2309     <import_type name="Amulet" />
2310     <description><![CDATA[
2311     Wearing a helmet, the object's stats will directly be inherited to
2312     the player. Normal helmets usually increase defense, while crowns
2313     add more special bonuses like stats/resistances paired with
2314     low defense. ]]>
2315     </description>
2316     <use><![CDATA[
2317     Feel free to create your own special artifacts. However, it is very
2318     important that you keep your artifact in balance with existing maps. ]]>
2319     </use>
2320     <attribute arch="magic" editor="magic bonus" type="int">
2321     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2322     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2323     than direct armour-class bonus on the helmet.
2324 root 1.3
2325 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2326     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2327     Crowns for instance typically provide no &lt;amour class&gt;.
2328     </attribute>
2329     </type>
2330    
2331     <!--####################################################################-->
2332     <type number="56" name="Holy Altar">
2333     <ignore>
2334     <ignore_list name="non_pickable" />
2335     </ignore>
2336     <description><![CDATA[
2337     Holy_altars are altars for the various religions. Praying
2338     at a Holy_altar will make you a follower of that god, and
2339     if you already follow that god, you may get some extra bonus. ]]>
2340     </description>
2341     <attribute arch="no_pick" value="1" type="fixed" />
2342     <attribute arch="other_arch" editor="god name" type="string">
2343     The altar belongs to the god of the given name. Possible options for
2344     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2345 root 1.3 Gorokh, Valriel and Sorig.
2346    
2347 root 1.1 If you want to have an unconsecrated altar, set
2348     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2349     </attribute>
2350     <attribute arch="level" editor="reconsecrate level" type="int">
2351     To re-consecrate an altar, the player's wisdom level must be as
2352     high or higher than this value. In that way, some altars can not
2353 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2354    
2355 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2356 root 1.1 Some characters might need those altars, they would be very unhappy to
2357     see them re-consecrated to another cult.
2358     </attribute>
2359     </type>
2360    
2361     <!--####################################################################-->
2362     <type number="35" name="Horn">
2363     <ignore>
2364     <attribute arch="title" />
2365     </ignore>
2366     <description><![CDATA[
2367     Horns are very similar to rods. The difference is that horns regenerate
2368     spellpoints faster and thus are more valuable than rods.
2369     <br><br>
2370     A horn contains a spell. The player can use this spell by applying and
2371     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2372     used endlessly. ]]>
2373     </description>
2374     <use><![CDATA[
2375     Horns are powerful due to their fast recharge rate. They should
2376     never contain high level attacking spells. Even curing/healing spells
2377     are almost too good on a horn. ]]>
2378     </use>
2379     <attribute arch="sp" editor="spell" type="spell">
2380     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2381     horns to players, since they can be used endlessly without any mana cost!
2382     Horns with heal/ restoration/ protection spells, IF available, MUST be
2383     very very VERY hard to get!
2384     </attribute>
2385     <attribute arch="level" editor="casting level" type="int">
2386     The casting level of the &lt;spell&gt; determines it's power.
2387     For attack spells, level should not be set too high.
2388     </attribute>
2389     <attribute arch="hp" editor="initial spellpoints" type="int">
2390     This value represents the initial amount of spellpoints in the horn.
2391     Naturally, this is quite unimportant.
2392     </attribute>
2393     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2394     When the horn is fully charged up, it will hold this maximum amount of
2395     spellpoints. Make sure it is enough to cast the contained spell at least
2396     once. But don't set the value too high, as that might make the horn way
2397     too effective.
2398     </attribute>
2399     <attribute arch="startequip" editor="godgiven item" type="bool">
2400     A godgiven item vanishes as soon as the player
2401     drops it to the ground.
2402     </attribute>
2403     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2404     This text may contain a description of the horn.
2405     </attribute>
2406     </type>
2407    
2408     <!--####################################################################-->
2409     <type number="73" name="Inorganic">
2410     <description><![CDATA[
2411     Inorganic materials are generally used as ingredients for
2412     alchemical receipes. By themselves, they have no special
2413     functionalities. ]]>
2414     </description>
2415     <attribute arch="is_dust" editor="is dust" type="bool">
2416     </attribute>
2417 elmex 1.29 &resistances_basic;
2418 root 1.1 </type>
2419    
2420     <!--####################################################################-->
2421     <type number="64" name="Inventory Checker">
2422     <ignore>
2423     <ignore_list name="system_object" />
2424     </ignore>
2425     <description><![CDATA[
2426     Inventory checkers passively check the players inventory for a
2427     specific object. You can set a connected value that is triggered
2428     either if that object is present or missing (-&gt; "last_sp") when a
2429     player walks over the inv. checker. A valid option is to remove the
2430     matching object (usually not recommended, see "last_heal").
2431     <br><br>
2432     Alternatively, you can set your inv. checker to block all players
2433 root 1.9 that do/don't carry the matching object.
2434 root 1.1 <br><br>
2435     As you can see, inv. checkers are quite powerful, holding a
2436     great variety of possibilities. ]]>
2437     </description>
2438     <use><![CDATA[
2439     Putting a check_inventory space in front of a gate (one below) and
2440     one on the opposite side works reasonably well as a control mechanism.
2441     Unlike the key/door-combo, this one works infinite since it is
2442     independant from map reset. Use it to put a "structure" into your
2443     maps: Player must solve area A to gain access to area B. This concept
2444     can be found in nearly every RPG - simple but effective. ]]>
2445     </use>
2446     <attribute arch="no_pick" value="1" type="fixed" />
2447     <attribute arch="slaying" editor="match key string" type="string">
2448     This string specifies the object we are looking for: We have a match
2449     if the player does/don't carry a key object or a mark with identical
2450     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2451     this context. A typical example is the city gate mechanism of scorn.
2452     </attribute>
2453     <attribute arch="race" editor="match arch name" type="string">
2454     This string specifies the object we are looking for: We have a match
2455     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2456     </attribute>
2457     <attribute arch="hp" editor="match type" type="int">
2458     This value specifies the object we are looking for: We have a match
2459 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2460    
2461 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2462     enabled. Now you have an inv. checker blocking all players that carry any
2463     kind of melee weapon. To pass, a player is forced to leave behind all
2464     his weaponry... bad news for a warrior. ;)
2465     </attribute>
2466     <attribute arch="last_sp" editor="match = having" type="bool">
2467     Enabled means having that object is a match.
2468     Disabled means not having that object is a match.
2469     </attribute>
2470     <attribute arch="connected" editor="connection" type="int">
2471     Whenever the inventory checker is triggered, all objects with identical
2472     &lt;connection&gt; value get activated. This only makes sense together with
2473     &lt;blocking passage&gt; disabled.
2474     </attribute>
2475 root 1.9 &movement_types_terrain;
2476 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2477     &lt;remove match&gt; means remove object if found. Setting this is usually not
2478     recommended because inv. checkers are in general invisible. So, unlike
2479     for altars/ locked doors, the player won't expect to lose an object when
2480 root 1.3 walking over that square. And he doesn't even get a message either.
2481    
2482 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2483     to inform the player what's going on!
2484     </attribute>
2485     </type>
2486    
2487     <!--####################################################################-->
2488 root 1.2 <type number="163" name="Item Transformer">
2489     <description><![CDATA[
2490     An item transformer is simply applied, after having marked a 'victim'
2491     item. If the victim is suitable, it will be transformed into something
2492     else.]]>
2493     </description>
2494     <use><![CDATA[
2495     To make an item transformable, you just have to fill the 'slaying' field.
2496     The syntax is:
2497     <br>
2498     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2499     <br>
2500     with [] denoting optional part, and * any number of preceding [].
2501     'new_item' must be the name of an existing archetype.
2502     <br><br>
2503     Example, for object apple: slaying knife:2 half_apple
2504     <br><br>
2505     This means that, when applying a knife (should be an Item Transformer),
2506     one 'apple' will be transformed into 2 'half_apple'.]]>
2507     </use>
2508     <attribute arch="food" editor="number of uses" type="int">
2509     &lt;number of uses&gt; controls how many times the item transformer can
2510     be used. The value 0 means "unlimited"
2511     </attribute>
2512     <attribute arch="slaying" editor="verb" type="string">
2513     Contains the verb that is used to construct a message to the player
2514     applying the item transformer.
2515     </attribute>
2516     <attribute arch="startequip" editor="godgiven item" type="bool">
2517     A godgiven item vanishes as soon as the player
2518     drops it to the ground.
2519     </attribute>
2520     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2521     This text may contain a description of the item transformer.
2522     </attribute>
2523     </type>
2524    
2525     <!--####################################################################-->
2526 root 1.1 <type number="60" name="Jewel">
2527     <description><![CDATA[
2528     Items of the type Gold &amp; Jewels are handled like a currency.
2529     Unlike for any other type of item, in shops, the buy- and selling
2530     prices differ only marginally. ]]>
2531     </description>
2532     <attribute arch="race" value="gold and jewels" type="fixed" />
2533     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2534     This text may describe the object.
2535     </attribute>
2536     </type>
2537    
2538     <!--####################################################################-->
2539 root 1.3 <type number="24" name="Key">
2540     <description><![CDATA[
2541     When carrying a key, a normal door can be opened. The key will
2542     disappear. ]]>
2543     </description>
2544     <attribute arch="startequip" editor="godgiven item" type="bool">
2545     A godgiven item vanishes as soon as the player
2546     drops it to the ground.
2547     </attribute>
2548     </type>
2549    
2550     <!--####################################################################-->
2551 root 1.1 <type number="20" name="Locked Door">
2552     <ignore>
2553     <ignore_list name="non_pickable" />
2554     </ignore>
2555     <description><![CDATA[
2556     A locked door can be opened only when carrying
2557     the appropriate special key. ]]>
2558     </description>
2559     <use><![CDATA[
2560     If you want to create a locked door that cannot be opened (no key),
2561     set a &lt;key string&gt; like "no_key_available". This will clearify things
2562 root 1.3 and only a fool would create a key matching that string.
2563    
2564 root 1.1 Door-objects can not only be used for "doors". In many maps these
2565     are used with all kinds of faces/names, especially often as
2566     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2567     There you have magic forces (door objects) put under certain artifact
2568     items. To get your hands on the artifacts, you need to bring up the
2569     appropriate quest items (key objects). ]]>
2570     </use>
2571 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2572 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2573     <attribute arch="slaying" editor="key string" type="string">
2574     The &lt;key string&gt; in the door must be identical with the
2575     &lt;key string&gt; in the special key, then the door is unlocked.
2576     It is VERY important to set the &lt;key string&gt; to something that
2577 root 1.32 is unique among the Deliantra mapset.
2578 root 1.3
2579 root 1.1 DONT EVER USE the default string "set_individual_value".
2580     </attribute>
2581     <attribute arch="no_magic" editor="restrict spells" type="bool">
2582     Restricting the use of spells to pass this door.
2583     This should be set in most cases.
2584     (Don't forget that the spell "dimension door" is easily
2585     available at about wisdom level 10).
2586     </attribute>
2587     <attribute arch="damned" editor="restrict prayers" type="bool">
2588     Restricting the use of prayers to pass this door.
2589     This should be set in most cases.
2590     </attribute>
2591     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2592     When a player is trying to open the door without carrying the
2593     appropriate key, this text is displayed to the player. This is
2594     a good opportunity to place hints about the special key needed
2595     to unlock the door.
2596     </attribute>
2597     </type>
2598    
2599     <!--####################################################################-->
2600     <type number="29" name="Magic Ear">
2601     <ignore>
2602     <ignore_list name="system_object" />
2603     </ignore>
2604     <description><![CDATA[
2605     Magic_ears trigger a connected value
2606     when the player speaks a specific keyword. ]]>
2607     </description>
2608     <use><![CDATA[
2609     Whenever you put magic_ears on your maps, make sure there are
2610     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2611     something like a gate that is opened by speaking "open" or
2612     "sesame", expecting the player to figure this out all by himself.
2613     <br><br>
2614     Magic_ears are typically used for interaction with NPCs. You
2615     can create the impression that the NPC actually *does* something
2616     according to his conversation with a player. Mostly this means
2617     opening a gate or handing out some item, but you could be quite
2618     creative here. ]]>
2619     </use>
2620     <attribute arch="no_pick" value="1" type="fixed" />
2621     <attribute arch="connected" editor="connection" type="int">
2622     The Magic_ear will trigger all objects with the
2623     same connection value, every time it is activated.
2624     </attribute>
2625     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2626     This textfield contains the keyword-matching-syntax. The text should
2627     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2628     Any number of keywords from one to infinite is allowed. Make sure
2629     they are seperated by a '|'.
2630 root 1.3
2631 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2632     value will be triggerd when the player speaks any of the given
2633     keywords within a two-square radius. IMPORTANT: Upper/lower case
2634     does not make a difference!
2635     </attribute>
2636     </type>
2637    
2638     <!--####################################################################-->
2639     <type number="62" name="Magic Wall">
2640     <ignore>
2641     <ignore_list name="non_pickable" />
2642     </ignore>
2643     <description><![CDATA[
2644     Magic walls fire spells in a given direction, in regular intervals.
2645     Magic walls can contain any spell. However, some spells do not
2646     operate very successfully in them. The only way to know is to test
2647     the spell you want to use with a wall.
2648     <br><br>
2649     Several types of magical walls are predefined for you in the
2650     archetypes, and can be found on the "connected" Pickmap. ]]>
2651     </description>
2652     <use><![CDATA[
2653     Spellcasting walls pose an interesting alternative to monsters.
2654     Usually they are set to be undestroyable. Thus, while monsters
2655     in a map can be cleared out, the magic walls remain. Low level
2656     characters for example will not be able to pass through their
2657     spell-area, hence they cannot loot a map that a high level character
2658     might have cleared out.
2659     <br><br>
2660     Another point of magic walls is that if the player dies, he has to face
2661     them all again. Magic walls can add a kind of "permanent thrill" to
2662     your maps.
2663     <br><br>
2664     Be careful that your magic walls don't kill the monsters on a map. If
2665     placing monsters, eventually take ones that are immune to the
2666     walls' spell(s).
2667     <br><br>
2668     It is possible to make walls rotate when triggered. But that is so
2669     confusing (and useless IMHO) that I did not mention it above. You
2670     can find a working example on the map
2671     "/pup_land/castle_eureca/castle_eureca8". ]]>
2672     </use>
2673     <attribute arch="dam" editor="spell" type="spell">
2674     The magic wall will cast this &lt;spell&gt;.
2675     </attribute>
2676     <attribute arch="level" editor="spell level" type="int">
2677     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2678     walls cast spells at minimal strength. "level 100" walls cast deadly
2679     spells. Arch default is level 1 - you should always set this value
2680     to meet the overall difficulty of your map.
2681     </attribute>
2682     <attribute arch="connected" editor="connection" type="int">
2683     Every time the &lt;connection&gt; value is triggered, the wall will cast
2684     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2685     have much visible effect.
2686     </attribute>
2687 elmex 1.16 &activate_on;
2688 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2689     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2690     You can fine-tune how long the duration between two casts shall
2691     be. If you want to create a wall that can be activated (cast per
2692     trigger) via connected lever/button/etc, you must set "speed 0".
2693     </attribute>
2694 root 1.12 &speed_left;
2695 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2696     The magic wall will cast it's spells always in the specified
2697     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2698     always fire in a random direction.
2699     </attribute>
2700 root 1.9 &movement_types_terrain;
2701 root 1.1 <section name="destroyable">
2702     <attribute arch="alive" editor="is destroyable" type="bool">
2703     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2704     destroyed by the player. If disabled, all other attributes on
2705     this tab, as well as resistances, are meaningless.
2706     </attribute>
2707     <attribute arch="hp" editor="hitpoints" type="int">
2708     The more &lt;hitpoints&gt; the wall has, the longer
2709     it takes to be destroyed.
2710     </attribute>
2711     <attribute arch="maxhp" editor="max hitpoints" type="int">
2712     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2713     can have. This only makes sense if the wall can regain health.
2714     </attribute>
2715     <attribute arch="ac" editor="armour class" type="int">
2716     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2717     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2718     to &lt;weapon class&gt;.
2719     </attribute>
2720     </section>
2721 elmex 1.29 &resistances_basic;
2722 root 1.1 </type>
2723    
2724     <!--####################################################################-->
2725     <type number="55" name="Marker">
2726     <ignore>
2727     <ignore_list name="system_object" />
2728     </ignore>
2729     <description><![CDATA[
2730     A marker is an object that inserts an invisible force (a mark) into a
2731     player stepping on it. This force does nothing except containing a
2732     &lt;key string&gt; which can be discovered by detectors or inventory
2733     checkers. It is also possible to use markers for removing marks again.
2734     <br><br>
2735     Note that the player has no possibility to "see" his own marks,
2736     except by the effect that they cause on the maps. ]]>
2737     </description>
2738     <use><![CDATA[
2739     Markers hold real cool possibilities for map-making. I encourage
2740     you to use them frequently. However there is one negative point
2741     about markers: Players don't "see" what's going on with them. It is
2742     your task, as map-creator, to make sure the player is always well
2743     informed and never confused.
2744     <br><br>
2745     Please avoid infinite markers when they aren't needed. They're
2746     using a little space in the player file after all, so if there
2747     is no real purpose, set an expire time. ]]>
2748     </use>
2749     <attribute arch="no_pick" value="1" type="fixed" />
2750     <attribute arch="slaying" editor="key string" type="string">
2751     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2752     If the player already has a force with that &lt;key string&gt;,
2753     there won't be inserted a second one.
2754     </attribute>
2755     <attribute arch="connected" editor="connection" type="int">
2756     When the detector is triggered, all objects with the same
2757     connection value get activated.
2758     </attribute>
2759     <attribute arch="speed" editor="marking speed" type="float">
2760     The &lt;marking speed&gt; defines how quickly it will mark something
2761     standing on the marker. Set this value rather high to make
2762     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2763     should do fine.
2764     </attribute>
2765 root 1.12 &speed_left;
2766 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2767     This value defines the duration of the force it inserts.
2768     If nonzero, the duration of the player's mark is finite:
2769     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2770     means the mark will stay on the player forever.
2771     </attribute>
2772     <attribute arch="name" editor="delete mark" type="string">
2773     When the player steps onto the marker, all existing forces in
2774     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2775     will be removed. If you don't want to remove any marks, leave
2776 root 1.3 this textfield empty.
2777    
2778 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2779     this marker. So don't be confused, and remember changing the
2780     name will take effect on the marker's functionality.
2781     </attribute>
2782     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2783     In the moment when the player gets marked, this text is displayed
2784     to him. You should really set a message in any marker you create,
2785     because it's the only way for the player to notice what's going on.
2786     </attribute>
2787     </type>
2788 root 1.3
2789 root 1.1 <!--####################################################################-->
2790 root 1.3 <type number="36" name="Money">
2791 root 1.2 <ignore>
2792 root 1.3 <attribute arch="unpaid" />
2793 root 1.2 </ignore>
2794     <description><![CDATA[
2795 root 1.3 Items of the type Money are handled as currency.
2796     Money cannot be sold/bought in shops. When money is dropped
2797     in a shop, it stays the same.<br>
2798     When a player picks an item from a shop and attempts to
2799     walk over the shop mat, the item's selling-price is automatically
2800     subtracted from the player's money.
2801     <br><br>
2802     For money, always use the default arches.
2803     Don't modify them. ]]>
2804 root 1.2 </description>
2805 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2806 root 1.2 </type>
2807    
2808     <!--####################################################################-->
2809 root 1.3 <type number="0" name="Monster &amp; NPC">
2810     <required>
2811     <attribute arch="is_floor" value="0" />
2812     <attribute arch="alive" value="1" />
2813     <attribute arch="tear_down" value="0" />
2814     </required>
2815 root 1.1 <ignore>
2816 root 1.3 <attribute arch="material" />
2817     <attribute arch="name_pl" />
2818 root 1.1 <attribute arch="nrof" />
2819     <attribute arch="value" />
2820     <attribute arch="unpaid" />
2821     </ignore>
2822     <description><![CDATA[
2823     Monsters can behave in various kinds of ways.
2824     They can be aggressive, attacking the player. Or peaceful,
2825     helping the player - maybe joining him as pet.
2826     The unagressive creatures who communicate with players are
2827     usually called "NPCs" (Non Player Character), a well-known
2828     term in role-play environments. ]]>
2829     </description>
2830     <use><![CDATA[
2831     Monsters play a central role in most maps. Choosing the right
2832     combination of monsters for your map is vital:
2833     <UL>
2834     <LI> Place only monsters of slightly varying (increasing) strength.
2835     It's no fun to play for two hours just to find out the last
2836     monster is unbeatable. Similar, it's not exciting to fight orcs
2837     after passing a room of dragons.<br>
2838     This rule applies only for linear maps (one room after the other),
2839     with treasure at the end. You can sprinkle the treasure around,
2840 root 1.3 or make non-linear maps - That is often more entertaining.
2841 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2842     Balrogs, Dragonmen and the likes should be at the end of a quest,
2843 root 1.3 not at the beginning.
2844 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2845     Fire- and cold dragons in one room for example is a bad idea.
2846     By weakening and killing each other they are easy prey for players,
2847     not worth the experience they hold.
2848     <LI> Create your own monsters, especially for "boss"-type monsters.
2849     Having stage-bosses guarding treasure is a lot of fun when done right.
2850     Avoid to create monsters with completely non-intuitive abilities:
2851     Don't give ice-spells to firedragons or vice versa. Don't add
2852     draining attack to trolls, etc. Additionally, you should inform the
2853     player before he bumps right into some very special/unusual monster.
2854     <LI> Last but not least: Always keep an eye on the experience your monsters
2855     hold. Design your maps in a way that high experience
2856     is always well-defended. Don't make large rooms full with only one kind
2857     of monster. Keep in mind the different abilities/techniques players
2858     can use.
2859     </UL>
2860     I know it's impossible to make the perfectly balanced map. There's always
2861     some part which is found too easy or too hard for a certain kind of player.
2862     Just give it your best shot. And listen to feedback from players if you
2863     receive some. :-) ]]>
2864     </use>
2865     <attribute arch="alive" value="1" type="fixed" />
2866     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2867     When the monster is killed, items from the treasurelist will
2868     drop to the ground. This is a common way to reward players
2869     for killing (masses of) monsters.
2870 root 1.3
2871 root 1.1 Note that you can always put items into the monster's
2872     inventory. Those will drop-at-kill just like the stuff
2873     from the &lt;treasurelist&gt;.
2874     </attribute>
2875 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2876     Set this flag to move treasure items created into the environment (map)
2877     instead of putting them into the object.
2878     </attribute>
2879 root 1.1 <attribute arch="level" editor="level" type="int">
2880     A monster's &lt;level&gt; is the most important attribute.
2881     &lt;level&gt; affects the power of a monster in various ways.
2882     </attribute>
2883     <attribute arch="race" editor="race" type="string">
2884 root 1.12 Every monster should have a race set to categorize it.
2885 root 1.1 The monster's &lt;race&gt; can have different effects:
2886     Slaying weapons inflict tripple damage against enemy races
2887     and holy word kills only enemy races of the god.
2888     </attribute>
2889     <attribute arch="exp" editor="experience" type="int">
2890     When a player kills this monster, he will get exactly this
2891     amount of &lt;experience&gt;. The experience will flow into
2892 root 1.12 the skill-category the player used for the kill.
2893 root 1.3
2894 root 1.1 If you create special monsters of tweaked strenght/abilities,
2895     always make sure that the &lt;experience&gt; is set to a
2896     reasonable value. Compare with existing arches to get a feeling
2897     what reasonable means. Keep in mind that spellcasting monsters
2898     are a lot harder to kill than non-spellcasters!
2899     </attribute>
2900     <attribute arch="speed" editor="speed" type="float">
2901     The &lt;speed&gt; determines how fast a monster will both move
2902     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2903     </attribute>
2904 root 1.12 &speed_left;
2905 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2906     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2907     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2908     can be set to any valid arch-name of a monster. Multipart monster
2909     should not be used.
2910     </attribute>
2911     <attribute arch="generator" editor="multiply" type="bool">
2912     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2913     every once in a while. Mice are a good example for this effect.
2914     If enabled, you must also set &lt;breed monster&gt; or check
2915     &lt;template generation&gt; and put other monsters in the inventory.
2916     </attribute>
2917     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2918     This only takes effect if &lt;multiply&gt; is enabled. The monster
2919     will create a new monster every once in a while by duplicating it's inventory.
2920     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2921     Each time the monster need to generate an object, it will be
2922     a randomly chosen item from the inventory. When generator is destroyed,
2923 root 1.3 inventory is destroyed.
2924 root 1.1 </attribute>
2925 root 1.9 &move_type;
2926 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2927     Several spells only affect undead monsters:
2928     turn undead, banish undead, holy word, etc.
2929     </attribute>
2930     <attribute arch="carrying" editor="carries weight" type="int">
2931     If a monster has something in the inventory, this
2932     value can be set to reflect the slowdown due to
2933     the carried weight.
2934     </attribute>
2935 root 1.24 <attribute arch="precious" editor="precious" type="bool">
2936 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
2937 root 1.24 it should not be lightly destroyed. This is most useful on pets and
2938     keeps the server from destroying them on destroy_pets/monster floors
2939     and will try to save them when the player logs out.
2940     </attribute>
2941 root 1.3
2942 root 1.1 <section name="melee">
2943     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2944     This number is a bitmask, specifying the monster's attacktypes
2945     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2946     Strong monsters often have more than just physical attacktype.
2947 root 1.3
2948 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2949     as much damage as the "best" of it's attacktypes does. So, the more
2950     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2951     somehow exceptions.
2952     </attribute>
2953     <attribute arch="dam" editor="damage" type="int">
2954     Among other parameters, &lt;damage&gt; affects how much melee damage
2955     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2956     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2957     take effect on the melee damage of a monster.
2958     </attribute>
2959     <attribute arch="wc" editor="weapon class" type="int">
2960     Monsters of high &lt;weapon class&gt; are more likely to really hit
2961     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2962     to &lt;armour class&gt;.
2963     </attribute>
2964     <attribute arch="hp" editor="health points" type="int">
2965     The &lt;health points&gt; of a monster define how long it takes to
2966     kill it. With every successful hit from an opponent, &lt;health points&gt;
2967     get drained - The monster dies by zero &lt;health points&gt;.
2968     </attribute>
2969     <attribute arch="maxhp" editor="max health" type="int">
2970     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2971     monster can have.
2972     </attribute>
2973     <attribute arch="ac" editor="armour class" type="int">
2974     Monsters of low &lt;armour class&gt; are less likely to get hit from
2975     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2976     to &lt;weapon class&gt;.
2977     Values typically range between +20 (very bad) to -20 (quite good).
2978     </attribute>
2979     <attribute arch="Con" editor="healing rate" type="int">
2980 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2981     healing rate is independent of &lt;speed&gt;.
2982 root 1.1 </attribute>
2983     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2984     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2985     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2986     bounce off.
2987     </attribute>
2988     <attribute arch="hitback" editor="hitback" type="bool">
2989     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2990     to the amount of damage the *attacker* inflicted. This damage
2991     is additional to the regular melee damage of the monster.
2992     As far as I know, hitback uses acid attacktype, and it only takes
2993     effect if the monster actually has acid attacktype at it's disposal.
2994     Acid spheres for example use this feature.
2995     </attribute>
2996     <attribute arch="one_hit" editor="one hit only" type="bool">
2997     Monsters with &lt;one hit only&gt; dissapear after one successful hit
2998     to a player.
2999     </attribute>
3000     </section>
3001 root 1.3
3002 root 1.1 <section name="spellcraft">
3003     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3004     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3005     Only wands/rods/etc can be used, given the appropriate abilities.
3006     </attribute>
3007     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3008     A monster with this flag has the ability to &lt;reflect spells&gt;,
3009     all kinds of spell-bullets and -beams will bounce off.
3010 root 1.3
3011 root 1.1 Generally this flag should not be set because it puts
3012     wizard-type players at an unfair disadvantage.
3013     </attribute>
3014     <attribute arch="sp" editor="spellpoints" type="int">
3015     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3016     them for both wizard- and prayer-spells. However, this value defines
3017     only the amount of *initial* spellpoints the monster starts with.
3018     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3019     and &lt;spellpoint regen.&gt; are more important than just initial
3020     &lt;spellpoints&gt;.
3021     </attribute>
3022     <attribute arch="maxsp" editor="max spellpoints" type="int">
3023     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3024     can hold. Setting this to high values has little effect unless
3025     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3026     "regenerate mana" at it's disposal.
3027     </attribute>
3028     <attribute arch="Pow" editor="spellpoint regen." type="int">
3029 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3030     spellpoint regeneration rate is independent of &lt;speed&gt;.
3031 root 1.3
3032 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3033     regeneration is most important. If your monster is still not casting
3034     fast enough, give it the spell-ability of "regenerate mana".
3035     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3036     </attribute>
3037     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3038     Click on the &lt;attuned paths&gt; button to select spellpaths.
3039     The creature will get attuned to the specified spellpaths.
3040     </attribute>
3041     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3042     Click on the &lt;repelled paths&gt; button to select spellpaths.
3043     The creature will get repelled to the specified spellpaths.
3044     </attribute>
3045     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3046     Click on the &lt;denied paths&gt; button to select spellpaths.
3047     The creature won't be able to cast spells of the specified paths.
3048     </attribute>
3049     </section>
3050 root 1.3
3051 root 1.1 <section name="ability">
3052     <attribute arch="Int" editor="detect hidden" type="int">
3053     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3054     hidden/invisible creatures. Higher values make for better
3055     detection-skills. Enabling &lt;see invisible&gt; makes this value
3056     obsolete.
3057     </attribute>
3058     <attribute arch="see_invisible" editor="see invisible" type="bool">
3059     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3060     with by invisible or hiding players. This flag is a must-have
3061     for high-level monsters. When a monster is unable to detect
3062     invisible players, it can be killed without fighting back.
3063     </attribute>
3064     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3065     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3066     by spells of darkness or dark maps. This flag is a "should-have"
3067     for high-level monsters. When a monster is unable to see in
3068     darkness, players can cast darkness and sneak around it safely.
3069     </attribute>
3070     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3071     Monster is able to wield weapon type objects.
3072     </attribute>
3073     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3074     Monster is able to use missile-weapon type objects.
3075     </attribute>
3076     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3077     Monster is able to wear protective equipment like brestplate
3078     armour, shields, helmets etc.
3079     </attribute>
3080     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3081     Monster is able to wear rings.
3082     </attribute>
3083     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3084     Monster is able to use wands and staves.
3085     </attribute>
3086     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3087     Monster is able to use rods.
3088     </attribute>
3089     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3090     Monster is able to read scrolls.
3091     </attribute>
3092     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3093     Monster is able to use skills from it's inventory.
3094     For example, you can put a throwing skill object and some
3095 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3096 root 1.1 </attribute>
3097     </section>
3098 root 1.3
3099 root 1.1 <section name="behave">
3100     <attribute arch="monster" editor="monster behaviour" type="bool">
3101     When &lt;monster behaviour&gt; is enabled, this object will behave
3102     like a monster: It can move and attack enemies (which are
3103     typically players).
3104     This flag should be set for all monsters as-such.
3105     Monsters which don't move, like guards, should also have
3106     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3107 root 1.3 It should *not* be set for things like immobile generators.
3108 root 1.1 </attribute>
3109     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3110     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3111     </attribute>
3112     <attribute arch="friendly" editor="friendly" type="bool">
3113     &lt;friendly&gt; monsters help the player, attacking any
3114     non-friendly monsters in range.
3115     </attribute>
3116     <attribute arch="stand_still" editor="stand still" type="bool">
3117     Monsters which &lt;stand still&gt; won't move to leave their position.
3118     When agressive, they will attack all enemies who get close to
3119     them. This behaviour is commonly known from castle guards.
3120 root 1.3
3121 root 1.32 In older versions of Deliantra it was possible to eventually
3122 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3123     I believe this is no longer possible. Neverthless, you should
3124     still be cautious when lining up &lt;stand still&gt;-monster in order
3125     to "defend" something: Such monsters are rather easy to kill.
3126     It's good for low level maps, but not much more.
3127     </attribute>
3128     <attribute arch="sleep" editor="asleep" type="bool">
3129     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3130     &lt;sensing range&gt; of the monster. Usually the sensing range is
3131     larger than the players line of sight. Due to that, in most cases
3132     the player won't ever notice weither a monster was asleep or not.
3133     </attribute>
3134     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3135     This entry defines which kinds of environment actions the
3136     creature is able to perform.
3137     </attribute>
3138     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3139     Click on the &lt;pick up&gt; button and select which types of objects
3140     the creature should try to pick up.
3141 root 1.3
3142 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3143     etc are set, then the creature will pick up the matching items even
3144     if this is not set here.
3145     </attribute>
3146     <attribute arch="Wis" editor="sensing range" type="int">
3147     &lt;sensing range&gt; determines how close a player needs to be before
3148     the creature wakes up. This is done as a square, for reasons of speed.
3149     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3150     11x11 square of the monster will wake the monster up. If the player
3151     has stealth, the size of this square is reduced in half plus 1.
3152     </attribute>
3153 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3154     If this is set to default, the standard mode of movement will be used.
3155     </attribute>
3156     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3157     This movement is not in effect when the monster has an enemy and should
3158     only be used for non agressive monsters.
3159 root 1.1 </attribute>
3160     <attribute arch="run_away" editor="run at % health" type="int">
3161     This is a percentage value in the range 0-100.
3162     When the monster's health points drop below this percentage
3163     (relative to max health), it attempts to run away from the
3164     attacker.
3165     </attribute>
3166     </section>
3167 elmex 1.29 &resistances_basic;
3168 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3169     </attribute>
3170     </type>
3171    
3172     <!--####################################################################-->
3173 root 1.3 <type number="28" name="Monster (Grimreaper)">
3174     <import_type name="Monster &amp; NPC" />
3175     <ignore>
3176     <attribute arch="material" />
3177     <attribute arch="name_pl" />
3178     <attribute arch="nrof" />
3179     <attribute arch="value" />
3180     <attribute arch="unpaid" />
3181     </ignore>
3182 elmex 1.27 <description>
3183 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3184 elmex 1.27 draining attacks.
3185 root 1.3 </description>
3186     <section name="grimreaper">
3187     <attribute arch="value" editor="attacks" type="int">
3188     The object vanishes after this number of draining attacks.
3189     </attribute>
3190     </section>
3191     </type>
3192    
3193     <!--####################################################################-->
3194 root 1.1 <type number="65" name="Mood Floor">
3195     <ignore>
3196     <ignore_list name="system_object" />
3197     </ignore>
3198     <description><![CDATA[
3199     As the name implies, mood floors can change the "mood" of
3200     a monsters/NPC. For example, an unagressive monster could be
3201     turned mad to start attacking. Similar, an agressive monster
3202     could be calmed. ]]>
3203     </description>
3204     <use><![CDATA[
3205     Mood floors are absolutely cool for NPC interaction. To make an
3206     unaggressive monster/NPC attack, put a creator with "other_arch
3207     furious_floor" under it. Connect the creator to a magic_ear, so the
3208     player speaks a keyword like "stupid sucker" - and the monster attacks.
3209     <br><br>
3210     To turn an NPC into a pet, put a charm_floor under it and connect
3211     it directly to a magic_ear. Then the player speaks a keyword like
3212     "help me" - and the NPC joins him as pet.
3213     <br><br>
3214     (Of course you must always give clear hints about keywords!
3215     And there is no reason why you couldn't use a button/lever/pedestal
3216     etc. instead of a magic_ear.) ]]>
3217     </use>
3218     <attribute arch="no_pick" value="1" type="fixed" />
3219     <attribute arch="last_sp" editor="mood" type="list_mood">
3220     &lt;mood&gt; is used to determine what will happen to the
3221     monster when affected by the mood floor:
3222 root 1.3
3223 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3224 root 1.3
3225 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3226 root 1.3
3227 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3228 root 1.3
3229 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3230 root 1.3
3231 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3232     who triggers the square. This setting is not
3233     enabled for continous operation, you need to
3234     insert a &lt;connection&gt; value!
3235     </attribute>
3236     <attribute arch="connected" editor="connection" type="int">
3237     This should only be set in combination with &lt;mood number&gt; 4.
3238     Normally, monsters are affected by the mood floor as soon as they
3239     step on it. But charming (monster -&gt; pet) is too powerful,
3240 root 1.3 so it needs to be activated.
3241    
3242 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3243     But a powerful pet could as well be the reward for solving a
3244     quest. Or even better: It could be *part* of a quest!
3245     </attribute>
3246     <attribute arch="no_magic" editor="no spells" type="bool">
3247     If enabled, it is impossible for players to use (wizard-)
3248     spells on that spot.
3249     </attribute>
3250     <attribute arch="damned" editor="no prayers" type="bool">
3251     If enabled, it is impossible for players to use prayers
3252     on that spot. It also prevents players from saving.
3253     </attribute>
3254     </type>
3255    
3256     <!--####################################################################-->
3257     <type number="40" name="Mover">
3258     <ignore>
3259     <ignore_list name="non_pickable" />
3260     </ignore>
3261     <description><![CDATA[
3262     Movers move the objects above them. However, only living objects
3263     are affected (monsters/NPCs always, players optional). Movers have
3264     a direction, so players can be made to move in a pattern, and so
3265     can monsters. Motion is involuntary. Additionally, players or
3266     monsters can be "frozen" while ontop of movers so that they MUST
3267     move along a chain of them.
3268     <br><br>
3269     Multisquare monsters can be moved as well, given
3270     enough space. Movers are usually invisible. ]]>
3271     </description>
3272     <use><![CDATA[
3273     NEVER EVER consider a mover being unpassable in the backwards
3274     direction. Setting "forced movement" makes it seemingly impossible
3275     but there is still a trick: One player can push a second player
3276     past the mover, in opposite to the mover's direction! The more
3277     movers, the more players needed. Hence, don't make a treasure
3278     room that is surrounded by movers instead of solid walls/gates.
3279     <br><br>
3280     Btw, it does not make a difference putting movers above or
3281     below the floor. Moreover, movers that are set to be invisible
3282     cannot be discovered with the show_invisible spell.
3283     <br><br>
3284     Note that Movers and Directors are seperate objects, even though
3285     they look and act similar. Directors only do spells/missiles,
3286     while movers only do living creatures (depending on how it
3287     is set: monsters and players). ]]>
3288     </use>
3289     <attribute arch="attacktype" editor="forced movement" type="bool">
3290     If forced movement is enabled, the mover "freezes" anyone it
3291     moves (so they are forced to move along a chain).
3292     For players there is no way to escape this forced movement,
3293     except being pushed by a second player.
3294     </attribute>
3295     <attribute arch="maxsp" editor="freeze duration" type="int">
3296     The player will be "frozen" for that many moves.
3297     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3298     enabled, then &lt;freeze duration&gt; gets assigned the
3299     "default value" 2 automatically.
3300     </attribute>
3301     <attribute arch="speed" editor="movement speed" type="float">
3302     The movement speed value determines how fast a chain of
3303     these movers will push a player along (default is -0.2).
3304     </attribute>
3305 root 1.12 &speed_left;
3306 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3307     The mover will push creatures in the specified &lt;direction&gt;.
3308     A mover with direction set to &lt;none&gt; will spin clockwise,
3309     thus pushing creatures in unpredictable directions.
3310     </attribute>
3311     <attribute arch="lifesave" editor="gets used up" type="bool">
3312     If enabled, the mover gets "used up" after a certain number of moves
3313 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3314 root 1.1 </attribute>
3315     <attribute arch="hp" editor="number of uses" type="int">
3316     This value has only a meaning if &lt;gets used up&gt; is set:
3317     &lt;number of uses&gt; is the number of times minus one, that it
3318     will move a creature before disappearing. (It will move
3319 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3320 root 1.1 </attribute>
3321     <section name="targets">
3322     <attribute arch="level" editor="move players" type="bool">
3323     If &lt;move players&gt; is enabled, both players and monsters will be
3324     moved. In the arches' default it is disabled - thus ONLY monsters
3325     get moved. Remember that "monsters" includes NPCs!
3326 root 1.3
3327 root 1.1 This feature provides you with the possibility to make NPCs
3328     literally "come to life". Example: The player is talking with an
3329     NPC, speaking a certain keyword. This triggers a magic_ear and
3330     activates creators, creating (per default: monster-only) movers
3331     under the NPC's feet. The NPC starts "walking" on a predefined
3332     route! Note that it's useful to set this NPC immune to everything,
3333     preventing the player to push the NPC off his trace.
3334     </attribute>
3335 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3336     Which movement types activate the mover.
3337 root 1.1 </attribute>
3338     </section>
3339     </type>
3340    
3341     <!--####################################################################-->
3342     <type number="17" name="Pedestal">
3343     <ignore>
3344     <ignore_list name="non_pickable" />
3345     </ignore>
3346     <description><![CDATA[
3347     Pedestals are designed to detect certain types of living objects.
3348     When a predefined type of living creature steps on the pedestal, the
3349     connected value is triggered. ]]>
3350     </description>
3351     <use><![CDATA[
3352     If you want to create a place where only players of a certain race
3353     can enter, put a teleporter over your pedestal. So the teleporter is
3354     only activated for players of the matching race. Do not use gates,
3355     because many other players could sneak in. If you put powerful
3356     artifacts into such places, generally set "startequip 1", so that
3357     they are preserved for that one race and can't be traded to others. ]]>
3358     </use>
3359     <attribute arch="no_pick" value="1" type="fixed" />
3360     <attribute arch="slaying" editor="match race" type="string">
3361     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3362     matches the monster's or the player's race, we have a match.
3363     Yes, pedestals can detect a player's race! E.g. you could create a
3364 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3365    
3366 root 1.1 If it is set to "player", any player stepping on the pedestal
3367     is a match. Very useful if you want to open a gate for players
3368     but not for monsters.
3369     </attribute>
3370     <attribute arch="connected" editor="connection" type="int">
3371     When the pedestal is triggered, all objects with the same
3372     connection value get activated.
3373     </attribute>
3374 root 1.9 &move_on;
3375 root 1.1 </type>
3376    
3377     <!--####################################################################-->
3378     <type number="94" name="Pit">
3379     <ignore>
3380     <ignore_list name="non_pickable" />
3381     </ignore>
3382     <description><![CDATA[
3383     Pits are holes, transporting the player when he walks (and falls) into them.
3384     A speciality about pits is that they don't transport the player to
3385     the exact destination, but within a two-square radius of the destination
3386     (never on blocked squares).<br>
3387     Optionally, pits can get closed and opened, similar to gates.<br><br>
3388     Monsters and items are affected by pits just as well as players.
3389     Even multipart monsters can fall through them, given enough space. ]]>
3390     </description>
3391     <use><![CDATA[
3392     Pits can add interesting effects to your map. When using them, make
3393     sure to use them in a "logical way": Pits should always drop the
3394     player to some kind of lower level. They should not be used to
3395     randomly interconnect maps like teleporters do. ]]>
3396     </use>
3397     <attribute arch="no_pick" value="1" type="fixed" />
3398     <attribute arch="connected" editor="connection" type="int">
3399     When a &lt;connection&gt; value is set, the pit can be opened/closed
3400     by activating the connection.
3401     </attribute>
3402 elmex 1.16 &activate_on;
3403 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3404     The pit will transport creatures (and items) randomly into a two-square
3405     radius of the destination coordinates.
3406     If the destination square becomes blocked, the pit will act like
3407     being filled up and not work anymore!
3408     </attribute>
3409     <attribute arch="sp" editor="destination Y" type="int">
3410     The pit will transport creatures (and items) randomly into a two-square
3411     radius of the destination coordinates.
3412     If the destination square becomes blocked, the pit will act like
3413     being filled up and not work anymore!
3414     </attribute>
3415     <attribute arch="wc" editor="position state" type="int">
3416     The &lt;position state&gt; defines the position of the gate:
3417     Zero means completely open/down, the "number of animation-steps" (usually
3418     about 6 or 7) means completely closed/up state. I suggest you don't
3419     mess with this value - Leave the default in place.
3420     </attribute>
3421 root 1.9 &move_on;
3422 root 1.1 </type>
3423    
3424     <!--####################################################################-->
3425     <type number="7" name="Poison Food">
3426     <description><![CDATA[
3427     When eating, the player's stomache is drained by 1/4 of food.
3428     If his food drops to zero, the player might even die. ]]>
3429     </description>
3430     </type>
3431    
3432     <!--####################################################################-->
3433     <type number="5" name="Potion">
3434     <description><![CDATA[
3435     The player can drink these and gain various kinds of benefits
3436     (/penalties) by doing so. ]]>
3437     </description>
3438     <use><![CDATA[
3439     One potion should never give multiple benefits at once. ]]>
3440     </use>
3441     <attribute arch="level" editor="potion level" type="int">
3442     If the potion contains a spell, the spell is cast at this level.
3443     For other potions it should be set at least to 1.
3444     </attribute>
3445     <attribute arch="sp" editor="spell" type="spell">
3446     When a player drinks this potion, the selected spell
3447     will be casted (once). This should work for any given spell.
3448     E.g. heal is "sp 35", magic power is "sp 67".
3449     </attribute>
3450     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3451     There are two types of special effects for potions:
3452     'life restoration' - restore the player's stats lost by death or draining
3453     (this has nothing in common with the restoration spell!)
3454 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3455 root 1.1 by a very small amount.
3456     </attribute>
3457     <attribute arch="cursed" editor="cursed" type="bool">
3458     If a potion is cursed, benefits generally turn into penalties.
3459     Note that potions can be "uncursed" by praying over an altar,
3460     with relative ease. *But* the potion must be identified to notice
3461     that it is cursed &gt;:)
3462     </attribute>
3463     <attribute arch="startequip" editor="godgiven item" type="bool">
3464     A godgiven item vanishes as soon as the player
3465     drops it to the ground.
3466     </attribute>
3467 elmex 1.29 &player_stat_resist_sections;
3468 root 1.1 </type>
3469    
3470     <!--####################################################################-->
3471     <type number="156" name="Power Crystal">
3472     <description><![CDATA[
3473     Power crystals can store a player's mana:
3474     When the player applies the crystal with full mana, half of
3475     it flows into the crystal. When the player applies it with
3476     lacking mana, the crystal replenishes the player's mana. ]]>
3477     </description>
3478     <attribute arch="sp" editor="initial mana" type="int">
3479     &lt;initial mana&gt; is the amount of spellpoints that the
3480     crystal holds when the map is loaded.
3481     </attribute>
3482     <attribute arch="maxsp" editor="mana capacity" type="int">
3483     The &lt;mana capacity&gt; defines how much mana can be stored
3484     in the crystal. This is what makes the crystal interesting.
3485     Wizard-players will always seek for crystals with large
3486     capacities.
3487     </attribute>
3488     </type>
3489    
3490     <!--####################################################################-->
3491     <type number="13" name="Projectile">
3492     <description><![CDATA[
3493     Projectiles like arrows/crossbow bolts are used as ammunition
3494     for shooting weapons.
3495     <br><br>
3496     It's very easy to add new pairs of weapons &amp; projectiles.
3497     Just set matching &lt;ammunition class&gt; both for shooting
3498     weapon and projectile. ]]>
3499     </description>
3500     <use><![CDATA[
3501     If you want to create new kinds of projectiles, you could
3502     add an alchemical receipe to create these.
3503 root 1.3
3504 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3505     they really fullfill a useful purpose. In fact, even bows
3506     and crossbows are rarely ever used. ]]>
3507     </use>
3508     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3509     This number is a bitmask, specifying the projectile's attacktypes.
3510     Attacktypes are: physical, magical, fire, cold.. etc.
3511     This works identical to melee weapons. Note that shooting
3512     weapons cannot have attacktypes.
3513     </attribute>
3514     <attribute arch="race" editor="ammunition class" type="string">
3515     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3516     these projectiles. For arrows set "arrows", for crossbow bolts
3517     set "crossbow bolts" (big surprise).
3518 root 1.3
3519 root 1.1 In certain cases, the ammunition class is displayed in the game.
3520     Hence, when you create a new ammunition class, choose an
3521     intuitive name like "missiles", "spirit bolts" - whatever.
3522 root 1.3
3523 root 1.1 You can also make special containers holding these projectiles
3524     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3525     </attribute>
3526     <attribute arch="slaying" editor="slaying race" type="string">
3527     Slaying means the weapon does tripple (3x) damage to monsters
3528     of the specified race. If &lt;slaying race&gt; matches an arch name,
3529     only monsters of that archtype receive tripple damage.
3530     Tripple damage is very effective.
3531     </attribute>
3532     <attribute arch="dam" editor="damage" type="int">
3533     The projectile &lt;damage&gt; significantly affects the damage
3534     done. Damage can be further increased by the shooting
3535     weapon's attributes.
3536     </attribute>
3537     <attribute arch="wc" editor="weaponclass" type="int">
3538     This value is supposed to be the base &lt;weaponclass&gt;,
3539     but it seems to have rather little effect.
3540     High values are good here, low values bad.
3541     </attribute>
3542     <attribute arch="food" editor="chance to break" type="int">
3543     The &lt;chance to break&gt; defines the breaking probability when this
3544     projectile hits an obstacle, e.g. wall or monster.
3545     The value is the %-chance to break, ranging from 0 (never breaking)
3546     to 100 (breaking at first shot).
3547     </attribute>
3548     <attribute arch="magic" editor="magic bonus" type="int">
3549     Magic bonus increases chance to hit and damage a little bit.
3550     </attribute>
3551     <attribute arch="unique" editor="unique item" type="bool">
3552     Unique items exist only one time on a server. If the item
3553     is taken, lost or destroyed - it's gone for good.
3554     </attribute>
3555     <attribute arch="startequip" editor="godgiven item" type="bool">
3556     A godgiven item vanishes as soon as the player
3557     drops it to the ground.
3558     </attribute>
3559     <attribute arch="no_drop" editor="don't drop" type="bool">
3560     When a monster carries a projectile with &lt;don't drop&gt;,
3561     this item will never drop to the ground but
3562     vanish instead. If this object is shot, it can still drop
3563     after hitting an obstacle. You can prevent this by
3564     setting &lt;chance to break&gt; 100.
3565     </attribute>
3566     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3567     This text may describe the projectile. This
3568     could be nice for very special ones.
3569     </attribute>
3570     </type>
3571    
3572     <!--####################################################################-->
3573     <type number="70" name="Ring">
3574     <import_type name="Amulet" />
3575     <description><![CDATA[
3576     Rings are worn on the hands - one ring each.
3577     Wearing rings, the object's stats will directly be inherited to
3578     the player. Usually enhancing his spellcasting potential. ]]>
3579     </description>
3580     <use><![CDATA[
3581     When you create an artifact ring, never forget that players can
3582     wear <B>two</B> rings! Due to that it is extremely important to
3583     keep rings in balance with the game.
3584     <br><br>
3585     Also keep in mind that rings are generally the wizard's tools.
3586     They should primarily grant bonuses to spellcasting abilities
3587     and non-physical resistances. ]]>
3588     </use>
3589     </type>
3590    
3591     <!--####################################################################-->
3592     <type number="3" name="Rod">
3593     <ignore>
3594     <attribute arch="title" />
3595     </ignore>
3596     <description><![CDATA[
3597     A rod contains a spell. The player can use this spell by applying and
3598     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3599     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3600     used endlessly. ]]>
3601     </description>
3602     <use><![CDATA[
3603     Rods with healing/curing spells are extremely powerful. Usually, potions have
3604     to be used for that purpose. Though, potions are expensive and only good for
3605     one-time-use.<br> ]]>
3606     </use>
3607     <attribute arch="sp" editor="spell" type="spell">
3608     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3609     rods to players, since they can be used endlessly without any mana cost!
3610     Rods with heal/ restoration/ protection spells, IF available, MUST be
3611     very very VERY hard to get!
3612     </attribute>
3613     <attribute arch="level" editor="casting level" type="int">
3614     The casting level of the &lt;spell&gt; determines it's power.
3615     For attack spells, level should be set to something reasonable.
3616     </attribute>
3617     <attribute arch="hp" editor="initial spellpoints" type="int">
3618     This value represents the initial amount of spellpoints in the rod.
3619     Naturally, this is quite unimportant.
3620     </attribute>
3621     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3622     When the rod is fully charged up, it will hold this maximum amount of
3623     spellpoints. Make sure it is enough to cast the contained spell at least
3624     once. But don't set the value too high, as that might make the rod
3625     too effective.
3626     </attribute>
3627     <attribute arch="startequip" editor="godgiven item" type="bool">
3628     A godgiven item vanishes as soon as the player
3629     drops it to the ground.
3630     </attribute>
3631     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3632     This text may contain a description of the rod.
3633     </attribute>
3634     </type>
3635    
3636     <!--####################################################################-->
3637     <type number="154" name="Rune">
3638     <ignore>
3639     <attribute arch="no_pick" />
3640     <attribute arch="title" />
3641     <attribute arch="name_pl" />
3642     <attribute arch="weight" />
3643     <attribute arch="value" />
3644     <attribute arch="material" />
3645     <attribute arch="unpaid" />
3646     </ignore>
3647     <description><![CDATA[
3648 root 1.3 A rune is a magical enscription on the dungeon floor.
3649 root 1.1 <br><br>
3650     Runes hit any monster or person who steps on them for 'dam' damage in
3651     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3652     and will cast this spell when it detonates. Yet another kind is the
3653     "summoning rune", summoning predefined monsters of any kind, at detonation.
3654     <br><br>
3655     Many runes are already defined in the archetypes. ]]>
3656     </description>
3657     <use><![CDATA[
3658     Avoid monsters stepping on your runes. For example, summoning runes
3659     together with spellcasting- and attack-runes is usually a bad idea. ]]>
3660     </use>
3661     <attribute arch="no_pick" value="1" type="fixed" />
3662 root 1.9 &move_on;
3663 root 1.1 <attribute arch="level" editor="rune level" type="int">
3664     This value sets the level the rune will cast the spell it contains at,
3665     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3666 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3667    
3668 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3669     how much experience the player gets for doing so. Beware: High level
3670     runes can be quite a cheap source of experience! So either make them
3671     tough, or keep the level low.
3672     </attribute>
3673     <attribute arch="Cha" editor="visibility" type="int">
3674     This value determines what fraction of the time the rune is visible:
3675     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3676     how easily the rune may be found.
3677     </attribute>
3678     <attribute arch="hp" editor="number of charges" type="int">
3679     The rune will detonate &lt;number of charges&gt; times before disappearing.
3680     </attribute>
3681     <attribute arch="dam" editor="direct damage" type="int">
3682     &lt;direct damage&gt; specifies how much damage is done by the rune,
3683     if it doesn't contain a spell. This should be set in reasonable
3684 root 1.3 relation to the rune's level.
3685 root 1.1 </attribute>
3686     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3687     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3688     attribute defines what attacktype to use for direct damage when
3689     the rune detonates.
3690     </attribute>
3691     <section name="spellcraft">
3692     <attribute arch="sp" editor="spell" type="spell">
3693     The selected &lt;spell&gt; defines the spell in the rune, if any.
3694     (Many runes do direct damage).
3695     </attribute>
3696     <attribute arch="slaying" editor="spell name" type="string">
3697     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3698     but if present, overrides the &lt;spell&gt; setting.
3699     </attribute>
3700     <attribute arch="other_arch" editor="spell arch" type="string">
3701     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3702     is optional, but if present, overrides the &lt;spell&gt; setting.
3703     You can choose any of the existing arches.
3704     </attribute>
3705     <attribute arch="maxsp" editor="direction" type="list_direction">
3706     If set, the rune will cast it's containing spell (if any) in
3707     this &lt;direction&gt;.In most cases this appears useless because
3708     the spell directly hits the player.
3709     </attribute>
3710     <attribute arch="race" editor="summon monster" type="string">
3711     If this is set to the arch name of any monster, together with
3712     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3713     of those on detonation. (dam and attacktype will still be ignored
3714     in this case). Runes are even capable of summoning multi-square
3715     monsters, given enough space. You'd better test it though.
3716     </attribute>
3717     <attribute arch="maxhp" editor="summon amount" type="int">
3718     This should only be set to a summoning rune. It will then summon
3719     that many creatures of the kind &lt;summon monster&gt;.
3720     </attribute>
3721     </section>
3722     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3723     When the rune detonates, this text is displayed to the
3724     victim. For especially powerful runes, create an appropriate
3725     thrilling description. ;)
3726     </attribute>
3727     </type>
3728    
3729     <!--####################################################################-->
3730     <type number="106" name="Savebed">
3731     <ignore>
3732     <ignore_list name="non_pickable" />
3733     </ignore>
3734     <description><![CDATA[
3735     When the player applies a savebed, he is not only saved. Both his
3736     respawn-after-death and his word-of-recall positions are pointing
3737     to the last-applied savebed. ]]>
3738     </description>
3739     <use><![CDATA[
3740     Put savebed locations in towns, do not put them into dungeons.
3741     It is absolutely neccessary that a place with savebeds is 100% secure.
3742     That means:
3743     <UL>
3744     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3745     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3746 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3747 root 1.1 players get trapped in a savebed location.
3748     <LI> If possible, mark the whole site as no-spell area (Insert this
3749     arch called "dungeon_magic" everywhere). This is not required,
3750     but it makes the place much more safe.
3751     </UL> ]]>
3752     </use>
3753     <attribute arch="no_pick" value="1" type="fixed" />
3754     <attribute arch="no_magic" value="1" type="fixed" />
3755     <attribute arch="damned" value="1" type="fixed" />
3756     </type>
3757    
3758     <!--####################################################################-->
3759 root 1.3 <type number="111" name="Scroll">
3760     <ignore>
3761     <attribute arch="title" />
3762     </ignore>
3763     <description><![CDATA[
3764     Scrolls contain spells (similar to spell-potions). Unlike potions,
3765     scrolls require a certain literacy skill to read successfully.
3766     Accordingly, for a successful reading, a small amount of
3767     experience is gained. Scrolls allow only one time usage, but
3768     usually they are sold in bulks. ]]>
3769     </description>
3770     <use><![CDATA[
3771     For low level quests, scrolls of healing/curing-spells
3772     can be a nice reward. At higher levels, scrolls become less
3773     and less useful. ]]>
3774     </use>
3775     <attribute arch="level" editor="casting level" type="int">
3776     The spell of the scroll will be casted at this level.
3777     This value should always be set, at least to 1.
3778     </attribute>
3779     <attribute arch="sp" editor="spell" type="spell">
3780     When a player/monster applies this scroll, the selected &lt;spell&gt;
3781     will be casted (once). This should work for any given spell.
3782     </attribute>
3783     <attribute arch="startequip" editor="godgiven item" type="bool">
3784     A godgiven item vanishes as soon as the player
3785     drops it to the ground.
3786     </attribute>
3787     </type>
3788    
3789     <!--####################################################################-->
3790     <type number="33" name="Shield">
3791     <import_type name="Amulet" />
3792     <description><![CDATA[
3793     Wearing a shield, the object's stats will directly be inherited to
3794     the player. Shields usually provide good defense, only surpassed
3795     by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3796     </description>
3797     <use><![CDATA[
3798     Feel free to create your own special artifacts. However, it is very
3799     important that you keep your artifact in balance with existing maps. ]]>
3800     </use>
3801     <attribute arch="magic" editor="magic bonus" type="int">
3802     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3803     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3804     than direct armour-class bonus on the shield.
3805     </attribute>
3806     </type>
3807    
3808     <!--####################################################################-->
3809 root 1.1 <type number="14" name="Shooting Weapon">
3810     <description><![CDATA[
3811 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3812 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3813     wielded both at the same time. Like with any other equipment,
3814     stats/bonuses from shooting weapons are directly inherited to the player.
3815     <br><br>
3816     It's very easy to add new pairs of weapons &amp; projectiles.
3817     Just set matching &lt;ammunition class&gt; both for shooting
3818     weapon and projectile. ]]>
3819     </description>
3820     <use><![CDATA[
3821     Shooting weapons should not add bonuses in general. There's already
3822     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3823 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3824 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3825     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3826     - still crap. ]]>
3827     </use>
3828     <attribute arch="race" editor="ammunition class" type="string">
3829     Only projectiles with matching &lt;ammunition class&gt; can be fired
3830     with this weapon. For normal bows set "arrows", for normal
3831     crossbows set "crossbow bolts".
3832 root 1.3
3833 root 1.1 In certain cases, the ammunition class is displayed in the game.
3834     Hence, when you create a new ammunition class, choose an
3835     intuitive name like "missiles", "spirit bolts" - whatever.
3836     </attribute>
3837     <attribute arch="sp" editor="shooting speed" type="int">
3838     After shooting a projectile, the player is frozen for a short
3839     period of time (to prevent shooting arrows machine-gun-like).
3840     The greater &lt;shooting speed&gt;, the shorter this period of time.
3841     1 is minimum (=worst) and 100 is maximum (=best) value.
3842 root 1.3
3843 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3844     SET IT TO ZERO! (That would freeze the player for eternety).
3845     </attribute>
3846     <attribute arch="dam" editor="base damage" type="int">
3847     The &lt;base damage&gt; significantly affects the damage done
3848     by using this weapon. This damage is added to the projectile
3849     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3850     according to the player's strength is added.
3851     </attribute>
3852     <attribute arch="wc" editor="weaponclass" type="int">
3853     This value is supposed to be the base &lt;weaponclass&gt;,
3854     but it seems to have rather little effect.
3855     High values are good here, low values bad.
3856     </attribute>
3857     <attribute arch="item_power" editor="item power" type="int">
3858     The &lt;item power&gt; value measures how "powerful" an artifact is.
3859     Players will only be able to wear equipment with a certain total
3860     amount of &lt;item power&gt;, depending on their own level. This is the
3861     only way to prevent low level players to wear "undeserved" equipment
3862     (like gifts from other players or cheated items).
3863 root 1.3
3864 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3865 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
3866 root 1.1 calculate a provisional value at runtime, but this is never
3867     going to be an accurate measurement of &lt;item power&gt;.
3868     </attribute>
3869     <attribute arch="no_strength" editor="ignore strength" type="bool">
3870     Usually the player's strentgh takes effect on the damage
3871     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3872     the player's strength is ignored.
3873     </attribute>
3874     <attribute arch="damned" editor="damnation" type="bool">
3875     A damned shooting weapon cannot be unwielded unless
3876     the curse is removed. Removing damnations is
3877     a tick harder than removing curses.
3878     </attribute>
3879     <attribute arch="cursed" editor="curse" type="bool">
3880     A cursed shooting weapon cannot be unwielded unless
3881     the curse is removed.
3882     </attribute>
3883     <attribute arch="unique" editor="unique item" type="bool">
3884     Unique items exist only one time on a server. If the item
3885     is taken, lost or destroyed - it's gone for good.
3886     </attribute>
3887     <attribute arch="startequip" editor="godgiven item" type="bool">
3888     A godgiven item vanishes as soon as the player
3889     drops it to the ground.
3890     </attribute>
3891     <section name="stats">
3892     <attribute arch="Str" editor="strength" type="int">
3893     The player's strentgh will rise/fall by the given value
3894     while wearing this shooting weapon.
3895     </attribute>
3896     <attribute arch="Dex" editor="dexterity" type="int">
3897     The player's dexterity will rise/fall by the given value
3898     while wearing this shooting weapon.
3899     </attribute>
3900     <attribute arch="Con" editor="constitution" type="int">
3901     The player's constitution will rise/fall by the given value
3902     while wearing this shooting weapon.
3903     </attribute>
3904     <attribute arch="Int" editor="intelligence" type="int">
3905     The player's intelligence will rise/fall by the given value
3906     while wearing this shooting weapon.
3907     </attribute>
3908     <attribute arch="Pow" editor="power" type="int">
3909     The player's power will rise/fall by the given value
3910     while wearing this shooting weapon.
3911     </attribute>
3912     <attribute arch="Wis" editor="wisdom" type="int">
3913     The player's wisdom will rise/fall by the given value while
3914     wearing this shooting weapon.
3915     </attribute>
3916     <attribute arch="Cha" editor="charisma" type="int">
3917     The player's charisma will rise/fall by the given value
3918     while wearing this shooting weapon.
3919     </attribute>
3920     </section>
3921     <section name="bonus">
3922     <attribute arch="luck" editor="luck bonus" type="int">
3923     With positive luck bonus, the player is more likely to
3924     succeed in all sorts of things (spellcasting, praying,...).
3925     Unless the &lt;luck bonus&gt; is very high, the effect will be
3926     barely visible in-game. Luck bonus on one piece of equipment
3927     should never exceed 3, and such bonus should not be too
3928     frequently available.
3929     </attribute>
3930     <attribute arch="magic" editor="magic bonus" type="int">
3931     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3932     I'm not sure what exactly is increased - maybe weaponclass?
3933     However, &lt;magic bonus&gt; seems to have a little bit of positive
3934     influence on your chance to hit.
3935     </attribute>
3936     </section>
3937     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3938     This text describes the weapons's "story". Every decent artifact weapon
3939     should have such a description.
3940     </attribute>
3941     </type>
3942    
3943     <!--####################################################################-->
3944     <type number="68" name="Shop Floor">
3945     <ignore>
3946     <ignore_list name="non_pickable" />
3947     </ignore>
3948     <description><![CDATA[
3949     Shop floor is used for shops. It acts like a combination of the
3950     common floor- and the treasure type: When the map is loaded,
3951     randomitems (depending on the setings) are generated on it.
3952     These items are all flagged as unpaid.
3953     When a player drops an item onto shop floor, the item becomes
3954     unpaid and the player receives payment according to the item's
3955     selling-value.
3956     Shopfloor always prevents magic (To hinder players from burning
3957     or freezing the goods). ]]>
3958     </description>
3959     <use><![CDATA[
3960     Tile your whole shop-interior space which shop floor.
3961     (That assures players receive payment for dropping items).
3962     Place shop mats to enter/leave the shop, and make sure
3963     there is no other exit than the shop mat. ]]>
3964     </use>
3965     <attribute arch="is_floor" value="1" type="fixed" />
3966     <attribute arch="no_pick" value="1" type="fixed" />
3967     <attribute arch="no_magic" value="1" type="fixed" />
3968     <attribute arch="auto_apply" editor="generate goods" type="bool">
3969     If enabled, items will appear on this square when the map is loaded.
3970     You need to specify a &lt;treasurelist&gt; to define what kinds of items
3971     are generated. The items will be unpaid.
3972     </attribute>
3973     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3974     This entry determines what kind of treasure will appear, when
3975     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3976     for details about existing treasurelists.
3977     </attribute>
3978     <attribute arch="exp" editor="quality level" type="int">
3979     The &lt;quality level&gt; will be used for the quality of the generated
3980     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3981     doesn't need to be set, unless you want extraordinarily good/bad
3982     quality. If you want to make a shop with very high quality, meaybe
3983     charge an entrance fee, or make the shop hard-to-come-by.
3984     Note that &lt;quality level&gt; mainly affects chance of magic bonus
3985     and appearance of artifact-items.
3986     </attribute>
3987     <attribute arch="damned" editor="no prayers" type="bool">
3988     If enabled, it is impossible for players to use prayers
3989     on that spot. It also prevents players from saving.
3990     (Remember that &lt;no magic&gt; is always set for shop floors.)
3991     </attribute>
3992     </type>
3993    
3994     <!--####################################################################-->
3995     <type number="69" name="Shop Mat">
3996     <ignore>
3997     <ignore_list name="non_pickable" />
3998     </ignore>
3999     <description><![CDATA[
4000     Shop mats are used for entering/leaving shops. You should always
4001     have exactly TWO shop mats on your shop-map: One inside the
4002     "shopping-area" and one outside. Shop mats don't use exit paths/
4003     or -destinations. When stepping onto a shopmat the player gets beamed
4004     to the nearest other mat. If the player has unpaid items in his
4005     inventory, the price gets charged from his coins automatically.
4006     If the player has insufficient coins to buy his unpaid items, he
4007     is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4008     </description>
4009     <use><![CDATA[
4010     As stated above, always place TWO shop mats into your shop.
4011     Not more and not less than that. ]]>
4012     </use>
4013     <attribute arch="no_pick" value="1" type="fixed" />
4014 root 1.9 &move_on;
4015 root 1.1 </type>
4016    
4017     <!--####################################################################-->
4018     <type number="98" name="Sign &amp; MagicMouth">
4019     <ignore>
4020     <ignore_list name="non_pickable" />
4021     </ignore>
4022     <description><![CDATA[
4023     The purpose of a sign or magic_mouth is to display a certain message to
4024     the player. There are three ways to have the player get this message:
4025     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4026     (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4027     </description>
4028     <use><![CDATA[
4029     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4030     some true roleplay feeling to your maps, support your storyline or give
4031     hints about hidden secrets/dangers. Place signs to provide the player
4032     with all kinds of useful information for getting along in your maps. ]]>
4033     </use>
4034     <attribute arch="connected" editor="connection" type="int">
4035     When a connection value is set, the message will be printed whenever
4036     the connection is triggered. This should be used in combination with
4037     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4038     If activating your magic_mouth this way, the message will not only be
4039     printed to one player, but all players on the current map.
4040     </attribute>
4041 elmex 1.16 &activate_on;
4042 root 1.9 &move_on;
4043 root 1.1 <attribute arch="food" editor="counter" type="int">
4044     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4045     (printing the message) only that many times. For signs this really shouldn't
4046     be used, while for magic_mouths it is extremely helpful.
4047     Monsters walking over the magic_mouth do not decrease the counter.
4048 root 1.3
4049 root 1.1 Often, you might want to have a message displayed only one time. For example:
4050     The player enters your map and you put a magic_mouth to tell him about the
4051     monsters and how dangerous they look and all. Later, when all the monsters
4052     are killed and the player leaves the map, displaying the same message a
4053     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4054     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4055     </attribute>
4056     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4057     This text will be displayed to the player.
4058     </attribute>
4059     </type>
4060    
4061 elmex 1.23 <type number="150" name="Shop Inventory">
4062     <ignore>
4063     <ignore_list name="non_pickable" />
4064     </ignore>
4065     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4066     </description>
4067     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4068     </use>
4069     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4070     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4071     the map that will be searched for unpaid items.
4072     </attribute>
4073     </type>
4074    
4075 root 1.1 <!--####################################################################-->
4076     <type number="43" name="Skill">
4077     <ignore>
4078     <ignore_list name="system_object" />
4079     </ignore>
4080     <description><![CDATA[
4081     Skills are objects which exist in the player/monster inventory.
4082     Both NPC/monsters and players use the same skill archetypes. Not all skills
4083     are enabled for monster use however. ]]>
4084     </description>
4085     <use><![CDATA[
4086     For mapmaking, Skill objects serve two purposes:
4087     <p>First, the predefined skill archtypes (in the 'skills' directory)
4088     can be seen as the global skill definitions. A skill which doesn't
4089     exists as an archtype cannot be learned or used by players. When you
4090     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4091     of defined skill archtypes, because those strings are used as a reference in
4092     many skill-related objects.
4093     </p><p>
4094     Secondly, in order to enable monsters to use skills, you will need to
4095     copy default skill archtypes into the monsters' inventories.
4096     You can even customize the skills by changing stats. It is not
4097     recommended however, to use skills in your maps which are totally
4098     unrelated to any predefined skill archtype.</p> ]]>
4099     </use>
4100     <attribute arch="invisible" value="1" type="fixed" />
4101     <attribute arch="no_drop" value="1" type="fixed" />
4102     <attribute arch="skill" editor="skill name" type="string">
4103     The &lt;skill name&gt; is used for matchings. When a usable
4104     object has an identical &lt;skill name&gt;, players
4105     (or monsters) will need this skill to apply/use the object.
4106     </attribute>
4107     <attribute arch="expmul" editor="exp multiplier" type="float">
4108     This is the ratio of experience the players total should increase by
4109     when this skill is used. If this is zero, then experience only goes to
4110     to the skill. Values higher than 1 are allowed. Note that experience
4111     rewarded to the players total is in addition to that given to the
4112     skill. Eg, if player should get 500 exp for using a skill, and
4113     expmul is 1, the player will get 500 added to that skill as well as
4114     500 to their total.
4115     </attribute>
4116     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4117     The &lt;skill type&gt; defines the base functionality of the skill.
4118 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4119 root 1.1 create new skill types, but it requires a bit of server-coding.
4120     </attribute>
4121     <attribute arch="level" editor="level" type="int">
4122     </attribute>
4123     <attribute arch="exp" editor="experience" type="int">
4124     </attribute>
4125     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4126     The &lt;is native skill&gt; flag has an effect only when this
4127     skill object is placed in the inventory of a monster (or player).
4128     If it is set, the monster or player knows the skill natively, which
4129     means he does not need a skill tool to use it.
4130     </attribute>
4131     </type>
4132    
4133     <!--####################################################################-->
4134     <type number="130" name="Skill Scroll">
4135     <description><![CDATA[
4136     By reading a skill scroll, a player has a chance to learn the
4137     contained skill. ]]>
4138     </description>
4139     <use><![CDATA[
4140     Skill scrolls are very much sought for by players. Currently,
4141     all skill scrolls are sold in shops randomly, which is in fact not
4142     a good system. It would be nice to have some cool quests with
4143     skill scrolls rewarded at the end. ]]>
4144     </use>
4145     <attribute arch="race" value="scrolls" type="fixed" />
4146     <attribute arch="skill" editor="skill name" type="string">
4147     The &lt;skill name&gt; matches the skill object that can
4148     be learned from this scroll.
4149     </attribute>
4150     </type>
4151    
4152     <!--####################################################################-->
4153     <type number="21" name="Special Key">
4154     <ignore>
4155     <attribute arch="material" />
4156     </ignore>
4157     <description><![CDATA[
4158     When carrying the appropriate special key, a locked door can
4159     be opened. The key will dissapear.
4160     <br><br>
4161     This object-type can also be used for "passport"-like items:
4162     When walking onto an invetory checker, a gate for example might
4163     get opened. The "passport" will stay in the player's inventory. ]]>
4164     </description>
4165     <use><![CDATA[
4166     How to make a "passport": You take the special key arch
4167     (archetype name is "key2"), set the face to something like
4168     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4169     certainly must match with the appropiate inventory checker.
4170     <br><br>
4171     Of course you can be creative with names and faces of
4172     key-objects. A "mysterious crystal" or a "big dragon claw"
4173     (with appropriate faces) appear more interesting than just
4174     a "strange key", or "passport". ]]>
4175     </use>
4176     <attribute arch="slaying" editor="key string" type="string">
4177     This string must be identical with the &lt;key string&gt; in the
4178     locked door, then it can be unlocked. It can also be used
4179     to trigger inventory checkers.
4180     </attribute>
4181     <attribute arch="material" editor="material" type="bitmask_material">
4182     For Special Keys, material should always be unset or set
4183     to Adamantite. This prevents the key from getting
4184     burned or otherwise destroyed.
4185     </attribute>
4186     <attribute arch="unique" editor="unique item" type="bool">
4187     Unique items exist only one time on a server. If the item
4188     is taken, lost or destroyed - it's gone for good.
4189 root 1.3
4190 root 1.1 This can be used if you want to sell apartments on your
4191     map: Simply sell a unique passport/key, and place
4192     an inventory checker at the entrance of your apartment.
4193     </attribute>
4194     <attribute arch="startequip" editor="godgiven item" type="bool">
4195     A godgiven item vanishes as soon as the player
4196     drops it to the ground.
4197     </attribute>
4198     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4199     This will add a description to the object. The player can read
4200     this text by clicking on the item in his inventory. Use this
4201     message to describe what the key/passport is good for. A player
4202     might have 50 different keys on his key-ring. Don't expect
4203     players to recall their purpose just by their names.
4204     </attribute>
4205     </type>
4206    
4207     <!--####################################################################-->
4208     <type number="101" name="Spell">
4209     <ignore>
4210     <ignore_list name="system_object" />
4211     </ignore>
4212     <description><![CDATA[
4213     Spell objects define a spell. When a spell is put in a spellbook,
4214     players can learn it by reading the book. Once learned, players
4215     can use the spell as often as they like. With increasing skill level
4216     of the player, spells may gain power but also increase cost.<br>
4217     Monsters can use spells which are put in their inventory (provided
4218     that certain "enabling" settings are correct). The monster's
4219     &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4220     </description>
4221     <use><![CDATA[
4222     A lot of the spells' settings can be tuned and customized.
4223     When creating new spells which are accessible to players, it is
4224     important to think about balance. A single spell which is too
4225     powerful and/or too easy to use can eventually toss the whole skill
4226     and magic school system out of whack. Testing new spells is
4227     quite important therefore. ]]>
4228     </use>
4229     <attribute arch="no_drop" value="1" type="fixed" />
4230     <attribute arch="invisible" value="1" type="fixed" />
4231     <attribute arch="skill" editor="skill name" type="string">
4232     The &lt;skill name&gt; matches the skill which is needed
4233     to cast this spell. This should be one out of "sorcery",
4234     "pyromancy", "evocation", "summoning" or "praying".
4235     If you want to fiddle with these, please take care not
4236     to upset the concept and balance of the various skills.
4237     </attribute>
4238     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4239     The &lt;spell type&gt; defines the basic type of spell.
4240     Some of these types are of a more generic nature than others.
4241     </attribute>
4242     <attribute arch="level" editor="spell level" type="int">
4243     </attribute>
4244     <attribute arch="casting_time" editor="casting time" type="int">
4245     </attribute>
4246     <attribute arch="duration" editor="duration" type="int">
4247     </attribute>
4248     <attribute arch="other_arch" editor="create object" type="string">
4249     </attribute>
4250     <attribute arch="sp" editor="cost spellpoints" type="int">
4251     </attribute>
4252     <attribute arch="grace" editor="cost grace" type="int">
4253     </attribute>
4254     <attribute arch="maxsp" editor="double cost per level" type="int">
4255     </attribute>
4256     </type>
4257    
4258     <!--####################################################################-->
4259     <type number="85" name="Spellbook">
4260     <description><![CDATA[
4261     By reading a spellbook, the player has a chance of learning the
4262     contained spell. Once learned from a book, the spell is available
4263     forever. Spellbooks with high level spells require some skill-level
4264     to read.<br><br>
4265     You can create widely customized spells only by adjusting the
4266     spell object in the spellbooks inventory. Refer to the description
4267     of spell objects for detailed information how to customize spells.<br>
4268     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4269     with a compilation of spells that the book may contain. ]]>
4270     </description>
4271     <use><![CDATA[
4272     Don't put any of the godgiven spells into a spellbook! These are
4273     reserved for the followers of the appropriate cults. Handing them
4274     out in a spellbook would violate the balance between different religions.
4275     <br><br>
4276     Note that there is no fundamental difference between the spellbooks
4277     of varying schools (pyromancy, sorcery, evocation, summoning, and
4278     even praying). The difference lies only in the spells they contain.
4279     It is up to you, the mapmaker, to pick the right type of book
4280     for your spells. ]]>
4281     </use>
4282     <attribute arch="skill" value="literacy" type="fixed" />
4283     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4284     There are two ways to put spells into a spellbook:
4285     1. Put a spell object in the books inventory. In this case,
4286     treasurelist must be set to &lt;none&gt;.
4287     2. Choose a treasurelist which contains spells.
4288     In that way, a spell will be chosen randomly from the list.
4289     </attribute>
4290     <attribute arch="startequip" editor="godgiven item" type="bool">
4291     A godgiven item vanishes as soon as the player
4292     drops it to the ground.
4293     </attribute>
4294     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4295     This text may contain a nice description
4296     of the spellbook's cover or something.
4297     </attribute>
4298     </type>
4299    
4300     <!--####################################################################-->
4301     <type number="90" name="Spinner">
4302     <ignore>
4303     <ignore_list name="non_pickable" />
4304     </ignore>
4305     <description><![CDATA[
4306     Spinners change the direction of spell objects and other projectiles
4307     that fly past. Unlike directors, it does make a difference from what
4308     angle you shoot into the spinner. The direction of objects flying past
4309     is always changed by a certain degree. ]]>
4310     </description>
4311     <use><![CDATA[
4312     Spinners are very rarely used. I believe they are quite
4313     confusing and pointless. The only use I can think of is building
4314     some puzzle about where to shoot into spinners to shoot somewhere you
4315     otherwise couldn't.
4316 root 1.3
4317 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4318     projectiles from magic walls don't get to fly in loops. ]]>
4319     </use>
4320     <attribute arch="sp" editor="direction number" type="int">
4321     The spinner will change the direction of flying objects by
4322     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4323     positive values counter clockwise.
4324 root 1.3
4325 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4326     </attribute>
4327 root 1.9 &move_on;
4328 root 1.1 </type>
4329    
4330     <!--####################################################################-->
4331     <type number="138" name="Swamp">
4332     <ignore>
4333     <ignore_list name="non_pickable" />
4334     </ignore>
4335     <description><![CDATA[
4336     Swamp areas show a special behaviour:
4337     When a player stands still on a swamp-square for too long,
4338     he will start to sink in and eventually drown and die.
4339     Items dropped on the swamp sink in and dissapear.
4340     Players with knowledge of the woodsman skill are a lot less likely
4341     to die in the swamp. ]]>
4342     </description>
4343     <attribute arch="is_floor" value="1" type="fixed" />
4344     <attribute arch="is_wooded" value="1" type="fixed" />
4345     <attribute arch="speed" editor="drowning speed" type="float">
4346     The higher the &lt;drowning speed&gt;, the faster will players and items
4347     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4348     and unexpected death-trap. Players should get a warning before such areas.
4349     </attribute>
4350 root 1.12 &speed_left;
4351 root 1.9 &move_on;
4352     &movement_types_terrain;
4353 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4354     If enabled, it is impossible for players to use (wizard-)
4355     spells on that spot.
4356     </attribute>
4357     <attribute arch="damned" editor="no prayers" type="bool">
4358     If enabled, it is impossible for players to use prayers
4359     on that spot. It also prevents players from saving.
4360     </attribute>
4361     </type>
4362    
4363     <!--####################################################################-->
4364     <type number="41" name="Teleporter">
4365     <ignore>
4366     <ignore_list name="non_pickable" />
4367     </ignore>
4368     <description><![CDATA[
4369     When the player walks into a teleporter, he is transferred to a
4370     different location. The main difference to the object-type exit
4371     is the possibility to have teleporters connected to levers/buttons/etc.
4372     Sometimes teleporters are activated even against the players will.
4373     <br><br>
4374     Unlike exits, teleporters can also transfer items and
4375     monsters to different locations on the same map. ]]>
4376     </description>
4377     <use><![CDATA[
4378     When creating maps, I guess sooner or later you'll want to have
4379     an invisible teleporter. If using "invisible 1", the teleporter
4380     can still be discovered with the show_invisible spell. And in
4381     some cases you can't place it under the floor to prevent this.
4382     <br><br>
4383     Fortunately, there is a cool trick to make a perfectly invisible
4384     teleporter: You simply add teleporter functionality to the floor
4385     itself. That means: You take the floor arch (e.g. "flagstone"),
4386     set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4387     </use>
4388     <attribute arch="slaying" editor="exit path" type="string">
4389     The exit path specifies the map that the player is transferred to.
4390     &lt;exit path&gt; can be an absolute path, beginning with '/'
4391     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4392     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4393     for example I could use the relative path "Fire1"). Use relative
4394     paths whenever possible! Note that upper/lower case must always be
4395     set correctly. However, please use lower case only.
4396 root 1.3
4397 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4398     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4399     monsters and items. In this case, the destined map is automatically
4400     the same map the teleporter is on.
4401     </attribute>
4402     <attribute arch="hp" editor="destination X" type="int">
4403     The exit destinations define the (x, y)-coordinates where the exit
4404     leads to.
4405 root 1.3
4406 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4407     get teleported to another, randomly chosen teleporter on the same
4408     map (Slightly confusing for the player though). Make sure there
4409     actually *is* a second one in that case.
4410 root 1.3
4411 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4412     be transferred to the "default enter location" of the destined map.
4413     The latter can be set in the map-properties as "Enter X/Y". Though,
4414     please DO NOT use that. It turned out to be a source for numerous
4415     map-bugs.
4416     </attribute>
4417     <attribute arch="sp" editor="destination Y" type="int">
4418     The exit destinations define the (x, y)-coordinates where the exit
4419     leads to.
4420 root 1.3
4421 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4422     get teleported to another, randomly chosen teleporter on the same
4423     map (Slightly confusing for the player though). Make sure there
4424     actually *is* a second one in that case.
4425 root 1.3
4426 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4427     be transferred to the "default enter location" of the destined map.
4428     The latter can be set in the map-properties as "Enter X/Y". Though,
4429     please DO NOT use that. It turned out to be a source for numerous
4430     map-bugs.
4431     </attribute>
4432     <attribute arch="connected" editor="connection" type="int">
4433     If a connection value is set, the teleporter will be activated
4434     whenever the connection is triggered. To use this properly,
4435     &lt;activation speed&gt; must be zero.
4436     </attribute>
4437 elmex 1.16 &activate_on;
4438 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4439     If the &lt;activation speed&gt; is nonzero, the teleporter will
4440     automatically be activated in regular time-intervals. Hence, the
4441     player can just step on it and gets teleported sooner or later.
4442     The duration between two activates depends on the given value.
4443 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4444    
4445 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4446     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4447     </attribute>
4448 root 1.12 &speed_left;
4449 root 1.1 </type>
4450    
4451     <!--####################################################################-->
4452 root 1.3 <type number="26" name="Timed Gate">
4453     <ignore>
4454     <ignore_list name="non_pickable" />
4455     </ignore>
4456     <description><![CDATA[
4457 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4458 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4459     or carrying special key-objects (-> inventory checker).
4460     Unlike locked doors, gates can get shut again after a player has
4461     passed, which makes them more practical in many cases. Unlike normal
4462     gates, timed gates open when triggered but automatically close again
4463     after some time.]]>
4464     </description>
4465     <use><![CDATA[
4466     Use gates to divide your maps into separated areas. After solving
4467     area A, the player gains access to area B, and so on. Make your
4468     maps more complex than "one-way". ]]>
4469     </use>
4470     <attribute arch="no_pick" value="1" type="fixed" />
4471     <attribute arch="connected" editor="connection" type="int">
4472     Whenever the inventory checker is triggered, all objects with identical
4473     &lt;connection&gt; value get activated. This only makes sense together with
4474     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4475     after some time.
4476     </attribute>
4477 elmex 1.16 &activate_on;
4478 root 1.3 <attribute arch="wc" editor="position state" type="int">
4479     The &lt;position state&gt; defines the position of the gate:
4480     Zero means completely open/down, the "number of animation-steps" (usually
4481     about 6 or 7) means completely closed/up state. I suggest you don't
4482     mess with this value - Leave the default in place.
4483     </attribute>
4484 root 1.9 &movement_types_terrain;
4485 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4486     Restricting the use of spells to pass this gate. This has
4487     an effect only if &lt;block view&gt; is disabled.
4488     </attribute>
4489     <attribute arch="damned" editor="restrict prayers" type="bool">
4490     Restricting the use of prayers to pass this door. This has
4491     an effect only if &lt;block view&gt; is disabled.
4492     </attribute>
4493     <attribute arch="hp" editor="open duration" type="int">
4494     Defines the duration the gate remains closed. This only takes effect
4495     if the gate is not connected.
4496     </attribute>
4497     </type>
4498    
4499     <!--####################################################################-->
4500 root 1.1 <type number="155" name="Trap">
4501     <ignore>
4502     <attribute arch="no_pick" />
4503     <attribute arch="title" />
4504     <attribute arch="name_pl" />
4505     <attribute arch="weight" />
4506     <attribute arch="value" />
4507     <attribute arch="material" />
4508     <attribute arch="unpaid" />
4509     </ignore>
4510     <description><![CDATA[
4511     A trap is a object that can either do damage or trigger another connected object
4512 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4513 root 1.1 and generally have either a physical attack or trigger a reaction.
4514     <br><br>
4515     Traps hit any monster or person who steps on them for 'dam' damage in
4516     'attacktype' attacktype and/or trigger a reaction.
4517     <br><br>
4518 root 1.28 Many traps are already defined in the archetypes.]]>
4519 root 1.1 </description>
4520     <use><![CDATA[
4521     Avoid monsters stepping on your traps. For example, a party of orcs setting
4522 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4523 root 1.1 </use>
4524     <attribute arch="no_pick" value="1" type="fixed" />
4525 root 1.9 &move_on;
4526 root 1.3 <attribute arch="level" editor="trap level" type="int">
4527 root 1.1 Level effects how easily a trap may be found and disarmed, and
4528     how much experience the player gets for doing so. Beware: High level
4529     traps can be quite a cheap source of experience! So either make them
4530     tough, or keep the level low.
4531     </attribute>
4532     <attribute arch="Cha" editor="visibility" type="int">
4533     This value determines what fraction of the time the trap is visible:
4534     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4535     how easily the trap may be found.
4536     </attribute>
4537     <attribute arch="hp" editor="number of charges" type="int">
4538     The trap will detonate &lt;number of charges&gt; times before disappearing.
4539     </attribute>
4540     <attribute arch="dam" editor="direct damage" type="int">
4541 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4542     This should be set in reasonable relation to the trap's level.
4543 root 1.1 </attribute>
4544     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4545     This attribute defines what attacktype to use for direct damage when
4546     the trap detonates.
4547     </attribute>
4548     <attribute arch="connected" editor="connection" type="int">
4549     When the trap is detonated, all objects with the same
4550     connection value get activated.
4551     </attribute>
4552     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4553     When the trap detonates, this text is displayed to the
4554     victim. For especially powerful or complex traps, create an appropriate
4555     and thrilling description. ;)
4556     </attribute>
4557     </type>
4558    
4559     <!--####################################################################-->
4560     <type number="95" name="Trapdoor">
4561     <ignore>
4562     <ignore_list name="non_pickable" />
4563     </ignore>
4564     <description><![CDATA[
4565     Trapdoors are very similar to pits. The difference is that they
4566     can not be closed. Instead, the weight of the object on the
4567     trapdoor determines weither it slams the trapdoor open and falls through
4568     or not.<br>
4569     Once a trapdoor has been opened (by a creature or items of sufficient
4570     weight,) it remains open, acting like an opened pit. ]]>
4571     </description>
4572     <use><![CDATA[
4573     Trapdoors should be used in the same fashion as pits:
4574     They should always drop the victims to some kind of lower level. They
4575     are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4576     </use>
4577     <attribute arch="no_pick" value="1" type="fixed" />
4578 root 1.9 &move_on;
4579 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4580     This value defines how much weight the trapdoor can hold.
4581     Once items or creatures are gathered on the trapdoor, with
4582     a total weight surpassing this value, then the trapdoor will
4583     open and things start falling through.
4584     </attribute>
4585     <attribute arch="hp" editor="destination X" type="int">
4586     The trapdoor will transport creatures (and items) randomly into
4587     a two-square radius of the destination coordinates.
4588     If the destination square becomes blocked, the trapdoor will act like
4589     being filled up and not work anymore!
4590     </attribute>
4591     <attribute arch="sp" editor="destination Y" type="int">
4592     The trapdoor will transport creatures (and items) randomly into
4593     a two-square radius of the destination coordinates.
4594     If the destination square becomes blocked, the trapdoor will act like
4595     being filled up and not work anymore!
4596     </attribute>
4597     </type>
4598    
4599     <!--####################################################################-->
4600     <type number="4" name="Treasure">
4601     <ignore>
4602     <attribute arch="nrof" />
4603     <attribute arch="title" />
4604     <attribute arch="name_pl" />
4605     <attribute arch="weight" />
4606     <attribute arch="value" />
4607     <attribute arch="material" />
4608     </ignore>
4609     <description><![CDATA[
4610     A treasure-object turns into certain randomitems when the map is loaded
4611     into the game. ]]>
4612     </description>
4613     <use><![CDATA[
4614     About usage of the "random-artifact" treasurelist:
4615     This will generate powerful stuff like girdles, xray helmets, special
4616     swords etc. If you put this as reward to your quest, players might be
4617     motivated to do it more than once. BUT, by doing so they will get a huge
4618     number of different artifacts! Besides, players will always seek the place
4619     with the most easy-to-get random artifact and ignore all others.
4620     My advice: Don't use it! Attract players with good fighting experience
4621     (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4622     </use>
4623     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4624     This entry determines what kind of treasure will appear. Look into
4625     /crossfire/share/crossfire/treasures for details about existing
4626     treasurelists.
4627     </attribute>
4628     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4629     "Auto-generate" must be set in order to have the treasure be created
4630     when the map is loaded.
4631     If you want to create a random treasure chest, you unset this flag.
4632     That way, the player has to apply the object (the chest), then the
4633     treasure is generated.
4634     </attribute>
4635     <attribute arch="hp" editor="create number" type="int">
4636     "Create number" specifies how many pieces of the given treasurelist
4637     will appear. Note that for every piece there is a chance that nothing is
4638     generated. Also, sometimes there can be stacks of items generated, like
4639     for gems/money.
4640     </attribute>
4641     <attribute arch="exp" editor="quality level" type="int">
4642     The &lt;quality level&gt; will be used for the quality of the generated
4643     treasure instead of the map difficulty (as was done with shops).
4644     If zero/unset, the map difficulty will instead be used.
4645     (Example for comparison: Shop floors generate treasure of
4646     &lt;quality level&gt; 5 per default).
4647     </attribute>
4648     </type>
4649    
4650     <!--####################################################################-->
4651 root 1.3 <type number="52" name="Trigger Marker">
4652     <ignore>
4653     <ignore_list name="system_object" />
4654     </ignore>
4655     <description><![CDATA[
4656     A trigger marker is an object that inserts an invisible force (a mark) into a
4657     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4658     &lt;key string&gt; which can be discovered by detectors or inventory
4659     checkers. It is also possible to use markers for removing marks again.
4660     <br><br>
4661     Note that the player has no possibility to "see" his own marks,
4662     except by the effect that they cause on the maps. ]]>
4663     </description>
4664     <use><![CDATA[
4665     Markers hold real cool possibilities for map-making. I encourage
4666     you to use them frequently. However there is one negative point
4667     about markers: Players don't "see" what's going on with them. It is
4668     your task, as map-creator, to make sure the player is always well
4669     informed and never confused.
4670     <br><br>
4671     Please avoid infinite markers when they aren't needed. They're
4672     using a little space in the player file after all, so if there
4673     is no real purpose, set an expire time. ]]>
4674     </use>
4675     <attribute arch="no_pick" value="1" type="fixed" />
4676     <attribute arch="slaying" editor="key string" type="string">
4677     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4678     If the player already has a force with that &lt;key string&gt;,
4679     there won't be inserted a second one.
4680     </attribute>
4681     <attribute arch="connected" editor="connection" type="int">
4682     Unlike a regular marker this is the connection that triggers this marker to activate.
4683     </attribute>
4684     <attribute arch="food" editor="mark duration" type="int">
4685     This value defines the duration of the force it inserts.
4686     If nonzero, the duration of the player's mark is finite:
4687     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4688     means the mark will stay on the player forever.
4689     </attribute>
4690     <attribute arch="name" editor="delete mark" type="string">
4691     When the player steps onto the marker, all existing forces in
4692     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4693     will be removed. If you don't want to remove any marks, leave
4694     this textfield empty.
4695    
4696     Note that the string &lt;delete mark&gt; is set as the name of
4697     this marker. So don't be confused, and remember changing the
4698     name will take effect on the marker's functionality.
4699     </attribute>
4700     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4701     In the moment when the player gets marked, this text is displayed
4702     to him. You should really set a message in any marker you create,
4703     because it's the only way for the player to notice what's going on.
4704     </attribute>
4705     </type>
4706    
4707     <!--####################################################################-->
4708 root 1.1 <type number="0" name="Wall">
4709     <required>
4710     <attribute arch="is_floor" value="0" />
4711     <attribute arch="alive" value="0" />
4712 root 1.14 <attribute arch="no_pass" value="1" />
4713 root 1.1 </required>
4714     <ignore>
4715     <attribute arch="nrof" />
4716     <attribute arch="title" />
4717     <attribute arch="name_pl" />
4718     <attribute arch="value" />
4719     <attribute arch="unpaid" />
4720     </ignore>
4721     <description><![CDATA[
4722     Walls usually block passage and sight. ]]>
4723     </description>
4724 root 1.9 &movement_types_terrain;
4725 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4726     If set, the object is able to "roll", so it can be pushed around.
4727     This setting is used for boulders and barrels.
4728     </attribute>
4729     <attribute arch="no_magic" editor="restrict spells" type="bool">
4730     This takes effect only with &lt;blocksview&gt; disabled.
4731     Restricting the use of spells to pass this wall.
4732     </attribute>
4733     <attribute arch="damned" editor="restrict prayers" type="bool">
4734     This takes effect only with &lt;blocksview&gt; disabled.
4735     Restricting the use of spells to pass this wall.
4736     </attribute>
4737     </type>
4738    
4739     <!--####################################################################-->
4740 root 1.3 <type number="109" name="Wand &amp; Staff">
4741     <description><![CDATA[
4742     Wands contain a certain spell. The player can apply (ready) and
4743     fire the wand. After a defined number of casts, the wand is
4744     "used up". It is possible to recharge a wand with scrolls of
4745     charging, but usually that isn't worth the cost. ]]>
4746     </description>
4747     <use><![CDATA[
4748     Wands are quite seldomly used. The reason prolly is that they're
4749     generally not cost-efficient. Handing out high-level wands with
4750     powerful special spells isn't a good idea either, because of
4751     the recharge ability.
4752     <br><br>
4753     For low levels, staffs of healing/cure and word of recall are
4754     quite desirable though. Ideal rewards for low level quests. ]]>
4755     </use>
4756     <attribute arch="sp" editor="spell" type="spell">
4757     The &lt;spell&gt; specifies the contained spell.
4758     </attribute>
4759     <attribute arch="level" editor="casting level" type="int">
4760     The &lt;casting level&gt; of the wand determines it's power.
4761     An average level for wands in shops is about 10.
4762     </attribute>
4763     <attribute arch="food" editor="number of charges" type="int">
4764     The wand can be used &lt;number of charges&gt; times before it is
4765     used up. It can be recharged with scrolls of charging.
4766     </attribute>
4767     <attribute arch="startequip" editor="godgiven item" type="bool">
4768     A godgiven item vanishes as soon as the player
4769     drops it to the ground.
4770     </attribute>
4771     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4772     This text may contain a description of the wand.
4773     </attribute>
4774     </type>
4775    
4776     <!--####################################################################-->
4777 root 1.1 <type number="0" name="Weak Wall">
4778     <required>
4779     <attribute arch="is_floor" value="0" />
4780     <attribute arch="alive" value="1" />
4781     <attribute arch="tear_down" value="1" />
4782     </required>
4783     <ignore>
4784     <ignore_list name="non_pickable" />
4785     </ignore>
4786     <description><![CDATA[
4787     A weak wall is a breakable spot amidsts a solid wall. Typically
4788     these weak walls look similar to their solid "relatives" except
4789     for a small crack or little chunks of wall on the ground. ]]>
4790     </description>
4791     <use><![CDATA[
4792     If you want to create hidden rooms, using weak walls is alot
4793     better than completely indiscernible passages in a wall.<br>
4794     Anyways, there can be a lot more to weak walls than just finding
4795     them: Rising their defensive stats, weak walls can become a
4796     serious obstacle. An ice wall might only be torn down by a fire
4797     attack for example. A granite wall for instance might be very
4798     hard to destroy. ]]>
4799     </use>
4800     <attribute arch="alive" value="1" type="fixed" />
4801     <attribute arch="no_pick" value="1" type="fixed" />
4802     <attribute arch="tear_down" value="1" type="fixed" />
4803     <attribute arch="race" editor="race" type="string">
4804     For weak walls, &lt;race&gt; should always be set to "wall",
4805     unless you create something fancy like a building which
4806     is in fact meant to be a huge animal.
4807     Note that shovels slay walls, so they do tripple damage
4808     against weak walls.
4809     </attribute>
4810     <attribute arch="level" editor="level" type="int">
4811     The &lt;level&gt; of a weak wall works similar to monster levels.
4812     Due to the fact that weak walls cannot attack, the level
4813     is much less important though.
4814     </attribute>
4815     <attribute arch="hp" editor="health points" type="int">
4816     The &lt;health points&gt; of a weak wall define how long it takes to
4817     tear it down. With every successful hit from an opponent,
4818     &lt;health points&gt; get drained.
4819     </attribute>
4820     <attribute arch="maxhp" editor="max health" type="int">
4821     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4822     weak wall can have. Since walls generally don't heal, I doubt
4823     this has much real effect.
4824     </attribute>
4825     <attribute arch="ac" editor="armour class" type="int">
4826     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4827     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4828     </attribute>
4829 elmex 1.29 &resistances_basic;
4830 root 1.1 </type>
4831    
4832     <!--####################################################################-->
4833     <type number="15" name="Weapon">
4834     <description><![CDATA[
4835     Wielding a weapon, the object's stats will directly be inherited to the
4836     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4837     be improved with scrolls. ]]>
4838     </description>
4839     <use><![CDATA[
4840     If you create artifacts (equipment) with stats- or resistance-bonus:
4841     Keep playbalance in mind! Such items mustn't be reachable without hard
4842     fighting AND questing. ]]>
4843     </use>
4844     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4845     This number is a bitmask, specifying the weapon's attacktypes.
4846     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4847     have no more than one or two attacktypes. Keep in mind that all weapons
4848     can be blessed by the player's diety, thus adding an additional attacktype.
4849 root 1.3
4850 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4851     then he will do as much damage as the "best" of his attacktypes does. So,
4852     the more attacktypes you've got, the better your chance to take advantage
4853     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4854     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4855     </attribute>
4856     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4857     The &lt;weapontype&gt; characterizes the weapon's type of physical
4858     attack. It could best be considered a "subclassification"
4859     of the physical attacktype. For now, this is only used for
4860     attack messages!
4861 root 1.3
4862 root 1.1 You should always set this correctly when creating new
4863     weapons for your maps.
4864     </attribute>
4865     <attribute arch="skill" editor="skill name" type="string">
4866     Matching &lt;skill name&gt; of the skill that is required
4867     to use this weapon.
4868     </attribute>
4869     <attribute arch="dam" editor="damage" type="int">
4870     The damage value is used as base value for how much damage the weapon
4871     does per hit. The actual damage involves more dependencies,
4872     like wielder's level and defender's level. Look at existing weapons
4873     to get a feel for the range of weapon damage values.
4874     </attribute>
4875     <attribute arch="slaying" editor="slaying race" type="string">
4876     Slaying means the weapon does tripple (3x) damage to monsters of the
4877     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4878     only monsters of that archtype are hit with tripple damage.
4879 root 1.3
4880 root 1.1 No god blessings are possible for weapons with a race set in this entry
4881     (That's because god blessings add tripple damage against their own
4882     enemy races). Tripple damage is very effective.
4883     </attribute>
4884     <attribute arch="last_sp" editor="weapon speed" type="int">
4885     The weapon speed determines how often the wielder can swing the weapon
4886     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4887     is best (that is lightning- fast). A typical average value is 8.
4888     Speed and damage should be kept in reasonable relation.
4889     </attribute>
4890     <attribute arch="wc" editor="weapon class" type="int">
4891     The weapon class value adds to the overall weapon class of the wielder's
4892     melee attacks. Weapon class improves the chance of hitting the opponent.
4893     </attribute>
4894     <attribute arch="magic" editor="magic bonus" type="int">
4895     For a weapon, magic bonus works just like weapon class, except that
4896     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4897     less useful than direct weapon class value on a weapon.
4898     </attribute>
4899     <attribute arch="item_power" editor="item power" type="int">
4900     The &lt;item power&gt; value measures how "powerful" an artifact is.
4901     Players will only be able to wear equipment with a certain total
4902     amount of &lt;item power&gt;, depending on their own level. This is the
4903     only way to prevent low level players to wear "undeserved" equipment
4904     (like gifts from other players or cheated items).
4905 root 1.3
4906 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4907 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4908 root 1.1 calculate a provisional value at runtime, but this is never
4909     going to be an accurate measurement of &lt;item power&gt;.
4910     </attribute>
4911     <attribute arch="damned" editor="damnation" type="bool">
4912     A damned weapon cannot be unwielded unless
4913     the curse is removed. Removing damnations is
4914     a tick harder than removing curses.
4915     </attribute>
4916     <attribute arch="cursed" editor="curse" type="bool">
4917     A cursed weapon cannot be unwielded unless
4918     the curse is removed.
4919     </attribute>
4920     <attribute arch="lifesave" editor="save life" type="bool">
4921     An item with this flag enabled will save the players life
4922     for one time: When the player is wearing this item and his
4923 root 1.3 health points reach zero, the item disappears, replenishing
4924 root 1.1 half of the player's health.
4925 root 1.3
4926 root 1.1 An item with &lt;save life&gt; should not have
4927     any decent additional bonuses!
4928     </attribute>
4929     <attribute arch="unique" editor="unique item" type="bool">
4930     Unique items exist only one time on a server. If the item
4931     is taken, lost or destroyed - it's gone for good.
4932     </attribute>
4933     <attribute arch="startequip" editor="godgiven item" type="bool">
4934     A godgiven item vanishes as soon as the player
4935     drops it to the ground.
4936     </attribute>
4937 elmex 1.29 &player_stat_resist_sections;
4938 root 1.1 <section name="misc">
4939     <attribute arch="luck" editor="luck bonus" type="int">
4940     With positive luck bonus, the player is more likely to
4941     succeed in all sorts of things (spellcasting, praying,...).
4942     Unless the &lt;luck bonus&gt; is very high, the effect will be
4943     barely visible in-game. Luck bonus on one piece of equipment
4944     should never exceed 3, and such bonus should not be too
4945     frequently available.
4946     </attribute>
4947     <attribute arch="hp" editor="health regen." type="int">
4948     Positive &lt;health regen.&gt; bonus speeds up the
4949     player's healing process. Negative values slow it down.
4950     </attribute>
4951     <attribute arch="sp" editor="mana regen." type="int">
4952     Positive &lt;mana regen.&gt; bonus speeds up the
4953     player's mana regeneration. Negative values slow it down.
4954     </attribute>
4955     <attribute arch="grace" editor="grace regen." type="int">
4956     Positive &lt;grace regen.&gt; bonus speeds up the
4957     player's grace regeneration. Negative values slow it down.
4958     Since grace can be regenerated rather easy with praying,
4959     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4960     </attribute>
4961     <attribute arch="food" editor="food bonus" type="int">
4962     Positive &lt;food bonus&gt; slows down the player's digestion,
4963     thus he consumes less food. Negative values speed it up.
4964 root 1.3
4965 root 1.1 Note that food is consumed not only for "being alive", but
4966     also for healing and mana-regeneration.
4967     &lt;food bonus&gt; only affects the amount of food consumed
4968     for "being alive". Hence, even with high &lt;food bonus&gt;,
4969     during a fight a player can run out of food quickly.
4970     </attribute>
4971     <attribute arch="xrays" editor="xray vision" type="bool">
4972     Xray vision allows the player to see through obstacles
4973     in a two-square-wide radius. This is extremely helpful and
4974 root 1.3 desirable, so don't give it away for cheap on equipment.
4975 root 1.1 </attribute>
4976     <attribute arch="stealth" editor="stealth" type="bool">
4977     Stealth allows the player to move silently.
4978     This comes to effect if a player turns himself
4979     invisible and tries to sneak around monsters.
4980     (At least that was the idea behind it)
4981     </attribute>
4982     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4983     If a player is wearing any piece of equipment with
4984     the ability to &lt;reflect spells&gt;, all kinds of
4985     spell-bullets and -beams will bounce off him.
4986     This works only about 90% of all times, to
4987     avoid players being completely immune to certain
4988     types of attacks.
4989 root 1.3
4990 root 1.1 This is a very powerful ability and it
4991     shouldn't be handed out cheap!
4992     </attribute>
4993     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
4994     If a player is wearing any piece of equipment with
4995     the ability to &lt;reflect missiles&gt;, all kinds of
4996     projectiles (e.g. arrows, bolts, boulders) will
4997     bounce off him. This works only about 90% of all
4998     times, to avoid players being completely immune to
4999     certain types of attacks.
5000     </attribute>
5001     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5002     Click on the &lt;attuned paths&gt; button to select spellpaths.
5003     The player will get attuned to the specified spellpaths
5004     while wearing this weapon.
5005     </attribute>
5006     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5007     Click on the &lt;repelled paths&gt; button to select spellpaths.
5008     The player will get repelled to the specified spellpaths
5009     while wearing this weapon.
5010     </attribute>
5011     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5012     Click on the &lt;denied paths&gt; button to select spellpaths.
5013     The specified spellpaths will be denied to the player
5014     while wearing this weapon.
5015     </attribute>
5016     </section>
5017     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5018     This text describes the weapons's "story". Every decent artifact weapon
5019     should have such a description.
5020     </attribute>
5021     </type>
5022    
5023 root 1.5 <type number="116" name="Event Connector">
5024     <description><![CDATA[
5025     Event connectors link specific events that happen to objects to
5026 root 1.32 a crossfire plug-in. They are not used at all in Deliantra ]]>
5027 root 1.5 </description>
5028     </type>
5029    
5030 root 1.1 </types>