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Revision: 1.38
Committed: Tue Aug 26 02:20:23 2008 UTC (15 years, 9 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.37: +2 -2 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 root 1.37 # Description of this type.]]> #
28 root 1.1 # </description> #
29     # <use><![CDATA[ #
30 root 1.37 # How to use this type.]]> #
31 root 1.1 # </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 root 1.37 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 elmex 1.16 Whether the teleporter should only be activated on push.
155     </attribute>
156 root 1.37 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 elmex 1.16 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 elmex 1.33 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647     object has an animation! See also the 'animation' attribute.
648     </attribute>
649     <attribute arch="animation" editor="animation" type="string">
650     The animation-name of the object. If you assign custom faces and the archetype
651     defines an animation you can disable the animation of an archetype by setting this
652     field to NONE.
653 root 1.1 </attribute>
654 root 1.30 <attribute arch="tag" editor="tag" type="string">
655     You can tag objects with an identifier. Tagged objects can be found quickly
656     from their tag, which makes them useful to tag exits and refer to those by
657     their name.
658     </attribute>
659 root 1.1 <attribute arch="nrof" editor="number" type="int">
660     This value determines the number of objects in one stack (for example:
661     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
662     any pickable object - otherwise it won't be mergeable into a stack.
663     </attribute>
664     <attribute arch="weight" editor="weight" type="int">
665 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
666 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
667     for explicitly non-pickable objects (hey, this is opensource.. you
668     never know ;) ).
669     </attribute>
670     <attribute arch="value" editor="value" type="int">
671 root 1.13 Determines the value of the object, in units of silver coins (one
672     platinum coin == 50 silver coins). Value for buying/selling will be
673 root 1.1 further modified by various factors. Hence, testing values in-game is
674     usually inevitable.
675     </attribute>
676     <attribute arch="glow_radius" editor="glow radius" type="int">
677     If &lt;glow radius&gt; is set to a value greater zero, the object
678     appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 root 1.3 between 0 and 4, the higher, the more light does the object emit.
680 root 1.1 </attribute>
681     <attribute arch="material" editor="material" type="bitmask_material">
682     This bitmask-value informs the player of which material(s) the
683     object consists. Material does also affect how likely the object
684     can be destroyed by hazardous spell-effects.
685     </attribute>
686     <attribute arch="no_pick" editor="non-pickable" type="bool">
687     If set, the object cannot be picked up (Neither by players nor monsters).
688     </attribute>
689     <attribute arch="invisible" editor="invisible" type="bool">
690     Generally makes the object invisible. Depending on the object-type,
691     some can be made visible by the show_invisible spell. If in doubt, test it.
692     Putting an invisible object under the floor always prevents it from being
693     shown.
694     </attribute>
695     <attribute arch="blocksview" editor="block view" type="bool">
696     If an item is set to block view, players (and monsters) cannot
697     see byond it unless they cross it or manage to stand ontop.
698     </attribute>
699     <attribute arch="identified" editor="identified" type="bool">
700     If an item is identified, the player has full knowledge about it.
701     </attribute>
702     <attribute arch="unpaid" editor="unpaid" type="bool">
703     An &lt;unpaid&gt; item cannot be used unless a player carried it over
704     a shop mat, paying the demanded price. Setting this flag makes sense
705     only for pickable items inside shops.
706     </attribute>
707 elmex 1.27 <attribute arch="sound" editor="sound" type="string">
708     The sound this objects makes on a map. Enter either a sound alias from
709     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710     field it will point to sound/&lt;path&gt;.ext
711     </attribute>
712     <attribute arch="sound_destroy" editor="destroy sound" type="string">
713     The sound this objects makes when it is destroyed. Enter either a sound alias from
714     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715     field it will point to sound/&lt;path&gt;.ext
716     </attribute>
717 root 1.1 </default_type>
718    
719     <!-- This ignorelist is for all system objects which are non pickable
720     and invisible. They don't interact with players at all. -->
721     <ignore_list name="system_object">
722     <attribute arch="value" />
723     <attribute arch="nrof" />
724     <attribute arch="weight" />
725     <attribute arch="name_pl" />
726     <attribute arch="material" />
727     <attribute arch="no_pick" />
728     <attribute arch="unpaid" />
729     <attribute arch="title" />
730     <attribute arch="glow_radius" />
731     <attribute arch="identified" />
732     <attribute arch="blocksview" />
733     <attribute arch="invisible" />
734     </ignore_list>
735    
736     <!-- This ignorelist is for non-pickable objects. They can be seen by
737     the player, but don't have values like material or weight. -->
738     <ignore_list name="non_pickable">
739     <attribute arch="value" />
740     <attribute arch="nrof" />
741     <attribute arch="weight" />
742     <attribute arch="name_pl" />
743     <attribute arch="material" />
744     <attribute arch="no_pick" />
745     <attribute arch="unpaid" />
746     <attribute arch="title" />
747     <attribute arch="identified" />
748     </ignore_list>
749    
750     <!--####################################################################-->
751     <type number="0" name="Misc">
752     <required>
753     <!-- this is a special case: The "misc" type with type number 0 is
754     the fallback for all types which don't match any other defined types.
755     The required attribute "misc x" prevents that it gets confused with
756     other types like "monster & npc" which also have type number 0. -->
757     <attribute arch="misc" value="x" />
758     </required>
759 root 1.9 &movement_types_terrain;
760 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
761     Curses can have various effects: On equipment and food,
762     they generally harm the player in some way.
763     </attribute>
764     <attribute arch="damned" editor="damned" type="bool">
765     A damned item/floor on the ground makes it impossible for players
766     to use prayers on that spot. It also prevents players from saving.
767     Damnation on equipment works similar to a curse.
768     </attribute>
769     <attribute arch="unique" editor="unique item" type="bool">
770     Unique items exist only one time on a server. If the item
771     is taken, lost or destroyed - it's gone for good.
772     </attribute>
773     <attribute arch="startequip" editor="godgiven item" type="bool">
774     A godgiven item vanishes as soon as the player
775     drops it to the ground.
776     </attribute>
777     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
778     This text may describe the object.
779     </attribute>
780     </type>
781    
782     <!--####################################################################-->
783     <type number="110" name="Ability">
784     <ignore>
785     <ignore_list name="system_object" />
786     </ignore>
787     <description><![CDATA[
788     Abilities are to be put in a monster's inventory. They grant monsters the
789     knowledge to cast spells. Spells from abilities are usually magical in
790     nature, thus adding magic attacktype to the spell-damage they produce.
791     <br><br>
792     A particularly nice feature of abilities is that they can hold two
793     spells: One for short range- and one for long range use.
794     \n\n
795     You should know that spellcasting monsters receive abilities via
796 root 1.37 &lt;treasurelist&gt;.]]>
797 root 1.1 </description>
798     <use><![CDATA[
799     If you want to create "customized" spellcasting monsters, you
800     should use abilities (rather than spellbooks/wands or something).
801     The long/short-range spell feature can make boss-monsters more
802     interesting and challenging.
803     <br><br>
804     You should keep in mind that magic abilities allow players
805     to get better resistance. You can turn off the magic part to
806     make the spells more dangerous. However, this really shouldn't
807     be neccessary unless you work on very high level maps.
808 root 1.37 And what fun is a magic resistance cloak when it has no effect?]]>
809 root 1.1 </use>
810     <attribute arch="invisible" value="1" type="fixed" />
811     <attribute arch="no_drop" value="1" type="fixed" />
812     <attribute arch="sp" editor="short range spell" type="spell">
813     The monster will use the specified &lt;short range spell&gt;
814     when the player is within 6-square radius (of the
815     monster's head).
816     </attribute>
817     <attribute arch="hp" editor="long range spell" type="nz_spell">
818     The monster will use the specified &lt;long range spell&gt;
819     when the player is at least 6 squares away (from the
820     monster's head).
821 root 1.3
822 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
823     &lt;short range spell&gt; gets used all the time.
824     </attribute>
825     <attribute arch="maxsp" editor="importance" type="int">
826     Sometimes you'll want a monster to use one ability more than others.
827     To achieve this, set the &lt;importance&gt; to a value greater than
828     one. Abilities with this value zero/unset are counted to be of
829     &lt;importance&gt; one.
830 root 1.3
831 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
832     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
833     times the "small fireball".
834     </attribute>
835     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
836 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
837 root 1.1 If enabled, all spells produced by this ability will have magic
838     attacktype added to the usual attacktypes.
839 root 1.3
840 root 1.1 This should always be set for spell-like abilities. "Natural"
841     abilities like a dragon's firebreath are an exception.
842     Note that non-magical abilities are more dangerous because
843     magic resistance does not protect from those.</attribute>
844     </type>
845    
846     <!--####################################################################-->
847     <type number="18" name="Altar">
848     <ignore>
849     <ignore_list name="non_pickable" />
850     </ignore>
851     <description><![CDATA[
852     When a player puts a defined number of certain items on the altar,
853     then either a spell is casted (on the player) or a connector is
854     triggered. If the latter is the case, the altar works only once.
855 root 1.37 Either way, the sacrificed item disappears.]]>
856 root 1.1 </description>
857     <attribute arch="no_pick" value="1" type="fixed" />
858 root 1.9 &move_on;
859 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
860     This string specifies the item that must be put on the altar to
861     activate it. It can either be the name of an archetype, or directly
862     the name of an object. Yet, titles are not recognized by altars.
863 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
864     See also the "drop amount" attribute.
865 root 1.1 </attribute>
866     <attribute arch="food" editor="drop amount" type="int">
867     The drop amount specifies the amount of items (specified
868 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
869 root 1.1
870     If &lt;match item name&gt; is set to "money", then the value of the
871     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
872 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
873 root 1.1
874     Note that the maximum possible for &lt;drop amount&gt; is 32767.
875     </attribute>
876     <attribute arch="connected" editor="connection" type="int">
877     If a connection value is set, the altar will trigger all objects
878     with the same value, when activated. This will only work once.
879     </attribute>
880     <attribute arch="sp" editor="spell" type="spell">
881     When activated, the selected &lt;spell&gt; will be casted (once, on the
882     player). This should work for any given spell. The altar will work
883 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
884 root 1.1 one altar.
885     </attribute>
886     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
887     This text will be displayed to the player
888     in the exact moment when the altar is activated.
889     </attribute>
890     </type>
891    
892     <!--####################################################################-->
893     <type number="31" name="Altar Trigger">
894     <ignore>
895     <ignore_list name="non_pickable" />
896     </ignore>
897     <description><![CDATA[
898     Altar_triggers work pretty much like normal altars
899     (drop sacrifice -> connection activated), except for the fact that
900 root 1.37 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
901 root 1.1 </description>
902     <use><![CDATA[
903     Altar_triggers are very useful if you want to charge a price for...
904     <UL>
905     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
906 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
907 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
908     </UL>
909     The big advantage over normal altars is the infinite usability
910     of altar_triggers! If there are ten players on one server, they're
911 root 1.37 quite grateful if things work more than once. =)]]>
912 root 1.1 </use>
913     <attribute arch="no_pick" value="1" type="fixed" />
914     <attribute arch="slaying" editor="match item name" type="string">
915     This string specifies the item that must be put on the altar to
916     activate it. It can either be the name of an archetype, or directly
917     the name of an object. Yet, titles are not recognized by altars.
918 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
919     See also the "drop amount" attribute.
920 root 1.1 </attribute>
921     <attribute arch="food" editor="drop amount" type="int">
922     The drop amount specifies the amount of items (specified
923 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
924 root 1.1
925     If &lt;match item name&gt; is set to "money", then the value of the
926     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
927 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
928 root 1.1
929     Note that the maximum possible for &lt;drop amount&gt; is 32767.
930     </attribute>
931     <attribute arch="connected" editor="connection" type="int">
932     If a connection value is set, the altar will trigger all objects
933     with the same value, when activated. This will only work once.
934     </attribute>
935     <attribute arch="sp" editor="spell" type="spell">
936     When activated, this &lt;spell&gt; will be casted (once, on the player).
937 root 1.3 This should work for any given spell. The altar will work infinitely
938 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
939     </attribute>
940     <attribute arch="exp" editor="reset time" type="int">
941     Being activated, the altar will reset after &lt;reset time&gt; ticks.
942     After reset, the altar is ready to be activated once again.
943     The default &lt;reset time&gt; is 30.
944     </attribute>
945     <attribute arch="last_sp" editor="ignore reset" type="bool">
946     If this attribute is enabled, the altar_trigger won't push the
947     connected value by altar reset. Only ONCE by dropping the sacrifice.
948     This is typically used when the altar is connected to a creator,
949 root 1.3 e.g. for selling tickets.
950 root 1.1
951     If this attribute is disabled (default), the altar_trigger
952     will push the connected value TWICE per sacrifice: First by
953     dropping sacrifice, second by reset. This mode is typically
954     used for altars being connected to gates, resulting in the
955     gate being opened and closed again.
956     </attribute>
957 root 1.9 &move_on;
958 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
959     This text will be displayed to the player
960     in the exact moment when the altar is activated.
961     </attribute>
962     </type>
963    
964     <!--####################################################################-->
965 elmex 1.29 <type number="74" name="Skill Tool">
966     <description><![CDATA[
967     Wearing a skill tool will give the player the ability to use a skill.
968 root 1.37 ]]>
969 elmex 1.29 </description>
970     <use><![CDATA[
971     Feel free to assign resistancies and stats to a skill tools or change
972     the skill that is given.
973 root 1.37 ]]>
974 elmex 1.29 </use>
975     <attribute arch="skill" editor="skill name" type="string">
976     This field describes which skill the player will be able to use wearing this item.
977     </attribute>
978     &player_stat_resist_sections;
979     </type>
980     <!--####################################################################-->
981 root 1.1 <type number="39" name="Amulet">
982     <description><![CDATA[
983     Wearing an amulet, the object's stats will directly be inherited to
984 root 1.37 the player. Amulets are usually meant for protection and defense.]]>
985 root 1.1 </description>
986     <use><![CDATA[
987     Feel free to create your own special artifacts. However, it is very
988 root 1.37 important that you keep your artifact in balance with existing maps.]]>
989 root 1.1 </use>
990     <attribute arch="ac" editor="armour class" type="int">
991     This value defines the amount of armour-class bonus for wearing
992     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
993     values are better. It should usually be set only for armour-like equipment.
994     </attribute>
995     <attribute arch="wc" editor="weapon class" type="int">
996     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
997     melee attacks. Weapon class improves the chance of hitting the opponent.
998     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
999     be set only for weapon-like items. Lower values are better.
1000     </attribute>
1001     <attribute arch="item_power" editor="item power" type="int">
1002     The &lt;item power&gt; value measures how "powerful" an artifact is.
1003     Players will only be able to wear equipment with a certain total
1004     amount of &lt;item power&gt;, depending on their own level. This is the
1005     only way to prevent low level players to wear "undeserved" equipment
1006     (like gifts from other players or cheated items).
1007 root 1.3
1008 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1009 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1010 root 1.1 calculate a provisional value at runtime, but this is never
1011     going to be an accurate measurement of &lt;item power&gt;.
1012     </attribute>
1013     <attribute arch="damned" editor="damnation" type="bool">
1014     A damned piece of equipment cannot be unwielded unless the curse
1015     is removed. Removing damnations is a tick harder than removing curses.
1016     </attribute>
1017     <attribute arch="cursed" editor="curse" type="bool">
1018     A cursed piece of equipment cannot be unwielded
1019     unless the curse is removed.
1020     </attribute>
1021     <attribute arch="lifesave" editor="save life" type="bool">
1022     An item with this flag enabled will save the players life
1023     for one time: When the player is wearing this item and his
1024 root 1.3 health points reach zero, the item disappears, replenishing
1025 root 1.1 half of the player's health.
1026 root 1.3
1027 root 1.1 An item with &lt;save life&gt; should not have
1028     any decent additional bonuses!
1029     </attribute>
1030     <attribute arch="unique" editor="unique item" type="bool">
1031     Unique items exist only one time on a server. If the item
1032     is taken, lost or destroyed - it's gone for good.
1033     </attribute>
1034     <attribute arch="startequip" editor="godgiven item" type="bool">
1035     A godgiven item vanishes as soon as the player
1036     drops it to the ground.
1037     </attribute>
1038     <attribute arch="applied" editor="is applied" type="bool">
1039     If you put this item into the inventory of a monster, and
1040     you want the monster to use/wear the item - you must set
1041     &lt;is applied&gt;.
1042     Enabling this flag doesn't make any sense if the item
1043     is NOT in a monster's inventory.
1044     </attribute>
1045 elmex 1.29 &player_stat_resist_sections;
1046 root 1.1 <section name="misc">
1047     <attribute arch="luck" editor="luck bonus" type="int">
1048     With positive luck bonus, the player is more likely to
1049     succeed in all sorts of things (spellcasting, praying,...).
1050     Unless the &lt;luck bonus&gt; is very high, the effect will be
1051     barely visible in-game. Luck bonus on one piece of equipment
1052     should never exceed 3, and such bonus should not be too
1053     frequently available.
1054     </attribute>
1055     <attribute arch="hp" editor="health regen." type="int">
1056     Positive &lt;health regen.&gt; bonus speeds up the
1057     player's healing process. Negative values slow it down.
1058     </attribute>
1059     <attribute arch="sp" editor="mana regen." type="int">
1060     Positive &lt;mana regen.&gt; bonus speeds up the
1061     player's mana regeneration. Negative values slow it down.
1062     </attribute>
1063     <attribute arch="grace" editor="grace regen." type="int">
1064     Positive &lt;grace regen.&gt; bonus speeds up the
1065     player's grace regeneration. Negative values slow it down.
1066     Since grace can be regenerated rather easy with praying,
1067     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1068     </attribute>
1069     <attribute arch="food" editor="food bonus" type="int">
1070     Positive &lt;food bonus&gt; slows down the player's digestion,
1071     thus he consumes less food. Negative values speed it up.
1072 root 1.3
1073 root 1.1 Note that food is consumed not only for "being alive", but
1074     also for healing and mana-regeneration.
1075     &lt;food bonus&gt; only affects the amount of food consumed
1076     for "being alive". Hence, even with high &lt;food bonus&gt;,
1077     during a fight a player can run out of food quickly.
1078     </attribute>
1079     <attribute arch="xrays" editor="xray vision" type="bool">
1080     Xray vision allows the player to see through obstacles
1081     in a two-square-wide radius. This is extremely helpful and
1082 root 1.3 desirable, so don't give it away for cheap on equipment.
1083 root 1.1 </attribute>
1084     <attribute arch="stealth" editor="stealth" type="bool">
1085     Stealth allows the player to move silently.
1086     This comes to effect if a player turns himself
1087     invisible and tries to sneak around monsters.
1088     (At least that was the idea behind it)
1089     </attribute>
1090     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1091     If a player is wearing any piece of equipment with
1092     the ability to &lt;reflect spells&gt;, all kinds of
1093     spell-bullets and -beams will bounce off him.
1094     This works only about 90% of all times, to
1095     avoid players being completely immune to certain
1096     types of attacks.
1097 root 1.3
1098 root 1.1 This is a very powerful ability and it
1099     shouldn't be handed out cheap!
1100     </attribute>
1101     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1102     If a player is wearing any piece of equipment with
1103     the ability to &lt;reflect missiles&gt;, all kinds of
1104     projectiles (e.g. arrows, bolts, boulders) will
1105     bounce off him. This works only about 90% of all
1106     times, to avoid players being completely immune to
1107     certain types of attacks.
1108     </attribute>
1109 root 1.9 &move_type;
1110 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1111     Click on the &lt;attuned paths&gt; button to select spellpaths.
1112     The player will get attuned to the specified spellpaths
1113     while wearing this item.
1114     </attribute>
1115     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1116     Click on the &lt;repelled paths&gt; button to select spellpaths.
1117     The player will get repelled to the specified spellpaths
1118     while wearing this item.
1119     </attribute>
1120     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1121     Click on the &lt;denied paths&gt; button to select spellpaths.
1122     The specified spellpaths will be denied to the player
1123     while wearing this item.
1124     </attribute>
1125     </section>
1126     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1127     This text describes the item's "story". Every decent artifact
1128     should have such a description.
1129     </attribute>
1130     </type>
1131    
1132     <!--####################################################################-->
1133     <type number="58" name="Battleground">
1134     <ignore>
1135     <ignore_list name="non_pickable" />
1136     </ignore>
1137     <description><![CDATA[
1138     Battleground is very special: In short, players can die on battleground
1139     without any death penalties. They don't loose or gain experience
1140     while on battleground. Acid, draining and depletion effects don't
1141     work either.
1142     When a player dies on battleground, he gets teleported to an exit
1143 root 1.37 location which is defined in the battleground object.]]>
1144 root 1.1 </description>
1145     <use><![CDATA[
1146     Battleground is only meant for player vs. player duels. You can
1147     design combat arenas similiar to the one in scorn.<br>
1148     What should NEVER be done is placing battleground tiles in
1149     open dungeons or other free kinds of land.
1150     It must not be possible to gain significant treasure for fighting
1151     on battleground, because it bears no risk.<br><br>
1152     (Battleground will cease to work when the image or name is changed,
1153     or when it is placed beneath another floor tile.
1154     This is not a bug, it is there to prevent any attempts of placing
1155 root 1.37 "hidden" battleground tiles anywhere.)]]>
1156 root 1.1 </use>
1157     <attribute arch="no_pick" value="1" type="fixed" />
1158     <attribute arch="is_floor" value="1" type="fixed" />
1159     <attribute arch="hp" editor="destination X" 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     <attribute arch="sp" editor="destination Y" type="int">
1164     The exit destinations define the (x, y)-coordinates where players
1165     get teleported after they died on this battleground.
1166     </attribute>
1167     </type>
1168    
1169     <!--####################################################################-->
1170 root 1.32 <type number="165" name="Safe ground">
1171 elmex 1.19 <ignore>
1172     <ignore_list name="non_pickable" />
1173     </ignore>
1174     <description><![CDATA[
1175     Safe ground is a special object that prevents any effects that might
1176     be harmful for the map, other players or items on the map.
1177     It blocks all magic and prayers, usage of alchemy, prevents potions
1178 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1179     do cast spells still work.
1180 root 1.37 ]]>
1181 elmex 1.19 </description>
1182     <use><![CDATA[
1183 elmex 1.20 Safe ground can be used to prevents any means of burning
1184     or destroying the items in a shop. Put this object below all floor tiles
1185     in your map and your shop will be safe. It's generally useful for making
1186     areas where really no kind of spell should be invoked by a player.
1187 root 1.37 ]]>
1188 elmex 1.19 </use>
1189 root 1.31 &movement_types_terrain;
1190 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1191     </type>
1192    
1193     <!--####################################################################-->
1194 root 1.1 <type number="8" name="Book">
1195     <description><![CDATA[
1196 root 1.37 Applying a book, the containing message is displayed to the player.]]>
1197 root 1.1 </description>
1198     <attribute arch="level" editor="literacy level" type="int">
1199     If this value is set to be greater than zero, the player needs a
1200     certain literacy level to succeed reading the book. The book can be
1201     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1202     book can be a nice idea, personally I like it when a player needs
1203     more than his fighting skills to solve a quest. However, keep the
1204     booklevel at least below 15 because it is quite hard to gain high
1205     mental levels.
1206     </attribute>
1207     <attribute arch="startequip" editor="godgiven item" type="bool">
1208     A godgiven item vanishes as soon as the player
1209     drops it to the ground.
1210     </attribute>
1211     <attribute arch="unique" editor="unique item" type="bool">
1212     Unique items exist only one time on a server. If the item
1213     is taken, lost or destroyed - it's gone for good.
1214     </attribute>
1215     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1216     This is the text that appears "written" in the book.
1217     </attribute>
1218 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1219     This is the key string of the book. The key string is checked by an inventory checker.
1220     (This is used eg. for the gate/port passes in scorn)
1221     </attribute>
1222 root 1.1 </type>
1223    
1224     <!--####################################################################-->
1225     <type number="99" name="Boots">
1226     <import_type name="Amulet" />
1227     <description><![CDATA[
1228     Wearing boots, the object's stats will directly be inherited to
1229     the player. Usually enhancing his speed, or granting some minor
1230 root 1.37 protection bonus.]]>
1231 root 1.1 </description>
1232     <use><![CDATA[
1233     Feel free to create your own special artifacts. However, it is very
1234 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1235 root 1.1 </use>
1236     <attribute arch="exp" editor="speed bonus" type="int">
1237     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1238     while worn. This kind of bonus is quite desirable for players of low-
1239     and medium level. High level players usually have fastest possible
1240     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1241     Still, this bonus is good for nice artifacts - not everything has
1242     to be for highest level.
1243     </attribute>
1244     <attribute arch="magic" editor="magic bonus" type="int">
1245     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1246     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1247     than direct armour-class bonus on the boots.
1248 root 1.3
1249 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1250     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1251     </attribute>
1252     </type>
1253    
1254     <!--####################################################################-->
1255 root 1.3 <type number="104" name="Bracers">
1256     <import_type name="Amulet" />
1257     <description><![CDATA[
1258     Bracers are armour-plates worn around the wrists.
1259     Wearing bracer, the object's stats will directly be inherited to
1260 root 1.37 the player. Usually enhancing his defense.]]>
1261 root 1.3 </description>
1262     <use><![CDATA[
1263     Feel free to create your own special artifacts. However, it is very
1264 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1265 root 1.3 </use>
1266     <attribute arch="magic" editor="magic bonus" type="int">
1267     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1268     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1269     than direct armour-class bonus on the bracers.
1270     </attribute>
1271     </type>
1272    
1273     <!--####################################################################-->
1274     <type number="16" name="Brestplate Armour">
1275     <import_type name="Amulet" />
1276     <description><![CDATA[
1277     Wearing an armour, the object's stats will directly be inherited to
1278 root 1.37 the player. Usually enhancing his defense.]]>
1279 root 1.3 </description>
1280     <use><![CDATA[
1281     Feel free to create your own special artifacts. However, it is very
1282 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1283 root 1.3 </use>
1284     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1285     This poses a penalty to spell regeneration speed, for wearing the armour.
1286     The bigger the spellpoint penalty, the worse.
1287     </attribute>
1288     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1289     Slowdown penalty reduces the player's walking speed when wearing the
1290     armour. Bigger values are worse - zero is best.
1291     </attribute>
1292     <attribute arch="magic" editor="magic bonus" type="int">
1293     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1294     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1295     than direct armour-class bonus on the armour.
1296     </attribute>
1297     </type>
1298    
1299     <!--####################################################################-->
1300 root 1.1 <type number="92" name="Button">
1301     <ignore>
1302     <ignore_list name="non_pickable" />
1303     </ignore>
1304     <description><![CDATA[
1305     When a predefined amount of weigh is placed on a button, the
1306     &lt;connection&gt; value is triggered. In most cases this happens when a
1307     player or monster steps on it. When the button is "released", the
1308 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1309 root 1.1 </description>
1310 root 1.9 &move_on;
1311     &move_off;
1312 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1313 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1314 root 1.1 The button is pressed (triggered), as soon as
1315     &lt;press weigh&gt; gram are placed ontop of it.
1316     </attribute>
1317     <attribute arch="connected" editor="connection" type="int">
1318     Every time the button is pressed or released, all objects
1319     with the same &lt;connection&gt; value are activated.
1320     </attribute>
1321     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1322     This text may describe the item. You can use this
1323     message to explain the button's purpose to the player.
1324     </attribute>
1325     </type>
1326    
1327     <!--####################################################################-->
1328 root 1.3 <type number="30" name="Button Trigger">
1329     <import_type name="Button" />
1330     <ignore>
1331     <ignore_list name="non_pickable" />
1332     </ignore>
1333     <description><![CDATA[
1334     Handle buttons are buttons which reset after a short period
1335     of time. Every time it is either applied or reset, the
1336 root 1.37 &lt;connection&gt; value is triggered.]]>
1337 root 1.3 </description>
1338     </type>
1339    
1340     <!--####################################################################-->
1341     <type number="37" name="Class Changer">
1342     <ignore>
1343     <ignore_list name="non_pickable" />
1344     </ignore>
1345     <description><![CDATA[
1346 root 1.37 Class changer are used while creating a character.]]>
1347 root 1.3 </description>
1348     <attribute arch="randomitems" editor="class items" type="treasurelist">
1349     This entry determines which initial items the character receives.
1350     </attribute>
1351     <section name="stats">
1352     <attribute arch="Str" editor="strength" type="int">
1353     The player's strength will rise by the given value if he chooses this
1354     class. (Negative values make strength fall)
1355     </attribute>
1356     <attribute arch="Dex" editor="dexterity" type="int">
1357     The player's dexterity will rise by the given value if he chooses this
1358     class. (Negative values make dexterity fall)
1359     </attribute>
1360     <attribute arch="Con" editor="constitution" type="int">
1361     The player's constitution will rise by the given value if he chooses this
1362     class. (Negative values make constitution fall)
1363     </attribute>
1364     <attribute arch="Int" editor="intelligence" type="int">
1365     The player's intelligence will rise by the given value if he chooses this
1366     class. (Negative values make intelligence fall)
1367     </attribute>
1368     <attribute arch="Pow" editor="power" type="int">
1369     The player's power will rise by the given value if he chooses this
1370     class. (Negative values make power fall)
1371     </attribute>
1372     <attribute arch="Wis" editor="wisdom" type="int">
1373     The player's wisdom will rise by the given value if he chooses this
1374     class. (Negative values make wisdom fall)
1375     </attribute>
1376     <attribute arch="Cha" editor="charisma" type="int">
1377     The player's charisma will rise by the given value if he chooses this
1378     class. (Negative values make charisma fall)
1379     </attribute>
1380     </section>
1381     </type>
1382    
1383     <!--####################################################################-->
1384 root 1.1 <type number="87" name="Cloak">
1385     <import_type name="Amulet" />
1386     <description><![CDATA[
1387     Wearing a cloak, the object's stats will directly be inherited to
1388     the player. Cloaks usually add minor &lt;armour class&gt; and
1389 root 1.37 sometimes a bit of resistance.]]>
1390 root 1.1 </description>
1391     <use><![CDATA[
1392     Feel free to create your own special artifacts. However, it is very
1393 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1394 root 1.1 </use>
1395     <attribute arch="magic" editor="magic bonus" type="int">
1396     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1397     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1398     than direct armour-class bonus on the cloak.
1399 root 1.3
1400 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1401     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1402     </attribute>
1403     </type>
1404    
1405     <!--####################################################################-->
1406     <type number="9" name="Clock">
1407     <description><![CDATA[
1408 root 1.37 Applying a clock, the time is displayed to the player.]]>
1409 root 1.1 </description>
1410     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1411     This text may describe the item
1412     </attribute>
1413     </type>
1414    
1415     <!--####################################################################-->
1416     <type number="122" name="Container">
1417     <description><![CDATA[
1418     A player can put (certain kinds of) items in the container.
1419     The overall weight of items is reduced when put inside a
1420     container, depending on the settings.
1421     <br><br>
1422     A special feature of containers is the "cauldron",
1423 root 1.37 capable of mixing alchemical receipes.]]>
1424 root 1.1 </description>
1425     <use><![CDATA[
1426     Note on chests - There are two types of chests:
1427     <UL>
1428     <LI> First the random treasure chests - Those are NOT containers
1429     (but object type Treasure), they create random treasures when
1430     applied. Archetype name is "chest".
1431     <LI> Second there are the permanent chests - Those are containers,
1432     they can be opened and closed again. Archetype name is "chest_2".
1433 root 1.37 </UL>]]>
1434 root 1.1 </use>
1435     <attribute arch="race" editor="container class" type="string">
1436     If set, the container will hold only certain types of objects.
1437     Possible choices for &lt;container class&gt; are: "gold and jewels",
1438 root 1.3 "arrows" and "keys".
1439    
1440 root 1.1 Unfortunately it is not easy to create new container
1441     classes, because items need a matching counterpiece-attribute
1442     to the &lt;container class&gt; before they can be put inside a
1443     container. This attribute ("race") is set only for the existing
1444     container classes.
1445     </attribute>
1446     <attribute arch="slaying" editor="key string" type="string">
1447     If &lt;key string&gt; is set, only players with a special key
1448     of matching &lt;key string&gt; are able to open the container.
1449     </attribute>
1450     <attribute arch="container" editor="maximum weight" type="int">
1451     The container can hold a maximum total weight of the given value
1452     in gram. Note that this weight limit is calculated *after* the
1453     weight reduction (&lt;reduce weight&gt;) has been applied.
1454     </attribute>
1455     <attribute arch="Str" editor="reduce weight %" type="int">
1456     This value determines how much the weight of items is reduced in
1457     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1458     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1459     Most default values are in the range of ten.
1460     </attribute>
1461     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1462     If set, the container can be used as alchemy-cauldron.
1463     The player can put ingredients inside, close it, cast alchemy
1464     and if his formulae is true, he'll get what he longed for.
1465     </attribute>
1466     <attribute arch="unique" editor="unique item" type="bool">
1467     Unique items exist only one time on a server. If the item
1468     is taken, lost or destroyed - it's gone for good.
1469     All contents of a unique container are unique as well.
1470     </attribute>
1471     <attribute arch="startequip" editor="godgiven item" type="bool">
1472     A godgiven item vanishes as soon as the player
1473     drops it to the ground.
1474     </attribute>
1475     <attribute arch="other_arch" editor="animation arch" type="string">
1476     This is used for a certain kind of... "animation" when
1477     opening the container. Stick to the default arches here
1478     and you won't get into trouble.
1479     </attribute>
1480     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1481     This text may contain a description of the container.
1482     </attribute>
1483     </type>
1484    
1485     <!--####################################################################-->
1486     <type number="103" name="Converter">
1487     <ignore>
1488     <attribute arch="value" />
1489     <attribute arch="nrof" />
1490     <attribute arch="name_pl" />
1491     <attribute arch="no_pick" />
1492     <attribute arch="unpaid" />
1493     <attribute arch="title" />
1494     </ignore>
1495     <description><![CDATA[
1496     Converters are like "exchange tables". When the player drops a
1497     specific type of items, they get converted into other items, at a
1498 root 1.37 predefined exchange-ratio.]]>
1499 root 1.1 </description>
1500     <use><![CDATA[
1501     Converters are better than shopping with doormats, because the
1502     converters never get sold out. For some items like food or jewels
1503     those "exchange tables" are really nice, while for the more important
1504     stuff like potions converters should not exist.
1505     <br><br>
1506     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1507     items on a converter, the stuff you get must be of equal or lesser
1508     value than before! (Except if you are using "rare" items like
1509     dragonscales for payment). The code will not check if your ratio is
1510 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1511 root 1.1 </use>
1512     <attribute arch="no_pick" value="1" type="fixed" />
1513     <attribute arch="slaying" editor="cost arch" type="string">
1514     &lt;cost arch&gt; is the name of the archetype the player has to
1515     put on the converter, as payment.
1516     </attribute>
1517     <attribute arch="food" editor="cost number" type="int">
1518     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1519     on the converter, in order to get &lt;receive number&gt; items
1520     of &lt;receive arch&gt;.
1521     </attribute>
1522     <attribute arch="other_arch" editor="receive arch" type="string">
1523     &lt;receive arch&gt; is the name of the archetype to convert into.
1524 root 1.2 This field is ignored if the converter has items in inventory. In this
1525     case one of the inventory items is duplicated. The duplicated item is
1526     randomly chosen from all items present.
1527 root 1.1 </attribute>
1528     <attribute arch="sp" editor="receive number" type="int">
1529     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1530     on the converter, in order to get &lt;receive number&gt; items
1531     of &lt;receive arch&gt;.
1532     </attribute>
1533     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1534     This text may contain a description of the converter.
1535     </attribute>
1536     </type>
1537    
1538     <!--####################################################################-->
1539     <type number="42" name="Creator">
1540     <ignore>
1541     <ignore_list name="system_object" />
1542     </ignore>
1543     <description><![CDATA[
1544     A creator is an object which creates another object when it
1545     is triggered. The child object can be anything. Creators are
1546 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1547 root 1.37 periodically create things.]]>
1548 root 1.1 </description>
1549     <use><![CDATA[
1550     Don't hesitate to hide your creators under the floor.
1551 root 1.37 The created items will still always appear ontop of the floor.]]>
1552 root 1.1 </use>
1553     <attribute arch="no_pick" value="1" type="fixed" />
1554     <attribute arch="other_arch" editor="create arch" type="string">
1555     This string defines the object that will be created.
1556     You can choose any of the existing arches.
1557 root 1.2 This field is ignored if the creator has items in inventory. In this case
1558     one of the inventory items is duplicated. The duplicated item is randomly
1559     chosen from all items present.
1560 root 1.1 </attribute>
1561     <attribute arch="connected" editor="connection" type="int">
1562     Whenever the connection value is activated,
1563 root 1.3 the creator gets triggered.
1564 root 1.1 </attribute>
1565 elmex 1.16 &activate_on;
1566 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1567     If &lt;infinit uses&gt; is set, the creator will work
1568 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1569 root 1.1 </attribute>
1570 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1571     When this field is set the creator will periodically create stuff
1572     (and will still do so when the connection is triggered).
1573     A value of 1 means roughly 8 times a second.
1574     </attribute>
1575 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1576     The creator can be triggered &lt;number of uses&gt; times, thus
1577     creating that many objects, before it dissappears.
1578     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1579     </attribute>
1580     <attribute arch="slaying" editor="name of creation" type="string">
1581 root 1.2 The created object will bear the name and title specified in &lt;name of
1582     creation&gt;. If nothing is set, the standard name and title of the
1583     archetype is used.
1584 root 1.1 </attribute>
1585     <attribute arch="level" editor="level of creation" type="int">
1586     The created object will be of that level. If zero/unset,
1587     the standard level of the archetype is used.
1588     </attribute>
1589     </type>
1590    
1591     <!--####################################################################-->
1592     <type number="51" name="Detector">
1593     <ignore>
1594     <ignore_list name="system_object" />
1595     </ignore>
1596     <description><![CDATA[
1597     Detectors work quite much like inv. checkers/pedestals: If the detector
1598     finds a specific object, it toggles its connected value.
1599     <br><br>
1600     What is "unique" about them, compared to inv. checkers/ pedestals?
1601     - First, detectors check their square for a match periodically, not
1602     instantly. Second, detectors check directly for object names. Third,
1603 root 1.37 detectors do not check the inventory of players/monsters.]]>
1604 root 1.1 </description>
1605     <use><![CDATA[
1606     There is one major speciality about detectors: You can detect spells
1607     blown over a detector! To detect a lighting bolt for example, set
1608     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1609 root 1.37 walls, this can be very useful for map-mechanisms.]]>
1610 root 1.1 </use>
1611     <attribute arch="no_pick" value="1" type="fixed" />
1612     <attribute arch="slaying" editor="match name" type="string">
1613     &lt;match name&gt; specifies the name of the object we are looking for.
1614     Actually it does also check for the &lt;key string&gt; in key-objects,
1615     but for this case inventory checkers are often more powerful to use.
1616     </attribute>
1617     <attribute arch="connected" editor="connection" type="int">
1618     When the detector is triggered, all objects with the same
1619     connection value get activated.
1620     </attribute>
1621     <attribute arch="speed" editor="detection speed" type="float">
1622     This value defines the time between two detector-checks.
1623     If you want the detector to behave almost like pedestals/buttons,
1624     set speed rather high, like &lt;detection speed&gt; 1.0.
1625     </attribute>
1626 root 1.12 &speed_left;
1627     <attribute arch="speed_left" editor="speed left" type="float">
1628     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1629     If it is larger than 0, the detector checks, and the speed is decremented
1630     by 1.
1631     </attribute>
1632 root 1.1 </type>
1633    
1634     <!--####################################################################-->
1635     <type number="112" name="Director">
1636     <ignore>
1637     <ignore_list name="non_pickable" />
1638     </ignore>
1639     <description><![CDATA[
1640     Directors change the direction of spell objects and other projectiles
1641     that fly past. Unlike spinners, directors always move objects in the
1642     same direction. It does not make a difference from what angle you
1643     shoot into it.<br>
1644 root 1.37 Directors are visible per default.]]>
1645 root 1.1 </description>
1646     <use><![CDATA[
1647     Directors are rarely used in maps. Sometimes they are placed to
1648     change the direction of spells coming out of magic walls,
1649     "channeling" spell-projectiles in some direction. When doing this,
1650     <B>never place directors facing each other with magic walls fireing
1651     into them!</B> The spell-projectiles bouncing between the directors
1652     would accumulate to huge numbers and at some point slow down the
1653     server by eating memory- and CPU-time.
1654     <br><br>
1655     You'd better not place directors in monster vs. player combat
1656 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1657 root 1.1 </use>
1658     <attribute arch="sp" editor="direction" type="list_direction">
1659     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1660     A director with direction &lt;none&gt; simply stops projectiles.
1661     (The latter works out a bit strange for some spells).
1662     </attribute>
1663 root 1.9 &move_on;
1664 root 1.1 </type>
1665    
1666     <!--####################################################################-->
1667     <type number="158" name="Disease">
1668     <ignore>
1669     <ignore_list name="system_object" />
1670     </ignore>
1671     <description><![CDATA[
1672 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1673 root 1.1 Once casted, they can spread out and infect creatures in a large
1674     area. Being infected can have various effects, from amusing farts
1675 root 1.37 to horrible damage - almost everything is possible.]]>
1676 root 1.1 </description>
1677     <use><![CDATA[
1678     Diseases are extremely flexible and usable in a many ways.
1679     So far they are mostly used for causing bad, unwanted effects.
1680     You could just as well create a disease which helps the player
1681     (recharging mana for example).
1682 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1683 root 1.1 </use>
1684     <attribute arch="invisible" value="1" type="fixed" />
1685     <attribute arch="level" editor="plaque level" type="int">
1686     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1687     This mainly reflects in the &lt;damage&gt;. It has no effect on
1688     most other symptoms. Neverthless, it is a very important value for
1689     all damage-inflicting diseases.
1690     </attribute>
1691     <attribute arch="race" editor="infect race" type="string">
1692     The disease will only infect creatures of the specified &lt;race&gt;.
1693     "&lt;race&gt; *" means every creature can be infected.
1694     </attribute>
1695     <attribute arch="ac" editor="progressiveness" type="int">
1696     Every time the disease "moves" the severity of the symptoms are increased
1697     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1698     </attribute>
1699     <section name="spreading">
1700     <attribute arch="wc" editor="infectiosness" type="int">
1701     The &lt;infectiosness&gt; defines the chance of new creatures getting
1702     infected. If you set this too high, the disease is very likely to
1703     be too effective.
1704 root 1.3
1705 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1706     </attribute>
1707     <attribute arch="last_grace" editor="attenuation" type="int">
1708     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1709     everytime it infects someone new. This limits how many generations
1710     a disease can propagate.
1711     </attribute>
1712     <attribute arch="magic" editor="infection range" type="int">
1713     &lt;infection range&gt; sets the range at which infection may occur.
1714     If positive, the &lt;infection range&gt; is level dependant - If negative,
1715     it is not:
1716     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1717 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1718 root 1.1 </attribute>
1719     <attribute arch="maxhp" editor="persistence" type="int">
1720     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1721     The disease can "move" &lt;persistence&gt; times outside a host before it
1722     vanishes. A negative value means the disease lasts for permanent
1723     (which is only recommended to use in maps without monsters).
1724     </attribute>
1725     <attribute arch="maxgrace" editor="curing duration" type="int">
1726     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1727     (Assuming the host survives and doesn't use a curing spell).
1728     After this period the disease is naturally cured, which provides the
1729     host with immunity from this particular disease of lower or equal level.
1730 root 1.3
1731 root 1.1 A negative value means the disease can never be cured naturally.
1732 root 1.3
1733 root 1.1 Note that this value can be further modulated by spell-parameters,
1734     if the disease is registered as spell in the code. Due to that,
1735     most default diseases take a lot longer to cure than it seems.
1736     </attribute>
1737     <attribute arch="speed" editor="moving speed" type="float">
1738     The &lt;speed&gt; of the disease determines how fast the disease will
1739     "move", thus how fast the symptoms strike the host.
1740     </attribute>
1741 root 1.12 &speed_left;
1742 root 1.1 </section>
1743     <section name="symptoms">
1744     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1745     The disease will attack the host with the given &lt;attacktype&gt;.
1746     Godpower attacktype is commonly used for "unresistable" diseases.
1747     </attribute>
1748     <attribute arch="dam" editor="damage" type="int">
1749     A disease with a positive &lt;damage&gt; value will strike the player for that
1750     amount of damage every time the symptoms occur.
1751     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1752     the player's health is reduced by 10% every time the symptoms strike.
1753 root 1.3
1754 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1755     for players of all levels.
1756     </attribute>
1757     <attribute arch="other_arch" editor="create arch" type="string">
1758     If set, the specified arch is created and dropped every time the
1759     symptoms strike.
1760 root 1.3
1761 root 1.1 This can be various things: farts, body pieces, eggs ...
1762     Even monsters can be created that way. You could also make a
1763     disease where some exotic stuff like money/gems is created.
1764     </attribute>
1765     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1766     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1767     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1768     </attribute>
1769     <attribute arch="exp" editor="exp. for curing" type="int">
1770     When the player manages to cure this disease (with a curing spell),
1771     he is awarded with &lt;exp. for curing&gt; experience.
1772     </attribute>
1773     <attribute arch="maxsp" editor="mana depletion" type="int">
1774     Every time the disease "moves", the player's mana is
1775     reduced by the value of &lt;mana depletion&gt;.
1776     For negative values, a %-based amount is taken.
1777     </attribute>
1778     <attribute arch="last_eat" editor="food depletion" type="int">
1779     Every time the disease "moves", the player's food is
1780     reduced by the value of &lt;food depletion&gt;.
1781     For negative values, a %-based amount is taken.
1782     </attribute>
1783     <attribute arch="hp" editor="health regen." type="int">
1784     This value increases the player's healing rate.
1785     Negative values decrease it.
1786     </attribute>
1787     <attribute arch="sp" editor="mana regen." type="int">
1788     This value increases the player's rate of mana regeneration.
1789     Negative values decrease it.
1790     </attribute>
1791     </section>
1792     <section name="disability">
1793     <attribute arch="Str" editor="strength" type="int">
1794     The player's strength will rise by the given value
1795     while being infected. (Negative values make strength fall)
1796     </attribute>
1797     <attribute arch="Dex" editor="dexterity" type="int">
1798     The player's dexterity will rise by the given value
1799     while being infected. (Negative values make dexterity fall)
1800     </attribute>
1801     <attribute arch="Con" editor="constitution" type="int">
1802     The player's constitution will rise by the given value
1803     while being infected. (Negative values make constitution fall)
1804     </attribute>
1805     <attribute arch="Int" editor="intelligence" type="int">
1806     The player's intelligence will rise by the given value
1807     while being infected. (Negative values make intelligence fall)
1808     </attribute>
1809     <attribute arch="Pow" editor="power" type="int">
1810     The player's power will rise by the given value
1811     while being infected. (Negative values make power fall)
1812     </attribute>
1813     <attribute arch="Wis" editor="wisdom" type="int">
1814     The player's wisdom will rise by the given value
1815     while being infected. (Negative values make wisdom fall)
1816     </attribute>
1817     <attribute arch="Cha" editor="charisma" type="int">
1818     The player's charisma will rise by the given value
1819     while being infected. (Negative values make charisma fall)
1820     </attribute>
1821     </section>
1822     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1823     This text is displayed to the player every time the
1824     symptoms strike.
1825     </attribute>
1826     </type>
1827    
1828     <!--####################################################################-->
1829 root 1.3 <type number="23" name="Door">
1830     <ignore>
1831     <ignore_list name="non_pickable" />
1832     </ignore>
1833     <description><![CDATA[
1834     A door can be opened with a normal key. It also can be broken by attacking
1835     it, and it can be defeated with the lockpicking skill. If a door is
1836     defeated, horizontally and vertically adjacent doors are automatically
1837 root 1.37 removed.]]>
1838 root 1.3 </description>
1839     <attribute arch="no_pick" value="1" type="fixed" />
1840     <attribute arch="alive" value="1" type="fixed" />
1841 root 1.9 &movement_types_terrain;
1842 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1843     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1844     </attribute>
1845     <attribute arch="ac" editor="armour class" type="int">
1846     Doors of high &lt;armour class&gt; are less likely to get hit.
1847     &lt;armour class&gt; can be considered the "counterpiece" to
1848     &lt;weapon class&gt;.
1849     </attribute>
1850     <attribute arch="other_arch" editor="drop arch" type="string">
1851     This string defines the object that will be created when the door was
1852     defeated.
1853     </attribute>
1854     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1855     This entry determines what kind of traps will appear in the door.
1856     </attribute>
1857 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1858     Set this flag to move treasure items created into the environment (map)
1859     instead of putting them into the object.
1860     </attribute>
1861 root 1.3 </type>
1862    
1863     <!--####################################################################-->
1864 root 1.1 <type number="83" name="Duplicator">
1865     <ignore>
1866     <ignore_list name="system_object" />
1867     </ignore>
1868     <description><![CDATA[
1869     When activated, a duplicator can duplicate, multiply or destroy a pile of
1870     objects which lies somewhere on top of the duplicator.
1871     The duplicator has one arch name specified as &lt;target arch&gt;,
1872     and only objects of this archetype can be affected.<br>
1873     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1874 root 1.37 If the latter is set to zero, it will destroy objects.]]>
1875 root 1.1 </description>
1876     <use><![CDATA[
1877     I hope it is clear that one must be very cautious when inserting a duplicator
1878     anywhere with &lt;multiply factor&gt; greater than one.
1879     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1880     It is <b>not acceptable</b> to allow duplication of anything other than
1881     coins, gold and jewels. Besides, it is very important that the chance to
1882     loose the input matches the chance to earn winnings.<br>
1883     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1884 root 1.37 loosing rate of 2/3 = 67%.]]>
1885 root 1.1 </use>
1886     <attribute arch="other_arch" editor="target arch" type="string">
1887 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1888     duplicated, multiplied or removed. All other objects will be ignored.
1889 root 1.1 </attribute>
1890     <attribute arch="level" editor="multiply factor" type="int">
1891     The number of items in the target pile will be multiplied by the
1892     &lt;multiply factor&gt;. If it is set to zero, all target objects
1893     will be destroyed.
1894     </attribute>
1895     <attribute arch="connected" editor="connection" type="int">
1896     An activator (lever, altar, button, etc) with matching connection value
1897     is able to trigger this duplicator. Be very careful that players cannot
1898     abuse it to create endless amounts of money or other valuable stuff!
1899     </attribute>
1900 elmex 1.16 &activate_on;
1901 root 1.1 </type>
1902    
1903     <!--####################################################################-->
1904     <type number="66" name="Exit">
1905     <ignore>
1906     <ignore_list name="non_pickable" />
1907     </ignore>
1908     <description><![CDATA[
1909     When the player applies an exit, he is transferred to a different location.
1910     (Monsters cannot use exits.) Depending on how it is set, the player applies
1911     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1912 root 1.37 the exit. ]]>
1913 root 1.1 </description>
1914     <use><![CDATA[
1915 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1916 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1917     detected with the show_invisible spell.
1918     <br><br>
1919     You can be quite creative with the outlook of secret exits (their "face").
1920 root 1.37 Don't forget to give the player relyable hints about them though.]]>
1921 root 1.1 </use>
1922     <attribute arch="slaying" editor="exit path" type="string">
1923     The exit path defines the map that the player is transferred to.
1924     You can enter an absolute path, beginning with '/' (for example
1925     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1926     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1927     relative path "Fire1"). Use relative paths whenever possible! Note that
1928     upper/lower case must always be set correctly. However, please use lower
1929 root 1.3 case only.
1930 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1931     is on. If slaying is not set in an exit, the player will see a message like
1932     "the exit is closed".
1933     </attribute>
1934     <attribute arch="hp" editor="destination X" type="int">
1935     The exit destinations define the (x, y)-coordinates where the exit
1936     leads to.
1937     If both are set to zero, the player will be transferred to the "default
1938     enter location" of the destined map. The latter can be set in the map-
1939     properties as "Enter X/Y". Though, please DO NOT use that.
1940     It turned out to be a source for numerous map-bugs.
1941     </attribute>
1942     <attribute arch="sp" editor="destination Y" type="int">
1943     The exit destinations define the (x, y)-coordinates where the exit
1944     leads to.
1945     If both are set to zero, the player will be transferred to the "default
1946     enter location" of the destined map. The latter can be set in the map-
1947     properties as "Enter X/Y". Though, please DO NOT use that.
1948     It turned out to be a source for numerous map-bugs.
1949     </attribute>
1950 root 1.9 &move_on;
1951 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1952     If set, this message will be displayed to the player when he applies the exit.
1953     This is quite useful to throw in some "role-play feeling": "As you enter the
1954     dark cave you hear the sound of rustling dragonscales...". Well, my english
1955     is poor, but you get the point. =)
1956     </attribute>
1957 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
1958     If set, then players using this exit will have their savebed position
1959 root 1.26 set to the destination of the exit when passing through.
1960 root 1.1 </attribute>
1961     </type>
1962    
1963     <!--####################################################################-->
1964     <type number="72" name="Flesh">
1965     <description><![CDATA[
1966     Just like with food, the player can fill his stomache and gain a
1967     little health by eating flesh-objects. <br>
1968     For dragon players, flesh plays a very special role though: If the
1969     flesh has resistances set, a dragon player has a chance to gain resistance in
1970 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1971 root 1.1 Don't forget that flesh items with resistances have to be balanced
1972 root 1.37 according to map/monster difficulty.]]>
1973 root 1.1 </description>
1974     <use><![CDATA[
1975     For dragon players, flesh items can be highly valuable. Note that many
1976     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1977     These flesh items "inherit" resistances and level from the monster they belong to.
1978     When you add special flesh items to the inventory of a monster, this is
1979     not the case - so you have to set it manually.
1980     <br><br>
1981     Generally adding special flesh-treaties for dragon players is a great thing
1982     to do. Always consider that dragon players might really not be interested
1983     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1984 root 1.37 out on the reward completely.]]>
1985 root 1.1 </use>
1986     <attribute arch="food" editor="foodpoints" type="int">
1987     The player's stomache will get filled with this amount of foodpoints.
1988     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1989     </attribute>
1990     <attribute arch="level" editor="flesh level" type="int">
1991     The &lt;flesh level&gt; is not visible to the players and it affects only
1992     dragon players. Normally this value reflects the level of the monster
1993     from which the flesh item originates.
1994     Dragon players always search for flesh of highest level possible,
1995     because it bears the best chance to gain high resistances.
1996     </attribute>
1997     <attribute arch="startequip" editor="godgiven item" type="bool">
1998     A godgiven item vanishes as soon as the player
1999     drops it to the ground.
2000     </attribute>
2001 elmex 1.29 &resistances_flesh_section;
2002 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2003     This text may describe the item.
2004     </attribute>
2005     </type>
2006    
2007     <!--####################################################################-->
2008     <type number="0" name="Floor">
2009     <required>
2010     <attribute arch="is_floor" value="1" />
2011     <attribute arch="alive" value="0" />
2012     </required>
2013     <ignore>
2014     <ignore_list name="non_pickable" />
2015     </ignore>
2016     <description><![CDATA[
2017     Floor is a very basic thing whithout too much
2018 root 1.37 functionality. It's a floor - you stand on it.]]>
2019 root 1.1 </description>
2020     <attribute arch="is_floor" value="1" type="fixed" />
2021     <attribute arch="no_pick" value="1" type="fixed" />
2022     <section name="terrain">
2023 root 1.9 &movement_types_terrain;
2024 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2025     This flag indicates this spot contains wood or high grass.
2026     Players with activated woodsman skill can move faster here.
2027     </attribute>
2028     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2029     This flag indicates this spot contains hills or large rocks.
2030     Players with activated mountaineer skill can move faster here.
2031     </attribute>
2032     </section>
2033     <attribute arch="no_magic" editor="no spells" type="bool">
2034     If enabled, it is impossible for players to use (wizard-)
2035     spells on that spot.
2036     </attribute>
2037     <attribute arch="damned" editor="no prayers" type="bool">
2038     If enabled, it is impossible for players to use prayers
2039     on that spot. It also prevents players from saving.
2040     </attribute>
2041     <attribute arch="unique" editor="unique map" type="bool">
2042     Unique floor means that any items dropped on that spot
2043     will be saved byond map reset. For permanent apartments,
2044     all floor tiles must be set &lt;unique map&gt;.
2045     </attribute>
2046     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2047     This text may describe the object.
2048     </attribute>
2049     </type>
2050    
2051     <!--####################################################################-->
2052     <type number="67" name="Floor (Encounter)">
2053     <ignore>
2054     <ignore_list name="non_pickable" />
2055     </ignore>
2056     <description><![CDATA[
2057     Encounter-Floor is pretty much the same as normal floor.
2058     Most outdoor floor/ground-arches are set to be "encounters".
2059     That is kind of a relict from former code: When walking over
2060     encounter-floor, players sometimes got beamed to little maps
2061     with monsters on them. Nowadays this feature is disabled -
2062 root 1.37 Hence encounter floor is not different from normal floor.]]>
2063 root 1.1 </description>
2064     <attribute arch="is_floor" value="1" type="fixed" />
2065     <attribute arch="no_pick" value="1" type="fixed" />
2066     <section name="terrain">
2067 root 1.9 &movement_types_terrain;
2068 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2069     This flag indicates this spot contains wood or high grass.
2070     Players with activated woodsman skill can move faster here.
2071     </attribute>
2072     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2073     This flag indicates this spot contains hills or large rocks.
2074     Players with activated mountaineer skill can move faster here.
2075     </attribute>
2076     </section>
2077     <attribute arch="no_magic" editor="no spells" type="bool">
2078     If enabled, it is impossible for players to use (wizard-)
2079     spells on that spot.
2080     </attribute>
2081     <attribute arch="damned" editor="no prayers" type="bool">
2082     If enabled, it is impossible for players to use prayers
2083     on that spot. It also prevents players from saving.
2084     </attribute>
2085     <attribute arch="unique" editor="unique map" type="bool">
2086     Unique floor means that any items dropped on that spot
2087     will be saved byond map reset. For permanent apartments,
2088     all floor tiles must be set &lt;unique map&gt;.
2089     </attribute>
2090     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2091     This text may describe the object.
2092     </attribute>
2093     </type>
2094    
2095     <!--####################################################################-->
2096     <type number="6" name="Food">
2097     <description><![CDATA[
2098     By eating/drinking food-objects, the player can fill his
2099 root 1.37 stomache and gain a little health.]]>
2100 root 1.1 </description>
2101     <attribute arch="food" editor="foodpoints" type="int">
2102     The player's stomache will get filled with this amount of foodpoints.
2103     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2104     </attribute>
2105     <attribute arch="startequip" editor="godgiven item" type="bool">
2106     A godgiven item vanishes as soon as the player
2107     drops it to the ground.
2108     </attribute>
2109     </type>
2110    
2111     <!--####################################################################-->
2112     <type number="91" name="Gate">
2113     <ignore>
2114     <ignore_list name="non_pickable" />
2115     </ignore>
2116     <description><![CDATA[
2117 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2118 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2119     or carrying special key-objects (-> inventory checker).
2120     Unlike locked doors, gates can get shut again after a player has
2121 root 1.37 passed, which makes them more practical in many cases.]]>
2122 root 1.1 </description>
2123     <use><![CDATA[
2124     Use gates to divide your maps into seperated areas. After solving
2125     area A, the player gains access to area B, and so on. Make your
2126 root 1.37 maps more complex than "one-way".]]>
2127 root 1.1 </use>
2128     <attribute arch="no_pick" value="1" type="fixed" />
2129 elmex 1.15 <attribute arch="speed" value="1" type="float">
2130     The speed of the gate affects how fast it is closing/opening.
2131     </attribute>
2132 root 1.1 <attribute arch="connected" editor="connection" type="int">
2133     Whenever the inventory checker is triggered, all objects with identical
2134     &lt;connection&gt; value get activated. This only makes sense together with
2135     &lt;blocking passage&gt; disabled.
2136     </attribute>
2137     <attribute arch="wc" editor="position state" type="int">
2138     The &lt;position state&gt; defines the position of the gate:
2139     Zero means completely open/down, the "number of animation-steps" (usually
2140     about 6 or 7) means completely closed/up state. I suggest you don't
2141     mess with this value - Leave the default in place.
2142     </attribute>
2143 root 1.9 &movement_types_terrain;
2144 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2145     Restricting the use of spells to pass this gate. This has
2146     an effect only if &lt;block view&gt; is disabled.
2147     </attribute>
2148     <attribute arch="damned" editor="restrict prayers" type="bool">
2149     Restricting the use of prayers to pass this door. This has
2150     an effect only if &lt;block view&gt; is disabled.
2151     </attribute>
2152     </type>
2153    
2154     <!--####################################################################-->
2155     <type number="113" name="Girdle">
2156     <import_type name="Amulet" />
2157     <description><![CDATA[
2158     Wearing a girdle, the object's stats will directly be inherited to
2159     the player. Girdles usually provide stats- or damage bonuses and no
2160 root 1.37 defense.]]>
2161 root 1.1 </description>
2162     <use><![CDATA[
2163     Feel free to create your own special artifacts. However, it is very
2164 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2165 root 1.1 </use>
2166     <attribute arch="magic" editor="magic bonus" type="int">
2167     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2168     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2169     than direct armour-class bonus on the helmet.
2170 root 1.3
2171 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2172     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2173     &lt;magic bonus&gt; is pointless here.
2174     </attribute>
2175     </type>
2176    
2177     <!--####################################################################-->
2178     <type number="100" name="Gloves">
2179     <import_type name="Amulet" />
2180     <description><![CDATA[
2181     Wearing gloves, the object's stats will directly be inherited to
2182 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2183 root 1.1 </description>
2184     <use><![CDATA[
2185     Feel free to create your own special artifacts. However, it is very
2186 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2187 root 1.1 </use>
2188     <attribute arch="magic" editor="magic bonus" type="int">
2189     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2190     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2191     will increase that.
2192     </attribute>
2193     </type>
2194    
2195     <!--####################################################################-->
2196     <type number="93" name="Handle">
2197     <ignore>
2198     <ignore_list name="non_pickable" />
2199     </ignore>
2200     <description><![CDATA[
2201     A handle can be applied by players and (certain) monsters.
2202 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2203 root 1.1 </description>
2204     <use><![CDATA[
2205     Handles are commonly used to move gates. When placing your lever,
2206     don't forget that some monsters are able to apply it.
2207     The ability to apply levers is rare among monsters -
2208 root 1.37 but vampires can do it for example.]]>
2209 root 1.1 </use>
2210     <attribute arch="no_pick" value="1" type="fixed" />
2211     <attribute arch="connected" editor="connection" type="int">
2212     Every time the handle is applied, all objects
2213     with the same &lt;connection&gt; value are activated.
2214     </attribute>
2215     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2216     This text may describe the item. You can use this
2217     message to explain the handle's purpose to the player.
2218     </attribute>
2219     </type>
2220    
2221     <!--####################################################################-->
2222     <type number="27" name="Handle Trigger">
2223     <import_type name="Handle" />
2224     <ignore>
2225     <ignore_list name="non_pickable" />
2226     </ignore>
2227     <description><![CDATA[
2228     Handle triggers are handles which reset after a short period
2229     of time. Every time it is either applied or reset, the
2230 root 1.37 &lt;connection&gt; value is triggered.]]>
2231 root 1.1 </description>
2232     <use><![CDATA[
2233     When you connect an ordinary handle to a gate, the gate normally remains
2234     opened after the first player passed. If you want to keep the gate shut,
2235 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2236 root 1.1 </use>
2237     </type>
2238    
2239     <!--####################################################################-->
2240     <type number="88" name="Hazard Floor">
2241     <required>
2242     <attribute arch="is_floor" value="1" />
2243     </required>
2244     <ignore>
2245     <ignore_list name="non_pickable" />
2246     </ignore>
2247     <description><![CDATA[
2248     The best example for Hazard Floor is lava. It works like standard
2249     floor, but damages all creatures standing on it.
2250 root 1.37 Damage is taken in regular time intervals.]]>
2251 root 1.1 </description>
2252     <use><![CDATA[
2253     The default lava for example does minor damage. But you can turn
2254     it up so that your hazard floor poses a real threat.<br>
2255     Like magic walls, such floors add a permanent thrill to your map.
2256     You can use that to safely chase off too-weak players, or just
2257 root 1.37 to have something different.]]>
2258 root 1.1 </use>
2259     <attribute arch="is_floor" value="1" type="fixed" />
2260     <attribute arch="lifesave" value="1" type="fixed" />
2261 root 1.9 &move_on;
2262 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2263     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2264     This attribute specifys the attacktypes that this floor uses to
2265     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2266     If you want a real tough hazard floor, add more than just one attacktype.
2267     </attribute>
2268     <attribute arch="dam" editor="base damage" type="int">
2269     The &lt;base damage&gt; defines how much damage is inflicted to the
2270     victim per hit. The final damage is influenced by several other
2271     factors like the victim's resistance and level.
2272     </attribute>
2273     <attribute arch="wc" editor="weaponclass" type="int">
2274     &lt;weapon class&gt; improves the chance of hitting the victim.
2275     Lower values are better.
2276     Usually, hazard floors like lava are supposed to hit the
2277     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2278     to something like -30.
2279     </attribute>
2280     <attribute arch="level" editor="attack level" type="int">
2281     I guess this value is supposed to work similar to monster levels.
2282     But in fact, it does not seem to have an effect. Set any non-zero
2283     value to be on the safe side.
2284     </attribute>
2285     <section name="terrain">
2286 root 1.9 &movement_types_terrain;
2287 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2288     This flag indicates this spot contains wood or high grass.
2289     Players with activated woodsman skill can move faster here.
2290     </attribute>
2291     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2292     This flag indicates this spot contains hills or large rocks.
2293     Players with activated mountaineer skill can move faster here.
2294     </attribute>
2295     </section>
2296     <attribute arch="no_magic" editor="no spells" type="bool">
2297     If enabled, it is impossible for players to use (wizard-)
2298     spells on that spot.
2299     </attribute>
2300     <attribute arch="damned" editor="no prayers" type="bool">
2301     If enabled, it is impossible for players to use prayers
2302     on that spot. It also prevents players from saving.
2303     </attribute>
2304     <attribute arch="unique" editor="unique map" type="bool">
2305     Unique floor means that any items dropped on that spot
2306     will be saved byond map reset. For permanent apartments,
2307     all floor tiles must be set &lt;unique map&gt;.
2308     </attribute>
2309     </type>
2310    
2311     <!--####################################################################-->
2312     <type number="34" name="Helmet">
2313     <import_type name="Amulet" />
2314     <description><![CDATA[
2315     Wearing a helmet, the object's stats will directly be inherited to
2316     the player. Normal helmets usually increase defense, while crowns
2317     add more special bonuses like stats/resistances paired with
2318 root 1.37 low defense.]]>
2319 root 1.1 </description>
2320     <use><![CDATA[
2321     Feel free to create your own special artifacts. However, it is very
2322 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2323 root 1.1 </use>
2324     <attribute arch="magic" editor="magic bonus" type="int">
2325     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2326     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2327     than direct armour-class bonus on the helmet.
2328 root 1.3
2329 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2330     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2331     Crowns for instance typically provide no &lt;amour class&gt;.
2332     </attribute>
2333     </type>
2334    
2335     <!--####################################################################-->
2336     <type number="56" name="Holy Altar">
2337     <ignore>
2338     <ignore_list name="non_pickable" />
2339     </ignore>
2340     <description><![CDATA[
2341     Holy_altars are altars for the various religions. Praying
2342     at a Holy_altar will make you a follower of that god, and
2343 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2344 root 1.1 </description>
2345     <attribute arch="no_pick" value="1" type="fixed" />
2346     <attribute arch="other_arch" editor="god name" type="string">
2347     The altar belongs to the god of the given name. Possible options for
2348     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2349 root 1.3 Gorokh, Valriel and Sorig.
2350    
2351 root 1.1 If you want to have an unconsecrated altar, set
2352     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2353     </attribute>
2354     <attribute arch="level" editor="reconsecrate level" type="int">
2355     To re-consecrate an altar, the player's wisdom level must be as
2356     high or higher than this value. In that way, some altars can not
2357 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2358    
2359 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2360 root 1.1 Some characters might need those altars, they would be very unhappy to
2361     see them re-consecrated to another cult.
2362     </attribute>
2363     </type>
2364    
2365     <!--####################################################################-->
2366     <type number="35" name="Horn">
2367     <ignore>
2368     <attribute arch="title" />
2369     </ignore>
2370     <description><![CDATA[
2371     Horns are very similar to rods. The difference is that horns regenerate
2372     spellpoints faster and thus are more valuable than rods.
2373     <br><br>
2374     A horn contains a spell. The player can use this spell by applying and
2375     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2376 root 1.37 used endlessly.]]>
2377 root 1.1 </description>
2378     <use><![CDATA[
2379     Horns are powerful due to their fast recharge rate. They should
2380     never contain high level attacking spells. Even curing/healing spells
2381 root 1.37 are almost too good on a horn.]]>
2382 root 1.1 </use>
2383     <attribute arch="sp" editor="spell" type="spell">
2384     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2385     horns to players, since they can be used endlessly without any mana cost!
2386     Horns with heal/ restoration/ protection spells, IF available, MUST be
2387     very very VERY hard to get!
2388     </attribute>
2389     <attribute arch="level" editor="casting level" type="int">
2390     The casting level of the &lt;spell&gt; determines it's power.
2391     For attack spells, level should not be set too high.
2392     </attribute>
2393     <attribute arch="hp" editor="initial spellpoints" type="int">
2394     This value represents the initial amount of spellpoints in the horn.
2395     Naturally, this is quite unimportant.
2396     </attribute>
2397     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2398     When the horn is fully charged up, it will hold this maximum amount of
2399     spellpoints. Make sure it is enough to cast the contained spell at least
2400     once. But don't set the value too high, as that might make the horn way
2401     too effective.
2402     </attribute>
2403     <attribute arch="startequip" editor="godgiven item" type="bool">
2404     A godgiven item vanishes as soon as the player
2405     drops it to the ground.
2406     </attribute>
2407     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2408     This text may contain a description of the horn.
2409     </attribute>
2410     </type>
2411    
2412     <!--####################################################################-->
2413     <type number="73" name="Inorganic">
2414     <description><![CDATA[
2415     Inorganic materials are generally used as ingredients for
2416     alchemical receipes. By themselves, they have no special
2417 root 1.37 functionalities.]]>
2418 root 1.1 </description>
2419     <attribute arch="is_dust" editor="is dust" type="bool">
2420     </attribute>
2421 elmex 1.29 &resistances_basic;
2422 root 1.1 </type>
2423    
2424     <!--####################################################################-->
2425     <type number="64" name="Inventory Checker">
2426     <ignore>
2427     <ignore_list name="system_object" />
2428     </ignore>
2429     <description><![CDATA[
2430     Inventory checkers passively check the players inventory for a
2431     specific object. You can set a connected value that is triggered
2432     either if that object is present or missing (-&gt; "last_sp") when a
2433     player walks over the inv. checker. A valid option is to remove the
2434     matching object (usually not recommended, see "last_heal").
2435     <br><br>
2436     Alternatively, you can set your inv. checker to block all players
2437 root 1.9 that do/don't carry the matching object.
2438 root 1.1 <br><br>
2439     As you can see, inv. checkers are quite powerful, holding a
2440 root 1.37 great variety of possibilities.]]>
2441 root 1.1 </description>
2442     <use><![CDATA[
2443     Putting a check_inventory space in front of a gate (one below) and
2444     one on the opposite side works reasonably well as a control mechanism.
2445     Unlike the key/door-combo, this one works infinite since it is
2446     independant from map reset. Use it to put a "structure" into your
2447     maps: Player must solve area A to gain access to area B. This concept
2448 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2449 root 1.1 </use>
2450     <attribute arch="no_pick" value="1" type="fixed" />
2451     <attribute arch="slaying" editor="match key string" type="string">
2452     This string specifies the object we are looking for: We have a match
2453     if the player does/don't carry a key object or a mark with identical
2454     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2455     this context. A typical example is the city gate mechanism of scorn.
2456     </attribute>
2457     <attribute arch="race" editor="match arch name" type="string">
2458     This string specifies the object we are looking for: We have a match
2459     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2460     </attribute>
2461     <attribute arch="hp" editor="match type" type="int">
2462     This value specifies the object we are looking for: We have a match
2463 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2464    
2465 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2466     enabled. Now you have an inv. checker blocking all players that carry any
2467     kind of melee weapon. To pass, a player is forced to leave behind all
2468     his weaponry... bad news for a warrior. ;)
2469     </attribute>
2470     <attribute arch="last_sp" editor="match = having" type="bool">
2471     Enabled means having that object is a match.
2472     Disabled means not having that object is a match.
2473     </attribute>
2474     <attribute arch="connected" editor="connection" type="int">
2475     Whenever the inventory checker is triggered, all objects with identical
2476     &lt;connection&gt; value get activated. This only makes sense together with
2477     &lt;blocking passage&gt; disabled.
2478     </attribute>
2479 root 1.9 &movement_types_terrain;
2480 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2481     &lt;remove match&gt; means remove object if found. Setting this is usually not
2482     recommended because inv. checkers are in general invisible. So, unlike
2483     for altars/ locked doors, the player won't expect to lose an object when
2484 root 1.3 walking over that square. And he doesn't even get a message either.
2485    
2486 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2487     to inform the player what's going on!
2488     </attribute>
2489     </type>
2490    
2491     <!--####################################################################-->
2492 root 1.2 <type number="163" name="Item Transformer">
2493     <description><![CDATA[
2494     An item transformer is simply applied, after having marked a 'victim'
2495     item. If the victim is suitable, it will be transformed into something
2496     else.]]>
2497     </description>
2498     <use><![CDATA[
2499     To make an item transformable, you just have to fill the 'slaying' field.
2500     The syntax is:
2501     <br>
2502     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2503     <br>
2504     with [] denoting optional part, and * any number of preceding [].
2505     'new_item' must be the name of an existing archetype.
2506     <br><br>
2507     Example, for object apple: slaying knife:2 half_apple
2508     <br><br>
2509     This means that, when applying a knife (should be an Item Transformer),
2510     one 'apple' will be transformed into 2 'half_apple'.]]>
2511     </use>
2512     <attribute arch="food" editor="number of uses" type="int">
2513     &lt;number of uses&gt; controls how many times the item transformer can
2514     be used. The value 0 means "unlimited"
2515     </attribute>
2516     <attribute arch="slaying" editor="verb" type="string">
2517     Contains the verb that is used to construct a message to the player
2518     applying the item transformer.
2519     </attribute>
2520     <attribute arch="startequip" editor="godgiven item" type="bool">
2521     A godgiven item vanishes as soon as the player
2522     drops it to the ground.
2523     </attribute>
2524     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2525     This text may contain a description of the item transformer.
2526     </attribute>
2527     </type>
2528    
2529     <!--####################################################################-->
2530 root 1.1 <type number="60" name="Jewel">
2531     <description><![CDATA[
2532     Items of the type Gold &amp; Jewels are handled like a currency.
2533     Unlike for any other type of item, in shops, the buy- and selling
2534 root 1.37 prices differ only marginally.]]>
2535 root 1.1 </description>
2536     <attribute arch="race" value="gold and jewels" type="fixed" />
2537     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2538     This text may describe the object.
2539     </attribute>
2540     </type>
2541    
2542     <!--####################################################################-->
2543 root 1.3 <type number="24" name="Key">
2544     <description><![CDATA[
2545     When carrying a key, a normal door can be opened. The key will
2546 root 1.37 disappear.]]>
2547 root 1.3 </description>
2548     <attribute arch="startequip" editor="godgiven item" type="bool">
2549     A godgiven item vanishes as soon as the player
2550     drops it to the ground.
2551     </attribute>
2552     </type>
2553    
2554     <!--####################################################################-->
2555 root 1.1 <type number="20" name="Locked Door">
2556     <ignore>
2557     <ignore_list name="non_pickable" />
2558     </ignore>
2559     <description><![CDATA[
2560     A locked door can be opened only when carrying
2561 root 1.37 the appropriate special key.]]>
2562 root 1.1 </description>
2563     <use><![CDATA[
2564     If you want to create a locked door that cannot be opened (no key),
2565     set a &lt;key string&gt; like "no_key_available". This will clearify things
2566 root 1.3 and only a fool would create a key matching that string.
2567    
2568 root 1.1 Door-objects can not only be used for "doors". In many maps these
2569     are used with all kinds of faces/names, especially often as
2570     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2571     There you have magic forces (door objects) put under certain artifact
2572     items. To get your hands on the artifacts, you need to bring up the
2573 root 1.37 appropriate quest items (key objects).]]>
2574 root 1.1 </use>
2575 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2576 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2577     <attribute arch="slaying" editor="key string" type="string">
2578     The &lt;key string&gt; in the door must be identical with the
2579     &lt;key string&gt; in the special key, then the door is unlocked.
2580     It is VERY important to set the &lt;key string&gt; to something that
2581 root 1.32 is unique among the Deliantra mapset.
2582 root 1.3
2583 root 1.1 DONT EVER USE the default string "set_individual_value".
2584     </attribute>
2585     <attribute arch="no_magic" editor="restrict spells" type="bool">
2586     Restricting the use of spells to pass this door.
2587     This should be set in most cases.
2588     (Don't forget that the spell "dimension door" is easily
2589     available at about wisdom level 10).
2590     </attribute>
2591     <attribute arch="damned" editor="restrict prayers" type="bool">
2592     Restricting the use of prayers to pass this door.
2593     This should be set in most cases.
2594     </attribute>
2595     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2596     When a player is trying to open the door without carrying the
2597     appropriate key, this text is displayed to the player. This is
2598     a good opportunity to place hints about the special key needed
2599     to unlock the door.
2600     </attribute>
2601     </type>
2602    
2603     <!--####################################################################-->
2604     <type number="29" name="Magic Ear">
2605     <ignore>
2606     <ignore_list name="system_object" />
2607     </ignore>
2608     <description><![CDATA[
2609     Magic_ears trigger a connected value
2610 root 1.37 when the player speaks a specific keyword.]]>
2611 root 1.1 </description>
2612     <use><![CDATA[
2613     Whenever you put magic_ears on your maps, make sure there are
2614     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2615     something like a gate that is opened by speaking "open" or
2616     "sesame", expecting the player to figure this out all by himself.
2617     <br><br>
2618     Magic_ears are typically used for interaction with NPCs. You
2619     can create the impression that the NPC actually *does* something
2620     according to his conversation with a player. Mostly this means
2621     opening a gate or handing out some item, but you could be quite
2622 root 1.37 creative here.]]>
2623 root 1.1 </use>
2624     <attribute arch="no_pick" value="1" type="fixed" />
2625     <attribute arch="connected" editor="connection" type="int">
2626     The Magic_ear will trigger all objects with the
2627     same connection value, every time it is activated.
2628     </attribute>
2629     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2630     This textfield contains the keyword-matching-syntax. The text should
2631     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2632     Any number of keywords from one to infinite is allowed. Make sure
2633     they are seperated by a '|'.
2634 root 1.3
2635 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2636     value will be triggerd when the player speaks any of the given
2637     keywords within a two-square radius. IMPORTANT: Upper/lower case
2638     does not make a difference!
2639     </attribute>
2640     </type>
2641    
2642     <!--####################################################################-->
2643     <type number="62" name="Magic Wall">
2644     <ignore>
2645     <ignore_list name="non_pickable" />
2646     </ignore>
2647     <description><![CDATA[
2648     Magic walls fire spells in a given direction, in regular intervals.
2649     Magic walls can contain any spell. However, some spells do not
2650     operate very successfully in them. The only way to know is to test
2651     the spell you want to use with a wall.
2652     <br><br>
2653     Several types of magical walls are predefined for you in the
2654 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2655 root 1.1 </description>
2656     <use><![CDATA[
2657     Spellcasting walls pose an interesting alternative to monsters.
2658     Usually they are set to be undestroyable. Thus, while monsters
2659     in a map can be cleared out, the magic walls remain. Low level
2660     characters for example will not be able to pass through their
2661     spell-area, hence they cannot loot a map that a high level character
2662     might have cleared out.
2663     <br><br>
2664     Another point of magic walls is that if the player dies, he has to face
2665     them all again. Magic walls can add a kind of "permanent thrill" to
2666     your maps.
2667     <br><br>
2668     Be careful that your magic walls don't kill the monsters on a map. If
2669     placing monsters, eventually take ones that are immune to the
2670     walls' spell(s).
2671     <br><br>
2672     It is possible to make walls rotate when triggered. But that is so
2673     confusing (and useless IMHO) that I did not mention it above. You
2674     can find a working example on the map
2675 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2676 root 1.1 </use>
2677     <attribute arch="dam" editor="spell" type="spell">
2678     The magic wall will cast this &lt;spell&gt;.
2679     </attribute>
2680     <attribute arch="level" editor="spell level" type="int">
2681     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2682     walls cast spells at minimal strength. "level 100" walls cast deadly
2683     spells. Arch default is level 1 - you should always set this value
2684     to meet the overall difficulty of your map.
2685     </attribute>
2686     <attribute arch="connected" editor="connection" type="int">
2687     Every time the &lt;connection&gt; value is triggered, the wall will cast
2688     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2689     have much visible effect.
2690     </attribute>
2691 elmex 1.16 &activate_on;
2692 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2693     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2694     You can fine-tune how long the duration between two casts shall
2695     be. If you want to create a wall that can be activated (cast per
2696     trigger) via connected lever/button/etc, you must set "speed 0".
2697     </attribute>
2698 root 1.12 &speed_left;
2699 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2700     The magic wall will cast it's spells always in the specified
2701     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2702     always fire in a random direction.
2703     </attribute>
2704 root 1.9 &movement_types_terrain;
2705 root 1.1 <section name="destroyable">
2706     <attribute arch="alive" editor="is destroyable" type="bool">
2707     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2708     destroyed by the player. If disabled, all other attributes on
2709     this tab, as well as resistances, are meaningless.
2710     </attribute>
2711     <attribute arch="hp" editor="hitpoints" type="int">
2712     The more &lt;hitpoints&gt; the wall has, the longer
2713     it takes to be destroyed.
2714     </attribute>
2715     <attribute arch="maxhp" editor="max hitpoints" type="int">
2716     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2717     can have. This only makes sense if the wall can regain health.
2718     </attribute>
2719     <attribute arch="ac" editor="armour class" type="int">
2720     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2721     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2722     to &lt;weapon class&gt;.
2723     </attribute>
2724     </section>
2725 elmex 1.29 &resistances_basic;
2726 root 1.1 </type>
2727    
2728     <!--####################################################################-->
2729     <type number="55" name="Marker">
2730     <ignore>
2731     <ignore_list name="system_object" />
2732     </ignore>
2733     <description><![CDATA[
2734     A marker is an object that inserts an invisible force (a mark) into a
2735     player stepping on it. This force does nothing except containing a
2736     &lt;key string&gt; which can be discovered by detectors or inventory
2737     checkers. It is also possible to use markers for removing marks again.
2738     <br><br>
2739     Note that the player has no possibility to "see" his own marks,
2740 root 1.37 except by the effect that they cause on the maps.]]>
2741 root 1.1 </description>
2742     <use><![CDATA[
2743     Markers hold real cool possibilities for map-making. I encourage
2744     you to use them frequently. However there is one negative point
2745     about markers: Players don't "see" what's going on with them. It is
2746     your task, as map-creator, to make sure the player is always well
2747     informed and never confused.
2748     <br><br>
2749     Please avoid infinite markers when they aren't needed. They're
2750     using a little space in the player file after all, so if there
2751 root 1.37 is no real purpose, set an expire time.]]>
2752 root 1.1 </use>
2753     <attribute arch="no_pick" value="1" type="fixed" />
2754     <attribute arch="slaying" editor="key string" type="string">
2755     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2756     If the player already has a force with that &lt;key string&gt;,
2757     there won't be inserted a second one.
2758     </attribute>
2759     <attribute arch="connected" editor="connection" type="int">
2760     When the detector is triggered, all objects with the same
2761     connection value get activated.
2762     </attribute>
2763     <attribute arch="speed" editor="marking speed" type="float">
2764     The &lt;marking speed&gt; defines how quickly it will mark something
2765     standing on the marker. Set this value rather high to make
2766     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2767     should do fine.
2768     </attribute>
2769 root 1.12 &speed_left;
2770 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2771     This value defines the duration of the force it inserts.
2772     If nonzero, the duration of the player's mark is finite:
2773     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2774     means the mark will stay on the player forever.
2775     </attribute>
2776     <attribute arch="name" editor="delete mark" type="string">
2777     When the player steps onto the marker, all existing forces in
2778     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2779     will be removed. If you don't want to remove any marks, leave
2780 root 1.3 this textfield empty.
2781    
2782 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2783     this marker. So don't be confused, and remember changing the
2784     name will take effect on the marker's functionality.
2785     </attribute>
2786     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2787     In the moment when the player gets marked, this text is displayed
2788     to him. You should really set a message in any marker you create,
2789     because it's the only way for the player to notice what's going on.
2790     </attribute>
2791     </type>
2792 root 1.3
2793 root 1.1 <!--####################################################################-->
2794 root 1.3 <type number="36" name="Money">
2795 root 1.2 <ignore>
2796 root 1.3 <attribute arch="unpaid" />
2797 root 1.2 </ignore>
2798     <description><![CDATA[
2799 root 1.3 Items of the type Money are handled as currency.
2800     Money cannot be sold/bought in shops. When money is dropped
2801     in a shop, it stays the same.<br>
2802     When a player picks an item from a shop and attempts to
2803     walk over the shop mat, the item's selling-price is automatically
2804     subtracted from the player's money.
2805     <br><br>
2806     For money, always use the default arches.
2807 root 1.37 Don't modify them.]]>
2808 root 1.2 </description>
2809 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2810 root 1.2 </type>
2811    
2812     <!--####################################################################-->
2813 root 1.3 <type number="0" name="Monster &amp; NPC">
2814     <required>
2815     <attribute arch="is_floor" value="0" />
2816     <attribute arch="alive" value="1" />
2817     <attribute arch="tear_down" value="0" />
2818     </required>
2819 root 1.1 <ignore>
2820 root 1.3 <attribute arch="material" />
2821     <attribute arch="name_pl" />
2822 root 1.1 <attribute arch="nrof" />
2823     <attribute arch="value" />
2824     <attribute arch="unpaid" />
2825     </ignore>
2826     <description><![CDATA[
2827     Monsters can behave in various kinds of ways.
2828     They can be aggressive, attacking the player. Or peaceful,
2829     helping the player - maybe joining him as pet.
2830     The unagressive creatures who communicate with players are
2831     usually called "NPCs" (Non Player Character), a well-known
2832 root 1.37 term in role-play environments.]]>
2833 root 1.1 </description>
2834     <use><![CDATA[
2835     Monsters play a central role in most maps. Choosing the right
2836     combination of monsters for your map is vital:
2837     <UL>
2838     <LI> Place only monsters of slightly varying (increasing) strength.
2839     It's no fun to play for two hours just to find out the last
2840     monster is unbeatable. Similar, it's not exciting to fight orcs
2841     after passing a room of dragons.<br>
2842     This rule applies only for linear maps (one room after the other),
2843     with treasure at the end. You can sprinkle the treasure around,
2844 root 1.3 or make non-linear maps - That is often more entertaining.
2845 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2846     Balrogs, Dragonmen and the likes should be at the end of a quest,
2847 root 1.3 not at the beginning.
2848 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2849     Fire- and cold dragons in one room for example is a bad idea.
2850     By weakening and killing each other they are easy prey for players,
2851     not worth the experience they hold.
2852     <LI> Create your own monsters, especially for "boss"-type monsters.
2853     Having stage-bosses guarding treasure is a lot of fun when done right.
2854     Avoid to create monsters with completely non-intuitive abilities:
2855     Don't give ice-spells to firedragons or vice versa. Don't add
2856     draining attack to trolls, etc. Additionally, you should inform the
2857     player before he bumps right into some very special/unusual monster.
2858     <LI> Last but not least: Always keep an eye on the experience your monsters
2859     hold. Design your maps in a way that high experience
2860     is always well-defended. Don't make large rooms full with only one kind
2861     of monster. Keep in mind the different abilities/techniques players
2862     can use.
2863     </UL>
2864     I know it's impossible to make the perfectly balanced map. There's always
2865     some part which is found too easy or too hard for a certain kind of player.
2866     Just give it your best shot. And listen to feedback from players if you
2867 root 1.37 receive some. :-)]]>
2868 root 1.1 </use>
2869     <attribute arch="alive" value="1" type="fixed" />
2870     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2871     When the monster is killed, items from the treasurelist will
2872     drop to the ground. This is a common way to reward players
2873     for killing (masses of) monsters.
2874 root 1.3
2875 root 1.1 Note that you can always put items into the monster's
2876     inventory. Those will drop-at-kill just like the stuff
2877     from the &lt;treasurelist&gt;.
2878     </attribute>
2879 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2880     Set this flag to move treasure items created into the environment (map)
2881     instead of putting them into the object.
2882     </attribute>
2883 root 1.1 <attribute arch="level" editor="level" type="int">
2884     A monster's &lt;level&gt; is the most important attribute.
2885     &lt;level&gt; affects the power of a monster in various ways.
2886     </attribute>
2887     <attribute arch="race" editor="race" type="string">
2888 root 1.12 Every monster should have a race set to categorize it.
2889 root 1.1 The monster's &lt;race&gt; can have different effects:
2890     Slaying weapons inflict tripple damage against enemy races
2891     and holy word kills only enemy races of the god.
2892     </attribute>
2893     <attribute arch="exp" editor="experience" type="int">
2894     When a player kills this monster, he will get exactly this
2895     amount of &lt;experience&gt;. The experience will flow into
2896 root 1.12 the skill-category the player used for the kill.
2897 root 1.3
2898 root 1.1 If you create special monsters of tweaked strenght/abilities,
2899     always make sure that the &lt;experience&gt; is set to a
2900     reasonable value. Compare with existing arches to get a feeling
2901     what reasonable means. Keep in mind that spellcasting monsters
2902     are a lot harder to kill than non-spellcasters!
2903     </attribute>
2904     <attribute arch="speed" editor="speed" type="float">
2905     The &lt;speed&gt; determines how fast a monster will both move
2906     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2907     </attribute>
2908 root 1.12 &speed_left;
2909 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2910     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2911     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2912     can be set to any valid arch-name of a monster. Multipart monster
2913     should not be used.
2914     </attribute>
2915     <attribute arch="generator" editor="multiply" type="bool">
2916     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2917     every once in a while. Mice are a good example for this effect.
2918     If enabled, you must also set &lt;breed monster&gt; or check
2919     &lt;template generation&gt; and put other monsters in the inventory.
2920     </attribute>
2921     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2922     This only takes effect if &lt;multiply&gt; is enabled. The monster
2923     will create a new monster every once in a while by duplicating it's inventory.
2924     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2925     Each time the monster need to generate an object, it will be
2926     a randomly chosen item from the inventory. When generator is destroyed,
2927 root 1.3 inventory is destroyed.
2928 root 1.1 </attribute>
2929 root 1.9 &move_type;
2930 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2931     Several spells only affect undead monsters:
2932     turn undead, banish undead, holy word, etc.
2933     </attribute>
2934     <attribute arch="carrying" editor="carries weight" type="int">
2935     If a monster has something in the inventory, this
2936     value can be set to reflect the slowdown due to
2937     the carried weight.
2938     </attribute>
2939 root 1.24 <attribute arch="precious" editor="precious" type="bool">
2940 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
2941 root 1.24 it should not be lightly destroyed. This is most useful on pets and
2942     keeps the server from destroying them on destroy_pets/monster floors
2943     and will try to save them when the player logs out.
2944     </attribute>
2945 root 1.3
2946 root 1.1 <section name="melee">
2947     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2948     This number is a bitmask, specifying the monster's attacktypes
2949     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2950     Strong monsters often have more than just physical attacktype.
2951 root 1.3
2952 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2953     as much damage as the "best" of it's attacktypes does. So, the more
2954     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2955     somehow exceptions.
2956     </attribute>
2957     <attribute arch="dam" editor="damage" type="int">
2958     Among other parameters, &lt;damage&gt; affects how much melee damage
2959     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2960     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2961     take effect on the melee damage of a monster.
2962     </attribute>
2963     <attribute arch="wc" editor="weapon class" type="int">
2964     Monsters of high &lt;weapon class&gt; are more likely to really hit
2965     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2966     to &lt;armour class&gt;.
2967     </attribute>
2968     <attribute arch="hp" editor="health points" type="int">
2969     The &lt;health points&gt; of a monster define how long it takes to
2970     kill it. With every successful hit from an opponent, &lt;health points&gt;
2971     get drained - The monster dies by zero &lt;health points&gt;.
2972     </attribute>
2973     <attribute arch="maxhp" editor="max health" type="int">
2974     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2975     monster can have.
2976     </attribute>
2977     <attribute arch="ac" editor="armour class" type="int">
2978     Monsters of low &lt;armour class&gt; are less likely to get hit from
2979     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2980     to &lt;weapon class&gt;.
2981     Values typically range between +20 (very bad) to -20 (quite good).
2982     </attribute>
2983     <attribute arch="Con" editor="healing rate" type="int">
2984 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2985     healing rate is independent of &lt;speed&gt;.
2986 root 1.1 </attribute>
2987     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2988     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2989     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2990     bounce off.
2991     </attribute>
2992     <attribute arch="hitback" editor="hitback" type="bool">
2993     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2994     to the amount of damage the *attacker* inflicted. This damage
2995     is additional to the regular melee damage of the monster.
2996     As far as I know, hitback uses acid attacktype, and it only takes
2997     effect if the monster actually has acid attacktype at it's disposal.
2998     Acid spheres for example use this feature.
2999     </attribute>
3000     <attribute arch="one_hit" editor="one hit only" type="bool">
3001     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3002     to a player.
3003     </attribute>
3004     </section>
3005 root 1.3
3006 root 1.1 <section name="spellcraft">
3007     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3008     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3009     Only wands/rods/etc can be used, given the appropriate abilities.
3010     </attribute>
3011     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3012     A monster with this flag has the ability to &lt;reflect spells&gt;,
3013     all kinds of spell-bullets and -beams will bounce off.
3014 root 1.3
3015 root 1.1 Generally this flag should not be set because it puts
3016     wizard-type players at an unfair disadvantage.
3017     </attribute>
3018     <attribute arch="sp" editor="spellpoints" type="int">
3019     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3020     them for both wizard- and prayer-spells. However, this value defines
3021     only the amount of *initial* spellpoints the monster starts with.
3022     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3023     and &lt;spellpoint regen.&gt; are more important than just initial
3024     &lt;spellpoints&gt;.
3025     </attribute>
3026     <attribute arch="maxsp" editor="max spellpoints" type="int">
3027     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3028     can hold. Setting this to high values has little effect unless
3029     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3030     "regenerate mana" at it's disposal.
3031     </attribute>
3032     <attribute arch="Pow" editor="spellpoint regen." type="int">
3033 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3034     spellpoint regeneration rate is independent of &lt;speed&gt;.
3035 root 1.3
3036 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3037     regeneration is most important. If your monster is still not casting
3038     fast enough, give it the spell-ability of "regenerate mana".
3039     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3040     </attribute>
3041     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3042     Click on the &lt;attuned paths&gt; button to select spellpaths.
3043     The creature will get attuned to the specified spellpaths.
3044     </attribute>
3045     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3046     Click on the &lt;repelled paths&gt; button to select spellpaths.
3047     The creature will get repelled to the specified spellpaths.
3048     </attribute>
3049     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3050     Click on the &lt;denied paths&gt; button to select spellpaths.
3051     The creature won't be able to cast spells of the specified paths.
3052     </attribute>
3053     </section>
3054 root 1.3
3055 root 1.1 <section name="ability">
3056     <attribute arch="Int" editor="detect hidden" type="int">
3057     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3058     hidden/invisible creatures. Higher values make for better
3059     detection-skills. Enabling &lt;see invisible&gt; makes this value
3060     obsolete.
3061     </attribute>
3062     <attribute arch="see_invisible" editor="see invisible" type="bool">
3063     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3064     with by invisible or hiding players. This flag is a must-have
3065     for high-level monsters. When a monster is unable to detect
3066     invisible players, it can be killed without fighting back.
3067     </attribute>
3068     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3069     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3070     by spells of darkness or dark maps. This flag is a "should-have"
3071     for high-level monsters. When a monster is unable to see in
3072     darkness, players can cast darkness and sneak around it safely.
3073     </attribute>
3074     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3075     Monster is able to wield weapon type objects.
3076     </attribute>
3077     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3078     Monster is able to use missile-weapon type objects.
3079     </attribute>
3080     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3081     Monster is able to wear protective equipment like brestplate
3082     armour, shields, helmets etc.
3083     </attribute>
3084     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3085     Monster is able to wear rings.
3086     </attribute>
3087     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3088     Monster is able to use wands and staves.
3089     </attribute>
3090     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3091     Monster is able to use rods.
3092     </attribute>
3093     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3094     Monster is able to read scrolls.
3095     </attribute>
3096     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3097     Monster is able to use skills from it's inventory.
3098     For example, you can put a throwing skill object and some
3099 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3100 root 1.1 </attribute>
3101     </section>
3102 root 1.3
3103 root 1.1 <section name="behave">
3104     <attribute arch="monster" editor="monster behaviour" type="bool">
3105     When &lt;monster behaviour&gt; is enabled, this object will behave
3106     like a monster: It can move and attack enemies (which are
3107     typically players).
3108     This flag should be set for all monsters as-such.
3109     Monsters which don't move, like guards, should also have
3110     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3111 root 1.3 It should *not* be set for things like immobile generators.
3112 root 1.1 </attribute>
3113     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3114     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3115     </attribute>
3116     <attribute arch="friendly" editor="friendly" type="bool">
3117     &lt;friendly&gt; monsters help the player, attacking any
3118     non-friendly monsters in range.
3119     </attribute>
3120     <attribute arch="stand_still" editor="stand still" type="bool">
3121     Monsters which &lt;stand still&gt; won't move to leave their position.
3122     When agressive, they will attack all enemies who get close to
3123     them. This behaviour is commonly known from castle guards.
3124 root 1.3
3125 root 1.32 In older versions of Deliantra it was possible to eventually
3126 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3127     I believe this is no longer possible. Neverthless, you should
3128     still be cautious when lining up &lt;stand still&gt;-monster in order
3129     to "defend" something: Such monsters are rather easy to kill.
3130     It's good for low level maps, but not much more.
3131     </attribute>
3132     <attribute arch="sleep" editor="asleep" type="bool">
3133     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3134     &lt;sensing range&gt; of the monster. Usually the sensing range is
3135     larger than the players line of sight. Due to that, in most cases
3136     the player won't ever notice weither a monster was asleep or not.
3137     </attribute>
3138     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3139     This entry defines which kinds of environment actions the
3140     creature is able to perform.
3141     </attribute>
3142     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3143     Click on the &lt;pick up&gt; button and select which types of objects
3144     the creature should try to pick up.
3145 root 1.3
3146 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3147     etc are set, then the creature will pick up the matching items even
3148     if this is not set here.
3149     </attribute>
3150     <attribute arch="Wis" editor="sensing range" type="int">
3151     &lt;sensing range&gt; determines how close a player needs to be before
3152     the creature wakes up. This is done as a square, for reasons of speed.
3153     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3154     11x11 square of the monster will wake the monster up. If the player
3155     has stealth, the size of this square is reduced in half plus 1.
3156     </attribute>
3157 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3158     If this is set to default, the standard mode of movement will be used.
3159     </attribute>
3160     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3161     This movement is not in effect when the monster has an enemy and should
3162     only be used for non agressive monsters.
3163 root 1.1 </attribute>
3164     <attribute arch="run_away" editor="run at % health" type="int">
3165     This is a percentage value in the range 0-100.
3166     When the monster's health points drop below this percentage
3167     (relative to max health), it attempts to run away from the
3168     attacker.
3169     </attribute>
3170     </section>
3171 elmex 1.29 &resistances_basic;
3172 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3173     </attribute>
3174     </type>
3175    
3176     <!--####################################################################-->
3177 root 1.3 <type number="28" name="Monster (Grimreaper)">
3178     <import_type name="Monster &amp; NPC" />
3179     <ignore>
3180     <attribute arch="material" />
3181     <attribute arch="name_pl" />
3182     <attribute arch="nrof" />
3183     <attribute arch="value" />
3184     <attribute arch="unpaid" />
3185     </ignore>
3186 elmex 1.27 <description>
3187 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3188 elmex 1.27 draining attacks.
3189 root 1.3 </description>
3190     <section name="grimreaper">
3191     <attribute arch="value" editor="attacks" type="int">
3192     The object vanishes after this number of draining attacks.
3193     </attribute>
3194     </section>
3195     </type>
3196    
3197     <!--####################################################################-->
3198 root 1.1 <type number="65" name="Mood Floor">
3199     <ignore>
3200     <ignore_list name="system_object" />
3201     </ignore>
3202     <description><![CDATA[
3203     As the name implies, mood floors can change the "mood" of
3204     a monsters/NPC. For example, an unagressive monster could be
3205     turned mad to start attacking. Similar, an agressive monster
3206 root 1.37 could be calmed.]]>
3207 root 1.1 </description>
3208     <use><![CDATA[
3209     Mood floors are absolutely cool for NPC interaction. To make an
3210     unaggressive monster/NPC attack, put a creator with "other_arch
3211     furious_floor" under it. Connect the creator to a magic_ear, so the
3212     player speaks a keyword like "stupid sucker" - and the monster attacks.
3213     <br><br>
3214     To turn an NPC into a pet, put a charm_floor under it and connect
3215     it directly to a magic_ear. Then the player speaks a keyword like
3216     "help me" - and the NPC joins him as pet.
3217     <br><br>
3218     (Of course you must always give clear hints about keywords!
3219     And there is no reason why you couldn't use a button/lever/pedestal
3220 root 1.37 etc. instead of a magic_ear.)]]>
3221 root 1.1 </use>
3222     <attribute arch="no_pick" value="1" type="fixed" />
3223     <attribute arch="last_sp" editor="mood" type="list_mood">
3224     &lt;mood&gt; is used to determine what will happen to the
3225     monster when affected by the mood floor:
3226 root 1.3
3227 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3228 root 1.3
3229 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3230 root 1.3
3231 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3232 root 1.3
3233 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3234 root 1.3
3235 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3236     who triggers the square. This setting is not
3237     enabled for continous operation, you need to
3238     insert a &lt;connection&gt; value!
3239     </attribute>
3240     <attribute arch="connected" editor="connection" type="int">
3241     This should only be set in combination with &lt;mood number&gt; 4.
3242     Normally, monsters are affected by the mood floor as soon as they
3243     step on it. But charming (monster -&gt; pet) is too powerful,
3244 root 1.3 so it needs to be activated.
3245    
3246 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3247     But a powerful pet could as well be the reward for solving a
3248     quest. Or even better: It could be *part* of a quest!
3249     </attribute>
3250     <attribute arch="no_magic" editor="no spells" type="bool">
3251     If enabled, it is impossible for players to use (wizard-)
3252     spells on that spot.
3253     </attribute>
3254     <attribute arch="damned" editor="no prayers" type="bool">
3255     If enabled, it is impossible for players to use prayers
3256     on that spot. It also prevents players from saving.
3257     </attribute>
3258     </type>
3259    
3260     <!--####################################################################-->
3261     <type number="40" name="Mover">
3262     <ignore>
3263     <ignore_list name="non_pickable" />
3264     </ignore>
3265     <description><![CDATA[
3266     Movers move the objects above them. However, only living objects
3267     are affected (monsters/NPCs always, players optional). Movers have
3268     a direction, so players can be made to move in a pattern, and so
3269     can monsters. Motion is involuntary. Additionally, players or
3270     monsters can be "frozen" while ontop of movers so that they MUST
3271     move along a chain of them.
3272     <br><br>
3273     Multisquare monsters can be moved as well, given
3274 root 1.37 enough space. Movers are usually invisible.]]>
3275 root 1.1 </description>
3276     <use><![CDATA[
3277     NEVER EVER consider a mover being unpassable in the backwards
3278     direction. Setting "forced movement" makes it seemingly impossible
3279     but there is still a trick: One player can push a second player
3280     past the mover, in opposite to the mover's direction! The more
3281     movers, the more players needed. Hence, don't make a treasure
3282     room that is surrounded by movers instead of solid walls/gates.
3283     <br><br>
3284     Btw, it does not make a difference putting movers above or
3285     below the floor. Moreover, movers that are set to be invisible
3286     cannot be discovered with the show_invisible spell.
3287     <br><br>
3288     Note that Movers and Directors are seperate objects, even though
3289     they look and act similar. Directors only do spells/missiles,
3290     while movers only do living creatures (depending on how it
3291 root 1.37 is set: monsters and players).]]>
3292 root 1.1 </use>
3293     <attribute arch="attacktype" editor="forced movement" type="bool">
3294     If forced movement is enabled, the mover "freezes" anyone it
3295     moves (so they are forced to move along a chain).
3296     For players there is no way to escape this forced movement,
3297     except being pushed by a second player.
3298     </attribute>
3299     <attribute arch="maxsp" editor="freeze duration" type="int">
3300     The player will be "frozen" for that many moves.
3301     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3302     enabled, then &lt;freeze duration&gt; gets assigned the
3303     "default value" 2 automatically.
3304     </attribute>
3305     <attribute arch="speed" editor="movement speed" type="float">
3306     The movement speed value determines how fast a chain of
3307     these movers will push a player along (default is -0.2).
3308     </attribute>
3309 root 1.12 &speed_left;
3310 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3311     The mover will push creatures in the specified &lt;direction&gt;.
3312     A mover with direction set to &lt;none&gt; will spin clockwise,
3313     thus pushing creatures in unpredictable directions.
3314     </attribute>
3315     <attribute arch="lifesave" editor="gets used up" type="bool">
3316     If enabled, the mover gets "used up" after a certain number of moves
3317 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3318 root 1.1 </attribute>
3319     <attribute arch="hp" editor="number of uses" type="int">
3320     This value has only a meaning if &lt;gets used up&gt; is set:
3321     &lt;number of uses&gt; is the number of times minus one, that it
3322     will move a creature before disappearing. (It will move
3323 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3324 root 1.1 </attribute>
3325     <section name="targets">
3326     <attribute arch="level" editor="move players" type="bool">
3327     If &lt;move players&gt; is enabled, both players and monsters will be
3328     moved. In the arches' default it is disabled - thus ONLY monsters
3329     get moved. Remember that "monsters" includes NPCs!
3330 root 1.3
3331 root 1.1 This feature provides you with the possibility to make NPCs
3332     literally "come to life". Example: The player is talking with an
3333     NPC, speaking a certain keyword. This triggers a magic_ear and
3334     activates creators, creating (per default: monster-only) movers
3335     under the NPC's feet. The NPC starts "walking" on a predefined
3336     route! Note that it's useful to set this NPC immune to everything,
3337     preventing the player to push the NPC off his trace.
3338     </attribute>
3339 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3340     Which movement types activate the mover.
3341 root 1.1 </attribute>
3342     </section>
3343     </type>
3344    
3345     <!--####################################################################-->
3346     <type number="17" name="Pedestal">
3347     <ignore>
3348     <ignore_list name="non_pickable" />
3349     </ignore>
3350     <description><![CDATA[
3351     Pedestals are designed to detect certain types of living objects.
3352     When a predefined type of living creature steps on the pedestal, the
3353 root 1.37 connected value is triggered.]]>
3354 root 1.1 </description>
3355     <use><![CDATA[
3356     If you want to create a place where only players of a certain race
3357     can enter, put a teleporter over your pedestal. So the teleporter is
3358     only activated for players of the matching race. Do not use gates,
3359     because many other players could sneak in. If you put powerful
3360     artifacts into such places, generally set "startequip 1", so that
3361 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3362 root 1.1 </use>
3363     <attribute arch="no_pick" value="1" type="fixed" />
3364     <attribute arch="slaying" editor="match race" type="string">
3365     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3366     matches the monster's or the player's race, we have a match.
3367     Yes, pedestals can detect a player's race! E.g. you could create a
3368 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3369    
3370 root 1.1 If it is set to "player", any player stepping on the pedestal
3371     is a match. Very useful if you want to open a gate for players
3372     but not for monsters.
3373     </attribute>
3374     <attribute arch="connected" editor="connection" type="int">
3375     When the pedestal is triggered, all objects with the same
3376     connection value get activated.
3377     </attribute>
3378 root 1.9 &move_on;
3379 root 1.1 </type>
3380    
3381     <!--####################################################################-->
3382     <type number="94" name="Pit">
3383     <ignore>
3384     <ignore_list name="non_pickable" />
3385     </ignore>
3386     <description><![CDATA[
3387     Pits are holes, transporting the player when he walks (and falls) into them.
3388     A speciality about pits is that they don't transport the player to
3389 root 1.37 the exact destination, but within a configurable radius of the destination
3390 root 1.1 (never on blocked squares).<br>
3391     Optionally, pits can get closed and opened, similar to gates.<br><br>
3392     Monsters and items are affected by pits just as well as players.
3393 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3394 root 1.1 </description>
3395     <use><![CDATA[
3396     Pits can add interesting effects to your map. When using them, make
3397     sure to use them in a "logical way": Pits should always drop the
3398     player to some kind of lower level. They should not be used to
3399 root 1.37 randomly interconnect maps like teleporters do.]]>
3400 root 1.1 </use>
3401     <attribute arch="no_pick" value="1" type="fixed" />
3402 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3403     The radius of the square area that the pit will randomly put the player into (0 to 3).
3404 root 1.37 </attribute>
3405 root 1.1 <attribute arch="connected" editor="connection" type="int">
3406     When a &lt;connection&gt; value is set, the pit can be opened/closed
3407     by activating the connection.
3408     </attribute>
3409 elmex 1.16 &activate_on;
3410 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3411     The pit will transport creatures (and items) randomly into a two-square
3412     radius of the destination coordinates.
3413     If the destination square becomes blocked, the pit will act like
3414     being filled up and not work anymore!
3415     </attribute>
3416     <attribute arch="sp" editor="destination Y" type="int">
3417     The pit will transport creatures (and items) randomly into a two-square
3418     radius of the destination coordinates.
3419     If the destination square becomes blocked, the pit will act like
3420     being filled up and not work anymore!
3421     </attribute>
3422     <attribute arch="wc" editor="position state" type="int">
3423     The &lt;position state&gt; defines the position of the gate:
3424     Zero means completely open/down, the "number of animation-steps" (usually
3425     about 6 or 7) means completely closed/up state. I suggest you don't
3426     mess with this value - Leave the default in place.
3427     </attribute>
3428 root 1.9 &move_on;
3429 root 1.1 </type>
3430    
3431     <!--####################################################################-->
3432     <type number="7" name="Poison Food">
3433     <description><![CDATA[
3434     When eating, the player's stomache is drained by 1/4 of food.
3435 root 1.37 If his food drops to zero, the player might even die.]]>
3436 root 1.1 </description>
3437     </type>
3438    
3439     <!--####################################################################-->
3440     <type number="5" name="Potion">
3441     <description><![CDATA[
3442     The player can drink these and gain various kinds of benefits
3443 root 1.37 (/penalties) by doing so.]]>
3444 root 1.1 </description>
3445     <use><![CDATA[
3446 root 1.37 One potion should never give multiple benefits at once.]]>
3447 root 1.1 </use>
3448     <attribute arch="level" editor="potion level" type="int">
3449     If the potion contains a spell, the spell is cast at this level.
3450     For other potions it should be set at least to 1.
3451     </attribute>
3452     <attribute arch="sp" editor="spell" type="spell">
3453     When a player drinks this potion, the selected spell
3454     will be casted (once). This should work for any given spell.
3455     E.g. heal is "sp 35", magic power is "sp 67".
3456     </attribute>
3457     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3458     There are two types of special effects for potions:
3459     'life restoration' - restore the player's stats lost by death or draining
3460     (this has nothing in common with the restoration spell!)
3461 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3462 root 1.1 by a very small amount.
3463     </attribute>
3464     <attribute arch="cursed" editor="cursed" type="bool">
3465     If a potion is cursed, benefits generally turn into penalties.
3466     Note that potions can be "uncursed" by praying over an altar,
3467     with relative ease. *But* the potion must be identified to notice
3468     that it is cursed &gt;:)
3469     </attribute>
3470     <attribute arch="startequip" editor="godgiven item" type="bool">
3471     A godgiven item vanishes as soon as the player
3472     drops it to the ground.
3473     </attribute>
3474 elmex 1.29 &player_stat_resist_sections;
3475 root 1.1 </type>
3476    
3477     <!--####################################################################-->
3478     <type number="156" name="Power Crystal">
3479     <description><![CDATA[
3480     Power crystals can store a player's mana:
3481     When the player applies the crystal with full mana, half of
3482     it flows into the crystal. When the player applies it with
3483 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3484 root 1.1 </description>
3485     <attribute arch="sp" editor="initial mana" type="int">
3486     &lt;initial mana&gt; is the amount of spellpoints that the
3487     crystal holds when the map is loaded.
3488     </attribute>
3489     <attribute arch="maxsp" editor="mana capacity" type="int">
3490     The &lt;mana capacity&gt; defines how much mana can be stored
3491     in the crystal. This is what makes the crystal interesting.
3492     Wizard-players will always seek for crystals with large
3493     capacities.
3494     </attribute>
3495     </type>
3496    
3497     <!--####################################################################-->
3498     <type number="13" name="Projectile">
3499     <description><![CDATA[
3500     Projectiles like arrows/crossbow bolts are used as ammunition
3501     for shooting weapons.
3502     <br><br>
3503     It's very easy to add new pairs of weapons &amp; projectiles.
3504     Just set matching &lt;ammunition class&gt; both for shooting
3505 root 1.37 weapon and projectile.]]>
3506 root 1.1 </description>
3507     <use><![CDATA[
3508     If you want to create new kinds of projectiles, you could
3509     add an alchemical receipe to create these.
3510 root 1.3
3511 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3512     they really fullfill a useful purpose. In fact, even bows
3513 root 1.37 and crossbows are rarely ever used.]]>
3514 root 1.1 </use>
3515     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3516     This number is a bitmask, specifying the projectile's attacktypes.
3517     Attacktypes are: physical, magical, fire, cold.. etc.
3518     This works identical to melee weapons. Note that shooting
3519     weapons cannot have attacktypes.
3520     </attribute>
3521     <attribute arch="race" editor="ammunition class" type="string">
3522     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3523     these projectiles. For arrows set "arrows", for crossbow bolts
3524     set "crossbow bolts" (big surprise).
3525 root 1.3
3526 root 1.1 In certain cases, the ammunition class is displayed in the game.
3527     Hence, when you create a new ammunition class, choose an
3528     intuitive name like "missiles", "spirit bolts" - whatever.
3529 root 1.3
3530 root 1.1 You can also make special containers holding these projectiles
3531     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3532     </attribute>
3533     <attribute arch="slaying" editor="slaying race" type="string">
3534     Slaying means the weapon does tripple (3x) damage to monsters
3535     of the specified race. If &lt;slaying race&gt; matches an arch name,
3536     only monsters of that archtype receive tripple damage.
3537     Tripple damage is very effective.
3538     </attribute>
3539     <attribute arch="dam" editor="damage" type="int">
3540     The projectile &lt;damage&gt; significantly affects the damage
3541     done. Damage can be further increased by the shooting
3542     weapon's attributes.
3543     </attribute>
3544     <attribute arch="wc" editor="weaponclass" type="int">
3545     This value is supposed to be the base &lt;weaponclass&gt;,
3546     but it seems to have rather little effect.
3547     High values are good here, low values bad.
3548     </attribute>
3549     <attribute arch="food" editor="chance to break" type="int">
3550     The &lt;chance to break&gt; defines the breaking probability when this
3551     projectile hits an obstacle, e.g. wall or monster.
3552     The value is the %-chance to break, ranging from 0 (never breaking)
3553     to 100 (breaking at first shot).
3554     </attribute>
3555     <attribute arch="magic" editor="magic bonus" type="int">
3556     Magic bonus increases chance to hit and damage a little bit.
3557     </attribute>
3558     <attribute arch="unique" editor="unique item" type="bool">
3559     Unique items exist only one time on a server. If the item
3560     is taken, lost or destroyed - it's gone for good.
3561     </attribute>
3562     <attribute arch="startequip" editor="godgiven item" type="bool">
3563     A godgiven item vanishes as soon as the player
3564     drops it to the ground.
3565     </attribute>
3566     <attribute arch="no_drop" editor="don't drop" type="bool">
3567     When a monster carries a projectile with &lt;don't drop&gt;,
3568     this item will never drop to the ground but
3569     vanish instead. If this object is shot, it can still drop
3570     after hitting an obstacle. You can prevent this by
3571     setting &lt;chance to break&gt; 100.
3572     </attribute>
3573     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3574     This text may describe the projectile. This
3575     could be nice for very special ones.
3576     </attribute>
3577     </type>
3578    
3579     <!--####################################################################-->
3580     <type number="70" name="Ring">
3581     <import_type name="Amulet" />
3582     <description><![CDATA[
3583     Rings are worn on the hands - one ring each.
3584     Wearing rings, the object's stats will directly be inherited to
3585 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3586 root 1.1 </description>
3587     <use><![CDATA[
3588     When you create an artifact ring, never forget that players can
3589     wear <B>two</B> rings! Due to that it is extremely important to
3590     keep rings in balance with the game.
3591     <br><br>
3592     Also keep in mind that rings are generally the wizard's tools.
3593     They should primarily grant bonuses to spellcasting abilities
3594 root 1.37 and non-physical resistances.]]>
3595 root 1.1 </use>
3596     </type>
3597    
3598     <!--####################################################################-->
3599     <type number="3" name="Rod">
3600     <ignore>
3601     <attribute arch="title" />
3602     </ignore>
3603     <description><![CDATA[
3604     A rod contains a spell. The player can use this spell by applying and
3605     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3606     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3607 root 1.37 used endlessly.]]>
3608 root 1.1 </description>
3609     <use><![CDATA[
3610     Rods with healing/curing spells are extremely powerful. Usually, potions have
3611     to be used for that purpose. Though, potions are expensive and only good for
3612 root 1.37 one-time-use.<br>]]>
3613 root 1.1 </use>
3614     <attribute arch="sp" editor="spell" type="spell">
3615     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3616     rods to players, since they can be used endlessly without any mana cost!
3617     Rods with heal/ restoration/ protection spells, IF available, MUST be
3618     very very VERY hard to get!
3619     </attribute>
3620     <attribute arch="level" editor="casting level" type="int">
3621     The casting level of the &lt;spell&gt; determines it's power.
3622     For attack spells, level should be set to something reasonable.
3623     </attribute>
3624     <attribute arch="hp" editor="initial spellpoints" type="int">
3625     This value represents the initial amount of spellpoints in the rod.
3626     Naturally, this is quite unimportant.
3627     </attribute>
3628     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3629     When the rod is fully charged up, it will hold this maximum amount of
3630     spellpoints. Make sure it is enough to cast the contained spell at least
3631     once. But don't set the value too high, as that might make the rod
3632     too effective.
3633     </attribute>
3634     <attribute arch="startequip" editor="godgiven item" type="bool">
3635     A godgiven item vanishes as soon as the player
3636     drops it to the ground.
3637     </attribute>
3638     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3639     This text may contain a description of the rod.
3640     </attribute>
3641     </type>
3642    
3643     <!--####################################################################-->
3644     <type number="154" name="Rune">
3645     <ignore>
3646     <attribute arch="no_pick" />
3647     <attribute arch="title" />
3648     <attribute arch="name_pl" />
3649     <attribute arch="weight" />
3650     <attribute arch="value" />
3651     <attribute arch="material" />
3652     <attribute arch="unpaid" />
3653     </ignore>
3654     <description><![CDATA[
3655 root 1.3 A rune is a magical enscription on the dungeon floor.
3656 root 1.1 <br><br>
3657     Runes hit any monster or person who steps on them for 'dam' damage in
3658     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3659     and will cast this spell when it detonates. Yet another kind is the
3660     "summoning rune", summoning predefined monsters of any kind, at detonation.
3661     <br><br>
3662 root 1.37 Many runes are already defined in the archetypes.]]>
3663 root 1.1 </description>
3664     <use><![CDATA[
3665     Avoid monsters stepping on your runes. For example, summoning runes
3666 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3667 root 1.1 </use>
3668     <attribute arch="no_pick" value="1" type="fixed" />
3669 root 1.9 &move_on;
3670 root 1.1 <attribute arch="level" editor="rune level" type="int">
3671     This value sets the level the rune will cast the spell it contains at,
3672     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3673 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3674    
3675 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3676     how much experience the player gets for doing so. Beware: High level
3677     runes can be quite a cheap source of experience! So either make them
3678     tough, or keep the level low.
3679     </attribute>
3680     <attribute arch="Cha" editor="visibility" type="int">
3681     This value determines what fraction of the time the rune is visible:
3682     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3683     how easily the rune may be found.
3684     </attribute>
3685     <attribute arch="hp" editor="number of charges" type="int">
3686     The rune will detonate &lt;number of charges&gt; times before disappearing.
3687     </attribute>
3688     <attribute arch="dam" editor="direct damage" type="int">
3689     &lt;direct damage&gt; specifies how much damage is done by the rune,
3690     if it doesn't contain a spell. This should be set in reasonable
3691 root 1.3 relation to the rune's level.
3692 root 1.1 </attribute>
3693     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3694     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3695     attribute defines what attacktype to use for direct damage when
3696     the rune detonates.
3697     </attribute>
3698     <section name="spellcraft">
3699     <attribute arch="sp" editor="spell" type="spell">
3700     The selected &lt;spell&gt; defines the spell in the rune, if any.
3701     (Many runes do direct damage).
3702     </attribute>
3703     <attribute arch="slaying" editor="spell name" type="string">
3704     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3705     but if present, overrides the &lt;spell&gt; setting.
3706     </attribute>
3707     <attribute arch="other_arch" editor="spell arch" type="string">
3708     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3709     is optional, but if present, overrides the &lt;spell&gt; setting.
3710     You can choose any of the existing arches.
3711     </attribute>
3712     <attribute arch="maxsp" editor="direction" type="list_direction">
3713     If set, the rune will cast it's containing spell (if any) in
3714     this &lt;direction&gt;.In most cases this appears useless because
3715     the spell directly hits the player.
3716     </attribute>
3717     <attribute arch="race" editor="summon monster" type="string">
3718     If this is set to the arch name of any monster, together with
3719     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3720     of those on detonation. (dam and attacktype will still be ignored
3721     in this case). Runes are even capable of summoning multi-square
3722     monsters, given enough space. You'd better test it though.
3723     </attribute>
3724     <attribute arch="maxhp" editor="summon amount" type="int">
3725     This should only be set to a summoning rune. It will then summon
3726     that many creatures of the kind &lt;summon monster&gt;.
3727     </attribute>
3728     </section>
3729     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3730     When the rune detonates, this text is displayed to the
3731     victim. For especially powerful runes, create an appropriate
3732     thrilling description. ;)
3733     </attribute>
3734     </type>
3735    
3736     <!--####################################################################-->
3737     <type number="106" name="Savebed">
3738     <ignore>
3739     <ignore_list name="non_pickable" />
3740     </ignore>
3741     <description><![CDATA[
3742     When the player applies a savebed, he is not only saved. Both his
3743     respawn-after-death and his word-of-recall positions are pointing
3744 root 1.37 to the last-applied savebed.]]>
3745 root 1.1 </description>
3746     <use><![CDATA[
3747     Put savebed locations in towns, do not put them into dungeons.
3748     It is absolutely neccessary that a place with savebeds is 100% secure.
3749     That means:
3750     <UL>
3751     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3752     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3753 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3754 root 1.1 players get trapped in a savebed location.
3755     <LI> If possible, mark the whole site as no-spell area (Insert this
3756     arch called "dungeon_magic" everywhere). This is not required,
3757     but it makes the place much more safe.
3758 root 1.37 </UL>]]>
3759 root 1.1 </use>
3760     <attribute arch="no_pick" value="1" type="fixed" />
3761     <attribute arch="no_magic" value="1" type="fixed" />
3762     <attribute arch="damned" value="1" type="fixed" />
3763     </type>
3764    
3765     <!--####################################################################-->
3766 root 1.3 <type number="111" name="Scroll">
3767     <ignore>
3768     <attribute arch="title" />
3769     </ignore>
3770     <description><![CDATA[
3771     Scrolls contain spells (similar to spell-potions). Unlike potions,
3772     scrolls require a certain literacy skill to read successfully.
3773     Accordingly, for a successful reading, a small amount of
3774     experience is gained. Scrolls allow only one time usage, but
3775 root 1.37 usually they are sold in bulks.]]>
3776 root 1.3 </description>
3777     <use><![CDATA[
3778     For low level quests, scrolls of healing/curing-spells
3779     can be a nice reward. At higher levels, scrolls become less
3780 root 1.37 and less useful.]]>
3781 root 1.3 </use>
3782     <attribute arch="level" editor="casting level" type="int">
3783     The spell of the scroll will be casted at this level.
3784     This value should always be set, at least to 1.
3785     </attribute>
3786     <attribute arch="sp" editor="spell" type="spell">
3787     When a player/monster applies this scroll, the selected &lt;spell&gt;
3788     will be casted (once). This should work for any given spell.
3789     </attribute>
3790     <attribute arch="startequip" editor="godgiven item" type="bool">
3791     A godgiven item vanishes as soon as the player
3792     drops it to the ground.
3793     </attribute>
3794     </type>
3795    
3796     <!--####################################################################-->
3797     <type number="33" name="Shield">
3798     <import_type name="Amulet" />
3799     <description><![CDATA[
3800     Wearing a shield, the object's stats will directly be inherited to
3801     the player. Shields usually provide good defense, only surpassed
3802 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3803 root 1.3 </description>
3804     <use><![CDATA[
3805     Feel free to create your own special artifacts. However, it is very
3806 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3807 root 1.3 </use>
3808     <attribute arch="magic" editor="magic bonus" type="int">
3809     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3810     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3811     than direct armour-class bonus on the shield.
3812     </attribute>
3813     </type>
3814    
3815     <!--####################################################################-->
3816 root 1.1 <type number="14" name="Shooting Weapon">
3817     <description><![CDATA[
3818 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3819 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3820     wielded both at the same time. Like with any other equipment,
3821     stats/bonuses from shooting weapons are directly inherited to the player.
3822     <br><br>
3823     It's very easy to add new pairs of weapons &amp; projectiles.
3824     Just set matching &lt;ammunition class&gt; both for shooting
3825 root 1.37 weapon and projectile.]]>
3826 root 1.1 </description>
3827     <use><![CDATA[
3828     Shooting weapons should not add bonuses in general. There's already
3829     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3830 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3831 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3832     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3833 root 1.37 - still crap.]]>
3834 root 1.1 </use>
3835     <attribute arch="race" editor="ammunition class" type="string">
3836     Only projectiles with matching &lt;ammunition class&gt; can be fired
3837     with this weapon. For normal bows set "arrows", for normal
3838     crossbows set "crossbow bolts".
3839 root 1.3
3840 root 1.1 In certain cases, the ammunition class is displayed in the game.
3841     Hence, when you create a new ammunition class, choose an
3842     intuitive name like "missiles", "spirit bolts" - whatever.
3843     </attribute>
3844     <attribute arch="sp" editor="shooting speed" type="int">
3845     After shooting a projectile, the player is frozen for a short
3846     period of time (to prevent shooting arrows machine-gun-like).
3847     The greater &lt;shooting speed&gt;, the shorter this period of time.
3848     1 is minimum (=worst) and 100 is maximum (=best) value.
3849 root 1.3
3850 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3851     SET IT TO ZERO! (That would freeze the player for eternety).
3852     </attribute>
3853     <attribute arch="dam" editor="base damage" type="int">
3854     The &lt;base damage&gt; significantly affects the damage done
3855     by using this weapon. This damage is added to the projectile
3856     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3857     according to the player's strength is added.
3858     </attribute>
3859     <attribute arch="wc" editor="weaponclass" type="int">
3860     This value is supposed to be the base &lt;weaponclass&gt;,
3861     but it seems to have rather little effect.
3862     High values are good here, low values bad.
3863     </attribute>
3864     <attribute arch="item_power" editor="item power" type="int">
3865     The &lt;item power&gt; value measures how "powerful" an artifact is.
3866     Players will only be able to wear equipment with a certain total
3867     amount of &lt;item power&gt;, depending on their own level. This is the
3868     only way to prevent low level players to wear "undeserved" equipment
3869     (like gifts from other players or cheated items).
3870 root 1.3
3871 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3872 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
3873 root 1.1 calculate a provisional value at runtime, but this is never
3874     going to be an accurate measurement of &lt;item power&gt;.
3875     </attribute>
3876     <attribute arch="no_strength" editor="ignore strength" type="bool">
3877     Usually the player's strentgh takes effect on the damage
3878     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3879     the player's strength is ignored.
3880     </attribute>
3881     <attribute arch="damned" editor="damnation" type="bool">
3882     A damned shooting weapon cannot be unwielded unless
3883     the curse is removed. Removing damnations is
3884     a tick harder than removing curses.
3885     </attribute>
3886     <attribute arch="cursed" editor="curse" type="bool">
3887     A cursed shooting weapon cannot be unwielded unless
3888     the curse is removed.
3889     </attribute>
3890     <attribute arch="unique" editor="unique item" type="bool">
3891     Unique items exist only one time on a server. If the item
3892     is taken, lost or destroyed - it's gone for good.
3893     </attribute>
3894     <attribute arch="startequip" editor="godgiven item" type="bool">
3895     A godgiven item vanishes as soon as the player
3896     drops it to the ground.
3897     </attribute>
3898     <section name="stats">
3899     <attribute arch="Str" editor="strength" type="int">
3900     The player's strentgh will rise/fall by the given value
3901     while wearing this shooting weapon.
3902     </attribute>
3903     <attribute arch="Dex" editor="dexterity" type="int">
3904     The player's dexterity will rise/fall by the given value
3905     while wearing this shooting weapon.
3906     </attribute>
3907     <attribute arch="Con" editor="constitution" type="int">
3908     The player's constitution will rise/fall by the given value
3909     while wearing this shooting weapon.
3910     </attribute>
3911     <attribute arch="Int" editor="intelligence" type="int">
3912     The player's intelligence will rise/fall by the given value
3913     while wearing this shooting weapon.
3914     </attribute>
3915     <attribute arch="Pow" editor="power" type="int">
3916     The player's power will rise/fall by the given value
3917     while wearing this shooting weapon.
3918     </attribute>
3919     <attribute arch="Wis" editor="wisdom" type="int">
3920     The player's wisdom will rise/fall by the given value while
3921     wearing this shooting weapon.
3922     </attribute>
3923     <attribute arch="Cha" editor="charisma" type="int">
3924     The player's charisma will rise/fall by the given value
3925     while wearing this shooting weapon.
3926     </attribute>
3927     </section>
3928     <section name="bonus">
3929     <attribute arch="luck" editor="luck bonus" type="int">
3930     With positive luck bonus, the player is more likely to
3931     succeed in all sorts of things (spellcasting, praying,...).
3932     Unless the &lt;luck bonus&gt; is very high, the effect will be
3933     barely visible in-game. Luck bonus on one piece of equipment
3934     should never exceed 3, and such bonus should not be too
3935     frequently available.
3936     </attribute>
3937     <attribute arch="magic" editor="magic bonus" type="int">
3938     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3939     I'm not sure what exactly is increased - maybe weaponclass?
3940     However, &lt;magic bonus&gt; seems to have a little bit of positive
3941     influence on your chance to hit.
3942     </attribute>
3943     </section>
3944     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3945     This text describes the weapons's "story". Every decent artifact weapon
3946     should have such a description.
3947     </attribute>
3948     </type>
3949    
3950     <!--####################################################################-->
3951     <type number="68" name="Shop Floor">
3952     <ignore>
3953     <ignore_list name="non_pickable" />
3954     </ignore>
3955     <description><![CDATA[
3956     Shop floor is used for shops. It acts like a combination of the
3957     common floor- and the treasure type: When the map is loaded,
3958     randomitems (depending on the setings) are generated on it.
3959     These items are all flagged as unpaid.
3960     When a player drops an item onto shop floor, the item becomes
3961     unpaid and the player receives payment according to the item's
3962     selling-value.
3963     Shopfloor always prevents magic (To hinder players from burning
3964 root 1.37 or freezing the goods).]]>
3965 root 1.1 </description>
3966     <use><![CDATA[
3967     Tile your whole shop-interior space which shop floor.
3968     (That assures players receive payment for dropping items).
3969     Place shop mats to enter/leave the shop, and make sure
3970 root 1.37 there is no other exit than the shop mat.]]>
3971 root 1.1 </use>
3972     <attribute arch="is_floor" value="1" type="fixed" />
3973     <attribute arch="no_pick" value="1" type="fixed" />
3974     <attribute arch="no_magic" value="1" type="fixed" />
3975     <attribute arch="auto_apply" editor="generate goods" type="bool">
3976     If enabled, items will appear on this square when the map is loaded.
3977     You need to specify a &lt;treasurelist&gt; to define what kinds of items
3978     are generated. The items will be unpaid.
3979     </attribute>
3980     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3981     This entry determines what kind of treasure will appear, when
3982     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3983     for details about existing treasurelists.
3984     </attribute>
3985     <attribute arch="exp" editor="quality level" type="int">
3986     The &lt;quality level&gt; will be used for the quality of the generated
3987     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3988     doesn't need to be set, unless you want extraordinarily good/bad
3989     quality. If you want to make a shop with very high quality, meaybe
3990     charge an entrance fee, or make the shop hard-to-come-by.
3991     Note that &lt;quality level&gt; mainly affects chance of magic bonus
3992     and appearance of artifact-items.
3993     </attribute>
3994     <attribute arch="damned" editor="no prayers" type="bool">
3995     If enabled, it is impossible for players to use prayers
3996     on that spot. It also prevents players from saving.
3997     (Remember that &lt;no magic&gt; is always set for shop floors.)
3998     </attribute>
3999     </type>
4000    
4001     <!--####################################################################-->
4002     <type number="69" name="Shop Mat">
4003     <ignore>
4004     <ignore_list name="non_pickable" />
4005     </ignore>
4006     <description><![CDATA[
4007     Shop mats are used for entering/leaving shops. You should always
4008     have exactly TWO shop mats on your shop-map: One inside the
4009     "shopping-area" and one outside. Shop mats don't use exit paths/
4010     or -destinations. When stepping onto a shopmat the player gets beamed
4011     to the nearest other mat. If the player has unpaid items in his
4012     inventory, the price gets charged from his coins automatically.
4013     If the player has insufficient coins to buy his unpaid items, he
4014 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4015 root 1.1 </description>
4016     <use><![CDATA[
4017     As stated above, always place TWO shop mats into your shop.
4018 root 1.37 Not more and not less than that.]]>
4019 root 1.1 </use>
4020     <attribute arch="no_pick" value="1" type="fixed" />
4021 root 1.9 &move_on;
4022 root 1.1 </type>
4023    
4024     <!--####################################################################-->
4025     <type number="98" name="Sign &amp; MagicMouth">
4026     <ignore>
4027     <ignore_list name="non_pickable" />
4028     </ignore>
4029     <description><![CDATA[
4030     The purpose of a sign or magic_mouth is to display a certain message to
4031     the player. There are three ways to have the player get this message:
4032     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4033 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4034 root 1.1 </description>
4035     <use><![CDATA[
4036     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4037     some true roleplay feeling to your maps, support your storyline or give
4038     hints about hidden secrets/dangers. Place signs to provide the player
4039 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4040 root 1.1 </use>
4041     <attribute arch="connected" editor="connection" type="int">
4042     When a connection value is set, the message will be printed whenever
4043     the connection is triggered. This should be used in combination with
4044     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4045     If activating your magic_mouth this way, the message will not only be
4046     printed to one player, but all players on the current map.
4047     </attribute>
4048 elmex 1.16 &activate_on;
4049 root 1.9 &move_on;
4050 root 1.1 <attribute arch="food" editor="counter" type="int">
4051     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4052     (printing the message) only that many times. For signs this really shouldn't
4053     be used, while for magic_mouths it is extremely helpful.
4054     Monsters walking over the magic_mouth do not decrease the counter.
4055 root 1.3
4056 root 1.1 Often, you might want to have a message displayed only one time. For example:
4057     The player enters your map and you put a magic_mouth to tell him about the
4058     monsters and how dangerous they look and all. Later, when all the monsters
4059     are killed and the player leaves the map, displaying the same message a
4060     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4061     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4062     </attribute>
4063     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4064     This text will be displayed to the player.
4065     </attribute>
4066     </type>
4067    
4068 elmex 1.23 <type number="150" name="Shop Inventory">
4069     <ignore>
4070     <ignore_list name="non_pickable" />
4071     </ignore>
4072     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4073     </description>
4074     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4075     </use>
4076     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4077     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4078     the map that will be searched for unpaid items.
4079     </attribute>
4080     </type>
4081    
4082 root 1.1 <!--####################################################################-->
4083     <type number="43" name="Skill">
4084     <ignore>
4085     <ignore_list name="system_object" />
4086     </ignore>
4087     <description><![CDATA[
4088     Skills are objects which exist in the player/monster inventory.
4089     Both NPC/monsters and players use the same skill archetypes. Not all skills
4090 root 1.37 are enabled for monster use however.]]>
4091 root 1.1 </description>
4092     <use><![CDATA[
4093     For mapmaking, Skill objects serve two purposes:
4094     <p>First, the predefined skill archtypes (in the 'skills' directory)
4095     can be seen as the global skill definitions. A skill which doesn't
4096     exists as an archtype cannot be learned or used by players. When you
4097     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4098     of defined skill archtypes, because those strings are used as a reference in
4099     many skill-related objects.
4100     </p><p>
4101     Secondly, in order to enable monsters to use skills, you will need to
4102     copy default skill archtypes into the monsters' inventories.
4103     You can even customize the skills by changing stats. It is not
4104     recommended however, to use skills in your maps which are totally
4105 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4106 root 1.1 </use>
4107     <attribute arch="invisible" value="1" type="fixed" />
4108     <attribute arch="no_drop" value="1" type="fixed" />
4109     <attribute arch="skill" editor="skill name" type="string">
4110     The &lt;skill name&gt; is used for matchings. When a usable
4111     object has an identical &lt;skill name&gt;, players
4112     (or monsters) will need this skill to apply/use the object.
4113     </attribute>
4114     <attribute arch="expmul" editor="exp multiplier" type="float">
4115     This is the ratio of experience the players total should increase by
4116     when this skill is used. If this is zero, then experience only goes to
4117     to the skill. Values higher than 1 are allowed. Note that experience
4118     rewarded to the players total is in addition to that given to the
4119     skill. Eg, if player should get 500 exp for using a skill, and
4120     expmul is 1, the player will get 500 added to that skill as well as
4121     500 to their total.
4122     </attribute>
4123     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4124     The &lt;skill type&gt; defines the base functionality of the skill.
4125 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4126 root 1.1 create new skill types, but it requires a bit of server-coding.
4127     </attribute>
4128     <attribute arch="level" editor="level" type="int">
4129     </attribute>
4130     <attribute arch="exp" editor="experience" type="int">
4131     </attribute>
4132     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4133     The &lt;is native skill&gt; flag has an effect only when this
4134     skill object is placed in the inventory of a monster (or player).
4135     If it is set, the monster or player knows the skill natively, which
4136     means he does not need a skill tool to use it.
4137     </attribute>
4138     </type>
4139    
4140     <!--####################################################################-->
4141     <type number="130" name="Skill Scroll">
4142     <description><![CDATA[
4143     By reading a skill scroll, a player has a chance to learn the
4144 root 1.37 contained skill.]]>
4145 root 1.1 </description>
4146     <use><![CDATA[
4147     Skill scrolls are very much sought for by players. Currently,
4148     all skill scrolls are sold in shops randomly, which is in fact not
4149     a good system. It would be nice to have some cool quests with
4150 root 1.37 skill scrolls rewarded at the end.]]>
4151 root 1.1 </use>
4152     <attribute arch="race" value="scrolls" type="fixed" />
4153     <attribute arch="skill" editor="skill name" type="string">
4154     The &lt;skill name&gt; matches the skill object that can
4155     be learned from this scroll.
4156     </attribute>
4157     </type>
4158    
4159     <!--####################################################################-->
4160     <type number="21" name="Special Key">
4161     <ignore>
4162     <attribute arch="material" />
4163     </ignore>
4164     <description><![CDATA[
4165     When carrying the appropriate special key, a locked door can
4166     be opened. The key will dissapear.
4167     <br><br>
4168     This object-type can also be used for "passport"-like items:
4169     When walking onto an invetory checker, a gate for example might
4170 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4171 root 1.1 </description>
4172     <use><![CDATA[
4173     How to make a "passport": You take the special key arch
4174     (archetype name is "key2"), set the face to something like
4175     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4176     certainly must match with the appropiate inventory checker.
4177     <br><br>
4178     Of course you can be creative with names and faces of
4179     key-objects. A "mysterious crystal" or a "big dragon claw"
4180     (with appropriate faces) appear more interesting than just
4181 root 1.37 a "strange key", or "passport".]]>
4182 root 1.1 </use>
4183     <attribute arch="slaying" editor="key string" type="string">
4184     This string must be identical with the &lt;key string&gt; in the
4185     locked door, then it can be unlocked. It can also be used
4186     to trigger inventory checkers.
4187     </attribute>
4188     <attribute arch="material" editor="material" type="bitmask_material">
4189     For Special Keys, material should always be unset or set
4190     to Adamantite. This prevents the key from getting
4191     burned or otherwise destroyed.
4192     </attribute>
4193     <attribute arch="unique" editor="unique item" type="bool">
4194     Unique items exist only one time on a server. If the item
4195     is taken, lost or destroyed - it's gone for good.
4196 root 1.3
4197 root 1.1 This can be used if you want to sell apartments on your
4198     map: Simply sell a unique passport/key, and place
4199     an inventory checker at the entrance of your apartment.
4200     </attribute>
4201     <attribute arch="startequip" editor="godgiven item" type="bool">
4202     A godgiven item vanishes as soon as the player
4203     drops it to the ground.
4204     </attribute>
4205     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4206     This will add a description to the object. The player can read
4207     this text by clicking on the item in his inventory. Use this
4208     message to describe what the key/passport is good for. A player
4209     might have 50 different keys on his key-ring. Don't expect
4210     players to recall their purpose just by their names.
4211     </attribute>
4212     </type>
4213    
4214     <!--####################################################################-->
4215     <type number="101" name="Spell">
4216     <ignore>
4217     <ignore_list name="system_object" />
4218     </ignore>
4219     <description><![CDATA[
4220     Spell objects define a spell. When a spell is put in a spellbook,
4221     players can learn it by reading the book. Once learned, players
4222     can use the spell as often as they like. With increasing skill level
4223     of the player, spells may gain power but also increase cost.<br>
4224     Monsters can use spells which are put in their inventory (provided
4225     that certain "enabling" settings are correct). The monster's
4226 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4227 root 1.1 </description>
4228     <use><![CDATA[
4229     A lot of the spells' settings can be tuned and customized.
4230     When creating new spells which are accessible to players, it is
4231     important to think about balance. A single spell which is too
4232     powerful and/or too easy to use can eventually toss the whole skill
4233     and magic school system out of whack. Testing new spells is
4234 root 1.37 quite important therefore.]]>
4235 root 1.1 </use>
4236     <attribute arch="no_drop" value="1" type="fixed" />
4237     <attribute arch="invisible" value="1" type="fixed" />
4238     <attribute arch="skill" editor="skill name" type="string">
4239     The &lt;skill name&gt; matches the skill which is needed
4240     to cast this spell. This should be one out of "sorcery",
4241     "pyromancy", "evocation", "summoning" or "praying".
4242     If you want to fiddle with these, please take care not
4243     to upset the concept and balance of the various skills.
4244     </attribute>
4245     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4246     The &lt;spell type&gt; defines the basic type of spell.
4247     Some of these types are of a more generic nature than others.
4248     </attribute>
4249     <attribute arch="level" editor="spell level" type="int">
4250     </attribute>
4251     <attribute arch="casting_time" editor="casting time" type="int">
4252     </attribute>
4253     <attribute arch="duration" editor="duration" type="int">
4254     </attribute>
4255     <attribute arch="other_arch" editor="create object" type="string">
4256     </attribute>
4257     <attribute arch="sp" editor="cost spellpoints" type="int">
4258     </attribute>
4259     <attribute arch="grace" editor="cost grace" type="int">
4260     </attribute>
4261     <attribute arch="maxsp" editor="double cost per level" type="int">
4262     </attribute>
4263     </type>
4264    
4265     <!--####################################################################-->
4266     <type number="85" name="Spellbook">
4267     <description><![CDATA[
4268     By reading a spellbook, the player has a chance of learning the
4269     contained spell. Once learned from a book, the spell is available
4270     forever. Spellbooks with high level spells require some skill-level
4271     to read.<br><br>
4272     You can create widely customized spells only by adjusting the
4273     spell object in the spellbooks inventory. Refer to the description
4274     of spell objects for detailed information how to customize spells.<br>
4275     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4276 root 1.37 with a compilation of spells that the book may contain.]]>
4277 root 1.1 </description>
4278     <use><![CDATA[
4279     Don't put any of the godgiven spells into a spellbook! These are
4280     reserved for the followers of the appropriate cults. Handing them
4281     out in a spellbook would violate the balance between different religions.
4282     <br><br>
4283     Note that there is no fundamental difference between the spellbooks
4284     of varying schools (pyromancy, sorcery, evocation, summoning, and
4285     even praying). The difference lies only in the spells they contain.
4286     It is up to you, the mapmaker, to pick the right type of book
4287 root 1.37 for your spells.]]>
4288 root 1.1 </use>
4289     <attribute arch="skill" value="literacy" type="fixed" />
4290     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4291     There are two ways to put spells into a spellbook:
4292     1. Put a spell object in the books inventory. In this case,
4293     treasurelist must be set to &lt;none&gt;.
4294     2. Choose a treasurelist which contains spells.
4295     In that way, a spell will be chosen randomly from the list.
4296     </attribute>
4297     <attribute arch="startequip" editor="godgiven item" type="bool">
4298     A godgiven item vanishes as soon as the player
4299     drops it to the ground.
4300     </attribute>
4301     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4302     This text may contain a nice description
4303     of the spellbook's cover or something.
4304     </attribute>
4305     </type>
4306    
4307     <!--####################################################################-->
4308     <type number="90" name="Spinner">
4309     <ignore>
4310     <ignore_list name="non_pickable" />
4311     </ignore>
4312     <description><![CDATA[
4313     Spinners change the direction of spell objects and other projectiles
4314     that fly past. Unlike directors, it does make a difference from what
4315     angle you shoot into the spinner. The direction of objects flying past
4316 root 1.37 is always changed by a certain degree.]]>
4317 root 1.1 </description>
4318     <use><![CDATA[
4319     Spinners are very rarely used. I believe they are quite
4320     confusing and pointless. The only use I can think of is building
4321     some puzzle about where to shoot into spinners to shoot somewhere you
4322     otherwise couldn't.
4323 root 1.3
4324 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4325 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4326 root 1.1 </use>
4327     <attribute arch="sp" editor="direction number" type="int">
4328     The spinner will change the direction of flying objects by
4329     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4330     positive values counter clockwise.
4331 root 1.3
4332 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4333     </attribute>
4334 root 1.9 &move_on;
4335 root 1.1 </type>
4336    
4337     <!--####################################################################-->
4338     <type number="138" name="Swamp">
4339     <ignore>
4340     <ignore_list name="non_pickable" />
4341     </ignore>
4342     <description><![CDATA[
4343     Swamp areas show a special behaviour:
4344     When a player stands still on a swamp-square for too long,
4345     he will start to sink in and eventually drown and die.
4346     Items dropped on the swamp sink in and dissapear.
4347     Players with knowledge of the woodsman skill are a lot less likely
4348 root 1.37 to die in the swamp.]]>
4349 root 1.1 </description>
4350     <attribute arch="is_floor" value="1" type="fixed" />
4351     <attribute arch="is_wooded" value="1" type="fixed" />
4352     <attribute arch="speed" editor="drowning speed" type="float">
4353     The higher the &lt;drowning speed&gt;, the faster will players and items
4354     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4355     and unexpected death-trap. Players should get a warning before such areas.
4356     </attribute>
4357 root 1.12 &speed_left;
4358 root 1.9 &move_on;
4359     &movement_types_terrain;
4360 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4361     If enabled, it is impossible for players to use (wizard-)
4362     spells on that spot.
4363     </attribute>
4364     <attribute arch="damned" editor="no prayers" type="bool">
4365     If enabled, it is impossible for players to use prayers
4366     on that spot. It also prevents players from saving.
4367     </attribute>
4368     </type>
4369    
4370     <!--####################################################################-->
4371     <type number="41" name="Teleporter">
4372     <ignore>
4373     <ignore_list name="non_pickable" />
4374     </ignore>
4375     <description><![CDATA[
4376     When the player walks into a teleporter, he is transferred to a
4377     different location. The main difference to the object-type exit
4378     is the possibility to have teleporters connected to levers/buttons/etc.
4379     Sometimes teleporters are activated even against the players will.
4380     <br><br>
4381     Unlike exits, teleporters can also transfer items and
4382 root 1.37 monsters to different locations on the same map.]]>
4383 root 1.1 </description>
4384     <use><![CDATA[
4385     When creating maps, I guess sooner or later you'll want to have
4386     an invisible teleporter. If using "invisible 1", the teleporter
4387     can still be discovered with the show_invisible spell. And in
4388     some cases you can't place it under the floor to prevent this.
4389     <br><br>
4390     Fortunately, there is a cool trick to make a perfectly invisible
4391     teleporter: You simply add teleporter functionality to the floor
4392     itself. That means: You take the floor arch (e.g. "flagstone"),
4393 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4394 root 1.1 </use>
4395     <attribute arch="slaying" editor="exit path" type="string">
4396     The exit path specifies the map that the player is transferred to.
4397     &lt;exit path&gt; can be an absolute path, beginning with '/'
4398     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4399     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4400     for example I could use the relative path "Fire1"). Use relative
4401     paths whenever possible! Note that upper/lower case must always be
4402     set correctly. However, please use lower case only.
4403 root 1.3
4404 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4405     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4406     monsters and items. In this case, the destined map is automatically
4407     the same map the teleporter is on.
4408     </attribute>
4409     <attribute arch="hp" editor="destination X" type="int">
4410     The exit destinations define the (x, y)-coordinates where the exit
4411     leads to.
4412 root 1.3
4413 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4414     get teleported to another, randomly chosen teleporter on the same
4415     map (Slightly confusing for the player though). Make sure there
4416     actually *is* a second one in that case.
4417 root 1.3
4418 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4419     be transferred to the "default enter location" of the destined map.
4420     The latter can be set in the map-properties as "Enter X/Y". Though,
4421     please DO NOT use that. It turned out to be a source for numerous
4422     map-bugs.
4423     </attribute>
4424     <attribute arch="sp" editor="destination Y" type="int">
4425     The exit destinations define the (x, y)-coordinates where the exit
4426     leads to.
4427 root 1.3
4428 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4429     get teleported to another, randomly chosen teleporter on the same
4430     map (Slightly confusing for the player though). Make sure there
4431     actually *is* a second one in that case.
4432 root 1.3
4433 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4434     be transferred to the "default enter location" of the destined map.
4435     The latter can be set in the map-properties as "Enter X/Y". Though,
4436     please DO NOT use that. It turned out to be a source for numerous
4437     map-bugs.
4438     </attribute>
4439     <attribute arch="connected" editor="connection" type="int">
4440     If a connection value is set, the teleporter will be activated
4441     whenever the connection is triggered. To use this properly,
4442     &lt;activation speed&gt; must be zero.
4443     </attribute>
4444 elmex 1.16 &activate_on;
4445 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4446     If the &lt;activation speed&gt; is nonzero, the teleporter will
4447     automatically be activated in regular time-intervals. Hence, the
4448     player can just step on it and gets teleported sooner or later.
4449     The duration between two activates depends on the given value.
4450 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4451    
4452 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4453     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4454     </attribute>
4455 root 1.12 &speed_left;
4456 root 1.1 </type>
4457    
4458     <!--####################################################################-->
4459 root 1.3 <type number="26" name="Timed Gate">
4460     <ignore>
4461     <ignore_list name="non_pickable" />
4462     </ignore>
4463     <description><![CDATA[
4464 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4465 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4466     or carrying special key-objects (-> inventory checker).
4467     Unlike locked doors, gates can get shut again after a player has
4468     passed, which makes them more practical in many cases. Unlike normal
4469     gates, timed gates open when triggered but automatically close again
4470     after some time.]]>
4471     </description>
4472     <use><![CDATA[
4473     Use gates to divide your maps into separated areas. After solving
4474     area A, the player gains access to area B, and so on. Make your
4475 root 1.37 maps more complex than "one-way".]]>
4476 root 1.3 </use>
4477     <attribute arch="no_pick" value="1" type="fixed" />
4478     <attribute arch="connected" editor="connection" type="int">
4479     Whenever the inventory checker is triggered, all objects with identical
4480     &lt;connection&gt; value get activated. This only makes sense together with
4481     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4482     after some time.
4483     </attribute>
4484 elmex 1.16 &activate_on;
4485 root 1.3 <attribute arch="wc" editor="position state" type="int">
4486     The &lt;position state&gt; defines the position of the gate:
4487     Zero means completely open/down, the "number of animation-steps" (usually
4488     about 6 or 7) means completely closed/up state. I suggest you don't
4489     mess with this value - Leave the default in place.
4490     </attribute>
4491 root 1.9 &movement_types_terrain;
4492 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4493     Restricting the use of spells to pass this gate. This has
4494     an effect only if &lt;block view&gt; is disabled.
4495     </attribute>
4496     <attribute arch="damned" editor="restrict prayers" type="bool">
4497     Restricting the use of prayers to pass this door. This has
4498     an effect only if &lt;block view&gt; is disabled.
4499     </attribute>
4500     <attribute arch="hp" editor="open duration" type="int">
4501     Defines the duration the gate remains closed. This only takes effect
4502     if the gate is not connected.
4503     </attribute>
4504     </type>
4505    
4506     <!--####################################################################-->
4507 root 1.1 <type number="155" name="Trap">
4508     <ignore>
4509     <attribute arch="no_pick" />
4510     <attribute arch="title" />
4511     <attribute arch="name_pl" />
4512     <attribute arch="weight" />
4513     <attribute arch="value" />
4514     <attribute arch="material" />
4515     <attribute arch="unpaid" />
4516     </ignore>
4517     <description><![CDATA[
4518     A trap is a object that can either do damage or trigger another connected object
4519 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4520 root 1.1 and generally have either a physical attack or trigger a reaction.
4521     <br><br>
4522     Traps hit any monster or person who steps on them for 'dam' damage in
4523     'attacktype' attacktype and/or trigger a reaction.
4524     <br><br>
4525 root 1.28 Many traps are already defined in the archetypes.]]>
4526 root 1.1 </description>
4527     <use><![CDATA[
4528     Avoid monsters stepping on your traps. For example, a party of orcs setting
4529 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4530 root 1.1 </use>
4531     <attribute arch="no_pick" value="1" type="fixed" />
4532 root 1.9 &move_on;
4533 root 1.3 <attribute arch="level" editor="trap level" type="int">
4534 root 1.1 Level effects how easily a trap may be found and disarmed, and
4535     how much experience the player gets for doing so. Beware: High level
4536     traps can be quite a cheap source of experience! So either make them
4537     tough, or keep the level low.
4538     </attribute>
4539     <attribute arch="Cha" editor="visibility" type="int">
4540     This value determines what fraction of the time the trap is visible:
4541     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4542     how easily the trap may be found.
4543     </attribute>
4544     <attribute arch="hp" editor="number of charges" type="int">
4545     The trap will detonate &lt;number of charges&gt; times before disappearing.
4546     </attribute>
4547     <attribute arch="dam" editor="direct damage" type="int">
4548 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4549     This should be set in reasonable relation to the trap's level.
4550 root 1.1 </attribute>
4551     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4552     This attribute defines what attacktype to use for direct damage when
4553     the trap detonates.
4554     </attribute>
4555     <attribute arch="connected" editor="connection" type="int">
4556     When the trap is detonated, all objects with the same
4557     connection value get activated.
4558     </attribute>
4559     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4560     When the trap detonates, this text is displayed to the
4561     victim. For especially powerful or complex traps, create an appropriate
4562     and thrilling description. ;)
4563     </attribute>
4564     </type>
4565    
4566     <!--####################################################################-->
4567     <type number="95" name="Trapdoor">
4568     <ignore>
4569     <ignore_list name="non_pickable" />
4570     </ignore>
4571     <description><![CDATA[
4572     Trapdoors are very similar to pits. The difference is that they
4573     can not be closed. Instead, the weight of the object on the
4574     trapdoor determines weither it slams the trapdoor open and falls through
4575     or not.<br>
4576     Once a trapdoor has been opened (by a creature or items of sufficient
4577 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4578 root 1.1 </description>
4579     <use><![CDATA[
4580     Trapdoors should be used in the same fashion as pits:
4581     They should always drop the victims to some kind of lower level. They
4582 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4583 root 1.1 </use>
4584     <attribute arch="no_pick" value="1" type="fixed" />
4585 root 1.9 &move_on;
4586 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4587     This value defines how much weight the trapdoor can hold.
4588     Once items or creatures are gathered on the trapdoor, with
4589     a total weight surpassing this value, then the trapdoor will
4590     open and things start falling through.
4591     </attribute>
4592     <attribute arch="hp" editor="destination X" type="int">
4593     The trapdoor will transport creatures (and items) randomly into
4594     a two-square radius of the destination coordinates.
4595     If the destination square becomes blocked, the trapdoor will act like
4596     being filled up and not work anymore!
4597     </attribute>
4598     <attribute arch="sp" editor="destination Y" type="int">
4599     The trapdoor will transport creatures (and items) randomly into
4600     a two-square radius of the destination coordinates.
4601     If the destination square becomes blocked, the trapdoor will act like
4602     being filled up and not work anymore!
4603     </attribute>
4604     </type>
4605    
4606     <!--####################################################################-->
4607     <type number="4" name="Treasure">
4608     <ignore>
4609     <attribute arch="nrof" />
4610     <attribute arch="title" />
4611     <attribute arch="name_pl" />
4612     <attribute arch="weight" />
4613     <attribute arch="value" />
4614     <attribute arch="material" />
4615     </ignore>
4616     <description><![CDATA[
4617     A treasure-object turns into certain randomitems when the map is loaded
4618 root 1.37 into the game.]]>
4619 root 1.1 </description>
4620     <use><![CDATA[
4621     About usage of the "random-artifact" treasurelist:
4622     This will generate powerful stuff like girdles, xray helmets, special
4623     swords etc. If you put this as reward to your quest, players might be
4624     motivated to do it more than once. BUT, by doing so they will get a huge
4625     number of different artifacts! Besides, players will always seek the place
4626     with the most easy-to-get random artifact and ignore all others.
4627     My advice: Don't use it! Attract players with good fighting experience
4628 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4629 root 1.1 </use>
4630     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4631     This entry determines what kind of treasure will appear. Look into
4632     /crossfire/share/crossfire/treasures for details about existing
4633     treasurelists.
4634     </attribute>
4635     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4636     "Auto-generate" must be set in order to have the treasure be created
4637     when the map is loaded.
4638     If you want to create a random treasure chest, you unset this flag.
4639     That way, the player has to apply the object (the chest), then the
4640     treasure is generated.
4641     </attribute>
4642     <attribute arch="hp" editor="create number" type="int">
4643     "Create number" specifies how many pieces of the given treasurelist
4644     will appear. Note that for every piece there is a chance that nothing is
4645     generated. Also, sometimes there can be stacks of items generated, like
4646     for gems/money.
4647     </attribute>
4648     <attribute arch="exp" editor="quality level" type="int">
4649     The &lt;quality level&gt; will be used for the quality of the generated
4650     treasure instead of the map difficulty (as was done with shops).
4651     If zero/unset, the map difficulty will instead be used.
4652     (Example for comparison: Shop floors generate treasure of
4653     &lt;quality level&gt; 5 per default).
4654     </attribute>
4655     </type>
4656    
4657     <!--####################################################################-->
4658 root 1.3 <type number="52" name="Trigger Marker">
4659     <ignore>
4660     <ignore_list name="system_object" />
4661     </ignore>
4662     <description><![CDATA[
4663     A trigger marker is an object that inserts an invisible force (a mark) into a
4664     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4665     &lt;key string&gt; which can be discovered by detectors or inventory
4666     checkers. It is also possible to use markers for removing marks again.
4667     <br><br>
4668     Note that the player has no possibility to "see" his own marks,
4669 root 1.37 except by the effect that they cause on the maps.]]>
4670 root 1.3 </description>
4671     <use><![CDATA[
4672     Markers hold real cool possibilities for map-making. I encourage
4673     you to use them frequently. However there is one negative point
4674     about markers: Players don't "see" what's going on with them. It is
4675     your task, as map-creator, to make sure the player is always well
4676     informed and never confused.
4677     <br><br>
4678     Please avoid infinite markers when they aren't needed. They're
4679     using a little space in the player file after all, so if there
4680 root 1.37 is no real purpose, set an expire time.]]>
4681 root 1.3 </use>
4682     <attribute arch="no_pick" value="1" type="fixed" />
4683     <attribute arch="slaying" editor="key string" type="string">
4684     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4685     If the player already has a force with that &lt;key string&gt;,
4686     there won't be inserted a second one.
4687     </attribute>
4688     <attribute arch="connected" editor="connection" type="int">
4689     Unlike a regular marker this is the connection that triggers this marker to activate.
4690     </attribute>
4691     <attribute arch="food" editor="mark duration" type="int">
4692     This value defines the duration of the force it inserts.
4693     If nonzero, the duration of the player's mark is finite:
4694     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4695     means the mark will stay on the player forever.
4696     </attribute>
4697     <attribute arch="name" editor="delete mark" type="string">
4698     When the player steps onto the marker, all existing forces in
4699     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4700     will be removed. If you don't want to remove any marks, leave
4701     this textfield empty.
4702    
4703     Note that the string &lt;delete mark&gt; is set as the name of
4704     this marker. So don't be confused, and remember changing the
4705     name will take effect on the marker's functionality.
4706     </attribute>
4707     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4708     In the moment when the player gets marked, this text is displayed
4709     to him. You should really set a message in any marker you create,
4710     because it's the only way for the player to notice what's going on.
4711     </attribute>
4712     </type>
4713    
4714     <!--####################################################################-->
4715 root 1.1 <type number="0" name="Wall">
4716     <required>
4717     <attribute arch="is_floor" value="0" />
4718     <attribute arch="alive" value="0" />
4719 root 1.14 <attribute arch="no_pass" value="1" />
4720 root 1.1 </required>
4721     <ignore>
4722     <attribute arch="nrof" />
4723     <attribute arch="title" />
4724     <attribute arch="name_pl" />
4725     <attribute arch="value" />
4726     <attribute arch="unpaid" />
4727     </ignore>
4728     <description><![CDATA[
4729 root 1.37 Walls usually block passage and sight.]]>
4730 root 1.1 </description>
4731 root 1.9 &movement_types_terrain;
4732 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4733     If set, the object is able to "roll", so it can be pushed around.
4734     This setting is used for boulders and barrels.
4735     </attribute>
4736     <attribute arch="no_magic" editor="restrict spells" type="bool">
4737     This takes effect only with &lt;blocksview&gt; disabled.
4738     Restricting the use of spells to pass this wall.
4739     </attribute>
4740     <attribute arch="damned" editor="restrict prayers" type="bool">
4741     This takes effect only with &lt;blocksview&gt; disabled.
4742     Restricting the use of spells to pass this wall.
4743     </attribute>
4744     </type>
4745    
4746     <!--####################################################################-->
4747 root 1.3 <type number="109" name="Wand &amp; Staff">
4748     <description><![CDATA[
4749     Wands contain a certain spell. The player can apply (ready) and
4750     fire the wand. After a defined number of casts, the wand is
4751     "used up". It is possible to recharge a wand with scrolls of
4752 root 1.37 charging, but usually that isn't worth the cost.]]>
4753 root 1.3 </description>
4754     <use><![CDATA[
4755     Wands are quite seldomly used. The reason prolly is that they're
4756     generally not cost-efficient. Handing out high-level wands with
4757     powerful special spells isn't a good idea either, because of
4758     the recharge ability.
4759     <br><br>
4760     For low levels, staffs of healing/cure and word of recall are
4761 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4762 root 1.3 </use>
4763     <attribute arch="sp" editor="spell" type="spell">
4764     The &lt;spell&gt; specifies the contained spell.
4765     </attribute>
4766     <attribute arch="level" editor="casting level" type="int">
4767     The &lt;casting level&gt; of the wand determines it's power.
4768     An average level for wands in shops is about 10.
4769     </attribute>
4770     <attribute arch="food" editor="number of charges" type="int">
4771     The wand can be used &lt;number of charges&gt; times before it is
4772     used up. It can be recharged with scrolls of charging.
4773     </attribute>
4774     <attribute arch="startequip" editor="godgiven item" type="bool">
4775     A godgiven item vanishes as soon as the player
4776     drops it to the ground.
4777     </attribute>
4778     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4779     This text may contain a description of the wand.
4780     </attribute>
4781     </type>
4782    
4783     <!--####################################################################-->
4784 root 1.1 <type number="0" name="Weak Wall">
4785     <required>
4786     <attribute arch="is_floor" value="0" />
4787     <attribute arch="alive" value="1" />
4788     <attribute arch="tear_down" value="1" />
4789     </required>
4790     <ignore>
4791     <ignore_list name="non_pickable" />
4792     </ignore>
4793     <description><![CDATA[
4794     A weak wall is a breakable spot amidsts a solid wall. Typically
4795     these weak walls look similar to their solid "relatives" except
4796 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4797 root 1.1 </description>
4798     <use><![CDATA[
4799     If you want to create hidden rooms, using weak walls is alot
4800     better than completely indiscernible passages in a wall.<br>
4801     Anyways, there can be a lot more to weak walls than just finding
4802     them: Rising their defensive stats, weak walls can become a
4803     serious obstacle. An ice wall might only be torn down by a fire
4804     attack for example. A granite wall for instance might be very
4805 root 1.37 hard to destroy.]]>
4806 root 1.1 </use>
4807     <attribute arch="alive" value="1" type="fixed" />
4808     <attribute arch="no_pick" value="1" type="fixed" />
4809     <attribute arch="tear_down" value="1" type="fixed" />
4810     <attribute arch="race" editor="race" type="string">
4811     For weak walls, &lt;race&gt; should always be set to "wall",
4812     unless you create something fancy like a building which
4813     is in fact meant to be a huge animal.
4814     Note that shovels slay walls, so they do tripple damage
4815     against weak walls.
4816     </attribute>
4817     <attribute arch="level" editor="level" type="int">
4818     The &lt;level&gt; of a weak wall works similar to monster levels.
4819     Due to the fact that weak walls cannot attack, the level
4820     is much less important though.
4821     </attribute>
4822     <attribute arch="hp" editor="health points" type="int">
4823     The &lt;health points&gt; of a weak wall define how long it takes to
4824     tear it down. With every successful hit from an opponent,
4825     &lt;health points&gt; get drained.
4826     </attribute>
4827     <attribute arch="maxhp" editor="max health" type="int">
4828     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4829     weak wall can have. Since walls generally don't heal, I doubt
4830     this has much real effect.
4831     </attribute>
4832     <attribute arch="ac" editor="armour class" type="int">
4833     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4834     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4835     </attribute>
4836 elmex 1.29 &resistances_basic;
4837 root 1.1 </type>
4838    
4839     <!--####################################################################-->
4840     <type number="15" name="Weapon">
4841     <description><![CDATA[
4842     Wielding a weapon, the object's stats will directly be inherited to the
4843     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4844 root 1.37 be improved with scrolls.]]>
4845 root 1.1 </description>
4846     <use><![CDATA[
4847     If you create artifacts (equipment) with stats- or resistance-bonus:
4848     Keep playbalance in mind! Such items mustn't be reachable without hard
4849 root 1.37 fighting AND questing.]]>
4850 root 1.1 </use>
4851     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4852     This number is a bitmask, specifying the weapon's attacktypes.
4853     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4854     have no more than one or two attacktypes. Keep in mind that all weapons
4855     can be blessed by the player's diety, thus adding an additional attacktype.
4856 root 1.3
4857 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4858     then he will do as much damage as the "best" of his attacktypes does. So,
4859     the more attacktypes you've got, the better your chance to take advantage
4860     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4861     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4862     </attribute>
4863     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4864     The &lt;weapontype&gt; characterizes the weapon's type of physical
4865     attack. It could best be considered a "subclassification"
4866     of the physical attacktype. For now, this is only used for
4867     attack messages!
4868 root 1.3
4869 root 1.1 You should always set this correctly when creating new
4870     weapons for your maps.
4871     </attribute>
4872     <attribute arch="skill" editor="skill name" type="string">
4873     Matching &lt;skill name&gt; of the skill that is required
4874     to use this weapon.
4875     </attribute>
4876     <attribute arch="dam" editor="damage" type="int">
4877     The damage value is used as base value for how much damage the weapon
4878     does per hit. The actual damage involves more dependencies,
4879     like wielder's level and defender's level. Look at existing weapons
4880     to get a feel for the range of weapon damage values.
4881     </attribute>
4882     <attribute arch="slaying" editor="slaying race" type="string">
4883     Slaying means the weapon does tripple (3x) damage to monsters of the
4884     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4885     only monsters of that archtype are hit with tripple damage.
4886 root 1.3
4887 root 1.1 No god blessings are possible for weapons with a race set in this entry
4888     (That's because god blessings add tripple damage against their own
4889     enemy races). Tripple damage is very effective.
4890     </attribute>
4891     <attribute arch="last_sp" editor="weapon speed" type="int">
4892     The weapon speed determines how often the wielder can swing the weapon
4893     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4894     is best (that is lightning- fast). A typical average value is 8.
4895     Speed and damage should be kept in reasonable relation.
4896     </attribute>
4897     <attribute arch="wc" editor="weapon class" type="int">
4898     The weapon class value adds to the overall weapon class of the wielder's
4899     melee attacks. Weapon class improves the chance of hitting the opponent.
4900     </attribute>
4901     <attribute arch="magic" editor="magic bonus" type="int">
4902     For a weapon, magic bonus works just like weapon class, except that
4903     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4904     less useful than direct weapon class value on a weapon.
4905     </attribute>
4906     <attribute arch="item_power" editor="item power" type="int">
4907     The &lt;item power&gt; value measures how "powerful" an artifact is.
4908     Players will only be able to wear equipment with a certain total
4909     amount of &lt;item power&gt;, depending on their own level. This is the
4910     only way to prevent low level players to wear "undeserved" equipment
4911     (like gifts from other players or cheated items).
4912 root 1.3
4913 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4914 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4915 root 1.1 calculate a provisional value at runtime, but this is never
4916     going to be an accurate measurement of &lt;item power&gt;.
4917     </attribute>
4918     <attribute arch="damned" editor="damnation" type="bool">
4919     A damned weapon cannot be unwielded unless
4920     the curse is removed. Removing damnations is
4921     a tick harder than removing curses.
4922     </attribute>
4923     <attribute arch="cursed" editor="curse" type="bool">
4924     A cursed weapon cannot be unwielded unless
4925     the curse is removed.
4926     </attribute>
4927     <attribute arch="lifesave" editor="save life" type="bool">
4928     An item with this flag enabled will save the players life
4929     for one time: When the player is wearing this item and his
4930 root 1.3 health points reach zero, the item disappears, replenishing
4931 root 1.1 half of the player's health.
4932 root 1.3
4933 root 1.1 An item with &lt;save life&gt; should not have
4934     any decent additional bonuses!
4935     </attribute>
4936     <attribute arch="unique" editor="unique item" type="bool">
4937     Unique items exist only one time on a server. If the item
4938     is taken, lost or destroyed - it's gone for good.
4939     </attribute>
4940     <attribute arch="startequip" editor="godgiven item" type="bool">
4941     A godgiven item vanishes as soon as the player
4942     drops it to the ground.
4943     </attribute>
4944 elmex 1.29 &player_stat_resist_sections;
4945 root 1.1 <section name="misc">
4946     <attribute arch="luck" editor="luck bonus" type="int">
4947     With positive luck bonus, the player is more likely to
4948     succeed in all sorts of things (spellcasting, praying,...).
4949     Unless the &lt;luck bonus&gt; is very high, the effect will be
4950     barely visible in-game. Luck bonus on one piece of equipment
4951     should never exceed 3, and such bonus should not be too
4952     frequently available.
4953     </attribute>
4954     <attribute arch="hp" editor="health regen." type="int">
4955     Positive &lt;health regen.&gt; bonus speeds up the
4956     player's healing process. Negative values slow it down.
4957     </attribute>
4958     <attribute arch="sp" editor="mana regen." type="int">
4959     Positive &lt;mana regen.&gt; bonus speeds up the
4960     player's mana regeneration. Negative values slow it down.
4961     </attribute>
4962     <attribute arch="grace" editor="grace regen." type="int">
4963     Positive &lt;grace regen.&gt; bonus speeds up the
4964     player's grace regeneration. Negative values slow it down.
4965     Since grace can be regenerated rather easy with praying,
4966     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4967     </attribute>
4968     <attribute arch="food" editor="food bonus" type="int">
4969     Positive &lt;food bonus&gt; slows down the player's digestion,
4970     thus he consumes less food. Negative values speed it up.
4971 root 1.3
4972 root 1.1 Note that food is consumed not only for "being alive", but
4973     also for healing and mana-regeneration.
4974     &lt;food bonus&gt; only affects the amount of food consumed
4975     for "being alive". Hence, even with high &lt;food bonus&gt;,
4976     during a fight a player can run out of food quickly.
4977     </attribute>
4978     <attribute arch="xrays" editor="xray vision" type="bool">
4979     Xray vision allows the player to see through obstacles
4980     in a two-square-wide radius. This is extremely helpful and
4981 root 1.3 desirable, so don't give it away for cheap on equipment.
4982 root 1.1 </attribute>
4983     <attribute arch="stealth" editor="stealth" type="bool">
4984     Stealth allows the player to move silently.
4985     This comes to effect if a player turns himself
4986     invisible and tries to sneak around monsters.
4987     (At least that was the idea behind it)
4988     </attribute>
4989     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4990     If a player is wearing any piece of equipment with
4991     the ability to &lt;reflect spells&gt;, all kinds of
4992     spell-bullets and -beams will bounce off him.
4993     This works only about 90% of all times, to
4994     avoid players being completely immune to certain
4995     types of attacks.
4996 root 1.3
4997 root 1.1 This is a very powerful ability and it
4998     shouldn't be handed out cheap!
4999     </attribute>
5000     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5001     If a player is wearing any piece of equipment with
5002     the ability to &lt;reflect missiles&gt;, all kinds of
5003     projectiles (e.g. arrows, bolts, boulders) will
5004     bounce off him. This works only about 90% of all
5005     times, to avoid players being completely immune to
5006     certain types of attacks.
5007     </attribute>
5008     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5009     Click on the &lt;attuned paths&gt; button to select spellpaths.
5010     The player will get attuned to the specified spellpaths
5011     while wearing this weapon.
5012     </attribute>
5013     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5014     Click on the &lt;repelled paths&gt; button to select spellpaths.
5015     The player will get repelled to the specified spellpaths
5016     while wearing this weapon.
5017     </attribute>
5018     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5019     Click on the &lt;denied paths&gt; button to select spellpaths.
5020     The specified spellpaths will be denied to the player
5021     while wearing this weapon.
5022     </attribute>
5023     </section>
5024     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5025     This text describes the weapons's "story". Every decent artifact weapon
5026     should have such a description.
5027     </attribute>
5028     </type>
5029    
5030 root 1.5 <type number="116" name="Event Connector">
5031     <description><![CDATA[
5032     Event connectors link specific events that happen to objects to
5033 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5034 root 1.5 </description>
5035     </type>
5036    
5037 root 1.1 </types>