ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.40
Committed: Thu Sep 11 23:09:29 2008 UTC (15 years, 8 months ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-1_222
Changes since 1.39: +2 -1 lines
Log Message:
*** empty log message ***

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 1.39 # Description of this type.]]> #
28 root 1.1 # </description> #
29     # <use><![CDATA[ #
30 root 1.39 # 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 root 1.40 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
784     <type number="999" name="Ability">
785 root 1.1 <ignore>
786     <ignore_list name="system_object" />
787     </ignore>
788     <description><![CDATA[
789     Abilities are to be put in a monster's inventory. They grant monsters the
790     knowledge to cast spells. Spells from abilities are usually magical in
791     nature, thus adding magic attacktype to the spell-damage they produce.
792     <br><br>
793     A particularly nice feature of abilities is that they can hold two
794 root 1.39 spells: One for short range - and one for long range use.
795 root 1.1 \n\n
796     You should know that spellcasting monsters receive abilities via
797 root 1.37 &lt;treasurelist&gt;.]]>
798 root 1.1 </description>
799     <use><![CDATA[
800     If you want to create "customized" spellcasting monsters, you
801     should use abilities (rather than spellbooks/wands or something).
802     The long/short-range spell feature can make boss-monsters more
803     interesting and challenging.
804     <br><br>
805     You should keep in mind that magic abilities allow players
806     to get better resistance. You can turn off the magic part to
807     make the spells more dangerous. However, this really shouldn't
808     be neccessary unless you work on very high level maps.
809 root 1.37 And what fun is a magic resistance cloak when it has no effect?]]>
810 root 1.1 </use>
811     <attribute arch="invisible" value="1" type="fixed" />
812     <attribute arch="no_drop" value="1" type="fixed" />
813     <attribute arch="sp" editor="short range spell" type="spell">
814     The monster will use the specified &lt;short range spell&gt;
815     when the player is within 6-square radius (of the
816     monster's head).
817     </attribute>
818     <attribute arch="hp" editor="long range spell" type="nz_spell">
819     The monster will use the specified &lt;long range spell&gt;
820     when the player is at least 6 squares away (from the
821     monster's head).
822 root 1.3
823 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
824     &lt;short range spell&gt; gets used all the time.
825     </attribute>
826     <attribute arch="maxsp" editor="importance" type="int">
827     Sometimes you'll want a monster to use one ability more than others.
828     To achieve this, set the &lt;importance&gt; to a value greater than
829     one. Abilities with this value zero/unset are counted to be of
830     &lt;importance&gt; one.
831 root 1.3
832 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
833     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
834     times the "small fireball".
835     </attribute>
836     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
837 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
838 root 1.1 If enabled, all spells produced by this ability will have magic
839     attacktype added to the usual attacktypes.
840 root 1.3
841 root 1.1 This should always be set for spell-like abilities. "Natural"
842     abilities like a dragon's firebreath are an exception.
843     Note that non-magical abilities are more dangerous because
844     magic resistance does not protect from those.</attribute>
845     </type>
846    
847     <!--####################################################################-->
848     <type number="18" name="Altar">
849     <ignore>
850     <ignore_list name="non_pickable" />
851     </ignore>
852     <description><![CDATA[
853     When a player puts a defined number of certain items on the altar,
854     then either a spell is casted (on the player) or a connector is
855     triggered. If the latter is the case, the altar works only once.
856 root 1.37 Either way, the sacrificed item disappears.]]>
857 root 1.1 </description>
858     <attribute arch="no_pick" value="1" type="fixed" />
859 root 1.9 &move_on;
860 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
861     This string specifies the item that must be put on the altar to
862     activate it. It can either be the name of an archetype, or directly
863     the name of an object. Yet, titles are not recognized by altars.
864 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
865     See also the "drop amount" attribute.
866 root 1.1 </attribute>
867     <attribute arch="food" editor="drop amount" type="int">
868     The drop amount specifies the amount of items (specified
869 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
870 root 1.1
871     If &lt;match item name&gt; is set to "money", then the value of the
872     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
873 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
874 root 1.1
875     Note that the maximum possible for &lt;drop amount&gt; is 32767.
876     </attribute>
877     <attribute arch="connected" editor="connection" type="int">
878     If a connection value is set, the altar will trigger all objects
879     with the same value, when activated. This will only work once.
880     </attribute>
881     <attribute arch="sp" editor="spell" type="spell">
882     When activated, the selected &lt;spell&gt; will be casted (once, on the
883     player). This should work for any given spell. The altar will work
884 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
885 root 1.1 one altar.
886     </attribute>
887     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
888     This text will be displayed to the player
889     in the exact moment when the altar is activated.
890     </attribute>
891     </type>
892    
893     <!--####################################################################-->
894     <type number="31" name="Altar Trigger">
895     <ignore>
896     <ignore_list name="non_pickable" />
897     </ignore>
898     <description><![CDATA[
899     Altar_triggers work pretty much like normal altars
900     (drop sacrifice -> connection activated), except for the fact that
901 root 1.37 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
902 root 1.1 </description>
903     <use><![CDATA[
904     Altar_triggers are very useful if you want to charge a price for...
905     <UL>
906     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
907 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
908 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
909     </UL>
910     The big advantage over normal altars is the infinite usability
911     of altar_triggers! If there are ten players on one server, they're
912 root 1.37 quite grateful if things work more than once. =)]]>
913 root 1.1 </use>
914     <attribute arch="no_pick" value="1" type="fixed" />
915     <attribute arch="slaying" editor="match item name" type="string">
916     This string specifies the item that must be put on the altar to
917     activate it. It can either be the name of an archetype, or directly
918     the name of an object. Yet, titles are not recognized by altars.
919 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
920     See also the "drop amount" attribute.
921 root 1.1 </attribute>
922     <attribute arch="food" editor="drop amount" type="int">
923     The drop amount specifies the amount of items (specified
924 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
925 root 1.1
926     If &lt;match item name&gt; is set to "money", then the value of the
927     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
928 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
929 root 1.1
930     Note that the maximum possible for &lt;drop amount&gt; is 32767.
931     </attribute>
932     <attribute arch="connected" editor="connection" type="int">
933     If a connection value is set, the altar will trigger all objects
934     with the same value, when activated. This will only work once.
935     </attribute>
936     <attribute arch="sp" editor="spell" type="spell">
937     When activated, this &lt;spell&gt; will be casted (once, on the player).
938 root 1.3 This should work for any given spell. The altar will work infinitely
939 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
940     </attribute>
941     <attribute arch="exp" editor="reset time" type="int">
942     Being activated, the altar will reset after &lt;reset time&gt; ticks.
943     After reset, the altar is ready to be activated once again.
944     The default &lt;reset time&gt; is 30.
945     </attribute>
946     <attribute arch="last_sp" editor="ignore reset" type="bool">
947     If this attribute is enabled, the altar_trigger won't push the
948     connected value by altar reset. Only ONCE by dropping the sacrifice.
949     This is typically used when the altar is connected to a creator,
950 root 1.3 e.g. for selling tickets.
951 root 1.1
952     If this attribute is disabled (default), the altar_trigger
953     will push the connected value TWICE per sacrifice: First by
954     dropping sacrifice, second by reset. This mode is typically
955     used for altars being connected to gates, resulting in the
956     gate being opened and closed again.
957     </attribute>
958 root 1.9 &move_on;
959 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
960     This text will be displayed to the player
961     in the exact moment when the altar is activated.
962     </attribute>
963     </type>
964    
965     <!--####################################################################-->
966 elmex 1.29 <type number="74" name="Skill Tool">
967     <description><![CDATA[
968     Wearing a skill tool will give the player the ability to use a skill.
969 root 1.37 ]]>
970 elmex 1.29 </description>
971     <use><![CDATA[
972     Feel free to assign resistancies and stats to a skill tools or change
973     the skill that is given.
974 root 1.37 ]]>
975 elmex 1.29 </use>
976     <attribute arch="skill" editor="skill name" type="string">
977     This field describes which skill the player will be able to use wearing this item.
978     </attribute>
979     &player_stat_resist_sections;
980     </type>
981     <!--####################################################################-->
982 root 1.1 <type number="39" name="Amulet">
983     <description><![CDATA[
984     Wearing an amulet, the object's stats will directly be inherited to
985 root 1.37 the player. Amulets are usually meant for protection and defense.]]>
986 root 1.1 </description>
987     <use><![CDATA[
988     Feel free to create your own special artifacts. However, it is very
989 root 1.37 important that you keep your artifact in balance with existing maps.]]>
990 root 1.1 </use>
991     <attribute arch="ac" editor="armour class" type="int">
992     This value defines the amount of armour-class bonus for wearing
993     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
994     values are better. It should usually be set only for armour-like equipment.
995     </attribute>
996     <attribute arch="wc" editor="weapon class" type="int">
997     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
998     melee attacks. Weapon class improves the chance of hitting the opponent.
999     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1000     be set only for weapon-like items. Lower values are better.
1001     </attribute>
1002     <attribute arch="item_power" editor="item power" type="int">
1003     The &lt;item power&gt; value measures how "powerful" an artifact is.
1004     Players will only be able to wear equipment with a certain total
1005     amount of &lt;item power&gt;, depending on their own level. This is the
1006     only way to prevent low level players to wear "undeserved" equipment
1007     (like gifts from other players or cheated items).
1008 root 1.3
1009 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1010 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1011 root 1.1 calculate a provisional value at runtime, but this is never
1012     going to be an accurate measurement of &lt;item power&gt;.
1013     </attribute>
1014     <attribute arch="damned" editor="damnation" type="bool">
1015     A damned piece of equipment cannot be unwielded unless the curse
1016     is removed. Removing damnations is a tick harder than removing curses.
1017     </attribute>
1018     <attribute arch="cursed" editor="curse" type="bool">
1019     A cursed piece of equipment cannot be unwielded
1020     unless the curse is removed.
1021     </attribute>
1022     <attribute arch="lifesave" editor="save life" type="bool">
1023     An item with this flag enabled will save the players life
1024     for one time: When the player is wearing this item and his
1025 root 1.3 health points reach zero, the item disappears, replenishing
1026 root 1.1 half of the player's health.
1027 root 1.3
1028 root 1.1 An item with &lt;save life&gt; should not have
1029     any decent additional bonuses!
1030     </attribute>
1031     <attribute arch="unique" editor="unique item" type="bool">
1032     Unique items exist only one time on a server. If the item
1033     is taken, lost or destroyed - it's gone for good.
1034     </attribute>
1035     <attribute arch="startequip" editor="godgiven item" type="bool">
1036     A godgiven item vanishes as soon as the player
1037     drops it to the ground.
1038     </attribute>
1039     <attribute arch="applied" editor="is applied" type="bool">
1040     If you put this item into the inventory of a monster, and
1041     you want the monster to use/wear the item - you must set
1042     &lt;is applied&gt;.
1043     Enabling this flag doesn't make any sense if the item
1044     is NOT in a monster's inventory.
1045     </attribute>
1046 elmex 1.29 &player_stat_resist_sections;
1047 root 1.1 <section name="misc">
1048     <attribute arch="luck" editor="luck bonus" type="int">
1049     With positive luck bonus, the player is more likely to
1050     succeed in all sorts of things (spellcasting, praying,...).
1051     Unless the &lt;luck bonus&gt; is very high, the effect will be
1052     barely visible in-game. Luck bonus on one piece of equipment
1053     should never exceed 3, and such bonus should not be too
1054     frequently available.
1055     </attribute>
1056     <attribute arch="hp" editor="health regen." type="int">
1057     Positive &lt;health regen.&gt; bonus speeds up the
1058     player's healing process. Negative values slow it down.
1059     </attribute>
1060     <attribute arch="sp" editor="mana regen." type="int">
1061     Positive &lt;mana regen.&gt; bonus speeds up the
1062     player's mana regeneration. Negative values slow it down.
1063     </attribute>
1064     <attribute arch="grace" editor="grace regen." type="int">
1065     Positive &lt;grace regen.&gt; bonus speeds up the
1066     player's grace regeneration. Negative values slow it down.
1067     Since grace can be regenerated rather easy with praying,
1068     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1069     </attribute>
1070     <attribute arch="food" editor="food bonus" type="int">
1071     Positive &lt;food bonus&gt; slows down the player's digestion,
1072     thus he consumes less food. Negative values speed it up.
1073 root 1.3
1074 root 1.1 Note that food is consumed not only for "being alive", but
1075     also for healing and mana-regeneration.
1076     &lt;food bonus&gt; only affects the amount of food consumed
1077     for "being alive". Hence, even with high &lt;food bonus&gt;,
1078     during a fight a player can run out of food quickly.
1079     </attribute>
1080     <attribute arch="xrays" editor="xray vision" type="bool">
1081     Xray vision allows the player to see through obstacles
1082     in a two-square-wide radius. This is extremely helpful and
1083 root 1.3 desirable, so don't give it away for cheap on equipment.
1084 root 1.1 </attribute>
1085     <attribute arch="stealth" editor="stealth" type="bool">
1086     Stealth allows the player to move silently.
1087     This comes to effect if a player turns himself
1088     invisible and tries to sneak around monsters.
1089     (At least that was the idea behind it)
1090     </attribute>
1091     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1092     If a player is wearing any piece of equipment with
1093     the ability to &lt;reflect spells&gt;, all kinds of
1094     spell-bullets and -beams will bounce off him.
1095     This works only about 90% of all times, to
1096     avoid players being completely immune to certain
1097     types of attacks.
1098 root 1.3
1099 root 1.1 This is a very powerful ability and it
1100     shouldn't be handed out cheap!
1101     </attribute>
1102     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1103     If a player is wearing any piece of equipment with
1104     the ability to &lt;reflect missiles&gt;, all kinds of
1105     projectiles (e.g. arrows, bolts, boulders) will
1106     bounce off him. This works only about 90% of all
1107     times, to avoid players being completely immune to
1108     certain types of attacks.
1109     </attribute>
1110 root 1.9 &move_type;
1111 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1112     Click on the &lt;attuned paths&gt; button to select spellpaths.
1113     The player will get attuned to the specified spellpaths
1114     while wearing this item.
1115     </attribute>
1116     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1117     Click on the &lt;repelled paths&gt; button to select spellpaths.
1118     The player will get repelled to the specified spellpaths
1119     while wearing this item.
1120     </attribute>
1121     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1122     Click on the &lt;denied paths&gt; button to select spellpaths.
1123     The specified spellpaths will be denied to the player
1124     while wearing this item.
1125     </attribute>
1126     </section>
1127     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1128     This text describes the item's "story". Every decent artifact
1129     should have such a description.
1130     </attribute>
1131     </type>
1132    
1133     <!--####################################################################-->
1134     <type number="58" name="Battleground">
1135     <ignore>
1136     <ignore_list name="non_pickable" />
1137     </ignore>
1138     <description><![CDATA[
1139     Battleground is very special: In short, players can die on battleground
1140     without any death penalties. They don't loose or gain experience
1141     while on battleground. Acid, draining and depletion effects don't
1142     work either.
1143     When a player dies on battleground, he gets teleported to an exit
1144 root 1.37 location which is defined in the battleground object.]]>
1145 root 1.1 </description>
1146     <use><![CDATA[
1147     Battleground is only meant for player vs. player duels. You can
1148     design combat arenas similiar to the one in scorn.<br>
1149     What should NEVER be done is placing battleground tiles in
1150     open dungeons or other free kinds of land.
1151     It must not be possible to gain significant treasure for fighting
1152     on battleground, because it bears no risk.<br><br>
1153     (Battleground will cease to work when the image or name is changed,
1154     or when it is placed beneath another floor tile.
1155     This is not a bug, it is there to prevent any attempts of placing
1156 root 1.37 "hidden" battleground tiles anywhere.)]]>
1157 root 1.1 </use>
1158     <attribute arch="no_pick" value="1" type="fixed" />
1159     <attribute arch="is_floor" value="1" type="fixed" />
1160     <attribute arch="hp" editor="destination X" type="int">
1161     The exit destinations define the (x, y)-coordinates where players
1162     get teleported after they died on this battleground.
1163     </attribute>
1164     <attribute arch="sp" editor="destination Y" type="int">
1165     The exit destinations define the (x, y)-coordinates where players
1166     get teleported after they died on this battleground.
1167     </attribute>
1168     </type>
1169    
1170     <!--####################################################################-->
1171 root 1.32 <type number="165" name="Safe ground">
1172 elmex 1.19 <ignore>
1173     <ignore_list name="non_pickable" />
1174     </ignore>
1175     <description><![CDATA[
1176     Safe ground is a special object that prevents any effects that might
1177     be harmful for the map, other players or items on the map.
1178     It blocks all magic and prayers, usage of alchemy, prevents potions
1179 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1180     do cast spells still work.
1181 root 1.37 ]]>
1182 elmex 1.19 </description>
1183     <use><![CDATA[
1184 elmex 1.20 Safe ground can be used to prevents any means of burning
1185     or destroying the items in a shop. Put this object below all floor tiles
1186     in your map and your shop will be safe. It's generally useful for making
1187     areas where really no kind of spell should be invoked by a player.
1188 root 1.37 ]]>
1189 elmex 1.19 </use>
1190 root 1.31 &movement_types_terrain;
1191 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1192     </type>
1193    
1194     <!--####################################################################-->
1195 root 1.1 <type number="8" name="Book">
1196     <description><![CDATA[
1197 root 1.37 Applying a book, the containing message is displayed to the player.]]>
1198 root 1.1 </description>
1199     <attribute arch="level" editor="literacy level" type="int">
1200     If this value is set to be greater than zero, the player needs a
1201     certain literacy level to succeed reading the book. The book can be
1202     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1203     book can be a nice idea, personally I like it when a player needs
1204     more than his fighting skills to solve a quest. However, keep the
1205     booklevel at least below 15 because it is quite hard to gain high
1206     mental levels.
1207     </attribute>
1208     <attribute arch="startequip" editor="godgiven item" type="bool">
1209     A godgiven item vanishes as soon as the player
1210     drops it to the ground.
1211     </attribute>
1212     <attribute arch="unique" editor="unique item" type="bool">
1213     Unique items exist only one time on a server. If the item
1214     is taken, lost or destroyed - it's gone for good.
1215     </attribute>
1216     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1217     This is the text that appears "written" in the book.
1218     </attribute>
1219 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1220     This is the key string of the book. The key string is checked by an inventory checker.
1221     (This is used eg. for the gate/port passes in scorn)
1222     </attribute>
1223 root 1.1 </type>
1224    
1225     <!--####################################################################-->
1226     <type number="99" name="Boots">
1227     <import_type name="Amulet" />
1228     <description><![CDATA[
1229     Wearing boots, the object's stats will directly be inherited to
1230     the player. Usually enhancing his speed, or granting some minor
1231 root 1.37 protection bonus.]]>
1232 root 1.1 </description>
1233     <use><![CDATA[
1234     Feel free to create your own special artifacts. However, it is very
1235 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1236 root 1.1 </use>
1237     <attribute arch="exp" editor="speed bonus" type="int">
1238     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1239     while worn. This kind of bonus is quite desirable for players of low-
1240     and medium level. High level players usually have fastest possible
1241     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1242     Still, this bonus is good for nice artifacts - not everything has
1243     to be for highest level.
1244     </attribute>
1245     <attribute arch="magic" editor="magic bonus" type="int">
1246     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1247     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1248     than direct armour-class bonus on the boots.
1249 root 1.3
1250 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1251     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1252     </attribute>
1253     </type>
1254    
1255     <!--####################################################################-->
1256 root 1.3 <type number="104" name="Bracers">
1257     <import_type name="Amulet" />
1258     <description><![CDATA[
1259     Bracers are armour-plates worn around the wrists.
1260     Wearing bracer, the object's stats will directly be inherited to
1261 root 1.37 the player. Usually enhancing his defense.]]>
1262 root 1.3 </description>
1263     <use><![CDATA[
1264     Feel free to create your own special artifacts. However, it is very
1265 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1266 root 1.3 </use>
1267     <attribute arch="magic" editor="magic bonus" type="int">
1268     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1269     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1270     than direct armour-class bonus on the bracers.
1271     </attribute>
1272     </type>
1273    
1274     <!--####################################################################-->
1275     <type number="16" name="Brestplate Armour">
1276     <import_type name="Amulet" />
1277     <description><![CDATA[
1278     Wearing an armour, the object's stats will directly be inherited to
1279 root 1.37 the player. Usually enhancing his defense.]]>
1280 root 1.3 </description>
1281     <use><![CDATA[
1282     Feel free to create your own special artifacts. However, it is very
1283 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1284 root 1.3 </use>
1285     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1286     This poses a penalty to spell regeneration speed, for wearing the armour.
1287     The bigger the spellpoint penalty, the worse.
1288     </attribute>
1289     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1290     Slowdown penalty reduces the player's walking speed when wearing the
1291     armour. Bigger values are worse - zero is best.
1292     </attribute>
1293     <attribute arch="magic" editor="magic bonus" type="int">
1294     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1295     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1296     than direct armour-class bonus on the armour.
1297     </attribute>
1298     </type>
1299    
1300     <!--####################################################################-->
1301 root 1.1 <type number="92" name="Button">
1302     <ignore>
1303     <ignore_list name="non_pickable" />
1304     </ignore>
1305     <description><![CDATA[
1306     When a predefined amount of weigh is placed on a button, the
1307     &lt;connection&gt; value is triggered. In most cases this happens when a
1308     player or monster steps on it. When the button is "released", the
1309 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1310 root 1.1 </description>
1311 root 1.9 &move_on;
1312     &move_off;
1313 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1314 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1315 root 1.1 The button is pressed (triggered), as soon as
1316     &lt;press weigh&gt; gram are placed ontop of it.
1317     </attribute>
1318     <attribute arch="connected" editor="connection" type="int">
1319     Every time the button is pressed or released, all objects
1320     with the same &lt;connection&gt; value are activated.
1321     </attribute>
1322     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1323     This text may describe the item. You can use this
1324     message to explain the button's purpose to the player.
1325     </attribute>
1326     </type>
1327    
1328     <!--####################################################################-->
1329 root 1.3 <type number="30" name="Button Trigger">
1330     <import_type name="Button" />
1331     <ignore>
1332     <ignore_list name="non_pickable" />
1333     </ignore>
1334     <description><![CDATA[
1335     Handle buttons are buttons which reset after a short period
1336     of time. Every time it is either applied or reset, the
1337 root 1.37 &lt;connection&gt; value is triggered.]]>
1338 root 1.3 </description>
1339     </type>
1340    
1341     <!--####################################################################-->
1342     <type number="37" name="Class Changer">
1343     <ignore>
1344     <ignore_list name="non_pickable" />
1345     </ignore>
1346     <description><![CDATA[
1347 root 1.37 Class changer are used while creating a character.]]>
1348 root 1.3 </description>
1349     <attribute arch="randomitems" editor="class items" type="treasurelist">
1350     This entry determines which initial items the character receives.
1351     </attribute>
1352     <section name="stats">
1353     <attribute arch="Str" editor="strength" type="int">
1354     The player's strength will rise by the given value if he chooses this
1355     class. (Negative values make strength fall)
1356     </attribute>
1357     <attribute arch="Dex" editor="dexterity" type="int">
1358     The player's dexterity will rise by the given value if he chooses this
1359     class. (Negative values make dexterity fall)
1360     </attribute>
1361     <attribute arch="Con" editor="constitution" type="int">
1362     The player's constitution will rise by the given value if he chooses this
1363     class. (Negative values make constitution fall)
1364     </attribute>
1365     <attribute arch="Int" editor="intelligence" type="int">
1366     The player's intelligence will rise by the given value if he chooses this
1367     class. (Negative values make intelligence fall)
1368     </attribute>
1369     <attribute arch="Pow" editor="power" type="int">
1370     The player's power will rise by the given value if he chooses this
1371     class. (Negative values make power fall)
1372     </attribute>
1373     <attribute arch="Wis" editor="wisdom" type="int">
1374     The player's wisdom will rise by the given value if he chooses this
1375     class. (Negative values make wisdom fall)
1376     </attribute>
1377     <attribute arch="Cha" editor="charisma" type="int">
1378     The player's charisma will rise by the given value if he chooses this
1379     class. (Negative values make charisma fall)
1380     </attribute>
1381     </section>
1382     </type>
1383    
1384     <!--####################################################################-->
1385 root 1.1 <type number="87" name="Cloak">
1386     <import_type name="Amulet" />
1387     <description><![CDATA[
1388     Wearing a cloak, the object's stats will directly be inherited to
1389     the player. Cloaks usually add minor &lt;armour class&gt; and
1390 root 1.37 sometimes a bit of resistance.]]>
1391 root 1.1 </description>
1392     <use><![CDATA[
1393     Feel free to create your own special artifacts. However, it is very
1394 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1395 root 1.1 </use>
1396     <attribute arch="magic" editor="magic bonus" type="int">
1397     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1398     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1399     than direct armour-class bonus on the cloak.
1400 root 1.3
1401 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1402     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1403     </attribute>
1404     </type>
1405    
1406     <!--####################################################################-->
1407     <type number="9" name="Clock">
1408     <description><![CDATA[
1409 root 1.37 Applying a clock, the time is displayed to the player.]]>
1410 root 1.1 </description>
1411     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1412     This text may describe the item
1413     </attribute>
1414     </type>
1415    
1416     <!--####################################################################-->
1417     <type number="122" name="Container">
1418     <description><![CDATA[
1419     A player can put (certain kinds of) items in the container.
1420     The overall weight of items is reduced when put inside a
1421     container, depending on the settings.
1422     <br><br>
1423     A special feature of containers is the "cauldron",
1424 root 1.37 capable of mixing alchemical receipes.]]>
1425 root 1.1 </description>
1426     <use><![CDATA[
1427     Note on chests - There are two types of chests:
1428     <UL>
1429     <LI> First the random treasure chests - Those are NOT containers
1430     (but object type Treasure), they create random treasures when
1431     applied. Archetype name is "chest".
1432     <LI> Second there are the permanent chests - Those are containers,
1433     they can be opened and closed again. Archetype name is "chest_2".
1434 root 1.37 </UL>]]>
1435 root 1.1 </use>
1436     <attribute arch="race" editor="container class" type="string">
1437     If set, the container will hold only certain types of objects.
1438     Possible choices for &lt;container class&gt; are: "gold and jewels",
1439 root 1.3 "arrows" and "keys".
1440    
1441 root 1.1 Unfortunately it is not easy to create new container
1442     classes, because items need a matching counterpiece-attribute
1443     to the &lt;container class&gt; before they can be put inside a
1444     container. This attribute ("race") is set only for the existing
1445     container classes.
1446     </attribute>
1447     <attribute arch="slaying" editor="key string" type="string">
1448     If &lt;key string&gt; is set, only players with a special key
1449     of matching &lt;key string&gt; are able to open the container.
1450     </attribute>
1451     <attribute arch="container" editor="maximum weight" type="int">
1452     The container can hold a maximum total weight of the given value
1453     in gram. Note that this weight limit is calculated *after* the
1454     weight reduction (&lt;reduce weight&gt;) has been applied.
1455     </attribute>
1456     <attribute arch="Str" editor="reduce weight %" type="int">
1457     This value determines how much the weight of items is reduced in
1458     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1459     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1460     Most default values are in the range of ten.
1461     </attribute>
1462     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1463     If set, the container can be used as alchemy-cauldron.
1464     The player can put ingredients inside, close it, cast alchemy
1465     and if his formulae is true, he'll get what he longed for.
1466     </attribute>
1467     <attribute arch="unique" editor="unique item" type="bool">
1468     Unique items exist only one time on a server. If the item
1469     is taken, lost or destroyed - it's gone for good.
1470     All contents of a unique container are unique as well.
1471     </attribute>
1472     <attribute arch="startequip" editor="godgiven item" type="bool">
1473     A godgiven item vanishes as soon as the player
1474     drops it to the ground.
1475     </attribute>
1476     <attribute arch="other_arch" editor="animation arch" type="string">
1477     This is used for a certain kind of... "animation" when
1478     opening the container. Stick to the default arches here
1479     and you won't get into trouble.
1480     </attribute>
1481     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1482     This text may contain a description of the container.
1483     </attribute>
1484     </type>
1485    
1486     <!--####################################################################-->
1487     <type number="103" name="Converter">
1488     <ignore>
1489     <attribute arch="value" />
1490     <attribute arch="nrof" />
1491     <attribute arch="name_pl" />
1492     <attribute arch="no_pick" />
1493     <attribute arch="unpaid" />
1494     <attribute arch="title" />
1495     </ignore>
1496     <description><![CDATA[
1497     Converters are like "exchange tables". When the player drops a
1498     specific type of items, they get converted into other items, at a
1499 root 1.37 predefined exchange-ratio.]]>
1500 root 1.1 </description>
1501     <use><![CDATA[
1502     Converters are better than shopping with doormats, because the
1503     converters never get sold out. For some items like food or jewels
1504     those "exchange tables" are really nice, while for the more important
1505     stuff like potions converters should not exist.
1506     <br><br>
1507     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1508     items on a converter, the stuff you get must be of equal or lesser
1509     value than before! (Except if you are using "rare" items like
1510     dragonscales for payment). The code will not check if your ratio is
1511 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1512 root 1.1 </use>
1513     <attribute arch="no_pick" value="1" type="fixed" />
1514     <attribute arch="slaying" editor="cost arch" type="string">
1515     &lt;cost arch&gt; is the name of the archetype the player has to
1516     put on the converter, as payment.
1517     </attribute>
1518     <attribute arch="food" editor="cost number" type="int">
1519     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1520     on the converter, in order to get &lt;receive number&gt; items
1521     of &lt;receive arch&gt;.
1522     </attribute>
1523     <attribute arch="other_arch" editor="receive arch" type="string">
1524     &lt;receive arch&gt; is the name of the archetype to convert into.
1525 root 1.2 This field is ignored if the converter has items in inventory. In this
1526     case one of the inventory items is duplicated. The duplicated item is
1527     randomly chosen from all items present.
1528 root 1.1 </attribute>
1529     <attribute arch="sp" editor="receive number" type="int">
1530     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1531     on the converter, in order to get &lt;receive number&gt; items
1532     of &lt;receive arch&gt;.
1533     </attribute>
1534     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1535     This text may contain a description of the converter.
1536     </attribute>
1537     </type>
1538    
1539     <!--####################################################################-->
1540     <type number="42" name="Creator">
1541     <ignore>
1542     <ignore_list name="system_object" />
1543     </ignore>
1544     <description><![CDATA[
1545     A creator is an object which creates another object when it
1546     is triggered. The child object can be anything. Creators are
1547 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1548 root 1.37 periodically create things.]]>
1549 root 1.1 </description>
1550     <use><![CDATA[
1551     Don't hesitate to hide your creators under the floor.
1552 root 1.37 The created items will still always appear ontop of the floor.]]>
1553 root 1.1 </use>
1554     <attribute arch="no_pick" value="1" type="fixed" />
1555     <attribute arch="other_arch" editor="create arch" type="string">
1556     This string defines the object that will be created.
1557     You can choose any of the existing arches.
1558 root 1.2 This field is ignored if the creator has items in inventory. In this case
1559     one of the inventory items is duplicated. The duplicated item is randomly
1560     chosen from all items present.
1561 root 1.1 </attribute>
1562     <attribute arch="connected" editor="connection" type="int">
1563     Whenever the connection value is activated,
1564 root 1.3 the creator gets triggered.
1565 root 1.1 </attribute>
1566 elmex 1.16 &activate_on;
1567 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1568     If &lt;infinit uses&gt; is set, the creator will work
1569 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1570 root 1.1 </attribute>
1571 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1572     When this field is set the creator will periodically create stuff
1573     (and will still do so when the connection is triggered).
1574     A value of 1 means roughly 8 times a second.
1575     </attribute>
1576 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1577     The creator can be triggered &lt;number of uses&gt; times, thus
1578     creating that many objects, before it dissappears.
1579     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1580     </attribute>
1581     <attribute arch="slaying" editor="name of creation" type="string">
1582 root 1.2 The created object will bear the name and title specified in &lt;name of
1583     creation&gt;. If nothing is set, the standard name and title of the
1584     archetype is used.
1585 root 1.1 </attribute>
1586     <attribute arch="level" editor="level of creation" type="int">
1587     The created object will be of that level. If zero/unset,
1588     the standard level of the archetype is used.
1589     </attribute>
1590     </type>
1591    
1592     <!--####################################################################-->
1593     <type number="51" name="Detector">
1594     <ignore>
1595     <ignore_list name="system_object" />
1596     </ignore>
1597     <description><![CDATA[
1598     Detectors work quite much like inv. checkers/pedestals: If the detector
1599     finds a specific object, it toggles its connected value.
1600     <br><br>
1601     What is "unique" about them, compared to inv. checkers/ pedestals?
1602     - First, detectors check their square for a match periodically, not
1603     instantly. Second, detectors check directly for object names. Third,
1604 root 1.37 detectors do not check the inventory of players/monsters.]]>
1605 root 1.1 </description>
1606     <use><![CDATA[
1607     There is one major speciality about detectors: You can detect spells
1608     blown over a detector! To detect a lighting bolt for example, set
1609     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1610 root 1.37 walls, this can be very useful for map-mechanisms.]]>
1611 root 1.1 </use>
1612     <attribute arch="no_pick" value="1" type="fixed" />
1613     <attribute arch="slaying" editor="match name" type="string">
1614     &lt;match name&gt; specifies the name of the object we are looking for.
1615     Actually it does also check for the &lt;key string&gt; in key-objects,
1616     but for this case inventory checkers are often more powerful to use.
1617     </attribute>
1618     <attribute arch="connected" editor="connection" type="int">
1619     When the detector is triggered, all objects with the same
1620     connection value get activated.
1621     </attribute>
1622     <attribute arch="speed" editor="detection speed" type="float">
1623     This value defines the time between two detector-checks.
1624     If you want the detector to behave almost like pedestals/buttons,
1625     set speed rather high, like &lt;detection speed&gt; 1.0.
1626     </attribute>
1627 root 1.12 &speed_left;
1628     <attribute arch="speed_left" editor="speed left" type="float">
1629     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1630     If it is larger than 0, the detector checks, and the speed is decremented
1631     by 1.
1632     </attribute>
1633 root 1.1 </type>
1634    
1635     <!--####################################################################-->
1636     <type number="112" name="Director">
1637     <ignore>
1638     <ignore_list name="non_pickable" />
1639     </ignore>
1640     <description><![CDATA[
1641     Directors change the direction of spell objects and other projectiles
1642     that fly past. Unlike spinners, directors always move objects in the
1643     same direction. It does not make a difference from what angle you
1644     shoot into it.<br>
1645 root 1.37 Directors are visible per default.]]>
1646 root 1.1 </description>
1647     <use><![CDATA[
1648     Directors are rarely used in maps. Sometimes they are placed to
1649     change the direction of spells coming out of magic walls,
1650     "channeling" spell-projectiles in some direction. When doing this,
1651     <B>never place directors facing each other with magic walls fireing
1652     into them!</B> The spell-projectiles bouncing between the directors
1653     would accumulate to huge numbers and at some point slow down the
1654     server by eating memory- and CPU-time.
1655     <br><br>
1656     You'd better not place directors in monster vs. player combat
1657 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1658 root 1.1 </use>
1659     <attribute arch="sp" editor="direction" type="list_direction">
1660     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1661     A director with direction &lt;none&gt; simply stops projectiles.
1662     (The latter works out a bit strange for some spells).
1663     </attribute>
1664 root 1.9 &move_on;
1665 root 1.1 </type>
1666    
1667     <!--####################################################################-->
1668     <type number="158" name="Disease">
1669     <ignore>
1670     <ignore_list name="system_object" />
1671     </ignore>
1672     <description><![CDATA[
1673 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1674 root 1.1 Once casted, they can spread out and infect creatures in a large
1675     area. Being infected can have various effects, from amusing farts
1676 root 1.37 to horrible damage - almost everything is possible.]]>
1677 root 1.1 </description>
1678     <use><![CDATA[
1679     Diseases are extremely flexible and usable in a many ways.
1680     So far they are mostly used for causing bad, unwanted effects.
1681     You could just as well create a disease which helps the player
1682     (recharging mana for example).
1683 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1684 root 1.1 </use>
1685     <attribute arch="invisible" value="1" type="fixed" />
1686     <attribute arch="level" editor="plaque level" type="int">
1687     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1688     This mainly reflects in the &lt;damage&gt;. It has no effect on
1689     most other symptoms. Neverthless, it is a very important value for
1690     all damage-inflicting diseases.
1691     </attribute>
1692     <attribute arch="race" editor="infect race" type="string">
1693     The disease will only infect creatures of the specified &lt;race&gt;.
1694     "&lt;race&gt; *" means every creature can be infected.
1695     </attribute>
1696     <attribute arch="ac" editor="progressiveness" type="int">
1697     Every time the disease "moves" the severity of the symptoms are increased
1698     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1699     </attribute>
1700     <section name="spreading">
1701     <attribute arch="wc" editor="infectiosness" type="int">
1702     The &lt;infectiosness&gt; defines the chance of new creatures getting
1703     infected. If you set this too high, the disease is very likely to
1704     be too effective.
1705 root 1.3
1706 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1707     </attribute>
1708     <attribute arch="last_grace" editor="attenuation" type="int">
1709     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1710     everytime it infects someone new. This limits how many generations
1711     a disease can propagate.
1712     </attribute>
1713     <attribute arch="magic" editor="infection range" type="int">
1714     &lt;infection range&gt; sets the range at which infection may occur.
1715     If positive, the &lt;infection range&gt; is level dependant - If negative,
1716     it is not:
1717     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1718 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1719 root 1.1 </attribute>
1720     <attribute arch="maxhp" editor="persistence" type="int">
1721     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1722     The disease can "move" &lt;persistence&gt; times outside a host before it
1723     vanishes. A negative value means the disease lasts for permanent
1724     (which is only recommended to use in maps without monsters).
1725     </attribute>
1726     <attribute arch="maxgrace" editor="curing duration" type="int">
1727     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1728     (Assuming the host survives and doesn't use a curing spell).
1729     After this period the disease is naturally cured, which provides the
1730     host with immunity from this particular disease of lower or equal level.
1731 root 1.3
1732 root 1.1 A negative value means the disease can never be cured naturally.
1733 root 1.3
1734 root 1.1 Note that this value can be further modulated by spell-parameters,
1735     if the disease is registered as spell in the code. Due to that,
1736     most default diseases take a lot longer to cure than it seems.
1737     </attribute>
1738     <attribute arch="speed" editor="moving speed" type="float">
1739     The &lt;speed&gt; of the disease determines how fast the disease will
1740     "move", thus how fast the symptoms strike the host.
1741     </attribute>
1742 root 1.12 &speed_left;
1743 root 1.1 </section>
1744     <section name="symptoms">
1745     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1746     The disease will attack the host with the given &lt;attacktype&gt;.
1747     Godpower attacktype is commonly used for "unresistable" diseases.
1748     </attribute>
1749     <attribute arch="dam" editor="damage" type="int">
1750     A disease with a positive &lt;damage&gt; value will strike the player for that
1751     amount of damage every time the symptoms occur.
1752     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1753     the player's health is reduced by 10% every time the symptoms strike.
1754 root 1.3
1755 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1756     for players of all levels.
1757     </attribute>
1758     <attribute arch="other_arch" editor="create arch" type="string">
1759     If set, the specified arch is created and dropped every time the
1760     symptoms strike.
1761 root 1.3
1762 root 1.1 This can be various things: farts, body pieces, eggs ...
1763     Even monsters can be created that way. You could also make a
1764     disease where some exotic stuff like money/gems is created.
1765     </attribute>
1766     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1767     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1768     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1769     </attribute>
1770     <attribute arch="exp" editor="exp. for curing" type="int">
1771     When the player manages to cure this disease (with a curing spell),
1772     he is awarded with &lt;exp. for curing&gt; experience.
1773     </attribute>
1774     <attribute arch="maxsp" editor="mana depletion" type="int">
1775     Every time the disease "moves", the player's mana is
1776     reduced by the value of &lt;mana depletion&gt;.
1777     For negative values, a %-based amount is taken.
1778     </attribute>
1779     <attribute arch="last_eat" editor="food depletion" type="int">
1780     Every time the disease "moves", the player's food is
1781     reduced by the value of &lt;food depletion&gt;.
1782     For negative values, a %-based amount is taken.
1783     </attribute>
1784     <attribute arch="hp" editor="health regen." type="int">
1785     This value increases the player's healing rate.
1786     Negative values decrease it.
1787     </attribute>
1788     <attribute arch="sp" editor="mana regen." type="int">
1789     This value increases the player's rate of mana regeneration.
1790     Negative values decrease it.
1791     </attribute>
1792     </section>
1793     <section name="disability">
1794     <attribute arch="Str" editor="strength" type="int">
1795     The player's strength will rise by the given value
1796     while being infected. (Negative values make strength fall)
1797     </attribute>
1798     <attribute arch="Dex" editor="dexterity" type="int">
1799     The player's dexterity will rise by the given value
1800     while being infected. (Negative values make dexterity fall)
1801     </attribute>
1802     <attribute arch="Con" editor="constitution" type="int">
1803     The player's constitution will rise by the given value
1804     while being infected. (Negative values make constitution fall)
1805     </attribute>
1806     <attribute arch="Int" editor="intelligence" type="int">
1807     The player's intelligence will rise by the given value
1808     while being infected. (Negative values make intelligence fall)
1809     </attribute>
1810     <attribute arch="Pow" editor="power" type="int">
1811     The player's power will rise by the given value
1812     while being infected. (Negative values make power fall)
1813     </attribute>
1814     <attribute arch="Wis" editor="wisdom" type="int">
1815     The player's wisdom will rise by the given value
1816     while being infected. (Negative values make wisdom fall)
1817     </attribute>
1818     <attribute arch="Cha" editor="charisma" type="int">
1819     The player's charisma will rise by the given value
1820     while being infected. (Negative values make charisma fall)
1821     </attribute>
1822     </section>
1823     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1824     This text is displayed to the player every time the
1825     symptoms strike.
1826     </attribute>
1827     </type>
1828    
1829     <!--####################################################################-->
1830 root 1.3 <type number="23" name="Door">
1831     <ignore>
1832     <ignore_list name="non_pickable" />
1833     </ignore>
1834     <description><![CDATA[
1835     A door can be opened with a normal key. It also can be broken by attacking
1836     it, and it can be defeated with the lockpicking skill. If a door is
1837     defeated, horizontally and vertically adjacent doors are automatically
1838 root 1.37 removed.]]>
1839 root 1.3 </description>
1840     <attribute arch="no_pick" value="1" type="fixed" />
1841     <attribute arch="alive" value="1" type="fixed" />
1842 root 1.9 &movement_types_terrain;
1843 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1844     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1845     </attribute>
1846     <attribute arch="ac" editor="armour class" type="int">
1847     Doors of high &lt;armour class&gt; are less likely to get hit.
1848     &lt;armour class&gt; can be considered the "counterpiece" to
1849     &lt;weapon class&gt;.
1850     </attribute>
1851     <attribute arch="other_arch" editor="drop arch" type="string">
1852     This string defines the object that will be created when the door was
1853     defeated.
1854     </attribute>
1855     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1856     This entry determines what kind of traps will appear in the door.
1857     </attribute>
1858 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1859     Set this flag to move treasure items created into the environment (map)
1860     instead of putting them into the object.
1861     </attribute>
1862 root 1.3 </type>
1863    
1864     <!--####################################################################-->
1865 root 1.1 <type number="83" name="Duplicator">
1866     <ignore>
1867     <ignore_list name="system_object" />
1868     </ignore>
1869     <description><![CDATA[
1870     When activated, a duplicator can duplicate, multiply or destroy a pile of
1871     objects which lies somewhere on top of the duplicator.
1872     The duplicator has one arch name specified as &lt;target arch&gt;,
1873     and only objects of this archetype can be affected.<br>
1874     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1875 root 1.37 If the latter is set to zero, it will destroy objects.]]>
1876 root 1.1 </description>
1877     <use><![CDATA[
1878     I hope it is clear that one must be very cautious when inserting a duplicator
1879     anywhere with &lt;multiply factor&gt; greater than one.
1880     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1881     It is <b>not acceptable</b> to allow duplication of anything other than
1882     coins, gold and jewels. Besides, it is very important that the chance to
1883     loose the input matches the chance to earn winnings.<br>
1884     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1885 root 1.37 loosing rate of 2/3 = 67%.]]>
1886 root 1.1 </use>
1887     <attribute arch="other_arch" editor="target arch" type="string">
1888 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1889     duplicated, multiplied or removed. All other objects will be ignored.
1890 root 1.1 </attribute>
1891     <attribute arch="level" editor="multiply factor" type="int">
1892     The number of items in the target pile will be multiplied by the
1893     &lt;multiply factor&gt;. If it is set to zero, all target objects
1894     will be destroyed.
1895     </attribute>
1896     <attribute arch="connected" editor="connection" type="int">
1897     An activator (lever, altar, button, etc) with matching connection value
1898     is able to trigger this duplicator. Be very careful that players cannot
1899     abuse it to create endless amounts of money or other valuable stuff!
1900     </attribute>
1901 elmex 1.16 &activate_on;
1902 root 1.1 </type>
1903    
1904     <!--####################################################################-->
1905     <type number="66" name="Exit">
1906     <ignore>
1907     <ignore_list name="non_pickable" />
1908     </ignore>
1909     <description><![CDATA[
1910     When the player applies an exit, he is transferred to a different location.
1911     (Monsters cannot use exits.) Depending on how it is set, the player applies
1912     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1913 root 1.37 the exit. ]]>
1914 root 1.1 </description>
1915     <use><![CDATA[
1916 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1917 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1918     detected with the show_invisible spell.
1919     <br><br>
1920     You can be quite creative with the outlook of secret exits (their "face").
1921 root 1.37 Don't forget to give the player relyable hints about them though.]]>
1922 root 1.1 </use>
1923     <attribute arch="slaying" editor="exit path" type="string">
1924     The exit path defines the map that the player is transferred to.
1925     You can enter an absolute path, beginning with '/' (for example
1926     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1927     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1928     relative path "Fire1"). Use relative paths whenever possible! Note that
1929     upper/lower case must always be set correctly. However, please use lower
1930 root 1.3 case only.
1931 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1932     is on. If slaying is not set in an exit, the player will see a message like
1933     "the exit is closed".
1934     </attribute>
1935     <attribute arch="hp" editor="destination X" type="int">
1936     The exit destinations define the (x, y)-coordinates where the exit
1937     leads to.
1938     If both are set to zero, the player will be transferred to the "default
1939     enter location" of the destined map. The latter can be set in the map-
1940     properties as "Enter X/Y". Though, please DO NOT use that.
1941     It turned out to be a source for numerous map-bugs.
1942     </attribute>
1943     <attribute arch="sp" editor="destination Y" type="int">
1944     The exit destinations define the (x, y)-coordinates where the exit
1945     leads to.
1946     If both are set to zero, the player will be transferred to the "default
1947     enter location" of the destined map. The latter can be set in the map-
1948     properties as "Enter X/Y". Though, please DO NOT use that.
1949     It turned out to be a source for numerous map-bugs.
1950     </attribute>
1951 root 1.9 &move_on;
1952 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1953     If set, this message will be displayed to the player when he applies the exit.
1954     This is quite useful to throw in some "role-play feeling": "As you enter the
1955     dark cave you hear the sound of rustling dragonscales...". Well, my english
1956     is poor, but you get the point. =)
1957     </attribute>
1958 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
1959     If set, then players using this exit will have their savebed position
1960 root 1.26 set to the destination of the exit when passing through.
1961 root 1.1 </attribute>
1962     </type>
1963    
1964     <!--####################################################################-->
1965     <type number="72" name="Flesh">
1966     <description><![CDATA[
1967     Just like with food, the player can fill his stomache and gain a
1968     little health by eating flesh-objects. <br>
1969     For dragon players, flesh plays a very special role though: If the
1970     flesh has resistances set, a dragon player has a chance to gain resistance in
1971 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1972 root 1.1 Don't forget that flesh items with resistances have to be balanced
1973 root 1.37 according to map/monster difficulty.]]>
1974 root 1.1 </description>
1975     <use><![CDATA[
1976     For dragon players, flesh items can be highly valuable. Note that many
1977     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1978     These flesh items "inherit" resistances and level from the monster they belong to.
1979     When you add special flesh items to the inventory of a monster, this is
1980     not the case - so you have to set it manually.
1981     <br><br>
1982     Generally adding special flesh-treaties for dragon players is a great thing
1983     to do. Always consider that dragon players might really not be interested
1984     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1985 root 1.37 out on the reward completely.]]>
1986 root 1.1 </use>
1987     <attribute arch="food" editor="foodpoints" type="int">
1988     The player's stomache will get filled with this amount of foodpoints.
1989     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1990     </attribute>
1991     <attribute arch="level" editor="flesh level" type="int">
1992     The &lt;flesh level&gt; is not visible to the players and it affects only
1993     dragon players. Normally this value reflects the level of the monster
1994     from which the flesh item originates.
1995     Dragon players always search for flesh of highest level possible,
1996     because it bears the best chance to gain high resistances.
1997     </attribute>
1998     <attribute arch="startequip" editor="godgiven item" type="bool">
1999     A godgiven item vanishes as soon as the player
2000     drops it to the ground.
2001     </attribute>
2002 elmex 1.29 &resistances_flesh_section;
2003 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2004     This text may describe the item.
2005     </attribute>
2006     </type>
2007    
2008     <!--####################################################################-->
2009     <type number="0" name="Floor">
2010     <required>
2011     <attribute arch="is_floor" value="1" />
2012     <attribute arch="alive" value="0" />
2013     </required>
2014     <ignore>
2015     <ignore_list name="non_pickable" />
2016     </ignore>
2017     <description><![CDATA[
2018     Floor is a very basic thing whithout too much
2019 root 1.37 functionality. It's a floor - you stand on it.]]>
2020 root 1.1 </description>
2021     <attribute arch="is_floor" value="1" type="fixed" />
2022     <attribute arch="no_pick" value="1" type="fixed" />
2023     <section name="terrain">
2024 root 1.9 &movement_types_terrain;
2025 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2026     This flag indicates this spot contains wood or high grass.
2027     Players with activated woodsman skill can move faster here.
2028     </attribute>
2029     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2030     This flag indicates this spot contains hills or large rocks.
2031     Players with activated mountaineer skill can move faster here.
2032     </attribute>
2033     </section>
2034     <attribute arch="no_magic" editor="no spells" type="bool">
2035     If enabled, it is impossible for players to use (wizard-)
2036     spells on that spot.
2037     </attribute>
2038     <attribute arch="damned" editor="no prayers" type="bool">
2039     If enabled, it is impossible for players to use prayers
2040     on that spot. It also prevents players from saving.
2041     </attribute>
2042     <attribute arch="unique" editor="unique map" type="bool">
2043     Unique floor means that any items dropped on that spot
2044     will be saved byond map reset. For permanent apartments,
2045     all floor tiles must be set &lt;unique map&gt;.
2046     </attribute>
2047     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2048     This text may describe the object.
2049     </attribute>
2050     </type>
2051    
2052     <!--####################################################################-->
2053     <type number="67" name="Floor (Encounter)">
2054     <ignore>
2055     <ignore_list name="non_pickable" />
2056     </ignore>
2057     <description><![CDATA[
2058     Encounter-Floor is pretty much the same as normal floor.
2059     Most outdoor floor/ground-arches are set to be "encounters".
2060     That is kind of a relict from former code: When walking over
2061     encounter-floor, players sometimes got beamed to little maps
2062     with monsters on them. Nowadays this feature is disabled -
2063 root 1.37 Hence encounter floor is not different from normal floor.]]>
2064 root 1.1 </description>
2065     <attribute arch="is_floor" value="1" type="fixed" />
2066     <attribute arch="no_pick" value="1" type="fixed" />
2067     <section name="terrain">
2068 root 1.9 &movement_types_terrain;
2069 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2070     This flag indicates this spot contains wood or high grass.
2071     Players with activated woodsman skill can move faster here.
2072     </attribute>
2073     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2074     This flag indicates this spot contains hills or large rocks.
2075     Players with activated mountaineer skill can move faster here.
2076     </attribute>
2077     </section>
2078     <attribute arch="no_magic" editor="no spells" type="bool">
2079     If enabled, it is impossible for players to use (wizard-)
2080     spells on that spot.
2081     </attribute>
2082     <attribute arch="damned" editor="no prayers" type="bool">
2083     If enabled, it is impossible for players to use prayers
2084     on that spot. It also prevents players from saving.
2085     </attribute>
2086     <attribute arch="unique" editor="unique map" type="bool">
2087     Unique floor means that any items dropped on that spot
2088     will be saved byond map reset. For permanent apartments,
2089     all floor tiles must be set &lt;unique map&gt;.
2090     </attribute>
2091     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2092     This text may describe the object.
2093     </attribute>
2094     </type>
2095    
2096     <!--####################################################################-->
2097     <type number="6" name="Food">
2098     <description><![CDATA[
2099     By eating/drinking food-objects, the player can fill his
2100 root 1.37 stomache and gain a little health.]]>
2101 root 1.1 </description>
2102     <attribute arch="food" editor="foodpoints" type="int">
2103     The player's stomache will get filled with this amount of foodpoints.
2104     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2105     </attribute>
2106     <attribute arch="startequip" editor="godgiven item" type="bool">
2107     A godgiven item vanishes as soon as the player
2108     drops it to the ground.
2109     </attribute>
2110     </type>
2111    
2112     <!--####################################################################-->
2113     <type number="91" name="Gate">
2114     <ignore>
2115     <ignore_list name="non_pickable" />
2116     </ignore>
2117     <description><![CDATA[
2118 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2119 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2120     or carrying special key-objects (-> inventory checker).
2121     Unlike locked doors, gates can get shut again after a player has
2122 root 1.37 passed, which makes them more practical in many cases.]]>
2123 root 1.1 </description>
2124     <use><![CDATA[
2125     Use gates to divide your maps into seperated areas. After solving
2126     area A, the player gains access to area B, and so on. Make your
2127 root 1.37 maps more complex than "one-way".]]>
2128 root 1.1 </use>
2129     <attribute arch="no_pick" value="1" type="fixed" />
2130 elmex 1.15 <attribute arch="speed" value="1" type="float">
2131     The speed of the gate affects how fast it is closing/opening.
2132     </attribute>
2133 root 1.1 <attribute arch="connected" editor="connection" type="int">
2134     Whenever the inventory checker is triggered, all objects with identical
2135     &lt;connection&gt; value get activated. This only makes sense together with
2136     &lt;blocking passage&gt; disabled.
2137     </attribute>
2138     <attribute arch="wc" editor="position state" type="int">
2139     The &lt;position state&gt; defines the position of the gate:
2140     Zero means completely open/down, the "number of animation-steps" (usually
2141     about 6 or 7) means completely closed/up state. I suggest you don't
2142     mess with this value - Leave the default in place.
2143     </attribute>
2144 root 1.9 &movement_types_terrain;
2145 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2146     Restricting the use of spells to pass this gate. This has
2147     an effect only if &lt;block view&gt; is disabled.
2148     </attribute>
2149     <attribute arch="damned" editor="restrict prayers" type="bool">
2150     Restricting the use of prayers to pass this door. This has
2151     an effect only if &lt;block view&gt; is disabled.
2152     </attribute>
2153     </type>
2154    
2155     <!--####################################################################-->
2156     <type number="113" name="Girdle">
2157     <import_type name="Amulet" />
2158     <description><![CDATA[
2159     Wearing a girdle, the object's stats will directly be inherited to
2160     the player. Girdles usually provide stats- or damage bonuses and no
2161 root 1.37 defense.]]>
2162 root 1.1 </description>
2163     <use><![CDATA[
2164     Feel free to create your own special artifacts. However, it is very
2165 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2166 root 1.1 </use>
2167     <attribute arch="magic" editor="magic bonus" type="int">
2168     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2169     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2170     than direct armour-class bonus on the helmet.
2171 root 1.3
2172 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2173     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2174     &lt;magic bonus&gt; is pointless here.
2175     </attribute>
2176     </type>
2177    
2178     <!--####################################################################-->
2179     <type number="100" name="Gloves">
2180     <import_type name="Amulet" />
2181     <description><![CDATA[
2182     Wearing gloves, the object's stats will directly be inherited to
2183 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2184 root 1.1 </description>
2185     <use><![CDATA[
2186     Feel free to create your own special artifacts. However, it is very
2187 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2188 root 1.1 </use>
2189     <attribute arch="magic" editor="magic bonus" type="int">
2190     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2191     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2192     will increase that.
2193     </attribute>
2194     </type>
2195    
2196     <!--####################################################################-->
2197     <type number="93" name="Handle">
2198     <ignore>
2199     <ignore_list name="non_pickable" />
2200     </ignore>
2201     <description><![CDATA[
2202     A handle can be applied by players and (certain) monsters.
2203 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2204 root 1.1 </description>
2205     <use><![CDATA[
2206     Handles are commonly used to move gates. When placing your lever,
2207     don't forget that some monsters are able to apply it.
2208     The ability to apply levers is rare among monsters -
2209 root 1.37 but vampires can do it for example.]]>
2210 root 1.1 </use>
2211     <attribute arch="no_pick" value="1" type="fixed" />
2212     <attribute arch="connected" editor="connection" type="int">
2213     Every time the handle is applied, all objects
2214     with the same &lt;connection&gt; value are activated.
2215     </attribute>
2216     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2217     This text may describe the item. You can use this
2218     message to explain the handle's purpose to the player.
2219     </attribute>
2220     </type>
2221    
2222     <!--####################################################################-->
2223     <type number="27" name="Handle Trigger">
2224     <import_type name="Handle" />
2225     <ignore>
2226     <ignore_list name="non_pickable" />
2227     </ignore>
2228     <description><![CDATA[
2229     Handle triggers are handles which reset after a short period
2230     of time. Every time it is either applied or reset, the
2231 root 1.37 &lt;connection&gt; value is triggered.]]>
2232 root 1.1 </description>
2233     <use><![CDATA[
2234     When you connect an ordinary handle to a gate, the gate normally remains
2235     opened after the first player passed. If you want to keep the gate shut,
2236 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2237 root 1.1 </use>
2238     </type>
2239    
2240     <!--####################################################################-->
2241     <type number="88" name="Hazard Floor">
2242     <required>
2243     <attribute arch="is_floor" value="1" />
2244     </required>
2245     <ignore>
2246     <ignore_list name="non_pickable" />
2247     </ignore>
2248     <description><![CDATA[
2249     The best example for Hazard Floor is lava. It works like standard
2250     floor, but damages all creatures standing on it.
2251 root 1.37 Damage is taken in regular time intervals.]]>
2252 root 1.1 </description>
2253     <use><![CDATA[
2254     The default lava for example does minor damage. But you can turn
2255     it up so that your hazard floor poses a real threat.<br>
2256     Like magic walls, such floors add a permanent thrill to your map.
2257     You can use that to safely chase off too-weak players, or just
2258 root 1.37 to have something different.]]>
2259 root 1.1 </use>
2260     <attribute arch="is_floor" value="1" type="fixed" />
2261     <attribute arch="lifesave" value="1" type="fixed" />
2262 root 1.9 &move_on;
2263 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2264     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2265     This attribute specifys the attacktypes that this floor uses to
2266     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2267     If you want a real tough hazard floor, add more than just one attacktype.
2268     </attribute>
2269     <attribute arch="dam" editor="base damage" type="int">
2270     The &lt;base damage&gt; defines how much damage is inflicted to the
2271     victim per hit. The final damage is influenced by several other
2272     factors like the victim's resistance and level.
2273     </attribute>
2274     <attribute arch="wc" editor="weaponclass" type="int">
2275     &lt;weapon class&gt; improves the chance of hitting the victim.
2276     Lower values are better.
2277     Usually, hazard floors like lava are supposed to hit the
2278     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2279     to something like -30.
2280     </attribute>
2281     <attribute arch="level" editor="attack level" type="int">
2282     I guess this value is supposed to work similar to monster levels.
2283     But in fact, it does not seem to have an effect. Set any non-zero
2284     value to be on the safe side.
2285     </attribute>
2286     <section name="terrain">
2287 root 1.9 &movement_types_terrain;
2288 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2289     This flag indicates this spot contains wood or high grass.
2290     Players with activated woodsman skill can move faster here.
2291     </attribute>
2292     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2293     This flag indicates this spot contains hills or large rocks.
2294     Players with activated mountaineer skill can move faster here.
2295     </attribute>
2296     </section>
2297     <attribute arch="no_magic" editor="no spells" type="bool">
2298     If enabled, it is impossible for players to use (wizard-)
2299     spells on that spot.
2300     </attribute>
2301     <attribute arch="damned" editor="no prayers" type="bool">
2302     If enabled, it is impossible for players to use prayers
2303     on that spot. It also prevents players from saving.
2304     </attribute>
2305     <attribute arch="unique" editor="unique map" type="bool">
2306     Unique floor means that any items dropped on that spot
2307     will be saved byond map reset. For permanent apartments,
2308     all floor tiles must be set &lt;unique map&gt;.
2309     </attribute>
2310     </type>
2311    
2312     <!--####################################################################-->
2313     <type number="34" name="Helmet">
2314     <import_type name="Amulet" />
2315     <description><![CDATA[
2316     Wearing a helmet, the object's stats will directly be inherited to
2317     the player. Normal helmets usually increase defense, while crowns
2318     add more special bonuses like stats/resistances paired with
2319 root 1.37 low defense.]]>
2320 root 1.1 </description>
2321     <use><![CDATA[
2322     Feel free to create your own special artifacts. However, it is very
2323 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2324 root 1.1 </use>
2325     <attribute arch="magic" editor="magic bonus" type="int">
2326     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2327     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2328     than direct armour-class bonus on the helmet.
2329 root 1.3
2330 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2331     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2332     Crowns for instance typically provide no &lt;amour class&gt;.
2333     </attribute>
2334     </type>
2335    
2336     <!--####################################################################-->
2337     <type number="56" name="Holy Altar">
2338     <ignore>
2339     <ignore_list name="non_pickable" />
2340     </ignore>
2341     <description><![CDATA[
2342     Holy_altars are altars for the various religions. Praying
2343     at a Holy_altar will make you a follower of that god, and
2344 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2345 root 1.1 </description>
2346     <attribute arch="no_pick" value="1" type="fixed" />
2347     <attribute arch="other_arch" editor="god name" type="string">
2348     The altar belongs to the god of the given name. Possible options for
2349     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2350 root 1.3 Gorokh, Valriel and Sorig.
2351    
2352 root 1.1 If you want to have an unconsecrated altar, set
2353     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2354     </attribute>
2355     <attribute arch="level" editor="reconsecrate level" type="int">
2356     To re-consecrate an altar, the player's wisdom level must be as
2357     high or higher than this value. In that way, some altars can not
2358 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2359    
2360 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2361 root 1.1 Some characters might need those altars, they would be very unhappy to
2362     see them re-consecrated to another cult.
2363     </attribute>
2364     </type>
2365    
2366     <!--####################################################################-->
2367     <type number="35" name="Horn">
2368     <ignore>
2369     <attribute arch="title" />
2370     </ignore>
2371     <description><![CDATA[
2372     Horns are very similar to rods. The difference is that horns regenerate
2373     spellpoints faster and thus are more valuable than rods.
2374     <br><br>
2375     A horn contains a spell. The player can use this spell by applying and
2376     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2377 root 1.37 used endlessly.]]>
2378 root 1.1 </description>
2379     <use><![CDATA[
2380     Horns are powerful due to their fast recharge rate. They should
2381     never contain high level attacking spells. Even curing/healing spells
2382 root 1.37 are almost too good on a horn.]]>
2383 root 1.1 </use>
2384     <attribute arch="sp" editor="spell" type="spell">
2385     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2386     horns to players, since they can be used endlessly without any mana cost!
2387     Horns with heal/ restoration/ protection spells, IF available, MUST be
2388     very very VERY hard to get!
2389     </attribute>
2390     <attribute arch="level" editor="casting level" type="int">
2391     The casting level of the &lt;spell&gt; determines it's power.
2392     For attack spells, level should not be set too high.
2393     </attribute>
2394     <attribute arch="hp" editor="initial spellpoints" type="int">
2395     This value represents the initial amount of spellpoints in the horn.
2396     Naturally, this is quite unimportant.
2397     </attribute>
2398     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2399     When the horn is fully charged up, it will hold this maximum amount of
2400     spellpoints. Make sure it is enough to cast the contained spell at least
2401     once. But don't set the value too high, as that might make the horn way
2402     too effective.
2403     </attribute>
2404     <attribute arch="startequip" editor="godgiven item" type="bool">
2405     A godgiven item vanishes as soon as the player
2406     drops it to the ground.
2407     </attribute>
2408     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2409     This text may contain a description of the horn.
2410     </attribute>
2411     </type>
2412    
2413     <!--####################################################################-->
2414     <type number="73" name="Inorganic">
2415     <description><![CDATA[
2416     Inorganic materials are generally used as ingredients for
2417     alchemical receipes. By themselves, they have no special
2418 root 1.37 functionalities.]]>
2419 root 1.1 </description>
2420     <attribute arch="is_dust" editor="is dust" type="bool">
2421     </attribute>
2422 elmex 1.29 &resistances_basic;
2423 root 1.1 </type>
2424    
2425     <!--####################################################################-->
2426     <type number="64" name="Inventory Checker">
2427     <ignore>
2428     <ignore_list name="system_object" />
2429     </ignore>
2430     <description><![CDATA[
2431     Inventory checkers passively check the players inventory for a
2432     specific object. You can set a connected value that is triggered
2433     either if that object is present or missing (-&gt; "last_sp") when a
2434     player walks over the inv. checker. A valid option is to remove the
2435     matching object (usually not recommended, see "last_heal").
2436     <br><br>
2437     Alternatively, you can set your inv. checker to block all players
2438 root 1.9 that do/don't carry the matching object.
2439 root 1.1 <br><br>
2440     As you can see, inv. checkers are quite powerful, holding a
2441 root 1.37 great variety of possibilities.]]>
2442 root 1.1 </description>
2443     <use><![CDATA[
2444     Putting a check_inventory space in front of a gate (one below) and
2445     one on the opposite side works reasonably well as a control mechanism.
2446     Unlike the key/door-combo, this one works infinite since it is
2447     independant from map reset. Use it to put a "structure" into your
2448     maps: Player must solve area A to gain access to area B. This concept
2449 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2450 root 1.1 </use>
2451     <attribute arch="no_pick" value="1" type="fixed" />
2452     <attribute arch="slaying" editor="match key string" type="string">
2453     This string specifies the object we are looking for: We have a match
2454     if the player does/don't carry a key object or a mark with identical
2455     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2456     this context. A typical example is the city gate mechanism of scorn.
2457     </attribute>
2458     <attribute arch="race" editor="match arch name" type="string">
2459     This string specifies the object we are looking for: We have a match
2460     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2461     </attribute>
2462     <attribute arch="hp" editor="match type" type="int">
2463     This value specifies the object we are looking for: We have a match
2464 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2465    
2466 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2467     enabled. Now you have an inv. checker blocking all players that carry any
2468     kind of melee weapon. To pass, a player is forced to leave behind all
2469     his weaponry... bad news for a warrior. ;)
2470     </attribute>
2471     <attribute arch="last_sp" editor="match = having" type="bool">
2472     Enabled means having that object is a match.
2473     Disabled means not having that object is a match.
2474     </attribute>
2475     <attribute arch="connected" editor="connection" type="int">
2476     Whenever the inventory checker is triggered, all objects with identical
2477     &lt;connection&gt; value get activated. This only makes sense together with
2478     &lt;blocking passage&gt; disabled.
2479     </attribute>
2480 root 1.9 &movement_types_terrain;
2481 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2482     &lt;remove match&gt; means remove object if found. Setting this is usually not
2483     recommended because inv. checkers are in general invisible. So, unlike
2484     for altars/ locked doors, the player won't expect to lose an object when
2485 root 1.3 walking over that square. And he doesn't even get a message either.
2486    
2487 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2488     to inform the player what's going on!
2489     </attribute>
2490     </type>
2491    
2492     <!--####################################################################-->
2493 root 1.2 <type number="163" name="Item Transformer">
2494     <description><![CDATA[
2495     An item transformer is simply applied, after having marked a 'victim'
2496     item. If the victim is suitable, it will be transformed into something
2497     else.]]>
2498     </description>
2499     <use><![CDATA[
2500     To make an item transformable, you just have to fill the 'slaying' field.
2501     The syntax is:
2502     <br>
2503     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2504     <br>
2505     with [] denoting optional part, and * any number of preceding [].
2506     'new_item' must be the name of an existing archetype.
2507     <br><br>
2508     Example, for object apple: slaying knife:2 half_apple
2509     <br><br>
2510     This means that, when applying a knife (should be an Item Transformer),
2511     one 'apple' will be transformed into 2 'half_apple'.]]>
2512     </use>
2513     <attribute arch="food" editor="number of uses" type="int">
2514     &lt;number of uses&gt; controls how many times the item transformer can
2515     be used. The value 0 means "unlimited"
2516     </attribute>
2517     <attribute arch="slaying" editor="verb" type="string">
2518     Contains the verb that is used to construct a message to the player
2519     applying the item transformer.
2520     </attribute>
2521     <attribute arch="startequip" editor="godgiven item" type="bool">
2522     A godgiven item vanishes as soon as the player
2523     drops it to the ground.
2524     </attribute>
2525     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2526     This text may contain a description of the item transformer.
2527     </attribute>
2528     </type>
2529    
2530     <!--####################################################################-->
2531 root 1.1 <type number="60" name="Jewel">
2532     <description><![CDATA[
2533     Items of the type Gold &amp; Jewels are handled like a currency.
2534     Unlike for any other type of item, in shops, the buy- and selling
2535 root 1.37 prices differ only marginally.]]>
2536 root 1.1 </description>
2537     <attribute arch="race" value="gold and jewels" type="fixed" />
2538     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2539     This text may describe the object.
2540     </attribute>
2541     </type>
2542    
2543     <!--####################################################################-->
2544 root 1.3 <type number="24" name="Key">
2545     <description><![CDATA[
2546     When carrying a key, a normal door can be opened. The key will
2547 root 1.37 disappear.]]>
2548 root 1.3 </description>
2549     <attribute arch="startequip" editor="godgiven item" type="bool">
2550     A godgiven item vanishes as soon as the player
2551     drops it to the ground.
2552     </attribute>
2553     </type>
2554    
2555     <!--####################################################################-->
2556 root 1.1 <type number="20" name="Locked Door">
2557     <ignore>
2558     <ignore_list name="non_pickable" />
2559     </ignore>
2560     <description><![CDATA[
2561     A locked door can be opened only when carrying
2562 root 1.37 the appropriate special key.]]>
2563 root 1.1 </description>
2564     <use><![CDATA[
2565     If you want to create a locked door that cannot be opened (no key),
2566     set a &lt;key string&gt; like "no_key_available". This will clearify things
2567 root 1.3 and only a fool would create a key matching that string.
2568    
2569 root 1.1 Door-objects can not only be used for "doors". In many maps these
2570     are used with all kinds of faces/names, especially often as
2571     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2572     There you have magic forces (door objects) put under certain artifact
2573     items. To get your hands on the artifacts, you need to bring up the
2574 root 1.37 appropriate quest items (key objects).]]>
2575 root 1.1 </use>
2576 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2577 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2578     <attribute arch="slaying" editor="key string" type="string">
2579     The &lt;key string&gt; in the door must be identical with the
2580     &lt;key string&gt; in the special key, then the door is unlocked.
2581     It is VERY important to set the &lt;key string&gt; to something that
2582 root 1.32 is unique among the Deliantra mapset.
2583 root 1.3
2584 root 1.1 DONT EVER USE the default string "set_individual_value".
2585     </attribute>
2586     <attribute arch="no_magic" editor="restrict spells" type="bool">
2587     Restricting the use of spells to pass this door.
2588     This should be set in most cases.
2589     (Don't forget that the spell "dimension door" is easily
2590     available at about wisdom level 10).
2591     </attribute>
2592     <attribute arch="damned" editor="restrict prayers" type="bool">
2593     Restricting the use of prayers to pass this door.
2594     This should be set in most cases.
2595     </attribute>
2596     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2597     When a player is trying to open the door without carrying the
2598     appropriate key, this text is displayed to the player. This is
2599     a good opportunity to place hints about the special key needed
2600     to unlock the door.
2601     </attribute>
2602     </type>
2603    
2604     <!--####################################################################-->
2605     <type number="29" name="Magic Ear">
2606     <ignore>
2607     <ignore_list name="system_object" />
2608     </ignore>
2609     <description><![CDATA[
2610     Magic_ears trigger a connected value
2611 root 1.37 when the player speaks a specific keyword.]]>
2612 root 1.1 </description>
2613     <use><![CDATA[
2614     Whenever you put magic_ears on your maps, make sure there are
2615     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2616     something like a gate that is opened by speaking "open" or
2617     "sesame", expecting the player to figure this out all by himself.
2618     <br><br>
2619     Magic_ears are typically used for interaction with NPCs. You
2620     can create the impression that the NPC actually *does* something
2621     according to his conversation with a player. Mostly this means
2622     opening a gate or handing out some item, but you could be quite
2623 root 1.37 creative here.]]>
2624 root 1.1 </use>
2625     <attribute arch="no_pick" value="1" type="fixed" />
2626     <attribute arch="connected" editor="connection" type="int">
2627     The Magic_ear will trigger all objects with the
2628     same connection value, every time it is activated.
2629     </attribute>
2630     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2631     This textfield contains the keyword-matching-syntax. The text should
2632     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2633     Any number of keywords from one to infinite is allowed. Make sure
2634     they are seperated by a '|'.
2635 root 1.3
2636 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2637     value will be triggerd when the player speaks any of the given
2638     keywords within a two-square radius. IMPORTANT: Upper/lower case
2639     does not make a difference!
2640     </attribute>
2641     </type>
2642    
2643     <!--####################################################################-->
2644     <type number="62" name="Magic Wall">
2645     <ignore>
2646     <ignore_list name="non_pickable" />
2647     </ignore>
2648     <description><![CDATA[
2649     Magic walls fire spells in a given direction, in regular intervals.
2650     Magic walls can contain any spell. However, some spells do not
2651     operate very successfully in them. The only way to know is to test
2652     the spell you want to use with a wall.
2653     <br><br>
2654     Several types of magical walls are predefined for you in the
2655 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2656 root 1.1 </description>
2657     <use><![CDATA[
2658     Spellcasting walls pose an interesting alternative to monsters.
2659     Usually they are set to be undestroyable. Thus, while monsters
2660     in a map can be cleared out, the magic walls remain. Low level
2661     characters for example will not be able to pass through their
2662     spell-area, hence they cannot loot a map that a high level character
2663     might have cleared out.
2664     <br><br>
2665     Another point of magic walls is that if the player dies, he has to face
2666     them all again. Magic walls can add a kind of "permanent thrill" to
2667     your maps.
2668     <br><br>
2669     Be careful that your magic walls don't kill the monsters on a map. If
2670     placing monsters, eventually take ones that are immune to the
2671     walls' spell(s).
2672     <br><br>
2673     It is possible to make walls rotate when triggered. But that is so
2674     confusing (and useless IMHO) that I did not mention it above. You
2675     can find a working example on the map
2676 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2677 root 1.1 </use>
2678     <attribute arch="dam" editor="spell" type="spell">
2679     The magic wall will cast this &lt;spell&gt;.
2680     </attribute>
2681     <attribute arch="level" editor="spell level" type="int">
2682     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2683     walls cast spells at minimal strength. "level 100" walls cast deadly
2684     spells. Arch default is level 1 - you should always set this value
2685     to meet the overall difficulty of your map.
2686     </attribute>
2687     <attribute arch="connected" editor="connection" type="int">
2688     Every time the &lt;connection&gt; value is triggered, the wall will cast
2689     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2690     have much visible effect.
2691     </attribute>
2692 elmex 1.16 &activate_on;
2693 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2694     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2695     You can fine-tune how long the duration between two casts shall
2696     be. If you want to create a wall that can be activated (cast per
2697     trigger) via connected lever/button/etc, you must set "speed 0".
2698     </attribute>
2699 root 1.12 &speed_left;
2700 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2701     The magic wall will cast it's spells always in the specified
2702     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2703     always fire in a random direction.
2704     </attribute>
2705 root 1.9 &movement_types_terrain;
2706 root 1.1 <section name="destroyable">
2707     <attribute arch="alive" editor="is destroyable" type="bool">
2708     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2709     destroyed by the player. If disabled, all other attributes on
2710     this tab, as well as resistances, are meaningless.
2711     </attribute>
2712     <attribute arch="hp" editor="hitpoints" type="int">
2713     The more &lt;hitpoints&gt; the wall has, the longer
2714     it takes to be destroyed.
2715     </attribute>
2716     <attribute arch="maxhp" editor="max hitpoints" type="int">
2717     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2718     can have. This only makes sense if the wall can regain health.
2719     </attribute>
2720     <attribute arch="ac" editor="armour class" type="int">
2721     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2722     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2723     to &lt;weapon class&gt;.
2724     </attribute>
2725     </section>
2726 elmex 1.29 &resistances_basic;
2727 root 1.1 </type>
2728    
2729     <!--####################################################################-->
2730     <type number="55" name="Marker">
2731     <ignore>
2732     <ignore_list name="system_object" />
2733     </ignore>
2734     <description><![CDATA[
2735     A marker is an object that inserts an invisible force (a mark) into a
2736     player stepping on it. This force does nothing except containing a
2737     &lt;key string&gt; which can be discovered by detectors or inventory
2738     checkers. It is also possible to use markers for removing marks again.
2739     <br><br>
2740     Note that the player has no possibility to "see" his own marks,
2741 root 1.37 except by the effect that they cause on the maps.]]>
2742 root 1.1 </description>
2743     <use><![CDATA[
2744     Markers hold real cool possibilities for map-making. I encourage
2745     you to use them frequently. However there is one negative point
2746     about markers: Players don't "see" what's going on with them. It is
2747     your task, as map-creator, to make sure the player is always well
2748     informed and never confused.
2749     <br><br>
2750     Please avoid infinite markers when they aren't needed. They're
2751     using a little space in the player file after all, so if there
2752 root 1.37 is no real purpose, set an expire time.]]>
2753 root 1.1 </use>
2754     <attribute arch="no_pick" value="1" type="fixed" />
2755     <attribute arch="slaying" editor="key string" type="string">
2756     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2757     If the player already has a force with that &lt;key string&gt;,
2758     there won't be inserted a second one.
2759     </attribute>
2760     <attribute arch="connected" editor="connection" type="int">
2761     When the detector is triggered, all objects with the same
2762     connection value get activated.
2763     </attribute>
2764     <attribute arch="speed" editor="marking speed" type="float">
2765     The &lt;marking speed&gt; defines how quickly it will mark something
2766     standing on the marker. Set this value rather high to make
2767     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2768     should do fine.
2769     </attribute>
2770 root 1.12 &speed_left;
2771 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2772     This value defines the duration of the force it inserts.
2773     If nonzero, the duration of the player's mark is finite:
2774     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2775     means the mark will stay on the player forever.
2776     </attribute>
2777     <attribute arch="name" editor="delete mark" type="string">
2778     When the player steps onto the marker, all existing forces in
2779     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2780     will be removed. If you don't want to remove any marks, leave
2781 root 1.3 this textfield empty.
2782    
2783 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2784     this marker. So don't be confused, and remember changing the
2785     name will take effect on the marker's functionality.
2786     </attribute>
2787     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2788     In the moment when the player gets marked, this text is displayed
2789     to him. You should really set a message in any marker you create,
2790     because it's the only way for the player to notice what's going on.
2791     </attribute>
2792     </type>
2793 root 1.3
2794 root 1.1 <!--####################################################################-->
2795 root 1.3 <type number="36" name="Money">
2796 root 1.2 <ignore>
2797 root 1.3 <attribute arch="unpaid" />
2798 root 1.2 </ignore>
2799     <description><![CDATA[
2800 root 1.3 Items of the type Money are handled as currency.
2801     Money cannot be sold/bought in shops. When money is dropped
2802     in a shop, it stays the same.<br>
2803     When a player picks an item from a shop and attempts to
2804     walk over the shop mat, the item's selling-price is automatically
2805     subtracted from the player's money.
2806     <br><br>
2807     For money, always use the default arches.
2808 root 1.37 Don't modify them.]]>
2809 root 1.2 </description>
2810 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2811 root 1.2 </type>
2812    
2813     <!--####################################################################-->
2814 root 1.3 <type number="0" name="Monster &amp; NPC">
2815     <required>
2816     <attribute arch="is_floor" value="0" />
2817     <attribute arch="alive" value="1" />
2818     <attribute arch="tear_down" value="0" />
2819     </required>
2820 root 1.1 <ignore>
2821 root 1.3 <attribute arch="material" />
2822     <attribute arch="name_pl" />
2823 root 1.1 <attribute arch="nrof" />
2824     <attribute arch="value" />
2825     <attribute arch="unpaid" />
2826     </ignore>
2827     <description><![CDATA[
2828     Monsters can behave in various kinds of ways.
2829     They can be aggressive, attacking the player. Or peaceful,
2830     helping the player - maybe joining him as pet.
2831     The unagressive creatures who communicate with players are
2832     usually called "NPCs" (Non Player Character), a well-known
2833 root 1.37 term in role-play environments.]]>
2834 root 1.1 </description>
2835     <use><![CDATA[
2836     Monsters play a central role in most maps. Choosing the right
2837     combination of monsters for your map is vital:
2838     <UL>
2839     <LI> Place only monsters of slightly varying (increasing) strength.
2840     It's no fun to play for two hours just to find out the last
2841     monster is unbeatable. Similar, it's not exciting to fight orcs
2842     after passing a room of dragons.<br>
2843     This rule applies only for linear maps (one room after the other),
2844     with treasure at the end. You can sprinkle the treasure around,
2845 root 1.3 or make non-linear maps - That is often more entertaining.
2846 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2847     Balrogs, Dragonmen and the likes should be at the end of a quest,
2848 root 1.3 not at the beginning.
2849 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2850     Fire- and cold dragons in one room for example is a bad idea.
2851     By weakening and killing each other they are easy prey for players,
2852     not worth the experience they hold.
2853     <LI> Create your own monsters, especially for "boss"-type monsters.
2854     Having stage-bosses guarding treasure is a lot of fun when done right.
2855     Avoid to create monsters with completely non-intuitive abilities:
2856     Don't give ice-spells to firedragons or vice versa. Don't add
2857     draining attack to trolls, etc. Additionally, you should inform the
2858     player before he bumps right into some very special/unusual monster.
2859     <LI> Last but not least: Always keep an eye on the experience your monsters
2860     hold. Design your maps in a way that high experience
2861     is always well-defended. Don't make large rooms full with only one kind
2862     of monster. Keep in mind the different abilities/techniques players
2863     can use.
2864     </UL>
2865     I know it's impossible to make the perfectly balanced map. There's always
2866     some part which is found too easy or too hard for a certain kind of player.
2867     Just give it your best shot. And listen to feedback from players if you
2868 root 1.37 receive some. :-)]]>
2869 root 1.1 </use>
2870     <attribute arch="alive" value="1" type="fixed" />
2871     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2872     When the monster is killed, items from the treasurelist will
2873     drop to the ground. This is a common way to reward players
2874     for killing (masses of) monsters.
2875 root 1.3
2876 root 1.1 Note that you can always put items into the monster's
2877     inventory. Those will drop-at-kill just like the stuff
2878     from the &lt;treasurelist&gt;.
2879     </attribute>
2880 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2881     Set this flag to move treasure items created into the environment (map)
2882     instead of putting them into the object.
2883     </attribute>
2884 root 1.1 <attribute arch="level" editor="level" type="int">
2885     A monster's &lt;level&gt; is the most important attribute.
2886     &lt;level&gt; affects the power of a monster in various ways.
2887     </attribute>
2888     <attribute arch="race" editor="race" type="string">
2889 root 1.12 Every monster should have a race set to categorize it.
2890 root 1.1 The monster's &lt;race&gt; can have different effects:
2891     Slaying weapons inflict tripple damage against enemy races
2892     and holy word kills only enemy races of the god.
2893     </attribute>
2894     <attribute arch="exp" editor="experience" type="int">
2895     When a player kills this monster, he will get exactly this
2896     amount of &lt;experience&gt;. The experience will flow into
2897 root 1.12 the skill-category the player used for the kill.
2898 root 1.3
2899 root 1.1 If you create special monsters of tweaked strenght/abilities,
2900     always make sure that the &lt;experience&gt; is set to a
2901     reasonable value. Compare with existing arches to get a feeling
2902     what reasonable means. Keep in mind that spellcasting monsters
2903     are a lot harder to kill than non-spellcasters!
2904     </attribute>
2905     <attribute arch="speed" editor="speed" type="float">
2906     The &lt;speed&gt; determines how fast a monster will both move
2907     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2908     </attribute>
2909 root 1.12 &speed_left;
2910 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2911     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2912     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2913     can be set to any valid arch-name of a monster. Multipart monster
2914     should not be used.
2915     </attribute>
2916     <attribute arch="generator" editor="multiply" type="bool">
2917     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2918     every once in a while. Mice are a good example for this effect.
2919     If enabled, you must also set &lt;breed monster&gt; or check
2920     &lt;template generation&gt; and put other monsters in the inventory.
2921     </attribute>
2922     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2923     This only takes effect if &lt;multiply&gt; is enabled. The monster
2924     will create a new monster every once in a while by duplicating it's inventory.
2925     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2926     Each time the monster need to generate an object, it will be
2927     a randomly chosen item from the inventory. When generator is destroyed,
2928 root 1.3 inventory is destroyed.
2929 root 1.1 </attribute>
2930 root 1.9 &move_type;
2931 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2932     Several spells only affect undead monsters:
2933     turn undead, banish undead, holy word, etc.
2934     </attribute>
2935     <attribute arch="carrying" editor="carries weight" type="int">
2936     If a monster has something in the inventory, this
2937     value can be set to reflect the slowdown due to
2938     the carried weight.
2939     </attribute>
2940 root 1.24 <attribute arch="precious" editor="precious" type="bool">
2941 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
2942 root 1.24 it should not be lightly destroyed. This is most useful on pets and
2943     keeps the server from destroying them on destroy_pets/monster floors
2944     and will try to save them when the player logs out.
2945     </attribute>
2946 root 1.3
2947 root 1.1 <section name="melee">
2948     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2949     This number is a bitmask, specifying the monster's attacktypes
2950     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2951     Strong monsters often have more than just physical attacktype.
2952 root 1.3
2953 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2954     as much damage as the "best" of it's attacktypes does. So, the more
2955     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2956     somehow exceptions.
2957     </attribute>
2958     <attribute arch="dam" editor="damage" type="int">
2959     Among other parameters, &lt;damage&gt; affects how much melee damage
2960     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2961     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2962     take effect on the melee damage of a monster.
2963     </attribute>
2964     <attribute arch="wc" editor="weapon class" type="int">
2965     Monsters of high &lt;weapon class&gt; are more likely to really hit
2966     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2967     to &lt;armour class&gt;.
2968     </attribute>
2969     <attribute arch="hp" editor="health points" type="int">
2970     The &lt;health points&gt; of a monster define how long it takes to
2971     kill it. With every successful hit from an opponent, &lt;health points&gt;
2972     get drained - The monster dies by zero &lt;health points&gt;.
2973     </attribute>
2974     <attribute arch="maxhp" editor="max health" type="int">
2975     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2976     monster can have.
2977     </attribute>
2978     <attribute arch="ac" editor="armour class" type="int">
2979     Monsters of low &lt;armour class&gt; are less likely to get hit from
2980     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2981     to &lt;weapon class&gt;.
2982     Values typically range between +20 (very bad) to -20 (quite good).
2983     </attribute>
2984     <attribute arch="Con" editor="healing rate" type="int">
2985 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2986     healing rate is independent of &lt;speed&gt;.
2987 root 1.1 </attribute>
2988     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2989     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2990     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2991     bounce off.
2992     </attribute>
2993     <attribute arch="hitback" editor="hitback" type="bool">
2994     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2995     to the amount of damage the *attacker* inflicted. This damage
2996     is additional to the regular melee damage of the monster.
2997     As far as I know, hitback uses acid attacktype, and it only takes
2998     effect if the monster actually has acid attacktype at it's disposal.
2999     Acid spheres for example use this feature.
3000     </attribute>
3001     <attribute arch="one_hit" editor="one hit only" type="bool">
3002     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3003     to a player.
3004     </attribute>
3005     </section>
3006 root 1.3
3007 root 1.1 <section name="spellcraft">
3008     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3009     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3010     Only wands/rods/etc can be used, given the appropriate abilities.
3011     </attribute>
3012     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3013     A monster with this flag has the ability to &lt;reflect spells&gt;,
3014     all kinds of spell-bullets and -beams will bounce off.
3015 root 1.3
3016 root 1.1 Generally this flag should not be set because it puts
3017     wizard-type players at an unfair disadvantage.
3018     </attribute>
3019     <attribute arch="sp" editor="spellpoints" type="int">
3020     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3021     them for both wizard- and prayer-spells. However, this value defines
3022     only the amount of *initial* spellpoints the monster starts with.
3023     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3024     and &lt;spellpoint regen.&gt; are more important than just initial
3025     &lt;spellpoints&gt;.
3026     </attribute>
3027     <attribute arch="maxsp" editor="max spellpoints" type="int">
3028     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3029     can hold. Setting this to high values has little effect unless
3030     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3031     "regenerate mana" at it's disposal.
3032     </attribute>
3033     <attribute arch="Pow" editor="spellpoint regen." type="int">
3034 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3035     spellpoint regeneration rate is independent of &lt;speed&gt;.
3036 root 1.3
3037 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3038     regeneration is most important. If your monster is still not casting
3039     fast enough, give it the spell-ability of "regenerate mana".
3040     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3041     </attribute>
3042     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3043     Click on the &lt;attuned paths&gt; button to select spellpaths.
3044     The creature will get attuned to the specified spellpaths.
3045     </attribute>
3046     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3047     Click on the &lt;repelled paths&gt; button to select spellpaths.
3048     The creature will get repelled to the specified spellpaths.
3049     </attribute>
3050     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3051     Click on the &lt;denied paths&gt; button to select spellpaths.
3052     The creature won't be able to cast spells of the specified paths.
3053     </attribute>
3054     </section>
3055 root 1.3
3056 root 1.1 <section name="ability">
3057     <attribute arch="Int" editor="detect hidden" type="int">
3058     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3059     hidden/invisible creatures. Higher values make for better
3060     detection-skills. Enabling &lt;see invisible&gt; makes this value
3061     obsolete.
3062     </attribute>
3063     <attribute arch="see_invisible" editor="see invisible" type="bool">
3064     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3065     with by invisible or hiding players. This flag is a must-have
3066     for high-level monsters. When a monster is unable to detect
3067     invisible players, it can be killed without fighting back.
3068     </attribute>
3069     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3070     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3071     by spells of darkness or dark maps. This flag is a "should-have"
3072     for high-level monsters. When a monster is unable to see in
3073     darkness, players can cast darkness and sneak around it safely.
3074     </attribute>
3075     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3076     Monster is able to wield weapon type objects.
3077     </attribute>
3078     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3079     Monster is able to use missile-weapon type objects.
3080     </attribute>
3081     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3082     Monster is able to wear protective equipment like brestplate
3083     armour, shields, helmets etc.
3084     </attribute>
3085     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3086     Monster is able to wear rings.
3087     </attribute>
3088     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3089     Monster is able to use wands and staves.
3090     </attribute>
3091     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3092     Monster is able to use rods.
3093     </attribute>
3094     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3095     Monster is able to read scrolls.
3096     </attribute>
3097     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3098     Monster is able to use skills from it's inventory.
3099     For example, you can put a throwing skill object and some
3100 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3101 root 1.1 </attribute>
3102     </section>
3103 root 1.3
3104 root 1.1 <section name="behave">
3105     <attribute arch="monster" editor="monster behaviour" type="bool">
3106     When &lt;monster behaviour&gt; is enabled, this object will behave
3107     like a monster: It can move and attack enemies (which are
3108     typically players).
3109     This flag should be set for all monsters as-such.
3110     Monsters which don't move, like guards, should also have
3111     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3112 root 1.3 It should *not* be set for things like immobile generators.
3113 root 1.1 </attribute>
3114     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3115     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3116     </attribute>
3117     <attribute arch="friendly" editor="friendly" type="bool">
3118     &lt;friendly&gt; monsters help the player, attacking any
3119     non-friendly monsters in range.
3120     </attribute>
3121     <attribute arch="stand_still" editor="stand still" type="bool">
3122     Monsters which &lt;stand still&gt; won't move to leave their position.
3123     When agressive, they will attack all enemies who get close to
3124     them. This behaviour is commonly known from castle guards.
3125 root 1.3
3126 root 1.32 In older versions of Deliantra it was possible to eventually
3127 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3128     I believe this is no longer possible. Neverthless, you should
3129     still be cautious when lining up &lt;stand still&gt;-monster in order
3130     to "defend" something: Such monsters are rather easy to kill.
3131     It's good for low level maps, but not much more.
3132     </attribute>
3133     <attribute arch="sleep" editor="asleep" type="bool">
3134     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3135     &lt;sensing range&gt; of the monster. Usually the sensing range is
3136     larger than the players line of sight. Due to that, in most cases
3137     the player won't ever notice weither a monster was asleep or not.
3138     </attribute>
3139     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3140     This entry defines which kinds of environment actions the
3141     creature is able to perform.
3142     </attribute>
3143     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3144     Click on the &lt;pick up&gt; button and select which types of objects
3145     the creature should try to pick up.
3146 root 1.3
3147 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3148     etc are set, then the creature will pick up the matching items even
3149     if this is not set here.
3150     </attribute>
3151     <attribute arch="Wis" editor="sensing range" type="int">
3152     &lt;sensing range&gt; determines how close a player needs to be before
3153     the creature wakes up. This is done as a square, for reasons of speed.
3154     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3155     11x11 square of the monster will wake the monster up. If the player
3156     has stealth, the size of this square is reduced in half plus 1.
3157     </attribute>
3158 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3159     If this is set to default, the standard mode of movement will be used.
3160     </attribute>
3161     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3162     This movement is not in effect when the monster has an enemy and should
3163     only be used for non agressive monsters.
3164 root 1.1 </attribute>
3165     <attribute arch="run_away" editor="run at % health" type="int">
3166     This is a percentage value in the range 0-100.
3167     When the monster's health points drop below this percentage
3168     (relative to max health), it attempts to run away from the
3169     attacker.
3170     </attribute>
3171     </section>
3172 elmex 1.29 &resistances_basic;
3173 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3174     </attribute>
3175     </type>
3176    
3177     <!--####################################################################-->
3178 root 1.3 <type number="28" name="Monster (Grimreaper)">
3179     <import_type name="Monster &amp; NPC" />
3180     <ignore>
3181     <attribute arch="material" />
3182     <attribute arch="name_pl" />
3183     <attribute arch="nrof" />
3184     <attribute arch="value" />
3185     <attribute arch="unpaid" />
3186     </ignore>
3187 elmex 1.27 <description>
3188 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3189 elmex 1.27 draining attacks.
3190 root 1.3 </description>
3191     <section name="grimreaper">
3192     <attribute arch="value" editor="attacks" type="int">
3193     The object vanishes after this number of draining attacks.
3194     </attribute>
3195     </section>
3196     </type>
3197    
3198     <!--####################################################################-->
3199 root 1.1 <type number="65" name="Mood Floor">
3200     <ignore>
3201     <ignore_list name="system_object" />
3202     </ignore>
3203     <description><![CDATA[
3204     As the name implies, mood floors can change the "mood" of
3205     a monsters/NPC. For example, an unagressive monster could be
3206     turned mad to start attacking. Similar, an agressive monster
3207 root 1.37 could be calmed.]]>
3208 root 1.1 </description>
3209     <use><![CDATA[
3210     Mood floors are absolutely cool for NPC interaction. To make an
3211     unaggressive monster/NPC attack, put a creator with "other_arch
3212     furious_floor" under it. Connect the creator to a magic_ear, so the
3213     player speaks a keyword like "stupid sucker" - and the monster attacks.
3214     <br><br>
3215     To turn an NPC into a pet, put a charm_floor under it and connect
3216     it directly to a magic_ear. Then the player speaks a keyword like
3217     "help me" - and the NPC joins him as pet.
3218     <br><br>
3219     (Of course you must always give clear hints about keywords!
3220     And there is no reason why you couldn't use a button/lever/pedestal
3221 root 1.37 etc. instead of a magic_ear.)]]>
3222 root 1.1 </use>
3223     <attribute arch="no_pick" value="1" type="fixed" />
3224     <attribute arch="last_sp" editor="mood" type="list_mood">
3225     &lt;mood&gt; is used to determine what will happen to the
3226     monster when affected by the mood floor:
3227 root 1.3
3228 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3229 root 1.3
3230 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3231 root 1.3
3232 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3233 root 1.3
3234 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3235 root 1.3
3236 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3237     who triggers the square. This setting is not
3238     enabled for continous operation, you need to
3239     insert a &lt;connection&gt; value!
3240     </attribute>
3241     <attribute arch="connected" editor="connection" type="int">
3242     This should only be set in combination with &lt;mood number&gt; 4.
3243     Normally, monsters are affected by the mood floor as soon as they
3244     step on it. But charming (monster -&gt; pet) is too powerful,
3245 root 1.3 so it needs to be activated.
3246    
3247 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3248     But a powerful pet could as well be the reward for solving a
3249     quest. Or even better: It could be *part* of a quest!
3250     </attribute>
3251     <attribute arch="no_magic" editor="no spells" type="bool">
3252     If enabled, it is impossible for players to use (wizard-)
3253     spells on that spot.
3254     </attribute>
3255     <attribute arch="damned" editor="no prayers" type="bool">
3256     If enabled, it is impossible for players to use prayers
3257     on that spot. It also prevents players from saving.
3258     </attribute>
3259     </type>
3260    
3261     <!--####################################################################-->
3262     <type number="40" name="Mover">
3263     <ignore>
3264     <ignore_list name="non_pickable" />
3265     </ignore>
3266     <description><![CDATA[
3267     Movers move the objects above them. However, only living objects
3268     are affected (monsters/NPCs always, players optional). Movers have
3269     a direction, so players can be made to move in a pattern, and so
3270     can monsters. Motion is involuntary. Additionally, players or
3271     monsters can be "frozen" while ontop of movers so that they MUST
3272     move along a chain of them.
3273     <br><br>
3274     Multisquare monsters can be moved as well, given
3275 root 1.37 enough space. Movers are usually invisible.]]>
3276 root 1.1 </description>
3277     <use><![CDATA[
3278     NEVER EVER consider a mover being unpassable in the backwards
3279     direction. Setting "forced movement" makes it seemingly impossible
3280     but there is still a trick: One player can push a second player
3281     past the mover, in opposite to the mover's direction! The more
3282     movers, the more players needed. Hence, don't make a treasure
3283     room that is surrounded by movers instead of solid walls/gates.
3284     <br><br>
3285     Btw, it does not make a difference putting movers above or
3286     below the floor. Moreover, movers that are set to be invisible
3287     cannot be discovered with the show_invisible spell.
3288     <br><br>
3289     Note that Movers and Directors are seperate objects, even though
3290     they look and act similar. Directors only do spells/missiles,
3291     while movers only do living creatures (depending on how it
3292 root 1.37 is set: monsters and players).]]>
3293 root 1.1 </use>
3294     <attribute arch="attacktype" editor="forced movement" type="bool">
3295     If forced movement is enabled, the mover "freezes" anyone it
3296     moves (so they are forced to move along a chain).
3297     For players there is no way to escape this forced movement,
3298     except being pushed by a second player.
3299     </attribute>
3300     <attribute arch="maxsp" editor="freeze duration" type="int">
3301     The player will be "frozen" for that many moves.
3302     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3303     enabled, then &lt;freeze duration&gt; gets assigned the
3304     "default value" 2 automatically.
3305     </attribute>
3306     <attribute arch="speed" editor="movement speed" type="float">
3307     The movement speed value determines how fast a chain of
3308     these movers will push a player along (default is -0.2).
3309     </attribute>
3310 root 1.12 &speed_left;
3311 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3312     The mover will push creatures in the specified &lt;direction&gt;.
3313     A mover with direction set to &lt;none&gt; will spin clockwise,
3314     thus pushing creatures in unpredictable directions.
3315     </attribute>
3316     <attribute arch="lifesave" editor="gets used up" type="bool">
3317     If enabled, the mover gets "used up" after a certain number of moves
3318 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3319 root 1.1 </attribute>
3320     <attribute arch="hp" editor="number of uses" type="int">
3321     This value has only a meaning if &lt;gets used up&gt; is set:
3322     &lt;number of uses&gt; is the number of times minus one, that it
3323     will move a creature before disappearing. (It will move
3324 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3325 root 1.1 </attribute>
3326     <section name="targets">
3327     <attribute arch="level" editor="move players" type="bool">
3328     If &lt;move players&gt; is enabled, both players and monsters will be
3329     moved. In the arches' default it is disabled - thus ONLY monsters
3330     get moved. Remember that "monsters" includes NPCs!
3331 root 1.3
3332 root 1.1 This feature provides you with the possibility to make NPCs
3333     literally "come to life". Example: The player is talking with an
3334     NPC, speaking a certain keyword. This triggers a magic_ear and
3335     activates creators, creating (per default: monster-only) movers
3336     under the NPC's feet. The NPC starts "walking" on a predefined
3337     route! Note that it's useful to set this NPC immune to everything,
3338     preventing the player to push the NPC off his trace.
3339     </attribute>
3340 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3341     Which movement types activate the mover.
3342 root 1.1 </attribute>
3343     </section>
3344     </type>
3345    
3346     <!--####################################################################-->
3347     <type number="17" name="Pedestal">
3348     <ignore>
3349     <ignore_list name="non_pickable" />
3350     </ignore>
3351     <description><![CDATA[
3352     Pedestals are designed to detect certain types of living objects.
3353     When a predefined type of living creature steps on the pedestal, the
3354 root 1.37 connected value is triggered.]]>
3355 root 1.1 </description>
3356     <use><![CDATA[
3357     If you want to create a place where only players of a certain race
3358     can enter, put a teleporter over your pedestal. So the teleporter is
3359     only activated for players of the matching race. Do not use gates,
3360     because many other players could sneak in. If you put powerful
3361     artifacts into such places, generally set "startequip 1", so that
3362 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3363 root 1.1 </use>
3364     <attribute arch="no_pick" value="1" type="fixed" />
3365     <attribute arch="slaying" editor="match race" type="string">
3366     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3367     matches the monster's or the player's race, we have a match.
3368     Yes, pedestals can detect a player's race! E.g. you could create a
3369 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3370    
3371 root 1.1 If it is set to "player", any player stepping on the pedestal
3372     is a match. Very useful if you want to open a gate for players
3373     but not for monsters.
3374     </attribute>
3375     <attribute arch="connected" editor="connection" type="int">
3376     When the pedestal is triggered, all objects with the same
3377     connection value get activated.
3378     </attribute>
3379 root 1.9 &move_on;
3380 root 1.1 </type>
3381    
3382     <!--####################################################################-->
3383     <type number="94" name="Pit">
3384     <ignore>
3385     <ignore_list name="non_pickable" />
3386     </ignore>
3387     <description><![CDATA[
3388     Pits are holes, transporting the player when he walks (and falls) into them.
3389     A speciality about pits is that they don't transport the player to
3390 root 1.37 the exact destination, but within a configurable radius of the destination
3391 root 1.1 (never on blocked squares).<br>
3392     Optionally, pits can get closed and opened, similar to gates.<br><br>
3393     Monsters and items are affected by pits just as well as players.
3394 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3395 root 1.1 </description>
3396     <use><![CDATA[
3397     Pits can add interesting effects to your map. When using them, make
3398     sure to use them in a "logical way": Pits should always drop the
3399     player to some kind of lower level. They should not be used to
3400 root 1.37 randomly interconnect maps like teleporters do.]]>
3401 root 1.1 </use>
3402     <attribute arch="no_pick" value="1" type="fixed" />
3403 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3404 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3405 root 1.37 </attribute>
3406 root 1.1 <attribute arch="connected" editor="connection" type="int">
3407     When a &lt;connection&gt; value is set, the pit can be opened/closed
3408     by activating the connection.
3409     </attribute>
3410 elmex 1.16 &activate_on;
3411 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3412     The pit will transport creatures (and items) randomly into a two-square
3413     radius of the destination coordinates.
3414     If the destination square becomes blocked, the pit will act like
3415     being filled up and not work anymore!
3416     </attribute>
3417     <attribute arch="sp" editor="destination Y" type="int">
3418     The pit will transport creatures (and items) randomly into a two-square
3419     radius of the destination coordinates.
3420     If the destination square becomes blocked, the pit will act like
3421     being filled up and not work anymore!
3422     </attribute>
3423     <attribute arch="wc" editor="position state" type="int">
3424     The &lt;position state&gt; defines the position of the gate:
3425     Zero means completely open/down, the "number of animation-steps" (usually
3426     about 6 or 7) means completely closed/up state. I suggest you don't
3427     mess with this value - Leave the default in place.
3428     </attribute>
3429 root 1.9 &move_on;
3430 root 1.1 </type>
3431    
3432     <!--####################################################################-->
3433     <type number="7" name="Poison Food">
3434     <description><![CDATA[
3435     When eating, the player's stomache is drained by 1/4 of food.
3436 root 1.37 If his food drops to zero, the player might even die.]]>
3437 root 1.1 </description>
3438     </type>
3439    
3440     <!--####################################################################-->
3441     <type number="5" name="Potion">
3442     <description><![CDATA[
3443     The player can drink these and gain various kinds of benefits
3444 root 1.37 (/penalties) by doing so.]]>
3445 root 1.1 </description>
3446     <use><![CDATA[
3447 root 1.37 One potion should never give multiple benefits at once.]]>
3448 root 1.1 </use>
3449     <attribute arch="level" editor="potion level" type="int">
3450     If the potion contains a spell, the spell is cast at this level.
3451     For other potions it should be set at least to 1.
3452     </attribute>
3453     <attribute arch="sp" editor="spell" type="spell">
3454     When a player drinks this potion, the selected spell
3455     will be casted (once). This should work for any given spell.
3456     E.g. heal is "sp 35", magic power is "sp 67".
3457     </attribute>
3458     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3459     There are two types of special effects for potions:
3460     'life restoration' - restore the player's stats lost by death or draining
3461     (this has nothing in common with the restoration spell!)
3462 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3463 root 1.1 by a very small amount.
3464     </attribute>
3465     <attribute arch="cursed" editor="cursed" type="bool">
3466     If a potion is cursed, benefits generally turn into penalties.
3467     Note that potions can be "uncursed" by praying over an altar,
3468     with relative ease. *But* the potion must be identified to notice
3469     that it is cursed &gt;:)
3470     </attribute>
3471     <attribute arch="startequip" editor="godgiven item" type="bool">
3472     A godgiven item vanishes as soon as the player
3473     drops it to the ground.
3474     </attribute>
3475 elmex 1.29 &player_stat_resist_sections;
3476 root 1.1 </type>
3477    
3478     <!--####################################################################-->
3479     <type number="156" name="Power Crystal">
3480     <description><![CDATA[
3481     Power crystals can store a player's mana:
3482     When the player applies the crystal with full mana, half of
3483     it flows into the crystal. When the player applies it with
3484 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3485 root 1.1 </description>
3486     <attribute arch="sp" editor="initial mana" type="int">
3487     &lt;initial mana&gt; is the amount of spellpoints that the
3488     crystal holds when the map is loaded.
3489     </attribute>
3490     <attribute arch="maxsp" editor="mana capacity" type="int">
3491     The &lt;mana capacity&gt; defines how much mana can be stored
3492     in the crystal. This is what makes the crystal interesting.
3493     Wizard-players will always seek for crystals with large
3494     capacities.
3495     </attribute>
3496     </type>
3497    
3498     <!--####################################################################-->
3499     <type number="13" name="Projectile">
3500     <description><![CDATA[
3501     Projectiles like arrows/crossbow bolts are used as ammunition
3502     for shooting weapons.
3503     <br><br>
3504     It's very easy to add new pairs of weapons &amp; projectiles.
3505     Just set matching &lt;ammunition class&gt; both for shooting
3506 root 1.37 weapon and projectile.]]>
3507 root 1.1 </description>
3508     <use><![CDATA[
3509     If you want to create new kinds of projectiles, you could
3510     add an alchemical receipe to create these.
3511 root 1.3
3512 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3513     they really fullfill a useful purpose. In fact, even bows
3514 root 1.37 and crossbows are rarely ever used.]]>
3515 root 1.1 </use>
3516     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3517     This number is a bitmask, specifying the projectile's attacktypes.
3518     Attacktypes are: physical, magical, fire, cold.. etc.
3519     This works identical to melee weapons. Note that shooting
3520     weapons cannot have attacktypes.
3521     </attribute>
3522     <attribute arch="race" editor="ammunition class" type="string">
3523     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3524     these projectiles. For arrows set "arrows", for crossbow bolts
3525     set "crossbow bolts" (big surprise).
3526 root 1.3
3527 root 1.1 In certain cases, the ammunition class is displayed in the game.
3528     Hence, when you create a new ammunition class, choose an
3529     intuitive name like "missiles", "spirit bolts" - whatever.
3530 root 1.3
3531 root 1.1 You can also make special containers holding these projectiles
3532     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3533     </attribute>
3534     <attribute arch="slaying" editor="slaying race" type="string">
3535     Slaying means the weapon does tripple (3x) damage to monsters
3536     of the specified race. If &lt;slaying race&gt; matches an arch name,
3537     only monsters of that archtype receive tripple damage.
3538     Tripple damage is very effective.
3539     </attribute>
3540     <attribute arch="dam" editor="damage" type="int">
3541     The projectile &lt;damage&gt; significantly affects the damage
3542     done. Damage can be further increased by the shooting
3543     weapon's attributes.
3544     </attribute>
3545     <attribute arch="wc" editor="weaponclass" type="int">
3546     This value is supposed to be the base &lt;weaponclass&gt;,
3547     but it seems to have rather little effect.
3548     High values are good here, low values bad.
3549     </attribute>
3550     <attribute arch="food" editor="chance to break" type="int">
3551     The &lt;chance to break&gt; defines the breaking probability when this
3552     projectile hits an obstacle, e.g. wall or monster.
3553     The value is the %-chance to break, ranging from 0 (never breaking)
3554     to 100 (breaking at first shot).
3555     </attribute>
3556     <attribute arch="magic" editor="magic bonus" type="int">
3557     Magic bonus increases chance to hit and damage a little bit.
3558     </attribute>
3559     <attribute arch="unique" editor="unique item" type="bool">
3560     Unique items exist only one time on a server. If the item
3561     is taken, lost or destroyed - it's gone for good.
3562     </attribute>
3563     <attribute arch="startequip" editor="godgiven item" type="bool">
3564     A godgiven item vanishes as soon as the player
3565     drops it to the ground.
3566     </attribute>
3567     <attribute arch="no_drop" editor="don't drop" type="bool">
3568     When a monster carries a projectile with &lt;don't drop&gt;,
3569     this item will never drop to the ground but
3570     vanish instead. If this object is shot, it can still drop
3571     after hitting an obstacle. You can prevent this by
3572     setting &lt;chance to break&gt; 100.
3573     </attribute>
3574     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3575     This text may describe the projectile. This
3576     could be nice for very special ones.
3577     </attribute>
3578     </type>
3579    
3580     <!--####################################################################-->
3581     <type number="70" name="Ring">
3582     <import_type name="Amulet" />
3583     <description><![CDATA[
3584     Rings are worn on the hands - one ring each.
3585     Wearing rings, the object's stats will directly be inherited to
3586 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3587 root 1.1 </description>
3588     <use><![CDATA[
3589     When you create an artifact ring, never forget that players can
3590     wear <B>two</B> rings! Due to that it is extremely important to
3591     keep rings in balance with the game.
3592     <br><br>
3593     Also keep in mind that rings are generally the wizard's tools.
3594     They should primarily grant bonuses to spellcasting abilities
3595 root 1.37 and non-physical resistances.]]>
3596 root 1.1 </use>
3597     </type>
3598    
3599     <!--####################################################################-->
3600     <type number="3" name="Rod">
3601     <ignore>
3602     <attribute arch="title" />
3603     </ignore>
3604     <description><![CDATA[
3605     A rod contains a spell. The player can use this spell by applying and
3606     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3607     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3608 root 1.37 used endlessly.]]>
3609 root 1.1 </description>
3610     <use><![CDATA[
3611     Rods with healing/curing spells are extremely powerful. Usually, potions have
3612     to be used for that purpose. Though, potions are expensive and only good for
3613 root 1.37 one-time-use.<br>]]>
3614 root 1.1 </use>
3615     <attribute arch="sp" editor="spell" type="spell">
3616     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3617     rods to players, since they can be used endlessly without any mana cost!
3618     Rods with heal/ restoration/ protection spells, IF available, MUST be
3619     very very VERY hard to get!
3620     </attribute>
3621     <attribute arch="level" editor="casting level" type="int">
3622     The casting level of the &lt;spell&gt; determines it's power.
3623     For attack spells, level should be set to something reasonable.
3624     </attribute>
3625     <attribute arch="hp" editor="initial spellpoints" type="int">
3626     This value represents the initial amount of spellpoints in the rod.
3627     Naturally, this is quite unimportant.
3628     </attribute>
3629     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3630     When the rod is fully charged up, it will hold this maximum amount of
3631     spellpoints. Make sure it is enough to cast the contained spell at least
3632     once. But don't set the value too high, as that might make the rod
3633     too effective.
3634     </attribute>
3635     <attribute arch="startequip" editor="godgiven item" type="bool">
3636     A godgiven item vanishes as soon as the player
3637     drops it to the ground.
3638     </attribute>
3639     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3640     This text may contain a description of the rod.
3641     </attribute>
3642     </type>
3643    
3644     <!--####################################################################-->
3645     <type number="154" name="Rune">
3646     <ignore>
3647     <attribute arch="no_pick" />
3648     <attribute arch="title" />
3649     <attribute arch="name_pl" />
3650     <attribute arch="weight" />
3651     <attribute arch="value" />
3652     <attribute arch="material" />
3653     <attribute arch="unpaid" />
3654     </ignore>
3655     <description><![CDATA[
3656 root 1.3 A rune is a magical enscription on the dungeon floor.
3657 root 1.1 <br><br>
3658     Runes hit any monster or person who steps on them for 'dam' damage in
3659     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3660     and will cast this spell when it detonates. Yet another kind is the
3661     "summoning rune", summoning predefined monsters of any kind, at detonation.
3662     <br><br>
3663 root 1.37 Many runes are already defined in the archetypes.]]>
3664 root 1.1 </description>
3665     <use><![CDATA[
3666     Avoid monsters stepping on your runes. For example, summoning runes
3667 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3668 root 1.1 </use>
3669     <attribute arch="no_pick" value="1" type="fixed" />
3670 root 1.9 &move_on;
3671 root 1.1 <attribute arch="level" editor="rune level" type="int">
3672     This value sets the level the rune will cast the spell it contains at,
3673     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3674 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3675    
3676 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3677     how much experience the player gets for doing so. Beware: High level
3678     runes can be quite a cheap source of experience! So either make them
3679     tough, or keep the level low.
3680     </attribute>
3681     <attribute arch="Cha" editor="visibility" type="int">
3682     This value determines what fraction of the time the rune is visible:
3683     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3684     how easily the rune may be found.
3685     </attribute>
3686     <attribute arch="hp" editor="number of charges" type="int">
3687     The rune will detonate &lt;number of charges&gt; times before disappearing.
3688     </attribute>
3689     <attribute arch="dam" editor="direct damage" type="int">
3690     &lt;direct damage&gt; specifies how much damage is done by the rune,
3691     if it doesn't contain a spell. This should be set in reasonable
3692 root 1.3 relation to the rune's level.
3693 root 1.1 </attribute>
3694     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3695     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3696     attribute defines what attacktype to use for direct damage when
3697     the rune detonates.
3698     </attribute>
3699     <section name="spellcraft">
3700     <attribute arch="sp" editor="spell" type="spell">
3701     The selected &lt;spell&gt; defines the spell in the rune, if any.
3702     (Many runes do direct damage).
3703     </attribute>
3704     <attribute arch="slaying" editor="spell name" type="string">
3705     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3706     but if present, overrides the &lt;spell&gt; setting.
3707     </attribute>
3708     <attribute arch="other_arch" editor="spell arch" type="string">
3709     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3710     is optional, but if present, overrides the &lt;spell&gt; setting.
3711     You can choose any of the existing arches.
3712     </attribute>
3713     <attribute arch="maxsp" editor="direction" type="list_direction">
3714     If set, the rune will cast it's containing spell (if any) in
3715     this &lt;direction&gt;.In most cases this appears useless because
3716     the spell directly hits the player.
3717     </attribute>
3718     <attribute arch="race" editor="summon monster" type="string">
3719     If this is set to the arch name of any monster, together with
3720     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3721     of those on detonation. (dam and attacktype will still be ignored
3722     in this case). Runes are even capable of summoning multi-square
3723     monsters, given enough space. You'd better test it though.
3724     </attribute>
3725     <attribute arch="maxhp" editor="summon amount" type="int">
3726     This should only be set to a summoning rune. It will then summon
3727     that many creatures of the kind &lt;summon monster&gt;.
3728     </attribute>
3729     </section>
3730     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3731     When the rune detonates, this text is displayed to the
3732     victim. For especially powerful runes, create an appropriate
3733     thrilling description. ;)
3734     </attribute>
3735     </type>
3736    
3737     <!--####################################################################-->
3738     <type number="106" name="Savebed">
3739     <ignore>
3740     <ignore_list name="non_pickable" />
3741     </ignore>
3742     <description><![CDATA[
3743     When the player applies a savebed, he is not only saved. Both his
3744     respawn-after-death and his word-of-recall positions are pointing
3745 root 1.37 to the last-applied savebed.]]>
3746 root 1.1 </description>
3747     <use><![CDATA[
3748     Put savebed locations in towns, do not put them into dungeons.
3749     It is absolutely neccessary that a place with savebeds is 100% secure.
3750     That means:
3751     <UL>
3752     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3753     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3754 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3755 root 1.1 players get trapped in a savebed location.
3756     <LI> If possible, mark the whole site as no-spell area (Insert this
3757     arch called "dungeon_magic" everywhere). This is not required,
3758     but it makes the place much more safe.
3759 root 1.37 </UL>]]>
3760 root 1.1 </use>
3761     <attribute arch="no_pick" value="1" type="fixed" />
3762     <attribute arch="no_magic" value="1" type="fixed" />
3763     <attribute arch="damned" value="1" type="fixed" />
3764     </type>
3765    
3766     <!--####################################################################-->
3767 root 1.3 <type number="111" name="Scroll">
3768     <ignore>
3769     <attribute arch="title" />
3770     </ignore>
3771     <description><![CDATA[
3772     Scrolls contain spells (similar to spell-potions). Unlike potions,
3773     scrolls require a certain literacy skill to read successfully.
3774     Accordingly, for a successful reading, a small amount of
3775     experience is gained. Scrolls allow only one time usage, but
3776 root 1.37 usually they are sold in bulks.]]>
3777 root 1.3 </description>
3778     <use><![CDATA[
3779     For low level quests, scrolls of healing/curing-spells
3780     can be a nice reward. At higher levels, scrolls become less
3781 root 1.37 and less useful.]]>
3782 root 1.3 </use>
3783     <attribute arch="level" editor="casting level" type="int">
3784     The spell of the scroll will be casted at this level.
3785     This value should always be set, at least to 1.
3786     </attribute>
3787     <attribute arch="sp" editor="spell" type="spell">
3788     When a player/monster applies this scroll, the selected &lt;spell&gt;
3789     will be casted (once). This should work for any given spell.
3790     </attribute>
3791     <attribute arch="startequip" editor="godgiven item" type="bool">
3792     A godgiven item vanishes as soon as the player
3793     drops it to the ground.
3794     </attribute>
3795     </type>
3796    
3797     <!--####################################################################-->
3798     <type number="33" name="Shield">
3799     <import_type name="Amulet" />
3800     <description><![CDATA[
3801     Wearing a shield, the object's stats will directly be inherited to
3802     the player. Shields usually provide good defense, only surpassed
3803 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3804 root 1.3 </description>
3805     <use><![CDATA[
3806     Feel free to create your own special artifacts. However, it is very
3807 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3808 root 1.3 </use>
3809     <attribute arch="magic" editor="magic bonus" type="int">
3810     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3811     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3812     than direct armour-class bonus on the shield.
3813     </attribute>
3814     </type>
3815    
3816     <!--####################################################################-->
3817 root 1.1 <type number="14" name="Shooting Weapon">
3818     <description><![CDATA[
3819 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3820 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3821     wielded both at the same time. Like with any other equipment,
3822     stats/bonuses from shooting weapons are directly inherited to the player.
3823     <br><br>
3824     It's very easy to add new pairs of weapons &amp; projectiles.
3825     Just set matching &lt;ammunition class&gt; both for shooting
3826 root 1.37 weapon and projectile.]]>
3827 root 1.1 </description>
3828     <use><![CDATA[
3829     Shooting weapons should not add bonuses in general. There's already
3830     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3831 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3832 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3833     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3834 root 1.37 - still crap.]]>
3835 root 1.1 </use>
3836     <attribute arch="race" editor="ammunition class" type="string">
3837     Only projectiles with matching &lt;ammunition class&gt; can be fired
3838     with this weapon. For normal bows set "arrows", for normal
3839     crossbows set "crossbow bolts".
3840 root 1.3
3841 root 1.1 In certain cases, the ammunition class is displayed in the game.
3842     Hence, when you create a new ammunition class, choose an
3843     intuitive name like "missiles", "spirit bolts" - whatever.
3844     </attribute>
3845     <attribute arch="sp" editor="shooting speed" type="int">
3846     After shooting a projectile, the player is frozen for a short
3847     period of time (to prevent shooting arrows machine-gun-like).
3848     The greater &lt;shooting speed&gt;, the shorter this period of time.
3849     1 is minimum (=worst) and 100 is maximum (=best) value.
3850 root 1.3
3851 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3852     SET IT TO ZERO! (That would freeze the player for eternety).
3853     </attribute>
3854     <attribute arch="dam" editor="base damage" type="int">
3855     The &lt;base damage&gt; significantly affects the damage done
3856     by using this weapon. This damage is added to the projectile
3857     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3858     according to the player's strength is added.
3859     </attribute>
3860     <attribute arch="wc" editor="weaponclass" type="int">
3861     This value is supposed to be the base &lt;weaponclass&gt;,
3862     but it seems to have rather little effect.
3863     High values are good here, low values bad.
3864     </attribute>
3865     <attribute arch="item_power" editor="item power" type="int">
3866     The &lt;item power&gt; value measures how "powerful" an artifact is.
3867     Players will only be able to wear equipment with a certain total
3868     amount of &lt;item power&gt;, depending on their own level. This is the
3869     only way to prevent low level players to wear "undeserved" equipment
3870     (like gifts from other players or cheated items).
3871 root 1.3
3872 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3873 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
3874 root 1.1 calculate a provisional value at runtime, but this is never
3875     going to be an accurate measurement of &lt;item power&gt;.
3876     </attribute>
3877     <attribute arch="no_strength" editor="ignore strength" type="bool">
3878     Usually the player's strentgh takes effect on the damage
3879     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3880     the player's strength is ignored.
3881     </attribute>
3882     <attribute arch="damned" editor="damnation" type="bool">
3883     A damned shooting weapon cannot be unwielded unless
3884     the curse is removed. Removing damnations is
3885     a tick harder than removing curses.
3886     </attribute>
3887     <attribute arch="cursed" editor="curse" type="bool">
3888     A cursed shooting weapon cannot be unwielded unless
3889     the curse is removed.
3890     </attribute>
3891     <attribute arch="unique" editor="unique item" type="bool">
3892     Unique items exist only one time on a server. If the item
3893     is taken, lost or destroyed - it's gone for good.
3894     </attribute>
3895     <attribute arch="startequip" editor="godgiven item" type="bool">
3896     A godgiven item vanishes as soon as the player
3897     drops it to the ground.
3898     </attribute>
3899     <section name="stats">
3900     <attribute arch="Str" editor="strength" type="int">
3901     The player's strentgh will rise/fall by the given value
3902     while wearing this shooting weapon.
3903     </attribute>
3904     <attribute arch="Dex" editor="dexterity" type="int">
3905     The player's dexterity will rise/fall by the given value
3906     while wearing this shooting weapon.
3907     </attribute>
3908     <attribute arch="Con" editor="constitution" type="int">
3909     The player's constitution will rise/fall by the given value
3910     while wearing this shooting weapon.
3911     </attribute>
3912     <attribute arch="Int" editor="intelligence" type="int">
3913     The player's intelligence will rise/fall by the given value
3914     while wearing this shooting weapon.
3915     </attribute>
3916     <attribute arch="Pow" editor="power" type="int">
3917     The player's power will rise/fall by the given value
3918     while wearing this shooting weapon.
3919     </attribute>
3920     <attribute arch="Wis" editor="wisdom" type="int">
3921     The player's wisdom will rise/fall by the given value while
3922     wearing this shooting weapon.
3923     </attribute>
3924     <attribute arch="Cha" editor="charisma" type="int">
3925     The player's charisma will rise/fall by the given value
3926     while wearing this shooting weapon.
3927     </attribute>
3928     </section>
3929     <section name="bonus">
3930     <attribute arch="luck" editor="luck bonus" type="int">
3931     With positive luck bonus, the player is more likely to
3932     succeed in all sorts of things (spellcasting, praying,...).
3933     Unless the &lt;luck bonus&gt; is very high, the effect will be
3934     barely visible in-game. Luck bonus on one piece of equipment
3935     should never exceed 3, and such bonus should not be too
3936     frequently available.
3937     </attribute>
3938     <attribute arch="magic" editor="magic bonus" type="int">
3939     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3940     I'm not sure what exactly is increased - maybe weaponclass?
3941     However, &lt;magic bonus&gt; seems to have a little bit of positive
3942     influence on your chance to hit.
3943     </attribute>
3944     </section>
3945     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3946     This text describes the weapons's "story". Every decent artifact weapon
3947     should have such a description.
3948     </attribute>
3949     </type>
3950    
3951     <!--####################################################################-->
3952     <type number="68" name="Shop Floor">
3953     <ignore>
3954     <ignore_list name="non_pickable" />
3955     </ignore>
3956     <description><![CDATA[
3957     Shop floor is used for shops. It acts like a combination of the
3958     common floor- and the treasure type: When the map is loaded,
3959     randomitems (depending on the setings) are generated on it.
3960     These items are all flagged as unpaid.
3961     When a player drops an item onto shop floor, the item becomes
3962     unpaid and the player receives payment according to the item's
3963     selling-value.
3964     Shopfloor always prevents magic (To hinder players from burning
3965 root 1.37 or freezing the goods).]]>
3966 root 1.1 </description>
3967     <use><![CDATA[
3968     Tile your whole shop-interior space which shop floor.
3969     (That assures players receive payment for dropping items).
3970     Place shop mats to enter/leave the shop, and make sure
3971 root 1.37 there is no other exit than the shop mat.]]>
3972 root 1.1 </use>
3973     <attribute arch="is_floor" value="1" type="fixed" />
3974     <attribute arch="no_pick" value="1" type="fixed" />
3975     <attribute arch="no_magic" value="1" type="fixed" />
3976     <attribute arch="auto_apply" editor="generate goods" type="bool">
3977     If enabled, items will appear on this square when the map is loaded.
3978     You need to specify a &lt;treasurelist&gt; to define what kinds of items
3979     are generated. The items will be unpaid.
3980     </attribute>
3981     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3982     This entry determines what kind of treasure will appear, when
3983     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3984     for details about existing treasurelists.
3985     </attribute>
3986     <attribute arch="exp" editor="quality level" type="int">
3987     The &lt;quality level&gt; will be used for the quality of the generated
3988     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3989     doesn't need to be set, unless you want extraordinarily good/bad
3990     quality. If you want to make a shop with very high quality, meaybe
3991     charge an entrance fee, or make the shop hard-to-come-by.
3992     Note that &lt;quality level&gt; mainly affects chance of magic bonus
3993     and appearance of artifact-items.
3994     </attribute>
3995     <attribute arch="damned" editor="no prayers" type="bool">
3996     If enabled, it is impossible for players to use prayers
3997     on that spot. It also prevents players from saving.
3998     (Remember that &lt;no magic&gt; is always set for shop floors.)
3999     </attribute>
4000     </type>
4001    
4002     <!--####################################################################-->
4003     <type number="69" name="Shop Mat">
4004     <ignore>
4005     <ignore_list name="non_pickable" />
4006     </ignore>
4007     <description><![CDATA[
4008     Shop mats are used for entering/leaving shops. You should always
4009     have exactly TWO shop mats on your shop-map: One inside the
4010     "shopping-area" and one outside. Shop mats don't use exit paths/
4011     or -destinations. When stepping onto a shopmat the player gets beamed
4012     to the nearest other mat. If the player has unpaid items in his
4013     inventory, the price gets charged from his coins automatically.
4014     If the player has insufficient coins to buy his unpaid items, he
4015 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4016 root 1.1 </description>
4017     <use><![CDATA[
4018     As stated above, always place TWO shop mats into your shop.
4019 root 1.37 Not more and not less than that.]]>
4020 root 1.1 </use>
4021     <attribute arch="no_pick" value="1" type="fixed" />
4022 root 1.9 &move_on;
4023 root 1.1 </type>
4024    
4025     <!--####################################################################-->
4026     <type number="98" name="Sign &amp; MagicMouth">
4027     <ignore>
4028     <ignore_list name="non_pickable" />
4029     </ignore>
4030     <description><![CDATA[
4031     The purpose of a sign or magic_mouth is to display a certain message to
4032     the player. There are three ways to have the player get this message:
4033     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4034 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4035 root 1.1 </description>
4036     <use><![CDATA[
4037     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4038     some true roleplay feeling to your maps, support your storyline or give
4039     hints about hidden secrets/dangers. Place signs to provide the player
4040 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4041 root 1.1 </use>
4042     <attribute arch="connected" editor="connection" type="int">
4043     When a connection value is set, the message will be printed whenever
4044     the connection is triggered. This should be used in combination with
4045     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4046     If activating your magic_mouth this way, the message will not only be
4047     printed to one player, but all players on the current map.
4048     </attribute>
4049 elmex 1.16 &activate_on;
4050 root 1.9 &move_on;
4051 root 1.1 <attribute arch="food" editor="counter" type="int">
4052     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4053     (printing the message) only that many times. For signs this really shouldn't
4054     be used, while for magic_mouths it is extremely helpful.
4055     Monsters walking over the magic_mouth do not decrease the counter.
4056 root 1.3
4057 root 1.1 Often, you might want to have a message displayed only one time. For example:
4058     The player enters your map and you put a magic_mouth to tell him about the
4059     monsters and how dangerous they look and all. Later, when all the monsters
4060     are killed and the player leaves the map, displaying the same message a
4061     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4062     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4063     </attribute>
4064     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4065     This text will be displayed to the player.
4066     </attribute>
4067     </type>
4068    
4069 elmex 1.23 <type number="150" name="Shop Inventory">
4070     <ignore>
4071     <ignore_list name="non_pickable" />
4072     </ignore>
4073     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4074     </description>
4075     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4076     </use>
4077     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4078     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4079     the map that will be searched for unpaid items.
4080     </attribute>
4081     </type>
4082    
4083 root 1.1 <!--####################################################################-->
4084     <type number="43" name="Skill">
4085     <ignore>
4086     <ignore_list name="system_object" />
4087     </ignore>
4088     <description><![CDATA[
4089     Skills are objects which exist in the player/monster inventory.
4090     Both NPC/monsters and players use the same skill archetypes. Not all skills
4091 root 1.37 are enabled for monster use however.]]>
4092 root 1.1 </description>
4093     <use><![CDATA[
4094     For mapmaking, Skill objects serve two purposes:
4095     <p>First, the predefined skill archtypes (in the 'skills' directory)
4096     can be seen as the global skill definitions. A skill which doesn't
4097     exists as an archtype cannot be learned or used by players. When you
4098     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4099     of defined skill archtypes, because those strings are used as a reference in
4100     many skill-related objects.
4101     </p><p>
4102     Secondly, in order to enable monsters to use skills, you will need to
4103     copy default skill archtypes into the monsters' inventories.
4104     You can even customize the skills by changing stats. It is not
4105     recommended however, to use skills in your maps which are totally
4106 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4107 root 1.1 </use>
4108     <attribute arch="invisible" value="1" type="fixed" />
4109     <attribute arch="no_drop" value="1" type="fixed" />
4110     <attribute arch="skill" editor="skill name" type="string">
4111     The &lt;skill name&gt; is used for matchings. When a usable
4112     object has an identical &lt;skill name&gt;, players
4113     (or monsters) will need this skill to apply/use the object.
4114     </attribute>
4115     <attribute arch="expmul" editor="exp multiplier" type="float">
4116     This is the ratio of experience the players total should increase by
4117     when this skill is used. If this is zero, then experience only goes to
4118     to the skill. Values higher than 1 are allowed. Note that experience
4119     rewarded to the players total is in addition to that given to the
4120     skill. Eg, if player should get 500 exp for using a skill, and
4121     expmul is 1, the player will get 500 added to that skill as well as
4122     500 to their total.
4123     </attribute>
4124     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4125     The &lt;skill type&gt; defines the base functionality of the skill.
4126 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4127 root 1.1 create new skill types, but it requires a bit of server-coding.
4128     </attribute>
4129     <attribute arch="level" editor="level" type="int">
4130     </attribute>
4131     <attribute arch="exp" editor="experience" type="int">
4132     </attribute>
4133     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4134     The &lt;is native skill&gt; flag has an effect only when this
4135     skill object is placed in the inventory of a monster (or player).
4136     If it is set, the monster or player knows the skill natively, which
4137     means he does not need a skill tool to use it.
4138     </attribute>
4139     </type>
4140    
4141     <!--####################################################################-->
4142     <type number="130" name="Skill Scroll">
4143     <description><![CDATA[
4144     By reading a skill scroll, a player has a chance to learn the
4145 root 1.37 contained skill.]]>
4146 root 1.1 </description>
4147     <use><![CDATA[
4148     Skill scrolls are very much sought for by players. Currently,
4149     all skill scrolls are sold in shops randomly, which is in fact not
4150     a good system. It would be nice to have some cool quests with
4151 root 1.37 skill scrolls rewarded at the end.]]>
4152 root 1.1 </use>
4153     <attribute arch="race" value="scrolls" type="fixed" />
4154     <attribute arch="skill" editor="skill name" type="string">
4155     The &lt;skill name&gt; matches the skill object that can
4156     be learned from this scroll.
4157     </attribute>
4158     </type>
4159    
4160     <!--####################################################################-->
4161     <type number="21" name="Special Key">
4162     <ignore>
4163     <attribute arch="material" />
4164     </ignore>
4165     <description><![CDATA[
4166     When carrying the appropriate special key, a locked door can
4167     be opened. The key will dissapear.
4168     <br><br>
4169     This object-type can also be used for "passport"-like items:
4170     When walking onto an invetory checker, a gate for example might
4171 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4172 root 1.1 </description>
4173     <use><![CDATA[
4174     How to make a "passport": You take the special key arch
4175     (archetype name is "key2"), set the face to something like
4176     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4177     certainly must match with the appropiate inventory checker.
4178     <br><br>
4179     Of course you can be creative with names and faces of
4180     key-objects. A "mysterious crystal" or a "big dragon claw"
4181     (with appropriate faces) appear more interesting than just
4182 root 1.37 a "strange key", or "passport".]]>
4183 root 1.1 </use>
4184     <attribute arch="slaying" editor="key string" type="string">
4185     This string must be identical with the &lt;key string&gt; in the
4186     locked door, then it can be unlocked. It can also be used
4187     to trigger inventory checkers.
4188     </attribute>
4189     <attribute arch="material" editor="material" type="bitmask_material">
4190     For Special Keys, material should always be unset or set
4191     to Adamantite. This prevents the key from getting
4192     burned or otherwise destroyed.
4193     </attribute>
4194     <attribute arch="unique" editor="unique item" type="bool">
4195     Unique items exist only one time on a server. If the item
4196     is taken, lost or destroyed - it's gone for good.
4197 root 1.3
4198 root 1.1 This can be used if you want to sell apartments on your
4199     map: Simply sell a unique passport/key, and place
4200     an inventory checker at the entrance of your apartment.
4201     </attribute>
4202     <attribute arch="startequip" editor="godgiven item" type="bool">
4203     A godgiven item vanishes as soon as the player
4204     drops it to the ground.
4205     </attribute>
4206     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4207     This will add a description to the object. The player can read
4208     this text by clicking on the item in his inventory. Use this
4209     message to describe what the key/passport is good for. A player
4210     might have 50 different keys on his key-ring. Don't expect
4211     players to recall their purpose just by their names.
4212     </attribute>
4213     </type>
4214    
4215     <!--####################################################################-->
4216     <type number="101" name="Spell">
4217     <ignore>
4218     <ignore_list name="system_object" />
4219     </ignore>
4220     <description><![CDATA[
4221     Spell objects define a spell. When a spell is put in a spellbook,
4222     players can learn it by reading the book. Once learned, players
4223     can use the spell as often as they like. With increasing skill level
4224     of the player, spells may gain power but also increase cost.<br>
4225     Monsters can use spells which are put in their inventory (provided
4226     that certain "enabling" settings are correct). The monster's
4227 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4228 root 1.1 </description>
4229     <use><![CDATA[
4230     A lot of the spells' settings can be tuned and customized.
4231     When creating new spells which are accessible to players, it is
4232     important to think about balance. A single spell which is too
4233     powerful and/or too easy to use can eventually toss the whole skill
4234     and magic school system out of whack. Testing new spells is
4235 root 1.37 quite important therefore.]]>
4236 root 1.1 </use>
4237     <attribute arch="no_drop" value="1" type="fixed" />
4238     <attribute arch="invisible" value="1" type="fixed" />
4239     <attribute arch="skill" editor="skill name" type="string">
4240     The &lt;skill name&gt; matches the skill which is needed
4241     to cast this spell. This should be one out of "sorcery",
4242     "pyromancy", "evocation", "summoning" or "praying".
4243     If you want to fiddle with these, please take care not
4244     to upset the concept and balance of the various skills.
4245     </attribute>
4246     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4247     The &lt;spell type&gt; defines the basic type of spell.
4248     Some of these types are of a more generic nature than others.
4249     </attribute>
4250     <attribute arch="level" editor="spell level" type="int">
4251     </attribute>
4252     <attribute arch="casting_time" editor="casting time" type="int">
4253     </attribute>
4254     <attribute arch="duration" editor="duration" type="int">
4255     </attribute>
4256     <attribute arch="other_arch" editor="create object" type="string">
4257     </attribute>
4258     <attribute arch="sp" editor="cost spellpoints" type="int">
4259     </attribute>
4260     <attribute arch="grace" editor="cost grace" type="int">
4261     </attribute>
4262     <attribute arch="maxsp" editor="double cost per level" type="int">
4263     </attribute>
4264     </type>
4265    
4266     <!--####################################################################-->
4267     <type number="85" name="Spellbook">
4268     <description><![CDATA[
4269     By reading a spellbook, the player has a chance of learning the
4270     contained spell. Once learned from a book, the spell is available
4271     forever. Spellbooks with high level spells require some skill-level
4272     to read.<br><br>
4273     You can create widely customized spells only by adjusting the
4274     spell object in the spellbooks inventory. Refer to the description
4275     of spell objects for detailed information how to customize spells.<br>
4276     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4277 root 1.37 with a compilation of spells that the book may contain.]]>
4278 root 1.1 </description>
4279     <use><![CDATA[
4280     Don't put any of the godgiven spells into a spellbook! These are
4281     reserved for the followers of the appropriate cults. Handing them
4282     out in a spellbook would violate the balance between different religions.
4283     <br><br>
4284     Note that there is no fundamental difference between the spellbooks
4285     of varying schools (pyromancy, sorcery, evocation, summoning, and
4286     even praying). The difference lies only in the spells they contain.
4287     It is up to you, the mapmaker, to pick the right type of book
4288 root 1.37 for your spells.]]>
4289 root 1.1 </use>
4290     <attribute arch="skill" value="literacy" type="fixed" />
4291     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4292     There are two ways to put spells into a spellbook:
4293     1. Put a spell object in the books inventory. In this case,
4294     treasurelist must be set to &lt;none&gt;.
4295     2. Choose a treasurelist which contains spells.
4296     In that way, a spell will be chosen randomly from the list.
4297     </attribute>
4298     <attribute arch="startequip" editor="godgiven item" type="bool">
4299     A godgiven item vanishes as soon as the player
4300     drops it to the ground.
4301     </attribute>
4302     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4303     This text may contain a nice description
4304     of the spellbook's cover or something.
4305     </attribute>
4306     </type>
4307    
4308     <!--####################################################################-->
4309     <type number="90" name="Spinner">
4310     <ignore>
4311     <ignore_list name="non_pickable" />
4312     </ignore>
4313     <description><![CDATA[
4314     Spinners change the direction of spell objects and other projectiles
4315     that fly past. Unlike directors, it does make a difference from what
4316     angle you shoot into the spinner. The direction of objects flying past
4317 root 1.37 is always changed by a certain degree.]]>
4318 root 1.1 </description>
4319     <use><![CDATA[
4320     Spinners are very rarely used. I believe they are quite
4321     confusing and pointless. The only use I can think of is building
4322     some puzzle about where to shoot into spinners to shoot somewhere you
4323     otherwise couldn't.
4324 root 1.3
4325 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4326 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4327 root 1.1 </use>
4328     <attribute arch="sp" editor="direction number" type="int">
4329     The spinner will change the direction of flying objects by
4330     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4331     positive values counter clockwise.
4332 root 1.3
4333 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4334     </attribute>
4335 root 1.9 &move_on;
4336 root 1.1 </type>
4337    
4338     <!--####################################################################-->
4339     <type number="138" name="Swamp">
4340     <ignore>
4341     <ignore_list name="non_pickable" />
4342     </ignore>
4343     <description><![CDATA[
4344     Swamp areas show a special behaviour:
4345     When a player stands still on a swamp-square for too long,
4346     he will start to sink in and eventually drown and die.
4347     Items dropped on the swamp sink in and dissapear.
4348     Players with knowledge of the woodsman skill are a lot less likely
4349 root 1.37 to die in the swamp.]]>
4350 root 1.1 </description>
4351     <attribute arch="is_floor" value="1" type="fixed" />
4352     <attribute arch="is_wooded" value="1" type="fixed" />
4353     <attribute arch="speed" editor="drowning speed" type="float">
4354     The higher the &lt;drowning speed&gt;, the faster will players and items
4355     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4356     and unexpected death-trap. Players should get a warning before such areas.
4357     </attribute>
4358 root 1.12 &speed_left;
4359 root 1.9 &move_on;
4360     &movement_types_terrain;
4361 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4362     If enabled, it is impossible for players to use (wizard-)
4363     spells on that spot.
4364     </attribute>
4365     <attribute arch="damned" editor="no prayers" type="bool">
4366     If enabled, it is impossible for players to use prayers
4367     on that spot. It also prevents players from saving.
4368     </attribute>
4369     </type>
4370    
4371     <!--####################################################################-->
4372     <type number="41" name="Teleporter">
4373     <ignore>
4374     <ignore_list name="non_pickable" />
4375     </ignore>
4376     <description><![CDATA[
4377     When the player walks into a teleporter, he is transferred to a
4378     different location. The main difference to the object-type exit
4379     is the possibility to have teleporters connected to levers/buttons/etc.
4380     Sometimes teleporters are activated even against the players will.
4381     <br><br>
4382     Unlike exits, teleporters can also transfer items and
4383 root 1.37 monsters to different locations on the same map.]]>
4384 root 1.1 </description>
4385     <use><![CDATA[
4386     When creating maps, I guess sooner or later you'll want to have
4387     an invisible teleporter. If using "invisible 1", the teleporter
4388     can still be discovered with the show_invisible spell. And in
4389     some cases you can't place it under the floor to prevent this.
4390     <br><br>
4391     Fortunately, there is a cool trick to make a perfectly invisible
4392     teleporter: You simply add teleporter functionality to the floor
4393     itself. That means: You take the floor arch (e.g. "flagstone"),
4394 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4395 root 1.1 </use>
4396     <attribute arch="slaying" editor="exit path" type="string">
4397     The exit path specifies the map that the player is transferred to.
4398     &lt;exit path&gt; can be an absolute path, beginning with '/'
4399     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4400     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4401     for example I could use the relative path "Fire1"). Use relative
4402     paths whenever possible! Note that upper/lower case must always be
4403     set correctly. However, please use lower case only.
4404 root 1.3
4405 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4406     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4407     monsters and items. In this case, the destined map is automatically
4408     the same map the teleporter is on.
4409     </attribute>
4410     <attribute arch="hp" editor="destination X" type="int">
4411     The exit destinations define the (x, y)-coordinates where the exit
4412     leads to.
4413 root 1.3
4414 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4415     get teleported to another, randomly chosen teleporter on the same
4416     map (Slightly confusing for the player though). Make sure there
4417     actually *is* a second one in that case.
4418 root 1.3
4419 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4420     be transferred to the "default enter location" of the destined map.
4421     The latter can be set in the map-properties as "Enter X/Y". Though,
4422     please DO NOT use that. It turned out to be a source for numerous
4423     map-bugs.
4424     </attribute>
4425     <attribute arch="sp" editor="destination Y" type="int">
4426     The exit destinations define the (x, y)-coordinates where the exit
4427     leads to.
4428 root 1.3
4429 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4430     get teleported to another, randomly chosen teleporter on the same
4431     map (Slightly confusing for the player though). Make sure there
4432     actually *is* a second one in that case.
4433 root 1.3
4434 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4435     be transferred to the "default enter location" of the destined map.
4436     The latter can be set in the map-properties as "Enter X/Y". Though,
4437     please DO NOT use that. It turned out to be a source for numerous
4438     map-bugs.
4439     </attribute>
4440     <attribute arch="connected" editor="connection" type="int">
4441     If a connection value is set, the teleporter will be activated
4442     whenever the connection is triggered. To use this properly,
4443     &lt;activation speed&gt; must be zero.
4444     </attribute>
4445 elmex 1.16 &activate_on;
4446 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4447     If the &lt;activation speed&gt; is nonzero, the teleporter will
4448     automatically be activated in regular time-intervals. Hence, the
4449     player can just step on it and gets teleported sooner or later.
4450     The duration between two activates depends on the given value.
4451 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4452    
4453 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4454     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4455     </attribute>
4456 root 1.12 &speed_left;
4457 root 1.1 </type>
4458    
4459     <!--####################################################################-->
4460 root 1.3 <type number="26" name="Timed Gate">
4461     <ignore>
4462     <ignore_list name="non_pickable" />
4463     </ignore>
4464     <description><![CDATA[
4465 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4466 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4467     or carrying special key-objects (-> inventory checker).
4468     Unlike locked doors, gates can get shut again after a player has
4469     passed, which makes them more practical in many cases. Unlike normal
4470     gates, timed gates open when triggered but automatically close again
4471     after some time.]]>
4472     </description>
4473     <use><![CDATA[
4474     Use gates to divide your maps into separated areas. After solving
4475     area A, the player gains access to area B, and so on. Make your
4476 root 1.37 maps more complex than "one-way".]]>
4477 root 1.3 </use>
4478     <attribute arch="no_pick" value="1" type="fixed" />
4479     <attribute arch="connected" editor="connection" type="int">
4480     Whenever the inventory checker is triggered, all objects with identical
4481     &lt;connection&gt; value get activated. This only makes sense together with
4482     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4483     after some time.
4484     </attribute>
4485 elmex 1.16 &activate_on;
4486 root 1.3 <attribute arch="wc" editor="position state" type="int">
4487     The &lt;position state&gt; defines the position of the gate:
4488     Zero means completely open/down, the "number of animation-steps" (usually
4489     about 6 or 7) means completely closed/up state. I suggest you don't
4490     mess with this value - Leave the default in place.
4491     </attribute>
4492 root 1.9 &movement_types_terrain;
4493 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4494     Restricting the use of spells to pass this gate. This has
4495     an effect only if &lt;block view&gt; is disabled.
4496     </attribute>
4497     <attribute arch="damned" editor="restrict prayers" type="bool">
4498     Restricting the use of prayers to pass this door. This has
4499     an effect only if &lt;block view&gt; is disabled.
4500     </attribute>
4501     <attribute arch="hp" editor="open duration" type="int">
4502     Defines the duration the gate remains closed. This only takes effect
4503     if the gate is not connected.
4504     </attribute>
4505     </type>
4506    
4507     <!--####################################################################-->
4508 root 1.1 <type number="155" name="Trap">
4509     <ignore>
4510     <attribute arch="no_pick" />
4511     <attribute arch="title" />
4512     <attribute arch="name_pl" />
4513     <attribute arch="weight" />
4514     <attribute arch="value" />
4515     <attribute arch="material" />
4516     <attribute arch="unpaid" />
4517     </ignore>
4518     <description><![CDATA[
4519     A trap is a object that can either do damage or trigger another connected object
4520 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4521 root 1.1 and generally have either a physical attack or trigger a reaction.
4522     <br><br>
4523     Traps hit any monster or person who steps on them for 'dam' damage in
4524     'attacktype' attacktype and/or trigger a reaction.
4525     <br><br>
4526 root 1.28 Many traps are already defined in the archetypes.]]>
4527 root 1.1 </description>
4528     <use><![CDATA[
4529     Avoid monsters stepping on your traps. For example, a party of orcs setting
4530 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4531 root 1.1 </use>
4532     <attribute arch="no_pick" value="1" type="fixed" />
4533 root 1.9 &move_on;
4534 root 1.3 <attribute arch="level" editor="trap level" type="int">
4535 root 1.1 Level effects how easily a trap may be found and disarmed, and
4536     how much experience the player gets for doing so. Beware: High level
4537     traps can be quite a cheap source of experience! So either make them
4538     tough, or keep the level low.
4539     </attribute>
4540     <attribute arch="Cha" editor="visibility" type="int">
4541     This value determines what fraction of the time the trap is visible:
4542     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4543     how easily the trap may be found.
4544     </attribute>
4545     <attribute arch="hp" editor="number of charges" type="int">
4546     The trap will detonate &lt;number of charges&gt; times before disappearing.
4547     </attribute>
4548     <attribute arch="dam" editor="direct damage" type="int">
4549 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4550     This should be set in reasonable relation to the trap's level.
4551 root 1.1 </attribute>
4552     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4553     This attribute defines what attacktype to use for direct damage when
4554     the trap detonates.
4555     </attribute>
4556     <attribute arch="connected" editor="connection" type="int">
4557     When the trap is detonated, all objects with the same
4558     connection value get activated.
4559     </attribute>
4560     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4561     When the trap detonates, this text is displayed to the
4562     victim. For especially powerful or complex traps, create an appropriate
4563     and thrilling description. ;)
4564     </attribute>
4565     </type>
4566    
4567     <!--####################################################################-->
4568     <type number="95" name="Trapdoor">
4569     <ignore>
4570     <ignore_list name="non_pickable" />
4571     </ignore>
4572     <description><![CDATA[
4573     Trapdoors are very similar to pits. The difference is that they
4574     can not be closed. Instead, the weight of the object on the
4575     trapdoor determines weither it slams the trapdoor open and falls through
4576     or not.<br>
4577     Once a trapdoor has been opened (by a creature or items of sufficient
4578 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4579 root 1.1 </description>
4580     <use><![CDATA[
4581     Trapdoors should be used in the same fashion as pits:
4582     They should always drop the victims to some kind of lower level. They
4583 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4584 root 1.1 </use>
4585     <attribute arch="no_pick" value="1" type="fixed" />
4586 root 1.9 &move_on;
4587 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4588     This value defines how much weight the trapdoor can hold.
4589     Once items or creatures are gathered on the trapdoor, with
4590     a total weight surpassing this value, then the trapdoor will
4591     open and things start falling through.
4592     </attribute>
4593     <attribute arch="hp" editor="destination X" type="int">
4594     The trapdoor will transport creatures (and items) randomly into
4595     a two-square radius of the destination coordinates.
4596     If the destination square becomes blocked, the trapdoor will act like
4597     being filled up and not work anymore!
4598     </attribute>
4599     <attribute arch="sp" editor="destination Y" type="int">
4600     The trapdoor will transport creatures (and items) randomly into
4601     a two-square radius of the destination coordinates.
4602     If the destination square becomes blocked, the trapdoor will act like
4603     being filled up and not work anymore!
4604     </attribute>
4605     </type>
4606    
4607     <!--####################################################################-->
4608     <type number="4" name="Treasure">
4609     <ignore>
4610     <attribute arch="nrof" />
4611     <attribute arch="title" />
4612     <attribute arch="name_pl" />
4613     <attribute arch="weight" />
4614     <attribute arch="value" />
4615     <attribute arch="material" />
4616     </ignore>
4617     <description><![CDATA[
4618     A treasure-object turns into certain randomitems when the map is loaded
4619 root 1.37 into the game.]]>
4620 root 1.1 </description>
4621     <use><![CDATA[
4622     About usage of the "random-artifact" treasurelist:
4623     This will generate powerful stuff like girdles, xray helmets, special
4624     swords etc. If you put this as reward to your quest, players might be
4625     motivated to do it more than once. BUT, by doing so they will get a huge
4626     number of different artifacts! Besides, players will always seek the place
4627     with the most easy-to-get random artifact and ignore all others.
4628     My advice: Don't use it! Attract players with good fighting experience
4629 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4630 root 1.1 </use>
4631     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4632     This entry determines what kind of treasure will appear. Look into
4633     /crossfire/share/crossfire/treasures for details about existing
4634     treasurelists.
4635     </attribute>
4636     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4637     "Auto-generate" must be set in order to have the treasure be created
4638     when the map is loaded.
4639     If you want to create a random treasure chest, you unset this flag.
4640     That way, the player has to apply the object (the chest), then the
4641     treasure is generated.
4642     </attribute>
4643     <attribute arch="hp" editor="create number" type="int">
4644     "Create number" specifies how many pieces of the given treasurelist
4645     will appear. Note that for every piece there is a chance that nothing is
4646     generated. Also, sometimes there can be stacks of items generated, like
4647     for gems/money.
4648     </attribute>
4649     <attribute arch="exp" editor="quality level" type="int">
4650     The &lt;quality level&gt; will be used for the quality of the generated
4651     treasure instead of the map difficulty (as was done with shops).
4652     If zero/unset, the map difficulty will instead be used.
4653     (Example for comparison: Shop floors generate treasure of
4654     &lt;quality level&gt; 5 per default).
4655     </attribute>
4656     </type>
4657    
4658     <!--####################################################################-->
4659 root 1.3 <type number="52" name="Trigger Marker">
4660     <ignore>
4661     <ignore_list name="system_object" />
4662     </ignore>
4663     <description><![CDATA[
4664     A trigger marker is an object that inserts an invisible force (a mark) into a
4665     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4666     &lt;key string&gt; which can be discovered by detectors or inventory
4667     checkers. It is also possible to use markers for removing marks again.
4668     <br><br>
4669     Note that the player has no possibility to "see" his own marks,
4670 root 1.37 except by the effect that they cause on the maps.]]>
4671 root 1.3 </description>
4672     <use><![CDATA[
4673     Markers hold real cool possibilities for map-making. I encourage
4674     you to use them frequently. However there is one negative point
4675     about markers: Players don't "see" what's going on with them. It is
4676     your task, as map-creator, to make sure the player is always well
4677     informed and never confused.
4678     <br><br>
4679     Please avoid infinite markers when they aren't needed. They're
4680     using a little space in the player file after all, so if there
4681 root 1.37 is no real purpose, set an expire time.]]>
4682 root 1.3 </use>
4683     <attribute arch="no_pick" value="1" type="fixed" />
4684     <attribute arch="slaying" editor="key string" type="string">
4685     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4686     If the player already has a force with that &lt;key string&gt;,
4687     there won't be inserted a second one.
4688     </attribute>
4689     <attribute arch="connected" editor="connection" type="int">
4690     Unlike a regular marker this is the connection that triggers this marker to activate.
4691     </attribute>
4692     <attribute arch="food" editor="mark duration" type="int">
4693     This value defines the duration of the force it inserts.
4694     If nonzero, the duration of the player's mark is finite:
4695     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4696     means the mark will stay on the player forever.
4697     </attribute>
4698     <attribute arch="name" editor="delete mark" type="string">
4699     When the player steps onto the marker, all existing forces in
4700     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4701     will be removed. If you don't want to remove any marks, leave
4702     this textfield empty.
4703    
4704     Note that the string &lt;delete mark&gt; is set as the name of
4705     this marker. So don't be confused, and remember changing the
4706     name will take effect on the marker's functionality.
4707     </attribute>
4708     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4709     In the moment when the player gets marked, this text is displayed
4710     to him. You should really set a message in any marker you create,
4711     because it's the only way for the player to notice what's going on.
4712     </attribute>
4713     </type>
4714    
4715     <!--####################################################################-->
4716 root 1.1 <type number="0" name="Wall">
4717     <required>
4718     <attribute arch="is_floor" value="0" />
4719     <attribute arch="alive" value="0" />
4720 root 1.14 <attribute arch="no_pass" value="1" />
4721 root 1.1 </required>
4722     <ignore>
4723     <attribute arch="nrof" />
4724     <attribute arch="title" />
4725     <attribute arch="name_pl" />
4726     <attribute arch="value" />
4727     <attribute arch="unpaid" />
4728     </ignore>
4729     <description><![CDATA[
4730 root 1.37 Walls usually block passage and sight.]]>
4731 root 1.1 </description>
4732 root 1.9 &movement_types_terrain;
4733 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4734     If set, the object is able to "roll", so it can be pushed around.
4735     This setting is used for boulders and barrels.
4736     </attribute>
4737     <attribute arch="no_magic" editor="restrict spells" type="bool">
4738     This takes effect only with &lt;blocksview&gt; disabled.
4739     Restricting the use of spells to pass this wall.
4740     </attribute>
4741     <attribute arch="damned" editor="restrict prayers" type="bool">
4742     This takes effect only with &lt;blocksview&gt; disabled.
4743     Restricting the use of spells to pass this wall.
4744     </attribute>
4745     </type>
4746    
4747     <!--####################################################################-->
4748 root 1.3 <type number="109" name="Wand &amp; Staff">
4749     <description><![CDATA[
4750     Wands contain a certain spell. The player can apply (ready) and
4751     fire the wand. After a defined number of casts, the wand is
4752     "used up". It is possible to recharge a wand with scrolls of
4753 root 1.37 charging, but usually that isn't worth the cost.]]>
4754 root 1.3 </description>
4755     <use><![CDATA[
4756     Wands are quite seldomly used. The reason prolly is that they're
4757     generally not cost-efficient. Handing out high-level wands with
4758     powerful special spells isn't a good idea either, because of
4759     the recharge ability.
4760     <br><br>
4761     For low levels, staffs of healing/cure and word of recall are
4762 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4763 root 1.3 </use>
4764     <attribute arch="sp" editor="spell" type="spell">
4765     The &lt;spell&gt; specifies the contained spell.
4766     </attribute>
4767     <attribute arch="level" editor="casting level" type="int">
4768     The &lt;casting level&gt; of the wand determines it's power.
4769     An average level for wands in shops is about 10.
4770     </attribute>
4771     <attribute arch="food" editor="number of charges" type="int">
4772     The wand can be used &lt;number of charges&gt; times before it is
4773     used up. It can be recharged with scrolls of charging.
4774     </attribute>
4775     <attribute arch="startequip" editor="godgiven item" type="bool">
4776     A godgiven item vanishes as soon as the player
4777     drops it to the ground.
4778     </attribute>
4779     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4780     This text may contain a description of the wand.
4781     </attribute>
4782     </type>
4783    
4784     <!--####################################################################-->
4785 root 1.1 <type number="0" name="Weak Wall">
4786     <required>
4787     <attribute arch="is_floor" value="0" />
4788     <attribute arch="alive" value="1" />
4789     <attribute arch="tear_down" value="1" />
4790     </required>
4791     <ignore>
4792     <ignore_list name="non_pickable" />
4793     </ignore>
4794     <description><![CDATA[
4795     A weak wall is a breakable spot amidsts a solid wall. Typically
4796     these weak walls look similar to their solid "relatives" except
4797 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4798 root 1.1 </description>
4799     <use><![CDATA[
4800     If you want to create hidden rooms, using weak walls is alot
4801     better than completely indiscernible passages in a wall.<br>
4802     Anyways, there can be a lot more to weak walls than just finding
4803     them: Rising their defensive stats, weak walls can become a
4804     serious obstacle. An ice wall might only be torn down by a fire
4805     attack for example. A granite wall for instance might be very
4806 root 1.37 hard to destroy.]]>
4807 root 1.1 </use>
4808     <attribute arch="alive" value="1" type="fixed" />
4809     <attribute arch="no_pick" value="1" type="fixed" />
4810     <attribute arch="tear_down" value="1" type="fixed" />
4811     <attribute arch="race" editor="race" type="string">
4812     For weak walls, &lt;race&gt; should always be set to "wall",
4813     unless you create something fancy like a building which
4814     is in fact meant to be a huge animal.
4815     Note that shovels slay walls, so they do tripple damage
4816     against weak walls.
4817     </attribute>
4818     <attribute arch="level" editor="level" type="int">
4819     The &lt;level&gt; of a weak wall works similar to monster levels.
4820     Due to the fact that weak walls cannot attack, the level
4821     is much less important though.
4822     </attribute>
4823     <attribute arch="hp" editor="health points" type="int">
4824     The &lt;health points&gt; of a weak wall define how long it takes to
4825     tear it down. With every successful hit from an opponent,
4826     &lt;health points&gt; get drained.
4827     </attribute>
4828     <attribute arch="maxhp" editor="max health" type="int">
4829     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4830     weak wall can have. Since walls generally don't heal, I doubt
4831     this has much real effect.
4832     </attribute>
4833     <attribute arch="ac" editor="armour class" type="int">
4834     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4835     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4836     </attribute>
4837 elmex 1.29 &resistances_basic;
4838 root 1.1 </type>
4839    
4840     <!--####################################################################-->
4841     <type number="15" name="Weapon">
4842     <description><![CDATA[
4843     Wielding a weapon, the object's stats will directly be inherited to the
4844     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4845 root 1.37 be improved with scrolls.]]>
4846 root 1.1 </description>
4847     <use><![CDATA[
4848     If you create artifacts (equipment) with stats- or resistance-bonus:
4849     Keep playbalance in mind! Such items mustn't be reachable without hard
4850 root 1.37 fighting AND questing.]]>
4851 root 1.1 </use>
4852     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4853     This number is a bitmask, specifying the weapon's attacktypes.
4854     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4855     have no more than one or two attacktypes. Keep in mind that all weapons
4856     can be blessed by the player's diety, thus adding an additional attacktype.
4857 root 1.3
4858 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4859     then he will do as much damage as the "best" of his attacktypes does. So,
4860     the more attacktypes you've got, the better your chance to take advantage
4861     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4862     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4863     </attribute>
4864     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4865     The &lt;weapontype&gt; characterizes the weapon's type of physical
4866     attack. It could best be considered a "subclassification"
4867     of the physical attacktype. For now, this is only used for
4868     attack messages!
4869 root 1.3
4870 root 1.1 You should always set this correctly when creating new
4871     weapons for your maps.
4872     </attribute>
4873     <attribute arch="skill" editor="skill name" type="string">
4874     Matching &lt;skill name&gt; of the skill that is required
4875     to use this weapon.
4876     </attribute>
4877     <attribute arch="dam" editor="damage" type="int">
4878     The damage value is used as base value for how much damage the weapon
4879     does per hit. The actual damage involves more dependencies,
4880     like wielder's level and defender's level. Look at existing weapons
4881     to get a feel for the range of weapon damage values.
4882     </attribute>
4883     <attribute arch="slaying" editor="slaying race" type="string">
4884     Slaying means the weapon does tripple (3x) damage to monsters of the
4885     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4886     only monsters of that archtype are hit with tripple damage.
4887 root 1.3
4888 root 1.1 No god blessings are possible for weapons with a race set in this entry
4889     (That's because god blessings add tripple damage against their own
4890     enemy races). Tripple damage is very effective.
4891     </attribute>
4892     <attribute arch="last_sp" editor="weapon speed" type="int">
4893     The weapon speed determines how often the wielder can swing the weapon
4894     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4895     is best (that is lightning- fast). A typical average value is 8.
4896     Speed and damage should be kept in reasonable relation.
4897     </attribute>
4898     <attribute arch="wc" editor="weapon class" type="int">
4899     The weapon class value adds to the overall weapon class of the wielder's
4900     melee attacks. Weapon class improves the chance of hitting the opponent.
4901     </attribute>
4902     <attribute arch="magic" editor="magic bonus" type="int">
4903     For a weapon, magic bonus works just like weapon class, except that
4904     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4905     less useful than direct weapon class value on a weapon.
4906     </attribute>
4907     <attribute arch="item_power" editor="item power" type="int">
4908     The &lt;item power&gt; value measures how "powerful" an artifact is.
4909     Players will only be able to wear equipment with a certain total
4910     amount of &lt;item power&gt;, depending on their own level. This is the
4911     only way to prevent low level players to wear "undeserved" equipment
4912     (like gifts from other players or cheated items).
4913 root 1.3
4914 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4915 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4916 root 1.1 calculate a provisional value at runtime, but this is never
4917     going to be an accurate measurement of &lt;item power&gt;.
4918     </attribute>
4919     <attribute arch="damned" editor="damnation" type="bool">
4920     A damned weapon cannot be unwielded unless
4921     the curse is removed. Removing damnations is
4922     a tick harder than removing curses.
4923     </attribute>
4924     <attribute arch="cursed" editor="curse" type="bool">
4925     A cursed weapon cannot be unwielded unless
4926     the curse is removed.
4927     </attribute>
4928     <attribute arch="lifesave" editor="save life" type="bool">
4929     An item with this flag enabled will save the players life
4930     for one time: When the player is wearing this item and his
4931 root 1.3 health points reach zero, the item disappears, replenishing
4932 root 1.1 half of the player's health.
4933 root 1.3
4934 root 1.1 An item with &lt;save life&gt; should not have
4935     any decent additional bonuses!
4936     </attribute>
4937     <attribute arch="unique" editor="unique item" type="bool">
4938     Unique items exist only one time on a server. If the item
4939     is taken, lost or destroyed - it's gone for good.
4940     </attribute>
4941     <attribute arch="startequip" editor="godgiven item" type="bool">
4942     A godgiven item vanishes as soon as the player
4943     drops it to the ground.
4944     </attribute>
4945 elmex 1.29 &player_stat_resist_sections;
4946 root 1.1 <section name="misc">
4947     <attribute arch="luck" editor="luck bonus" type="int">
4948     With positive luck bonus, the player is more likely to
4949     succeed in all sorts of things (spellcasting, praying,...).
4950     Unless the &lt;luck bonus&gt; is very high, the effect will be
4951     barely visible in-game. Luck bonus on one piece of equipment
4952     should never exceed 3, and such bonus should not be too
4953     frequently available.
4954     </attribute>
4955     <attribute arch="hp" editor="health regen." type="int">
4956     Positive &lt;health regen.&gt; bonus speeds up the
4957     player's healing process. Negative values slow it down.
4958     </attribute>
4959     <attribute arch="sp" editor="mana regen." type="int">
4960     Positive &lt;mana regen.&gt; bonus speeds up the
4961     player's mana regeneration. Negative values slow it down.
4962     </attribute>
4963     <attribute arch="grace" editor="grace regen." type="int">
4964     Positive &lt;grace regen.&gt; bonus speeds up the
4965     player's grace regeneration. Negative values slow it down.
4966     Since grace can be regenerated rather easy with praying,
4967     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4968     </attribute>
4969     <attribute arch="food" editor="food bonus" type="int">
4970     Positive &lt;food bonus&gt; slows down the player's digestion,
4971     thus he consumes less food. Negative values speed it up.
4972 root 1.3
4973 root 1.1 Note that food is consumed not only for "being alive", but
4974     also for healing and mana-regeneration.
4975     &lt;food bonus&gt; only affects the amount of food consumed
4976     for "being alive". Hence, even with high &lt;food bonus&gt;,
4977     during a fight a player can run out of food quickly.
4978     </attribute>
4979     <attribute arch="xrays" editor="xray vision" type="bool">
4980     Xray vision allows the player to see through obstacles
4981     in a two-square-wide radius. This is extremely helpful and
4982 root 1.3 desirable, so don't give it away for cheap on equipment.
4983 root 1.1 </attribute>
4984     <attribute arch="stealth" editor="stealth" type="bool">
4985     Stealth allows the player to move silently.
4986     This comes to effect if a player turns himself
4987     invisible and tries to sneak around monsters.
4988     (At least that was the idea behind it)
4989     </attribute>
4990     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4991     If a player is wearing any piece of equipment with
4992     the ability to &lt;reflect spells&gt;, all kinds of
4993     spell-bullets and -beams will bounce off him.
4994     This works only about 90% of all times, to
4995     avoid players being completely immune to certain
4996     types of attacks.
4997 root 1.3
4998 root 1.1 This is a very powerful ability and it
4999     shouldn't be handed out cheap!
5000     </attribute>
5001     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5002     If a player is wearing any piece of equipment with
5003     the ability to &lt;reflect missiles&gt;, all kinds of
5004     projectiles (e.g. arrows, bolts, boulders) will
5005     bounce off him. This works only about 90% of all
5006     times, to avoid players being completely immune to
5007     certain types of attacks.
5008     </attribute>
5009     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5010     Click on the &lt;attuned paths&gt; button to select spellpaths.
5011     The player will get attuned to the specified spellpaths
5012     while wearing this weapon.
5013     </attribute>
5014     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5015     Click on the &lt;repelled paths&gt; button to select spellpaths.
5016     The player will get repelled to the specified spellpaths
5017     while wearing this weapon.
5018     </attribute>
5019     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5020     Click on the &lt;denied paths&gt; button to select spellpaths.
5021     The specified spellpaths will be denied to the player
5022     while wearing this weapon.
5023     </attribute>
5024     </section>
5025     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5026     This text describes the weapons's "story". Every decent artifact weapon
5027     should have such a description.
5028     </attribute>
5029     </type>
5030    
5031 root 1.5 <type number="116" name="Event Connector">
5032     <description><![CDATA[
5033     Event connectors link specific events that happen to objects to
5034 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5035 root 1.5 </description>
5036     </type>
5037    
5038 root 1.1 </types>