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Revision: 1.42
Committed: Sun Oct 5 14:19:43 2008 UTC (15 years, 7 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.41: +4 -4 lines
Log Message:
use the precious flag instead of the unpaid flag.

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 elmex 1.42 only for pickable items inside shops.
706 root 1.1 </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 elmex 1.42 <attribute arch="unpaid" />
1494 root 1.1 <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 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1538     If the converter has this flag set the generated items will
1539 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1540     (For instance for 'dragon scale' to 'dragon shield' converters in some
1541     armour shops.)
1542     </attribute>
1543 root 1.1 </type>
1544    
1545     <!--####################################################################-->
1546     <type number="42" name="Creator">
1547     <ignore>
1548     <ignore_list name="system_object" />
1549     </ignore>
1550     <description><![CDATA[
1551     A creator is an object which creates another object when it
1552     is triggered. The child object can be anything. Creators are
1553 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1554 root 1.37 periodically create things.]]>
1555 root 1.1 </description>
1556     <use><![CDATA[
1557     Don't hesitate to hide your creators under the floor.
1558 root 1.37 The created items will still always appear ontop of the floor.]]>
1559 root 1.1 </use>
1560     <attribute arch="no_pick" value="1" type="fixed" />
1561     <attribute arch="other_arch" editor="create arch" type="string">
1562     This string defines the object that will be created.
1563     You can choose any of the existing arches.
1564 root 1.2 This field is ignored if the creator has items in inventory. In this case
1565     one of the inventory items is duplicated. The duplicated item is randomly
1566     chosen from all items present.
1567 root 1.1 </attribute>
1568     <attribute arch="connected" editor="connection" type="int">
1569     Whenever the connection value is activated,
1570 root 1.3 the creator gets triggered.
1571 root 1.1 </attribute>
1572 elmex 1.16 &activate_on;
1573 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1574     If &lt;infinit uses&gt; is set, the creator will work
1575 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1576 root 1.1 </attribute>
1577 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1578     When this field is set the creator will periodically create stuff
1579     (and will still do so when the connection is triggered).
1580     A value of 1 means roughly 8 times a second.
1581     </attribute>
1582 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1583     The creator can be triggered &lt;number of uses&gt; times, thus
1584     creating that many objects, before it dissappears.
1585     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1586     </attribute>
1587     <attribute arch="slaying" editor="name of creation" type="string">
1588 root 1.2 The created object will bear the name and title specified in &lt;name of
1589     creation&gt;. If nothing is set, the standard name and title of the
1590     archetype is used.
1591 root 1.1 </attribute>
1592     <attribute arch="level" editor="level of creation" type="int">
1593     The created object will be of that level. If zero/unset,
1594     the standard level of the archetype is used.
1595     </attribute>
1596     </type>
1597    
1598     <!--####################################################################-->
1599     <type number="51" name="Detector">
1600     <ignore>
1601     <ignore_list name="system_object" />
1602     </ignore>
1603     <description><![CDATA[
1604     Detectors work quite much like inv. checkers/pedestals: If the detector
1605     finds a specific object, it toggles its connected value.
1606     <br><br>
1607     What is "unique" about them, compared to inv. checkers/ pedestals?
1608     - First, detectors check their square for a match periodically, not
1609     instantly. Second, detectors check directly for object names. Third,
1610 root 1.37 detectors do not check the inventory of players/monsters.]]>
1611 root 1.1 </description>
1612     <use><![CDATA[
1613     There is one major speciality about detectors: You can detect spells
1614     blown over a detector! To detect a lighting bolt for example, set
1615     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1616 root 1.37 walls, this can be very useful for map-mechanisms.]]>
1617 root 1.1 </use>
1618     <attribute arch="no_pick" value="1" type="fixed" />
1619     <attribute arch="slaying" editor="match name" type="string">
1620     &lt;match name&gt; specifies the name of the object we are looking for.
1621     Actually it does also check for the &lt;key string&gt; in key-objects,
1622     but for this case inventory checkers are often more powerful to use.
1623     </attribute>
1624     <attribute arch="connected" editor="connection" type="int">
1625     When the detector is triggered, all objects with the same
1626     connection value get activated.
1627     </attribute>
1628     <attribute arch="speed" editor="detection speed" type="float">
1629     This value defines the time between two detector-checks.
1630     If you want the detector to behave almost like pedestals/buttons,
1631     set speed rather high, like &lt;detection speed&gt; 1.0.
1632     </attribute>
1633 root 1.12 &speed_left;
1634     <attribute arch="speed_left" editor="speed left" type="float">
1635     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1636     If it is larger than 0, the detector checks, and the speed is decremented
1637     by 1.
1638     </attribute>
1639 root 1.1 </type>
1640    
1641     <!--####################################################################-->
1642     <type number="112" name="Director">
1643     <ignore>
1644     <ignore_list name="non_pickable" />
1645     </ignore>
1646     <description><![CDATA[
1647     Directors change the direction of spell objects and other projectiles
1648     that fly past. Unlike spinners, directors always move objects in the
1649     same direction. It does not make a difference from what angle you
1650     shoot into it.<br>
1651 root 1.37 Directors are visible per default.]]>
1652 root 1.1 </description>
1653     <use><![CDATA[
1654     Directors are rarely used in maps. Sometimes they are placed to
1655     change the direction of spells coming out of magic walls,
1656     "channeling" spell-projectiles in some direction. When doing this,
1657     <B>never place directors facing each other with magic walls fireing
1658     into them!</B> The spell-projectiles bouncing between the directors
1659     would accumulate to huge numbers and at some point slow down the
1660     server by eating memory- and CPU-time.
1661     <br><br>
1662     You'd better not place directors in monster vs. player combat
1663 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1664 root 1.1 </use>
1665     <attribute arch="sp" editor="direction" type="list_direction">
1666     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1667     A director with direction &lt;none&gt; simply stops projectiles.
1668     (The latter works out a bit strange for some spells).
1669     </attribute>
1670 root 1.9 &move_on;
1671 root 1.1 </type>
1672    
1673     <!--####################################################################-->
1674     <type number="158" name="Disease">
1675     <ignore>
1676     <ignore_list name="system_object" />
1677     </ignore>
1678     <description><![CDATA[
1679 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1680 root 1.1 Once casted, they can spread out and infect creatures in a large
1681     area. Being infected can have various effects, from amusing farts
1682 root 1.37 to horrible damage - almost everything is possible.]]>
1683 root 1.1 </description>
1684     <use><![CDATA[
1685     Diseases are extremely flexible and usable in a many ways.
1686     So far they are mostly used for causing bad, unwanted effects.
1687     You could just as well create a disease which helps the player
1688     (recharging mana for example).
1689 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1690 root 1.1 </use>
1691     <attribute arch="invisible" value="1" type="fixed" />
1692     <attribute arch="level" editor="plaque level" type="int">
1693     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1694     This mainly reflects in the &lt;damage&gt;. It has no effect on
1695     most other symptoms. Neverthless, it is a very important value for
1696     all damage-inflicting diseases.
1697     </attribute>
1698     <attribute arch="race" editor="infect race" type="string">
1699     The disease will only infect creatures of the specified &lt;race&gt;.
1700     "&lt;race&gt; *" means every creature can be infected.
1701     </attribute>
1702     <attribute arch="ac" editor="progressiveness" type="int">
1703     Every time the disease "moves" the severity of the symptoms are increased
1704     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1705     </attribute>
1706     <section name="spreading">
1707     <attribute arch="wc" editor="infectiosness" type="int">
1708     The &lt;infectiosness&gt; defines the chance of new creatures getting
1709     infected. If you set this too high, the disease is very likely to
1710     be too effective.
1711 root 1.3
1712 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1713     </attribute>
1714     <attribute arch="last_grace" editor="attenuation" type="int">
1715     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1716     everytime it infects someone new. This limits how many generations
1717     a disease can propagate.
1718     </attribute>
1719     <attribute arch="magic" editor="infection range" type="int">
1720     &lt;infection range&gt; sets the range at which infection may occur.
1721     If positive, the &lt;infection range&gt; is level dependant - If negative,
1722     it is not:
1723     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1724 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1725 root 1.1 </attribute>
1726     <attribute arch="maxhp" editor="persistence" type="int">
1727     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1728     The disease can "move" &lt;persistence&gt; times outside a host before it
1729     vanishes. A negative value means the disease lasts for permanent
1730     (which is only recommended to use in maps without monsters).
1731     </attribute>
1732     <attribute arch="maxgrace" editor="curing duration" type="int">
1733     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1734     (Assuming the host survives and doesn't use a curing spell).
1735     After this period the disease is naturally cured, which provides the
1736     host with immunity from this particular disease of lower or equal level.
1737 root 1.3
1738 root 1.1 A negative value means the disease can never be cured naturally.
1739 root 1.3
1740 root 1.1 Note that this value can be further modulated by spell-parameters,
1741     if the disease is registered as spell in the code. Due to that,
1742     most default diseases take a lot longer to cure than it seems.
1743     </attribute>
1744     <attribute arch="speed" editor="moving speed" type="float">
1745     The &lt;speed&gt; of the disease determines how fast the disease will
1746     "move", thus how fast the symptoms strike the host.
1747     </attribute>
1748 root 1.12 &speed_left;
1749 root 1.1 </section>
1750     <section name="symptoms">
1751     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1752     The disease will attack the host with the given &lt;attacktype&gt;.
1753     Godpower attacktype is commonly used for "unresistable" diseases.
1754     </attribute>
1755     <attribute arch="dam" editor="damage" type="int">
1756     A disease with a positive &lt;damage&gt; value will strike the player for that
1757     amount of damage every time the symptoms occur.
1758     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1759     the player's health is reduced by 10% every time the symptoms strike.
1760 root 1.3
1761 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1762     for players of all levels.
1763     </attribute>
1764     <attribute arch="other_arch" editor="create arch" type="string">
1765     If set, the specified arch is created and dropped every time the
1766     symptoms strike.
1767 root 1.3
1768 root 1.1 This can be various things: farts, body pieces, eggs ...
1769     Even monsters can be created that way. You could also make a
1770     disease where some exotic stuff like money/gems is created.
1771     </attribute>
1772     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1773     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1774     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1775     </attribute>
1776     <attribute arch="exp" editor="exp. for curing" type="int">
1777     When the player manages to cure this disease (with a curing spell),
1778     he is awarded with &lt;exp. for curing&gt; experience.
1779     </attribute>
1780     <attribute arch="maxsp" editor="mana depletion" type="int">
1781     Every time the disease "moves", the player's mana is
1782     reduced by the value of &lt;mana depletion&gt;.
1783     For negative values, a %-based amount is taken.
1784     </attribute>
1785     <attribute arch="last_eat" editor="food depletion" type="int">
1786     Every time the disease "moves", the player's food is
1787     reduced by the value of &lt;food depletion&gt;.
1788     For negative values, a %-based amount is taken.
1789     </attribute>
1790     <attribute arch="hp" editor="health regen." type="int">
1791     This value increases the player's healing rate.
1792     Negative values decrease it.
1793     </attribute>
1794     <attribute arch="sp" editor="mana regen." type="int">
1795     This value increases the player's rate of mana regeneration.
1796     Negative values decrease it.
1797     </attribute>
1798     </section>
1799     <section name="disability">
1800     <attribute arch="Str" editor="strength" type="int">
1801     The player's strength will rise by the given value
1802     while being infected. (Negative values make strength fall)
1803     </attribute>
1804     <attribute arch="Dex" editor="dexterity" type="int">
1805     The player's dexterity will rise by the given value
1806     while being infected. (Negative values make dexterity fall)
1807     </attribute>
1808     <attribute arch="Con" editor="constitution" type="int">
1809     The player's constitution will rise by the given value
1810     while being infected. (Negative values make constitution fall)
1811     </attribute>
1812     <attribute arch="Int" editor="intelligence" type="int">
1813     The player's intelligence will rise by the given value
1814     while being infected. (Negative values make intelligence fall)
1815     </attribute>
1816     <attribute arch="Pow" editor="power" type="int">
1817     The player's power will rise by the given value
1818     while being infected. (Negative values make power fall)
1819     </attribute>
1820     <attribute arch="Wis" editor="wisdom" type="int">
1821     The player's wisdom will rise by the given value
1822     while being infected. (Negative values make wisdom fall)
1823     </attribute>
1824     <attribute arch="Cha" editor="charisma" type="int">
1825     The player's charisma will rise by the given value
1826     while being infected. (Negative values make charisma fall)
1827     </attribute>
1828     </section>
1829     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1830     This text is displayed to the player every time the
1831     symptoms strike.
1832     </attribute>
1833     </type>
1834    
1835     <!--####################################################################-->
1836 root 1.3 <type number="23" name="Door">
1837     <ignore>
1838     <ignore_list name="non_pickable" />
1839     </ignore>
1840     <description><![CDATA[
1841     A door can be opened with a normal key. It also can be broken by attacking
1842     it, and it can be defeated with the lockpicking skill. If a door is
1843     defeated, horizontally and vertically adjacent doors are automatically
1844 root 1.37 removed.]]>
1845 root 1.3 </description>
1846     <attribute arch="no_pick" value="1" type="fixed" />
1847     <attribute arch="alive" value="1" type="fixed" />
1848 root 1.9 &movement_types_terrain;
1849 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1850     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1851     </attribute>
1852     <attribute arch="ac" editor="armour class" type="int">
1853     Doors of high &lt;armour class&gt; are less likely to get hit.
1854     &lt;armour class&gt; can be considered the "counterpiece" to
1855     &lt;weapon class&gt;.
1856     </attribute>
1857     <attribute arch="other_arch" editor="drop arch" type="string">
1858     This string defines the object that will be created when the door was
1859     defeated.
1860     </attribute>
1861     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1862     This entry determines what kind of traps will appear in the door.
1863     </attribute>
1864 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1865     Set this flag to move treasure items created into the environment (map)
1866     instead of putting them into the object.
1867     </attribute>
1868 root 1.3 </type>
1869    
1870     <!--####################################################################-->
1871 root 1.1 <type number="83" name="Duplicator">
1872     <ignore>
1873     <ignore_list name="system_object" />
1874     </ignore>
1875     <description><![CDATA[
1876     When activated, a duplicator can duplicate, multiply or destroy a pile of
1877     objects which lies somewhere on top of the duplicator.
1878     The duplicator has one arch name specified as &lt;target arch&gt;,
1879     and only objects of this archetype can be affected.<br>
1880     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1881 root 1.37 If the latter is set to zero, it will destroy objects.]]>
1882 root 1.1 </description>
1883     <use><![CDATA[
1884     I hope it is clear that one must be very cautious when inserting a duplicator
1885     anywhere with &lt;multiply factor&gt; greater than one.
1886     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1887     It is <b>not acceptable</b> to allow duplication of anything other than
1888     coins, gold and jewels. Besides, it is very important that the chance to
1889     loose the input matches the chance to earn winnings.<br>
1890     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1891 root 1.37 loosing rate of 2/3 = 67%.]]>
1892 root 1.1 </use>
1893     <attribute arch="other_arch" editor="target arch" type="string">
1894 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1895     duplicated, multiplied or removed. All other objects will be ignored.
1896 root 1.1 </attribute>
1897     <attribute arch="level" editor="multiply factor" type="int">
1898     The number of items in the target pile will be multiplied by the
1899     &lt;multiply factor&gt;. If it is set to zero, all target objects
1900     will be destroyed.
1901     </attribute>
1902     <attribute arch="connected" editor="connection" type="int">
1903     An activator (lever, altar, button, etc) with matching connection value
1904     is able to trigger this duplicator. Be very careful that players cannot
1905     abuse it to create endless amounts of money or other valuable stuff!
1906     </attribute>
1907 elmex 1.16 &activate_on;
1908 root 1.1 </type>
1909    
1910     <!--####################################################################-->
1911     <type number="66" name="Exit">
1912     <ignore>
1913     <ignore_list name="non_pickable" />
1914     </ignore>
1915     <description><![CDATA[
1916     When the player applies an exit, he is transferred to a different location.
1917     (Monsters cannot use exits.) Depending on how it is set, the player applies
1918     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1919 root 1.37 the exit. ]]>
1920 root 1.1 </description>
1921     <use><![CDATA[
1922 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1923 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1924     detected with the show_invisible spell.
1925     <br><br>
1926     You can be quite creative with the outlook of secret exits (their "face").
1927 root 1.37 Don't forget to give the player relyable hints about them though.]]>
1928 root 1.1 </use>
1929     <attribute arch="slaying" editor="exit path" type="string">
1930     The exit path defines the map that the player is transferred to.
1931     You can enter an absolute path, beginning with '/' (for example
1932     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1933     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1934     relative path "Fire1"). Use relative paths whenever possible! Note that
1935     upper/lower case must always be set correctly. However, please use lower
1936 root 1.3 case only.
1937 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1938     is on. If slaying is not set in an exit, the player will see a message like
1939     "the exit is closed".
1940     </attribute>
1941     <attribute arch="hp" editor="destination X" type="int">
1942     The exit destinations define the (x, y)-coordinates where the exit
1943     leads to.
1944     If both are set to zero, the player will be transferred to the "default
1945     enter location" of the destined map. The latter can be set in the map-
1946     properties as "Enter X/Y". Though, please DO NOT use that.
1947     It turned out to be a source for numerous map-bugs.
1948     </attribute>
1949     <attribute arch="sp" editor="destination Y" type="int">
1950     The exit destinations define the (x, y)-coordinates where the exit
1951     leads to.
1952     If both are set to zero, the player will be transferred to the "default
1953     enter location" of the destined map. The latter can be set in the map-
1954     properties as "Enter X/Y". Though, please DO NOT use that.
1955     It turned out to be a source for numerous map-bugs.
1956     </attribute>
1957 root 1.9 &move_on;
1958 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1959     If set, this message will be displayed to the player when he applies the exit.
1960     This is quite useful to throw in some "role-play feeling": "As you enter the
1961     dark cave you hear the sound of rustling dragonscales...". Well, my english
1962     is poor, but you get the point. =)
1963     </attribute>
1964 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
1965     If set, then players using this exit will have their savebed position
1966 root 1.26 set to the destination of the exit when passing through.
1967 root 1.1 </attribute>
1968     </type>
1969    
1970     <!--####################################################################-->
1971     <type number="72" name="Flesh">
1972     <description><![CDATA[
1973     Just like with food, the player can fill his stomache and gain a
1974     little health by eating flesh-objects. <br>
1975     For dragon players, flesh plays a very special role though: If the
1976     flesh has resistances set, a dragon player has a chance to gain resistance in
1977 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1978 root 1.1 Don't forget that flesh items with resistances have to be balanced
1979 root 1.37 according to map/monster difficulty.]]>
1980 root 1.1 </description>
1981     <use><![CDATA[
1982     For dragon players, flesh items can be highly valuable. Note that many
1983     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1984     These flesh items "inherit" resistances and level from the monster they belong to.
1985     When you add special flesh items to the inventory of a monster, this is
1986     not the case - so you have to set it manually.
1987     <br><br>
1988     Generally adding special flesh-treaties for dragon players is a great thing
1989     to do. Always consider that dragon players might really not be interested
1990     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1991 root 1.37 out on the reward completely.]]>
1992 root 1.1 </use>
1993     <attribute arch="food" editor="foodpoints" type="int">
1994     The player's stomache will get filled with this amount of foodpoints.
1995     The player's health will increase by &lt;foodpoints&gt;/50 hp.
1996     </attribute>
1997     <attribute arch="level" editor="flesh level" type="int">
1998     The &lt;flesh level&gt; is not visible to the players and it affects only
1999     dragon players. Normally this value reflects the level of the monster
2000     from which the flesh item originates.
2001     Dragon players always search for flesh of highest level possible,
2002     because it bears the best chance to gain high resistances.
2003     </attribute>
2004     <attribute arch="startequip" editor="godgiven item" type="bool">
2005     A godgiven item vanishes as soon as the player
2006     drops it to the ground.
2007     </attribute>
2008 elmex 1.29 &resistances_flesh_section;
2009 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2010     This text may describe the item.
2011     </attribute>
2012     </type>
2013    
2014     <!--####################################################################-->
2015     <type number="0" name="Floor">
2016     <required>
2017     <attribute arch="is_floor" value="1" />
2018     <attribute arch="alive" value="0" />
2019     </required>
2020     <ignore>
2021     <ignore_list name="non_pickable" />
2022     </ignore>
2023     <description><![CDATA[
2024     Floor is a very basic thing whithout too much
2025 root 1.37 functionality. It's a floor - you stand on it.]]>
2026 root 1.1 </description>
2027     <attribute arch="is_floor" value="1" type="fixed" />
2028     <attribute arch="no_pick" value="1" type="fixed" />
2029     <section name="terrain">
2030 root 1.9 &movement_types_terrain;
2031 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2032     This flag indicates this spot contains wood or high grass.
2033     Players with activated woodsman skill can move faster here.
2034     </attribute>
2035     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2036     This flag indicates this spot contains hills or large rocks.
2037     Players with activated mountaineer skill can move faster here.
2038     </attribute>
2039     </section>
2040     <attribute arch="no_magic" editor="no spells" type="bool">
2041     If enabled, it is impossible for players to use (wizard-)
2042     spells on that spot.
2043     </attribute>
2044     <attribute arch="damned" editor="no prayers" type="bool">
2045     If enabled, it is impossible for players to use prayers
2046     on that spot. It also prevents players from saving.
2047     </attribute>
2048     <attribute arch="unique" editor="unique map" type="bool">
2049     Unique floor means that any items dropped on that spot
2050     will be saved byond map reset. For permanent apartments,
2051     all floor tiles must be set &lt;unique map&gt;.
2052     </attribute>
2053     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2054     This text may describe the object.
2055     </attribute>
2056     </type>
2057    
2058     <!--####################################################################-->
2059     <type number="67" name="Floor (Encounter)">
2060     <ignore>
2061     <ignore_list name="non_pickable" />
2062     </ignore>
2063     <description><![CDATA[
2064     Encounter-Floor is pretty much the same as normal floor.
2065     Most outdoor floor/ground-arches are set to be "encounters".
2066     That is kind of a relict from former code: When walking over
2067     encounter-floor, players sometimes got beamed to little maps
2068     with monsters on them. Nowadays this feature is disabled -
2069 root 1.37 Hence encounter floor is not different from normal floor.]]>
2070 root 1.1 </description>
2071     <attribute arch="is_floor" value="1" type="fixed" />
2072     <attribute arch="no_pick" value="1" type="fixed" />
2073     <section name="terrain">
2074 root 1.9 &movement_types_terrain;
2075 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2076     This flag indicates this spot contains wood or high grass.
2077     Players with activated woodsman skill can move faster here.
2078     </attribute>
2079     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2080     This flag indicates this spot contains hills or large rocks.
2081     Players with activated mountaineer skill can move faster here.
2082     </attribute>
2083     </section>
2084     <attribute arch="no_magic" editor="no spells" type="bool">
2085     If enabled, it is impossible for players to use (wizard-)
2086     spells on that spot.
2087     </attribute>
2088     <attribute arch="damned" editor="no prayers" type="bool">
2089     If enabled, it is impossible for players to use prayers
2090     on that spot. It also prevents players from saving.
2091     </attribute>
2092     <attribute arch="unique" editor="unique map" type="bool">
2093     Unique floor means that any items dropped on that spot
2094     will be saved byond map reset. For permanent apartments,
2095     all floor tiles must be set &lt;unique map&gt;.
2096     </attribute>
2097     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2098     This text may describe the object.
2099     </attribute>
2100     </type>
2101    
2102     <!--####################################################################-->
2103     <type number="6" name="Food">
2104     <description><![CDATA[
2105     By eating/drinking food-objects, the player can fill his
2106 root 1.37 stomache and gain a little health.]]>
2107 root 1.1 </description>
2108     <attribute arch="food" editor="foodpoints" type="int">
2109     The player's stomache will get filled with this amount of foodpoints.
2110     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2111     </attribute>
2112     <attribute arch="startequip" editor="godgiven item" type="bool">
2113     A godgiven item vanishes as soon as the player
2114     drops it to the ground.
2115     </attribute>
2116     </type>
2117    
2118     <!--####################################################################-->
2119     <type number="91" name="Gate">
2120     <ignore>
2121     <ignore_list name="non_pickable" />
2122     </ignore>
2123     <description><![CDATA[
2124 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2125 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2126     or carrying special key-objects (-> inventory checker).
2127     Unlike locked doors, gates can get shut again after a player has
2128 root 1.37 passed, which makes them more practical in many cases.]]>
2129 root 1.1 </description>
2130     <use><![CDATA[
2131     Use gates to divide your maps into seperated areas. After solving
2132     area A, the player gains access to area B, and so on. Make your
2133 root 1.37 maps more complex than "one-way".]]>
2134 root 1.1 </use>
2135     <attribute arch="no_pick" value="1" type="fixed" />
2136 elmex 1.15 <attribute arch="speed" value="1" type="float">
2137     The speed of the gate affects how fast it is closing/opening.
2138     </attribute>
2139 root 1.1 <attribute arch="connected" editor="connection" type="int">
2140     Whenever the inventory checker is triggered, all objects with identical
2141     &lt;connection&gt; value get activated. This only makes sense together with
2142     &lt;blocking passage&gt; disabled.
2143     </attribute>
2144     <attribute arch="wc" editor="position state" type="int">
2145     The &lt;position state&gt; defines the position of the gate:
2146     Zero means completely open/down, the "number of animation-steps" (usually
2147     about 6 or 7) means completely closed/up state. I suggest you don't
2148     mess with this value - Leave the default in place.
2149     </attribute>
2150 root 1.9 &movement_types_terrain;
2151 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2152     Restricting the use of spells to pass this gate. This has
2153     an effect only if &lt;block view&gt; is disabled.
2154     </attribute>
2155     <attribute arch="damned" editor="restrict prayers" type="bool">
2156     Restricting the use of prayers to pass this door. This has
2157     an effect only if &lt;block view&gt; is disabled.
2158     </attribute>
2159     </type>
2160    
2161     <!--####################################################################-->
2162     <type number="113" name="Girdle">
2163     <import_type name="Amulet" />
2164     <description><![CDATA[
2165     Wearing a girdle, the object's stats will directly be inherited to
2166     the player. Girdles usually provide stats- or damage bonuses and no
2167 root 1.37 defense.]]>
2168 root 1.1 </description>
2169     <use><![CDATA[
2170     Feel free to create your own special artifacts. However, it is very
2171 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2172 root 1.1 </use>
2173     <attribute arch="magic" editor="magic bonus" type="int">
2174     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2175     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2176     than direct armour-class bonus on the helmet.
2177 root 1.3
2178 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2179     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2180     &lt;magic bonus&gt; is pointless here.
2181     </attribute>
2182     </type>
2183    
2184     <!--####################################################################-->
2185     <type number="100" name="Gloves">
2186     <import_type name="Amulet" />
2187     <description><![CDATA[
2188     Wearing gloves, the object's stats will directly be inherited to
2189 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2190 root 1.1 </description>
2191     <use><![CDATA[
2192     Feel free to create your own special artifacts. However, it is very
2193 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2194 root 1.1 </use>
2195     <attribute arch="magic" editor="magic bonus" type="int">
2196     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2197     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2198     will increase that.
2199     </attribute>
2200     </type>
2201    
2202     <!--####################################################################-->
2203     <type number="93" name="Handle">
2204     <ignore>
2205     <ignore_list name="non_pickable" />
2206     </ignore>
2207     <description><![CDATA[
2208     A handle can be applied by players and (certain) monsters.
2209 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2210 root 1.1 </description>
2211     <use><![CDATA[
2212     Handles are commonly used to move gates. When placing your lever,
2213     don't forget that some monsters are able to apply it.
2214     The ability to apply levers is rare among monsters -
2215 root 1.37 but vampires can do it for example.]]>
2216 root 1.1 </use>
2217     <attribute arch="no_pick" value="1" type="fixed" />
2218     <attribute arch="connected" editor="connection" type="int">
2219     Every time the handle is applied, all objects
2220     with the same &lt;connection&gt; value are activated.
2221     </attribute>
2222     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2223     This text may describe the item. You can use this
2224     message to explain the handle's purpose to the player.
2225     </attribute>
2226     </type>
2227    
2228     <!--####################################################################-->
2229     <type number="27" name="Handle Trigger">
2230     <import_type name="Handle" />
2231     <ignore>
2232     <ignore_list name="non_pickable" />
2233     </ignore>
2234     <description><![CDATA[
2235     Handle triggers are handles which reset after a short period
2236     of time. Every time it is either applied or reset, the
2237 root 1.37 &lt;connection&gt; value is triggered.]]>
2238 root 1.1 </description>
2239     <use><![CDATA[
2240     When you connect an ordinary handle to a gate, the gate normally remains
2241     opened after the first player passed. If you want to keep the gate shut,
2242 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2243 root 1.1 </use>
2244     </type>
2245    
2246     <!--####################################################################-->
2247     <type number="88" name="Hazard Floor">
2248     <required>
2249     <attribute arch="is_floor" value="1" />
2250     </required>
2251     <ignore>
2252     <ignore_list name="non_pickable" />
2253     </ignore>
2254     <description><![CDATA[
2255     The best example for Hazard Floor is lava. It works like standard
2256     floor, but damages all creatures standing on it.
2257 root 1.37 Damage is taken in regular time intervals.]]>
2258 root 1.1 </description>
2259     <use><![CDATA[
2260     The default lava for example does minor damage. But you can turn
2261     it up so that your hazard floor poses a real threat.<br>
2262     Like magic walls, such floors add a permanent thrill to your map.
2263     You can use that to safely chase off too-weak players, or just
2264 root 1.37 to have something different.]]>
2265 root 1.1 </use>
2266     <attribute arch="is_floor" value="1" type="fixed" />
2267     <attribute arch="lifesave" value="1" type="fixed" />
2268 root 1.9 &move_on;
2269 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2270     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2271     This attribute specifys the attacktypes that this floor uses to
2272     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2273     If you want a real tough hazard floor, add more than just one attacktype.
2274     </attribute>
2275     <attribute arch="dam" editor="base damage" type="int">
2276     The &lt;base damage&gt; defines how much damage is inflicted to the
2277     victim per hit. The final damage is influenced by several other
2278     factors like the victim's resistance and level.
2279     </attribute>
2280     <attribute arch="wc" editor="weaponclass" type="int">
2281     &lt;weapon class&gt; improves the chance of hitting the victim.
2282     Lower values are better.
2283     Usually, hazard floors like lava are supposed to hit the
2284     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2285     to something like -30.
2286     </attribute>
2287     <attribute arch="level" editor="attack level" type="int">
2288     I guess this value is supposed to work similar to monster levels.
2289     But in fact, it does not seem to have an effect. Set any non-zero
2290     value to be on the safe side.
2291     </attribute>
2292     <section name="terrain">
2293 root 1.9 &movement_types_terrain;
2294 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2295     This flag indicates this spot contains wood or high grass.
2296     Players with activated woodsman skill can move faster here.
2297     </attribute>
2298     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2299     This flag indicates this spot contains hills or large rocks.
2300     Players with activated mountaineer skill can move faster here.
2301     </attribute>
2302     </section>
2303     <attribute arch="no_magic" editor="no spells" type="bool">
2304     If enabled, it is impossible for players to use (wizard-)
2305     spells on that spot.
2306     </attribute>
2307     <attribute arch="damned" editor="no prayers" type="bool">
2308     If enabled, it is impossible for players to use prayers
2309     on that spot. It also prevents players from saving.
2310     </attribute>
2311     <attribute arch="unique" editor="unique map" type="bool">
2312     Unique floor means that any items dropped on that spot
2313     will be saved byond map reset. For permanent apartments,
2314     all floor tiles must be set &lt;unique map&gt;.
2315     </attribute>
2316     </type>
2317    
2318     <!--####################################################################-->
2319     <type number="34" name="Helmet">
2320     <import_type name="Amulet" />
2321     <description><![CDATA[
2322     Wearing a helmet, the object's stats will directly be inherited to
2323     the player. Normal helmets usually increase defense, while crowns
2324     add more special bonuses like stats/resistances paired with
2325 root 1.37 low defense.]]>
2326 root 1.1 </description>
2327     <use><![CDATA[
2328     Feel free to create your own special artifacts. However, it is very
2329 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2330 root 1.1 </use>
2331     <attribute arch="magic" editor="magic bonus" type="int">
2332     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2333     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2334     than direct armour-class bonus on the helmet.
2335 root 1.3
2336 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2337     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2338     Crowns for instance typically provide no &lt;amour class&gt;.
2339     </attribute>
2340     </type>
2341    
2342     <!--####################################################################-->
2343     <type number="56" name="Holy Altar">
2344     <ignore>
2345     <ignore_list name="non_pickable" />
2346     </ignore>
2347     <description><![CDATA[
2348     Holy_altars are altars for the various religions. Praying
2349     at a Holy_altar will make you a follower of that god, and
2350 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2351 root 1.1 </description>
2352     <attribute arch="no_pick" value="1" type="fixed" />
2353     <attribute arch="other_arch" editor="god name" type="string">
2354     The altar belongs to the god of the given name. Possible options for
2355     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2356 root 1.3 Gorokh, Valriel and Sorig.
2357    
2358 root 1.1 If you want to have an unconsecrated altar, set
2359     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2360     </attribute>
2361     <attribute arch="level" editor="reconsecrate level" type="int">
2362     To re-consecrate an altar, the player's wisdom level must be as
2363     high or higher than this value. In that way, some altars can not
2364 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2365    
2366 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2367 root 1.1 Some characters might need those altars, they would be very unhappy to
2368     see them re-consecrated to another cult.
2369     </attribute>
2370     </type>
2371    
2372     <!--####################################################################-->
2373     <type number="35" name="Horn">
2374     <ignore>
2375     <attribute arch="title" />
2376     </ignore>
2377     <description><![CDATA[
2378     Horns are very similar to rods. The difference is that horns regenerate
2379     spellpoints faster and thus are more valuable than rods.
2380     <br><br>
2381     A horn contains a spell. The player can use this spell by applying and
2382     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2383 root 1.37 used endlessly.]]>
2384 root 1.1 </description>
2385     <use><![CDATA[
2386     Horns are powerful due to their fast recharge rate. They should
2387     never contain high level attacking spells. Even curing/healing spells
2388 root 1.37 are almost too good on a horn.]]>
2389 root 1.1 </use>
2390     <attribute arch="sp" editor="spell" type="spell">
2391     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2392     horns to players, since they can be used endlessly without any mana cost!
2393     Horns with heal/ restoration/ protection spells, IF available, MUST be
2394     very very VERY hard to get!
2395     </attribute>
2396     <attribute arch="level" editor="casting level" type="int">
2397     The casting level of the &lt;spell&gt; determines it's power.
2398     For attack spells, level should not be set too high.
2399     </attribute>
2400     <attribute arch="hp" editor="initial spellpoints" type="int">
2401     This value represents the initial amount of spellpoints in the horn.
2402     Naturally, this is quite unimportant.
2403     </attribute>
2404     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2405     When the horn is fully charged up, it will hold this maximum amount of
2406     spellpoints. Make sure it is enough to cast the contained spell at least
2407     once. But don't set the value too high, as that might make the horn way
2408     too effective.
2409     </attribute>
2410     <attribute arch="startequip" editor="godgiven item" type="bool">
2411     A godgiven item vanishes as soon as the player
2412     drops it to the ground.
2413     </attribute>
2414     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2415     This text may contain a description of the horn.
2416     </attribute>
2417     </type>
2418    
2419     <!--####################################################################-->
2420     <type number="73" name="Inorganic">
2421     <description><![CDATA[
2422     Inorganic materials are generally used as ingredients for
2423     alchemical receipes. By themselves, they have no special
2424 root 1.37 functionalities.]]>
2425 root 1.1 </description>
2426     <attribute arch="is_dust" editor="is dust" type="bool">
2427     </attribute>
2428 elmex 1.29 &resistances_basic;
2429 root 1.1 </type>
2430    
2431     <!--####################################################################-->
2432     <type number="64" name="Inventory Checker">
2433     <ignore>
2434     <ignore_list name="system_object" />
2435     </ignore>
2436     <description><![CDATA[
2437     Inventory checkers passively check the players inventory for a
2438     specific object. You can set a connected value that is triggered
2439     either if that object is present or missing (-&gt; "last_sp") when a
2440     player walks over the inv. checker. A valid option is to remove the
2441     matching object (usually not recommended, see "last_heal").
2442     <br><br>
2443     Alternatively, you can set your inv. checker to block all players
2444 root 1.9 that do/don't carry the matching object.
2445 root 1.1 <br><br>
2446     As you can see, inv. checkers are quite powerful, holding a
2447 root 1.37 great variety of possibilities.]]>
2448 root 1.1 </description>
2449     <use><![CDATA[
2450     Putting a check_inventory space in front of a gate (one below) and
2451     one on the opposite side works reasonably well as a control mechanism.
2452     Unlike the key/door-combo, this one works infinite since it is
2453     independant from map reset. Use it to put a "structure" into your
2454     maps: Player must solve area A to gain access to area B. This concept
2455 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2456 root 1.1 </use>
2457     <attribute arch="no_pick" value="1" type="fixed" />
2458     <attribute arch="slaying" editor="match key string" type="string">
2459     This string specifies the object we are looking for: We have a match
2460     if the player does/don't carry a key object or a mark with identical
2461     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2462     this context. A typical example is the city gate mechanism of scorn.
2463     </attribute>
2464     <attribute arch="race" editor="match arch name" type="string">
2465     This string specifies the object we are looking for: We have a match
2466     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2467     </attribute>
2468     <attribute arch="hp" editor="match type" type="int">
2469     This value specifies the object we are looking for: We have a match
2470 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2471    
2472 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2473     enabled. Now you have an inv. checker blocking all players that carry any
2474     kind of melee weapon. To pass, a player is forced to leave behind all
2475     his weaponry... bad news for a warrior. ;)
2476     </attribute>
2477     <attribute arch="last_sp" editor="match = having" type="bool">
2478     Enabled means having that object is a match.
2479     Disabled means not having that object is a match.
2480     </attribute>
2481     <attribute arch="connected" editor="connection" type="int">
2482     Whenever the inventory checker is triggered, all objects with identical
2483     &lt;connection&gt; value get activated. This only makes sense together with
2484     &lt;blocking passage&gt; disabled.
2485     </attribute>
2486 root 1.9 &movement_types_terrain;
2487 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2488     &lt;remove match&gt; means remove object if found. Setting this is usually not
2489     recommended because inv. checkers are in general invisible. So, unlike
2490     for altars/ locked doors, the player won't expect to lose an object when
2491 root 1.3 walking over that square. And he doesn't even get a message either.
2492    
2493 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2494     to inform the player what's going on!
2495     </attribute>
2496     </type>
2497    
2498     <!--####################################################################-->
2499 root 1.2 <type number="163" name="Item Transformer">
2500     <description><![CDATA[
2501     An item transformer is simply applied, after having marked a 'victim'
2502     item. If the victim is suitable, it will be transformed into something
2503     else.]]>
2504     </description>
2505     <use><![CDATA[
2506     To make an item transformable, you just have to fill the 'slaying' field.
2507     The syntax is:
2508     <br>
2509     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2510     <br>
2511     with [] denoting optional part, and * any number of preceding [].
2512     'new_item' must be the name of an existing archetype.
2513     <br><br>
2514     Example, for object apple: slaying knife:2 half_apple
2515     <br><br>
2516     This means that, when applying a knife (should be an Item Transformer),
2517     one 'apple' will be transformed into 2 'half_apple'.]]>
2518     </use>
2519     <attribute arch="food" editor="number of uses" type="int">
2520     &lt;number of uses&gt; controls how many times the item transformer can
2521     be used. The value 0 means "unlimited"
2522     </attribute>
2523     <attribute arch="slaying" editor="verb" type="string">
2524     Contains the verb that is used to construct a message to the player
2525     applying the item transformer.
2526     </attribute>
2527     <attribute arch="startequip" editor="godgiven item" type="bool">
2528     A godgiven item vanishes as soon as the player
2529     drops it to the ground.
2530     </attribute>
2531     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2532     This text may contain a description of the item transformer.
2533     </attribute>
2534     </type>
2535    
2536     <!--####################################################################-->
2537 root 1.1 <type number="60" name="Jewel">
2538     <description><![CDATA[
2539     Items of the type Gold &amp; Jewels are handled like a currency.
2540     Unlike for any other type of item, in shops, the buy- and selling
2541 root 1.37 prices differ only marginally.]]>
2542 root 1.1 </description>
2543     <attribute arch="race" value="gold and jewels" type="fixed" />
2544     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2545     This text may describe the object.
2546     </attribute>
2547     </type>
2548    
2549     <!--####################################################################-->
2550 root 1.3 <type number="24" name="Key">
2551     <description><![CDATA[
2552     When carrying a key, a normal door can be opened. The key will
2553 root 1.37 disappear.]]>
2554 root 1.3 </description>
2555     <attribute arch="startequip" editor="godgiven item" type="bool">
2556     A godgiven item vanishes as soon as the player
2557     drops it to the ground.
2558     </attribute>
2559     </type>
2560    
2561     <!--####################################################################-->
2562 root 1.1 <type number="20" name="Locked Door">
2563     <ignore>
2564     <ignore_list name="non_pickable" />
2565     </ignore>
2566     <description><![CDATA[
2567     A locked door can be opened only when carrying
2568 root 1.37 the appropriate special key.]]>
2569 root 1.1 </description>
2570     <use><![CDATA[
2571     If you want to create a locked door that cannot be opened (no key),
2572     set a &lt;key string&gt; like "no_key_available". This will clearify things
2573 root 1.3 and only a fool would create a key matching that string.
2574    
2575 root 1.1 Door-objects can not only be used for "doors". In many maps these
2576     are used with all kinds of faces/names, especially often as
2577     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2578     There you have magic forces (door objects) put under certain artifact
2579     items. To get your hands on the artifacts, you need to bring up the
2580 root 1.37 appropriate quest items (key objects).]]>
2581 root 1.1 </use>
2582 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2583 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2584     <attribute arch="slaying" editor="key string" type="string">
2585     The &lt;key string&gt; in the door must be identical with the
2586     &lt;key string&gt; in the special key, then the door is unlocked.
2587     It is VERY important to set the &lt;key string&gt; to something that
2588 root 1.32 is unique among the Deliantra mapset.
2589 root 1.3
2590 root 1.1 DONT EVER USE the default string "set_individual_value".
2591     </attribute>
2592     <attribute arch="no_magic" editor="restrict spells" type="bool">
2593     Restricting the use of spells to pass this door.
2594     This should be set in most cases.
2595     (Don't forget that the spell "dimension door" is easily
2596     available at about wisdom level 10).
2597     </attribute>
2598     <attribute arch="damned" editor="restrict prayers" type="bool">
2599     Restricting the use of prayers to pass this door.
2600     This should be set in most cases.
2601     </attribute>
2602     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2603     When a player is trying to open the door without carrying the
2604     appropriate key, this text is displayed to the player. This is
2605     a good opportunity to place hints about the special key needed
2606     to unlock the door.
2607     </attribute>
2608     </type>
2609    
2610     <!--####################################################################-->
2611     <type number="29" name="Magic Ear">
2612     <ignore>
2613     <ignore_list name="system_object" />
2614     </ignore>
2615     <description><![CDATA[
2616     Magic_ears trigger a connected value
2617 root 1.37 when the player speaks a specific keyword.]]>
2618 root 1.1 </description>
2619     <use><![CDATA[
2620     Whenever you put magic_ears on your maps, make sure there are
2621     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2622     something like a gate that is opened by speaking "open" or
2623     "sesame", expecting the player to figure this out all by himself.
2624     <br><br>
2625     Magic_ears are typically used for interaction with NPCs. You
2626     can create the impression that the NPC actually *does* something
2627     according to his conversation with a player. Mostly this means
2628     opening a gate or handing out some item, but you could be quite
2629 root 1.37 creative here.]]>
2630 root 1.1 </use>
2631     <attribute arch="no_pick" value="1" type="fixed" />
2632     <attribute arch="connected" editor="connection" type="int">
2633     The Magic_ear will trigger all objects with the
2634     same connection value, every time it is activated.
2635     </attribute>
2636     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2637     This textfield contains the keyword-matching-syntax. The text should
2638     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2639     Any number of keywords from one to infinite is allowed. Make sure
2640     they are seperated by a '|'.
2641 root 1.3
2642 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2643     value will be triggerd when the player speaks any of the given
2644     keywords within a two-square radius. IMPORTANT: Upper/lower case
2645     does not make a difference!
2646     </attribute>
2647     </type>
2648    
2649     <!--####################################################################-->
2650     <type number="62" name="Magic Wall">
2651     <ignore>
2652     <ignore_list name="non_pickable" />
2653     </ignore>
2654     <description><![CDATA[
2655     Magic walls fire spells in a given direction, in regular intervals.
2656     Magic walls can contain any spell. However, some spells do not
2657     operate very successfully in them. The only way to know is to test
2658     the spell you want to use with a wall.
2659     <br><br>
2660     Several types of magical walls are predefined for you in the
2661 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2662 root 1.1 </description>
2663     <use><![CDATA[
2664     Spellcasting walls pose an interesting alternative to monsters.
2665     Usually they are set to be undestroyable. Thus, while monsters
2666     in a map can be cleared out, the magic walls remain. Low level
2667     characters for example will not be able to pass through their
2668     spell-area, hence they cannot loot a map that a high level character
2669     might have cleared out.
2670     <br><br>
2671     Another point of magic walls is that if the player dies, he has to face
2672     them all again. Magic walls can add a kind of "permanent thrill" to
2673     your maps.
2674     <br><br>
2675     Be careful that your magic walls don't kill the monsters on a map. If
2676     placing monsters, eventually take ones that are immune to the
2677     walls' spell(s).
2678     <br><br>
2679     It is possible to make walls rotate when triggered. But that is so
2680     confusing (and useless IMHO) that I did not mention it above. You
2681     can find a working example on the map
2682 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2683 root 1.1 </use>
2684     <attribute arch="dam" editor="spell" type="spell">
2685     The magic wall will cast this &lt;spell&gt;.
2686     </attribute>
2687     <attribute arch="level" editor="spell level" type="int">
2688     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2689     walls cast spells at minimal strength. "level 100" walls cast deadly
2690     spells. Arch default is level 1 - you should always set this value
2691     to meet the overall difficulty of your map.
2692     </attribute>
2693     <attribute arch="connected" editor="connection" type="int">
2694     Every time the &lt;connection&gt; value is triggered, the wall will cast
2695     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2696     have much visible effect.
2697     </attribute>
2698 elmex 1.16 &activate_on;
2699 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2700     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2701     You can fine-tune how long the duration between two casts shall
2702     be. If you want to create a wall that can be activated (cast per
2703     trigger) via connected lever/button/etc, you must set "speed 0".
2704     </attribute>
2705 root 1.12 &speed_left;
2706 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2707     The magic wall will cast it's spells always in the specified
2708     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2709     always fire in a random direction.
2710     </attribute>
2711 root 1.9 &movement_types_terrain;
2712 root 1.1 <section name="destroyable">
2713     <attribute arch="alive" editor="is destroyable" type="bool">
2714     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2715     destroyed by the player. If disabled, all other attributes on
2716     this tab, as well as resistances, are meaningless.
2717     </attribute>
2718     <attribute arch="hp" editor="hitpoints" type="int">
2719     The more &lt;hitpoints&gt; the wall has, the longer
2720     it takes to be destroyed.
2721     </attribute>
2722     <attribute arch="maxhp" editor="max hitpoints" type="int">
2723     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2724     can have. This only makes sense if the wall can regain health.
2725     </attribute>
2726     <attribute arch="ac" editor="armour class" type="int">
2727     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2728     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2729     to &lt;weapon class&gt;.
2730     </attribute>
2731     </section>
2732 elmex 1.29 &resistances_basic;
2733 root 1.1 </type>
2734    
2735     <!--####################################################################-->
2736     <type number="55" name="Marker">
2737     <ignore>
2738     <ignore_list name="system_object" />
2739     </ignore>
2740     <description><![CDATA[
2741     A marker is an object that inserts an invisible force (a mark) into a
2742     player stepping on it. This force does nothing except containing a
2743     &lt;key string&gt; which can be discovered by detectors or inventory
2744     checkers. It is also possible to use markers for removing marks again.
2745     <br><br>
2746     Note that the player has no possibility to "see" his own marks,
2747 root 1.37 except by the effect that they cause on the maps.]]>
2748 root 1.1 </description>
2749     <use><![CDATA[
2750     Markers hold real cool possibilities for map-making. I encourage
2751     you to use them frequently. However there is one negative point
2752     about markers: Players don't "see" what's going on with them. It is
2753     your task, as map-creator, to make sure the player is always well
2754     informed and never confused.
2755     <br><br>
2756     Please avoid infinite markers when they aren't needed. They're
2757     using a little space in the player file after all, so if there
2758 root 1.37 is no real purpose, set an expire time.]]>
2759 root 1.1 </use>
2760     <attribute arch="no_pick" value="1" type="fixed" />
2761     <attribute arch="slaying" editor="key string" type="string">
2762     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2763     If the player already has a force with that &lt;key string&gt;,
2764     there won't be inserted a second one.
2765     </attribute>
2766     <attribute arch="connected" editor="connection" type="int">
2767     When the detector is triggered, all objects with the same
2768     connection value get activated.
2769     </attribute>
2770     <attribute arch="speed" editor="marking speed" type="float">
2771     The &lt;marking speed&gt; defines how quickly it will mark something
2772     standing on the marker. Set this value rather high to make
2773     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2774     should do fine.
2775     </attribute>
2776 root 1.12 &speed_left;
2777 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2778     This value defines the duration of the force it inserts.
2779     If nonzero, the duration of the player's mark is finite:
2780     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2781     means the mark will stay on the player forever.
2782     </attribute>
2783     <attribute arch="name" editor="delete mark" type="string">
2784     When the player steps onto the marker, all existing forces in
2785     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2786     will be removed. If you don't want to remove any marks, leave
2787 root 1.3 this textfield empty.
2788    
2789 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2790     this marker. So don't be confused, and remember changing the
2791     name will take effect on the marker's functionality.
2792     </attribute>
2793     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2794     In the moment when the player gets marked, this text is displayed
2795     to him. You should really set a message in any marker you create,
2796     because it's the only way for the player to notice what's going on.
2797     </attribute>
2798     </type>
2799 root 1.3
2800 root 1.1 <!--####################################################################-->
2801 root 1.3 <type number="36" name="Money">
2802 root 1.2 <ignore>
2803 root 1.3 <attribute arch="unpaid" />
2804 root 1.2 </ignore>
2805     <description><![CDATA[
2806 root 1.3 Items of the type Money are handled as currency.
2807     Money cannot be sold/bought in shops. When money is dropped
2808     in a shop, it stays the same.<br>
2809     When a player picks an item from a shop and attempts to
2810     walk over the shop mat, the item's selling-price is automatically
2811     subtracted from the player's money.
2812     <br><br>
2813     For money, always use the default arches.
2814 root 1.37 Don't modify them.]]>
2815 root 1.2 </description>
2816 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2817 root 1.2 </type>
2818    
2819     <!--####################################################################-->
2820 root 1.3 <type number="0" name="Monster &amp; NPC">
2821     <required>
2822     <attribute arch="is_floor" value="0" />
2823     <attribute arch="alive" value="1" />
2824     <attribute arch="tear_down" value="0" />
2825     </required>
2826 root 1.1 <ignore>
2827 root 1.3 <attribute arch="material" />
2828     <attribute arch="name_pl" />
2829 root 1.1 <attribute arch="nrof" />
2830     <attribute arch="value" />
2831     <attribute arch="unpaid" />
2832     </ignore>
2833     <description><![CDATA[
2834     Monsters can behave in various kinds of ways.
2835     They can be aggressive, attacking the player. Or peaceful,
2836     helping the player - maybe joining him as pet.
2837     The unagressive creatures who communicate with players are
2838     usually called "NPCs" (Non Player Character), a well-known
2839 root 1.37 term in role-play environments.]]>
2840 root 1.1 </description>
2841     <use><![CDATA[
2842     Monsters play a central role in most maps. Choosing the right
2843     combination of monsters for your map is vital:
2844     <UL>
2845     <LI> Place only monsters of slightly varying (increasing) strength.
2846     It's no fun to play for two hours just to find out the last
2847     monster is unbeatable. Similar, it's not exciting to fight orcs
2848     after passing a room of dragons.<br>
2849     This rule applies only for linear maps (one room after the other),
2850     with treasure at the end. You can sprinkle the treasure around,
2851 root 1.3 or make non-linear maps - That is often more entertaining.
2852 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2853     Balrogs, Dragonmen and the likes should be at the end of a quest,
2854 root 1.3 not at the beginning.
2855 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2856     Fire- and cold dragons in one room for example is a bad idea.
2857     By weakening and killing each other they are easy prey for players,
2858     not worth the experience they hold.
2859     <LI> Create your own monsters, especially for "boss"-type monsters.
2860     Having stage-bosses guarding treasure is a lot of fun when done right.
2861     Avoid to create monsters with completely non-intuitive abilities:
2862     Don't give ice-spells to firedragons or vice versa. Don't add
2863     draining attack to trolls, etc. Additionally, you should inform the
2864     player before he bumps right into some very special/unusual monster.
2865     <LI> Last but not least: Always keep an eye on the experience your monsters
2866     hold. Design your maps in a way that high experience
2867     is always well-defended. Don't make large rooms full with only one kind
2868     of monster. Keep in mind the different abilities/techniques players
2869     can use.
2870     </UL>
2871     I know it's impossible to make the perfectly balanced map. There's always
2872     some part which is found too easy or too hard for a certain kind of player.
2873     Just give it your best shot. And listen to feedback from players if you
2874 root 1.37 receive some. :-)]]>
2875 root 1.1 </use>
2876     <attribute arch="alive" value="1" type="fixed" />
2877     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2878     When the monster is killed, items from the treasurelist will
2879     drop to the ground. This is a common way to reward players
2880     for killing (masses of) monsters.
2881 root 1.3
2882 root 1.1 Note that you can always put items into the monster's
2883     inventory. Those will drop-at-kill just like the stuff
2884     from the &lt;treasurelist&gt;.
2885     </attribute>
2886 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2887     Set this flag to move treasure items created into the environment (map)
2888     instead of putting them into the object.
2889     </attribute>
2890 root 1.1 <attribute arch="level" editor="level" type="int">
2891     A monster's &lt;level&gt; is the most important attribute.
2892     &lt;level&gt; affects the power of a monster in various ways.
2893     </attribute>
2894     <attribute arch="race" editor="race" type="string">
2895 root 1.12 Every monster should have a race set to categorize it.
2896 root 1.1 The monster's &lt;race&gt; can have different effects:
2897     Slaying weapons inflict tripple damage against enemy races
2898     and holy word kills only enemy races of the god.
2899     </attribute>
2900     <attribute arch="exp" editor="experience" type="int">
2901     When a player kills this monster, he will get exactly this
2902     amount of &lt;experience&gt;. The experience will flow into
2903 root 1.12 the skill-category the player used for the kill.
2904 root 1.3
2905 root 1.1 If you create special monsters of tweaked strenght/abilities,
2906     always make sure that the &lt;experience&gt; is set to a
2907     reasonable value. Compare with existing arches to get a feeling
2908     what reasonable means. Keep in mind that spellcasting monsters
2909     are a lot harder to kill than non-spellcasters!
2910     </attribute>
2911     <attribute arch="speed" editor="speed" type="float">
2912     The &lt;speed&gt; determines how fast a monster will both move
2913     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2914     </attribute>
2915 root 1.12 &speed_left;
2916 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2917     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2918     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2919     can be set to any valid arch-name of a monster. Multipart monster
2920     should not be used.
2921     </attribute>
2922     <attribute arch="generator" editor="multiply" type="bool">
2923     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2924     every once in a while. Mice are a good example for this effect.
2925     If enabled, you must also set &lt;breed monster&gt; or check
2926     &lt;template generation&gt; and put other monsters in the inventory.
2927     </attribute>
2928     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2929     This only takes effect if &lt;multiply&gt; is enabled. The monster
2930     will create a new monster every once in a while by duplicating it's inventory.
2931     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2932     Each time the monster need to generate an object, it will be
2933     a randomly chosen item from the inventory. When generator is destroyed,
2934 root 1.3 inventory is destroyed.
2935 root 1.1 </attribute>
2936 root 1.9 &move_type;
2937 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2938     Several spells only affect undead monsters:
2939     turn undead, banish undead, holy word, etc.
2940     </attribute>
2941     <attribute arch="carrying" editor="carries weight" type="int">
2942     If a monster has something in the inventory, this
2943     value can be set to reflect the slowdown due to
2944     the carried weight.
2945     </attribute>
2946 root 1.24 <attribute arch="precious" editor="precious" type="bool">
2947 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
2948 root 1.24 it should not be lightly destroyed. This is most useful on pets and
2949     keeps the server from destroying them on destroy_pets/monster floors
2950     and will try to save them when the player logs out.
2951     </attribute>
2952 root 1.3
2953 root 1.1 <section name="melee">
2954     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2955     This number is a bitmask, specifying the monster's attacktypes
2956     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2957     Strong monsters often have more than just physical attacktype.
2958 root 1.3
2959 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2960     as much damage as the "best" of it's attacktypes does. So, the more
2961     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2962     somehow exceptions.
2963     </attribute>
2964     <attribute arch="dam" editor="damage" type="int">
2965     Among other parameters, &lt;damage&gt; affects how much melee damage
2966     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2967     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2968     take effect on the melee damage of a monster.
2969     </attribute>
2970     <attribute arch="wc" editor="weapon class" type="int">
2971     Monsters of high &lt;weapon class&gt; are more likely to really hit
2972     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2973     to &lt;armour class&gt;.
2974     </attribute>
2975     <attribute arch="hp" editor="health points" type="int">
2976     The &lt;health points&gt; of a monster define how long it takes to
2977     kill it. With every successful hit from an opponent, &lt;health points&gt;
2978     get drained - The monster dies by zero &lt;health points&gt;.
2979     </attribute>
2980     <attribute arch="maxhp" editor="max health" type="int">
2981     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2982     monster can have.
2983     </attribute>
2984     <attribute arch="ac" editor="armour class" type="int">
2985     Monsters of low &lt;armour class&gt; are less likely to get hit from
2986     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2987     to &lt;weapon class&gt;.
2988     Values typically range between +20 (very bad) to -20 (quite good).
2989     </attribute>
2990     <attribute arch="Con" editor="healing rate" type="int">
2991 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2992     healing rate is independent of &lt;speed&gt;.
2993 root 1.1 </attribute>
2994     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2995     A monster with this flag has the ability to &lt;reflect missiles&gt;,
2996     all kinds of projectiles (e.g. arrows, bolts, boulders) will
2997     bounce off.
2998     </attribute>
2999     <attribute arch="hitback" editor="hitback" type="bool">
3000     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3001     to the amount of damage the *attacker* inflicted. This damage
3002     is additional to the regular melee damage of the monster.
3003     As far as I know, hitback uses acid attacktype, and it only takes
3004     effect if the monster actually has acid attacktype at it's disposal.
3005     Acid spheres for example use this feature.
3006     </attribute>
3007     <attribute arch="one_hit" editor="one hit only" type="bool">
3008     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3009     to a player.
3010     </attribute>
3011     </section>
3012 root 1.3
3013 root 1.1 <section name="spellcraft">
3014     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3015     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3016     Only wands/rods/etc can be used, given the appropriate abilities.
3017     </attribute>
3018     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3019     A monster with this flag has the ability to &lt;reflect spells&gt;,
3020     all kinds of spell-bullets and -beams will bounce off.
3021 root 1.3
3022 root 1.1 Generally this flag should not be set because it puts
3023     wizard-type players at an unfair disadvantage.
3024     </attribute>
3025     <attribute arch="sp" editor="spellpoints" type="int">
3026     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3027     them for both wizard- and prayer-spells. However, this value defines
3028     only the amount of *initial* spellpoints the monster starts with.
3029     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3030     and &lt;spellpoint regen.&gt; are more important than just initial
3031     &lt;spellpoints&gt;.
3032     </attribute>
3033     <attribute arch="maxsp" editor="max spellpoints" type="int">
3034     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3035     can hold. Setting this to high values has little effect unless
3036     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3037     "regenerate mana" at it's disposal.
3038     </attribute>
3039     <attribute arch="Pow" editor="spellpoint regen." type="int">
3040 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3041     spellpoint regeneration rate is independent of &lt;speed&gt;.
3042 root 1.3
3043 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3044     regeneration is most important. If your monster is still not casting
3045     fast enough, give it the spell-ability of "regenerate mana".
3046     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3047     </attribute>
3048     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3049     Click on the &lt;attuned paths&gt; button to select spellpaths.
3050     The creature will get attuned to the specified spellpaths.
3051     </attribute>
3052     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3053     Click on the &lt;repelled paths&gt; button to select spellpaths.
3054     The creature will get repelled to the specified spellpaths.
3055     </attribute>
3056     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3057     Click on the &lt;denied paths&gt; button to select spellpaths.
3058     The creature won't be able to cast spells of the specified paths.
3059     </attribute>
3060     </section>
3061 root 1.3
3062 root 1.1 <section name="ability">
3063     <attribute arch="Int" editor="detect hidden" type="int">
3064     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3065     hidden/invisible creatures. Higher values make for better
3066     detection-skills. Enabling &lt;see invisible&gt; makes this value
3067     obsolete.
3068     </attribute>
3069     <attribute arch="see_invisible" editor="see invisible" type="bool">
3070     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3071     with by invisible or hiding players. This flag is a must-have
3072     for high-level monsters. When a monster is unable to detect
3073     invisible players, it can be killed without fighting back.
3074     </attribute>
3075     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3076     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3077     by spells of darkness or dark maps. This flag is a "should-have"
3078     for high-level monsters. When a monster is unable to see in
3079     darkness, players can cast darkness and sneak around it safely.
3080     </attribute>
3081     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3082     Monster is able to wield weapon type objects.
3083     </attribute>
3084     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3085     Monster is able to use missile-weapon type objects.
3086     </attribute>
3087     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3088     Monster is able to wear protective equipment like brestplate
3089     armour, shields, helmets etc.
3090     </attribute>
3091     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3092     Monster is able to wear rings.
3093     </attribute>
3094     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3095     Monster is able to use wands and staves.
3096     </attribute>
3097     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3098     Monster is able to use rods.
3099     </attribute>
3100     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3101     Monster is able to read scrolls.
3102     </attribute>
3103     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3104     Monster is able to use skills from it's inventory.
3105     For example, you can put a throwing skill object and some
3106 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3107 root 1.1 </attribute>
3108     </section>
3109 root 1.3
3110 root 1.1 <section name="behave">
3111     <attribute arch="monster" editor="monster behaviour" type="bool">
3112     When &lt;monster behaviour&gt; is enabled, this object will behave
3113     like a monster: It can move and attack enemies (which are
3114     typically players).
3115     This flag should be set for all monsters as-such.
3116     Monsters which don't move, like guards, should also have
3117     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3118 root 1.3 It should *not* be set for things like immobile generators.
3119 root 1.1 </attribute>
3120     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3121     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3122     </attribute>
3123     <attribute arch="friendly" editor="friendly" type="bool">
3124     &lt;friendly&gt; monsters help the player, attacking any
3125     non-friendly monsters in range.
3126     </attribute>
3127     <attribute arch="stand_still" editor="stand still" type="bool">
3128     Monsters which &lt;stand still&gt; won't move to leave their position.
3129     When agressive, they will attack all enemies who get close to
3130     them. This behaviour is commonly known from castle guards.
3131 root 1.3
3132 root 1.32 In older versions of Deliantra it was possible to eventually
3133 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3134     I believe this is no longer possible. Neverthless, you should
3135     still be cautious when lining up &lt;stand still&gt;-monster in order
3136     to "defend" something: Such monsters are rather easy to kill.
3137     It's good for low level maps, but not much more.
3138     </attribute>
3139     <attribute arch="sleep" editor="asleep" type="bool">
3140     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3141     &lt;sensing range&gt; of the monster. Usually the sensing range is
3142     larger than the players line of sight. Due to that, in most cases
3143     the player won't ever notice weither a monster was asleep or not.
3144     </attribute>
3145     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3146     This entry defines which kinds of environment actions the
3147     creature is able to perform.
3148     </attribute>
3149     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3150     Click on the &lt;pick up&gt; button and select which types of objects
3151     the creature should try to pick up.
3152 root 1.3
3153 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3154     etc are set, then the creature will pick up the matching items even
3155     if this is not set here.
3156     </attribute>
3157     <attribute arch="Wis" editor="sensing range" type="int">
3158     &lt;sensing range&gt; determines how close a player needs to be before
3159     the creature wakes up. This is done as a square, for reasons of speed.
3160     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3161     11x11 square of the monster will wake the monster up. If the player
3162     has stealth, the size of this square is reduced in half plus 1.
3163     </attribute>
3164 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3165     If this is set to default, the standard mode of movement will be used.
3166     </attribute>
3167     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3168     This movement is not in effect when the monster has an enemy and should
3169     only be used for non agressive monsters.
3170 root 1.1 </attribute>
3171     <attribute arch="run_away" editor="run at % health" type="int">
3172     This is a percentage value in the range 0-100.
3173     When the monster's health points drop below this percentage
3174     (relative to max health), it attempts to run away from the
3175     attacker.
3176     </attribute>
3177     </section>
3178 elmex 1.29 &resistances_basic;
3179 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3180     </attribute>
3181     </type>
3182    
3183     <!--####################################################################-->
3184 root 1.3 <type number="28" name="Monster (Grimreaper)">
3185     <import_type name="Monster &amp; NPC" />
3186     <ignore>
3187     <attribute arch="material" />
3188     <attribute arch="name_pl" />
3189     <attribute arch="nrof" />
3190     <attribute arch="value" />
3191     <attribute arch="unpaid" />
3192     </ignore>
3193 elmex 1.27 <description>
3194 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3195 elmex 1.27 draining attacks.
3196 root 1.3 </description>
3197     <section name="grimreaper">
3198     <attribute arch="value" editor="attacks" type="int">
3199     The object vanishes after this number of draining attacks.
3200     </attribute>
3201     </section>
3202     </type>
3203    
3204     <!--####################################################################-->
3205 root 1.1 <type number="65" name="Mood Floor">
3206     <ignore>
3207     <ignore_list name="system_object" />
3208     </ignore>
3209     <description><![CDATA[
3210     As the name implies, mood floors can change the "mood" of
3211     a monsters/NPC. For example, an unagressive monster could be
3212     turned mad to start attacking. Similar, an agressive monster
3213 root 1.37 could be calmed.]]>
3214 root 1.1 </description>
3215     <use><![CDATA[
3216     Mood floors are absolutely cool for NPC interaction. To make an
3217     unaggressive monster/NPC attack, put a creator with "other_arch
3218     furious_floor" under it. Connect the creator to a magic_ear, so the
3219     player speaks a keyword like "stupid sucker" - and the monster attacks.
3220     <br><br>
3221     To turn an NPC into a pet, put a charm_floor under it and connect
3222     it directly to a magic_ear. Then the player speaks a keyword like
3223     "help me" - and the NPC joins him as pet.
3224     <br><br>
3225     (Of course you must always give clear hints about keywords!
3226     And there is no reason why you couldn't use a button/lever/pedestal
3227 root 1.37 etc. instead of a magic_ear.)]]>
3228 root 1.1 </use>
3229     <attribute arch="no_pick" value="1" type="fixed" />
3230     <attribute arch="last_sp" editor="mood" type="list_mood">
3231     &lt;mood&gt; is used to determine what will happen to the
3232     monster when affected by the mood floor:
3233 root 1.3
3234 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3235 root 1.3
3236 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3237 root 1.3
3238 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3239 root 1.3
3240 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3241 root 1.3
3242 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3243     who triggers the square. This setting is not
3244     enabled for continous operation, you need to
3245     insert a &lt;connection&gt; value!
3246     </attribute>
3247     <attribute arch="connected" editor="connection" type="int">
3248     This should only be set in combination with &lt;mood number&gt; 4.
3249     Normally, monsters are affected by the mood floor as soon as they
3250     step on it. But charming (monster -&gt; pet) is too powerful,
3251 root 1.3 so it needs to be activated.
3252    
3253 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3254     But a powerful pet could as well be the reward for solving a
3255     quest. Or even better: It could be *part* of a quest!
3256     </attribute>
3257     <attribute arch="no_magic" editor="no spells" type="bool">
3258     If enabled, it is impossible for players to use (wizard-)
3259     spells on that spot.
3260     </attribute>
3261     <attribute arch="damned" editor="no prayers" type="bool">
3262     If enabled, it is impossible for players to use prayers
3263     on that spot. It also prevents players from saving.
3264     </attribute>
3265     </type>
3266    
3267     <!--####################################################################-->
3268     <type number="40" name="Mover">
3269     <ignore>
3270     <ignore_list name="non_pickable" />
3271     </ignore>
3272     <description><![CDATA[
3273     Movers move the objects above them. However, only living objects
3274     are affected (monsters/NPCs always, players optional). Movers have
3275     a direction, so players can be made to move in a pattern, and so
3276     can monsters. Motion is involuntary. Additionally, players or
3277     monsters can be "frozen" while ontop of movers so that they MUST
3278     move along a chain of them.
3279     <br><br>
3280     Multisquare monsters can be moved as well, given
3281 root 1.37 enough space. Movers are usually invisible.]]>
3282 root 1.1 </description>
3283     <use><![CDATA[
3284     NEVER EVER consider a mover being unpassable in the backwards
3285     direction. Setting "forced movement" makes it seemingly impossible
3286     but there is still a trick: One player can push a second player
3287     past the mover, in opposite to the mover's direction! The more
3288     movers, the more players needed. Hence, don't make a treasure
3289     room that is surrounded by movers instead of solid walls/gates.
3290     <br><br>
3291     Btw, it does not make a difference putting movers above or
3292     below the floor. Moreover, movers that are set to be invisible
3293     cannot be discovered with the show_invisible spell.
3294     <br><br>
3295     Note that Movers and Directors are seperate objects, even though
3296     they look and act similar. Directors only do spells/missiles,
3297     while movers only do living creatures (depending on how it
3298 root 1.37 is set: monsters and players).]]>
3299 root 1.1 </use>
3300     <attribute arch="attacktype" editor="forced movement" type="bool">
3301     If forced movement is enabled, the mover "freezes" anyone it
3302     moves (so they are forced to move along a chain).
3303     For players there is no way to escape this forced movement,
3304     except being pushed by a second player.
3305     </attribute>
3306     <attribute arch="maxsp" editor="freeze duration" type="int">
3307     The player will be "frozen" for that many moves.
3308     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3309     enabled, then &lt;freeze duration&gt; gets assigned the
3310     "default value" 2 automatically.
3311     </attribute>
3312     <attribute arch="speed" editor="movement speed" type="float">
3313     The movement speed value determines how fast a chain of
3314     these movers will push a player along (default is -0.2).
3315     </attribute>
3316 root 1.12 &speed_left;
3317 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3318     The mover will push creatures in the specified &lt;direction&gt;.
3319     A mover with direction set to &lt;none&gt; will spin clockwise,
3320     thus pushing creatures in unpredictable directions.
3321     </attribute>
3322     <attribute arch="lifesave" editor="gets used up" type="bool">
3323     If enabled, the mover gets "used up" after a certain number of moves
3324 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3325 root 1.1 </attribute>
3326     <attribute arch="hp" editor="number of uses" type="int">
3327     This value has only a meaning if &lt;gets used up&gt; is set:
3328     &lt;number of uses&gt; is the number of times minus one, that it
3329     will move a creature before disappearing. (It will move
3330 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3331 root 1.1 </attribute>
3332     <section name="targets">
3333     <attribute arch="level" editor="move players" type="bool">
3334     If &lt;move players&gt; is enabled, both players and monsters will be
3335     moved. In the arches' default it is disabled - thus ONLY monsters
3336     get moved. Remember that "monsters" includes NPCs!
3337 root 1.3
3338 root 1.1 This feature provides you with the possibility to make NPCs
3339     literally "come to life". Example: The player is talking with an
3340     NPC, speaking a certain keyword. This triggers a magic_ear and
3341     activates creators, creating (per default: monster-only) movers
3342     under the NPC's feet. The NPC starts "walking" on a predefined
3343     route! Note that it's useful to set this NPC immune to everything,
3344     preventing the player to push the NPC off his trace.
3345     </attribute>
3346 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3347     Which movement types activate the mover.
3348 root 1.1 </attribute>
3349     </section>
3350     </type>
3351    
3352     <!--####################################################################-->
3353     <type number="17" name="Pedestal">
3354     <ignore>
3355     <ignore_list name="non_pickable" />
3356     </ignore>
3357     <description><![CDATA[
3358     Pedestals are designed to detect certain types of living objects.
3359     When a predefined type of living creature steps on the pedestal, the
3360 root 1.37 connected value is triggered.]]>
3361 root 1.1 </description>
3362     <use><![CDATA[
3363     If you want to create a place where only players of a certain race
3364     can enter, put a teleporter over your pedestal. So the teleporter is
3365     only activated for players of the matching race. Do not use gates,
3366     because many other players could sneak in. If you put powerful
3367     artifacts into such places, generally set "startequip 1", so that
3368 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3369 root 1.1 </use>
3370     <attribute arch="no_pick" value="1" type="fixed" />
3371     <attribute arch="slaying" editor="match race" type="string">
3372     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3373     matches the monster's or the player's race, we have a match.
3374     Yes, pedestals can detect a player's race! E.g. you could create a
3375 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3376    
3377 root 1.1 If it is set to "player", any player stepping on the pedestal
3378     is a match. Very useful if you want to open a gate for players
3379     but not for monsters.
3380     </attribute>
3381     <attribute arch="connected" editor="connection" type="int">
3382     When the pedestal is triggered, all objects with the same
3383     connection value get activated.
3384     </attribute>
3385 root 1.9 &move_on;
3386 root 1.1 </type>
3387    
3388     <!--####################################################################-->
3389     <type number="94" name="Pit">
3390     <ignore>
3391     <ignore_list name="non_pickable" />
3392     </ignore>
3393     <description><![CDATA[
3394     Pits are holes, transporting the player when he walks (and falls) into them.
3395     A speciality about pits is that they don't transport the player to
3396 root 1.37 the exact destination, but within a configurable radius of the destination
3397 root 1.1 (never on blocked squares).<br>
3398     Optionally, pits can get closed and opened, similar to gates.<br><br>
3399     Monsters and items are affected by pits just as well as players.
3400 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3401 root 1.1 </description>
3402     <use><![CDATA[
3403     Pits can add interesting effects to your map. When using them, make
3404     sure to use them in a "logical way": Pits should always drop the
3405     player to some kind of lower level. They should not be used to
3406 root 1.37 randomly interconnect maps like teleporters do.]]>
3407 root 1.1 </use>
3408     <attribute arch="no_pick" value="1" type="fixed" />
3409 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3410 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3411 root 1.37 </attribute>
3412 root 1.1 <attribute arch="connected" editor="connection" type="int">
3413     When a &lt;connection&gt; value is set, the pit can be opened/closed
3414     by activating the connection.
3415     </attribute>
3416 elmex 1.16 &activate_on;
3417 root 1.1 <attribute arch="hp" editor="destination X" 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="sp" editor="destination Y" type="int">
3424     The pit will transport creatures (and items) randomly into a two-square
3425     radius of the destination coordinates.
3426     If the destination square becomes blocked, the pit will act like
3427     being filled up and not work anymore!
3428     </attribute>
3429     <attribute arch="wc" editor="position state" type="int">
3430     The &lt;position state&gt; defines the position of the gate:
3431     Zero means completely open/down, the "number of animation-steps" (usually
3432     about 6 or 7) means completely closed/up state. I suggest you don't
3433     mess with this value - Leave the default in place.
3434     </attribute>
3435 root 1.9 &move_on;
3436 root 1.1 </type>
3437    
3438     <!--####################################################################-->
3439     <type number="7" name="Poison Food">
3440     <description><![CDATA[
3441     When eating, the player's stomache is drained by 1/4 of food.
3442 root 1.37 If his food drops to zero, the player might even die.]]>
3443 root 1.1 </description>
3444     </type>
3445    
3446     <!--####################################################################-->
3447     <type number="5" name="Potion">
3448     <description><![CDATA[
3449     The player can drink these and gain various kinds of benefits
3450 root 1.37 (/penalties) by doing so.]]>
3451 root 1.1 </description>
3452     <use><![CDATA[
3453 root 1.37 One potion should never give multiple benefits at once.]]>
3454 root 1.1 </use>
3455     <attribute arch="level" editor="potion level" type="int">
3456     If the potion contains a spell, the spell is cast at this level.
3457     For other potions it should be set at least to 1.
3458     </attribute>
3459     <attribute arch="sp" editor="spell" type="spell">
3460     When a player drinks this potion, the selected spell
3461     will be casted (once). This should work for any given spell.
3462     E.g. heal is "sp 35", magic power is "sp 67".
3463     </attribute>
3464     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3465     There are two types of special effects for potions:
3466     'life restoration' - restore the player's stats lost by death or draining
3467     (this has nothing in common with the restoration spell!)
3468 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3469 root 1.1 by a very small amount.
3470     </attribute>
3471     <attribute arch="cursed" editor="cursed" type="bool">
3472     If a potion is cursed, benefits generally turn into penalties.
3473     Note that potions can be "uncursed" by praying over an altar,
3474     with relative ease. *But* the potion must be identified to notice
3475     that it is cursed &gt;:)
3476     </attribute>
3477     <attribute arch="startequip" editor="godgiven item" type="bool">
3478     A godgiven item vanishes as soon as the player
3479     drops it to the ground.
3480     </attribute>
3481 elmex 1.29 &player_stat_resist_sections;
3482 root 1.1 </type>
3483    
3484     <!--####################################################################-->
3485     <type number="156" name="Power Crystal">
3486     <description><![CDATA[
3487     Power crystals can store a player's mana:
3488     When the player applies the crystal with full mana, half of
3489     it flows into the crystal. When the player applies it with
3490 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3491 root 1.1 </description>
3492     <attribute arch="sp" editor="initial mana" type="int">
3493     &lt;initial mana&gt; is the amount of spellpoints that the
3494     crystal holds when the map is loaded.
3495     </attribute>
3496     <attribute arch="maxsp" editor="mana capacity" type="int">
3497     The &lt;mana capacity&gt; defines how much mana can be stored
3498     in the crystal. This is what makes the crystal interesting.
3499     Wizard-players will always seek for crystals with large
3500     capacities.
3501     </attribute>
3502     </type>
3503    
3504     <!--####################################################################-->
3505     <type number="13" name="Projectile">
3506     <description><![CDATA[
3507     Projectiles like arrows/crossbow bolts are used as ammunition
3508     for shooting weapons.
3509     <br><br>
3510     It's very easy to add new pairs of weapons &amp; projectiles.
3511     Just set matching &lt;ammunition class&gt; both for shooting
3512 root 1.37 weapon and projectile.]]>
3513 root 1.1 </description>
3514     <use><![CDATA[
3515     If you want to create new kinds of projectiles, you could
3516     add an alchemical receipe to create these.
3517 root 1.3
3518 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3519     they really fullfill a useful purpose. In fact, even bows
3520 root 1.37 and crossbows are rarely ever used.]]>
3521 root 1.1 </use>
3522     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3523     This number is a bitmask, specifying the projectile's attacktypes.
3524     Attacktypes are: physical, magical, fire, cold.. etc.
3525     This works identical to melee weapons. Note that shooting
3526     weapons cannot have attacktypes.
3527     </attribute>
3528     <attribute arch="race" editor="ammunition class" type="string">
3529     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3530     these projectiles. For arrows set "arrows", for crossbow bolts
3531     set "crossbow bolts" (big surprise).
3532 root 1.3
3533 root 1.1 In certain cases, the ammunition class is displayed in the game.
3534     Hence, when you create a new ammunition class, choose an
3535     intuitive name like "missiles", "spirit bolts" - whatever.
3536 root 1.3
3537 root 1.1 You can also make special containers holding these projectiles
3538     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3539     </attribute>
3540     <attribute arch="slaying" editor="slaying race" type="string">
3541     Slaying means the weapon does tripple (3x) damage to monsters
3542     of the specified race. If &lt;slaying race&gt; matches an arch name,
3543     only monsters of that archtype receive tripple damage.
3544     Tripple damage is very effective.
3545     </attribute>
3546     <attribute arch="dam" editor="damage" type="int">
3547     The projectile &lt;damage&gt; significantly affects the damage
3548     done. Damage can be further increased by the shooting
3549     weapon's attributes.
3550     </attribute>
3551     <attribute arch="wc" editor="weaponclass" type="int">
3552     This value is supposed to be the base &lt;weaponclass&gt;,
3553     but it seems to have rather little effect.
3554     High values are good here, low values bad.
3555     </attribute>
3556     <attribute arch="food" editor="chance to break" type="int">
3557     The &lt;chance to break&gt; defines the breaking probability when this
3558     projectile hits an obstacle, e.g. wall or monster.
3559     The value is the %-chance to break, ranging from 0 (never breaking)
3560     to 100 (breaking at first shot).
3561     </attribute>
3562     <attribute arch="magic" editor="magic bonus" type="int">
3563     Magic bonus increases chance to hit and damage a little bit.
3564     </attribute>
3565     <attribute arch="unique" editor="unique item" type="bool">
3566     Unique items exist only one time on a server. If the item
3567     is taken, lost or destroyed - it's gone for good.
3568     </attribute>
3569     <attribute arch="startequip" editor="godgiven item" type="bool">
3570     A godgiven item vanishes as soon as the player
3571     drops it to the ground.
3572     </attribute>
3573     <attribute arch="no_drop" editor="don't drop" type="bool">
3574     When a monster carries a projectile with &lt;don't drop&gt;,
3575     this item will never drop to the ground but
3576     vanish instead. If this object is shot, it can still drop
3577     after hitting an obstacle. You can prevent this by
3578     setting &lt;chance to break&gt; 100.
3579     </attribute>
3580     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3581     This text may describe the projectile. This
3582     could be nice for very special ones.
3583     </attribute>
3584     </type>
3585    
3586     <!--####################################################################-->
3587     <type number="70" name="Ring">
3588     <import_type name="Amulet" />
3589     <description><![CDATA[
3590     Rings are worn on the hands - one ring each.
3591     Wearing rings, the object's stats will directly be inherited to
3592 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3593 root 1.1 </description>
3594     <use><![CDATA[
3595     When you create an artifact ring, never forget that players can
3596     wear <B>two</B> rings! Due to that it is extremely important to
3597     keep rings in balance with the game.
3598     <br><br>
3599     Also keep in mind that rings are generally the wizard's tools.
3600     They should primarily grant bonuses to spellcasting abilities
3601 root 1.37 and non-physical resistances.]]>
3602 root 1.1 </use>
3603     </type>
3604    
3605     <!--####################################################################-->
3606     <type number="3" name="Rod">
3607     <ignore>
3608     <attribute arch="title" />
3609     </ignore>
3610     <description><![CDATA[
3611     A rod contains a spell. The player can use this spell by applying and
3612     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3613     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3614 root 1.37 used endlessly.]]>
3615 root 1.1 </description>
3616     <use><![CDATA[
3617     Rods with healing/curing spells are extremely powerful. Usually, potions have
3618     to be used for that purpose. Though, potions are expensive and only good for
3619 root 1.37 one-time-use.<br>]]>
3620 root 1.1 </use>
3621     <attribute arch="sp" editor="spell" type="spell">
3622     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3623     rods to players, since they can be used endlessly without any mana cost!
3624     Rods with heal/ restoration/ protection spells, IF available, MUST be
3625     very very VERY hard to get!
3626     </attribute>
3627     <attribute arch="level" editor="casting level" type="int">
3628     The casting level of the &lt;spell&gt; determines it's power.
3629     For attack spells, level should be set to something reasonable.
3630     </attribute>
3631     <attribute arch="hp" editor="initial spellpoints" type="int">
3632     This value represents the initial amount of spellpoints in the rod.
3633     Naturally, this is quite unimportant.
3634     </attribute>
3635     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3636     When the rod is fully charged up, it will hold this maximum amount of
3637     spellpoints. Make sure it is enough to cast the contained spell at least
3638     once. But don't set the value too high, as that might make the rod
3639     too effective.
3640     </attribute>
3641     <attribute arch="startequip" editor="godgiven item" type="bool">
3642     A godgiven item vanishes as soon as the player
3643     drops it to the ground.
3644     </attribute>
3645     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3646     This text may contain a description of the rod.
3647     </attribute>
3648     </type>
3649    
3650     <!--####################################################################-->
3651     <type number="154" name="Rune">
3652     <ignore>
3653     <attribute arch="no_pick" />
3654     <attribute arch="title" />
3655     <attribute arch="name_pl" />
3656     <attribute arch="weight" />
3657     <attribute arch="value" />
3658     <attribute arch="material" />
3659     <attribute arch="unpaid" />
3660     </ignore>
3661     <description><![CDATA[
3662 root 1.3 A rune is a magical enscription on the dungeon floor.
3663 root 1.1 <br><br>
3664     Runes hit any monster or person who steps on them for 'dam' damage in
3665     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3666     and will cast this spell when it detonates. Yet another kind is the
3667     "summoning rune", summoning predefined monsters of any kind, at detonation.
3668     <br><br>
3669 root 1.37 Many runes are already defined in the archetypes.]]>
3670 root 1.1 </description>
3671     <use><![CDATA[
3672     Avoid monsters stepping on your runes. For example, summoning runes
3673 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3674 root 1.1 </use>
3675     <attribute arch="no_pick" value="1" type="fixed" />
3676 root 1.9 &move_on;
3677 root 1.1 <attribute arch="level" editor="rune level" type="int">
3678     This value sets the level the rune will cast the spell it contains at,
3679     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3680 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3681    
3682 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3683     how much experience the player gets for doing so. Beware: High level
3684     runes can be quite a cheap source of experience! So either make them
3685     tough, or keep the level low.
3686     </attribute>
3687     <attribute arch="Cha" editor="visibility" type="int">
3688     This value determines what fraction of the time the rune is visible:
3689     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3690     how easily the rune may be found.
3691     </attribute>
3692     <attribute arch="hp" editor="number of charges" type="int">
3693     The rune will detonate &lt;number of charges&gt; times before disappearing.
3694     </attribute>
3695     <attribute arch="dam" editor="direct damage" type="int">
3696     &lt;direct damage&gt; specifies how much damage is done by the rune,
3697     if it doesn't contain a spell. This should be set in reasonable
3698 root 1.3 relation to the rune's level.
3699 root 1.1 </attribute>
3700     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3701     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3702     attribute defines what attacktype to use for direct damage when
3703     the rune detonates.
3704     </attribute>
3705     <section name="spellcraft">
3706     <attribute arch="sp" editor="spell" type="spell">
3707     The selected &lt;spell&gt; defines the spell in the rune, if any.
3708     (Many runes do direct damage).
3709     </attribute>
3710     <attribute arch="slaying" editor="spell name" type="string">
3711     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3712     but if present, overrides the &lt;spell&gt; setting.
3713     </attribute>
3714     <attribute arch="other_arch" editor="spell arch" type="string">
3715     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3716     is optional, but if present, overrides the &lt;spell&gt; setting.
3717     You can choose any of the existing arches.
3718     </attribute>
3719     <attribute arch="maxsp" editor="direction" type="list_direction">
3720     If set, the rune will cast it's containing spell (if any) in
3721     this &lt;direction&gt;.In most cases this appears useless because
3722     the spell directly hits the player.
3723     </attribute>
3724     <attribute arch="race" editor="summon monster" type="string">
3725     If this is set to the arch name of any monster, together with
3726     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3727     of those on detonation. (dam and attacktype will still be ignored
3728     in this case). Runes are even capable of summoning multi-square
3729     monsters, given enough space. You'd better test it though.
3730     </attribute>
3731     <attribute arch="maxhp" editor="summon amount" type="int">
3732     This should only be set to a summoning rune. It will then summon
3733     that many creatures of the kind &lt;summon monster&gt;.
3734     </attribute>
3735     </section>
3736     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3737     When the rune detonates, this text is displayed to the
3738     victim. For especially powerful runes, create an appropriate
3739     thrilling description. ;)
3740     </attribute>
3741     </type>
3742    
3743     <!--####################################################################-->
3744     <type number="106" name="Savebed">
3745     <ignore>
3746     <ignore_list name="non_pickable" />
3747     </ignore>
3748     <description><![CDATA[
3749     When the player applies a savebed, he is not only saved. Both his
3750     respawn-after-death and his word-of-recall positions are pointing
3751 root 1.37 to the last-applied savebed.]]>
3752 root 1.1 </description>
3753     <use><![CDATA[
3754     Put savebed locations in towns, do not put them into dungeons.
3755     It is absolutely neccessary that a place with savebeds is 100% secure.
3756     That means:
3757     <UL>
3758     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3759     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3760 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3761 root 1.1 players get trapped in a savebed location.
3762     <LI> If possible, mark the whole site as no-spell area (Insert this
3763     arch called "dungeon_magic" everywhere). This is not required,
3764     but it makes the place much more safe.
3765 root 1.37 </UL>]]>
3766 root 1.1 </use>
3767     <attribute arch="no_pick" value="1" type="fixed" />
3768     <attribute arch="no_magic" value="1" type="fixed" />
3769     <attribute arch="damned" value="1" type="fixed" />
3770     </type>
3771    
3772     <!--####################################################################-->
3773 root 1.3 <type number="111" name="Scroll">
3774     <ignore>
3775     <attribute arch="title" />
3776     </ignore>
3777     <description><![CDATA[
3778     Scrolls contain spells (similar to spell-potions). Unlike potions,
3779     scrolls require a certain literacy skill to read successfully.
3780     Accordingly, for a successful reading, a small amount of
3781     experience is gained. Scrolls allow only one time usage, but
3782 root 1.37 usually they are sold in bulks.]]>
3783 root 1.3 </description>
3784     <use><![CDATA[
3785     For low level quests, scrolls of healing/curing-spells
3786     can be a nice reward. At higher levels, scrolls become less
3787 root 1.37 and less useful.]]>
3788 root 1.3 </use>
3789     <attribute arch="level" editor="casting level" type="int">
3790     The spell of the scroll will be casted at this level.
3791     This value should always be set, at least to 1.
3792     </attribute>
3793     <attribute arch="sp" editor="spell" type="spell">
3794     When a player/monster applies this scroll, the selected &lt;spell&gt;
3795     will be casted (once). This should work for any given spell.
3796     </attribute>
3797     <attribute arch="startequip" editor="godgiven item" type="bool">
3798     A godgiven item vanishes as soon as the player
3799     drops it to the ground.
3800     </attribute>
3801     </type>
3802    
3803     <!--####################################################################-->
3804     <type number="33" name="Shield">
3805     <import_type name="Amulet" />
3806     <description><![CDATA[
3807     Wearing a shield, the object's stats will directly be inherited to
3808     the player. Shields usually provide good defense, only surpassed
3809 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3810 root 1.3 </description>
3811     <use><![CDATA[
3812     Feel free to create your own special artifacts. However, it is very
3813 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3814 root 1.3 </use>
3815     <attribute arch="magic" editor="magic bonus" type="int">
3816     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3817     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3818     than direct armour-class bonus on the shield.
3819     </attribute>
3820     </type>
3821    
3822     <!--####################################################################-->
3823 root 1.1 <type number="14" name="Shooting Weapon">
3824     <description><![CDATA[
3825 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3826 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3827     wielded both at the same time. Like with any other equipment,
3828     stats/bonuses from shooting weapons are directly inherited to the player.
3829     <br><br>
3830     It's very easy to add new pairs of weapons &amp; projectiles.
3831     Just set matching &lt;ammunition class&gt; both for shooting
3832 root 1.37 weapon and projectile.]]>
3833 root 1.1 </description>
3834     <use><![CDATA[
3835     Shooting weapons should not add bonuses in general. There's already
3836     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3837 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3838 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3839     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3840 root 1.37 - still crap.]]>
3841 root 1.1 </use>
3842     <attribute arch="race" editor="ammunition class" type="string">
3843     Only projectiles with matching &lt;ammunition class&gt; can be fired
3844     with this weapon. For normal bows set "arrows", for normal
3845     crossbows set "crossbow bolts".
3846 root 1.3
3847 root 1.1 In certain cases, the ammunition class is displayed in the game.
3848     Hence, when you create a new ammunition class, choose an
3849     intuitive name like "missiles", "spirit bolts" - whatever.
3850     </attribute>
3851     <attribute arch="sp" editor="shooting speed" type="int">
3852     After shooting a projectile, the player is frozen for a short
3853     period of time (to prevent shooting arrows machine-gun-like).
3854     The greater &lt;shooting speed&gt;, the shorter this period of time.
3855     1 is minimum (=worst) and 100 is maximum (=best) value.
3856 root 1.3
3857 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3858     SET IT TO ZERO! (That would freeze the player for eternety).
3859     </attribute>
3860     <attribute arch="dam" editor="base damage" type="int">
3861     The &lt;base damage&gt; significantly affects the damage done
3862     by using this weapon. This damage is added to the projectile
3863     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3864     according to the player's strength is added.
3865     </attribute>
3866     <attribute arch="wc" editor="weaponclass" type="int">
3867     This value is supposed to be the base &lt;weaponclass&gt;,
3868     but it seems to have rather little effect.
3869     High values are good here, low values bad.
3870     </attribute>
3871     <attribute arch="item_power" editor="item power" type="int">
3872     The &lt;item power&gt; value measures how "powerful" an artifact is.
3873     Players will only be able to wear equipment with a certain total
3874     amount of &lt;item power&gt;, depending on their own level. This is the
3875     only way to prevent low level players to wear "undeserved" equipment
3876     (like gifts from other players or cheated items).
3877 root 1.3
3878 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3879 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
3880 root 1.1 calculate a provisional value at runtime, but this is never
3881     going to be an accurate measurement of &lt;item power&gt;.
3882     </attribute>
3883     <attribute arch="no_strength" editor="ignore strength" type="bool">
3884     Usually the player's strentgh takes effect on the damage
3885     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3886     the player's strength is ignored.
3887     </attribute>
3888     <attribute arch="damned" editor="damnation" type="bool">
3889     A damned shooting weapon cannot be unwielded unless
3890     the curse is removed. Removing damnations is
3891     a tick harder than removing curses.
3892     </attribute>
3893     <attribute arch="cursed" editor="curse" type="bool">
3894     A cursed shooting weapon cannot be unwielded unless
3895     the curse is removed.
3896     </attribute>
3897     <attribute arch="unique" editor="unique item" type="bool">
3898     Unique items exist only one time on a server. If the item
3899     is taken, lost or destroyed - it's gone for good.
3900     </attribute>
3901     <attribute arch="startequip" editor="godgiven item" type="bool">
3902     A godgiven item vanishes as soon as the player
3903     drops it to the ground.
3904     </attribute>
3905     <section name="stats">
3906     <attribute arch="Str" editor="strength" type="int">
3907     The player's strentgh will rise/fall by the given value
3908     while wearing this shooting weapon.
3909     </attribute>
3910     <attribute arch="Dex" editor="dexterity" type="int">
3911     The player's dexterity will rise/fall by the given value
3912     while wearing this shooting weapon.
3913     </attribute>
3914     <attribute arch="Con" editor="constitution" type="int">
3915     The player's constitution will rise/fall by the given value
3916     while wearing this shooting weapon.
3917     </attribute>
3918     <attribute arch="Int" editor="intelligence" type="int">
3919     The player's intelligence will rise/fall by the given value
3920     while wearing this shooting weapon.
3921     </attribute>
3922     <attribute arch="Pow" editor="power" type="int">
3923     The player's power will rise/fall by the given value
3924     while wearing this shooting weapon.
3925     </attribute>
3926     <attribute arch="Wis" editor="wisdom" type="int">
3927     The player's wisdom will rise/fall by the given value while
3928     wearing this shooting weapon.
3929     </attribute>
3930     <attribute arch="Cha" editor="charisma" type="int">
3931     The player's charisma will rise/fall by the given value
3932     while wearing this shooting weapon.
3933     </attribute>
3934     </section>
3935     <section name="bonus">
3936     <attribute arch="luck" editor="luck bonus" type="int">
3937     With positive luck bonus, the player is more likely to
3938     succeed in all sorts of things (spellcasting, praying,...).
3939     Unless the &lt;luck bonus&gt; is very high, the effect will be
3940     barely visible in-game. Luck bonus on one piece of equipment
3941     should never exceed 3, and such bonus should not be too
3942     frequently available.
3943     </attribute>
3944     <attribute arch="magic" editor="magic bonus" type="int">
3945     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3946     I'm not sure what exactly is increased - maybe weaponclass?
3947     However, &lt;magic bonus&gt; seems to have a little bit of positive
3948     influence on your chance to hit.
3949     </attribute>
3950     </section>
3951     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3952     This text describes the weapons's "story". Every decent artifact weapon
3953     should have such a description.
3954     </attribute>
3955     </type>
3956    
3957     <!--####################################################################-->
3958     <type number="68" name="Shop Floor">
3959     <ignore>
3960     <ignore_list name="non_pickable" />
3961     </ignore>
3962     <description><![CDATA[
3963     Shop floor is used for shops. It acts like a combination of the
3964     common floor- and the treasure type: When the map is loaded,
3965     randomitems (depending on the setings) are generated on it.
3966     These items are all flagged as unpaid.
3967     When a player drops an item onto shop floor, the item becomes
3968     unpaid and the player receives payment according to the item's
3969     selling-value.
3970     Shopfloor always prevents magic (To hinder players from burning
3971 root 1.37 or freezing the goods).]]>
3972 root 1.1 </description>
3973     <use><![CDATA[
3974     Tile your whole shop-interior space which shop floor.
3975     (That assures players receive payment for dropping items).
3976     Place shop mats to enter/leave the shop, and make sure
3977 root 1.37 there is no other exit than the shop mat.]]>
3978 root 1.1 </use>
3979     <attribute arch="is_floor" value="1" type="fixed" />
3980     <attribute arch="no_pick" value="1" type="fixed" />
3981     <attribute arch="no_magic" value="1" type="fixed" />
3982     <attribute arch="auto_apply" editor="generate goods" type="bool">
3983     If enabled, items will appear on this square when the map is loaded.
3984     You need to specify a &lt;treasurelist&gt; to define what kinds of items
3985     are generated. The items will be unpaid.
3986     </attribute>
3987     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3988     This entry determines what kind of treasure will appear, when
3989     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3990     for details about existing treasurelists.
3991     </attribute>
3992     <attribute arch="exp" editor="quality level" type="int">
3993     The &lt;quality level&gt; will be used for the quality of the generated
3994     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3995     doesn't need to be set, unless you want extraordinarily good/bad
3996     quality. If you want to make a shop with very high quality, meaybe
3997     charge an entrance fee, or make the shop hard-to-come-by.
3998     Note that &lt;quality level&gt; mainly affects chance of magic bonus
3999     and appearance of artifact-items.
4000     </attribute>
4001     <attribute arch="damned" editor="no prayers" type="bool">
4002     If enabled, it is impossible for players to use prayers
4003     on that spot. It also prevents players from saving.
4004     (Remember that &lt;no magic&gt; is always set for shop floors.)
4005     </attribute>
4006     </type>
4007    
4008     <!--####################################################################-->
4009     <type number="69" name="Shop Mat">
4010     <ignore>
4011     <ignore_list name="non_pickable" />
4012     </ignore>
4013     <description><![CDATA[
4014     Shop mats are used for entering/leaving shops. You should always
4015     have exactly TWO shop mats on your shop-map: One inside the
4016     "shopping-area" and one outside. Shop mats don't use exit paths/
4017     or -destinations. When stepping onto a shopmat the player gets beamed
4018     to the nearest other mat. If the player has unpaid items in his
4019     inventory, the price gets charged from his coins automatically.
4020     If the player has insufficient coins to buy his unpaid items, he
4021 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4022 root 1.1 </description>
4023     <use><![CDATA[
4024     As stated above, always place TWO shop mats into your shop.
4025 root 1.37 Not more and not less than that.]]>
4026 root 1.1 </use>
4027     <attribute arch="no_pick" value="1" type="fixed" />
4028 root 1.9 &move_on;
4029 root 1.1 </type>
4030    
4031     <!--####################################################################-->
4032     <type number="98" name="Sign &amp; MagicMouth">
4033     <ignore>
4034     <ignore_list name="non_pickable" />
4035     </ignore>
4036     <description><![CDATA[
4037     The purpose of a sign or magic_mouth is to display a certain message to
4038     the player. There are three ways to have the player get this message:
4039     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4040 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4041 root 1.1 </description>
4042     <use><![CDATA[
4043     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4044     some true roleplay feeling to your maps, support your storyline or give
4045     hints about hidden secrets/dangers. Place signs to provide the player
4046 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4047 root 1.1 </use>
4048     <attribute arch="connected" editor="connection" type="int">
4049     When a connection value is set, the message will be printed whenever
4050     the connection is triggered. This should be used in combination with
4051     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4052     If activating your magic_mouth this way, the message will not only be
4053     printed to one player, but all players on the current map.
4054     </attribute>
4055 elmex 1.16 &activate_on;
4056 root 1.9 &move_on;
4057 root 1.1 <attribute arch="food" editor="counter" type="int">
4058     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4059     (printing the message) only that many times. For signs this really shouldn't
4060     be used, while for magic_mouths it is extremely helpful.
4061     Monsters walking over the magic_mouth do not decrease the counter.
4062 root 1.3
4063 root 1.1 Often, you might want to have a message displayed only one time. For example:
4064     The player enters your map and you put a magic_mouth to tell him about the
4065     monsters and how dangerous they look and all. Later, when all the monsters
4066     are killed and the player leaves the map, displaying the same message a
4067     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4068     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4069     </attribute>
4070     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4071     This text will be displayed to the player.
4072     </attribute>
4073     </type>
4074    
4075 elmex 1.23 <type number="150" name="Shop Inventory">
4076     <ignore>
4077     <ignore_list name="non_pickable" />
4078     </ignore>
4079     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4080     </description>
4081     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4082     </use>
4083     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4084     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4085     the map that will be searched for unpaid items.
4086     </attribute>
4087     </type>
4088    
4089 root 1.1 <!--####################################################################-->
4090     <type number="43" name="Skill">
4091     <ignore>
4092     <ignore_list name="system_object" />
4093     </ignore>
4094     <description><![CDATA[
4095     Skills are objects which exist in the player/monster inventory.
4096     Both NPC/monsters and players use the same skill archetypes. Not all skills
4097 root 1.37 are enabled for monster use however.]]>
4098 root 1.1 </description>
4099     <use><![CDATA[
4100     For mapmaking, Skill objects serve two purposes:
4101     <p>First, the predefined skill archtypes (in the 'skills' directory)
4102     can be seen as the global skill definitions. A skill which doesn't
4103     exists as an archtype cannot be learned or used by players. When you
4104     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4105     of defined skill archtypes, because those strings are used as a reference in
4106     many skill-related objects.
4107     </p><p>
4108     Secondly, in order to enable monsters to use skills, you will need to
4109     copy default skill archtypes into the monsters' inventories.
4110     You can even customize the skills by changing stats. It is not
4111     recommended however, to use skills in your maps which are totally
4112 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4113 root 1.1 </use>
4114     <attribute arch="invisible" value="1" type="fixed" />
4115     <attribute arch="no_drop" value="1" type="fixed" />
4116     <attribute arch="skill" editor="skill name" type="string">
4117     The &lt;skill name&gt; is used for matchings. When a usable
4118     object has an identical &lt;skill name&gt;, players
4119     (or monsters) will need this skill to apply/use the object.
4120     </attribute>
4121     <attribute arch="expmul" editor="exp multiplier" type="float">
4122     This is the ratio of experience the players total should increase by
4123     when this skill is used. If this is zero, then experience only goes to
4124     to the skill. Values higher than 1 are allowed. Note that experience
4125     rewarded to the players total is in addition to that given to the
4126     skill. Eg, if player should get 500 exp for using a skill, and
4127     expmul is 1, the player will get 500 added to that skill as well as
4128     500 to their total.
4129     </attribute>
4130     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4131     The &lt;skill type&gt; defines the base functionality of the skill.
4132 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4133 root 1.1 create new skill types, but it requires a bit of server-coding.
4134     </attribute>
4135     <attribute arch="level" editor="level" type="int">
4136     </attribute>
4137     <attribute arch="exp" editor="experience" type="int">
4138     </attribute>
4139     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4140     The &lt;is native skill&gt; flag has an effect only when this
4141     skill object is placed in the inventory of a monster (or player).
4142     If it is set, the monster or player knows the skill natively, which
4143     means he does not need a skill tool to use it.
4144     </attribute>
4145     </type>
4146    
4147     <!--####################################################################-->
4148     <type number="130" name="Skill Scroll">
4149     <description><![CDATA[
4150     By reading a skill scroll, a player has a chance to learn the
4151 root 1.37 contained skill.]]>
4152 root 1.1 </description>
4153     <use><![CDATA[
4154     Skill scrolls are very much sought for by players. Currently,
4155     all skill scrolls are sold in shops randomly, which is in fact not
4156     a good system. It would be nice to have some cool quests with
4157 root 1.37 skill scrolls rewarded at the end.]]>
4158 root 1.1 </use>
4159     <attribute arch="race" value="scrolls" type="fixed" />
4160     <attribute arch="skill" editor="skill name" type="string">
4161     The &lt;skill name&gt; matches the skill object that can
4162     be learned from this scroll.
4163     </attribute>
4164     </type>
4165    
4166     <!--####################################################################-->
4167     <type number="21" name="Special Key">
4168     <ignore>
4169     <attribute arch="material" />
4170     </ignore>
4171     <description><![CDATA[
4172     When carrying the appropriate special key, a locked door can
4173     be opened. The key will dissapear.
4174     <br><br>
4175     This object-type can also be used for "passport"-like items:
4176     When walking onto an invetory checker, a gate for example might
4177 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4178 root 1.1 </description>
4179     <use><![CDATA[
4180     How to make a "passport": You take the special key arch
4181     (archetype name is "key2"), set the face to something like
4182     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4183     certainly must match with the appropiate inventory checker.
4184     <br><br>
4185     Of course you can be creative with names and faces of
4186     key-objects. A "mysterious crystal" or a "big dragon claw"
4187     (with appropriate faces) appear more interesting than just
4188 root 1.37 a "strange key", or "passport".]]>
4189 root 1.1 </use>
4190     <attribute arch="slaying" editor="key string" type="string">
4191     This string must be identical with the &lt;key string&gt; in the
4192     locked door, then it can be unlocked. It can also be used
4193     to trigger inventory checkers.
4194     </attribute>
4195     <attribute arch="material" editor="material" type="bitmask_material">
4196     For Special Keys, material should always be unset or set
4197     to Adamantite. This prevents the key from getting
4198     burned or otherwise destroyed.
4199     </attribute>
4200     <attribute arch="unique" editor="unique item" type="bool">
4201     Unique items exist only one time on a server. If the item
4202     is taken, lost or destroyed - it's gone for good.
4203 root 1.3
4204 root 1.1 This can be used if you want to sell apartments on your
4205     map: Simply sell a unique passport/key, and place
4206     an inventory checker at the entrance of your apartment.
4207     </attribute>
4208     <attribute arch="startequip" editor="godgiven item" type="bool">
4209     A godgiven item vanishes as soon as the player
4210     drops it to the ground.
4211     </attribute>
4212     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4213     This will add a description to the object. The player can read
4214     this text by clicking on the item in his inventory. Use this
4215     message to describe what the key/passport is good for. A player
4216     might have 50 different keys on his key-ring. Don't expect
4217     players to recall their purpose just by their names.
4218     </attribute>
4219     </type>
4220    
4221     <!--####################################################################-->
4222     <type number="101" name="Spell">
4223     <ignore>
4224     <ignore_list name="system_object" />
4225     </ignore>
4226     <description><![CDATA[
4227     Spell objects define a spell. When a spell is put in a spellbook,
4228     players can learn it by reading the book. Once learned, players
4229     can use the spell as often as they like. With increasing skill level
4230     of the player, spells may gain power but also increase cost.<br>
4231     Monsters can use spells which are put in their inventory (provided
4232     that certain "enabling" settings are correct). The monster's
4233 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4234 root 1.1 </description>
4235     <use><![CDATA[
4236     A lot of the spells' settings can be tuned and customized.
4237     When creating new spells which are accessible to players, it is
4238     important to think about balance. A single spell which is too
4239     powerful and/or too easy to use can eventually toss the whole skill
4240     and magic school system out of whack. Testing new spells is
4241 root 1.37 quite important therefore.]]>
4242 root 1.1 </use>
4243     <attribute arch="no_drop" value="1" type="fixed" />
4244     <attribute arch="invisible" value="1" type="fixed" />
4245     <attribute arch="skill" editor="skill name" type="string">
4246     The &lt;skill name&gt; matches the skill which is needed
4247     to cast this spell. This should be one out of "sorcery",
4248     "pyromancy", "evocation", "summoning" or "praying".
4249     If you want to fiddle with these, please take care not
4250     to upset the concept and balance of the various skills.
4251     </attribute>
4252     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4253     The &lt;spell type&gt; defines the basic type of spell.
4254     Some of these types are of a more generic nature than others.
4255     </attribute>
4256     <attribute arch="level" editor="spell level" type="int">
4257     </attribute>
4258     <attribute arch="casting_time" editor="casting time" type="int">
4259     </attribute>
4260     <attribute arch="duration" editor="duration" type="int">
4261     </attribute>
4262     <attribute arch="other_arch" editor="create object" type="string">
4263     </attribute>
4264     <attribute arch="sp" editor="cost spellpoints" type="int">
4265     </attribute>
4266     <attribute arch="grace" editor="cost grace" type="int">
4267     </attribute>
4268     <attribute arch="maxsp" editor="double cost per level" type="int">
4269     </attribute>
4270     </type>
4271    
4272     <!--####################################################################-->
4273     <type number="85" name="Spellbook">
4274     <description><![CDATA[
4275     By reading a spellbook, the player has a chance of learning the
4276     contained spell. Once learned from a book, the spell is available
4277     forever. Spellbooks with high level spells require some skill-level
4278     to read.<br><br>
4279     You can create widely customized spells only by adjusting the
4280     spell object in the spellbooks inventory. Refer to the description
4281     of spell objects for detailed information how to customize spells.<br>
4282     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4283 root 1.37 with a compilation of spells that the book may contain.]]>
4284 root 1.1 </description>
4285     <use><![CDATA[
4286     Don't put any of the godgiven spells into a spellbook! These are
4287     reserved for the followers of the appropriate cults. Handing them
4288     out in a spellbook would violate the balance between different religions.
4289     <br><br>
4290     Note that there is no fundamental difference between the spellbooks
4291     of varying schools (pyromancy, sorcery, evocation, summoning, and
4292     even praying). The difference lies only in the spells they contain.
4293     It is up to you, the mapmaker, to pick the right type of book
4294 root 1.37 for your spells.]]>
4295 root 1.1 </use>
4296     <attribute arch="skill" value="literacy" type="fixed" />
4297     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4298     There are two ways to put spells into a spellbook:
4299     1. Put a spell object in the books inventory. In this case,
4300     treasurelist must be set to &lt;none&gt;.
4301     2. Choose a treasurelist which contains spells.
4302     In that way, a spell will be chosen randomly from the list.
4303     </attribute>
4304     <attribute arch="startequip" editor="godgiven item" type="bool">
4305     A godgiven item vanishes as soon as the player
4306     drops it to the ground.
4307     </attribute>
4308     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4309     This text may contain a nice description
4310     of the spellbook's cover or something.
4311     </attribute>
4312     </type>
4313    
4314     <!--####################################################################-->
4315     <type number="90" name="Spinner">
4316     <ignore>
4317     <ignore_list name="non_pickable" />
4318     </ignore>
4319     <description><![CDATA[
4320     Spinners change the direction of spell objects and other projectiles
4321     that fly past. Unlike directors, it does make a difference from what
4322     angle you shoot into the spinner. The direction of objects flying past
4323 root 1.37 is always changed by a certain degree.]]>
4324 root 1.1 </description>
4325     <use><![CDATA[
4326     Spinners are very rarely used. I believe they are quite
4327     confusing and pointless. The only use I can think of is building
4328     some puzzle about where to shoot into spinners to shoot somewhere you
4329     otherwise couldn't.
4330 root 1.3
4331 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4332 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4333 root 1.1 </use>
4334     <attribute arch="sp" editor="direction number" type="int">
4335     The spinner will change the direction of flying objects by
4336     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4337     positive values counter clockwise.
4338 root 1.3
4339 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4340     </attribute>
4341 root 1.9 &move_on;
4342 root 1.1 </type>
4343    
4344     <!--####################################################################-->
4345     <type number="138" name="Swamp">
4346     <ignore>
4347     <ignore_list name="non_pickable" />
4348     </ignore>
4349     <description><![CDATA[
4350     Swamp areas show a special behaviour:
4351     When a player stands still on a swamp-square for too long,
4352     he will start to sink in and eventually drown and die.
4353     Items dropped on the swamp sink in and dissapear.
4354     Players with knowledge of the woodsman skill are a lot less likely
4355 root 1.37 to die in the swamp.]]>
4356 root 1.1 </description>
4357     <attribute arch="is_floor" value="1" type="fixed" />
4358     <attribute arch="is_wooded" value="1" type="fixed" />
4359     <attribute arch="speed" editor="drowning speed" type="float">
4360     The higher the &lt;drowning speed&gt;, the faster will players and items
4361     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4362     and unexpected death-trap. Players should get a warning before such areas.
4363     </attribute>
4364 root 1.12 &speed_left;
4365 root 1.9 &move_on;
4366     &movement_types_terrain;
4367 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4368     If enabled, it is impossible for players to use (wizard-)
4369     spells on that spot.
4370     </attribute>
4371     <attribute arch="damned" editor="no prayers" type="bool">
4372     If enabled, it is impossible for players to use prayers
4373     on that spot. It also prevents players from saving.
4374     </attribute>
4375     </type>
4376    
4377     <!--####################################################################-->
4378     <type number="41" name="Teleporter">
4379     <ignore>
4380     <ignore_list name="non_pickable" />
4381     </ignore>
4382     <description><![CDATA[
4383     When the player walks into a teleporter, he is transferred to a
4384     different location. The main difference to the object-type exit
4385     is the possibility to have teleporters connected to levers/buttons/etc.
4386     Sometimes teleporters are activated even against the players will.
4387     <br><br>
4388     Unlike exits, teleporters can also transfer items and
4389 root 1.37 monsters to different locations on the same map.]]>
4390 root 1.1 </description>
4391     <use><![CDATA[
4392     When creating maps, I guess sooner or later you'll want to have
4393     an invisible teleporter. If using "invisible 1", the teleporter
4394     can still be discovered with the show_invisible spell. And in
4395     some cases you can't place it under the floor to prevent this.
4396     <br><br>
4397     Fortunately, there is a cool trick to make a perfectly invisible
4398     teleporter: You simply add teleporter functionality to the floor
4399     itself. That means: You take the floor arch (e.g. "flagstone"),
4400 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4401 root 1.1 </use>
4402     <attribute arch="slaying" editor="exit path" type="string">
4403     The exit path specifies the map that the player is transferred to.
4404     &lt;exit path&gt; can be an absolute path, beginning with '/'
4405     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4406     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4407     for example I could use the relative path "Fire1"). Use relative
4408     paths whenever possible! Note that upper/lower case must always be
4409     set correctly. However, please use lower case only.
4410 root 1.3
4411 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4412     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4413     monsters and items. In this case, the destined map is automatically
4414     the same map the teleporter is on.
4415     </attribute>
4416     <attribute arch="hp" editor="destination X" type="int">
4417     The exit destinations define the (x, y)-coordinates where the exit
4418     leads to.
4419 root 1.3
4420 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4421     get teleported to another, randomly chosen teleporter on the same
4422     map (Slightly confusing for the player though). Make sure there
4423     actually *is* a second one in that case.
4424 root 1.3
4425 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4426     be transferred to the "default enter location" of the destined map.
4427     The latter can be set in the map-properties as "Enter X/Y". Though,
4428     please DO NOT use that. It turned out to be a source for numerous
4429     map-bugs.
4430     </attribute>
4431     <attribute arch="sp" editor="destination Y" type="int">
4432     The exit destinations define the (x, y)-coordinates where the exit
4433     leads to.
4434 root 1.3
4435 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4436     get teleported to another, randomly chosen teleporter on the same
4437     map (Slightly confusing for the player though). Make sure there
4438     actually *is* a second one in that case.
4439 root 1.3
4440 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4441     be transferred to the "default enter location" of the destined map.
4442     The latter can be set in the map-properties as "Enter X/Y". Though,
4443     please DO NOT use that. It turned out to be a source for numerous
4444     map-bugs.
4445     </attribute>
4446     <attribute arch="connected" editor="connection" type="int">
4447     If a connection value is set, the teleporter will be activated
4448     whenever the connection is triggered. To use this properly,
4449     &lt;activation speed&gt; must be zero.
4450     </attribute>
4451 elmex 1.16 &activate_on;
4452 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4453     If the &lt;activation speed&gt; is nonzero, the teleporter will
4454     automatically be activated in regular time-intervals. Hence, the
4455     player can just step on it and gets teleported sooner or later.
4456     The duration between two activates depends on the given value.
4457 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4458    
4459 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4460     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4461     </attribute>
4462 root 1.12 &speed_left;
4463 root 1.1 </type>
4464    
4465     <!--####################################################################-->
4466 root 1.3 <type number="26" name="Timed Gate">
4467     <ignore>
4468     <ignore_list name="non_pickable" />
4469     </ignore>
4470     <description><![CDATA[
4471 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4472 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4473     or carrying special key-objects (-> inventory checker).
4474     Unlike locked doors, gates can get shut again after a player has
4475     passed, which makes them more practical in many cases. Unlike normal
4476     gates, timed gates open when triggered but automatically close again
4477     after some time.]]>
4478     </description>
4479     <use><![CDATA[
4480     Use gates to divide your maps into separated areas. After solving
4481     area A, the player gains access to area B, and so on. Make your
4482 root 1.37 maps more complex than "one-way".]]>
4483 root 1.3 </use>
4484     <attribute arch="no_pick" value="1" type="fixed" />
4485     <attribute arch="connected" editor="connection" type="int">
4486     Whenever the inventory checker is triggered, all objects with identical
4487     &lt;connection&gt; value get activated. This only makes sense together with
4488     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4489     after some time.
4490     </attribute>
4491 elmex 1.16 &activate_on;
4492 root 1.3 <attribute arch="wc" editor="position state" type="int">
4493     The &lt;position state&gt; defines the position of the gate:
4494     Zero means completely open/down, the "number of animation-steps" (usually
4495     about 6 or 7) means completely closed/up state. I suggest you don't
4496     mess with this value - Leave the default in place.
4497     </attribute>
4498 root 1.9 &movement_types_terrain;
4499 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4500     Restricting the use of spells to pass this gate. This has
4501     an effect only if &lt;block view&gt; is disabled.
4502     </attribute>
4503     <attribute arch="damned" editor="restrict prayers" type="bool">
4504     Restricting the use of prayers to pass this door. This has
4505     an effect only if &lt;block view&gt; is disabled.
4506     </attribute>
4507     <attribute arch="hp" editor="open duration" type="int">
4508     Defines the duration the gate remains closed. This only takes effect
4509     if the gate is not connected.
4510     </attribute>
4511     </type>
4512    
4513     <!--####################################################################-->
4514 root 1.1 <type number="155" name="Trap">
4515     <ignore>
4516     <attribute arch="no_pick" />
4517     <attribute arch="title" />
4518     <attribute arch="name_pl" />
4519     <attribute arch="weight" />
4520     <attribute arch="value" />
4521     <attribute arch="material" />
4522     <attribute arch="unpaid" />
4523     </ignore>
4524     <description><![CDATA[
4525     A trap is a object that can either do damage or trigger another connected object
4526 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4527 root 1.1 and generally have either a physical attack or trigger a reaction.
4528     <br><br>
4529     Traps hit any monster or person who steps on them for 'dam' damage in
4530     'attacktype' attacktype and/or trigger a reaction.
4531     <br><br>
4532 root 1.28 Many traps are already defined in the archetypes.]]>
4533 root 1.1 </description>
4534     <use><![CDATA[
4535     Avoid monsters stepping on your traps. For example, a party of orcs setting
4536 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4537 root 1.1 </use>
4538     <attribute arch="no_pick" value="1" type="fixed" />
4539 root 1.9 &move_on;
4540 root 1.3 <attribute arch="level" editor="trap level" type="int">
4541 root 1.1 Level effects how easily a trap may be found and disarmed, and
4542     how much experience the player gets for doing so. Beware: High level
4543     traps can be quite a cheap source of experience! So either make them
4544     tough, or keep the level low.
4545     </attribute>
4546     <attribute arch="Cha" editor="visibility" type="int">
4547     This value determines what fraction of the time the trap is visible:
4548     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4549     how easily the trap may be found.
4550     </attribute>
4551     <attribute arch="hp" editor="number of charges" type="int">
4552     The trap will detonate &lt;number of charges&gt; times before disappearing.
4553     </attribute>
4554     <attribute arch="dam" editor="direct damage" type="int">
4555 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4556     This should be set in reasonable relation to the trap's level.
4557 root 1.1 </attribute>
4558     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4559     This attribute defines what attacktype to use for direct damage when
4560     the trap detonates.
4561     </attribute>
4562     <attribute arch="connected" editor="connection" type="int">
4563     When the trap is detonated, all objects with the same
4564     connection value get activated.
4565     </attribute>
4566     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4567     When the trap detonates, this text is displayed to the
4568     victim. For especially powerful or complex traps, create an appropriate
4569     and thrilling description. ;)
4570     </attribute>
4571     </type>
4572    
4573     <!--####################################################################-->
4574     <type number="95" name="Trapdoor">
4575     <ignore>
4576     <ignore_list name="non_pickable" />
4577     </ignore>
4578     <description><![CDATA[
4579     Trapdoors are very similar to pits. The difference is that they
4580     can not be closed. Instead, the weight of the object on the
4581     trapdoor determines weither it slams the trapdoor open and falls through
4582     or not.<br>
4583     Once a trapdoor has been opened (by a creature or items of sufficient
4584 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4585 root 1.1 </description>
4586     <use><![CDATA[
4587     Trapdoors should be used in the same fashion as pits:
4588     They should always drop the victims to some kind of lower level. They
4589 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4590 root 1.1 </use>
4591     <attribute arch="no_pick" value="1" type="fixed" />
4592 root 1.9 &move_on;
4593 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4594     This value defines how much weight the trapdoor can hold.
4595     Once items or creatures are gathered on the trapdoor, with
4596     a total weight surpassing this value, then the trapdoor will
4597     open and things start falling through.
4598     </attribute>
4599     <attribute arch="hp" editor="destination X" 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     <attribute arch="sp" editor="destination Y" type="int">
4606     The trapdoor will transport creatures (and items) randomly into
4607     a two-square radius of the destination coordinates.
4608     If the destination square becomes blocked, the trapdoor will act like
4609     being filled up and not work anymore!
4610     </attribute>
4611     </type>
4612    
4613     <!--####################################################################-->
4614     <type number="4" name="Treasure">
4615     <ignore>
4616     <attribute arch="nrof" />
4617     <attribute arch="title" />
4618     <attribute arch="name_pl" />
4619     <attribute arch="weight" />
4620     <attribute arch="value" />
4621     <attribute arch="material" />
4622     </ignore>
4623     <description><![CDATA[
4624     A treasure-object turns into certain randomitems when the map is loaded
4625 root 1.37 into the game.]]>
4626 root 1.1 </description>
4627     <use><![CDATA[
4628     About usage of the "random-artifact" treasurelist:
4629     This will generate powerful stuff like girdles, xray helmets, special
4630     swords etc. If you put this as reward to your quest, players might be
4631     motivated to do it more than once. BUT, by doing so they will get a huge
4632     number of different artifacts! Besides, players will always seek the place
4633     with the most easy-to-get random artifact and ignore all others.
4634     My advice: Don't use it! Attract players with good fighting experience
4635 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4636 root 1.1 </use>
4637     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4638     This entry determines what kind of treasure will appear. Look into
4639     /crossfire/share/crossfire/treasures for details about existing
4640     treasurelists.
4641     </attribute>
4642     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4643     "Auto-generate" must be set in order to have the treasure be created
4644     when the map is loaded.
4645     If you want to create a random treasure chest, you unset this flag.
4646     That way, the player has to apply the object (the chest), then the
4647     treasure is generated.
4648     </attribute>
4649     <attribute arch="hp" editor="create number" type="int">
4650     "Create number" specifies how many pieces of the given treasurelist
4651     will appear. Note that for every piece there is a chance that nothing is
4652     generated. Also, sometimes there can be stacks of items generated, like
4653     for gems/money.
4654     </attribute>
4655     <attribute arch="exp" editor="quality level" type="int">
4656     The &lt;quality level&gt; will be used for the quality of the generated
4657     treasure instead of the map difficulty (as was done with shops).
4658     If zero/unset, the map difficulty will instead be used.
4659     (Example for comparison: Shop floors generate treasure of
4660     &lt;quality level&gt; 5 per default).
4661     </attribute>
4662     </type>
4663    
4664     <!--####################################################################-->
4665 root 1.3 <type number="52" name="Trigger Marker">
4666     <ignore>
4667     <ignore_list name="system_object" />
4668     </ignore>
4669     <description><![CDATA[
4670     A trigger marker is an object that inserts an invisible force (a mark) into a
4671     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4672     &lt;key string&gt; which can be discovered by detectors or inventory
4673     checkers. It is also possible to use markers for removing marks again.
4674     <br><br>
4675     Note that the player has no possibility to "see" his own marks,
4676 root 1.37 except by the effect that they cause on the maps.]]>
4677 root 1.3 </description>
4678     <use><![CDATA[
4679     Markers hold real cool possibilities for map-making. I encourage
4680     you to use them frequently. However there is one negative point
4681     about markers: Players don't "see" what's going on with them. It is
4682     your task, as map-creator, to make sure the player is always well
4683     informed and never confused.
4684     <br><br>
4685     Please avoid infinite markers when they aren't needed. They're
4686     using a little space in the player file after all, so if there
4687 root 1.37 is no real purpose, set an expire time.]]>
4688 root 1.3 </use>
4689     <attribute arch="no_pick" value="1" type="fixed" />
4690     <attribute arch="slaying" editor="key string" type="string">
4691     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4692     If the player already has a force with that &lt;key string&gt;,
4693     there won't be inserted a second one.
4694     </attribute>
4695     <attribute arch="connected" editor="connection" type="int">
4696     Unlike a regular marker this is the connection that triggers this marker to activate.
4697     </attribute>
4698     <attribute arch="food" editor="mark duration" type="int">
4699     This value defines the duration of the force it inserts.
4700     If nonzero, the duration of the player's mark is finite:
4701     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4702     means the mark will stay on the player forever.
4703     </attribute>
4704     <attribute arch="name" editor="delete mark" type="string">
4705     When the player steps onto the marker, all existing forces in
4706     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4707     will be removed. If you don't want to remove any marks, leave
4708     this textfield empty.
4709    
4710     Note that the string &lt;delete mark&gt; is set as the name of
4711     this marker. So don't be confused, and remember changing the
4712     name will take effect on the marker's functionality.
4713     </attribute>
4714     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4715     In the moment when the player gets marked, this text is displayed
4716     to him. You should really set a message in any marker you create,
4717     because it's the only way for the player to notice what's going on.
4718     </attribute>
4719     </type>
4720    
4721     <!--####################################################################-->
4722 root 1.1 <type number="0" name="Wall">
4723     <required>
4724     <attribute arch="is_floor" value="0" />
4725     <attribute arch="alive" value="0" />
4726 root 1.14 <attribute arch="no_pass" value="1" />
4727 root 1.1 </required>
4728     <ignore>
4729     <attribute arch="nrof" />
4730     <attribute arch="title" />
4731     <attribute arch="name_pl" />
4732     <attribute arch="value" />
4733     <attribute arch="unpaid" />
4734     </ignore>
4735     <description><![CDATA[
4736 root 1.37 Walls usually block passage and sight.]]>
4737 root 1.1 </description>
4738 root 1.9 &movement_types_terrain;
4739 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4740     If set, the object is able to "roll", so it can be pushed around.
4741     This setting is used for boulders and barrels.
4742     </attribute>
4743     <attribute arch="no_magic" editor="restrict spells" type="bool">
4744     This takes effect only with &lt;blocksview&gt; disabled.
4745     Restricting the use of spells to pass this wall.
4746     </attribute>
4747     <attribute arch="damned" editor="restrict prayers" type="bool">
4748     This takes effect only with &lt;blocksview&gt; disabled.
4749     Restricting the use of spells to pass this wall.
4750     </attribute>
4751     </type>
4752    
4753     <!--####################################################################-->
4754 root 1.3 <type number="109" name="Wand &amp; Staff">
4755     <description><![CDATA[
4756     Wands contain a certain spell. The player can apply (ready) and
4757     fire the wand. After a defined number of casts, the wand is
4758     "used up". It is possible to recharge a wand with scrolls of
4759 root 1.37 charging, but usually that isn't worth the cost.]]>
4760 root 1.3 </description>
4761     <use><![CDATA[
4762     Wands are quite seldomly used. The reason prolly is that they're
4763     generally not cost-efficient. Handing out high-level wands with
4764     powerful special spells isn't a good idea either, because of
4765     the recharge ability.
4766     <br><br>
4767     For low levels, staffs of healing/cure and word of recall are
4768 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4769 root 1.3 </use>
4770     <attribute arch="sp" editor="spell" type="spell">
4771     The &lt;spell&gt; specifies the contained spell.
4772     </attribute>
4773     <attribute arch="level" editor="casting level" type="int">
4774     The &lt;casting level&gt; of the wand determines it's power.
4775     An average level for wands in shops is about 10.
4776     </attribute>
4777     <attribute arch="food" editor="number of charges" type="int">
4778     The wand can be used &lt;number of charges&gt; times before it is
4779     used up. It can be recharged with scrolls of charging.
4780     </attribute>
4781     <attribute arch="startequip" editor="godgiven item" type="bool">
4782     A godgiven item vanishes as soon as the player
4783     drops it to the ground.
4784     </attribute>
4785     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4786     This text may contain a description of the wand.
4787     </attribute>
4788     </type>
4789    
4790     <!--####################################################################-->
4791 root 1.1 <type number="0" name="Weak Wall">
4792     <required>
4793     <attribute arch="is_floor" value="0" />
4794     <attribute arch="alive" value="1" />
4795     <attribute arch="tear_down" value="1" />
4796     </required>
4797     <ignore>
4798     <ignore_list name="non_pickable" />
4799     </ignore>
4800     <description><![CDATA[
4801     A weak wall is a breakable spot amidsts a solid wall. Typically
4802     these weak walls look similar to their solid "relatives" except
4803 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4804 root 1.1 </description>
4805     <use><![CDATA[
4806     If you want to create hidden rooms, using weak walls is alot
4807     better than completely indiscernible passages in a wall.<br>
4808     Anyways, there can be a lot more to weak walls than just finding
4809     them: Rising their defensive stats, weak walls can become a
4810     serious obstacle. An ice wall might only be torn down by a fire
4811     attack for example. A granite wall for instance might be very
4812 root 1.37 hard to destroy.]]>
4813 root 1.1 </use>
4814     <attribute arch="alive" value="1" type="fixed" />
4815     <attribute arch="no_pick" value="1" type="fixed" />
4816     <attribute arch="tear_down" value="1" type="fixed" />
4817     <attribute arch="race" editor="race" type="string">
4818     For weak walls, &lt;race&gt; should always be set to "wall",
4819     unless you create something fancy like a building which
4820     is in fact meant to be a huge animal.
4821     Note that shovels slay walls, so they do tripple damage
4822     against weak walls.
4823     </attribute>
4824     <attribute arch="level" editor="level" type="int">
4825     The &lt;level&gt; of a weak wall works similar to monster levels.
4826     Due to the fact that weak walls cannot attack, the level
4827     is much less important though.
4828     </attribute>
4829     <attribute arch="hp" editor="health points" type="int">
4830     The &lt;health points&gt; of a weak wall define how long it takes to
4831     tear it down. With every successful hit from an opponent,
4832     &lt;health points&gt; get drained.
4833     </attribute>
4834     <attribute arch="maxhp" editor="max health" type="int">
4835     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4836     weak wall can have. Since walls generally don't heal, I doubt
4837     this has much real effect.
4838     </attribute>
4839     <attribute arch="ac" editor="armour class" type="int">
4840     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4841     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4842     </attribute>
4843 elmex 1.29 &resistances_basic;
4844 root 1.1 </type>
4845    
4846     <!--####################################################################-->
4847     <type number="15" name="Weapon">
4848     <description><![CDATA[
4849     Wielding a weapon, the object's stats will directly be inherited to the
4850     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4851 root 1.37 be improved with scrolls.]]>
4852 root 1.1 </description>
4853     <use><![CDATA[
4854     If you create artifacts (equipment) with stats- or resistance-bonus:
4855     Keep playbalance in mind! Such items mustn't be reachable without hard
4856 root 1.37 fighting AND questing.]]>
4857 root 1.1 </use>
4858     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4859     This number is a bitmask, specifying the weapon's attacktypes.
4860     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4861     have no more than one or two attacktypes. Keep in mind that all weapons
4862     can be blessed by the player's diety, thus adding an additional attacktype.
4863 root 1.3
4864 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4865     then he will do as much damage as the "best" of his attacktypes does. So,
4866     the more attacktypes you've got, the better your chance to take advantage
4867     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4868     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4869     </attribute>
4870     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4871     The &lt;weapontype&gt; characterizes the weapon's type of physical
4872     attack. It could best be considered a "subclassification"
4873     of the physical attacktype. For now, this is only used for
4874     attack messages!
4875 root 1.3
4876 root 1.1 You should always set this correctly when creating new
4877     weapons for your maps.
4878     </attribute>
4879     <attribute arch="skill" editor="skill name" type="string">
4880     Matching &lt;skill name&gt; of the skill that is required
4881     to use this weapon.
4882     </attribute>
4883     <attribute arch="dam" editor="damage" type="int">
4884     The damage value is used as base value for how much damage the weapon
4885     does per hit. The actual damage involves more dependencies,
4886     like wielder's level and defender's level. Look at existing weapons
4887     to get a feel for the range of weapon damage values.
4888     </attribute>
4889     <attribute arch="slaying" editor="slaying race" type="string">
4890     Slaying means the weapon does tripple (3x) damage to monsters of the
4891     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4892     only monsters of that archtype are hit with tripple damage.
4893 root 1.3
4894 root 1.1 No god blessings are possible for weapons with a race set in this entry
4895     (That's because god blessings add tripple damage against their own
4896     enemy races). Tripple damage is very effective.
4897     </attribute>
4898     <attribute arch="last_sp" editor="weapon speed" type="int">
4899     The weapon speed determines how often the wielder can swing the weapon
4900     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4901     is best (that is lightning- fast). A typical average value is 8.
4902     Speed and damage should be kept in reasonable relation.
4903     </attribute>
4904     <attribute arch="wc" editor="weapon class" type="int">
4905     The weapon class value adds to the overall weapon class of the wielder's
4906     melee attacks. Weapon class improves the chance of hitting the opponent.
4907     </attribute>
4908     <attribute arch="magic" editor="magic bonus" type="int">
4909     For a weapon, magic bonus works just like weapon class, except that
4910     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4911     less useful than direct weapon class value on a weapon.
4912     </attribute>
4913     <attribute arch="item_power" editor="item power" type="int">
4914     The &lt;item power&gt; value measures how "powerful" an artifact is.
4915     Players will only be able to wear equipment with a certain total
4916     amount of &lt;item power&gt;, depending on their own level. This is the
4917     only way to prevent low level players to wear "undeserved" equipment
4918     (like gifts from other players or cheated items).
4919 root 1.3
4920 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4921 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4922 root 1.1 calculate a provisional value at runtime, but this is never
4923     going to be an accurate measurement of &lt;item power&gt;.
4924     </attribute>
4925     <attribute arch="damned" editor="damnation" type="bool">
4926     A damned weapon cannot be unwielded unless
4927     the curse is removed. Removing damnations is
4928     a tick harder than removing curses.
4929     </attribute>
4930     <attribute arch="cursed" editor="curse" type="bool">
4931     A cursed weapon cannot be unwielded unless
4932     the curse is removed.
4933     </attribute>
4934     <attribute arch="lifesave" editor="save life" type="bool">
4935     An item with this flag enabled will save the players life
4936     for one time: When the player is wearing this item and his
4937 root 1.3 health points reach zero, the item disappears, replenishing
4938 root 1.1 half of the player's health.
4939 root 1.3
4940 root 1.1 An item with &lt;save life&gt; should not have
4941     any decent additional bonuses!
4942     </attribute>
4943     <attribute arch="unique" editor="unique item" type="bool">
4944     Unique items exist only one time on a server. If the item
4945     is taken, lost or destroyed - it's gone for good.
4946     </attribute>
4947     <attribute arch="startequip" editor="godgiven item" type="bool">
4948     A godgiven item vanishes as soon as the player
4949     drops it to the ground.
4950     </attribute>
4951 elmex 1.29 &player_stat_resist_sections;
4952 root 1.1 <section name="misc">
4953     <attribute arch="luck" editor="luck bonus" type="int">
4954     With positive luck bonus, the player is more likely to
4955     succeed in all sorts of things (spellcasting, praying,...).
4956     Unless the &lt;luck bonus&gt; is very high, the effect will be
4957     barely visible in-game. Luck bonus on one piece of equipment
4958     should never exceed 3, and such bonus should not be too
4959     frequently available.
4960     </attribute>
4961     <attribute arch="hp" editor="health regen." type="int">
4962     Positive &lt;health regen.&gt; bonus speeds up the
4963     player's healing process. Negative values slow it down.
4964     </attribute>
4965     <attribute arch="sp" editor="mana regen." type="int">
4966     Positive &lt;mana regen.&gt; bonus speeds up the
4967     player's mana regeneration. Negative values slow it down.
4968     </attribute>
4969     <attribute arch="grace" editor="grace regen." type="int">
4970     Positive &lt;grace regen.&gt; bonus speeds up the
4971     player's grace regeneration. Negative values slow it down.
4972     Since grace can be regenerated rather easy with praying,
4973     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4974     </attribute>
4975     <attribute arch="food" editor="food bonus" type="int">
4976     Positive &lt;food bonus&gt; slows down the player's digestion,
4977     thus he consumes less food. Negative values speed it up.
4978 root 1.3
4979 root 1.1 Note that food is consumed not only for "being alive", but
4980     also for healing and mana-regeneration.
4981     &lt;food bonus&gt; only affects the amount of food consumed
4982     for "being alive". Hence, even with high &lt;food bonus&gt;,
4983     during a fight a player can run out of food quickly.
4984     </attribute>
4985     <attribute arch="xrays" editor="xray vision" type="bool">
4986     Xray vision allows the player to see through obstacles
4987     in a two-square-wide radius. This is extremely helpful and
4988 root 1.3 desirable, so don't give it away for cheap on equipment.
4989 root 1.1 </attribute>
4990     <attribute arch="stealth" editor="stealth" type="bool">
4991     Stealth allows the player to move silently.
4992     This comes to effect if a player turns himself
4993     invisible and tries to sneak around monsters.
4994     (At least that was the idea behind it)
4995     </attribute>
4996     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4997     If a player is wearing any piece of equipment with
4998     the ability to &lt;reflect spells&gt;, all kinds of
4999     spell-bullets and -beams will bounce off him.
5000     This works only about 90% of all times, to
5001     avoid players being completely immune to certain
5002     types of attacks.
5003 root 1.3
5004 root 1.1 This is a very powerful ability and it
5005     shouldn't be handed out cheap!
5006     </attribute>
5007     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5008     If a player is wearing any piece of equipment with
5009     the ability to &lt;reflect missiles&gt;, all kinds of
5010     projectiles (e.g. arrows, bolts, boulders) will
5011     bounce off him. This works only about 90% of all
5012     times, to avoid players being completely immune to
5013     certain types of attacks.
5014     </attribute>
5015     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5016     Click on the &lt;attuned paths&gt; button to select spellpaths.
5017     The player will get attuned to the specified spellpaths
5018     while wearing this weapon.
5019     </attribute>
5020     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5021     Click on the &lt;repelled paths&gt; button to select spellpaths.
5022     The player will get repelled to the specified spellpaths
5023     while wearing this weapon.
5024     </attribute>
5025     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5026     Click on the &lt;denied paths&gt; button to select spellpaths.
5027     The specified spellpaths will be denied to the player
5028     while wearing this weapon.
5029     </attribute>
5030     </section>
5031     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5032     This text describes the weapons's "story". Every decent artifact weapon
5033     should have such a description.
5034     </attribute>
5035     </type>
5036    
5037 root 1.5 <type number="116" name="Event Connector">
5038     <description><![CDATA[
5039     Event connectors link specific events that happen to objects to
5040 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5041 root 1.5 </description>
5042     </type>
5043    
5044 root 1.1 </types>