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Revision: 1.43
Committed: Sun Nov 30 21:09:46 2008 UTC (15 years, 5 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.42: +4 -0 lines
Log Message:
added no_skill_ident flag for readables.

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 elmex 1.43 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1224     If this flag is true the player won't be able to identify this
1225     item with by using a skill.
1226     </attribute>
1227 root 1.1 </type>
1228    
1229     <!--####################################################################-->
1230     <type number="99" name="Boots">
1231     <import_type name="Amulet" />
1232     <description><![CDATA[
1233     Wearing boots, the object's stats will directly be inherited to
1234     the player. Usually enhancing his speed, or granting some minor
1235 root 1.37 protection bonus.]]>
1236 root 1.1 </description>
1237     <use><![CDATA[
1238     Feel free to create your own special artifacts. However, it is very
1239 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1240 root 1.1 </use>
1241     <attribute arch="exp" editor="speed bonus" type="int">
1242     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1243     while worn. This kind of bonus is quite desirable for players of low-
1244     and medium level. High level players usually have fastest possible
1245     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1246     Still, this bonus is good for nice artifacts - not everything has
1247     to be for highest level.
1248     </attribute>
1249     <attribute arch="magic" editor="magic bonus" type="int">
1250     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1251     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1252     than direct armour-class bonus on the boots.
1253 root 1.3
1254 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1255     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1256     </attribute>
1257     </type>
1258    
1259     <!--####################################################################-->
1260 root 1.3 <type number="104" name="Bracers">
1261     <import_type name="Amulet" />
1262     <description><![CDATA[
1263     Bracers are armour-plates worn around the wrists.
1264     Wearing bracer, the object's stats will directly be inherited to
1265 root 1.37 the player. Usually enhancing his defense.]]>
1266 root 1.3 </description>
1267     <use><![CDATA[
1268     Feel free to create your own special artifacts. However, it is very
1269 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1270 root 1.3 </use>
1271     <attribute arch="magic" editor="magic bonus" type="int">
1272     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1273     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1274     than direct armour-class bonus on the bracers.
1275     </attribute>
1276     </type>
1277    
1278     <!--####################################################################-->
1279     <type number="16" name="Brestplate Armour">
1280     <import_type name="Amulet" />
1281     <description><![CDATA[
1282     Wearing an armour, the object's stats will directly be inherited to
1283 root 1.37 the player. Usually enhancing his defense.]]>
1284 root 1.3 </description>
1285     <use><![CDATA[
1286     Feel free to create your own special artifacts. However, it is very
1287 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1288 root 1.3 </use>
1289     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1290     This poses a penalty to spell regeneration speed, for wearing the armour.
1291     The bigger the spellpoint penalty, the worse.
1292     </attribute>
1293     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1294     Slowdown penalty reduces the player's walking speed when wearing the
1295     armour. Bigger values are worse - zero is best.
1296     </attribute>
1297     <attribute arch="magic" editor="magic bonus" type="int">
1298     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1299     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1300     than direct armour-class bonus on the armour.
1301     </attribute>
1302     </type>
1303    
1304     <!--####################################################################-->
1305 root 1.1 <type number="92" name="Button">
1306     <ignore>
1307     <ignore_list name="non_pickable" />
1308     </ignore>
1309     <description><![CDATA[
1310     When a predefined amount of weigh is placed on a button, the
1311     &lt;connection&gt; value is triggered. In most cases this happens when a
1312     player or monster steps on it. When the button is "released", the
1313 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1314 root 1.1 </description>
1315 root 1.9 &move_on;
1316     &move_off;
1317 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1318 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1319 root 1.1 The button is pressed (triggered), as soon as
1320     &lt;press weigh&gt; gram are placed ontop of it.
1321     </attribute>
1322     <attribute arch="connected" editor="connection" type="int">
1323     Every time the button is pressed or released, all objects
1324     with the same &lt;connection&gt; value are activated.
1325     </attribute>
1326     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327     This text may describe the item. You can use this
1328     message to explain the button's purpose to the player.
1329     </attribute>
1330     </type>
1331    
1332     <!--####################################################################-->
1333 root 1.3 <type number="30" name="Button Trigger">
1334     <import_type name="Button" />
1335     <ignore>
1336     <ignore_list name="non_pickable" />
1337     </ignore>
1338     <description><![CDATA[
1339     Handle buttons are buttons which reset after a short period
1340     of time. Every time it is either applied or reset, the
1341 root 1.37 &lt;connection&gt; value is triggered.]]>
1342 root 1.3 </description>
1343     </type>
1344    
1345     <!--####################################################################-->
1346     <type number="37" name="Class Changer">
1347     <ignore>
1348     <ignore_list name="non_pickable" />
1349     </ignore>
1350     <description><![CDATA[
1351 root 1.37 Class changer are used while creating a character.]]>
1352 root 1.3 </description>
1353     <attribute arch="randomitems" editor="class items" type="treasurelist">
1354     This entry determines which initial items the character receives.
1355     </attribute>
1356     <section name="stats">
1357     <attribute arch="Str" editor="strength" type="int">
1358     The player's strength will rise by the given value if he chooses this
1359     class. (Negative values make strength fall)
1360     </attribute>
1361     <attribute arch="Dex" editor="dexterity" type="int">
1362     The player's dexterity will rise by the given value if he chooses this
1363     class. (Negative values make dexterity fall)
1364     </attribute>
1365     <attribute arch="Con" editor="constitution" type="int">
1366     The player's constitution will rise by the given value if he chooses this
1367     class. (Negative values make constitution fall)
1368     </attribute>
1369     <attribute arch="Int" editor="intelligence" type="int">
1370     The player's intelligence will rise by the given value if he chooses this
1371     class. (Negative values make intelligence fall)
1372     </attribute>
1373     <attribute arch="Pow" editor="power" type="int">
1374     The player's power will rise by the given value if he chooses this
1375     class. (Negative values make power fall)
1376     </attribute>
1377     <attribute arch="Wis" editor="wisdom" type="int">
1378     The player's wisdom will rise by the given value if he chooses this
1379     class. (Negative values make wisdom fall)
1380     </attribute>
1381     <attribute arch="Cha" editor="charisma" type="int">
1382     The player's charisma will rise by the given value if he chooses this
1383     class. (Negative values make charisma fall)
1384     </attribute>
1385     </section>
1386     </type>
1387    
1388     <!--####################################################################-->
1389 root 1.1 <type number="87" name="Cloak">
1390     <import_type name="Amulet" />
1391     <description><![CDATA[
1392     Wearing a cloak, the object's stats will directly be inherited to
1393     the player. Cloaks usually add minor &lt;armour class&gt; and
1394 root 1.37 sometimes a bit of resistance.]]>
1395 root 1.1 </description>
1396     <use><![CDATA[
1397     Feel free to create your own special artifacts. However, it is very
1398 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1399 root 1.1 </use>
1400     <attribute arch="magic" editor="magic bonus" type="int">
1401     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1402     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1403     than direct armour-class bonus on the cloak.
1404 root 1.3
1405 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1406     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1407     </attribute>
1408     </type>
1409    
1410     <!--####################################################################-->
1411     <type number="9" name="Clock">
1412     <description><![CDATA[
1413 root 1.37 Applying a clock, the time is displayed to the player.]]>
1414 root 1.1 </description>
1415     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1416     This text may describe the item
1417     </attribute>
1418     </type>
1419    
1420     <!--####################################################################-->
1421     <type number="122" name="Container">
1422     <description><![CDATA[
1423     A player can put (certain kinds of) items in the container.
1424     The overall weight of items is reduced when put inside a
1425     container, depending on the settings.
1426     <br><br>
1427     A special feature of containers is the "cauldron",
1428 root 1.37 capable of mixing alchemical receipes.]]>
1429 root 1.1 </description>
1430     <use><![CDATA[
1431     Note on chests - There are two types of chests:
1432     <UL>
1433     <LI> First the random treasure chests - Those are NOT containers
1434     (but object type Treasure), they create random treasures when
1435     applied. Archetype name is "chest".
1436     <LI> Second there are the permanent chests - Those are containers,
1437     they can be opened and closed again. Archetype name is "chest_2".
1438 root 1.37 </UL>]]>
1439 root 1.1 </use>
1440     <attribute arch="race" editor="container class" type="string">
1441     If set, the container will hold only certain types of objects.
1442     Possible choices for &lt;container class&gt; are: "gold and jewels",
1443 root 1.3 "arrows" and "keys".
1444    
1445 root 1.1 Unfortunately it is not easy to create new container
1446     classes, because items need a matching counterpiece-attribute
1447     to the &lt;container class&gt; before they can be put inside a
1448     container. This attribute ("race") is set only for the existing
1449     container classes.
1450     </attribute>
1451     <attribute arch="slaying" editor="key string" type="string">
1452     If &lt;key string&gt; is set, only players with a special key
1453     of matching &lt;key string&gt; are able to open the container.
1454     </attribute>
1455     <attribute arch="container" editor="maximum weight" type="int">
1456     The container can hold a maximum total weight of the given value
1457     in gram. Note that this weight limit is calculated *after* the
1458     weight reduction (&lt;reduce weight&gt;) has been applied.
1459     </attribute>
1460     <attribute arch="Str" editor="reduce weight %" type="int">
1461     This value determines how much the weight of items is reduced in
1462     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1463     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1464     Most default values are in the range of ten.
1465     </attribute>
1466     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1467     If set, the container can be used as alchemy-cauldron.
1468     The player can put ingredients inside, close it, cast alchemy
1469     and if his formulae is true, he'll get what he longed for.
1470     </attribute>
1471     <attribute arch="unique" editor="unique item" type="bool">
1472     Unique items exist only one time on a server. If the item
1473     is taken, lost or destroyed - it's gone for good.
1474     All contents of a unique container are unique as well.
1475     </attribute>
1476     <attribute arch="startequip" editor="godgiven item" type="bool">
1477     A godgiven item vanishes as soon as the player
1478     drops it to the ground.
1479     </attribute>
1480     <attribute arch="other_arch" editor="animation arch" type="string">
1481     This is used for a certain kind of... "animation" when
1482     opening the container. Stick to the default arches here
1483     and you won't get into trouble.
1484     </attribute>
1485     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1486     This text may contain a description of the container.
1487     </attribute>
1488     </type>
1489    
1490     <!--####################################################################-->
1491     <type number="103" name="Converter">
1492     <ignore>
1493     <attribute arch="value" />
1494     <attribute arch="nrof" />
1495     <attribute arch="name_pl" />
1496     <attribute arch="no_pick" />
1497 elmex 1.42 <attribute arch="unpaid" />
1498 root 1.1 <attribute arch="title" />
1499     </ignore>
1500     <description><![CDATA[
1501     Converters are like "exchange tables". When the player drops a
1502     specific type of items, they get converted into other items, at a
1503 root 1.37 predefined exchange-ratio.]]>
1504 root 1.1 </description>
1505     <use><![CDATA[
1506     Converters are better than shopping with doormats, because the
1507     converters never get sold out. For some items like food or jewels
1508     those "exchange tables" are really nice, while for the more important
1509     stuff like potions converters should not exist.
1510     <br><br>
1511     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1512     items on a converter, the stuff you get must be of equal or lesser
1513     value than before! (Except if you are using "rare" items like
1514     dragonscales for payment). The code will not check if your ratio is
1515 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1516 root 1.1 </use>
1517     <attribute arch="no_pick" value="1" type="fixed" />
1518     <attribute arch="slaying" editor="cost arch" type="string">
1519     &lt;cost arch&gt; is the name of the archetype the player has to
1520     put on the converter, as payment.
1521     </attribute>
1522     <attribute arch="food" editor="cost number" type="int">
1523     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1524     on the converter, in order to get &lt;receive number&gt; items
1525     of &lt;receive arch&gt;.
1526     </attribute>
1527     <attribute arch="other_arch" editor="receive arch" type="string">
1528     &lt;receive arch&gt; is the name of the archetype to convert into.
1529 root 1.2 This field is ignored if the converter has items in inventory. In this
1530     case one of the inventory items is duplicated. The duplicated item is
1531     randomly chosen from all items present.
1532 root 1.1 </attribute>
1533     <attribute arch="sp" editor="receive number" type="int">
1534     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1535     on the converter, in order to get &lt;receive number&gt; items
1536     of &lt;receive arch&gt;.
1537     </attribute>
1538     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1539     This text may contain a description of the converter.
1540     </attribute>
1541 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1542     If the converter has this flag set the generated items will
1543 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1544     (For instance for 'dragon scale' to 'dragon shield' converters in some
1545     armour shops.)
1546     </attribute>
1547 root 1.1 </type>
1548    
1549     <!--####################################################################-->
1550     <type number="42" name="Creator">
1551     <ignore>
1552     <ignore_list name="system_object" />
1553     </ignore>
1554     <description><![CDATA[
1555     A creator is an object which creates another object when it
1556     is triggered. The child object can be anything. Creators are
1557 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1558 root 1.37 periodically create things.]]>
1559 root 1.1 </description>
1560     <use><![CDATA[
1561     Don't hesitate to hide your creators under the floor.
1562 root 1.37 The created items will still always appear ontop of the floor.]]>
1563 root 1.1 </use>
1564     <attribute arch="no_pick" value="1" type="fixed" />
1565     <attribute arch="other_arch" editor="create arch" type="string">
1566     This string defines the object that will be created.
1567     You can choose any of the existing arches.
1568 root 1.2 This field is ignored if the creator has items in inventory. In this case
1569     one of the inventory items is duplicated. The duplicated item is randomly
1570     chosen from all items present.
1571 root 1.1 </attribute>
1572     <attribute arch="connected" editor="connection" type="int">
1573     Whenever the connection value is activated,
1574 root 1.3 the creator gets triggered.
1575 root 1.1 </attribute>
1576 elmex 1.16 &activate_on;
1577 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1578     If &lt;infinit uses&gt; is set, the creator will work
1579 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1580 root 1.1 </attribute>
1581 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1582     When this field is set the creator will periodically create stuff
1583     (and will still do so when the connection is triggered).
1584     A value of 1 means roughly 8 times a second.
1585     </attribute>
1586 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1587     The creator can be triggered &lt;number of uses&gt; times, thus
1588     creating that many objects, before it dissappears.
1589     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1590     </attribute>
1591     <attribute arch="slaying" editor="name of creation" type="string">
1592 root 1.2 The created object will bear the name and title specified in &lt;name of
1593     creation&gt;. If nothing is set, the standard name and title of the
1594     archetype is used.
1595 root 1.1 </attribute>
1596     <attribute arch="level" editor="level of creation" type="int">
1597     The created object will be of that level. If zero/unset,
1598     the standard level of the archetype is used.
1599     </attribute>
1600     </type>
1601    
1602     <!--####################################################################-->
1603     <type number="51" name="Detector">
1604     <ignore>
1605     <ignore_list name="system_object" />
1606     </ignore>
1607     <description><![CDATA[
1608     Detectors work quite much like inv. checkers/pedestals: If the detector
1609     finds a specific object, it toggles its connected value.
1610     <br><br>
1611     What is "unique" about them, compared to inv. checkers/ pedestals?
1612     - First, detectors check their square for a match periodically, not
1613     instantly. Second, detectors check directly for object names. Third,
1614 root 1.37 detectors do not check the inventory of players/monsters.]]>
1615 root 1.1 </description>
1616     <use><![CDATA[
1617     There is one major speciality about detectors: You can detect spells
1618     blown over a detector! To detect a lighting bolt for example, set
1619     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1620 root 1.37 walls, this can be very useful for map-mechanisms.]]>
1621 root 1.1 </use>
1622     <attribute arch="no_pick" value="1" type="fixed" />
1623     <attribute arch="slaying" editor="match name" type="string">
1624     &lt;match name&gt; specifies the name of the object we are looking for.
1625     Actually it does also check for the &lt;key string&gt; in key-objects,
1626     but for this case inventory checkers are often more powerful to use.
1627     </attribute>
1628     <attribute arch="connected" editor="connection" type="int">
1629     When the detector is triggered, all objects with the same
1630     connection value get activated.
1631     </attribute>
1632     <attribute arch="speed" editor="detection speed" type="float">
1633     This value defines the time between two detector-checks.
1634     If you want the detector to behave almost like pedestals/buttons,
1635     set speed rather high, like &lt;detection speed&gt; 1.0.
1636     </attribute>
1637 root 1.12 &speed_left;
1638     <attribute arch="speed_left" editor="speed left" type="float">
1639     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1640     If it is larger than 0, the detector checks, and the speed is decremented
1641     by 1.
1642     </attribute>
1643 root 1.1 </type>
1644    
1645     <!--####################################################################-->
1646     <type number="112" name="Director">
1647     <ignore>
1648     <ignore_list name="non_pickable" />
1649     </ignore>
1650     <description><![CDATA[
1651     Directors change the direction of spell objects and other projectiles
1652     that fly past. Unlike spinners, directors always move objects in the
1653     same direction. It does not make a difference from what angle you
1654     shoot into it.<br>
1655 root 1.37 Directors are visible per default.]]>
1656 root 1.1 </description>
1657     <use><![CDATA[
1658     Directors are rarely used in maps. Sometimes they are placed to
1659     change the direction of spells coming out of magic walls,
1660     "channeling" spell-projectiles in some direction. When doing this,
1661     <B>never place directors facing each other with magic walls fireing
1662     into them!</B> The spell-projectiles bouncing between the directors
1663     would accumulate to huge numbers and at some point slow down the
1664     server by eating memory- and CPU-time.
1665     <br><br>
1666     You'd better not place directors in monster vs. player combat
1667 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1668 root 1.1 </use>
1669     <attribute arch="sp" editor="direction" type="list_direction">
1670     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1671     A director with direction &lt;none&gt; simply stops projectiles.
1672     (The latter works out a bit strange for some spells).
1673     </attribute>
1674 root 1.9 &move_on;
1675 root 1.1 </type>
1676    
1677     <!--####################################################################-->
1678     <type number="158" name="Disease">
1679     <ignore>
1680     <ignore_list name="system_object" />
1681     </ignore>
1682     <description><![CDATA[
1683 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1684 root 1.1 Once casted, they can spread out and infect creatures in a large
1685     area. Being infected can have various effects, from amusing farts
1686 root 1.37 to horrible damage - almost everything is possible.]]>
1687 root 1.1 </description>
1688     <use><![CDATA[
1689     Diseases are extremely flexible and usable in a many ways.
1690     So far they are mostly used for causing bad, unwanted effects.
1691     You could just as well create a disease which helps the player
1692     (recharging mana for example).
1693 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1694 root 1.1 </use>
1695     <attribute arch="invisible" value="1" type="fixed" />
1696     <attribute arch="level" editor="plaque level" type="int">
1697     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1698     This mainly reflects in the &lt;damage&gt;. It has no effect on
1699     most other symptoms. Neverthless, it is a very important value for
1700     all damage-inflicting diseases.
1701     </attribute>
1702     <attribute arch="race" editor="infect race" type="string">
1703     The disease will only infect creatures of the specified &lt;race&gt;.
1704     "&lt;race&gt; *" means every creature can be infected.
1705     </attribute>
1706     <attribute arch="ac" editor="progressiveness" type="int">
1707     Every time the disease "moves" the severity of the symptoms are increased
1708     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1709     </attribute>
1710     <section name="spreading">
1711     <attribute arch="wc" editor="infectiosness" type="int">
1712     The &lt;infectiosness&gt; defines the chance of new creatures getting
1713     infected. If you set this too high, the disease is very likely to
1714     be too effective.
1715 root 1.3
1716 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1717     </attribute>
1718     <attribute arch="last_grace" editor="attenuation" type="int">
1719     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1720     everytime it infects someone new. This limits how many generations
1721     a disease can propagate.
1722     </attribute>
1723     <attribute arch="magic" editor="infection range" type="int">
1724     &lt;infection range&gt; sets the range at which infection may occur.
1725     If positive, the &lt;infection range&gt; is level dependant - If negative,
1726     it is not:
1727     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1728 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1729 root 1.1 </attribute>
1730     <attribute arch="maxhp" editor="persistence" type="int">
1731     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1732     The disease can "move" &lt;persistence&gt; times outside a host before it
1733     vanishes. A negative value means the disease lasts for permanent
1734     (which is only recommended to use in maps without monsters).
1735     </attribute>
1736     <attribute arch="maxgrace" editor="curing duration" type="int">
1737     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1738     (Assuming the host survives and doesn't use a curing spell).
1739     After this period the disease is naturally cured, which provides the
1740     host with immunity from this particular disease of lower or equal level.
1741 root 1.3
1742 root 1.1 A negative value means the disease can never be cured naturally.
1743 root 1.3
1744 root 1.1 Note that this value can be further modulated by spell-parameters,
1745     if the disease is registered as spell in the code. Due to that,
1746     most default diseases take a lot longer to cure than it seems.
1747     </attribute>
1748     <attribute arch="speed" editor="moving speed" type="float">
1749     The &lt;speed&gt; of the disease determines how fast the disease will
1750     "move", thus how fast the symptoms strike the host.
1751     </attribute>
1752 root 1.12 &speed_left;
1753 root 1.1 </section>
1754     <section name="symptoms">
1755     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1756     The disease will attack the host with the given &lt;attacktype&gt;.
1757     Godpower attacktype is commonly used for "unresistable" diseases.
1758     </attribute>
1759     <attribute arch="dam" editor="damage" type="int">
1760     A disease with a positive &lt;damage&gt; value will strike the player for that
1761     amount of damage every time the symptoms occur.
1762     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1763     the player's health is reduced by 10% every time the symptoms strike.
1764 root 1.3
1765 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1766     for players of all levels.
1767     </attribute>
1768     <attribute arch="other_arch" editor="create arch" type="string">
1769     If set, the specified arch is created and dropped every time the
1770     symptoms strike.
1771 root 1.3
1772 root 1.1 This can be various things: farts, body pieces, eggs ...
1773     Even monsters can be created that way. You could also make a
1774     disease where some exotic stuff like money/gems is created.
1775     </attribute>
1776     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1777     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1778     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1779     </attribute>
1780     <attribute arch="exp" editor="exp. for curing" type="int">
1781     When the player manages to cure this disease (with a curing spell),
1782     he is awarded with &lt;exp. for curing&gt; experience.
1783     </attribute>
1784     <attribute arch="maxsp" editor="mana depletion" type="int">
1785     Every time the disease "moves", the player's mana is
1786     reduced by the value of &lt;mana depletion&gt;.
1787     For negative values, a %-based amount is taken.
1788     </attribute>
1789     <attribute arch="last_eat" editor="food depletion" type="int">
1790     Every time the disease "moves", the player's food is
1791     reduced by the value of &lt;food depletion&gt;.
1792     For negative values, a %-based amount is taken.
1793     </attribute>
1794     <attribute arch="hp" editor="health regen." type="int">
1795     This value increases the player's healing rate.
1796     Negative values decrease it.
1797     </attribute>
1798     <attribute arch="sp" editor="mana regen." type="int">
1799     This value increases the player's rate of mana regeneration.
1800     Negative values decrease it.
1801     </attribute>
1802     </section>
1803     <section name="disability">
1804     <attribute arch="Str" editor="strength" type="int">
1805     The player's strength will rise by the given value
1806     while being infected. (Negative values make strength fall)
1807     </attribute>
1808     <attribute arch="Dex" editor="dexterity" type="int">
1809     The player's dexterity will rise by the given value
1810     while being infected. (Negative values make dexterity fall)
1811     </attribute>
1812     <attribute arch="Con" editor="constitution" type="int">
1813     The player's constitution will rise by the given value
1814     while being infected. (Negative values make constitution fall)
1815     </attribute>
1816     <attribute arch="Int" editor="intelligence" type="int">
1817     The player's intelligence will rise by the given value
1818     while being infected. (Negative values make intelligence fall)
1819     </attribute>
1820     <attribute arch="Pow" editor="power" type="int">
1821     The player's power will rise by the given value
1822     while being infected. (Negative values make power fall)
1823     </attribute>
1824     <attribute arch="Wis" editor="wisdom" type="int">
1825     The player's wisdom will rise by the given value
1826     while being infected. (Negative values make wisdom fall)
1827     </attribute>
1828     <attribute arch="Cha" editor="charisma" type="int">
1829     The player's charisma will rise by the given value
1830     while being infected. (Negative values make charisma fall)
1831     </attribute>
1832     </section>
1833     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1834     This text is displayed to the player every time the
1835     symptoms strike.
1836     </attribute>
1837     </type>
1838    
1839     <!--####################################################################-->
1840 root 1.3 <type number="23" name="Door">
1841     <ignore>
1842     <ignore_list name="non_pickable" />
1843     </ignore>
1844     <description><![CDATA[
1845     A door can be opened with a normal key. It also can be broken by attacking
1846     it, and it can be defeated with the lockpicking skill. If a door is
1847     defeated, horizontally and vertically adjacent doors are automatically
1848 root 1.37 removed.]]>
1849 root 1.3 </description>
1850     <attribute arch="no_pick" value="1" type="fixed" />
1851     <attribute arch="alive" value="1" type="fixed" />
1852 root 1.9 &movement_types_terrain;
1853 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1854     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1855     </attribute>
1856     <attribute arch="ac" editor="armour class" type="int">
1857     Doors of high &lt;armour class&gt; are less likely to get hit.
1858     &lt;armour class&gt; can be considered the "counterpiece" to
1859     &lt;weapon class&gt;.
1860     </attribute>
1861     <attribute arch="other_arch" editor="drop arch" type="string">
1862     This string defines the object that will be created when the door was
1863     defeated.
1864     </attribute>
1865     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1866     This entry determines what kind of traps will appear in the door.
1867     </attribute>
1868 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1869     Set this flag to move treasure items created into the environment (map)
1870     instead of putting them into the object.
1871     </attribute>
1872 root 1.3 </type>
1873    
1874     <!--####################################################################-->
1875 root 1.1 <type number="83" name="Duplicator">
1876     <ignore>
1877     <ignore_list name="system_object" />
1878     </ignore>
1879     <description><![CDATA[
1880     When activated, a duplicator can duplicate, multiply or destroy a pile of
1881     objects which lies somewhere on top of the duplicator.
1882     The duplicator has one arch name specified as &lt;target arch&gt;,
1883     and only objects of this archetype can be affected.<br>
1884     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1885 root 1.37 If the latter is set to zero, it will destroy objects.]]>
1886 root 1.1 </description>
1887     <use><![CDATA[
1888     I hope it is clear that one must be very cautious when inserting a duplicator
1889     anywhere with &lt;multiply factor&gt; greater than one.
1890     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1891     It is <b>not acceptable</b> to allow duplication of anything other than
1892     coins, gold and jewels. Besides, it is very important that the chance to
1893     loose the input matches the chance to earn winnings.<br>
1894     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1895 root 1.37 loosing rate of 2/3 = 67%.]]>
1896 root 1.1 </use>
1897     <attribute arch="other_arch" editor="target arch" type="string">
1898 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1899     duplicated, multiplied or removed. All other objects will be ignored.
1900 root 1.1 </attribute>
1901     <attribute arch="level" editor="multiply factor" type="int">
1902     The number of items in the target pile will be multiplied by the
1903     &lt;multiply factor&gt;. If it is set to zero, all target objects
1904     will be destroyed.
1905     </attribute>
1906     <attribute arch="connected" editor="connection" type="int">
1907     An activator (lever, altar, button, etc) with matching connection value
1908     is able to trigger this duplicator. Be very careful that players cannot
1909     abuse it to create endless amounts of money or other valuable stuff!
1910     </attribute>
1911 elmex 1.16 &activate_on;
1912 root 1.1 </type>
1913    
1914     <!--####################################################################-->
1915     <type number="66" name="Exit">
1916     <ignore>
1917     <ignore_list name="non_pickable" />
1918     </ignore>
1919     <description><![CDATA[
1920     When the player applies an exit, he is transferred to a different location.
1921     (Monsters cannot use exits.) Depending on how it is set, the player applies
1922     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1923 root 1.37 the exit. ]]>
1924 root 1.1 </description>
1925     <use><![CDATA[
1926 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1927 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1928     detected with the show_invisible spell.
1929     <br><br>
1930     You can be quite creative with the outlook of secret exits (their "face").
1931 root 1.37 Don't forget to give the player relyable hints about them though.]]>
1932 root 1.1 </use>
1933     <attribute arch="slaying" editor="exit path" type="string">
1934     The exit path defines the map that the player is transferred to.
1935     You can enter an absolute path, beginning with '/' (for example
1936     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1937     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1938     relative path "Fire1"). Use relative paths whenever possible! Note that
1939     upper/lower case must always be set correctly. However, please use lower
1940 root 1.3 case only.
1941 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1942     is on. If slaying is not set in an exit, the player will see a message like
1943     "the exit is closed".
1944     </attribute>
1945     <attribute arch="hp" editor="destination X" type="int">
1946     The exit destinations define the (x, y)-coordinates where the exit
1947     leads to.
1948     If both are set to zero, the player will be transferred to the "default
1949     enter location" of the destined map. The latter can be set in the map-
1950     properties as "Enter X/Y". Though, please DO NOT use that.
1951     It turned out to be a source for numerous map-bugs.
1952     </attribute>
1953     <attribute arch="sp" editor="destination Y" type="int">
1954     The exit destinations define the (x, y)-coordinates where the exit
1955     leads to.
1956     If both are set to zero, the player will be transferred to the "default
1957     enter location" of the destined map. The latter can be set in the map-
1958     properties as "Enter X/Y". Though, please DO NOT use that.
1959     It turned out to be a source for numerous map-bugs.
1960     </attribute>
1961 root 1.9 &move_on;
1962 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1963     If set, this message will be displayed to the player when he applies the exit.
1964     This is quite useful to throw in some "role-play feeling": "As you enter the
1965     dark cave you hear the sound of rustling dragonscales...". Well, my english
1966     is poor, but you get the point. =)
1967     </attribute>
1968 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
1969     If set, then players using this exit will have their savebed position
1970 root 1.26 set to the destination of the exit when passing through.
1971 root 1.1 </attribute>
1972     </type>
1973    
1974     <!--####################################################################-->
1975     <type number="72" name="Flesh">
1976     <description><![CDATA[
1977     Just like with food, the player can fill his stomache and gain a
1978     little health by eating flesh-objects. <br>
1979     For dragon players, flesh plays a very special role though: If the
1980     flesh has resistances set, a dragon player has a chance to gain resistance in
1981 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1982 root 1.1 Don't forget that flesh items with resistances have to be balanced
1983 root 1.37 according to map/monster difficulty.]]>
1984 root 1.1 </description>
1985     <use><![CDATA[
1986     For dragon players, flesh items can be highly valuable. Note that many
1987     standard monsters carry flesh items from their &lt;treasurelist&gt;.
1988     These flesh items "inherit" resistances and level from the monster they belong to.
1989     When you add special flesh items to the inventory of a monster, this is
1990     not the case - so you have to set it manually.
1991     <br><br>
1992     Generally adding special flesh-treaties for dragon players is a great thing
1993     to do. Always consider that dragon players might really not be interested
1994     in that special piece of weapon or armour, so don't let the dragon-fellows miss
1995 root 1.37 out on the reward completely.]]>
1996 root 1.1 </use>
1997     <attribute arch="food" editor="foodpoints" type="int">
1998     The player's stomache will get filled with this amount of foodpoints.
1999     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2000     </attribute>
2001     <attribute arch="level" editor="flesh level" type="int">
2002     The &lt;flesh level&gt; is not visible to the players and it affects only
2003     dragon players. Normally this value reflects the level of the monster
2004     from which the flesh item originates.
2005     Dragon players always search for flesh of highest level possible,
2006     because it bears the best chance to gain high resistances.
2007     </attribute>
2008     <attribute arch="startequip" editor="godgiven item" type="bool">
2009     A godgiven item vanishes as soon as the player
2010     drops it to the ground.
2011     </attribute>
2012 elmex 1.29 &resistances_flesh_section;
2013 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2014     This text may describe the item.
2015     </attribute>
2016     </type>
2017    
2018     <!--####################################################################-->
2019     <type number="0" name="Floor">
2020     <required>
2021     <attribute arch="is_floor" value="1" />
2022     <attribute arch="alive" value="0" />
2023     </required>
2024     <ignore>
2025     <ignore_list name="non_pickable" />
2026     </ignore>
2027     <description><![CDATA[
2028     Floor is a very basic thing whithout too much
2029 root 1.37 functionality. It's a floor - you stand on it.]]>
2030 root 1.1 </description>
2031     <attribute arch="is_floor" value="1" type="fixed" />
2032     <attribute arch="no_pick" value="1" type="fixed" />
2033     <section name="terrain">
2034 root 1.9 &movement_types_terrain;
2035 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2036     This flag indicates this spot contains wood or high grass.
2037     Players with activated woodsman skill can move faster here.
2038     </attribute>
2039     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2040     This flag indicates this spot contains hills or large rocks.
2041     Players with activated mountaineer skill can move faster here.
2042     </attribute>
2043     </section>
2044     <attribute arch="no_magic" editor="no spells" type="bool">
2045     If enabled, it is impossible for players to use (wizard-)
2046     spells on that spot.
2047     </attribute>
2048     <attribute arch="damned" editor="no prayers" type="bool">
2049     If enabled, it is impossible for players to use prayers
2050     on that spot. It also prevents players from saving.
2051     </attribute>
2052     <attribute arch="unique" editor="unique map" type="bool">
2053     Unique floor means that any items dropped on that spot
2054     will be saved byond map reset. For permanent apartments,
2055     all floor tiles must be set &lt;unique map&gt;.
2056     </attribute>
2057     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2058     This text may describe the object.
2059     </attribute>
2060     </type>
2061    
2062     <!--####################################################################-->
2063     <type number="67" name="Floor (Encounter)">
2064     <ignore>
2065     <ignore_list name="non_pickable" />
2066     </ignore>
2067     <description><![CDATA[
2068     Encounter-Floor is pretty much the same as normal floor.
2069     Most outdoor floor/ground-arches are set to be "encounters".
2070     That is kind of a relict from former code: When walking over
2071     encounter-floor, players sometimes got beamed to little maps
2072     with monsters on them. Nowadays this feature is disabled -
2073 root 1.37 Hence encounter floor is not different from normal floor.]]>
2074 root 1.1 </description>
2075     <attribute arch="is_floor" value="1" type="fixed" />
2076     <attribute arch="no_pick" value="1" type="fixed" />
2077     <section name="terrain">
2078 root 1.9 &movement_types_terrain;
2079 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2080     This flag indicates this spot contains wood or high grass.
2081     Players with activated woodsman skill can move faster here.
2082     </attribute>
2083     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2084     This flag indicates this spot contains hills or large rocks.
2085     Players with activated mountaineer skill can move faster here.
2086     </attribute>
2087     </section>
2088     <attribute arch="no_magic" editor="no spells" type="bool">
2089     If enabled, it is impossible for players to use (wizard-)
2090     spells on that spot.
2091     </attribute>
2092     <attribute arch="damned" editor="no prayers" type="bool">
2093     If enabled, it is impossible for players to use prayers
2094     on that spot. It also prevents players from saving.
2095     </attribute>
2096     <attribute arch="unique" editor="unique map" type="bool">
2097     Unique floor means that any items dropped on that spot
2098     will be saved byond map reset. For permanent apartments,
2099     all floor tiles must be set &lt;unique map&gt;.
2100     </attribute>
2101     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2102     This text may describe the object.
2103     </attribute>
2104     </type>
2105    
2106     <!--####################################################################-->
2107     <type number="6" name="Food">
2108     <description><![CDATA[
2109     By eating/drinking food-objects, the player can fill his
2110 root 1.37 stomache and gain a little health.]]>
2111 root 1.1 </description>
2112     <attribute arch="food" editor="foodpoints" type="int">
2113     The player's stomache will get filled with this amount of foodpoints.
2114     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2115     </attribute>
2116     <attribute arch="startequip" editor="godgiven item" type="bool">
2117     A godgiven item vanishes as soon as the player
2118     drops it to the ground.
2119     </attribute>
2120     </type>
2121    
2122     <!--####################################################################-->
2123     <type number="91" name="Gate">
2124     <ignore>
2125     <ignore_list name="non_pickable" />
2126     </ignore>
2127     <description><![CDATA[
2128 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2129 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2130     or carrying special key-objects (-> inventory checker).
2131     Unlike locked doors, gates can get shut again after a player has
2132 root 1.37 passed, which makes them more practical in many cases.]]>
2133 root 1.1 </description>
2134     <use><![CDATA[
2135     Use gates to divide your maps into seperated areas. After solving
2136     area A, the player gains access to area B, and so on. Make your
2137 root 1.37 maps more complex than "one-way".]]>
2138 root 1.1 </use>
2139     <attribute arch="no_pick" value="1" type="fixed" />
2140 elmex 1.15 <attribute arch="speed" value="1" type="float">
2141     The speed of the gate affects how fast it is closing/opening.
2142     </attribute>
2143 root 1.1 <attribute arch="connected" editor="connection" type="int">
2144     Whenever the inventory checker is triggered, all objects with identical
2145     &lt;connection&gt; value get activated. This only makes sense together with
2146     &lt;blocking passage&gt; disabled.
2147     </attribute>
2148     <attribute arch="wc" editor="position state" type="int">
2149     The &lt;position state&gt; defines the position of the gate:
2150     Zero means completely open/down, the "number of animation-steps" (usually
2151     about 6 or 7) means completely closed/up state. I suggest you don't
2152     mess with this value - Leave the default in place.
2153     </attribute>
2154 root 1.9 &movement_types_terrain;
2155 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2156     Restricting the use of spells to pass this gate. This has
2157     an effect only if &lt;block view&gt; is disabled.
2158     </attribute>
2159     <attribute arch="damned" editor="restrict prayers" type="bool">
2160     Restricting the use of prayers to pass this door. This has
2161     an effect only if &lt;block view&gt; is disabled.
2162     </attribute>
2163     </type>
2164    
2165     <!--####################################################################-->
2166     <type number="113" name="Girdle">
2167     <import_type name="Amulet" />
2168     <description><![CDATA[
2169     Wearing a girdle, the object's stats will directly be inherited to
2170     the player. Girdles usually provide stats- or damage bonuses and no
2171 root 1.37 defense.]]>
2172 root 1.1 </description>
2173     <use><![CDATA[
2174     Feel free to create your own special artifacts. However, it is very
2175 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2176 root 1.1 </use>
2177     <attribute arch="magic" editor="magic bonus" type="int">
2178     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2179     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2180     than direct armour-class bonus on the helmet.
2181 root 1.3
2182 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2183     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2184     &lt;magic bonus&gt; is pointless here.
2185     </attribute>
2186     </type>
2187    
2188     <!--####################################################################-->
2189     <type number="100" name="Gloves">
2190     <import_type name="Amulet" />
2191     <description><![CDATA[
2192     Wearing gloves, the object's stats will directly be inherited to
2193 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2194 root 1.1 </description>
2195     <use><![CDATA[
2196     Feel free to create your own special artifacts. However, it is very
2197 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2198 root 1.1 </use>
2199     <attribute arch="magic" editor="magic bonus" type="int">
2200     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2201     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2202     will increase that.
2203     </attribute>
2204     </type>
2205    
2206     <!--####################################################################-->
2207     <type number="93" name="Handle">
2208     <ignore>
2209     <ignore_list name="non_pickable" />
2210     </ignore>
2211     <description><![CDATA[
2212     A handle can be applied by players and (certain) monsters.
2213 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2214 root 1.1 </description>
2215     <use><![CDATA[
2216     Handles are commonly used to move gates. When placing your lever,
2217     don't forget that some monsters are able to apply it.
2218     The ability to apply levers is rare among monsters -
2219 root 1.37 but vampires can do it for example.]]>
2220 root 1.1 </use>
2221     <attribute arch="no_pick" value="1" type="fixed" />
2222     <attribute arch="connected" editor="connection" type="int">
2223     Every time the handle is applied, all objects
2224     with the same &lt;connection&gt; value are activated.
2225     </attribute>
2226     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2227     This text may describe the item. You can use this
2228     message to explain the handle's purpose to the player.
2229     </attribute>
2230     </type>
2231    
2232     <!--####################################################################-->
2233     <type number="27" name="Handle Trigger">
2234     <import_type name="Handle" />
2235     <ignore>
2236     <ignore_list name="non_pickable" />
2237     </ignore>
2238     <description><![CDATA[
2239     Handle triggers are handles which reset after a short period
2240     of time. Every time it is either applied or reset, the
2241 root 1.37 &lt;connection&gt; value is triggered.]]>
2242 root 1.1 </description>
2243     <use><![CDATA[
2244     When you connect an ordinary handle to a gate, the gate normally remains
2245     opened after the first player passed. If you want to keep the gate shut,
2246 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2247 root 1.1 </use>
2248     </type>
2249    
2250     <!--####################################################################-->
2251     <type number="88" name="Hazard Floor">
2252     <required>
2253     <attribute arch="is_floor" value="1" />
2254     </required>
2255     <ignore>
2256     <ignore_list name="non_pickable" />
2257     </ignore>
2258     <description><![CDATA[
2259     The best example for Hazard Floor is lava. It works like standard
2260     floor, but damages all creatures standing on it.
2261 root 1.37 Damage is taken in regular time intervals.]]>
2262 root 1.1 </description>
2263     <use><![CDATA[
2264     The default lava for example does minor damage. But you can turn
2265     it up so that your hazard floor poses a real threat.<br>
2266     Like magic walls, such floors add a permanent thrill to your map.
2267     You can use that to safely chase off too-weak players, or just
2268 root 1.37 to have something different.]]>
2269 root 1.1 </use>
2270     <attribute arch="is_floor" value="1" type="fixed" />
2271     <attribute arch="lifesave" value="1" type="fixed" />
2272 root 1.9 &move_on;
2273 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2274     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2275     This attribute specifys the attacktypes that this floor uses to
2276     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2277     If you want a real tough hazard floor, add more than just one attacktype.
2278     </attribute>
2279     <attribute arch="dam" editor="base damage" type="int">
2280     The &lt;base damage&gt; defines how much damage is inflicted to the
2281     victim per hit. The final damage is influenced by several other
2282     factors like the victim's resistance and level.
2283     </attribute>
2284     <attribute arch="wc" editor="weaponclass" type="int">
2285     &lt;weapon class&gt; improves the chance of hitting the victim.
2286     Lower values are better.
2287     Usually, hazard floors like lava are supposed to hit the
2288     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2289     to something like -30.
2290     </attribute>
2291     <attribute arch="level" editor="attack level" type="int">
2292     I guess this value is supposed to work similar to monster levels.
2293     But in fact, it does not seem to have an effect. Set any non-zero
2294     value to be on the safe side.
2295     </attribute>
2296     <section name="terrain">
2297 root 1.9 &movement_types_terrain;
2298 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2299     This flag indicates this spot contains wood or high grass.
2300     Players with activated woodsman skill can move faster here.
2301     </attribute>
2302     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2303     This flag indicates this spot contains hills or large rocks.
2304     Players with activated mountaineer skill can move faster here.
2305     </attribute>
2306     </section>
2307     <attribute arch="no_magic" editor="no spells" type="bool">
2308     If enabled, it is impossible for players to use (wizard-)
2309     spells on that spot.
2310     </attribute>
2311     <attribute arch="damned" editor="no prayers" type="bool">
2312     If enabled, it is impossible for players to use prayers
2313     on that spot. It also prevents players from saving.
2314     </attribute>
2315     <attribute arch="unique" editor="unique map" type="bool">
2316     Unique floor means that any items dropped on that spot
2317     will be saved byond map reset. For permanent apartments,
2318     all floor tiles must be set &lt;unique map&gt;.
2319     </attribute>
2320     </type>
2321    
2322     <!--####################################################################-->
2323     <type number="34" name="Helmet">
2324     <import_type name="Amulet" />
2325     <description><![CDATA[
2326     Wearing a helmet, the object's stats will directly be inherited to
2327     the player. Normal helmets usually increase defense, while crowns
2328     add more special bonuses like stats/resistances paired with
2329 root 1.37 low defense.]]>
2330 root 1.1 </description>
2331     <use><![CDATA[
2332     Feel free to create your own special artifacts. However, it is very
2333 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2334 root 1.1 </use>
2335     <attribute arch="magic" editor="magic bonus" type="int">
2336     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2337     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2338     than direct armour-class bonus on the helmet.
2339 root 1.3
2340 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2341     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2342     Crowns for instance typically provide no &lt;amour class&gt;.
2343     </attribute>
2344     </type>
2345    
2346     <!--####################################################################-->
2347     <type number="56" name="Holy Altar">
2348     <ignore>
2349     <ignore_list name="non_pickable" />
2350     </ignore>
2351     <description><![CDATA[
2352     Holy_altars are altars for the various religions. Praying
2353     at a Holy_altar will make you a follower of that god, and
2354 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2355 root 1.1 </description>
2356     <attribute arch="no_pick" value="1" type="fixed" />
2357     <attribute arch="other_arch" editor="god name" type="string">
2358     The altar belongs to the god of the given name. Possible options for
2359     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2360 root 1.3 Gorokh, Valriel and Sorig.
2361    
2362 root 1.1 If you want to have an unconsecrated altar, set
2363     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2364     </attribute>
2365     <attribute arch="level" editor="reconsecrate level" type="int">
2366     To re-consecrate an altar, the player's wisdom level must be as
2367     high or higher than this value. In that way, some altars can not
2368 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2369    
2370 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2371 root 1.1 Some characters might need those altars, they would be very unhappy to
2372     see them re-consecrated to another cult.
2373     </attribute>
2374     </type>
2375    
2376     <!--####################################################################-->
2377     <type number="35" name="Horn">
2378     <ignore>
2379     <attribute arch="title" />
2380     </ignore>
2381     <description><![CDATA[
2382     Horns are very similar to rods. The difference is that horns regenerate
2383     spellpoints faster and thus are more valuable than rods.
2384     <br><br>
2385     A horn contains a spell. The player can use this spell by applying and
2386     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2387 root 1.37 used endlessly.]]>
2388 root 1.1 </description>
2389     <use><![CDATA[
2390     Horns are powerful due to their fast recharge rate. They should
2391     never contain high level attacking spells. Even curing/healing spells
2392 root 1.37 are almost too good on a horn.]]>
2393 root 1.1 </use>
2394     <attribute arch="sp" editor="spell" type="spell">
2395     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2396     horns to players, since they can be used endlessly without any mana cost!
2397     Horns with heal/ restoration/ protection spells, IF available, MUST be
2398     very very VERY hard to get!
2399     </attribute>
2400     <attribute arch="level" editor="casting level" type="int">
2401     The casting level of the &lt;spell&gt; determines it's power.
2402     For attack spells, level should not be set too high.
2403     </attribute>
2404     <attribute arch="hp" editor="initial spellpoints" type="int">
2405     This value represents the initial amount of spellpoints in the horn.
2406     Naturally, this is quite unimportant.
2407     </attribute>
2408     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2409     When the horn is fully charged up, it will hold this maximum amount of
2410     spellpoints. Make sure it is enough to cast the contained spell at least
2411     once. But don't set the value too high, as that might make the horn way
2412     too effective.
2413     </attribute>
2414     <attribute arch="startequip" editor="godgiven item" type="bool">
2415     A godgiven item vanishes as soon as the player
2416     drops it to the ground.
2417     </attribute>
2418     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2419     This text may contain a description of the horn.
2420     </attribute>
2421     </type>
2422    
2423     <!--####################################################################-->
2424     <type number="73" name="Inorganic">
2425     <description><![CDATA[
2426     Inorganic materials are generally used as ingredients for
2427     alchemical receipes. By themselves, they have no special
2428 root 1.37 functionalities.]]>
2429 root 1.1 </description>
2430     <attribute arch="is_dust" editor="is dust" type="bool">
2431     </attribute>
2432 elmex 1.29 &resistances_basic;
2433 root 1.1 </type>
2434    
2435     <!--####################################################################-->
2436     <type number="64" name="Inventory Checker">
2437     <ignore>
2438     <ignore_list name="system_object" />
2439     </ignore>
2440     <description><![CDATA[
2441     Inventory checkers passively check the players inventory for a
2442     specific object. You can set a connected value that is triggered
2443     either if that object is present or missing (-&gt; "last_sp") when a
2444     player walks over the inv. checker. A valid option is to remove the
2445     matching object (usually not recommended, see "last_heal").
2446     <br><br>
2447     Alternatively, you can set your inv. checker to block all players
2448 root 1.9 that do/don't carry the matching object.
2449 root 1.1 <br><br>
2450     As you can see, inv. checkers are quite powerful, holding a
2451 root 1.37 great variety of possibilities.]]>
2452 root 1.1 </description>
2453     <use><![CDATA[
2454     Putting a check_inventory space in front of a gate (one below) and
2455     one on the opposite side works reasonably well as a control mechanism.
2456     Unlike the key/door-combo, this one works infinite since it is
2457     independant from map reset. Use it to put a "structure" into your
2458     maps: Player must solve area A to gain access to area B. This concept
2459 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2460 root 1.1 </use>
2461     <attribute arch="no_pick" value="1" type="fixed" />
2462     <attribute arch="slaying" editor="match key string" type="string">
2463     This string specifies the object we are looking for: We have a match
2464     if the player does/don't carry a key object or a mark with identical
2465     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2466     this context. A typical example is the city gate mechanism of scorn.
2467     </attribute>
2468     <attribute arch="race" editor="match arch name" type="string">
2469     This string specifies the object we are looking for: We have a match
2470     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2471     </attribute>
2472     <attribute arch="hp" editor="match type" type="int">
2473     This value specifies the object we are looking for: We have a match
2474 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2475    
2476 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2477     enabled. Now you have an inv. checker blocking all players that carry any
2478     kind of melee weapon. To pass, a player is forced to leave behind all
2479     his weaponry... bad news for a warrior. ;)
2480     </attribute>
2481     <attribute arch="last_sp" editor="match = having" type="bool">
2482     Enabled means having that object is a match.
2483     Disabled means not having that object is a match.
2484     </attribute>
2485     <attribute arch="connected" editor="connection" type="int">
2486     Whenever the inventory checker is triggered, all objects with identical
2487     &lt;connection&gt; value get activated. This only makes sense together with
2488     &lt;blocking passage&gt; disabled.
2489     </attribute>
2490 root 1.9 &movement_types_terrain;
2491 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2492     &lt;remove match&gt; means remove object if found. Setting this is usually not
2493     recommended because inv. checkers are in general invisible. So, unlike
2494     for altars/ locked doors, the player won't expect to lose an object when
2495 root 1.3 walking over that square. And he doesn't even get a message either.
2496    
2497 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2498     to inform the player what's going on!
2499     </attribute>
2500     </type>
2501    
2502     <!--####################################################################-->
2503 root 1.2 <type number="163" name="Item Transformer">
2504     <description><![CDATA[
2505     An item transformer is simply applied, after having marked a 'victim'
2506     item. If the victim is suitable, it will be transformed into something
2507     else.]]>
2508     </description>
2509     <use><![CDATA[
2510     To make an item transformable, you just have to fill the 'slaying' field.
2511     The syntax is:
2512     <br>
2513     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2514     <br>
2515     with [] denoting optional part, and * any number of preceding [].
2516     'new_item' must be the name of an existing archetype.
2517     <br><br>
2518     Example, for object apple: slaying knife:2 half_apple
2519     <br><br>
2520     This means that, when applying a knife (should be an Item Transformer),
2521     one 'apple' will be transformed into 2 'half_apple'.]]>
2522     </use>
2523     <attribute arch="food" editor="number of uses" type="int">
2524     &lt;number of uses&gt; controls how many times the item transformer can
2525     be used. The value 0 means "unlimited"
2526     </attribute>
2527     <attribute arch="slaying" editor="verb" type="string">
2528     Contains the verb that is used to construct a message to the player
2529     applying the item transformer.
2530     </attribute>
2531     <attribute arch="startequip" editor="godgiven item" type="bool">
2532     A godgiven item vanishes as soon as the player
2533     drops it to the ground.
2534     </attribute>
2535     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2536     This text may contain a description of the item transformer.
2537     </attribute>
2538     </type>
2539    
2540     <!--####################################################################-->
2541 root 1.1 <type number="60" name="Jewel">
2542     <description><![CDATA[
2543     Items of the type Gold &amp; Jewels are handled like a currency.
2544     Unlike for any other type of item, in shops, the buy- and selling
2545 root 1.37 prices differ only marginally.]]>
2546 root 1.1 </description>
2547     <attribute arch="race" value="gold and jewels" type="fixed" />
2548     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2549     This text may describe the object.
2550     </attribute>
2551     </type>
2552    
2553     <!--####################################################################-->
2554 root 1.3 <type number="24" name="Key">
2555     <description><![CDATA[
2556     When carrying a key, a normal door can be opened. The key will
2557 root 1.37 disappear.]]>
2558 root 1.3 </description>
2559     <attribute arch="startequip" editor="godgiven item" type="bool">
2560     A godgiven item vanishes as soon as the player
2561     drops it to the ground.
2562     </attribute>
2563     </type>
2564    
2565     <!--####################################################################-->
2566 root 1.1 <type number="20" name="Locked Door">
2567     <ignore>
2568     <ignore_list name="non_pickable" />
2569     </ignore>
2570     <description><![CDATA[
2571     A locked door can be opened only when carrying
2572 root 1.37 the appropriate special key.]]>
2573 root 1.1 </description>
2574     <use><![CDATA[
2575     If you want to create a locked door that cannot be opened (no key),
2576     set a &lt;key string&gt; like "no_key_available". This will clearify things
2577 root 1.3 and only a fool would create a key matching that string.
2578    
2579 root 1.1 Door-objects can not only be used for "doors". In many maps these
2580     are used with all kinds of faces/names, especially often as
2581     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2582     There you have magic forces (door objects) put under certain artifact
2583     items. To get your hands on the artifacts, you need to bring up the
2584 root 1.37 appropriate quest items (key objects).]]>
2585 root 1.1 </use>
2586 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2587 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2588     <attribute arch="slaying" editor="key string" type="string">
2589     The &lt;key string&gt; in the door must be identical with the
2590     &lt;key string&gt; in the special key, then the door is unlocked.
2591     It is VERY important to set the &lt;key string&gt; to something that
2592 root 1.32 is unique among the Deliantra mapset.
2593 root 1.3
2594 root 1.1 DONT EVER USE the default string "set_individual_value".
2595     </attribute>
2596     <attribute arch="no_magic" editor="restrict spells" type="bool">
2597     Restricting the use of spells to pass this door.
2598     This should be set in most cases.
2599     (Don't forget that the spell "dimension door" is easily
2600     available at about wisdom level 10).
2601     </attribute>
2602     <attribute arch="damned" editor="restrict prayers" type="bool">
2603     Restricting the use of prayers to pass this door.
2604     This should be set in most cases.
2605     </attribute>
2606     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2607     When a player is trying to open the door without carrying the
2608     appropriate key, this text is displayed to the player. This is
2609     a good opportunity to place hints about the special key needed
2610     to unlock the door.
2611     </attribute>
2612     </type>
2613    
2614     <!--####################################################################-->
2615     <type number="29" name="Magic Ear">
2616     <ignore>
2617     <ignore_list name="system_object" />
2618     </ignore>
2619     <description><![CDATA[
2620     Magic_ears trigger a connected value
2621 root 1.37 when the player speaks a specific keyword.]]>
2622 root 1.1 </description>
2623     <use><![CDATA[
2624     Whenever you put magic_ears on your maps, make sure there are
2625     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2626     something like a gate that is opened by speaking "open" or
2627     "sesame", expecting the player to figure this out all by himself.
2628     <br><br>
2629     Magic_ears are typically used for interaction with NPCs. You
2630     can create the impression that the NPC actually *does* something
2631     according to his conversation with a player. Mostly this means
2632     opening a gate or handing out some item, but you could be quite
2633 root 1.37 creative here.]]>
2634 root 1.1 </use>
2635     <attribute arch="no_pick" value="1" type="fixed" />
2636     <attribute arch="connected" editor="connection" type="int">
2637     The Magic_ear will trigger all objects with the
2638     same connection value, every time it is activated.
2639     </attribute>
2640     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2641     This textfield contains the keyword-matching-syntax. The text should
2642     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2643     Any number of keywords from one to infinite is allowed. Make sure
2644     they are seperated by a '|'.
2645 root 1.3
2646 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2647     value will be triggerd when the player speaks any of the given
2648     keywords within a two-square radius. IMPORTANT: Upper/lower case
2649     does not make a difference!
2650     </attribute>
2651     </type>
2652    
2653     <!--####################################################################-->
2654     <type number="62" name="Magic Wall">
2655     <ignore>
2656     <ignore_list name="non_pickable" />
2657     </ignore>
2658     <description><![CDATA[
2659     Magic walls fire spells in a given direction, in regular intervals.
2660     Magic walls can contain any spell. However, some spells do not
2661     operate very successfully in them. The only way to know is to test
2662     the spell you want to use with a wall.
2663     <br><br>
2664     Several types of magical walls are predefined for you in the
2665 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2666 root 1.1 </description>
2667     <use><![CDATA[
2668     Spellcasting walls pose an interesting alternative to monsters.
2669     Usually they are set to be undestroyable. Thus, while monsters
2670     in a map can be cleared out, the magic walls remain. Low level
2671     characters for example will not be able to pass through their
2672     spell-area, hence they cannot loot a map that a high level character
2673     might have cleared out.
2674     <br><br>
2675     Another point of magic walls is that if the player dies, he has to face
2676     them all again. Magic walls can add a kind of "permanent thrill" to
2677     your maps.
2678     <br><br>
2679     Be careful that your magic walls don't kill the monsters on a map. If
2680     placing monsters, eventually take ones that are immune to the
2681     walls' spell(s).
2682     <br><br>
2683     It is possible to make walls rotate when triggered. But that is so
2684     confusing (and useless IMHO) that I did not mention it above. You
2685     can find a working example on the map
2686 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2687 root 1.1 </use>
2688     <attribute arch="dam" editor="spell" type="spell">
2689     The magic wall will cast this &lt;spell&gt;.
2690     </attribute>
2691     <attribute arch="level" editor="spell level" type="int">
2692     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2693     walls cast spells at minimal strength. "level 100" walls cast deadly
2694     spells. Arch default is level 1 - you should always set this value
2695     to meet the overall difficulty of your map.
2696     </attribute>
2697     <attribute arch="connected" editor="connection" type="int">
2698     Every time the &lt;connection&gt; value is triggered, the wall will cast
2699     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2700     have much visible effect.
2701     </attribute>
2702 elmex 1.16 &activate_on;
2703 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2704     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2705     You can fine-tune how long the duration between two casts shall
2706     be. If you want to create a wall that can be activated (cast per
2707     trigger) via connected lever/button/etc, you must set "speed 0".
2708     </attribute>
2709 root 1.12 &speed_left;
2710 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2711     The magic wall will cast it's spells always in the specified
2712     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2713     always fire in a random direction.
2714     </attribute>
2715 root 1.9 &movement_types_terrain;
2716 root 1.1 <section name="destroyable">
2717     <attribute arch="alive" editor="is destroyable" type="bool">
2718     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2719     destroyed by the player. If disabled, all other attributes on
2720     this tab, as well as resistances, are meaningless.
2721     </attribute>
2722     <attribute arch="hp" editor="hitpoints" type="int">
2723     The more &lt;hitpoints&gt; the wall has, the longer
2724     it takes to be destroyed.
2725     </attribute>
2726     <attribute arch="maxhp" editor="max hitpoints" type="int">
2727     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2728     can have. This only makes sense if the wall can regain health.
2729     </attribute>
2730     <attribute arch="ac" editor="armour class" type="int">
2731     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2732     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2733     to &lt;weapon class&gt;.
2734     </attribute>
2735     </section>
2736 elmex 1.29 &resistances_basic;
2737 root 1.1 </type>
2738    
2739     <!--####################################################################-->
2740     <type number="55" name="Marker">
2741     <ignore>
2742     <ignore_list name="system_object" />
2743     </ignore>
2744     <description><![CDATA[
2745     A marker is an object that inserts an invisible force (a mark) into a
2746     player stepping on it. This force does nothing except containing a
2747     &lt;key string&gt; which can be discovered by detectors or inventory
2748     checkers. It is also possible to use markers for removing marks again.
2749     <br><br>
2750     Note that the player has no possibility to "see" his own marks,
2751 root 1.37 except by the effect that they cause on the maps.]]>
2752 root 1.1 </description>
2753     <use><![CDATA[
2754     Markers hold real cool possibilities for map-making. I encourage
2755     you to use them frequently. However there is one negative point
2756     about markers: Players don't "see" what's going on with them. It is
2757     your task, as map-creator, to make sure the player is always well
2758     informed and never confused.
2759     <br><br>
2760     Please avoid infinite markers when they aren't needed. They're
2761     using a little space in the player file after all, so if there
2762 root 1.37 is no real purpose, set an expire time.]]>
2763 root 1.1 </use>
2764     <attribute arch="no_pick" value="1" type="fixed" />
2765     <attribute arch="slaying" editor="key string" type="string">
2766     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2767     If the player already has a force with that &lt;key string&gt;,
2768     there won't be inserted a second one.
2769     </attribute>
2770     <attribute arch="connected" editor="connection" type="int">
2771     When the detector is triggered, all objects with the same
2772     connection value get activated.
2773     </attribute>
2774     <attribute arch="speed" editor="marking speed" type="float">
2775     The &lt;marking speed&gt; defines how quickly it will mark something
2776     standing on the marker. Set this value rather high to make
2777     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2778     should do fine.
2779     </attribute>
2780 root 1.12 &speed_left;
2781 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2782     This value defines the duration of the force it inserts.
2783     If nonzero, the duration of the player's mark is finite:
2784     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2785     means the mark will stay on the player forever.
2786     </attribute>
2787     <attribute arch="name" editor="delete mark" type="string">
2788     When the player steps onto the marker, all existing forces in
2789     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2790     will be removed. If you don't want to remove any marks, leave
2791 root 1.3 this textfield empty.
2792    
2793 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2794     this marker. So don't be confused, and remember changing the
2795     name will take effect on the marker's functionality.
2796     </attribute>
2797     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2798     In the moment when the player gets marked, this text is displayed
2799     to him. You should really set a message in any marker you create,
2800     because it's the only way for the player to notice what's going on.
2801     </attribute>
2802     </type>
2803 root 1.3
2804 root 1.1 <!--####################################################################-->
2805 root 1.3 <type number="36" name="Money">
2806 root 1.2 <ignore>
2807 root 1.3 <attribute arch="unpaid" />
2808 root 1.2 </ignore>
2809     <description><![CDATA[
2810 root 1.3 Items of the type Money are handled as currency.
2811     Money cannot be sold/bought in shops. When money is dropped
2812     in a shop, it stays the same.<br>
2813     When a player picks an item from a shop and attempts to
2814     walk over the shop mat, the item's selling-price is automatically
2815     subtracted from the player's money.
2816     <br><br>
2817     For money, always use the default arches.
2818 root 1.37 Don't modify them.]]>
2819 root 1.2 </description>
2820 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2821 root 1.2 </type>
2822    
2823     <!--####################################################################-->
2824 root 1.3 <type number="0" name="Monster &amp; NPC">
2825     <required>
2826     <attribute arch="is_floor" value="0" />
2827     <attribute arch="alive" value="1" />
2828     <attribute arch="tear_down" value="0" />
2829     </required>
2830 root 1.1 <ignore>
2831 root 1.3 <attribute arch="material" />
2832     <attribute arch="name_pl" />
2833 root 1.1 <attribute arch="nrof" />
2834     <attribute arch="value" />
2835     <attribute arch="unpaid" />
2836     </ignore>
2837     <description><![CDATA[
2838     Monsters can behave in various kinds of ways.
2839     They can be aggressive, attacking the player. Or peaceful,
2840     helping the player - maybe joining him as pet.
2841     The unagressive creatures who communicate with players are
2842     usually called "NPCs" (Non Player Character), a well-known
2843 root 1.37 term in role-play environments.]]>
2844 root 1.1 </description>
2845     <use><![CDATA[
2846     Monsters play a central role in most maps. Choosing the right
2847     combination of monsters for your map is vital:
2848     <UL>
2849     <LI> Place only monsters of slightly varying (increasing) strength.
2850     It's no fun to play for two hours just to find out the last
2851     monster is unbeatable. Similar, it's not exciting to fight orcs
2852     after passing a room of dragons.<br>
2853     This rule applies only for linear maps (one room after the other),
2854     with treasure at the end. You can sprinkle the treasure around,
2855 root 1.3 or make non-linear maps - That is often more entertaining.
2856 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2857     Balrogs, Dragonmen and the likes should be at the end of a quest,
2858 root 1.3 not at the beginning.
2859 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2860     Fire- and cold dragons in one room for example is a bad idea.
2861     By weakening and killing each other they are easy prey for players,
2862     not worth the experience they hold.
2863     <LI> Create your own monsters, especially for "boss"-type monsters.
2864     Having stage-bosses guarding treasure is a lot of fun when done right.
2865     Avoid to create monsters with completely non-intuitive abilities:
2866     Don't give ice-spells to firedragons or vice versa. Don't add
2867     draining attack to trolls, etc. Additionally, you should inform the
2868     player before he bumps right into some very special/unusual monster.
2869     <LI> Last but not least: Always keep an eye on the experience your monsters
2870     hold. Design your maps in a way that high experience
2871     is always well-defended. Don't make large rooms full with only one kind
2872     of monster. Keep in mind the different abilities/techniques players
2873     can use.
2874     </UL>
2875     I know it's impossible to make the perfectly balanced map. There's always
2876     some part which is found too easy or too hard for a certain kind of player.
2877     Just give it your best shot. And listen to feedback from players if you
2878 root 1.37 receive some. :-)]]>
2879 root 1.1 </use>
2880     <attribute arch="alive" value="1" type="fixed" />
2881     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2882     When the monster is killed, items from the treasurelist will
2883     drop to the ground. This is a common way to reward players
2884     for killing (masses of) monsters.
2885 root 1.3
2886 root 1.1 Note that you can always put items into the monster's
2887     inventory. Those will drop-at-kill just like the stuff
2888     from the &lt;treasurelist&gt;.
2889     </attribute>
2890 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2891     Set this flag to move treasure items created into the environment (map)
2892     instead of putting them into the object.
2893     </attribute>
2894 root 1.1 <attribute arch="level" editor="level" type="int">
2895     A monster's &lt;level&gt; is the most important attribute.
2896     &lt;level&gt; affects the power of a monster in various ways.
2897     </attribute>
2898     <attribute arch="race" editor="race" type="string">
2899 root 1.12 Every monster should have a race set to categorize it.
2900 root 1.1 The monster's &lt;race&gt; can have different effects:
2901     Slaying weapons inflict tripple damage against enemy races
2902     and holy word kills only enemy races of the god.
2903     </attribute>
2904     <attribute arch="exp" editor="experience" type="int">
2905     When a player kills this monster, he will get exactly this
2906     amount of &lt;experience&gt;. The experience will flow into
2907 root 1.12 the skill-category the player used for the kill.
2908 root 1.3
2909 root 1.1 If you create special monsters of tweaked strenght/abilities,
2910     always make sure that the &lt;experience&gt; is set to a
2911     reasonable value. Compare with existing arches to get a feeling
2912     what reasonable means. Keep in mind that spellcasting monsters
2913     are a lot harder to kill than non-spellcasters!
2914     </attribute>
2915     <attribute arch="speed" editor="speed" type="float">
2916     The &lt;speed&gt; determines how fast a monster will both move
2917     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2918     </attribute>
2919 root 1.12 &speed_left;
2920 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2921     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2922     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2923     can be set to any valid arch-name of a monster. Multipart monster
2924     should not be used.
2925     </attribute>
2926     <attribute arch="generator" editor="multiply" type="bool">
2927     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2928     every once in a while. Mice are a good example for this effect.
2929     If enabled, you must also set &lt;breed monster&gt; or check
2930     &lt;template generation&gt; and put other monsters in the inventory.
2931     </attribute>
2932     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2933     This only takes effect if &lt;multiply&gt; is enabled. The monster
2934     will create a new monster every once in a while by duplicating it's inventory.
2935     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2936     Each time the monster need to generate an object, it will be
2937     a randomly chosen item from the inventory. When generator is destroyed,
2938 root 1.3 inventory is destroyed.
2939 root 1.1 </attribute>
2940 root 1.9 &move_type;
2941 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2942     Several spells only affect undead monsters:
2943     turn undead, banish undead, holy word, etc.
2944     </attribute>
2945     <attribute arch="carrying" editor="carries weight" type="int">
2946     If a monster has something in the inventory, this
2947     value can be set to reflect the slowdown due to
2948     the carried weight.
2949     </attribute>
2950 root 1.24 <attribute arch="precious" editor="precious" type="bool">
2951 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
2952 root 1.24 it should not be lightly destroyed. This is most useful on pets and
2953     keeps the server from destroying them on destroy_pets/monster floors
2954     and will try to save them when the player logs out.
2955     </attribute>
2956 root 1.3
2957 root 1.1 <section name="melee">
2958     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2959     This number is a bitmask, specifying the monster's attacktypes
2960     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2961     Strong monsters often have more than just physical attacktype.
2962 root 1.3
2963 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2964     as much damage as the "best" of it's attacktypes does. So, the more
2965     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2966     somehow exceptions.
2967     </attribute>
2968     <attribute arch="dam" editor="damage" type="int">
2969     Among other parameters, &lt;damage&gt; affects how much melee damage
2970     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2971     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2972     take effect on the melee damage of a monster.
2973     </attribute>
2974     <attribute arch="wc" editor="weapon class" type="int">
2975     Monsters of high &lt;weapon class&gt; are more likely to really hit
2976     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2977     to &lt;armour class&gt;.
2978     </attribute>
2979     <attribute arch="hp" editor="health points" type="int">
2980     The &lt;health points&gt; of a monster define how long it takes to
2981     kill it. With every successful hit from an opponent, &lt;health points&gt;
2982     get drained - The monster dies by zero &lt;health points&gt;.
2983     </attribute>
2984     <attribute arch="maxhp" editor="max health" type="int">
2985     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2986     monster can have.
2987     </attribute>
2988     <attribute arch="ac" editor="armour class" type="int">
2989     Monsters of low &lt;armour class&gt; are less likely to get hit from
2990     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2991     to &lt;weapon class&gt;.
2992     Values typically range between +20 (very bad) to -20 (quite good).
2993     </attribute>
2994     <attribute arch="Con" editor="healing rate" type="int">
2995 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
2996     healing rate is independent of &lt;speed&gt;.
2997 root 1.1 </attribute>
2998     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2999     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3000     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3001     bounce off.
3002     </attribute>
3003     <attribute arch="hitback" editor="hitback" type="bool">
3004     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3005     to the amount of damage the *attacker* inflicted. This damage
3006     is additional to the regular melee damage of the monster.
3007     As far as I know, hitback uses acid attacktype, and it only takes
3008     effect if the monster actually has acid attacktype at it's disposal.
3009     Acid spheres for example use this feature.
3010     </attribute>
3011     <attribute arch="one_hit" editor="one hit only" type="bool">
3012     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3013     to a player.
3014     </attribute>
3015     </section>
3016 root 1.3
3017 root 1.1 <section name="spellcraft">
3018     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3019     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3020     Only wands/rods/etc can be used, given the appropriate abilities.
3021     </attribute>
3022     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3023     A monster with this flag has the ability to &lt;reflect spells&gt;,
3024     all kinds of spell-bullets and -beams will bounce off.
3025 root 1.3
3026 root 1.1 Generally this flag should not be set because it puts
3027     wizard-type players at an unfair disadvantage.
3028     </attribute>
3029     <attribute arch="sp" editor="spellpoints" type="int">
3030     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3031     them for both wizard- and prayer-spells. However, this value defines
3032     only the amount of *initial* spellpoints the monster starts with.
3033     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3034     and &lt;spellpoint regen.&gt; are more important than just initial
3035     &lt;spellpoints&gt;.
3036     </attribute>
3037     <attribute arch="maxsp" editor="max spellpoints" type="int">
3038     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3039     can hold. Setting this to high values has little effect unless
3040     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3041     "regenerate mana" at it's disposal.
3042     </attribute>
3043     <attribute arch="Pow" editor="spellpoint regen." type="int">
3044 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3045     spellpoint regeneration rate is independent of &lt;speed&gt;.
3046 root 1.3
3047 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3048     regeneration is most important. If your monster is still not casting
3049     fast enough, give it the spell-ability of "regenerate mana".
3050     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3051     </attribute>
3052     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3053     Click on the &lt;attuned paths&gt; button to select spellpaths.
3054     The creature will get attuned to the specified spellpaths.
3055     </attribute>
3056     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3057     Click on the &lt;repelled paths&gt; button to select spellpaths.
3058     The creature will get repelled to the specified spellpaths.
3059     </attribute>
3060     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3061     Click on the &lt;denied paths&gt; button to select spellpaths.
3062     The creature won't be able to cast spells of the specified paths.
3063     </attribute>
3064     </section>
3065 root 1.3
3066 root 1.1 <section name="ability">
3067     <attribute arch="Int" editor="detect hidden" type="int">
3068     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3069     hidden/invisible creatures. Higher values make for better
3070     detection-skills. Enabling &lt;see invisible&gt; makes this value
3071     obsolete.
3072     </attribute>
3073     <attribute arch="see_invisible" editor="see invisible" type="bool">
3074     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3075     with by invisible or hiding players. This flag is a must-have
3076     for high-level monsters. When a monster is unable to detect
3077     invisible players, it can be killed without fighting back.
3078     </attribute>
3079     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3080     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3081     by spells of darkness or dark maps. This flag is a "should-have"
3082     for high-level monsters. When a monster is unable to see in
3083     darkness, players can cast darkness and sneak around it safely.
3084     </attribute>
3085     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3086     Monster is able to wield weapon type objects.
3087     </attribute>
3088     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3089     Monster is able to use missile-weapon type objects.
3090     </attribute>
3091     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3092     Monster is able to wear protective equipment like brestplate
3093     armour, shields, helmets etc.
3094     </attribute>
3095     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3096     Monster is able to wear rings.
3097     </attribute>
3098     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3099     Monster is able to use wands and staves.
3100     </attribute>
3101     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3102     Monster is able to use rods.
3103     </attribute>
3104     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3105     Monster is able to read scrolls.
3106     </attribute>
3107     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3108     Monster is able to use skills from it's inventory.
3109     For example, you can put a throwing skill object and some
3110 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3111 root 1.1 </attribute>
3112     </section>
3113 root 1.3
3114 root 1.1 <section name="behave">
3115     <attribute arch="monster" editor="monster behaviour" type="bool">
3116     When &lt;monster behaviour&gt; is enabled, this object will behave
3117     like a monster: It can move and attack enemies (which are
3118     typically players).
3119     This flag should be set for all monsters as-such.
3120     Monsters which don't move, like guards, should also have
3121     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3122 root 1.3 It should *not* be set for things like immobile generators.
3123 root 1.1 </attribute>
3124     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3125     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3126     </attribute>
3127     <attribute arch="friendly" editor="friendly" type="bool">
3128     &lt;friendly&gt; monsters help the player, attacking any
3129     non-friendly monsters in range.
3130     </attribute>
3131     <attribute arch="stand_still" editor="stand still" type="bool">
3132     Monsters which &lt;stand still&gt; won't move to leave their position.
3133     When agressive, they will attack all enemies who get close to
3134     them. This behaviour is commonly known from castle guards.
3135 root 1.3
3136 root 1.32 In older versions of Deliantra it was possible to eventually
3137 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3138     I believe this is no longer possible. Neverthless, you should
3139     still be cautious when lining up &lt;stand still&gt;-monster in order
3140     to "defend" something: Such monsters are rather easy to kill.
3141     It's good for low level maps, but not much more.
3142     </attribute>
3143     <attribute arch="sleep" editor="asleep" type="bool">
3144     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3145     &lt;sensing range&gt; of the monster. Usually the sensing range is
3146     larger than the players line of sight. Due to that, in most cases
3147     the player won't ever notice weither a monster was asleep or not.
3148     </attribute>
3149     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3150     This entry defines which kinds of environment actions the
3151     creature is able to perform.
3152     </attribute>
3153     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3154     Click on the &lt;pick up&gt; button and select which types of objects
3155     the creature should try to pick up.
3156 root 1.3
3157 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3158     etc are set, then the creature will pick up the matching items even
3159     if this is not set here.
3160     </attribute>
3161     <attribute arch="Wis" editor="sensing range" type="int">
3162     &lt;sensing range&gt; determines how close a player needs to be before
3163     the creature wakes up. This is done as a square, for reasons of speed.
3164     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3165     11x11 square of the monster will wake the monster up. If the player
3166     has stealth, the size of this square is reduced in half plus 1.
3167     </attribute>
3168 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3169     If this is set to default, the standard mode of movement will be used.
3170     </attribute>
3171     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3172     This movement is not in effect when the monster has an enemy and should
3173     only be used for non agressive monsters.
3174 root 1.1 </attribute>
3175     <attribute arch="run_away" editor="run at % health" type="int">
3176     This is a percentage value in the range 0-100.
3177     When the monster's health points drop below this percentage
3178     (relative to max health), it attempts to run away from the
3179     attacker.
3180     </attribute>
3181     </section>
3182 elmex 1.29 &resistances_basic;
3183 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3184     </attribute>
3185     </type>
3186    
3187     <!--####################################################################-->
3188 root 1.3 <type number="28" name="Monster (Grimreaper)">
3189     <import_type name="Monster &amp; NPC" />
3190     <ignore>
3191     <attribute arch="material" />
3192     <attribute arch="name_pl" />
3193     <attribute arch="nrof" />
3194     <attribute arch="value" />
3195     <attribute arch="unpaid" />
3196     </ignore>
3197 elmex 1.27 <description>
3198 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3199 elmex 1.27 draining attacks.
3200 root 1.3 </description>
3201     <section name="grimreaper">
3202     <attribute arch="value" editor="attacks" type="int">
3203     The object vanishes after this number of draining attacks.
3204     </attribute>
3205     </section>
3206     </type>
3207    
3208     <!--####################################################################-->
3209 root 1.1 <type number="65" name="Mood Floor">
3210     <ignore>
3211     <ignore_list name="system_object" />
3212     </ignore>
3213     <description><![CDATA[
3214     As the name implies, mood floors can change the "mood" of
3215     a monsters/NPC. For example, an unagressive monster could be
3216     turned mad to start attacking. Similar, an agressive monster
3217 root 1.37 could be calmed.]]>
3218 root 1.1 </description>
3219     <use><![CDATA[
3220     Mood floors are absolutely cool for NPC interaction. To make an
3221     unaggressive monster/NPC attack, put a creator with "other_arch
3222     furious_floor" under it. Connect the creator to a magic_ear, so the
3223     player speaks a keyword like "stupid sucker" - and the monster attacks.
3224     <br><br>
3225     To turn an NPC into a pet, put a charm_floor under it and connect
3226     it directly to a magic_ear. Then the player speaks a keyword like
3227     "help me" - and the NPC joins him as pet.
3228     <br><br>
3229     (Of course you must always give clear hints about keywords!
3230     And there is no reason why you couldn't use a button/lever/pedestal
3231 root 1.37 etc. instead of a magic_ear.)]]>
3232 root 1.1 </use>
3233     <attribute arch="no_pick" value="1" type="fixed" />
3234     <attribute arch="last_sp" editor="mood" type="list_mood">
3235     &lt;mood&gt; is used to determine what will happen to the
3236     monster when affected by the mood floor:
3237 root 1.3
3238 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3239 root 1.3
3240 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3241 root 1.3
3242 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3243 root 1.3
3244 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3245 root 1.3
3246 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3247     who triggers the square. This setting is not
3248     enabled for continous operation, you need to
3249     insert a &lt;connection&gt; value!
3250     </attribute>
3251     <attribute arch="connected" editor="connection" type="int">
3252     This should only be set in combination with &lt;mood number&gt; 4.
3253     Normally, monsters are affected by the mood floor as soon as they
3254     step on it. But charming (monster -&gt; pet) is too powerful,
3255 root 1.3 so it needs to be activated.
3256    
3257 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3258     But a powerful pet could as well be the reward for solving a
3259     quest. Or even better: It could be *part* of a quest!
3260     </attribute>
3261     <attribute arch="no_magic" editor="no spells" type="bool">
3262     If enabled, it is impossible for players to use (wizard-)
3263     spells on that spot.
3264     </attribute>
3265     <attribute arch="damned" editor="no prayers" type="bool">
3266     If enabled, it is impossible for players to use prayers
3267     on that spot. It also prevents players from saving.
3268     </attribute>
3269     </type>
3270    
3271     <!--####################################################################-->
3272     <type number="40" name="Mover">
3273     <ignore>
3274     <ignore_list name="non_pickable" />
3275     </ignore>
3276     <description><![CDATA[
3277     Movers move the objects above them. However, only living objects
3278     are affected (monsters/NPCs always, players optional). Movers have
3279     a direction, so players can be made to move in a pattern, and so
3280     can monsters. Motion is involuntary. Additionally, players or
3281     monsters can be "frozen" while ontop of movers so that they MUST
3282     move along a chain of them.
3283     <br><br>
3284     Multisquare monsters can be moved as well, given
3285 root 1.37 enough space. Movers are usually invisible.]]>
3286 root 1.1 </description>
3287     <use><![CDATA[
3288     NEVER EVER consider a mover being unpassable in the backwards
3289     direction. Setting "forced movement" makes it seemingly impossible
3290     but there is still a trick: One player can push a second player
3291     past the mover, in opposite to the mover's direction! The more
3292     movers, the more players needed. Hence, don't make a treasure
3293     room that is surrounded by movers instead of solid walls/gates.
3294     <br><br>
3295     Btw, it does not make a difference putting movers above or
3296     below the floor. Moreover, movers that are set to be invisible
3297     cannot be discovered with the show_invisible spell.
3298     <br><br>
3299     Note that Movers and Directors are seperate objects, even though
3300     they look and act similar. Directors only do spells/missiles,
3301     while movers only do living creatures (depending on how it
3302 root 1.37 is set: monsters and players).]]>
3303 root 1.1 </use>
3304     <attribute arch="attacktype" editor="forced movement" type="bool">
3305     If forced movement is enabled, the mover "freezes" anyone it
3306     moves (so they are forced to move along a chain).
3307     For players there is no way to escape this forced movement,
3308     except being pushed by a second player.
3309     </attribute>
3310     <attribute arch="maxsp" editor="freeze duration" type="int">
3311     The player will be "frozen" for that many moves.
3312     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3313     enabled, then &lt;freeze duration&gt; gets assigned the
3314     "default value" 2 automatically.
3315     </attribute>
3316     <attribute arch="speed" editor="movement speed" type="float">
3317     The movement speed value determines how fast a chain of
3318     these movers will push a player along (default is -0.2).
3319     </attribute>
3320 root 1.12 &speed_left;
3321 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3322     The mover will push creatures in the specified &lt;direction&gt;.
3323     A mover with direction set to &lt;none&gt; will spin clockwise,
3324     thus pushing creatures in unpredictable directions.
3325     </attribute>
3326     <attribute arch="lifesave" editor="gets used up" type="bool">
3327     If enabled, the mover gets "used up" after a certain number of moves
3328 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3329 root 1.1 </attribute>
3330     <attribute arch="hp" editor="number of uses" type="int">
3331     This value has only a meaning if &lt;gets used up&gt; is set:
3332     &lt;number of uses&gt; is the number of times minus one, that it
3333     will move a creature before disappearing. (It will move
3334 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3335 root 1.1 </attribute>
3336     <section name="targets">
3337     <attribute arch="level" editor="move players" type="bool">
3338     If &lt;move players&gt; is enabled, both players and monsters will be
3339     moved. In the arches' default it is disabled - thus ONLY monsters
3340     get moved. Remember that "monsters" includes NPCs!
3341 root 1.3
3342 root 1.1 This feature provides you with the possibility to make NPCs
3343     literally "come to life". Example: The player is talking with an
3344     NPC, speaking a certain keyword. This triggers a magic_ear and
3345     activates creators, creating (per default: monster-only) movers
3346     under the NPC's feet. The NPC starts "walking" on a predefined
3347     route! Note that it's useful to set this NPC immune to everything,
3348     preventing the player to push the NPC off his trace.
3349     </attribute>
3350 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3351     Which movement types activate the mover.
3352 root 1.1 </attribute>
3353     </section>
3354     </type>
3355    
3356     <!--####################################################################-->
3357     <type number="17" name="Pedestal">
3358     <ignore>
3359     <ignore_list name="non_pickable" />
3360     </ignore>
3361     <description><![CDATA[
3362     Pedestals are designed to detect certain types of living objects.
3363     When a predefined type of living creature steps on the pedestal, the
3364 root 1.37 connected value is triggered.]]>
3365 root 1.1 </description>
3366     <use><![CDATA[
3367     If you want to create a place where only players of a certain race
3368     can enter, put a teleporter over your pedestal. So the teleporter is
3369     only activated for players of the matching race. Do not use gates,
3370     because many other players could sneak in. If you put powerful
3371     artifacts into such places, generally set "startequip 1", so that
3372 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3373 root 1.1 </use>
3374     <attribute arch="no_pick" value="1" type="fixed" />
3375     <attribute arch="slaying" editor="match race" type="string">
3376     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3377     matches the monster's or the player's race, we have a match.
3378     Yes, pedestals can detect a player's race! E.g. you could create a
3379 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3380    
3381 root 1.1 If it is set to "player", any player stepping on the pedestal
3382     is a match. Very useful if you want to open a gate for players
3383     but not for monsters.
3384     </attribute>
3385     <attribute arch="connected" editor="connection" type="int">
3386     When the pedestal is triggered, all objects with the same
3387     connection value get activated.
3388     </attribute>
3389 root 1.9 &move_on;
3390 root 1.1 </type>
3391    
3392     <!--####################################################################-->
3393     <type number="94" name="Pit">
3394     <ignore>
3395     <ignore_list name="non_pickable" />
3396     </ignore>
3397     <description><![CDATA[
3398     Pits are holes, transporting the player when he walks (and falls) into them.
3399     A speciality about pits is that they don't transport the player to
3400 root 1.37 the exact destination, but within a configurable radius of the destination
3401 root 1.1 (never on blocked squares).<br>
3402     Optionally, pits can get closed and opened, similar to gates.<br><br>
3403     Monsters and items are affected by pits just as well as players.
3404 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3405 root 1.1 </description>
3406     <use><![CDATA[
3407     Pits can add interesting effects to your map. When using them, make
3408     sure to use them in a "logical way": Pits should always drop the
3409     player to some kind of lower level. They should not be used to
3410 root 1.37 randomly interconnect maps like teleporters do.]]>
3411 root 1.1 </use>
3412     <attribute arch="no_pick" value="1" type="fixed" />
3413 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3414 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3415 root 1.37 </attribute>
3416 root 1.1 <attribute arch="connected" editor="connection" type="int">
3417     When a &lt;connection&gt; value is set, the pit can be opened/closed
3418     by activating the connection.
3419     </attribute>
3420 elmex 1.16 &activate_on;
3421 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3422     The pit will transport creatures (and items) randomly into a two-square
3423     radius of the destination coordinates.
3424     If the destination square becomes blocked, the pit will act like
3425     being filled up and not work anymore!
3426     </attribute>
3427     <attribute arch="sp" editor="destination Y" type="int">
3428     The pit will transport creatures (and items) randomly into a two-square
3429     radius of the destination coordinates.
3430     If the destination square becomes blocked, the pit will act like
3431     being filled up and not work anymore!
3432     </attribute>
3433     <attribute arch="wc" editor="position state" type="int">
3434     The &lt;position state&gt; defines the position of the gate:
3435     Zero means completely open/down, the "number of animation-steps" (usually
3436     about 6 or 7) means completely closed/up state. I suggest you don't
3437     mess with this value - Leave the default in place.
3438     </attribute>
3439 root 1.9 &move_on;
3440 root 1.1 </type>
3441    
3442     <!--####################################################################-->
3443     <type number="7" name="Poison Food">
3444     <description><![CDATA[
3445     When eating, the player's stomache is drained by 1/4 of food.
3446 root 1.37 If his food drops to zero, the player might even die.]]>
3447 root 1.1 </description>
3448     </type>
3449    
3450     <!--####################################################################-->
3451     <type number="5" name="Potion">
3452     <description><![CDATA[
3453     The player can drink these and gain various kinds of benefits
3454 root 1.37 (/penalties) by doing so.]]>
3455 root 1.1 </description>
3456     <use><![CDATA[
3457 root 1.37 One potion should never give multiple benefits at once.]]>
3458 root 1.1 </use>
3459     <attribute arch="level" editor="potion level" type="int">
3460     If the potion contains a spell, the spell is cast at this level.
3461     For other potions it should be set at least to 1.
3462     </attribute>
3463     <attribute arch="sp" editor="spell" type="spell">
3464     When a player drinks this potion, the selected spell
3465     will be casted (once). This should work for any given spell.
3466     E.g. heal is "sp 35", magic power is "sp 67".
3467     </attribute>
3468     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3469     There are two types of special effects for potions:
3470     'life restoration' - restore the player's stats lost by death or draining
3471     (this has nothing in common with the restoration spell!)
3472 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3473 root 1.1 by a very small amount.
3474     </attribute>
3475     <attribute arch="cursed" editor="cursed" type="bool">
3476     If a potion is cursed, benefits generally turn into penalties.
3477     Note that potions can be "uncursed" by praying over an altar,
3478     with relative ease. *But* the potion must be identified to notice
3479     that it is cursed &gt;:)
3480     </attribute>
3481     <attribute arch="startequip" editor="godgiven item" type="bool">
3482     A godgiven item vanishes as soon as the player
3483     drops it to the ground.
3484     </attribute>
3485 elmex 1.29 &player_stat_resist_sections;
3486 root 1.1 </type>
3487    
3488     <!--####################################################################-->
3489     <type number="156" name="Power Crystal">
3490     <description><![CDATA[
3491     Power crystals can store a player's mana:
3492     When the player applies the crystal with full mana, half of
3493     it flows into the crystal. When the player applies it with
3494 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3495 root 1.1 </description>
3496     <attribute arch="sp" editor="initial mana" type="int">
3497     &lt;initial mana&gt; is the amount of spellpoints that the
3498     crystal holds when the map is loaded.
3499     </attribute>
3500     <attribute arch="maxsp" editor="mana capacity" type="int">
3501     The &lt;mana capacity&gt; defines how much mana can be stored
3502     in the crystal. This is what makes the crystal interesting.
3503     Wizard-players will always seek for crystals with large
3504     capacities.
3505     </attribute>
3506     </type>
3507    
3508     <!--####################################################################-->
3509     <type number="13" name="Projectile">
3510     <description><![CDATA[
3511     Projectiles like arrows/crossbow bolts are used as ammunition
3512     for shooting weapons.
3513     <br><br>
3514     It's very easy to add new pairs of weapons &amp; projectiles.
3515     Just set matching &lt;ammunition class&gt; both for shooting
3516 root 1.37 weapon and projectile.]]>
3517 root 1.1 </description>
3518     <use><![CDATA[
3519     If you want to create new kinds of projectiles, you could
3520     add an alchemical receipe to create these.
3521 root 1.3
3522 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3523     they really fullfill a useful purpose. In fact, even bows
3524 root 1.37 and crossbows are rarely ever used.]]>
3525 root 1.1 </use>
3526     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3527     This number is a bitmask, specifying the projectile's attacktypes.
3528     Attacktypes are: physical, magical, fire, cold.. etc.
3529     This works identical to melee weapons. Note that shooting
3530     weapons cannot have attacktypes.
3531     </attribute>
3532     <attribute arch="race" editor="ammunition class" type="string">
3533     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3534     these projectiles. For arrows set "arrows", for crossbow bolts
3535     set "crossbow bolts" (big surprise).
3536 root 1.3
3537 root 1.1 In certain cases, the ammunition class is displayed in the game.
3538     Hence, when you create a new ammunition class, choose an
3539     intuitive name like "missiles", "spirit bolts" - whatever.
3540 root 1.3
3541 root 1.1 You can also make special containers holding these projectiles
3542     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3543     </attribute>
3544     <attribute arch="slaying" editor="slaying race" type="string">
3545     Slaying means the weapon does tripple (3x) damage to monsters
3546     of the specified race. If &lt;slaying race&gt; matches an arch name,
3547     only monsters of that archtype receive tripple damage.
3548     Tripple damage is very effective.
3549     </attribute>
3550     <attribute arch="dam" editor="damage" type="int">
3551     The projectile &lt;damage&gt; significantly affects the damage
3552     done. Damage can be further increased by the shooting
3553     weapon's attributes.
3554     </attribute>
3555     <attribute arch="wc" editor="weaponclass" type="int">
3556     This value is supposed to be the base &lt;weaponclass&gt;,
3557     but it seems to have rather little effect.
3558     High values are good here, low values bad.
3559     </attribute>
3560     <attribute arch="food" editor="chance to break" type="int">
3561     The &lt;chance to break&gt; defines the breaking probability when this
3562     projectile hits an obstacle, e.g. wall or monster.
3563     The value is the %-chance to break, ranging from 0 (never breaking)
3564     to 100 (breaking at first shot).
3565     </attribute>
3566     <attribute arch="magic" editor="magic bonus" type="int">
3567     Magic bonus increases chance to hit and damage a little bit.
3568     </attribute>
3569     <attribute arch="unique" editor="unique item" type="bool">
3570     Unique items exist only one time on a server. If the item
3571     is taken, lost or destroyed - it's gone for good.
3572     </attribute>
3573     <attribute arch="startequip" editor="godgiven item" type="bool">
3574     A godgiven item vanishes as soon as the player
3575     drops it to the ground.
3576     </attribute>
3577     <attribute arch="no_drop" editor="don't drop" type="bool">
3578     When a monster carries a projectile with &lt;don't drop&gt;,
3579     this item will never drop to the ground but
3580     vanish instead. If this object is shot, it can still drop
3581     after hitting an obstacle. You can prevent this by
3582     setting &lt;chance to break&gt; 100.
3583     </attribute>
3584     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3585     This text may describe the projectile. This
3586     could be nice for very special ones.
3587     </attribute>
3588     </type>
3589    
3590     <!--####################################################################-->
3591     <type number="70" name="Ring">
3592     <import_type name="Amulet" />
3593     <description><![CDATA[
3594     Rings are worn on the hands - one ring each.
3595     Wearing rings, the object's stats will directly be inherited to
3596 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3597 root 1.1 </description>
3598     <use><![CDATA[
3599     When you create an artifact ring, never forget that players can
3600     wear <B>two</B> rings! Due to that it is extremely important to
3601     keep rings in balance with the game.
3602     <br><br>
3603     Also keep in mind that rings are generally the wizard's tools.
3604     They should primarily grant bonuses to spellcasting abilities
3605 root 1.37 and non-physical resistances.]]>
3606 root 1.1 </use>
3607     </type>
3608    
3609     <!--####################################################################-->
3610     <type number="3" name="Rod">
3611     <ignore>
3612     <attribute arch="title" />
3613     </ignore>
3614     <description><![CDATA[
3615     A rod contains a spell. The player can use this spell by applying and
3616     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3617     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3618 root 1.37 used endlessly.]]>
3619 root 1.1 </description>
3620     <use><![CDATA[
3621     Rods with healing/curing spells are extremely powerful. Usually, potions have
3622     to be used for that purpose. Though, potions are expensive and only good for
3623 root 1.37 one-time-use.<br>]]>
3624 root 1.1 </use>
3625     <attribute arch="sp" editor="spell" type="spell">
3626     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3627     rods to players, since they can be used endlessly without any mana cost!
3628     Rods with heal/ restoration/ protection spells, IF available, MUST be
3629     very very VERY hard to get!
3630     </attribute>
3631     <attribute arch="level" editor="casting level" type="int">
3632     The casting level of the &lt;spell&gt; determines it's power.
3633     For attack spells, level should be set to something reasonable.
3634     </attribute>
3635     <attribute arch="hp" editor="initial spellpoints" type="int">
3636     This value represents the initial amount of spellpoints in the rod.
3637     Naturally, this is quite unimportant.
3638     </attribute>
3639     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3640     When the rod is fully charged up, it will hold this maximum amount of
3641     spellpoints. Make sure it is enough to cast the contained spell at least
3642     once. But don't set the value too high, as that might make the rod
3643     too effective.
3644     </attribute>
3645     <attribute arch="startequip" editor="godgiven item" type="bool">
3646     A godgiven item vanishes as soon as the player
3647     drops it to the ground.
3648     </attribute>
3649     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3650     This text may contain a description of the rod.
3651     </attribute>
3652     </type>
3653    
3654     <!--####################################################################-->
3655     <type number="154" name="Rune">
3656     <ignore>
3657     <attribute arch="no_pick" />
3658     <attribute arch="title" />
3659     <attribute arch="name_pl" />
3660     <attribute arch="weight" />
3661     <attribute arch="value" />
3662     <attribute arch="material" />
3663     <attribute arch="unpaid" />
3664     </ignore>
3665     <description><![CDATA[
3666 root 1.3 A rune is a magical enscription on the dungeon floor.
3667 root 1.1 <br><br>
3668     Runes hit any monster or person who steps on them for 'dam' damage in
3669     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3670     and will cast this spell when it detonates. Yet another kind is the
3671     "summoning rune", summoning predefined monsters of any kind, at detonation.
3672     <br><br>
3673 root 1.37 Many runes are already defined in the archetypes.]]>
3674 root 1.1 </description>
3675     <use><![CDATA[
3676     Avoid monsters stepping on your runes. For example, summoning runes
3677 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3678 root 1.1 </use>
3679     <attribute arch="no_pick" value="1" type="fixed" />
3680 root 1.9 &move_on;
3681 root 1.1 <attribute arch="level" editor="rune level" type="int">
3682     This value sets the level the rune will cast the spell it contains at,
3683     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3684 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3685    
3686 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3687     how much experience the player gets for doing so. Beware: High level
3688     runes can be quite a cheap source of experience! So either make them
3689     tough, or keep the level low.
3690     </attribute>
3691     <attribute arch="Cha" editor="visibility" type="int">
3692     This value determines what fraction of the time the rune is visible:
3693     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3694     how easily the rune may be found.
3695     </attribute>
3696     <attribute arch="hp" editor="number of charges" type="int">
3697     The rune will detonate &lt;number of charges&gt; times before disappearing.
3698     </attribute>
3699     <attribute arch="dam" editor="direct damage" type="int">
3700     &lt;direct damage&gt; specifies how much damage is done by the rune,
3701     if it doesn't contain a spell. This should be set in reasonable
3702 root 1.3 relation to the rune's level.
3703 root 1.1 </attribute>
3704     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3705     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3706     attribute defines what attacktype to use for direct damage when
3707     the rune detonates.
3708     </attribute>
3709     <section name="spellcraft">
3710     <attribute arch="sp" editor="spell" type="spell">
3711     The selected &lt;spell&gt; defines the spell in the rune, if any.
3712     (Many runes do direct damage).
3713     </attribute>
3714     <attribute arch="slaying" editor="spell name" type="string">
3715     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3716     but if present, overrides the &lt;spell&gt; setting.
3717     </attribute>
3718     <attribute arch="other_arch" editor="spell arch" type="string">
3719     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3720     is optional, but if present, overrides the &lt;spell&gt; setting.
3721     You can choose any of the existing arches.
3722     </attribute>
3723     <attribute arch="maxsp" editor="direction" type="list_direction">
3724     If set, the rune will cast it's containing spell (if any) in
3725     this &lt;direction&gt;.In most cases this appears useless because
3726     the spell directly hits the player.
3727     </attribute>
3728     <attribute arch="race" editor="summon monster" type="string">
3729     If this is set to the arch name of any monster, together with
3730     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3731     of those on detonation. (dam and attacktype will still be ignored
3732     in this case). Runes are even capable of summoning multi-square
3733     monsters, given enough space. You'd better test it though.
3734     </attribute>
3735     <attribute arch="maxhp" editor="summon amount" type="int">
3736     This should only be set to a summoning rune. It will then summon
3737     that many creatures of the kind &lt;summon monster&gt;.
3738     </attribute>
3739     </section>
3740     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3741     When the rune detonates, this text is displayed to the
3742     victim. For especially powerful runes, create an appropriate
3743     thrilling description. ;)
3744     </attribute>
3745     </type>
3746    
3747     <!--####################################################################-->
3748     <type number="106" name="Savebed">
3749     <ignore>
3750     <ignore_list name="non_pickable" />
3751     </ignore>
3752     <description><![CDATA[
3753     When the player applies a savebed, he is not only saved. Both his
3754     respawn-after-death and his word-of-recall positions are pointing
3755 root 1.37 to the last-applied savebed.]]>
3756 root 1.1 </description>
3757     <use><![CDATA[
3758     Put savebed locations in towns, do not put them into dungeons.
3759     It is absolutely neccessary that a place with savebeds is 100% secure.
3760     That means:
3761     <UL>
3762     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3763     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3764 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3765 root 1.1 players get trapped in a savebed location.
3766     <LI> If possible, mark the whole site as no-spell area (Insert this
3767     arch called "dungeon_magic" everywhere). This is not required,
3768     but it makes the place much more safe.
3769 root 1.37 </UL>]]>
3770 root 1.1 </use>
3771     <attribute arch="no_pick" value="1" type="fixed" />
3772     <attribute arch="no_magic" value="1" type="fixed" />
3773     <attribute arch="damned" value="1" type="fixed" />
3774     </type>
3775    
3776     <!--####################################################################-->
3777 root 1.3 <type number="111" name="Scroll">
3778     <ignore>
3779     <attribute arch="title" />
3780     </ignore>
3781     <description><![CDATA[
3782     Scrolls contain spells (similar to spell-potions). Unlike potions,
3783     scrolls require a certain literacy skill to read successfully.
3784     Accordingly, for a successful reading, a small amount of
3785     experience is gained. Scrolls allow only one time usage, but
3786 root 1.37 usually they are sold in bulks.]]>
3787 root 1.3 </description>
3788     <use><![CDATA[
3789     For low level quests, scrolls of healing/curing-spells
3790     can be a nice reward. At higher levels, scrolls become less
3791 root 1.37 and less useful.]]>
3792 root 1.3 </use>
3793     <attribute arch="level" editor="casting level" type="int">
3794     The spell of the scroll will be casted at this level.
3795     This value should always be set, at least to 1.
3796     </attribute>
3797     <attribute arch="sp" editor="spell" type="spell">
3798     When a player/monster applies this scroll, the selected &lt;spell&gt;
3799     will be casted (once). This should work for any given spell.
3800     </attribute>
3801     <attribute arch="startequip" editor="godgiven item" type="bool">
3802     A godgiven item vanishes as soon as the player
3803     drops it to the ground.
3804     </attribute>
3805     </type>
3806    
3807     <!--####################################################################-->
3808     <type number="33" name="Shield">
3809     <import_type name="Amulet" />
3810     <description><![CDATA[
3811     Wearing a shield, the object's stats will directly be inherited to
3812     the player. Shields usually provide good defense, only surpassed
3813 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3814 root 1.3 </description>
3815     <use><![CDATA[
3816     Feel free to create your own special artifacts. However, it is very
3817 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3818 root 1.3 </use>
3819     <attribute arch="magic" editor="magic bonus" type="int">
3820     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3821     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3822     than direct armour-class bonus on the shield.
3823     </attribute>
3824     </type>
3825    
3826     <!--####################################################################-->
3827 root 1.1 <type number="14" name="Shooting Weapon">
3828     <description><![CDATA[
3829 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3830 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3831     wielded both at the same time. Like with any other equipment,
3832     stats/bonuses from shooting weapons are directly inherited to the player.
3833     <br><br>
3834     It's very easy to add new pairs of weapons &amp; projectiles.
3835     Just set matching &lt;ammunition class&gt; both for shooting
3836 root 1.37 weapon and projectile.]]>
3837 root 1.1 </description>
3838     <use><![CDATA[
3839     Shooting weapons should not add bonuses in general. There's already
3840     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3841 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3842 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3843     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3844 root 1.37 - still crap.]]>
3845 root 1.1 </use>
3846     <attribute arch="race" editor="ammunition class" type="string">
3847     Only projectiles with matching &lt;ammunition class&gt; can be fired
3848     with this weapon. For normal bows set "arrows", for normal
3849     crossbows set "crossbow bolts".
3850 root 1.3
3851 root 1.1 In certain cases, the ammunition class is displayed in the game.
3852     Hence, when you create a new ammunition class, choose an
3853     intuitive name like "missiles", "spirit bolts" - whatever.
3854     </attribute>
3855     <attribute arch="sp" editor="shooting speed" type="int">
3856     After shooting a projectile, the player is frozen for a short
3857     period of time (to prevent shooting arrows machine-gun-like).
3858     The greater &lt;shooting speed&gt;, the shorter this period of time.
3859     1 is minimum (=worst) and 100 is maximum (=best) value.
3860 root 1.3
3861 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3862     SET IT TO ZERO! (That would freeze the player for eternety).
3863     </attribute>
3864     <attribute arch="dam" editor="base damage" type="int">
3865     The &lt;base damage&gt; significantly affects the damage done
3866     by using this weapon. This damage is added to the projectile
3867     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3868     according to the player's strength is added.
3869     </attribute>
3870     <attribute arch="wc" editor="weaponclass" type="int">
3871     This value is supposed to be the base &lt;weaponclass&gt;,
3872     but it seems to have rather little effect.
3873     High values are good here, low values bad.
3874     </attribute>
3875     <attribute arch="item_power" editor="item power" type="int">
3876     The &lt;item power&gt; value measures how "powerful" an artifact is.
3877     Players will only be able to wear equipment with a certain total
3878     amount of &lt;item power&gt;, depending on their own level. This is the
3879     only way to prevent low level players to wear "undeserved" equipment
3880     (like gifts from other players or cheated items).
3881 root 1.3
3882 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3883 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
3884 root 1.1 calculate a provisional value at runtime, but this is never
3885     going to be an accurate measurement of &lt;item power&gt;.
3886     </attribute>
3887     <attribute arch="no_strength" editor="ignore strength" type="bool">
3888     Usually the player's strentgh takes effect on the damage
3889     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3890     the player's strength is ignored.
3891     </attribute>
3892     <attribute arch="damned" editor="damnation" type="bool">
3893     A damned shooting weapon cannot be unwielded unless
3894     the curse is removed. Removing damnations is
3895     a tick harder than removing curses.
3896     </attribute>
3897     <attribute arch="cursed" editor="curse" type="bool">
3898     A cursed shooting weapon cannot be unwielded unless
3899     the curse is removed.
3900     </attribute>
3901     <attribute arch="unique" editor="unique item" type="bool">
3902     Unique items exist only one time on a server. If the item
3903     is taken, lost or destroyed - it's gone for good.
3904     </attribute>
3905     <attribute arch="startequip" editor="godgiven item" type="bool">
3906     A godgiven item vanishes as soon as the player
3907     drops it to the ground.
3908     </attribute>
3909     <section name="stats">
3910     <attribute arch="Str" editor="strength" type="int">
3911     The player's strentgh will rise/fall by the given value
3912     while wearing this shooting weapon.
3913     </attribute>
3914     <attribute arch="Dex" editor="dexterity" type="int">
3915     The player's dexterity will rise/fall by the given value
3916     while wearing this shooting weapon.
3917     </attribute>
3918     <attribute arch="Con" editor="constitution" type="int">
3919     The player's constitution will rise/fall by the given value
3920     while wearing this shooting weapon.
3921     </attribute>
3922     <attribute arch="Int" editor="intelligence" type="int">
3923     The player's intelligence will rise/fall by the given value
3924     while wearing this shooting weapon.
3925     </attribute>
3926     <attribute arch="Pow" editor="power" type="int">
3927     The player's power will rise/fall by the given value
3928     while wearing this shooting weapon.
3929     </attribute>
3930     <attribute arch="Wis" editor="wisdom" type="int">
3931     The player's wisdom will rise/fall by the given value while
3932     wearing this shooting weapon.
3933     </attribute>
3934     <attribute arch="Cha" editor="charisma" type="int">
3935     The player's charisma will rise/fall by the given value
3936     while wearing this shooting weapon.
3937     </attribute>
3938     </section>
3939     <section name="bonus">
3940     <attribute arch="luck" editor="luck bonus" type="int">
3941     With positive luck bonus, the player is more likely to
3942     succeed in all sorts of things (spellcasting, praying,...).
3943     Unless the &lt;luck bonus&gt; is very high, the effect will be
3944     barely visible in-game. Luck bonus on one piece of equipment
3945     should never exceed 3, and such bonus should not be too
3946     frequently available.
3947     </attribute>
3948     <attribute arch="magic" editor="magic bonus" type="int">
3949     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3950     I'm not sure what exactly is increased - maybe weaponclass?
3951     However, &lt;magic bonus&gt; seems to have a little bit of positive
3952     influence on your chance to hit.
3953     </attribute>
3954     </section>
3955     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3956     This text describes the weapons's "story". Every decent artifact weapon
3957     should have such a description.
3958     </attribute>
3959     </type>
3960    
3961     <!--####################################################################-->
3962     <type number="68" name="Shop Floor">
3963     <ignore>
3964     <ignore_list name="non_pickable" />
3965     </ignore>
3966     <description><![CDATA[
3967     Shop floor is used for shops. It acts like a combination of the
3968     common floor- and the treasure type: When the map is loaded,
3969     randomitems (depending on the setings) are generated on it.
3970     These items are all flagged as unpaid.
3971     When a player drops an item onto shop floor, the item becomes
3972     unpaid and the player receives payment according to the item's
3973     selling-value.
3974     Shopfloor always prevents magic (To hinder players from burning
3975 root 1.37 or freezing the goods).]]>
3976 root 1.1 </description>
3977     <use><![CDATA[
3978     Tile your whole shop-interior space which shop floor.
3979     (That assures players receive payment for dropping items).
3980     Place shop mats to enter/leave the shop, and make sure
3981 root 1.37 there is no other exit than the shop mat.]]>
3982 root 1.1 </use>
3983     <attribute arch="is_floor" value="1" type="fixed" />
3984     <attribute arch="no_pick" value="1" type="fixed" />
3985     <attribute arch="no_magic" value="1" type="fixed" />
3986     <attribute arch="auto_apply" editor="generate goods" type="bool">
3987     If enabled, items will appear on this square when the map is loaded.
3988     You need to specify a &lt;treasurelist&gt; to define what kinds of items
3989     are generated. The items will be unpaid.
3990     </attribute>
3991     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3992     This entry determines what kind of treasure will appear, when
3993     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3994     for details about existing treasurelists.
3995     </attribute>
3996     <attribute arch="exp" editor="quality level" type="int">
3997     The &lt;quality level&gt; will be used for the quality of the generated
3998     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3999     doesn't need to be set, unless you want extraordinarily good/bad
4000     quality. If you want to make a shop with very high quality, meaybe
4001     charge an entrance fee, or make the shop hard-to-come-by.
4002     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4003     and appearance of artifact-items.
4004     </attribute>
4005     <attribute arch="damned" editor="no prayers" type="bool">
4006     If enabled, it is impossible for players to use prayers
4007     on that spot. It also prevents players from saving.
4008     (Remember that &lt;no magic&gt; is always set for shop floors.)
4009     </attribute>
4010     </type>
4011    
4012     <!--####################################################################-->
4013     <type number="69" name="Shop Mat">
4014     <ignore>
4015     <ignore_list name="non_pickable" />
4016     </ignore>
4017     <description><![CDATA[
4018     Shop mats are used for entering/leaving shops. You should always
4019     have exactly TWO shop mats on your shop-map: One inside the
4020     "shopping-area" and one outside. Shop mats don't use exit paths/
4021     or -destinations. When stepping onto a shopmat the player gets beamed
4022     to the nearest other mat. If the player has unpaid items in his
4023     inventory, the price gets charged from his coins automatically.
4024     If the player has insufficient coins to buy his unpaid items, he
4025 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4026 root 1.1 </description>
4027     <use><![CDATA[
4028     As stated above, always place TWO shop mats into your shop.
4029 root 1.37 Not more and not less than that.]]>
4030 root 1.1 </use>
4031     <attribute arch="no_pick" value="1" type="fixed" />
4032 root 1.9 &move_on;
4033 root 1.1 </type>
4034    
4035     <!--####################################################################-->
4036     <type number="98" name="Sign &amp; MagicMouth">
4037     <ignore>
4038     <ignore_list name="non_pickable" />
4039     </ignore>
4040     <description><![CDATA[
4041     The purpose of a sign or magic_mouth is to display a certain message to
4042     the player. There are three ways to have the player get this message:
4043     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4044 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4045 root 1.1 </description>
4046     <use><![CDATA[
4047     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4048     some true roleplay feeling to your maps, support your storyline or give
4049     hints about hidden secrets/dangers. Place signs to provide the player
4050 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4051 root 1.1 </use>
4052     <attribute arch="connected" editor="connection" type="int">
4053     When a connection value is set, the message will be printed whenever
4054     the connection is triggered. This should be used in combination with
4055     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4056     If activating your magic_mouth this way, the message will not only be
4057     printed to one player, but all players on the current map.
4058     </attribute>
4059 elmex 1.16 &activate_on;
4060 root 1.9 &move_on;
4061 root 1.1 <attribute arch="food" editor="counter" type="int">
4062     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4063     (printing the message) only that many times. For signs this really shouldn't
4064     be used, while for magic_mouths it is extremely helpful.
4065     Monsters walking over the magic_mouth do not decrease the counter.
4066 root 1.3
4067 root 1.1 Often, you might want to have a message displayed only one time. For example:
4068     The player enters your map and you put a magic_mouth to tell him about the
4069     monsters and how dangerous they look and all. Later, when all the monsters
4070     are killed and the player leaves the map, displaying the same message a
4071     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4072     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4073     </attribute>
4074     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4075     This text will be displayed to the player.
4076     </attribute>
4077     </type>
4078    
4079 elmex 1.23 <type number="150" name="Shop Inventory">
4080     <ignore>
4081     <ignore_list name="non_pickable" />
4082     </ignore>
4083     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4084     </description>
4085     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4086     </use>
4087     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4088     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4089     the map that will be searched for unpaid items.
4090     </attribute>
4091     </type>
4092    
4093 root 1.1 <!--####################################################################-->
4094     <type number="43" name="Skill">
4095     <ignore>
4096     <ignore_list name="system_object" />
4097     </ignore>
4098     <description><![CDATA[
4099     Skills are objects which exist in the player/monster inventory.
4100     Both NPC/monsters and players use the same skill archetypes. Not all skills
4101 root 1.37 are enabled for monster use however.]]>
4102 root 1.1 </description>
4103     <use><![CDATA[
4104     For mapmaking, Skill objects serve two purposes:
4105     <p>First, the predefined skill archtypes (in the 'skills' directory)
4106     can be seen as the global skill definitions. A skill which doesn't
4107     exists as an archtype cannot be learned or used by players. When you
4108     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4109     of defined skill archtypes, because those strings are used as a reference in
4110     many skill-related objects.
4111     </p><p>
4112     Secondly, in order to enable monsters to use skills, you will need to
4113     copy default skill archtypes into the monsters' inventories.
4114     You can even customize the skills by changing stats. It is not
4115     recommended however, to use skills in your maps which are totally
4116 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4117 root 1.1 </use>
4118     <attribute arch="invisible" value="1" type="fixed" />
4119     <attribute arch="no_drop" value="1" type="fixed" />
4120     <attribute arch="skill" editor="skill name" type="string">
4121     The &lt;skill name&gt; is used for matchings. When a usable
4122     object has an identical &lt;skill name&gt;, players
4123     (or monsters) will need this skill to apply/use the object.
4124     </attribute>
4125     <attribute arch="expmul" editor="exp multiplier" type="float">
4126     This is the ratio of experience the players total should increase by
4127     when this skill is used. If this is zero, then experience only goes to
4128     to the skill. Values higher than 1 are allowed. Note that experience
4129     rewarded to the players total is in addition to that given to the
4130     skill. Eg, if player should get 500 exp for using a skill, and
4131     expmul is 1, the player will get 500 added to that skill as well as
4132     500 to their total.
4133     </attribute>
4134     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4135     The &lt;skill type&gt; defines the base functionality of the skill.
4136 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4137 root 1.1 create new skill types, but it requires a bit of server-coding.
4138     </attribute>
4139     <attribute arch="level" editor="level" type="int">
4140     </attribute>
4141     <attribute arch="exp" editor="experience" type="int">
4142     </attribute>
4143     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4144     The &lt;is native skill&gt; flag has an effect only when this
4145     skill object is placed in the inventory of a monster (or player).
4146     If it is set, the monster or player knows the skill natively, which
4147     means he does not need a skill tool to use it.
4148     </attribute>
4149     </type>
4150    
4151     <!--####################################################################-->
4152     <type number="130" name="Skill Scroll">
4153     <description><![CDATA[
4154     By reading a skill scroll, a player has a chance to learn the
4155 root 1.37 contained skill.]]>
4156 root 1.1 </description>
4157     <use><![CDATA[
4158     Skill scrolls are very much sought for by players. Currently,
4159     all skill scrolls are sold in shops randomly, which is in fact not
4160     a good system. It would be nice to have some cool quests with
4161 root 1.37 skill scrolls rewarded at the end.]]>
4162 root 1.1 </use>
4163     <attribute arch="race" value="scrolls" type="fixed" />
4164     <attribute arch="skill" editor="skill name" type="string">
4165     The &lt;skill name&gt; matches the skill object that can
4166     be learned from this scroll.
4167     </attribute>
4168     </type>
4169    
4170     <!--####################################################################-->
4171     <type number="21" name="Special Key">
4172     <ignore>
4173     <attribute arch="material" />
4174     </ignore>
4175     <description><![CDATA[
4176     When carrying the appropriate special key, a locked door can
4177     be opened. The key will dissapear.
4178     <br><br>
4179     This object-type can also be used for "passport"-like items:
4180     When walking onto an invetory checker, a gate for example might
4181 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4182 root 1.1 </description>
4183     <use><![CDATA[
4184     How to make a "passport": You take the special key arch
4185     (archetype name is "key2"), set the face to something like
4186     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4187     certainly must match with the appropiate inventory checker.
4188     <br><br>
4189     Of course you can be creative with names and faces of
4190     key-objects. A "mysterious crystal" or a "big dragon claw"
4191     (with appropriate faces) appear more interesting than just
4192 root 1.37 a "strange key", or "passport".]]>
4193 root 1.1 </use>
4194     <attribute arch="slaying" editor="key string" type="string">
4195     This string must be identical with the &lt;key string&gt; in the
4196     locked door, then it can be unlocked. It can also be used
4197     to trigger inventory checkers.
4198     </attribute>
4199     <attribute arch="material" editor="material" type="bitmask_material">
4200     For Special Keys, material should always be unset or set
4201     to Adamantite. This prevents the key from getting
4202     burned or otherwise destroyed.
4203     </attribute>
4204     <attribute arch="unique" editor="unique item" type="bool">
4205     Unique items exist only one time on a server. If the item
4206     is taken, lost or destroyed - it's gone for good.
4207 root 1.3
4208 root 1.1 This can be used if you want to sell apartments on your
4209     map: Simply sell a unique passport/key, and place
4210     an inventory checker at the entrance of your apartment.
4211     </attribute>
4212     <attribute arch="startequip" editor="godgiven item" type="bool">
4213     A godgiven item vanishes as soon as the player
4214     drops it to the ground.
4215     </attribute>
4216     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4217     This will add a description to the object. The player can read
4218     this text by clicking on the item in his inventory. Use this
4219     message to describe what the key/passport is good for. A player
4220     might have 50 different keys on his key-ring. Don't expect
4221     players to recall their purpose just by their names.
4222     </attribute>
4223     </type>
4224    
4225     <!--####################################################################-->
4226     <type number="101" name="Spell">
4227     <ignore>
4228     <ignore_list name="system_object" />
4229     </ignore>
4230     <description><![CDATA[
4231     Spell objects define a spell. When a spell is put in a spellbook,
4232     players can learn it by reading the book. Once learned, players
4233     can use the spell as often as they like. With increasing skill level
4234     of the player, spells may gain power but also increase cost.<br>
4235     Monsters can use spells which are put in their inventory (provided
4236     that certain "enabling" settings are correct). The monster's
4237 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4238 root 1.1 </description>
4239     <use><![CDATA[
4240     A lot of the spells' settings can be tuned and customized.
4241     When creating new spells which are accessible to players, it is
4242     important to think about balance. A single spell which is too
4243     powerful and/or too easy to use can eventually toss the whole skill
4244     and magic school system out of whack. Testing new spells is
4245 root 1.37 quite important therefore.]]>
4246 root 1.1 </use>
4247     <attribute arch="no_drop" value="1" type="fixed" />
4248     <attribute arch="invisible" value="1" type="fixed" />
4249     <attribute arch="skill" editor="skill name" type="string">
4250     The &lt;skill name&gt; matches the skill which is needed
4251     to cast this spell. This should be one out of "sorcery",
4252     "pyromancy", "evocation", "summoning" or "praying".
4253     If you want to fiddle with these, please take care not
4254     to upset the concept and balance of the various skills.
4255     </attribute>
4256     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4257     The &lt;spell type&gt; defines the basic type of spell.
4258     Some of these types are of a more generic nature than others.
4259     </attribute>
4260     <attribute arch="level" editor="spell level" type="int">
4261     </attribute>
4262     <attribute arch="casting_time" editor="casting time" type="int">
4263     </attribute>
4264     <attribute arch="duration" editor="duration" type="int">
4265     </attribute>
4266     <attribute arch="other_arch" editor="create object" type="string">
4267     </attribute>
4268     <attribute arch="sp" editor="cost spellpoints" type="int">
4269     </attribute>
4270     <attribute arch="grace" editor="cost grace" type="int">
4271     </attribute>
4272     <attribute arch="maxsp" editor="double cost per level" type="int">
4273     </attribute>
4274     </type>
4275    
4276     <!--####################################################################-->
4277     <type number="85" name="Spellbook">
4278     <description><![CDATA[
4279     By reading a spellbook, the player has a chance of learning the
4280     contained spell. Once learned from a book, the spell is available
4281     forever. Spellbooks with high level spells require some skill-level
4282     to read.<br><br>
4283     You can create widely customized spells only by adjusting the
4284     spell object in the spellbooks inventory. Refer to the description
4285     of spell objects for detailed information how to customize spells.<br>
4286     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4287 root 1.37 with a compilation of spells that the book may contain.]]>
4288 root 1.1 </description>
4289     <use><![CDATA[
4290     Don't put any of the godgiven spells into a spellbook! These are
4291     reserved for the followers of the appropriate cults. Handing them
4292     out in a spellbook would violate the balance between different religions.
4293     <br><br>
4294     Note that there is no fundamental difference between the spellbooks
4295     of varying schools (pyromancy, sorcery, evocation, summoning, and
4296     even praying). The difference lies only in the spells they contain.
4297     It is up to you, the mapmaker, to pick the right type of book
4298 root 1.37 for your spells.]]>
4299 root 1.1 </use>
4300     <attribute arch="skill" value="literacy" type="fixed" />
4301     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4302     There are two ways to put spells into a spellbook:
4303     1. Put a spell object in the books inventory. In this case,
4304     treasurelist must be set to &lt;none&gt;.
4305     2. Choose a treasurelist which contains spells.
4306     In that way, a spell will be chosen randomly from the list.
4307     </attribute>
4308     <attribute arch="startequip" editor="godgiven item" type="bool">
4309     A godgiven item vanishes as soon as the player
4310     drops it to the ground.
4311     </attribute>
4312     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4313     This text may contain a nice description
4314     of the spellbook's cover or something.
4315     </attribute>
4316     </type>
4317    
4318     <!--####################################################################-->
4319     <type number="90" name="Spinner">
4320     <ignore>
4321     <ignore_list name="non_pickable" />
4322     </ignore>
4323     <description><![CDATA[
4324     Spinners change the direction of spell objects and other projectiles
4325     that fly past. Unlike directors, it does make a difference from what
4326     angle you shoot into the spinner. The direction of objects flying past
4327 root 1.37 is always changed by a certain degree.]]>
4328 root 1.1 </description>
4329     <use><![CDATA[
4330     Spinners are very rarely used. I believe they are quite
4331     confusing and pointless. The only use I can think of is building
4332     some puzzle about where to shoot into spinners to shoot somewhere you
4333     otherwise couldn't.
4334 root 1.3
4335 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4336 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4337 root 1.1 </use>
4338     <attribute arch="sp" editor="direction number" type="int">
4339     The spinner will change the direction of flying objects by
4340     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4341     positive values counter clockwise.
4342 root 1.3
4343 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4344     </attribute>
4345 root 1.9 &move_on;
4346 root 1.1 </type>
4347    
4348     <!--####################################################################-->
4349     <type number="138" name="Swamp">
4350     <ignore>
4351     <ignore_list name="non_pickable" />
4352     </ignore>
4353     <description><![CDATA[
4354     Swamp areas show a special behaviour:
4355     When a player stands still on a swamp-square for too long,
4356     he will start to sink in and eventually drown and die.
4357     Items dropped on the swamp sink in and dissapear.
4358     Players with knowledge of the woodsman skill are a lot less likely
4359 root 1.37 to die in the swamp.]]>
4360 root 1.1 </description>
4361     <attribute arch="is_floor" value="1" type="fixed" />
4362     <attribute arch="is_wooded" value="1" type="fixed" />
4363     <attribute arch="speed" editor="drowning speed" type="float">
4364     The higher the &lt;drowning speed&gt;, the faster will players and items
4365     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4366     and unexpected death-trap. Players should get a warning before such areas.
4367     </attribute>
4368 root 1.12 &speed_left;
4369 root 1.9 &move_on;
4370     &movement_types_terrain;
4371 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4372     If enabled, it is impossible for players to use (wizard-)
4373     spells on that spot.
4374     </attribute>
4375     <attribute arch="damned" editor="no prayers" type="bool">
4376     If enabled, it is impossible for players to use prayers
4377     on that spot. It also prevents players from saving.
4378     </attribute>
4379     </type>
4380    
4381     <!--####################################################################-->
4382     <type number="41" name="Teleporter">
4383     <ignore>
4384     <ignore_list name="non_pickable" />
4385     </ignore>
4386     <description><![CDATA[
4387     When the player walks into a teleporter, he is transferred to a
4388     different location. The main difference to the object-type exit
4389     is the possibility to have teleporters connected to levers/buttons/etc.
4390     Sometimes teleporters are activated even against the players will.
4391     <br><br>
4392     Unlike exits, teleporters can also transfer items and
4393 root 1.37 monsters to different locations on the same map.]]>
4394 root 1.1 </description>
4395     <use><![CDATA[
4396     When creating maps, I guess sooner or later you'll want to have
4397     an invisible teleporter. If using "invisible 1", the teleporter
4398     can still be discovered with the show_invisible spell. And in
4399     some cases you can't place it under the floor to prevent this.
4400     <br><br>
4401     Fortunately, there is a cool trick to make a perfectly invisible
4402     teleporter: You simply add teleporter functionality to the floor
4403     itself. That means: You take the floor arch (e.g. "flagstone"),
4404 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4405 root 1.1 </use>
4406     <attribute arch="slaying" editor="exit path" type="string">
4407     The exit path specifies the map that the player is transferred to.
4408     &lt;exit path&gt; can be an absolute path, beginning with '/'
4409     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4410     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4411     for example I could use the relative path "Fire1"). Use relative
4412     paths whenever possible! Note that upper/lower case must always be
4413     set correctly. However, please use lower case only.
4414 root 1.3
4415 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4416     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4417     monsters and items. In this case, the destined map is automatically
4418     the same map the teleporter is on.
4419     </attribute>
4420     <attribute arch="hp" editor="destination X" type="int">
4421     The exit destinations define the (x, y)-coordinates where the exit
4422     leads to.
4423 root 1.3
4424 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4425     get teleported to another, randomly chosen teleporter on the same
4426     map (Slightly confusing for the player though). Make sure there
4427     actually *is* a second one in that case.
4428 root 1.3
4429 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4430     be transferred to the "default enter location" of the destined map.
4431     The latter can be set in the map-properties as "Enter X/Y". Though,
4432     please DO NOT use that. It turned out to be a source for numerous
4433     map-bugs.
4434     </attribute>
4435     <attribute arch="sp" editor="destination Y" type="int">
4436     The exit destinations define the (x, y)-coordinates where the exit
4437     leads to.
4438 root 1.3
4439 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4440     get teleported to another, randomly chosen teleporter on the same
4441     map (Slightly confusing for the player though). Make sure there
4442     actually *is* a second one in that case.
4443 root 1.3
4444 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4445     be transferred to the "default enter location" of the destined map.
4446     The latter can be set in the map-properties as "Enter X/Y". Though,
4447     please DO NOT use that. It turned out to be a source for numerous
4448     map-bugs.
4449     </attribute>
4450     <attribute arch="connected" editor="connection" type="int">
4451     If a connection value is set, the teleporter will be activated
4452     whenever the connection is triggered. To use this properly,
4453     &lt;activation speed&gt; must be zero.
4454     </attribute>
4455 elmex 1.16 &activate_on;
4456 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4457     If the &lt;activation speed&gt; is nonzero, the teleporter will
4458     automatically be activated in regular time-intervals. Hence, the
4459     player can just step on it and gets teleported sooner or later.
4460     The duration between two activates depends on the given value.
4461 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4462    
4463 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4464     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4465     </attribute>
4466 root 1.12 &speed_left;
4467 root 1.1 </type>
4468    
4469     <!--####################################################################-->
4470 root 1.3 <type number="26" name="Timed Gate">
4471     <ignore>
4472     <ignore_list name="non_pickable" />
4473     </ignore>
4474     <description><![CDATA[
4475 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4476 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4477     or carrying special key-objects (-> inventory checker).
4478     Unlike locked doors, gates can get shut again after a player has
4479     passed, which makes them more practical in many cases. Unlike normal
4480     gates, timed gates open when triggered but automatically close again
4481     after some time.]]>
4482     </description>
4483     <use><![CDATA[
4484     Use gates to divide your maps into separated areas. After solving
4485     area A, the player gains access to area B, and so on. Make your
4486 root 1.37 maps more complex than "one-way".]]>
4487 root 1.3 </use>
4488     <attribute arch="no_pick" value="1" type="fixed" />
4489     <attribute arch="connected" editor="connection" type="int">
4490     Whenever the inventory checker is triggered, all objects with identical
4491     &lt;connection&gt; value get activated. This only makes sense together with
4492     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4493     after some time.
4494     </attribute>
4495 elmex 1.16 &activate_on;
4496 root 1.3 <attribute arch="wc" editor="position state" type="int">
4497     The &lt;position state&gt; defines the position of the gate:
4498     Zero means completely open/down, the "number of animation-steps" (usually
4499     about 6 or 7) means completely closed/up state. I suggest you don't
4500     mess with this value - Leave the default in place.
4501     </attribute>
4502 root 1.9 &movement_types_terrain;
4503 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4504     Restricting the use of spells to pass this gate. This has
4505     an effect only if &lt;block view&gt; is disabled.
4506     </attribute>
4507     <attribute arch="damned" editor="restrict prayers" type="bool">
4508     Restricting the use of prayers to pass this door. This has
4509     an effect only if &lt;block view&gt; is disabled.
4510     </attribute>
4511     <attribute arch="hp" editor="open duration" type="int">
4512     Defines the duration the gate remains closed. This only takes effect
4513     if the gate is not connected.
4514     </attribute>
4515     </type>
4516    
4517     <!--####################################################################-->
4518 root 1.1 <type number="155" name="Trap">
4519     <ignore>
4520     <attribute arch="no_pick" />
4521     <attribute arch="title" />
4522     <attribute arch="name_pl" />
4523     <attribute arch="weight" />
4524     <attribute arch="value" />
4525     <attribute arch="material" />
4526     <attribute arch="unpaid" />
4527     </ignore>
4528     <description><![CDATA[
4529     A trap is a object that can either do damage or trigger another connected object
4530 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4531 root 1.1 and generally have either a physical attack or trigger a reaction.
4532     <br><br>
4533     Traps hit any monster or person who steps on them for 'dam' damage in
4534     'attacktype' attacktype and/or trigger a reaction.
4535     <br><br>
4536 root 1.28 Many traps are already defined in the archetypes.]]>
4537 root 1.1 </description>
4538     <use><![CDATA[
4539     Avoid monsters stepping on your traps. For example, a party of orcs setting
4540 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4541 root 1.1 </use>
4542     <attribute arch="no_pick" value="1" type="fixed" />
4543 root 1.9 &move_on;
4544 root 1.3 <attribute arch="level" editor="trap level" type="int">
4545 root 1.1 Level effects how easily a trap may be found and disarmed, and
4546     how much experience the player gets for doing so. Beware: High level
4547     traps can be quite a cheap source of experience! So either make them
4548     tough, or keep the level low.
4549     </attribute>
4550     <attribute arch="Cha" editor="visibility" type="int">
4551     This value determines what fraction of the time the trap is visible:
4552     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4553     how easily the trap may be found.
4554     </attribute>
4555     <attribute arch="hp" editor="number of charges" type="int">
4556     The trap will detonate &lt;number of charges&gt; times before disappearing.
4557     </attribute>
4558     <attribute arch="dam" editor="direct damage" type="int">
4559 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4560     This should be set in reasonable relation to the trap's level.
4561 root 1.1 </attribute>
4562     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4563     This attribute defines what attacktype to use for direct damage when
4564     the trap detonates.
4565     </attribute>
4566     <attribute arch="connected" editor="connection" type="int">
4567     When the trap is detonated, all objects with the same
4568     connection value get activated.
4569     </attribute>
4570     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4571     When the trap detonates, this text is displayed to the
4572     victim. For especially powerful or complex traps, create an appropriate
4573     and thrilling description. ;)
4574     </attribute>
4575     </type>
4576    
4577     <!--####################################################################-->
4578     <type number="95" name="Trapdoor">
4579     <ignore>
4580     <ignore_list name="non_pickable" />
4581     </ignore>
4582     <description><![CDATA[
4583     Trapdoors are very similar to pits. The difference is that they
4584     can not be closed. Instead, the weight of the object on the
4585     trapdoor determines weither it slams the trapdoor open and falls through
4586     or not.<br>
4587     Once a trapdoor has been opened (by a creature or items of sufficient
4588 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4589 root 1.1 </description>
4590     <use><![CDATA[
4591     Trapdoors should be used in the same fashion as pits:
4592     They should always drop the victims to some kind of lower level. They
4593 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4594 root 1.1 </use>
4595     <attribute arch="no_pick" value="1" type="fixed" />
4596 root 1.9 &move_on;
4597 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4598     This value defines how much weight the trapdoor can hold.
4599     Once items or creatures are gathered on the trapdoor, with
4600     a total weight surpassing this value, then the trapdoor will
4601     open and things start falling through.
4602     </attribute>
4603     <attribute arch="hp" editor="destination X" type="int">
4604     The trapdoor will transport creatures (and items) randomly into
4605     a two-square radius of the destination coordinates.
4606     If the destination square becomes blocked, the trapdoor will act like
4607     being filled up and not work anymore!
4608     </attribute>
4609     <attribute arch="sp" editor="destination Y" type="int">
4610     The trapdoor will transport creatures (and items) randomly into
4611     a two-square radius of the destination coordinates.
4612     If the destination square becomes blocked, the trapdoor will act like
4613     being filled up and not work anymore!
4614     </attribute>
4615     </type>
4616    
4617     <!--####################################################################-->
4618     <type number="4" name="Treasure">
4619     <ignore>
4620     <attribute arch="nrof" />
4621     <attribute arch="title" />
4622     <attribute arch="name_pl" />
4623     <attribute arch="weight" />
4624     <attribute arch="value" />
4625     <attribute arch="material" />
4626     </ignore>
4627     <description><![CDATA[
4628     A treasure-object turns into certain randomitems when the map is loaded
4629 root 1.37 into the game.]]>
4630 root 1.1 </description>
4631     <use><![CDATA[
4632     About usage of the "random-artifact" treasurelist:
4633     This will generate powerful stuff like girdles, xray helmets, special
4634     swords etc. If you put this as reward to your quest, players might be
4635     motivated to do it more than once. BUT, by doing so they will get a huge
4636     number of different artifacts! Besides, players will always seek the place
4637     with the most easy-to-get random artifact and ignore all others.
4638     My advice: Don't use it! Attract players with good fighting experience
4639 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4640 root 1.1 </use>
4641     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4642     This entry determines what kind of treasure will appear. Look into
4643     /crossfire/share/crossfire/treasures for details about existing
4644     treasurelists.
4645     </attribute>
4646     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4647     "Auto-generate" must be set in order to have the treasure be created
4648     when the map is loaded.
4649     If you want to create a random treasure chest, you unset this flag.
4650     That way, the player has to apply the object (the chest), then the
4651     treasure is generated.
4652     </attribute>
4653     <attribute arch="hp" editor="create number" type="int">
4654     "Create number" specifies how many pieces of the given treasurelist
4655     will appear. Note that for every piece there is a chance that nothing is
4656     generated. Also, sometimes there can be stacks of items generated, like
4657     for gems/money.
4658     </attribute>
4659     <attribute arch="exp" editor="quality level" type="int">
4660     The &lt;quality level&gt; will be used for the quality of the generated
4661     treasure instead of the map difficulty (as was done with shops).
4662     If zero/unset, the map difficulty will instead be used.
4663     (Example for comparison: Shop floors generate treasure of
4664     &lt;quality level&gt; 5 per default).
4665     </attribute>
4666     </type>
4667    
4668     <!--####################################################################-->
4669 root 1.3 <type number="52" name="Trigger Marker">
4670     <ignore>
4671     <ignore_list name="system_object" />
4672     </ignore>
4673     <description><![CDATA[
4674     A trigger marker is an object that inserts an invisible force (a mark) into a
4675     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4676     &lt;key string&gt; which can be discovered by detectors or inventory
4677     checkers. It is also possible to use markers for removing marks again.
4678     <br><br>
4679     Note that the player has no possibility to "see" his own marks,
4680 root 1.37 except by the effect that they cause on the maps.]]>
4681 root 1.3 </description>
4682     <use><![CDATA[
4683     Markers hold real cool possibilities for map-making. I encourage
4684     you to use them frequently. However there is one negative point
4685     about markers: Players don't "see" what's going on with them. It is
4686     your task, as map-creator, to make sure the player is always well
4687     informed and never confused.
4688     <br><br>
4689     Please avoid infinite markers when they aren't needed. They're
4690     using a little space in the player file after all, so if there
4691 root 1.37 is no real purpose, set an expire time.]]>
4692 root 1.3 </use>
4693     <attribute arch="no_pick" value="1" type="fixed" />
4694     <attribute arch="slaying" editor="key string" type="string">
4695     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4696     If the player already has a force with that &lt;key string&gt;,
4697     there won't be inserted a second one.
4698     </attribute>
4699     <attribute arch="connected" editor="connection" type="int">
4700     Unlike a regular marker this is the connection that triggers this marker to activate.
4701     </attribute>
4702     <attribute arch="food" editor="mark duration" type="int">
4703     This value defines the duration of the force it inserts.
4704     If nonzero, the duration of the player's mark is finite:
4705     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4706     means the mark will stay on the player forever.
4707     </attribute>
4708     <attribute arch="name" editor="delete mark" type="string">
4709     When the player steps onto the marker, all existing forces in
4710     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4711     will be removed. If you don't want to remove any marks, leave
4712     this textfield empty.
4713    
4714     Note that the string &lt;delete mark&gt; is set as the name of
4715     this marker. So don't be confused, and remember changing the
4716     name will take effect on the marker's functionality.
4717     </attribute>
4718     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4719     In the moment when the player gets marked, this text is displayed
4720     to him. You should really set a message in any marker you create,
4721     because it's the only way for the player to notice what's going on.
4722     </attribute>
4723     </type>
4724    
4725     <!--####################################################################-->
4726 root 1.1 <type number="0" name="Wall">
4727     <required>
4728     <attribute arch="is_floor" value="0" />
4729     <attribute arch="alive" value="0" />
4730 root 1.14 <attribute arch="no_pass" value="1" />
4731 root 1.1 </required>
4732     <ignore>
4733     <attribute arch="nrof" />
4734     <attribute arch="title" />
4735     <attribute arch="name_pl" />
4736     <attribute arch="value" />
4737     <attribute arch="unpaid" />
4738     </ignore>
4739     <description><![CDATA[
4740 root 1.37 Walls usually block passage and sight.]]>
4741 root 1.1 </description>
4742 root 1.9 &movement_types_terrain;
4743 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4744     If set, the object is able to "roll", so it can be pushed around.
4745     This setting is used for boulders and barrels.
4746     </attribute>
4747     <attribute arch="no_magic" editor="restrict spells" 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     <attribute arch="damned" editor="restrict prayers" type="bool">
4752     This takes effect only with &lt;blocksview&gt; disabled.
4753     Restricting the use of spells to pass this wall.
4754     </attribute>
4755     </type>
4756    
4757     <!--####################################################################-->
4758 root 1.3 <type number="109" name="Wand &amp; Staff">
4759     <description><![CDATA[
4760     Wands contain a certain spell. The player can apply (ready) and
4761     fire the wand. After a defined number of casts, the wand is
4762     "used up". It is possible to recharge a wand with scrolls of
4763 root 1.37 charging, but usually that isn't worth the cost.]]>
4764 root 1.3 </description>
4765     <use><![CDATA[
4766     Wands are quite seldomly used. The reason prolly is that they're
4767     generally not cost-efficient. Handing out high-level wands with
4768     powerful special spells isn't a good idea either, because of
4769     the recharge ability.
4770     <br><br>
4771     For low levels, staffs of healing/cure and word of recall are
4772 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4773 root 1.3 </use>
4774     <attribute arch="sp" editor="spell" type="spell">
4775     The &lt;spell&gt; specifies the contained spell.
4776     </attribute>
4777     <attribute arch="level" editor="casting level" type="int">
4778     The &lt;casting level&gt; of the wand determines it's power.
4779     An average level for wands in shops is about 10.
4780     </attribute>
4781     <attribute arch="food" editor="number of charges" type="int">
4782     The wand can be used &lt;number of charges&gt; times before it is
4783     used up. It can be recharged with scrolls of charging.
4784     </attribute>
4785     <attribute arch="startequip" editor="godgiven item" type="bool">
4786     A godgiven item vanishes as soon as the player
4787     drops it to the ground.
4788     </attribute>
4789     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4790     This text may contain a description of the wand.
4791     </attribute>
4792     </type>
4793    
4794     <!--####################################################################-->
4795 root 1.1 <type number="0" name="Weak Wall">
4796     <required>
4797     <attribute arch="is_floor" value="0" />
4798     <attribute arch="alive" value="1" />
4799     <attribute arch="tear_down" value="1" />
4800     </required>
4801     <ignore>
4802     <ignore_list name="non_pickable" />
4803     </ignore>
4804     <description><![CDATA[
4805     A weak wall is a breakable spot amidsts a solid wall. Typically
4806     these weak walls look similar to their solid "relatives" except
4807 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4808 root 1.1 </description>
4809     <use><![CDATA[
4810     If you want to create hidden rooms, using weak walls is alot
4811     better than completely indiscernible passages in a wall.<br>
4812     Anyways, there can be a lot more to weak walls than just finding
4813     them: Rising their defensive stats, weak walls can become a
4814     serious obstacle. An ice wall might only be torn down by a fire
4815     attack for example. A granite wall for instance might be very
4816 root 1.37 hard to destroy.]]>
4817 root 1.1 </use>
4818     <attribute arch="alive" value="1" type="fixed" />
4819     <attribute arch="no_pick" value="1" type="fixed" />
4820     <attribute arch="tear_down" value="1" type="fixed" />
4821     <attribute arch="race" editor="race" type="string">
4822     For weak walls, &lt;race&gt; should always be set to "wall",
4823     unless you create something fancy like a building which
4824     is in fact meant to be a huge animal.
4825     Note that shovels slay walls, so they do tripple damage
4826     against weak walls.
4827     </attribute>
4828     <attribute arch="level" editor="level" type="int">
4829     The &lt;level&gt; of a weak wall works similar to monster levels.
4830     Due to the fact that weak walls cannot attack, the level
4831     is much less important though.
4832     </attribute>
4833     <attribute arch="hp" editor="health points" type="int">
4834     The &lt;health points&gt; of a weak wall define how long it takes to
4835     tear it down. With every successful hit from an opponent,
4836     &lt;health points&gt; get drained.
4837     </attribute>
4838     <attribute arch="maxhp" editor="max health" type="int">
4839     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4840     weak wall can have. Since walls generally don't heal, I doubt
4841     this has much real effect.
4842     </attribute>
4843     <attribute arch="ac" editor="armour class" type="int">
4844     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4845     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4846     </attribute>
4847 elmex 1.29 &resistances_basic;
4848 root 1.1 </type>
4849    
4850     <!--####################################################################-->
4851     <type number="15" name="Weapon">
4852     <description><![CDATA[
4853     Wielding a weapon, the object's stats will directly be inherited to the
4854     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4855 root 1.37 be improved with scrolls.]]>
4856 root 1.1 </description>
4857     <use><![CDATA[
4858     If you create artifacts (equipment) with stats- or resistance-bonus:
4859     Keep playbalance in mind! Such items mustn't be reachable without hard
4860 root 1.37 fighting AND questing.]]>
4861 root 1.1 </use>
4862     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4863     This number is a bitmask, specifying the weapon's attacktypes.
4864     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4865     have no more than one or two attacktypes. Keep in mind that all weapons
4866     can be blessed by the player's diety, thus adding an additional attacktype.
4867 root 1.3
4868 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4869     then he will do as much damage as the "best" of his attacktypes does. So,
4870     the more attacktypes you've got, the better your chance to take advantage
4871     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4872     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4873     </attribute>
4874     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4875     The &lt;weapontype&gt; characterizes the weapon's type of physical
4876     attack. It could best be considered a "subclassification"
4877     of the physical attacktype. For now, this is only used for
4878     attack messages!
4879 root 1.3
4880 root 1.1 You should always set this correctly when creating new
4881     weapons for your maps.
4882     </attribute>
4883     <attribute arch="skill" editor="skill name" type="string">
4884     Matching &lt;skill name&gt; of the skill that is required
4885     to use this weapon.
4886     </attribute>
4887     <attribute arch="dam" editor="damage" type="int">
4888     The damage value is used as base value for how much damage the weapon
4889     does per hit. The actual damage involves more dependencies,
4890     like wielder's level and defender's level. Look at existing weapons
4891     to get a feel for the range of weapon damage values.
4892     </attribute>
4893     <attribute arch="slaying" editor="slaying race" type="string">
4894     Slaying means the weapon does tripple (3x) damage to monsters of the
4895     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4896     only monsters of that archtype are hit with tripple damage.
4897 root 1.3
4898 root 1.1 No god blessings are possible for weapons with a race set in this entry
4899     (That's because god blessings add tripple damage against their own
4900     enemy races). Tripple damage is very effective.
4901     </attribute>
4902     <attribute arch="last_sp" editor="weapon speed" type="int">
4903     The weapon speed determines how often the wielder can swing the weapon
4904     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4905     is best (that is lightning- fast). A typical average value is 8.
4906     Speed and damage should be kept in reasonable relation.
4907     </attribute>
4908     <attribute arch="wc" editor="weapon class" type="int">
4909     The weapon class value adds to the overall weapon class of the wielder's
4910     melee attacks. Weapon class improves the chance of hitting the opponent.
4911     </attribute>
4912     <attribute arch="magic" editor="magic bonus" type="int">
4913     For a weapon, magic bonus works just like weapon class, except that
4914     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4915     less useful than direct weapon class value on a weapon.
4916     </attribute>
4917     <attribute arch="item_power" editor="item power" type="int">
4918     The &lt;item power&gt; value measures how "powerful" an artifact is.
4919     Players will only be able to wear equipment with a certain total
4920     amount of &lt;item power&gt;, depending on their own level. This is the
4921     only way to prevent low level players to wear "undeserved" equipment
4922     (like gifts from other players or cheated items).
4923 root 1.3
4924 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4925 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4926 root 1.1 calculate a provisional value at runtime, but this is never
4927     going to be an accurate measurement of &lt;item power&gt;.
4928     </attribute>
4929     <attribute arch="damned" editor="damnation" type="bool">
4930     A damned weapon cannot be unwielded unless
4931     the curse is removed. Removing damnations is
4932     a tick harder than removing curses.
4933     </attribute>
4934     <attribute arch="cursed" editor="curse" type="bool">
4935     A cursed weapon cannot be unwielded unless
4936     the curse is removed.
4937     </attribute>
4938     <attribute arch="lifesave" editor="save life" type="bool">
4939     An item with this flag enabled will save the players life
4940     for one time: When the player is wearing this item and his
4941 root 1.3 health points reach zero, the item disappears, replenishing
4942 root 1.1 half of the player's health.
4943 root 1.3
4944 root 1.1 An item with &lt;save life&gt; should not have
4945     any decent additional bonuses!
4946     </attribute>
4947     <attribute arch="unique" editor="unique item" type="bool">
4948     Unique items exist only one time on a server. If the item
4949     is taken, lost or destroyed - it's gone for good.
4950     </attribute>
4951     <attribute arch="startequip" editor="godgiven item" type="bool">
4952     A godgiven item vanishes as soon as the player
4953     drops it to the ground.
4954     </attribute>
4955 elmex 1.29 &player_stat_resist_sections;
4956 root 1.1 <section name="misc">
4957     <attribute arch="luck" editor="luck bonus" type="int">
4958     With positive luck bonus, the player is more likely to
4959     succeed in all sorts of things (spellcasting, praying,...).
4960     Unless the &lt;luck bonus&gt; is very high, the effect will be
4961     barely visible in-game. Luck bonus on one piece of equipment
4962     should never exceed 3, and such bonus should not be too
4963     frequently available.
4964     </attribute>
4965     <attribute arch="hp" editor="health regen." type="int">
4966     Positive &lt;health regen.&gt; bonus speeds up the
4967     player's healing process. Negative values slow it down.
4968     </attribute>
4969     <attribute arch="sp" editor="mana regen." type="int">
4970     Positive &lt;mana regen.&gt; bonus speeds up the
4971     player's mana regeneration. Negative values slow it down.
4972     </attribute>
4973     <attribute arch="grace" editor="grace regen." type="int">
4974     Positive &lt;grace regen.&gt; bonus speeds up the
4975     player's grace regeneration. Negative values slow it down.
4976     Since grace can be regenerated rather easy with praying,
4977     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4978     </attribute>
4979     <attribute arch="food" editor="food bonus" type="int">
4980     Positive &lt;food bonus&gt; slows down the player's digestion,
4981     thus he consumes less food. Negative values speed it up.
4982 root 1.3
4983 root 1.1 Note that food is consumed not only for "being alive", but
4984     also for healing and mana-regeneration.
4985     &lt;food bonus&gt; only affects the amount of food consumed
4986     for "being alive". Hence, even with high &lt;food bonus&gt;,
4987     during a fight a player can run out of food quickly.
4988     </attribute>
4989     <attribute arch="xrays" editor="xray vision" type="bool">
4990     Xray vision allows the player to see through obstacles
4991     in a two-square-wide radius. This is extremely helpful and
4992 root 1.3 desirable, so don't give it away for cheap on equipment.
4993 root 1.1 </attribute>
4994     <attribute arch="stealth" editor="stealth" type="bool">
4995     Stealth allows the player to move silently.
4996     This comes to effect if a player turns himself
4997     invisible and tries to sneak around monsters.
4998     (At least that was the idea behind it)
4999     </attribute>
5000     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5001     If a player is wearing any piece of equipment with
5002     the ability to &lt;reflect spells&gt;, all kinds of
5003     spell-bullets and -beams will bounce off him.
5004     This works only about 90% of all times, to
5005     avoid players being completely immune to certain
5006     types of attacks.
5007 root 1.3
5008 root 1.1 This is a very powerful ability and it
5009     shouldn't be handed out cheap!
5010     </attribute>
5011     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5012     If a player is wearing any piece of equipment with
5013     the ability to &lt;reflect missiles&gt;, all kinds of
5014     projectiles (e.g. arrows, bolts, boulders) will
5015     bounce off him. This works only about 90% of all
5016     times, to avoid players being completely immune to
5017     certain types of attacks.
5018     </attribute>
5019     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5020     Click on the &lt;attuned paths&gt; button to select spellpaths.
5021     The player will get attuned to the specified spellpaths
5022     while wearing this weapon.
5023     </attribute>
5024     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5025     Click on the &lt;repelled paths&gt; button to select spellpaths.
5026     The player will get repelled to the specified spellpaths
5027     while wearing this weapon.
5028     </attribute>
5029     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5030     Click on the &lt;denied paths&gt; button to select spellpaths.
5031     The specified spellpaths will be denied to the player
5032     while wearing this weapon.
5033     </attribute>
5034     </section>
5035     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5036     This text describes the weapons's "story". Every decent artifact weapon
5037     should have such a description.
5038     </attribute>
5039     </type>
5040    
5041 root 1.5 <type number="116" name="Event Connector">
5042     <description><![CDATA[
5043     Event connectors link specific events that happen to objects to
5044 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5045 root 1.5 </description>
5046     </type>
5047    
5048 root 1.1 </types>