ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.45
Committed: Thu Jan 8 03:05:17 2009 UTC (15 years, 4 months ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-1_23
Changes since 1.44: +21 -21 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.32 # Deliantra object types and their attributes. #
6 root 1.1 # #
7 root 1.32 # The server code of the Deliantra game is always changing and #
8 root 1.1 # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14     # New types must be inserted maintaining the alphabetical order. #
15     # #
16     # about the 'type' elements: #
17     # #
18     # <type number="15" name="Type Name"> #
19     # <import_type name="Type Name" /> import attributes of this type #
20     # <required> #
21     # list of required attributes to identifying this type #
22     # </required> #
23     # <ignore> #
24     # list of attributes not to import from default_type #
25     # </ignore> #
26     # <description><![CDATA[ #
27 root 1.39 # Description of this type.]]> #
28 root 1.1 # </description> #
29     # <use><![CDATA[ #
30 root 1.39 # How to use this type.]]> #
31 root 1.1 # </use> #
32     # ... attributes ... #
33     # </type> #
34     # #
35     # about the 'attribute' type: <attribute ... type="XXX" > #
36     # #
37     # bool - This attribute can only be set to '1' or '0' #
38     # int - This attribute contains a decimal number #
39     # float - This attr. contains a floating point number #
40     # string - This attribute contains a string #
41     # text - This attribute contains a text ("text" can have #
42     # linebreaks, unlike "string") #
43     # fixed - This attribute is always set to a fixed 'value' #
44     # (There is no user-input for this attribute) #
45     # spell - This attribute contains a spell. The mapmaker can #
46     # choose spells from a combo box. #
47     # nz_spell - works just like 'spell', except that the #
48     # spell-value zero is always interpreted as <none>, #
49     # never as "magic bullet" #
50     # bool_special - Like bool, but with customized true/false values #
51     # treasurelist - CF treasure list (see "treasures" file) #
52     # list_LISTNAME - list, must be defined as a <list> element #
53     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
54     # element #
55     # #
56     # Created by Andreas Vogl. #
57     ######################################################################
58     -->
59     <!DOCTYPE types [
60     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
61 root 1.3
62 root 1.1 <!ELEMENT bitmask (entry*)>
63     <!ATTLIST bitmask name CDATA #REQUIRED>
64 root 1.3
65 root 1.1 <!ELEMENT list (entry*)>
66     <!ATTLIST list name CDATA #REQUIRED>
67 root 1.3
68 root 1.1 <!ELEMENT entry EMPTY>
69     <!ATTLIST entry bit CDATA #IMPLIED
70     value CDATA #IMPLIED
71     name CDATA #REQUIRED>
72 root 1.3
73 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
74     <!ATTLIST ignore_list name CDATA #REQUIRED>
75 root 1.3
76 root 1.1 <!ELEMENT default_type (attribute*)>
77 root 1.3
78 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
79     <!ATTLIST type name CDATA #REQUIRED
80     number CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT description (#PCDATA)>
83     <!ELEMENT use (#PCDATA)>
84 root 1.3
85 root 1.1 <!ELEMENT import_type EMPTY>
86     <!ATTLIST import_type name CDATA #REQUIRED>
87 root 1.3
88 root 1.1 <!ELEMENT required (attribute+)>
89     <!ELEMENT ignore (attribute*,ignore_list*)>
90 root 1.3
91 root 1.1 <!ELEMENT section (attribute+)>
92     <!ATTLIST section name CDATA #REQUIRED>
93 root 1.3
94 root 1.1 <!ELEMENT attribute (#PCDATA)>
95     <!ATTLIST attribute type CDATA #IMPLIED
96     arch CDATA #IMPLIED
97     arch_begin CDATA #IMPLIED
98     arch_end CDATA #IMPLIED
99     editor CDATA #IMPLIED
100     value CDATA #IMPLIED
101     length CDATA #IMPLIED
102     true CDATA #IMPLIED
103     false CDATA #IMPLIED>
104 root 1.9
105     <!ENTITY move_on "
106 elmex 1.22 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 root 1.9 Which movement types automatically (as opposed to manually) activate this object.
108     </attribute>
109     ">
110     <!ENTITY move_off "
111 elmex 1.22 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 root 1.9 Which movement types deactivate this object (e.g. button).
113     </attribute>
114     ">
115     <!ENTITY move_type "
116 elmex 1.22 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 root 1.9 Determines which kinds of movement this object can use (e.g. for monsters)
118     or grants (e.g. for amulets).
119     </attribute>
120     ">
121     <!ENTITY movement_types_terrain "
122 elmex 1.22 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 root 1.9 Objects using these movement types cannot move over this space.
124     </attribute>
125 elmex 1.22 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 root 1.9 Objects using these movement types are allowed to move over this space. Takes
127     precedence over 'blocked movements'.
128     </attribute>
129 elmex 1.22 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 root 1.9 The types of movement that should by slowed down by the 'slow movement penalty'.
131     </attribute>
132     <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133     If &lt;slow movement&gt; is set to a value greater zero, all
134     creatures matching 'slow move' will be slower than normal on this spot.
135    
136     &lt;slow movement&gt; 1 - rough terrain
137     &lt;slow movement&gt; 2 - very rough terrain
138     ...
139     &lt;slow movement&gt; 5 - default for deep swamp
140     ...
141     &lt;slow movement&gt; 7 - spider web (sticky as hell)
142     </attribute>
143     ">
144 root 1.12 <!ENTITY speed_left "
145     <attribute arch='speed_left' editor='speed left' type='float'>
146     The speed left to the object. On every tick, if this value is higher
147     than 0, the object acts/triggers/moves etc. and the value gets
148     decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149     every tick.
150     </attribute>
151     ">
152 elmex 1.16 <!ENTITY activate_on "
153 root 1.37 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 elmex 1.16 Whether the teleporter should only be activated on push.
155     </attribute>
156 root 1.37 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 elmex 1.16 Whether the teleporter should only be activated on release.
158     </attribute>
159     ">
160 elmex 1.29
161     <!ENTITY resistances_flesh_desc "
162     Resistances on flesh items make them more durable against spellcraft
163     of the appropriate kind. It also allows dragon players to eventually gain
164     resistance by eating it. Usually resistance should only be set for flesh
165     items in a monster's inventory.
166     ">
167    
168     <!ENTITY resistances_flesh_section "
169     <section name='resistance'>
170     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171     &resistances_flesh_desc;
172     </attribute>
173     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174     &resistances_flesh_desc;
175     </attribute>
176     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177     &resistances_flesh_desc;
178     </attribute>
179     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180     &resistances_flesh_desc;
181     </attribute>
182     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183     &resistances_flesh_desc;
184     </attribute>
185     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186     &resistances_flesh_desc;
187     </attribute>
188     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189     &resistances_flesh_desc;
190     </attribute>
191     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192     &resistances_flesh_desc;
193     </attribute>
194     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195     &resistances_flesh_desc;
196     </attribute>
197     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198     &resistances_flesh_desc;
199     </attribute>
200     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201     &resistances_flesh_desc;
202     </attribute>
203     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204     &resistances_flesh_desc;
205     </attribute>
206     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207     &resistances_flesh_desc;
208     </attribute>
209     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210     &resistances_flesh_desc;
211     </attribute>
212     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213     &resistances_flesh_desc;
214     </attribute>
215     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216     &resistances_flesh_desc;
217     </attribute>
218     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219     &resistances_flesh_desc;
220     </attribute>
221     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222     &resistances_flesh_desc;
223     </attribute>
224     </section>
225     ">
226    
227     <!ENTITY resistances_basic "
228     <section name='resistance'>
229     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247     <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248     <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249     </section>
250     ">
251    
252     <!ENTITY player_stat_desc "
253     The player's strentgh will rise/fall by the given value for permanent
254     (of course there is an upper limit). Generally there shouldn't be stat
255     potions granting more than one stat. Cursed potions will subtract the
256     stats if positive.
257     ">
258    
259     <!ENTITY player_res_desc "
260     The player's resistance to physical will rise by this value in percent
261     (range -100 till +100). The effect is only temporare, and it does NOT
262     add on the values from the player's equipment.
263     Cursed potions will make negative resistance.. very nasty in combat!
264     ">
265    
266     <!ENTITY player_stat_resist_sections "
267     <section name='stats'>
268     <attribute arch='Str' editor='strength' type='int'>
269     &player_stat_desc;
270     </attribute>
271     <attribute arch='Dex' editor='dexterity' type='int'>
272     &player_stat_desc;
273     </attribute>
274     <attribute arch='Con' editor='constitution' type='int'>
275     &player_stat_desc;
276     </attribute>
277     <attribute arch='Int' editor='intelligence' type='int'>
278     &player_stat_desc;
279     </attribute>
280     <attribute arch='Pow' editor='power' type='int'>
281     &player_stat_desc;
282     </attribute>
283     <attribute arch='Wis' editor='wisdom' type='int'>
284     &player_stat_desc;
285     </attribute>
286     <attribute arch='Cha' editor='charisma' type='int'>
287     &player_stat_desc;
288     </attribute>
289     </section>
290     <section name='resistance'>
291     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292     &player_res_desc;
293     </attribute>
294     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295     &player_res_desc;
296     </attribute>
297     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298     &player_res_desc;
299     </attribute>
300     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301     &player_res_desc;
302     </attribute>
303     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304     &player_res_desc;
305     </attribute>
306     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307     &player_res_desc;
308     </attribute>
309     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310     &player_res_desc;
311     </attribute>
312     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313     &player_res_desc;
314     </attribute>
315     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316     &player_res_desc;
317     </attribute>
318     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319     &player_res_desc;
320     </attribute>
321     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322     &player_res_desc;
323     </attribute>
324     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325     &player_res_desc;
326     </attribute>
327     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328     &player_res_desc;
329     </attribute>
330     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331     &player_res_desc;
332     </attribute>
333     <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334     &player_res_desc;
335     </attribute>
336     <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337     &player_res_desc;
338     </attribute>
339     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340     &player_res_desc;
341     </attribute>
342     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343     &player_res_desc;
344     </attribute>
345     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346     &player_res_desc;
347     </attribute>
348     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349     &player_res_desc;
350     </attribute>
351     </section>
352     ">
353    
354 root 1.1 ]>
355    
356     <types>
357    
358     <!--###################### bitmask definitions ######################-->
359    
360     <bitmask name="attacktype">
361     <entry bit="0" name="Physical" />
362     <entry bit="1" name="Magical" />
363     <entry bit="2" name="Fire" />
364     <entry bit="3" name="Electricity" />
365     <entry bit="4" name="Cold" />
366     <entry bit="5" name="Confusion" />
367     <entry bit="6" name="Acid" />
368     <entry bit="7" name="Drain" />
369     <entry bit="8" name="Weaponmagic" />
370     <entry bit="9" name="Ghosthit" />
371     <entry bit="10" name="Poison" />
372     <entry bit="11" name="Slow" />
373     <entry bit="12" name="Paralyze" />
374     <entry bit="13" name="Turn Undead" />
375     <entry bit="14" name="Fear" />
376     <entry bit="15" name="Cancellation" />
377     <entry bit="16" name="Depletion" />
378     <entry bit="17" name="Death" />
379     <entry bit="18" name="Chaos" />
380     <entry bit="19" name="Counterspell" />
381     <entry bit="20" name="God Power" />
382     <entry bit="21" name="Holy Power" />
383     <entry bit="22" name="Blinding" />
384     </bitmask>
385    
386     <bitmask name="material">
387     <entry bit="0" name="Paper" />
388     <entry bit="1" name="Iron" />
389     <entry bit="2" name="Glass" />
390     <entry bit="3" name="Leather" />
391     <entry bit="4" name="Wood" />
392     <entry bit="5" name="Organics" />
393     <entry bit="6" name="Stone" />
394     <entry bit="7" name="Cloth" />
395     <entry bit="8" name="Adamantite" />
396 root 1.7 <entry bit="9" name="Liquid" />
397     <entry bit="10" name="Soft Metal" />
398     <entry bit="11" name="Bone" />
399     <entry bit="12" name="Ice" />
400     <entry bit="13" name="(supress name on display)" />
401    
402 root 1.1 </bitmask>
403    
404     <bitmask name="spellpath">
405     <entry bit="0" name="Protection" />
406     <entry bit="1" name="Fire" />
407     <entry bit="2" name="Frost" />
408     <entry bit="3" name="Electricity" />
409     <entry bit="4" name="Missiles" />
410     <entry bit="5" name="Self" />
411     <entry bit="6" name="Summoning" />
412     <entry bit="7" name="Abjuration" />
413     <entry bit="8" name="Restoration" />
414     <entry bit="9" name="Detonation" />
415     <entry bit="10" name="Mind" />
416     <entry bit="11" name="Creation" />
417     <entry bit="12" name="Teleportation" />
418     <entry bit="13" name="Information" />
419     <entry bit="14" name="Transmutation" />
420     <entry bit="15" name="Transferrence" />
421     <entry bit="16" name="Turning" />
422     <entry bit="17" name="Wounding" />
423     <entry bit="18" name="Death" />
424     <entry bit="19" name="Light" />
425     </bitmask>
426    
427     <bitmask name="will_apply">
428     <entry bit="0" name="Apply Handles" />
429     <entry bit="1" name="Open Chests" />
430     <entry bit="2" name="Break Walls" />
431     <entry bit="3" name="Open Doors" />
432     </bitmask>
433    
434     <bitmask name="pick_up">
435     <entry bit="0" name="Nothing" />
436     <entry bit="1" name="Wealth" />
437     <entry bit="2" name="Food" />
438     <entry bit="3" name="Weapons" />
439     <entry bit="4" name="Armour" />
440     <entry bit="5" name="Inverse" />
441     <entry bit="6" name="All" />
442     </bitmask>
443    
444 root 1.9 <bitmask name="movement_type">
445     <entry bit="0" name="Walk" />
446     <entry bit="1" name="Fly Low" />
447     <entry bit="2" name="Fly High" />
448     <entry bit="3" name="Swim" />
449     <entry bit="4" name="Boat" />
450 root 1.11 <entry bit="16" name="Other" />
451 root 1.9 </bitmask>
452    
453 root 1.1 <!--###################### list definitions ######################-->
454    
455     <list name="direction">
456     <entry value="0" name="&lt;none&gt;" />
457     <entry value="1" name="north" />
458     <entry value="2" name="northeast" />
459     <entry value="3" name="east" />
460     <entry value="4" name="southeast" />
461     <entry value="5" name="south" />
462     <entry value="6" name="southwest" />
463     <entry value="7" name="west" />
464     <entry value="8" name="northwest" />
465     </list>
466    
467     <list name="mood">
468     <entry value="0" name="furious" />
469     <entry value="1" name="angry" />
470     <entry value="2" name="calm" />
471     <entry value="3" name="sleep" />
472     <entry value="4" name="charm" />
473     </list>
474    
475     <list name="potion_effect">
476     <entry value="0" name="&lt;none&gt;" />
477     <entry value="65536" name="life restoration" />
478     <entry value="1048576" name="improvement" />
479     </list>
480    
481     <list name="weapon_type">
482     <entry value="0" name="&lt;unknown&gt;" />
483     <entry value="1" name="sword" />
484     <entry value="2" name="arrows" />
485     <entry value="3" name="axe" />
486     <entry value="4" name="katana" />
487     <entry value="5" name="knife, dagger" />
488     <entry value="6" name="whip, chain" />
489     <entry value="7" name="hammer, flail" />
490     <entry value="8" name="club, stick" />
491     </list>
492    
493     <list name="skill_type">
494     <entry value="1" name="lockpicking" />
495     <entry value="2" name="hiding" />
496     <entry value="3" name="smithery" />
497     <entry value="4" name="bowyer" />
498     <entry value="5" name="jeweler" />
499     <entry value="6" name="alchemy" />
500     <entry value="7" name="stealing" />
501     <entry value="8" name="literacy" />
502     <entry value="9" name="bargaining" />
503     <entry value="10" name="jumping" />
504     <entry value="11" name="detect magic" />
505     <entry value="12" name="oratory" />
506     <entry value="13" name="singing" />
507     <entry value="14" name="detect curse" />
508     <entry value="15" name="find traps" />
509     <entry value="16" name="mediatation" />
510     <entry value="17" name="punching" />
511     <entry value="18" name="flame touch" />
512     <entry value="19" name="karate" />
513     <entry value="20" name="climbing" />
514     <entry value="21" name="woodsman" />
515     <entry value="22" name="inscription" />
516     <entry value="23" name="one handed weapons" />
517     <entry value="24" name="missile weapons" />
518     <entry value="25" name="throwing" />
519     <entry value="26" name="use magic item" />
520     <entry value="27" name="disarm traps" />
521     <entry value="28" name="set traps" />
522     <entry value="29" name="thaumaturgy" />
523     <entry value="30" name="praying" />
524     <entry value="31" name="clawing" />
525     <entry value="32" name="levitation" />
526     <entry value="33" name="summoning" />
527     <entry value="34" name="pyromancy" />
528     <entry value="35" name="evocation" />
529     <entry value="36" name="sorcery" />
530     <entry value="37" name="two handed weapons" />
531     </list>
532    
533     <list name="spell_type">
534     <entry value="1" name="raise dead" />
535     <entry value="2" name="rune" />
536     <entry value="3" name="make mark" />
537     <entry value="4" name="bolt" />
538     <entry value="5" name="bullet" />
539     <entry value="6" name="explosion" />
540     <entry value="7" name="cone" />
541     <entry value="8" name="bomb" />
542     <entry value="9" name="wonder" />
543     <entry value="10" name="smite" />
544     <entry value="11" name="magic missile" />
545     <entry value="12" name="summon golem" />
546     <entry value="13" name="dimension door" />
547     <entry value="14" name="magic mapping" />
548     <entry value="15" name="magic wall" />
549     <entry value="16" name="destruction" />
550     <entry value="17" name="perceive self" />
551     <entry value="18" name="word of recall" />
552     <entry value="19" name="invisible" />
553     <entry value="20" name="probe" />
554     <entry value="21" name="healing" />
555     <entry value="22" name="create food" />
556     <entry value="23" name="earth to dust" />
557     <entry value="24" name="change ability" />
558     <entry value="25" name="bless" />
559     <entry value="26" name="curse" />
560     <entry value="27" name="summon monster" />
561     <entry value="28" name="recharge" />
562     <entry value="29" name="polymorph" />
563     <entry value="30" name="alchemy" />
564     <entry value="31" name="remove curse" />
565     <entry value="32" name="identify" />
566     <entry value="33" name="detection" />
567     <entry value="34" name="mood change" />
568     <entry value="35" name="moving ball" />
569     <entry value="36" name="swarm" />
570     <entry value="37" name="charge mana" />
571     <entry value="38" name="dispel rune" />
572     <entry value="39" name="create missile" />
573     <entry value="40" name="consecrate" />
574     <entry value="41" name="animate weapon" />
575     <entry value="42" name="light" />
576     <entry value="43" name="change map light" />
577     <entry value="44" name="faery fire" />
578     <entry value="45" name="disease" />
579     <entry value="46" name="aura" />
580     <entry value="47" name="town portal" />
581     </list>
582    
583 elmex 1.4 <list name="event_type">
584     <entry value="0" name="none" />
585     <entry value="1" name="apply" />
586     <entry value="2" name="attack" />
587     <entry value="3" name="death" />
588     <entry value="4" name="drop" />
589     <entry value="5" name="pickup" />
590     <entry value="6" name="say" />
591     <entry value="7" name="stop" />
592     <entry value="8" name="time" />
593     <entry value="9" name="throw" />
594     <entry value="10" name="trigger" />
595     <entry value="11" name="close" />
596     <entry value="12" name="timer" />
597     <entry value="28" name="move" />
598 elmex 1.18 <entry value="41" name="drop_on" />
599 elmex 1.4 </list>
600    
601 root 1.10 <list name="attack_movement_bits_0_3">
602     <entry value="0" name="default" />
603     <entry value="1" name="attack from distance" />
604     <entry value="2" name="run away" />
605     <entry value="3" name="hit and run" />
606     <entry value="4" name="wait, then hit, then move" />
607     <entry value="5" name="rush blindly" />
608     <entry value="6" name="always run" />
609     <entry value="7" name="attack from distance if hit" />
610     <entry value="8" name="do not approach" />
611     </list>
612    
613     <list name="attack_movement_bits_4_7">
614     <entry value="0" name="none" />
615     <entry value="16" name="pet" />
616     <entry value="32" name="small circle" />
617     <entry value="48" name="large circle" />
618     <entry value="64" name="small horizontal" />
619     <entry value="80" name="large horizontal" />
620     <entry value="96" name="random direction" />
621     <entry value="112" name="random movement" />
622     <entry value="128" name="small vertical" />
623     <entry value="144" name="large vertical" />
624     </list>
625    
626 root 1.1 <!--###################### default attributes ######################-->
627    
628     <!--
629     The attributes of the default_type get added to all other types by default.
630     Every type can have an 'ignore' element however, which is used to specify
631     default attributes *not* to inherit.
632     -->
633     <default_type>
634     <attribute arch="name" editor="name" type="string">
635     This is the name of the object, displayed to the player.
636     </attribute>
637     <attribute arch="name_pl" editor="plural name" type="string">
638     This is the plural name of the object. A plural name must be set for
639     all items that can be picked up and collected by the player.
640     </attribute>
641     <attribute arch="title" editor="title" type="string">
642     This is the object's title. Once an object is identified the title is
643 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
644 root 1.1 </attribute>
645     <attribute arch="face" editor="image" type="string">
646 elmex 1.33 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647     object has an animation! See also the 'animation' attribute.
648     </attribute>
649     <attribute arch="animation" editor="animation" type="string">
650     The animation-name of the object. If you assign custom faces and the archetype
651     defines an animation you can disable the animation of an archetype by setting this
652     field to NONE.
653 root 1.1 </attribute>
654 root 1.30 <attribute arch="tag" editor="tag" type="string">
655     You can tag objects with an identifier. Tagged objects can be found quickly
656     from their tag, which makes them useful to tag exits and refer to those by
657     their name.
658     </attribute>
659 root 1.1 <attribute arch="nrof" editor="number" type="int">
660     This value determines the number of objects in one stack (for example:
661     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
662     any pickable object - otherwise it won't be mergeable into a stack.
663     </attribute>
664     <attribute arch="weight" editor="weight" type="int">
665 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
666 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
667     for explicitly non-pickable objects (hey, this is opensource.. you
668     never know ;) ).
669     </attribute>
670     <attribute arch="value" editor="value" type="int">
671 root 1.13 Determines the value of the object, in units of silver coins (one
672     platinum coin == 50 silver coins). Value for buying/selling will be
673 root 1.1 further modified by various factors. Hence, testing values in-game is
674     usually inevitable.
675     </attribute>
676     <attribute arch="glow_radius" editor="glow radius" type="int">
677     If &lt;glow radius&gt; is set to a value greater zero, the object
678     appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 root 1.3 between 0 and 4, the higher, the more light does the object emit.
680 root 1.1 </attribute>
681     <attribute arch="material" editor="material" type="bitmask_material">
682     This bitmask-value informs the player of which material(s) the
683     object consists. Material does also affect how likely the object
684     can be destroyed by hazardous spell-effects.
685     </attribute>
686     <attribute arch="no_pick" editor="non-pickable" type="bool">
687     If set, the object cannot be picked up (Neither by players nor monsters).
688     </attribute>
689     <attribute arch="invisible" editor="invisible" type="bool">
690     Generally makes the object invisible. Depending on the object-type,
691     some can be made visible by the show_invisible spell. If in doubt, test it.
692     Putting an invisible object under the floor always prevents it from being
693     shown.
694     </attribute>
695     <attribute arch="blocksview" editor="block view" type="bool">
696     If an item is set to block view, players (and monsters) cannot
697     see byond it unless they cross it or manage to stand ontop.
698     </attribute>
699     <attribute arch="identified" editor="identified" type="bool">
700     If an item is identified, the player has full knowledge about it.
701     </attribute>
702     <attribute arch="unpaid" editor="unpaid" type="bool">
703     An &lt;unpaid&gt; item cannot be used unless a player carried it over
704     a shop mat, paying the demanded price. Setting this flag makes sense
705 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 root 1.45 <attribute arch="connected" editor="connection" type="string">
878 root 1.1 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 root 1.45 <attribute arch="connected" editor="connection" type="string">
933 root 1.1 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 root 1.45 <attribute arch="connected" editor="connection" type="string">
1323 root 1.1 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 root 1.45 <attribute arch="connected" editor="connection" type="string">
1573 root 1.1 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 root 1.45 <attribute arch="connected" editor="connection" type="string">
1629 root 1.1 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 root 1.44 <type number="164" name="Map Script">
1647     <ignore>
1648     <ignore_list name="system_object" />
1649     </ignore>
1650     <description><![CDATA[
1651     The map script object is a very special object that can react to connected
1652     events and executes a perl script.
1653     ]]>
1654     </description>
1655     <use><![CDATA[
1656     The perl script gets passed an $activator object and can use the set/get/find/timer functions
1657     to react to/trigger other objects.
1658     ]]>
1659     </use>
1660 root 1.45 <attribute arch="connected" editor="connection" type="string">
1661 root 1.44 When the map script object is triggered, it will execute
1662     the perl script with the triggering object as $activator.
1663     </attribute>
1664     &activate_on;
1665     <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1666     This perl script will be executed each time the objetc is triggered.
1667     </attribute>
1668     </type>
1669    
1670     <!--####################################################################-->
1671 root 1.1 <type number="112" name="Director">
1672     <ignore>
1673     <ignore_list name="non_pickable" />
1674     </ignore>
1675     <description><![CDATA[
1676     Directors change the direction of spell objects and other projectiles
1677     that fly past. Unlike spinners, directors always move objects in the
1678     same direction. It does not make a difference from what angle you
1679     shoot into it.<br>
1680 root 1.37 Directors are visible per default.]]>
1681 root 1.1 </description>
1682     <use><![CDATA[
1683     Directors are rarely used in maps. Sometimes they are placed to
1684     change the direction of spells coming out of magic walls,
1685     "channeling" spell-projectiles in some direction. When doing this,
1686     <B>never place directors facing each other with magic walls fireing
1687     into them!</B> The spell-projectiles bouncing between the directors
1688     would accumulate to huge numbers and at some point slow down the
1689     server by eating memory- and CPU-time.
1690     <br><br>
1691     You'd better not place directors in monster vs. player combat
1692 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1693 root 1.1 </use>
1694     <attribute arch="sp" editor="direction" type="list_direction">
1695     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1696     A director with direction &lt;none&gt; simply stops projectiles.
1697     (The latter works out a bit strange for some spells).
1698     </attribute>
1699 root 1.9 &move_on;
1700 root 1.1 </type>
1701    
1702     <!--####################################################################-->
1703     <type number="158" name="Disease">
1704     <ignore>
1705     <ignore_list name="system_object" />
1706     </ignore>
1707     <description><![CDATA[
1708 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1709 root 1.1 Once casted, they can spread out and infect creatures in a large
1710     area. Being infected can have various effects, from amusing farts
1711 root 1.37 to horrible damage - almost everything is possible.]]>
1712 root 1.1 </description>
1713     <use><![CDATA[
1714     Diseases are extremely flexible and usable in a many ways.
1715     So far they are mostly used for causing bad, unwanted effects.
1716     You could just as well create a disease which helps the player
1717     (recharging mana for example).
1718 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1719 root 1.1 </use>
1720     <attribute arch="invisible" value="1" type="fixed" />
1721     <attribute arch="level" editor="plaque level" type="int">
1722     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1723     This mainly reflects in the &lt;damage&gt;. It has no effect on
1724     most other symptoms. Neverthless, it is a very important value for
1725     all damage-inflicting diseases.
1726     </attribute>
1727     <attribute arch="race" editor="infect race" type="string">
1728     The disease will only infect creatures of the specified &lt;race&gt;.
1729     "&lt;race&gt; *" means every creature can be infected.
1730     </attribute>
1731     <attribute arch="ac" editor="progressiveness" type="int">
1732     Every time the disease "moves" the severity of the symptoms are increased
1733     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1734     </attribute>
1735     <section name="spreading">
1736     <attribute arch="wc" editor="infectiosness" type="int">
1737     The &lt;infectiosness&gt; defines the chance of new creatures getting
1738     infected. If you set this too high, the disease is very likely to
1739     be too effective.
1740 root 1.3
1741 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1742     </attribute>
1743     <attribute arch="last_grace" editor="attenuation" type="int">
1744     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1745     everytime it infects someone new. This limits how many generations
1746     a disease can propagate.
1747     </attribute>
1748     <attribute arch="magic" editor="infection range" type="int">
1749     &lt;infection range&gt; sets the range at which infection may occur.
1750     If positive, the &lt;infection range&gt; is level dependant - If negative,
1751     it is not:
1752     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1753 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1754 root 1.1 </attribute>
1755     <attribute arch="maxhp" editor="persistence" type="int">
1756     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1757     The disease can "move" &lt;persistence&gt; times outside a host before it
1758     vanishes. A negative value means the disease lasts for permanent
1759     (which is only recommended to use in maps without monsters).
1760     </attribute>
1761     <attribute arch="maxgrace" editor="curing duration" type="int">
1762     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1763     (Assuming the host survives and doesn't use a curing spell).
1764     After this period the disease is naturally cured, which provides the
1765     host with immunity from this particular disease of lower or equal level.
1766 root 1.3
1767 root 1.1 A negative value means the disease can never be cured naturally.
1768 root 1.3
1769 root 1.1 Note that this value can be further modulated by spell-parameters,
1770     if the disease is registered as spell in the code. Due to that,
1771     most default diseases take a lot longer to cure than it seems.
1772     </attribute>
1773     <attribute arch="speed" editor="moving speed" type="float">
1774     The &lt;speed&gt; of the disease determines how fast the disease will
1775     "move", thus how fast the symptoms strike the host.
1776     </attribute>
1777 root 1.12 &speed_left;
1778 root 1.1 </section>
1779     <section name="symptoms">
1780     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1781     The disease will attack the host with the given &lt;attacktype&gt;.
1782     Godpower attacktype is commonly used for "unresistable" diseases.
1783     </attribute>
1784     <attribute arch="dam" editor="damage" type="int">
1785     A disease with a positive &lt;damage&gt; value will strike the player for that
1786     amount of damage every time the symptoms occur.
1787     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1788     the player's health is reduced by 10% every time the symptoms strike.
1789 root 1.3
1790 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1791     for players of all levels.
1792     </attribute>
1793     <attribute arch="other_arch" editor="create arch" type="string">
1794     If set, the specified arch is created and dropped every time the
1795     symptoms strike.
1796 root 1.3
1797 root 1.1 This can be various things: farts, body pieces, eggs ...
1798     Even monsters can be created that way. You could also make a
1799     disease where some exotic stuff like money/gems is created.
1800     </attribute>
1801     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1802     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1803     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1804     </attribute>
1805     <attribute arch="exp" editor="exp. for curing" type="int">
1806     When the player manages to cure this disease (with a curing spell),
1807     he is awarded with &lt;exp. for curing&gt; experience.
1808     </attribute>
1809     <attribute arch="maxsp" editor="mana depletion" type="int">
1810     Every time the disease "moves", the player's mana is
1811     reduced by the value of &lt;mana depletion&gt;.
1812     For negative values, a %-based amount is taken.
1813     </attribute>
1814     <attribute arch="last_eat" editor="food depletion" type="int">
1815     Every time the disease "moves", the player's food is
1816     reduced by the value of &lt;food depletion&gt;.
1817     For negative values, a %-based amount is taken.
1818     </attribute>
1819     <attribute arch="hp" editor="health regen." type="int">
1820     This value increases the player's healing rate.
1821     Negative values decrease it.
1822     </attribute>
1823     <attribute arch="sp" editor="mana regen." type="int">
1824     This value increases the player's rate of mana regeneration.
1825     Negative values decrease it.
1826     </attribute>
1827     </section>
1828     <section name="disability">
1829     <attribute arch="Str" editor="strength" type="int">
1830     The player's strength will rise by the given value
1831     while being infected. (Negative values make strength fall)
1832     </attribute>
1833     <attribute arch="Dex" editor="dexterity" type="int">
1834     The player's dexterity will rise by the given value
1835     while being infected. (Negative values make dexterity fall)
1836     </attribute>
1837     <attribute arch="Con" editor="constitution" type="int">
1838     The player's constitution will rise by the given value
1839     while being infected. (Negative values make constitution fall)
1840     </attribute>
1841     <attribute arch="Int" editor="intelligence" type="int">
1842     The player's intelligence will rise by the given value
1843     while being infected. (Negative values make intelligence fall)
1844     </attribute>
1845     <attribute arch="Pow" editor="power" type="int">
1846     The player's power will rise by the given value
1847     while being infected. (Negative values make power fall)
1848     </attribute>
1849     <attribute arch="Wis" editor="wisdom" type="int">
1850     The player's wisdom will rise by the given value
1851     while being infected. (Negative values make wisdom fall)
1852     </attribute>
1853     <attribute arch="Cha" editor="charisma" type="int">
1854     The player's charisma will rise by the given value
1855     while being infected. (Negative values make charisma fall)
1856     </attribute>
1857     </section>
1858     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1859     This text is displayed to the player every time the
1860     symptoms strike.
1861     </attribute>
1862     </type>
1863    
1864     <!--####################################################################-->
1865 root 1.3 <type number="23" name="Door">
1866     <ignore>
1867     <ignore_list name="non_pickable" />
1868     </ignore>
1869     <description><![CDATA[
1870     A door can be opened with a normal key. It also can be broken by attacking
1871     it, and it can be defeated with the lockpicking skill. If a door is
1872     defeated, horizontally and vertically adjacent doors are automatically
1873 root 1.37 removed.]]>
1874 root 1.3 </description>
1875     <attribute arch="no_pick" value="1" type="fixed" />
1876     <attribute arch="alive" value="1" type="fixed" />
1877 root 1.9 &movement_types_terrain;
1878 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1879     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1880     </attribute>
1881     <attribute arch="ac" editor="armour class" type="int">
1882     Doors of high &lt;armour class&gt; are less likely to get hit.
1883     &lt;armour class&gt; can be considered the "counterpiece" to
1884     &lt;weapon class&gt;.
1885     </attribute>
1886     <attribute arch="other_arch" editor="drop arch" type="string">
1887     This string defines the object that will be created when the door was
1888     defeated.
1889     </attribute>
1890     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1891     This entry determines what kind of traps will appear in the door.
1892     </attribute>
1893 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1894     Set this flag to move treasure items created into the environment (map)
1895     instead of putting them into the object.
1896     </attribute>
1897 root 1.3 </type>
1898    
1899     <!--####################################################################-->
1900 root 1.1 <type number="83" name="Duplicator">
1901     <ignore>
1902     <ignore_list name="system_object" />
1903     </ignore>
1904     <description><![CDATA[
1905     When activated, a duplicator can duplicate, multiply or destroy a pile of
1906     objects which lies somewhere on top of the duplicator.
1907     The duplicator has one arch name specified as &lt;target arch&gt;,
1908     and only objects of this archetype can be affected.<br>
1909     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1910 root 1.37 If the latter is set to zero, it will destroy objects.]]>
1911 root 1.1 </description>
1912     <use><![CDATA[
1913     I hope it is clear that one must be very cautious when inserting a duplicator
1914     anywhere with &lt;multiply factor&gt; greater than one.
1915     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1916     It is <b>not acceptable</b> to allow duplication of anything other than
1917     coins, gold and jewels. Besides, it is very important that the chance to
1918     loose the input matches the chance to earn winnings.<br>
1919     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1920 root 1.37 loosing rate of 2/3 = 67%.]]>
1921 root 1.1 </use>
1922     <attribute arch="other_arch" editor="target arch" type="string">
1923 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1924     duplicated, multiplied or removed. All other objects will be ignored.
1925 root 1.1 </attribute>
1926     <attribute arch="level" editor="multiply factor" type="int">
1927     The number of items in the target pile will be multiplied by the
1928     &lt;multiply factor&gt;. If it is set to zero, all target objects
1929     will be destroyed.
1930     </attribute>
1931 root 1.45 <attribute arch="connected" editor="connection" type="string">
1932 root 1.1 An activator (lever, altar, button, etc) with matching connection value
1933     is able to trigger this duplicator. Be very careful that players cannot
1934     abuse it to create endless amounts of money or other valuable stuff!
1935     </attribute>
1936 elmex 1.16 &activate_on;
1937 root 1.1 </type>
1938    
1939     <!--####################################################################-->
1940     <type number="66" name="Exit">
1941     <ignore>
1942     <ignore_list name="non_pickable" />
1943     </ignore>
1944     <description><![CDATA[
1945     When the player applies an exit, he is transferred to a different location.
1946     (Monsters cannot use exits.) Depending on how it is set, the player applies
1947     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1948 root 1.37 the exit. ]]>
1949 root 1.1 </description>
1950     <use><![CDATA[
1951 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1952 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1953     detected with the show_invisible spell.
1954     <br><br>
1955     You can be quite creative with the outlook of secret exits (their "face").
1956 root 1.37 Don't forget to give the player relyable hints about them though.]]>
1957 root 1.1 </use>
1958     <attribute arch="slaying" editor="exit path" type="string">
1959     The exit path defines the map that the player is transferred to.
1960     You can enter an absolute path, beginning with '/' (for example
1961     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1962     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1963     relative path "Fire1"). Use relative paths whenever possible! Note that
1964     upper/lower case must always be set correctly. However, please use lower
1965 root 1.3 case only.
1966 root 1.1 It is well possible to have an exit pointing to the same map that the exit
1967     is on. If slaying is not set in an exit, the player will see a message like
1968     "the exit is closed".
1969     </attribute>
1970     <attribute arch="hp" editor="destination X" type="int">
1971     The exit destinations define the (x, y)-coordinates where the exit
1972     leads to.
1973     If both are set to zero, the player will be transferred to the "default
1974     enter location" of the destined map. The latter can be set in the map-
1975     properties as "Enter X/Y". Though, please DO NOT use that.
1976     It turned out to be a source for numerous map-bugs.
1977     </attribute>
1978     <attribute arch="sp" editor="destination Y" type="int">
1979     The exit destinations define the (x, y)-coordinates where the exit
1980     leads to.
1981     If both are set to zero, the player will be transferred to the "default
1982     enter location" of the destined map. The latter can be set in the map-
1983     properties as "Enter X/Y". Though, please DO NOT use that.
1984     It turned out to be a source for numerous map-bugs.
1985     </attribute>
1986 root 1.9 &move_on;
1987 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1988     If set, this message will be displayed to the player when he applies the exit.
1989     This is quite useful to throw in some "role-play feeling": "As you enter the
1990     dark cave you hear the sound of rustling dragonscales...". Well, my english
1991     is poor, but you get the point. =)
1992     </attribute>
1993 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
1994     If set, then players using this exit will have their savebed position
1995 root 1.26 set to the destination of the exit when passing through.
1996 root 1.1 </attribute>
1997     </type>
1998    
1999     <!--####################################################################-->
2000     <type number="72" name="Flesh">
2001     <description><![CDATA[
2002     Just like with food, the player can fill his stomache and gain a
2003     little health by eating flesh-objects. <br>
2004     For dragon players, flesh plays a very special role though: If the
2005     flesh has resistances set, a dragon player has a chance to gain resistance in
2006 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2007 root 1.1 Don't forget that flesh items with resistances have to be balanced
2008 root 1.37 according to map/monster difficulty.]]>
2009 root 1.1 </description>
2010     <use><![CDATA[
2011     For dragon players, flesh items can be highly valuable. Note that many
2012     standard monsters carry flesh items from their &lt;treasurelist&gt;.
2013     These flesh items "inherit" resistances and level from the monster they belong to.
2014     When you add special flesh items to the inventory of a monster, this is
2015     not the case - so you have to set it manually.
2016     <br><br>
2017     Generally adding special flesh-treaties for dragon players is a great thing
2018     to do. Always consider that dragon players might really not be interested
2019     in that special piece of weapon or armour, so don't let the dragon-fellows miss
2020 root 1.37 out on the reward completely.]]>
2021 root 1.1 </use>
2022     <attribute arch="food" editor="foodpoints" type="int">
2023     The player's stomache will get filled with this amount of foodpoints.
2024     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2025     </attribute>
2026     <attribute arch="level" editor="flesh level" type="int">
2027     The &lt;flesh level&gt; is not visible to the players and it affects only
2028     dragon players. Normally this value reflects the level of the monster
2029     from which the flesh item originates.
2030     Dragon players always search for flesh of highest level possible,
2031     because it bears the best chance to gain high resistances.
2032     </attribute>
2033     <attribute arch="startequip" editor="godgiven item" type="bool">
2034     A godgiven item vanishes as soon as the player
2035     drops it to the ground.
2036     </attribute>
2037 elmex 1.29 &resistances_flesh_section;
2038 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2039     This text may describe the item.
2040     </attribute>
2041     </type>
2042    
2043     <!--####################################################################-->
2044     <type number="0" name="Floor">
2045     <required>
2046     <attribute arch="is_floor" value="1" />
2047     <attribute arch="alive" value="0" />
2048     </required>
2049     <ignore>
2050     <ignore_list name="non_pickable" />
2051     </ignore>
2052     <description><![CDATA[
2053     Floor is a very basic thing whithout too much
2054 root 1.37 functionality. It's a floor - you stand on it.]]>
2055 root 1.1 </description>
2056     <attribute arch="is_floor" value="1" type="fixed" />
2057     <attribute arch="no_pick" value="1" type="fixed" />
2058     <section name="terrain">
2059 root 1.9 &movement_types_terrain;
2060 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2061     This flag indicates this spot contains wood or high grass.
2062     Players with activated woodsman skill can move faster here.
2063     </attribute>
2064     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2065     This flag indicates this spot contains hills or large rocks.
2066     Players with activated mountaineer skill can move faster here.
2067     </attribute>
2068     </section>
2069     <attribute arch="no_magic" editor="no spells" type="bool">
2070     If enabled, it is impossible for players to use (wizard-)
2071     spells on that spot.
2072     </attribute>
2073     <attribute arch="damned" editor="no prayers" type="bool">
2074     If enabled, it is impossible for players to use prayers
2075     on that spot. It also prevents players from saving.
2076     </attribute>
2077     <attribute arch="unique" editor="unique map" type="bool">
2078     Unique floor means that any items dropped on that spot
2079     will be saved byond map reset. For permanent apartments,
2080     all floor tiles must be set &lt;unique map&gt;.
2081     </attribute>
2082     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2083     This text may describe the object.
2084     </attribute>
2085     </type>
2086    
2087     <!--####################################################################-->
2088     <type number="67" name="Floor (Encounter)">
2089     <ignore>
2090     <ignore_list name="non_pickable" />
2091     </ignore>
2092     <description><![CDATA[
2093     Encounter-Floor is pretty much the same as normal floor.
2094     Most outdoor floor/ground-arches are set to be "encounters".
2095     That is kind of a relict from former code: When walking over
2096     encounter-floor, players sometimes got beamed to little maps
2097     with monsters on them. Nowadays this feature is disabled -
2098 root 1.37 Hence encounter floor is not different from normal floor.]]>
2099 root 1.1 </description>
2100     <attribute arch="is_floor" value="1" type="fixed" />
2101     <attribute arch="no_pick" value="1" type="fixed" />
2102     <section name="terrain">
2103 root 1.9 &movement_types_terrain;
2104 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2105     This flag indicates this spot contains wood or high grass.
2106     Players with activated woodsman skill can move faster here.
2107     </attribute>
2108     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2109     This flag indicates this spot contains hills or large rocks.
2110     Players with activated mountaineer skill can move faster here.
2111     </attribute>
2112     </section>
2113     <attribute arch="no_magic" editor="no spells" type="bool">
2114     If enabled, it is impossible for players to use (wizard-)
2115     spells on that spot.
2116     </attribute>
2117     <attribute arch="damned" editor="no prayers" type="bool">
2118     If enabled, it is impossible for players to use prayers
2119     on that spot. It also prevents players from saving.
2120     </attribute>
2121     <attribute arch="unique" editor="unique map" type="bool">
2122     Unique floor means that any items dropped on that spot
2123     will be saved byond map reset. For permanent apartments,
2124     all floor tiles must be set &lt;unique map&gt;.
2125     </attribute>
2126     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2127     This text may describe the object.
2128     </attribute>
2129     </type>
2130    
2131     <!--####################################################################-->
2132     <type number="6" name="Food">
2133     <description><![CDATA[
2134     By eating/drinking food-objects, the player can fill his
2135 root 1.37 stomache and gain a little health.]]>
2136 root 1.1 </description>
2137     <attribute arch="food" editor="foodpoints" type="int">
2138     The player's stomache will get filled with this amount of foodpoints.
2139     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2140     </attribute>
2141     <attribute arch="startequip" editor="godgiven item" type="bool">
2142     A godgiven item vanishes as soon as the player
2143     drops it to the ground.
2144     </attribute>
2145     </type>
2146    
2147     <!--####################################################################-->
2148     <type number="91" name="Gate">
2149     <ignore>
2150     <ignore_list name="non_pickable" />
2151     </ignore>
2152     <description><![CDATA[
2153 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2154 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2155     or carrying special key-objects (-> inventory checker).
2156     Unlike locked doors, gates can get shut again after a player has
2157 root 1.37 passed, which makes them more practical in many cases.]]>
2158 root 1.1 </description>
2159     <use><![CDATA[
2160     Use gates to divide your maps into seperated areas. After solving
2161     area A, the player gains access to area B, and so on. Make your
2162 root 1.37 maps more complex than "one-way".]]>
2163 root 1.1 </use>
2164     <attribute arch="no_pick" value="1" type="fixed" />
2165 elmex 1.15 <attribute arch="speed" value="1" type="float">
2166     The speed of the gate affects how fast it is closing/opening.
2167     </attribute>
2168 root 1.45 <attribute arch="connected" editor="connection" type="string">
2169 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2170     &lt;connection&gt; value get activated. This only makes sense together with
2171     &lt;blocking passage&gt; disabled.
2172     </attribute>
2173     <attribute arch="wc" editor="position state" type="int">
2174     The &lt;position state&gt; defines the position of the gate:
2175     Zero means completely open/down, the "number of animation-steps" (usually
2176     about 6 or 7) means completely closed/up state. I suggest you don't
2177     mess with this value - Leave the default in place.
2178     </attribute>
2179 root 1.9 &movement_types_terrain;
2180 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2181     Restricting the use of spells to pass this gate. This has
2182     an effect only if &lt;block view&gt; is disabled.
2183     </attribute>
2184     <attribute arch="damned" editor="restrict prayers" type="bool">
2185     Restricting the use of prayers to pass this door. This has
2186     an effect only if &lt;block view&gt; is disabled.
2187     </attribute>
2188     </type>
2189    
2190     <!--####################################################################-->
2191     <type number="113" name="Girdle">
2192     <import_type name="Amulet" />
2193     <description><![CDATA[
2194     Wearing a girdle, the object's stats will directly be inherited to
2195     the player. Girdles usually provide stats- or damage bonuses and no
2196 root 1.37 defense.]]>
2197 root 1.1 </description>
2198     <use><![CDATA[
2199     Feel free to create your own special artifacts. However, it is very
2200 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2201 root 1.1 </use>
2202     <attribute arch="magic" editor="magic bonus" type="int">
2203     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2204     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2205     than direct armour-class bonus on the helmet.
2206 root 1.3
2207 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2208     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2209     &lt;magic bonus&gt; is pointless here.
2210     </attribute>
2211     </type>
2212    
2213     <!--####################################################################-->
2214     <type number="100" name="Gloves">
2215     <import_type name="Amulet" />
2216     <description><![CDATA[
2217     Wearing gloves, the object's stats will directly be inherited to
2218 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2219 root 1.1 </description>
2220     <use><![CDATA[
2221     Feel free to create your own special artifacts. However, it is very
2222 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2223 root 1.1 </use>
2224     <attribute arch="magic" editor="magic bonus" type="int">
2225     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2226     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2227     will increase that.
2228     </attribute>
2229     </type>
2230    
2231     <!--####################################################################-->
2232     <type number="93" name="Handle">
2233     <ignore>
2234     <ignore_list name="non_pickable" />
2235     </ignore>
2236     <description><![CDATA[
2237     A handle can be applied by players and (certain) monsters.
2238 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2239 root 1.1 </description>
2240     <use><![CDATA[
2241     Handles are commonly used to move gates. When placing your lever,
2242     don't forget that some monsters are able to apply it.
2243     The ability to apply levers is rare among monsters -
2244 root 1.37 but vampires can do it for example.]]>
2245 root 1.1 </use>
2246     <attribute arch="no_pick" value="1" type="fixed" />
2247 root 1.45 <attribute arch="connected" editor="connection" type="string">
2248 root 1.1 Every time the handle is applied, all objects
2249     with the same &lt;connection&gt; value are activated.
2250     </attribute>
2251     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2252     This text may describe the item. You can use this
2253     message to explain the handle's purpose to the player.
2254     </attribute>
2255     </type>
2256    
2257     <!--####################################################################-->
2258     <type number="27" name="Handle Trigger">
2259     <import_type name="Handle" />
2260     <ignore>
2261     <ignore_list name="non_pickable" />
2262     </ignore>
2263     <description><![CDATA[
2264     Handle triggers are handles which reset after a short period
2265     of time. Every time it is either applied or reset, the
2266 root 1.37 &lt;connection&gt; value is triggered.]]>
2267 root 1.1 </description>
2268     <use><![CDATA[
2269     When you connect an ordinary handle to a gate, the gate normally remains
2270     opened after the first player passed. If you want to keep the gate shut,
2271 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2272 root 1.1 </use>
2273     </type>
2274    
2275     <!--####################################################################-->
2276     <type number="88" name="Hazard Floor">
2277     <required>
2278     <attribute arch="is_floor" value="1" />
2279     </required>
2280     <ignore>
2281     <ignore_list name="non_pickable" />
2282     </ignore>
2283     <description><![CDATA[
2284     The best example for Hazard Floor is lava. It works like standard
2285     floor, but damages all creatures standing on it.
2286 root 1.37 Damage is taken in regular time intervals.]]>
2287 root 1.1 </description>
2288     <use><![CDATA[
2289     The default lava for example does minor damage. But you can turn
2290     it up so that your hazard floor poses a real threat.<br>
2291     Like magic walls, such floors add a permanent thrill to your map.
2292     You can use that to safely chase off too-weak players, or just
2293 root 1.37 to have something different.]]>
2294 root 1.1 </use>
2295     <attribute arch="is_floor" value="1" type="fixed" />
2296     <attribute arch="lifesave" value="1" type="fixed" />
2297 root 1.9 &move_on;
2298 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2299     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2300     This attribute specifys the attacktypes that this floor uses to
2301     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2302     If you want a real tough hazard floor, add more than just one attacktype.
2303     </attribute>
2304     <attribute arch="dam" editor="base damage" type="int">
2305     The &lt;base damage&gt; defines how much damage is inflicted to the
2306     victim per hit. The final damage is influenced by several other
2307     factors like the victim's resistance and level.
2308     </attribute>
2309     <attribute arch="wc" editor="weaponclass" type="int">
2310     &lt;weapon class&gt; improves the chance of hitting the victim.
2311     Lower values are better.
2312     Usually, hazard floors like lava are supposed to hit the
2313     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2314     to something like -30.
2315     </attribute>
2316     <attribute arch="level" editor="attack level" type="int">
2317     I guess this value is supposed to work similar to monster levels.
2318     But in fact, it does not seem to have an effect. Set any non-zero
2319     value to be on the safe side.
2320     </attribute>
2321     <section name="terrain">
2322 root 1.9 &movement_types_terrain;
2323 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2324     This flag indicates this spot contains wood or high grass.
2325     Players with activated woodsman skill can move faster here.
2326     </attribute>
2327     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2328     This flag indicates this spot contains hills or large rocks.
2329     Players with activated mountaineer skill can move faster here.
2330     </attribute>
2331     </section>
2332     <attribute arch="no_magic" editor="no spells" type="bool">
2333     If enabled, it is impossible for players to use (wizard-)
2334     spells on that spot.
2335     </attribute>
2336     <attribute arch="damned" editor="no prayers" type="bool">
2337     If enabled, it is impossible for players to use prayers
2338     on that spot. It also prevents players from saving.
2339     </attribute>
2340     <attribute arch="unique" editor="unique map" type="bool">
2341     Unique floor means that any items dropped on that spot
2342     will be saved byond map reset. For permanent apartments,
2343     all floor tiles must be set &lt;unique map&gt;.
2344     </attribute>
2345     </type>
2346    
2347     <!--####################################################################-->
2348     <type number="34" name="Helmet">
2349     <import_type name="Amulet" />
2350     <description><![CDATA[
2351     Wearing a helmet, the object's stats will directly be inherited to
2352     the player. Normal helmets usually increase defense, while crowns
2353     add more special bonuses like stats/resistances paired with
2354 root 1.37 low defense.]]>
2355 root 1.1 </description>
2356     <use><![CDATA[
2357     Feel free to create your own special artifacts. However, it is very
2358 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2359 root 1.1 </use>
2360     <attribute arch="magic" editor="magic bonus" type="int">
2361     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2362     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2363     than direct armour-class bonus on the helmet.
2364 root 1.3
2365 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2366     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2367     Crowns for instance typically provide no &lt;amour class&gt;.
2368     </attribute>
2369     </type>
2370    
2371     <!--####################################################################-->
2372     <type number="56" name="Holy Altar">
2373     <ignore>
2374     <ignore_list name="non_pickable" />
2375     </ignore>
2376     <description><![CDATA[
2377     Holy_altars are altars for the various religions. Praying
2378     at a Holy_altar will make you a follower of that god, and
2379 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2380 root 1.1 </description>
2381     <attribute arch="no_pick" value="1" type="fixed" />
2382     <attribute arch="other_arch" editor="god name" type="string">
2383     The altar belongs to the god of the given name. Possible options for
2384     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2385 root 1.3 Gorokh, Valriel and Sorig.
2386    
2387 root 1.1 If you want to have an unconsecrated altar, set
2388     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2389     </attribute>
2390     <attribute arch="level" editor="reconsecrate level" type="int">
2391     To re-consecrate an altar, the player's wisdom level must be as
2392     high or higher than this value. In that way, some altars can not
2393 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2394    
2395 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2396 root 1.1 Some characters might need those altars, they would be very unhappy to
2397     see them re-consecrated to another cult.
2398     </attribute>
2399     </type>
2400    
2401     <!--####################################################################-->
2402     <type number="35" name="Horn">
2403     <ignore>
2404     <attribute arch="title" />
2405     </ignore>
2406     <description><![CDATA[
2407     Horns are very similar to rods. The difference is that horns regenerate
2408     spellpoints faster and thus are more valuable than rods.
2409     <br><br>
2410     A horn contains a spell. The player can use this spell by applying and
2411     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2412 root 1.37 used endlessly.]]>
2413 root 1.1 </description>
2414     <use><![CDATA[
2415     Horns are powerful due to their fast recharge rate. They should
2416     never contain high level attacking spells. Even curing/healing spells
2417 root 1.37 are almost too good on a horn.]]>
2418 root 1.1 </use>
2419     <attribute arch="sp" editor="spell" type="spell">
2420     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2421     horns to players, since they can be used endlessly without any mana cost!
2422     Horns with heal/ restoration/ protection spells, IF available, MUST be
2423     very very VERY hard to get!
2424     </attribute>
2425     <attribute arch="level" editor="casting level" type="int">
2426     The casting level of the &lt;spell&gt; determines it's power.
2427     For attack spells, level should not be set too high.
2428     </attribute>
2429     <attribute arch="hp" editor="initial spellpoints" type="int">
2430     This value represents the initial amount of spellpoints in the horn.
2431     Naturally, this is quite unimportant.
2432     </attribute>
2433     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2434     When the horn is fully charged up, it will hold this maximum amount of
2435     spellpoints. Make sure it is enough to cast the contained spell at least
2436     once. But don't set the value too high, as that might make the horn way
2437     too effective.
2438     </attribute>
2439     <attribute arch="startequip" editor="godgiven item" type="bool">
2440     A godgiven item vanishes as soon as the player
2441     drops it to the ground.
2442     </attribute>
2443     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2444     This text may contain a description of the horn.
2445     </attribute>
2446     </type>
2447    
2448     <!--####################################################################-->
2449     <type number="73" name="Inorganic">
2450     <description><![CDATA[
2451     Inorganic materials are generally used as ingredients for
2452     alchemical receipes. By themselves, they have no special
2453 root 1.37 functionalities.]]>
2454 root 1.1 </description>
2455     <attribute arch="is_dust" editor="is dust" type="bool">
2456     </attribute>
2457 elmex 1.29 &resistances_basic;
2458 root 1.1 </type>
2459    
2460     <!--####################################################################-->
2461     <type number="64" name="Inventory Checker">
2462     <ignore>
2463     <ignore_list name="system_object" />
2464     </ignore>
2465     <description><![CDATA[
2466     Inventory checkers passively check the players inventory for a
2467     specific object. You can set a connected value that is triggered
2468     either if that object is present or missing (-&gt; "last_sp") when a
2469     player walks over the inv. checker. A valid option is to remove the
2470     matching object (usually not recommended, see "last_heal").
2471     <br><br>
2472     Alternatively, you can set your inv. checker to block all players
2473 root 1.9 that do/don't carry the matching object.
2474 root 1.1 <br><br>
2475     As you can see, inv. checkers are quite powerful, holding a
2476 root 1.37 great variety of possibilities.]]>
2477 root 1.1 </description>
2478     <use><![CDATA[
2479     Putting a check_inventory space in front of a gate (one below) and
2480     one on the opposite side works reasonably well as a control mechanism.
2481     Unlike the key/door-combo, this one works infinite since it is
2482     independant from map reset. Use it to put a "structure" into your
2483     maps: Player must solve area A to gain access to area B. This concept
2484 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2485 root 1.1 </use>
2486     <attribute arch="no_pick" value="1" type="fixed" />
2487     <attribute arch="slaying" editor="match key string" type="string">
2488     This string specifies the object we are looking for: We have a match
2489     if the player does/don't carry a key object or a mark with identical
2490     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2491     this context. A typical example is the city gate mechanism of scorn.
2492     </attribute>
2493     <attribute arch="race" editor="match arch name" type="string">
2494     This string specifies the object we are looking for: We have a match
2495     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2496     </attribute>
2497     <attribute arch="hp" editor="match type" type="int">
2498     This value specifies the object we are looking for: We have a match
2499 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2500    
2501 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2502     enabled. Now you have an inv. checker blocking all players that carry any
2503     kind of melee weapon. To pass, a player is forced to leave behind all
2504     his weaponry... bad news for a warrior. ;)
2505     </attribute>
2506     <attribute arch="last_sp" editor="match = having" type="bool">
2507     Enabled means having that object is a match.
2508     Disabled means not having that object is a match.
2509     </attribute>
2510 root 1.45 <attribute arch="connected" editor="connection" type="string">
2511 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2512     &lt;connection&gt; value get activated. This only makes sense together with
2513     &lt;blocking passage&gt; disabled.
2514     </attribute>
2515 root 1.9 &movement_types_terrain;
2516 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2517     &lt;remove match&gt; means remove object if found. Setting this is usually not
2518     recommended because inv. checkers are in general invisible. So, unlike
2519     for altars/ locked doors, the player won't expect to lose an object when
2520 root 1.3 walking over that square. And he doesn't even get a message either.
2521    
2522 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2523     to inform the player what's going on!
2524     </attribute>
2525     </type>
2526    
2527     <!--####################################################################-->
2528 root 1.2 <type number="163" name="Item Transformer">
2529     <description><![CDATA[
2530     An item transformer is simply applied, after having marked a 'victim'
2531     item. If the victim is suitable, it will be transformed into something
2532     else.]]>
2533     </description>
2534     <use><![CDATA[
2535     To make an item transformable, you just have to fill the 'slaying' field.
2536     The syntax is:
2537     <br>
2538     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2539     <br>
2540     with [] denoting optional part, and * any number of preceding [].
2541     'new_item' must be the name of an existing archetype.
2542     <br><br>
2543     Example, for object apple: slaying knife:2 half_apple
2544     <br><br>
2545     This means that, when applying a knife (should be an Item Transformer),
2546     one 'apple' will be transformed into 2 'half_apple'.]]>
2547     </use>
2548     <attribute arch="food" editor="number of uses" type="int">
2549     &lt;number of uses&gt; controls how many times the item transformer can
2550     be used. The value 0 means "unlimited"
2551     </attribute>
2552     <attribute arch="slaying" editor="verb" type="string">
2553     Contains the verb that is used to construct a message to the player
2554     applying the item transformer.
2555     </attribute>
2556     <attribute arch="startequip" editor="godgiven item" type="bool">
2557     A godgiven item vanishes as soon as the player
2558     drops it to the ground.
2559     </attribute>
2560     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2561     This text may contain a description of the item transformer.
2562     </attribute>
2563     </type>
2564    
2565     <!--####################################################################-->
2566 root 1.1 <type number="60" name="Jewel">
2567     <description><![CDATA[
2568     Items of the type Gold &amp; Jewels are handled like a currency.
2569     Unlike for any other type of item, in shops, the buy- and selling
2570 root 1.37 prices differ only marginally.]]>
2571 root 1.1 </description>
2572     <attribute arch="race" value="gold and jewels" type="fixed" />
2573     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2574     This text may describe the object.
2575     </attribute>
2576     </type>
2577    
2578     <!--####################################################################-->
2579 root 1.3 <type number="24" name="Key">
2580     <description><![CDATA[
2581     When carrying a key, a normal door can be opened. The key will
2582 root 1.37 disappear.]]>
2583 root 1.3 </description>
2584     <attribute arch="startequip" editor="godgiven item" type="bool">
2585     A godgiven item vanishes as soon as the player
2586     drops it to the ground.
2587     </attribute>
2588     </type>
2589    
2590     <!--####################################################################-->
2591 root 1.1 <type number="20" name="Locked Door">
2592     <ignore>
2593     <ignore_list name="non_pickable" />
2594     </ignore>
2595     <description><![CDATA[
2596     A locked door can be opened only when carrying
2597 root 1.37 the appropriate special key.]]>
2598 root 1.1 </description>
2599     <use><![CDATA[
2600     If you want to create a locked door that cannot be opened (no key),
2601     set a &lt;key string&gt; like "no_key_available". This will clearify things
2602 root 1.3 and only a fool would create a key matching that string.
2603    
2604 root 1.1 Door-objects can not only be used for "doors". In many maps these
2605     are used with all kinds of faces/names, especially often as
2606     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2607     There you have magic forces (door objects) put under certain artifact
2608     items. To get your hands on the artifacts, you need to bring up the
2609 root 1.37 appropriate quest items (key objects).]]>
2610 root 1.1 </use>
2611 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2612 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2613     <attribute arch="slaying" editor="key string" type="string">
2614     The &lt;key string&gt; in the door must be identical with the
2615     &lt;key string&gt; in the special key, then the door is unlocked.
2616     It is VERY important to set the &lt;key string&gt; to something that
2617 root 1.32 is unique among the Deliantra mapset.
2618 root 1.3
2619 root 1.1 DONT EVER USE the default string "set_individual_value".
2620     </attribute>
2621     <attribute arch="no_magic" editor="restrict spells" type="bool">
2622     Restricting the use of spells to pass this door.
2623     This should be set in most cases.
2624     (Don't forget that the spell "dimension door" is easily
2625     available at about wisdom level 10).
2626     </attribute>
2627     <attribute arch="damned" editor="restrict prayers" type="bool">
2628     Restricting the use of prayers to pass this door.
2629     This should be set in most cases.
2630     </attribute>
2631     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2632     When a player is trying to open the door without carrying the
2633     appropriate key, this text is displayed to the player. This is
2634     a good opportunity to place hints about the special key needed
2635     to unlock the door.
2636     </attribute>
2637     </type>
2638    
2639     <!--####################################################################-->
2640     <type number="29" name="Magic Ear">
2641     <ignore>
2642     <ignore_list name="system_object" />
2643     </ignore>
2644     <description><![CDATA[
2645     Magic_ears trigger a connected value
2646 root 1.37 when the player speaks a specific keyword.]]>
2647 root 1.1 </description>
2648     <use><![CDATA[
2649     Whenever you put magic_ears on your maps, make sure there are
2650     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2651     something like a gate that is opened by speaking "open" or
2652     "sesame", expecting the player to figure this out all by himself.
2653     <br><br>
2654     Magic_ears are typically used for interaction with NPCs. You
2655     can create the impression that the NPC actually *does* something
2656     according to his conversation with a player. Mostly this means
2657     opening a gate or handing out some item, but you could be quite
2658 root 1.37 creative here.]]>
2659 root 1.1 </use>
2660     <attribute arch="no_pick" value="1" type="fixed" />
2661 root 1.45 <attribute arch="connected" editor="connection" type="string">
2662 root 1.1 The Magic_ear will trigger all objects with the
2663     same connection value, every time it is activated.
2664     </attribute>
2665     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2666     This textfield contains the keyword-matching-syntax. The text should
2667     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2668     Any number of keywords from one to infinite is allowed. Make sure
2669     they are seperated by a '|'.
2670 root 1.3
2671 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2672     value will be triggerd when the player speaks any of the given
2673     keywords within a two-square radius. IMPORTANT: Upper/lower case
2674     does not make a difference!
2675     </attribute>
2676     </type>
2677    
2678     <!--####################################################################-->
2679     <type number="62" name="Magic Wall">
2680     <ignore>
2681     <ignore_list name="non_pickable" />
2682     </ignore>
2683     <description><![CDATA[
2684     Magic walls fire spells in a given direction, in regular intervals.
2685     Magic walls can contain any spell. However, some spells do not
2686     operate very successfully in them. The only way to know is to test
2687     the spell you want to use with a wall.
2688     <br><br>
2689     Several types of magical walls are predefined for you in the
2690 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2691 root 1.1 </description>
2692     <use><![CDATA[
2693     Spellcasting walls pose an interesting alternative to monsters.
2694     Usually they are set to be undestroyable. Thus, while monsters
2695     in a map can be cleared out, the magic walls remain. Low level
2696     characters for example will not be able to pass through their
2697     spell-area, hence they cannot loot a map that a high level character
2698     might have cleared out.
2699     <br><br>
2700     Another point of magic walls is that if the player dies, he has to face
2701     them all again. Magic walls can add a kind of "permanent thrill" to
2702     your maps.
2703     <br><br>
2704     Be careful that your magic walls don't kill the monsters on a map. If
2705     placing monsters, eventually take ones that are immune to the
2706     walls' spell(s).
2707     <br><br>
2708     It is possible to make walls rotate when triggered. But that is so
2709     confusing (and useless IMHO) that I did not mention it above. You
2710     can find a working example on the map
2711 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2712 root 1.1 </use>
2713     <attribute arch="dam" editor="spell" type="spell">
2714     The magic wall will cast this &lt;spell&gt;.
2715     </attribute>
2716     <attribute arch="level" editor="spell level" type="int">
2717     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2718     walls cast spells at minimal strength. "level 100" walls cast deadly
2719     spells. Arch default is level 1 - you should always set this value
2720     to meet the overall difficulty of your map.
2721     </attribute>
2722 root 1.45 <attribute arch="connected" editor="connection" type="string">
2723 root 1.1 Every time the &lt;connection&gt; value is triggered, the wall will cast
2724     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2725     have much visible effect.
2726     </attribute>
2727 elmex 1.16 &activate_on;
2728 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2729     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2730     You can fine-tune how long the duration between two casts shall
2731     be. If you want to create a wall that can be activated (cast per
2732     trigger) via connected lever/button/etc, you must set "speed 0".
2733     </attribute>
2734 root 1.12 &speed_left;
2735 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2736     The magic wall will cast it's spells always in the specified
2737     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2738     always fire in a random direction.
2739     </attribute>
2740 root 1.9 &movement_types_terrain;
2741 root 1.1 <section name="destroyable">
2742     <attribute arch="alive" editor="is destroyable" type="bool">
2743     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2744     destroyed by the player. If disabled, all other attributes on
2745     this tab, as well as resistances, are meaningless.
2746     </attribute>
2747     <attribute arch="hp" editor="hitpoints" type="int">
2748     The more &lt;hitpoints&gt; the wall has, the longer
2749     it takes to be destroyed.
2750     </attribute>
2751     <attribute arch="maxhp" editor="max hitpoints" type="int">
2752     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2753     can have. This only makes sense if the wall can regain health.
2754     </attribute>
2755     <attribute arch="ac" editor="armour class" type="int">
2756     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2757     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2758     to &lt;weapon class&gt;.
2759     </attribute>
2760     </section>
2761 elmex 1.29 &resistances_basic;
2762 root 1.1 </type>
2763    
2764     <!--####################################################################-->
2765     <type number="55" name="Marker">
2766     <ignore>
2767     <ignore_list name="system_object" />
2768     </ignore>
2769     <description><![CDATA[
2770     A marker is an object that inserts an invisible force (a mark) into a
2771     player stepping on it. This force does nothing except containing a
2772     &lt;key string&gt; which can be discovered by detectors or inventory
2773     checkers. It is also possible to use markers for removing marks again.
2774     <br><br>
2775     Note that the player has no possibility to "see" his own marks,
2776 root 1.37 except by the effect that they cause on the maps.]]>
2777 root 1.1 </description>
2778     <use><![CDATA[
2779     Markers hold real cool possibilities for map-making. I encourage
2780     you to use them frequently. However there is one negative point
2781     about markers: Players don't "see" what's going on with them. It is
2782     your task, as map-creator, to make sure the player is always well
2783     informed and never confused.
2784     <br><br>
2785     Please avoid infinite markers when they aren't needed. They're
2786     using a little space in the player file after all, so if there
2787 root 1.37 is no real purpose, set an expire time.]]>
2788 root 1.1 </use>
2789     <attribute arch="no_pick" value="1" type="fixed" />
2790     <attribute arch="slaying" editor="key string" type="string">
2791     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2792     If the player already has a force with that &lt;key string&gt;,
2793     there won't be inserted a second one.
2794     </attribute>
2795 root 1.45 <attribute arch="connected" editor="connection" type="string">
2796 root 1.1 When the detector is triggered, all objects with the same
2797     connection value get activated.
2798     </attribute>
2799     <attribute arch="speed" editor="marking speed" type="float">
2800     The &lt;marking speed&gt; defines how quickly it will mark something
2801     standing on the marker. Set this value rather high to make
2802     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2803     should do fine.
2804     </attribute>
2805 root 1.12 &speed_left;
2806 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2807     This value defines the duration of the force it inserts.
2808     If nonzero, the duration of the player's mark is finite:
2809     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2810     means the mark will stay on the player forever.
2811     </attribute>
2812     <attribute arch="name" editor="delete mark" type="string">
2813     When the player steps onto the marker, all existing forces in
2814     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2815     will be removed. If you don't want to remove any marks, leave
2816 root 1.3 this textfield empty.
2817    
2818 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2819     this marker. So don't be confused, and remember changing the
2820     name will take effect on the marker's functionality.
2821     </attribute>
2822     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2823     In the moment when the player gets marked, this text is displayed
2824     to him. You should really set a message in any marker you create,
2825     because it's the only way for the player to notice what's going on.
2826     </attribute>
2827     </type>
2828 root 1.3
2829 root 1.1 <!--####################################################################-->
2830 root 1.3 <type number="36" name="Money">
2831 root 1.2 <ignore>
2832 root 1.3 <attribute arch="unpaid" />
2833 root 1.2 </ignore>
2834     <description><![CDATA[
2835 root 1.3 Items of the type Money are handled as currency.
2836     Money cannot be sold/bought in shops. When money is dropped
2837     in a shop, it stays the same.<br>
2838     When a player picks an item from a shop and attempts to
2839     walk over the shop mat, the item's selling-price is automatically
2840     subtracted from the player's money.
2841     <br><br>
2842     For money, always use the default arches.
2843 root 1.37 Don't modify them.]]>
2844 root 1.2 </description>
2845 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2846 root 1.2 </type>
2847    
2848     <!--####################################################################-->
2849 root 1.3 <type number="0" name="Monster &amp; NPC">
2850     <required>
2851     <attribute arch="is_floor" value="0" />
2852     <attribute arch="alive" value="1" />
2853     <attribute arch="tear_down" value="0" />
2854     </required>
2855 root 1.1 <ignore>
2856 root 1.3 <attribute arch="material" />
2857     <attribute arch="name_pl" />
2858 root 1.1 <attribute arch="nrof" />
2859     <attribute arch="value" />
2860     <attribute arch="unpaid" />
2861     </ignore>
2862     <description><![CDATA[
2863     Monsters can behave in various kinds of ways.
2864     They can be aggressive, attacking the player. Or peaceful,
2865     helping the player - maybe joining him as pet.
2866     The unagressive creatures who communicate with players are
2867     usually called "NPCs" (Non Player Character), a well-known
2868 root 1.37 term in role-play environments.]]>
2869 root 1.1 </description>
2870     <use><![CDATA[
2871     Monsters play a central role in most maps. Choosing the right
2872     combination of monsters for your map is vital:
2873     <UL>
2874     <LI> Place only monsters of slightly varying (increasing) strength.
2875     It's no fun to play for two hours just to find out the last
2876     monster is unbeatable. Similar, it's not exciting to fight orcs
2877     after passing a room of dragons.<br>
2878     This rule applies only for linear maps (one room after the other),
2879     with treasure at the end. You can sprinkle the treasure around,
2880 root 1.3 or make non-linear maps - That is often more entertaining.
2881 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2882     Balrogs, Dragonmen and the likes should be at the end of a quest,
2883 root 1.3 not at the beginning.
2884 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2885     Fire- and cold dragons in one room for example is a bad idea.
2886     By weakening and killing each other they are easy prey for players,
2887     not worth the experience they hold.
2888     <LI> Create your own monsters, especially for "boss"-type monsters.
2889     Having stage-bosses guarding treasure is a lot of fun when done right.
2890     Avoid to create monsters with completely non-intuitive abilities:
2891     Don't give ice-spells to firedragons or vice versa. Don't add
2892     draining attack to trolls, etc. Additionally, you should inform the
2893     player before he bumps right into some very special/unusual monster.
2894     <LI> Last but not least: Always keep an eye on the experience your monsters
2895     hold. Design your maps in a way that high experience
2896     is always well-defended. Don't make large rooms full with only one kind
2897     of monster. Keep in mind the different abilities/techniques players
2898     can use.
2899     </UL>
2900     I know it's impossible to make the perfectly balanced map. There's always
2901     some part which is found too easy or too hard for a certain kind of player.
2902     Just give it your best shot. And listen to feedback from players if you
2903 root 1.37 receive some. :-)]]>
2904 root 1.1 </use>
2905     <attribute arch="alive" value="1" type="fixed" />
2906     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2907     When the monster is killed, items from the treasurelist will
2908     drop to the ground. This is a common way to reward players
2909     for killing (masses of) monsters.
2910 root 1.3
2911 root 1.1 Note that you can always put items into the monster's
2912     inventory. Those will drop-at-kill just like the stuff
2913     from the &lt;treasurelist&gt;.
2914     </attribute>
2915 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2916     Set this flag to move treasure items created into the environment (map)
2917     instead of putting them into the object.
2918     </attribute>
2919 root 1.1 <attribute arch="level" editor="level" type="int">
2920     A monster's &lt;level&gt; is the most important attribute.
2921     &lt;level&gt; affects the power of a monster in various ways.
2922     </attribute>
2923     <attribute arch="race" editor="race" type="string">
2924 root 1.12 Every monster should have a race set to categorize it.
2925 root 1.1 The monster's &lt;race&gt; can have different effects:
2926     Slaying weapons inflict tripple damage against enemy races
2927     and holy word kills only enemy races of the god.
2928     </attribute>
2929     <attribute arch="exp" editor="experience" type="int">
2930     When a player kills this monster, he will get exactly this
2931     amount of &lt;experience&gt;. The experience will flow into
2932 root 1.12 the skill-category the player used for the kill.
2933 root 1.3
2934 root 1.1 If you create special monsters of tweaked strenght/abilities,
2935     always make sure that the &lt;experience&gt; is set to a
2936     reasonable value. Compare with existing arches to get a feeling
2937     what reasonable means. Keep in mind that spellcasting monsters
2938     are a lot harder to kill than non-spellcasters!
2939     </attribute>
2940     <attribute arch="speed" editor="speed" type="float">
2941     The &lt;speed&gt; determines how fast a monster will both move
2942     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2943     </attribute>
2944 root 1.12 &speed_left;
2945 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2946     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2947     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2948     can be set to any valid arch-name of a monster. Multipart monster
2949     should not be used.
2950     </attribute>
2951     <attribute arch="generator" editor="multiply" type="bool">
2952     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2953     every once in a while. Mice are a good example for this effect.
2954     If enabled, you must also set &lt;breed monster&gt; or check
2955     &lt;template generation&gt; and put other monsters in the inventory.
2956     </attribute>
2957     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2958     This only takes effect if &lt;multiply&gt; is enabled. The monster
2959     will create a new monster every once in a while by duplicating it's inventory.
2960     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2961     Each time the monster need to generate an object, it will be
2962     a randomly chosen item from the inventory. When generator is destroyed,
2963 root 1.3 inventory is destroyed.
2964 root 1.1 </attribute>
2965 root 1.9 &move_type;
2966 root 1.1 <attribute arch="undead" editor="undead" type="bool">
2967     Several spells only affect undead monsters:
2968     turn undead, banish undead, holy word, etc.
2969     </attribute>
2970     <attribute arch="carrying" editor="carries weight" type="int">
2971     If a monster has something in the inventory, this
2972     value can be set to reflect the slowdown due to
2973     the carried weight.
2974     </attribute>
2975 root 1.24 <attribute arch="precious" editor="precious" type="bool">
2976 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
2977 root 1.24 it should not be lightly destroyed. This is most useful on pets and
2978     keeps the server from destroying them on destroy_pets/monster floors
2979     and will try to save them when the player logs out.
2980     </attribute>
2981 root 1.3
2982 root 1.1 <section name="melee">
2983     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2984     This number is a bitmask, specifying the monster's attacktypes
2985     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2986     Strong monsters often have more than just physical attacktype.
2987 root 1.3
2988 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
2989     as much damage as the "best" of it's attacktypes does. So, the more
2990     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2991     somehow exceptions.
2992     </attribute>
2993     <attribute arch="dam" editor="damage" type="int">
2994     Among other parameters, &lt;damage&gt; affects how much melee damage
2995     a monster inflicts. &lt;damage&gt; is used as base value for damage per
2996     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2997     take effect on the melee damage of a monster.
2998     </attribute>
2999     <attribute arch="wc" editor="weapon class" type="int">
3000     Monsters of high &lt;weapon class&gt; are more likely to really hit
3001     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3002     to &lt;armour class&gt;.
3003     </attribute>
3004     <attribute arch="hp" editor="health points" type="int">
3005     The &lt;health points&gt; of a monster define how long it takes to
3006     kill it. With every successful hit from an opponent, &lt;health points&gt;
3007     get drained - The monster dies by zero &lt;health points&gt;.
3008     </attribute>
3009     <attribute arch="maxhp" editor="max health" type="int">
3010     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3011     monster can have.
3012     </attribute>
3013     <attribute arch="ac" editor="armour class" type="int">
3014     Monsters of low &lt;armour class&gt; are less likely to get hit from
3015     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3016     to &lt;weapon class&gt;.
3017     Values typically range between +20 (very bad) to -20 (quite good).
3018     </attribute>
3019     <attribute arch="Con" editor="healing rate" type="int">
3020 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3021     healing rate is independent of &lt;speed&gt;.
3022 root 1.1 </attribute>
3023     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3024     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3025     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3026     bounce off.
3027     </attribute>
3028     <attribute arch="hitback" editor="hitback" type="bool">
3029     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3030     to the amount of damage the *attacker* inflicted. This damage
3031     is additional to the regular melee damage of the monster.
3032     As far as I know, hitback uses acid attacktype, and it only takes
3033     effect if the monster actually has acid attacktype at it's disposal.
3034     Acid spheres for example use this feature.
3035     </attribute>
3036     <attribute arch="one_hit" editor="one hit only" type="bool">
3037     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3038     to a player.
3039     </attribute>
3040     </section>
3041 root 1.3
3042 root 1.1 <section name="spellcraft">
3043     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3044     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3045     Only wands/rods/etc can be used, given the appropriate abilities.
3046     </attribute>
3047     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3048     A monster with this flag has the ability to &lt;reflect spells&gt;,
3049     all kinds of spell-bullets and -beams will bounce off.
3050 root 1.3
3051 root 1.1 Generally this flag should not be set because it puts
3052     wizard-type players at an unfair disadvantage.
3053     </attribute>
3054     <attribute arch="sp" editor="spellpoints" type="int">
3055     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3056     them for both wizard- and prayer-spells. However, this value defines
3057     only the amount of *initial* spellpoints the monster starts with.
3058     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3059     and &lt;spellpoint regen.&gt; are more important than just initial
3060     &lt;spellpoints&gt;.
3061     </attribute>
3062     <attribute arch="maxsp" editor="max spellpoints" type="int">
3063     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3064     can hold. Setting this to high values has little effect unless
3065     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3066     "regenerate mana" at it's disposal.
3067     </attribute>
3068     <attribute arch="Pow" editor="spellpoint regen." type="int">
3069 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3070     spellpoint regeneration rate is independent of &lt;speed&gt;.
3071 root 1.3
3072 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3073     regeneration is most important. If your monster is still not casting
3074     fast enough, give it the spell-ability of "regenerate mana".
3075     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3076     </attribute>
3077     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3078     Click on the &lt;attuned paths&gt; button to select spellpaths.
3079     The creature will get attuned to the specified spellpaths.
3080     </attribute>
3081     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3082     Click on the &lt;repelled paths&gt; button to select spellpaths.
3083     The creature will get repelled to the specified spellpaths.
3084     </attribute>
3085     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3086     Click on the &lt;denied paths&gt; button to select spellpaths.
3087     The creature won't be able to cast spells of the specified paths.
3088     </attribute>
3089     </section>
3090 root 1.3
3091 root 1.1 <section name="ability">
3092     <attribute arch="Int" editor="detect hidden" type="int">
3093     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3094     hidden/invisible creatures. Higher values make for better
3095     detection-skills. Enabling &lt;see invisible&gt; makes this value
3096     obsolete.
3097     </attribute>
3098     <attribute arch="see_invisible" editor="see invisible" type="bool">
3099     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3100     with by invisible or hiding players. This flag is a must-have
3101     for high-level monsters. When a monster is unable to detect
3102     invisible players, it can be killed without fighting back.
3103     </attribute>
3104     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3105     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3106     by spells of darkness or dark maps. This flag is a "should-have"
3107     for high-level monsters. When a monster is unable to see in
3108     darkness, players can cast darkness and sneak around it safely.
3109     </attribute>
3110     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3111     Monster is able to wield weapon type objects.
3112     </attribute>
3113     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3114     Monster is able to use missile-weapon type objects.
3115     </attribute>
3116     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3117     Monster is able to wear protective equipment like brestplate
3118     armour, shields, helmets etc.
3119     </attribute>
3120     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3121     Monster is able to wear rings.
3122     </attribute>
3123     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3124     Monster is able to use wands and staves.
3125     </attribute>
3126     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3127     Monster is able to use rods.
3128     </attribute>
3129     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3130     Monster is able to read scrolls.
3131     </attribute>
3132     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3133     Monster is able to use skills from it's inventory.
3134     For example, you can put a throwing skill object and some
3135 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3136 root 1.1 </attribute>
3137     </section>
3138 root 1.3
3139 root 1.1 <section name="behave">
3140     <attribute arch="monster" editor="monster behaviour" type="bool">
3141     When &lt;monster behaviour&gt; is enabled, this object will behave
3142     like a monster: It can move and attack enemies (which are
3143     typically players).
3144     This flag should be set for all monsters as-such.
3145     Monsters which don't move, like guards, should also have
3146     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3147 root 1.3 It should *not* be set for things like immobile generators.
3148 root 1.1 </attribute>
3149     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3150     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3151     </attribute>
3152     <attribute arch="friendly" editor="friendly" type="bool">
3153     &lt;friendly&gt; monsters help the player, attacking any
3154     non-friendly monsters in range.
3155     </attribute>
3156     <attribute arch="stand_still" editor="stand still" type="bool">
3157     Monsters which &lt;stand still&gt; won't move to leave their position.
3158     When agressive, they will attack all enemies who get close to
3159     them. This behaviour is commonly known from castle guards.
3160 root 1.3
3161 root 1.32 In older versions of Deliantra it was possible to eventually
3162 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3163     I believe this is no longer possible. Neverthless, you should
3164     still be cautious when lining up &lt;stand still&gt;-monster in order
3165     to "defend" something: Such monsters are rather easy to kill.
3166     It's good for low level maps, but not much more.
3167     </attribute>
3168     <attribute arch="sleep" editor="asleep" type="bool">
3169     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3170     &lt;sensing range&gt; of the monster. Usually the sensing range is
3171     larger than the players line of sight. Due to that, in most cases
3172     the player won't ever notice weither a monster was asleep or not.
3173     </attribute>
3174     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3175     This entry defines which kinds of environment actions the
3176     creature is able to perform.
3177     </attribute>
3178     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3179     Click on the &lt;pick up&gt; button and select which types of objects
3180     the creature should try to pick up.
3181 root 1.3
3182 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3183     etc are set, then the creature will pick up the matching items even
3184     if this is not set here.
3185     </attribute>
3186     <attribute arch="Wis" editor="sensing range" type="int">
3187     &lt;sensing range&gt; determines how close a player needs to be before
3188     the creature wakes up. This is done as a square, for reasons of speed.
3189     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3190     11x11 square of the monster will wake the monster up. If the player
3191     has stealth, the size of this square is reduced in half plus 1.
3192     </attribute>
3193 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3194     If this is set to default, the standard mode of movement will be used.
3195     </attribute>
3196     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3197     This movement is not in effect when the monster has an enemy and should
3198     only be used for non agressive monsters.
3199 root 1.1 </attribute>
3200     <attribute arch="run_away" editor="run at % health" type="int">
3201     This is a percentage value in the range 0-100.
3202     When the monster's health points drop below this percentage
3203     (relative to max health), it attempts to run away from the
3204     attacker.
3205     </attribute>
3206     </section>
3207 elmex 1.29 &resistances_basic;
3208 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3209     </attribute>
3210     </type>
3211    
3212     <!--####################################################################-->
3213 root 1.3 <type number="28" name="Monster (Grimreaper)">
3214     <import_type name="Monster &amp; NPC" />
3215     <ignore>
3216     <attribute arch="material" />
3217     <attribute arch="name_pl" />
3218     <attribute arch="nrof" />
3219     <attribute arch="value" />
3220     <attribute arch="unpaid" />
3221     </ignore>
3222 elmex 1.27 <description>
3223 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3224 elmex 1.27 draining attacks.
3225 root 1.3 </description>
3226     <section name="grimreaper">
3227     <attribute arch="value" editor="attacks" type="int">
3228     The object vanishes after this number of draining attacks.
3229     </attribute>
3230     </section>
3231     </type>
3232    
3233     <!--####################################################################-->
3234 root 1.1 <type number="65" name="Mood Floor">
3235     <ignore>
3236     <ignore_list name="system_object" />
3237     </ignore>
3238     <description><![CDATA[
3239     As the name implies, mood floors can change the "mood" of
3240     a monsters/NPC. For example, an unagressive monster could be
3241     turned mad to start attacking. Similar, an agressive monster
3242 root 1.37 could be calmed.]]>
3243 root 1.1 </description>
3244     <use><![CDATA[
3245     Mood floors are absolutely cool for NPC interaction. To make an
3246     unaggressive monster/NPC attack, put a creator with "other_arch
3247     furious_floor" under it. Connect the creator to a magic_ear, so the
3248     player speaks a keyword like "stupid sucker" - and the monster attacks.
3249     <br><br>
3250     To turn an NPC into a pet, put a charm_floor under it and connect
3251     it directly to a magic_ear. Then the player speaks a keyword like
3252     "help me" - and the NPC joins him as pet.
3253     <br><br>
3254     (Of course you must always give clear hints about keywords!
3255     And there is no reason why you couldn't use a button/lever/pedestal
3256 root 1.37 etc. instead of a magic_ear.)]]>
3257 root 1.1 </use>
3258     <attribute arch="no_pick" value="1" type="fixed" />
3259     <attribute arch="last_sp" editor="mood" type="list_mood">
3260     &lt;mood&gt; is used to determine what will happen to the
3261     monster when affected by the mood floor:
3262 root 1.3
3263 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3264 root 1.3
3265 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3266 root 1.3
3267 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3268 root 1.3
3269 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3270 root 1.3
3271 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3272     who triggers the square. This setting is not
3273     enabled for continous operation, you need to
3274     insert a &lt;connection&gt; value!
3275     </attribute>
3276 root 1.45 <attribute arch="connected" editor="connection" type="string">
3277 root 1.1 This should only be set in combination with &lt;mood number&gt; 4.
3278     Normally, monsters are affected by the mood floor as soon as they
3279     step on it. But charming (monster -&gt; pet) is too powerful,
3280 root 1.3 so it needs to be activated.
3281    
3282 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3283     But a powerful pet could as well be the reward for solving a
3284     quest. Or even better: It could be *part* of a quest!
3285     </attribute>
3286     <attribute arch="no_magic" editor="no spells" type="bool">
3287     If enabled, it is impossible for players to use (wizard-)
3288     spells on that spot.
3289     </attribute>
3290     <attribute arch="damned" editor="no prayers" type="bool">
3291     If enabled, it is impossible for players to use prayers
3292     on that spot. It also prevents players from saving.
3293     </attribute>
3294     </type>
3295    
3296     <!--####################################################################-->
3297     <type number="40" name="Mover">
3298     <ignore>
3299     <ignore_list name="non_pickable" />
3300     </ignore>
3301     <description><![CDATA[
3302     Movers move the objects above them. However, only living objects
3303     are affected (monsters/NPCs always, players optional). Movers have
3304     a direction, so players can be made to move in a pattern, and so
3305     can monsters. Motion is involuntary. Additionally, players or
3306     monsters can be "frozen" while ontop of movers so that they MUST
3307     move along a chain of them.
3308     <br><br>
3309     Multisquare monsters can be moved as well, given
3310 root 1.37 enough space. Movers are usually invisible.]]>
3311 root 1.1 </description>
3312     <use><![CDATA[
3313     NEVER EVER consider a mover being unpassable in the backwards
3314     direction. Setting "forced movement" makes it seemingly impossible
3315     but there is still a trick: One player can push a second player
3316     past the mover, in opposite to the mover's direction! The more
3317     movers, the more players needed. Hence, don't make a treasure
3318     room that is surrounded by movers instead of solid walls/gates.
3319     <br><br>
3320     Btw, it does not make a difference putting movers above or
3321     below the floor. Moreover, movers that are set to be invisible
3322     cannot be discovered with the show_invisible spell.
3323     <br><br>
3324     Note that Movers and Directors are seperate objects, even though
3325     they look and act similar. Directors only do spells/missiles,
3326     while movers only do living creatures (depending on how it
3327 root 1.37 is set: monsters and players).]]>
3328 root 1.1 </use>
3329     <attribute arch="attacktype" editor="forced movement" type="bool">
3330     If forced movement is enabled, the mover "freezes" anyone it
3331     moves (so they are forced to move along a chain).
3332     For players there is no way to escape this forced movement,
3333     except being pushed by a second player.
3334     </attribute>
3335     <attribute arch="maxsp" editor="freeze duration" type="int">
3336     The player will be "frozen" for that many moves.
3337     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3338     enabled, then &lt;freeze duration&gt; gets assigned the
3339     "default value" 2 automatically.
3340     </attribute>
3341     <attribute arch="speed" editor="movement speed" type="float">
3342     The movement speed value determines how fast a chain of
3343     these movers will push a player along (default is -0.2).
3344     </attribute>
3345 root 1.12 &speed_left;
3346 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3347     The mover will push creatures in the specified &lt;direction&gt;.
3348     A mover with direction set to &lt;none&gt; will spin clockwise,
3349     thus pushing creatures in unpredictable directions.
3350     </attribute>
3351     <attribute arch="lifesave" editor="gets used up" type="bool">
3352     If enabled, the mover gets "used up" after a certain number of moves
3353 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3354 root 1.1 </attribute>
3355     <attribute arch="hp" editor="number of uses" type="int">
3356     This value has only a meaning if &lt;gets used up&gt; is set:
3357     &lt;number of uses&gt; is the number of times minus one, that it
3358     will move a creature before disappearing. (It will move
3359 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3360 root 1.1 </attribute>
3361     <section name="targets">
3362     <attribute arch="level" editor="move players" type="bool">
3363     If &lt;move players&gt; is enabled, both players and monsters will be
3364     moved. In the arches' default it is disabled - thus ONLY monsters
3365     get moved. Remember that "monsters" includes NPCs!
3366 root 1.3
3367 root 1.1 This feature provides you with the possibility to make NPCs
3368     literally "come to life". Example: The player is talking with an
3369     NPC, speaking a certain keyword. This triggers a magic_ear and
3370     activates creators, creating (per default: monster-only) movers
3371     under the NPC's feet. The NPC starts "walking" on a predefined
3372     route! Note that it's useful to set this NPC immune to everything,
3373     preventing the player to push the NPC off his trace.
3374     </attribute>
3375 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3376     Which movement types activate the mover.
3377 root 1.1 </attribute>
3378     </section>
3379     </type>
3380    
3381     <!--####################################################################-->
3382     <type number="17" name="Pedestal">
3383     <ignore>
3384     <ignore_list name="non_pickable" />
3385     </ignore>
3386     <description><![CDATA[
3387     Pedestals are designed to detect certain types of living objects.
3388     When a predefined type of living creature steps on the pedestal, the
3389 root 1.37 connected value is triggered.]]>
3390 root 1.1 </description>
3391     <use><![CDATA[
3392     If you want to create a place where only players of a certain race
3393     can enter, put a teleporter over your pedestal. So the teleporter is
3394     only activated for players of the matching race. Do not use gates,
3395     because many other players could sneak in. If you put powerful
3396     artifacts into such places, generally set "startequip 1", so that
3397 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3398 root 1.1 </use>
3399     <attribute arch="no_pick" value="1" type="fixed" />
3400     <attribute arch="slaying" editor="match race" type="string">
3401     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3402     matches the monster's or the player's race, we have a match.
3403     Yes, pedestals can detect a player's race! E.g. you could create a
3404 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3405    
3406 root 1.1 If it is set to "player", any player stepping on the pedestal
3407     is a match. Very useful if you want to open a gate for players
3408     but not for monsters.
3409     </attribute>
3410 root 1.45 <attribute arch="connected" editor="connection" type="string">
3411 root 1.1 When the pedestal is triggered, all objects with the same
3412     connection value get activated.
3413     </attribute>
3414 root 1.9 &move_on;
3415 root 1.1 </type>
3416    
3417     <!--####################################################################-->
3418     <type number="94" name="Pit">
3419     <ignore>
3420     <ignore_list name="non_pickable" />
3421     </ignore>
3422     <description><![CDATA[
3423     Pits are holes, transporting the player when he walks (and falls) into them.
3424     A speciality about pits is that they don't transport the player to
3425 root 1.37 the exact destination, but within a configurable radius of the destination
3426 root 1.1 (never on blocked squares).<br>
3427     Optionally, pits can get closed and opened, similar to gates.<br><br>
3428     Monsters and items are affected by pits just as well as players.
3429 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3430 root 1.1 </description>
3431     <use><![CDATA[
3432     Pits can add interesting effects to your map. When using them, make
3433     sure to use them in a "logical way": Pits should always drop the
3434     player to some kind of lower level. They should not be used to
3435 root 1.37 randomly interconnect maps like teleporters do.]]>
3436 root 1.1 </use>
3437     <attribute arch="no_pick" value="1" type="fixed" />
3438 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3439 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3440 root 1.37 </attribute>
3441 root 1.45 <attribute arch="connected" editor="connection" type="string">
3442 root 1.1 When a &lt;connection&gt; value is set, the pit can be opened/closed
3443     by activating the connection.
3444     </attribute>
3445 elmex 1.16 &activate_on;
3446 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3447     The pit will transport creatures (and items) randomly into a two-square
3448     radius of the destination coordinates.
3449     If the destination square becomes blocked, the pit will act like
3450     being filled up and not work anymore!
3451     </attribute>
3452     <attribute arch="sp" editor="destination Y" type="int">
3453     The pit will transport creatures (and items) randomly into a two-square
3454     radius of the destination coordinates.
3455     If the destination square becomes blocked, the pit will act like
3456     being filled up and not work anymore!
3457     </attribute>
3458     <attribute arch="wc" editor="position state" type="int">
3459     The &lt;position state&gt; defines the position of the gate:
3460     Zero means completely open/down, the "number of animation-steps" (usually
3461     about 6 or 7) means completely closed/up state. I suggest you don't
3462     mess with this value - Leave the default in place.
3463     </attribute>
3464 root 1.9 &move_on;
3465 root 1.1 </type>
3466    
3467     <!--####################################################################-->
3468     <type number="7" name="Poison Food">
3469     <description><![CDATA[
3470     When eating, the player's stomache is drained by 1/4 of food.
3471 root 1.37 If his food drops to zero, the player might even die.]]>
3472 root 1.1 </description>
3473     </type>
3474    
3475     <!--####################################################################-->
3476     <type number="5" name="Potion">
3477     <description><![CDATA[
3478     The player can drink these and gain various kinds of benefits
3479 root 1.37 (/penalties) by doing so.]]>
3480 root 1.1 </description>
3481     <use><![CDATA[
3482 root 1.37 One potion should never give multiple benefits at once.]]>
3483 root 1.1 </use>
3484     <attribute arch="level" editor="potion level" type="int">
3485     If the potion contains a spell, the spell is cast at this level.
3486     For other potions it should be set at least to 1.
3487     </attribute>
3488     <attribute arch="sp" editor="spell" type="spell">
3489     When a player drinks this potion, the selected spell
3490     will be casted (once). This should work for any given spell.
3491     E.g. heal is "sp 35", magic power is "sp 67".
3492     </attribute>
3493     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3494     There are two types of special effects for potions:
3495     'life restoration' - restore the player's stats lost by death or draining
3496     (this has nothing in common with the restoration spell!)
3497 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3498 root 1.1 by a very small amount.
3499     </attribute>
3500     <attribute arch="cursed" editor="cursed" type="bool">
3501     If a potion is cursed, benefits generally turn into penalties.
3502     Note that potions can be "uncursed" by praying over an altar,
3503     with relative ease. *But* the potion must be identified to notice
3504     that it is cursed &gt;:)
3505     </attribute>
3506     <attribute arch="startequip" editor="godgiven item" type="bool">
3507     A godgiven item vanishes as soon as the player
3508     drops it to the ground.
3509     </attribute>
3510 elmex 1.29 &player_stat_resist_sections;
3511 root 1.1 </type>
3512    
3513     <!--####################################################################-->
3514     <type number="156" name="Power Crystal">
3515     <description><![CDATA[
3516     Power crystals can store a player's mana:
3517     When the player applies the crystal with full mana, half of
3518     it flows into the crystal. When the player applies it with
3519 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3520 root 1.1 </description>
3521     <attribute arch="sp" editor="initial mana" type="int">
3522     &lt;initial mana&gt; is the amount of spellpoints that the
3523     crystal holds when the map is loaded.
3524     </attribute>
3525     <attribute arch="maxsp" editor="mana capacity" type="int">
3526     The &lt;mana capacity&gt; defines how much mana can be stored
3527     in the crystal. This is what makes the crystal interesting.
3528     Wizard-players will always seek for crystals with large
3529     capacities.
3530     </attribute>
3531     </type>
3532    
3533     <!--####################################################################-->
3534     <type number="13" name="Projectile">
3535     <description><![CDATA[
3536     Projectiles like arrows/crossbow bolts are used as ammunition
3537     for shooting weapons.
3538     <br><br>
3539     It's very easy to add new pairs of weapons &amp; projectiles.
3540     Just set matching &lt;ammunition class&gt; both for shooting
3541 root 1.37 weapon and projectile.]]>
3542 root 1.1 </description>
3543     <use><![CDATA[
3544     If you want to create new kinds of projectiles, you could
3545     add an alchemical receipe to create these.
3546 root 1.3
3547 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3548     they really fullfill a useful purpose. In fact, even bows
3549 root 1.37 and crossbows are rarely ever used.]]>
3550 root 1.1 </use>
3551     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3552     This number is a bitmask, specifying the projectile's attacktypes.
3553     Attacktypes are: physical, magical, fire, cold.. etc.
3554     This works identical to melee weapons. Note that shooting
3555     weapons cannot have attacktypes.
3556     </attribute>
3557     <attribute arch="race" editor="ammunition class" type="string">
3558     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3559     these projectiles. For arrows set "arrows", for crossbow bolts
3560     set "crossbow bolts" (big surprise).
3561 root 1.3
3562 root 1.1 In certain cases, the ammunition class is displayed in the game.
3563     Hence, when you create a new ammunition class, choose an
3564     intuitive name like "missiles", "spirit bolts" - whatever.
3565 root 1.3
3566 root 1.1 You can also make special containers holding these projectiles
3567     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3568     </attribute>
3569     <attribute arch="slaying" editor="slaying race" type="string">
3570     Slaying means the weapon does tripple (3x) damage to monsters
3571     of the specified race. If &lt;slaying race&gt; matches an arch name,
3572     only monsters of that archtype receive tripple damage.
3573     Tripple damage is very effective.
3574     </attribute>
3575     <attribute arch="dam" editor="damage" type="int">
3576     The projectile &lt;damage&gt; significantly affects the damage
3577     done. Damage can be further increased by the shooting
3578     weapon's attributes.
3579     </attribute>
3580     <attribute arch="wc" editor="weaponclass" type="int">
3581     This value is supposed to be the base &lt;weaponclass&gt;,
3582     but it seems to have rather little effect.
3583     High values are good here, low values bad.
3584     </attribute>
3585     <attribute arch="food" editor="chance to break" type="int">
3586     The &lt;chance to break&gt; defines the breaking probability when this
3587     projectile hits an obstacle, e.g. wall or monster.
3588     The value is the %-chance to break, ranging from 0 (never breaking)
3589     to 100 (breaking at first shot).
3590     </attribute>
3591     <attribute arch="magic" editor="magic bonus" type="int">
3592     Magic bonus increases chance to hit and damage a little bit.
3593     </attribute>
3594     <attribute arch="unique" editor="unique item" type="bool">
3595     Unique items exist only one time on a server. If the item
3596     is taken, lost or destroyed - it's gone for good.
3597     </attribute>
3598     <attribute arch="startequip" editor="godgiven item" type="bool">
3599     A godgiven item vanishes as soon as the player
3600     drops it to the ground.
3601     </attribute>
3602     <attribute arch="no_drop" editor="don't drop" type="bool">
3603     When a monster carries a projectile with &lt;don't drop&gt;,
3604     this item will never drop to the ground but
3605     vanish instead. If this object is shot, it can still drop
3606     after hitting an obstacle. You can prevent this by
3607     setting &lt;chance to break&gt; 100.
3608     </attribute>
3609     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3610     This text may describe the projectile. This
3611     could be nice for very special ones.
3612     </attribute>
3613     </type>
3614    
3615     <!--####################################################################-->
3616     <type number="70" name="Ring">
3617     <import_type name="Amulet" />
3618     <description><![CDATA[
3619     Rings are worn on the hands - one ring each.
3620     Wearing rings, the object's stats will directly be inherited to
3621 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3622 root 1.1 </description>
3623     <use><![CDATA[
3624     When you create an artifact ring, never forget that players can
3625     wear <B>two</B> rings! Due to that it is extremely important to
3626     keep rings in balance with the game.
3627     <br><br>
3628     Also keep in mind that rings are generally the wizard's tools.
3629     They should primarily grant bonuses to spellcasting abilities
3630 root 1.37 and non-physical resistances.]]>
3631 root 1.1 </use>
3632     </type>
3633    
3634     <!--####################################################################-->
3635     <type number="3" name="Rod">
3636     <ignore>
3637     <attribute arch="title" />
3638     </ignore>
3639     <description><![CDATA[
3640     A rod contains a spell. The player can use this spell by applying and
3641     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3642     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3643 root 1.37 used endlessly.]]>
3644 root 1.1 </description>
3645     <use><![CDATA[
3646     Rods with healing/curing spells are extremely powerful. Usually, potions have
3647     to be used for that purpose. Though, potions are expensive and only good for
3648 root 1.37 one-time-use.<br>]]>
3649 root 1.1 </use>
3650     <attribute arch="sp" editor="spell" type="spell">
3651     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3652     rods to players, since they can be used endlessly without any mana cost!
3653     Rods with heal/ restoration/ protection spells, IF available, MUST be
3654     very very VERY hard to get!
3655     </attribute>
3656     <attribute arch="level" editor="casting level" type="int">
3657     The casting level of the &lt;spell&gt; determines it's power.
3658     For attack spells, level should be set to something reasonable.
3659     </attribute>
3660     <attribute arch="hp" editor="initial spellpoints" type="int">
3661     This value represents the initial amount of spellpoints in the rod.
3662     Naturally, this is quite unimportant.
3663     </attribute>
3664     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3665     When the rod is fully charged up, it will hold this maximum amount of
3666     spellpoints. Make sure it is enough to cast the contained spell at least
3667     once. But don't set the value too high, as that might make the rod
3668     too effective.
3669     </attribute>
3670     <attribute arch="startequip" editor="godgiven item" type="bool">
3671     A godgiven item vanishes as soon as the player
3672     drops it to the ground.
3673     </attribute>
3674     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3675     This text may contain a description of the rod.
3676     </attribute>
3677     </type>
3678    
3679     <!--####################################################################-->
3680     <type number="154" name="Rune">
3681     <ignore>
3682     <attribute arch="no_pick" />
3683     <attribute arch="title" />
3684     <attribute arch="name_pl" />
3685     <attribute arch="weight" />
3686     <attribute arch="value" />
3687     <attribute arch="material" />
3688     <attribute arch="unpaid" />
3689     </ignore>
3690     <description><![CDATA[
3691 root 1.3 A rune is a magical enscription on the dungeon floor.
3692 root 1.1 <br><br>
3693     Runes hit any monster or person who steps on them for 'dam' damage in
3694     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3695     and will cast this spell when it detonates. Yet another kind is the
3696     "summoning rune", summoning predefined monsters of any kind, at detonation.
3697     <br><br>
3698 root 1.37 Many runes are already defined in the archetypes.]]>
3699 root 1.1 </description>
3700     <use><![CDATA[
3701     Avoid monsters stepping on your runes. For example, summoning runes
3702 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3703 root 1.1 </use>
3704     <attribute arch="no_pick" value="1" type="fixed" />
3705 root 1.9 &move_on;
3706 root 1.1 <attribute arch="level" editor="rune level" type="int">
3707     This value sets the level the rune will cast the spell it contains at,
3708     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3709 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3710    
3711 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3712     how much experience the player gets for doing so. Beware: High level
3713     runes can be quite a cheap source of experience! So either make them
3714     tough, or keep the level low.
3715     </attribute>
3716     <attribute arch="Cha" editor="visibility" type="int">
3717     This value determines what fraction of the time the rune is visible:
3718     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3719     how easily the rune may be found.
3720     </attribute>
3721     <attribute arch="hp" editor="number of charges" type="int">
3722     The rune will detonate &lt;number of charges&gt; times before disappearing.
3723     </attribute>
3724     <attribute arch="dam" editor="direct damage" type="int">
3725     &lt;direct damage&gt; specifies how much damage is done by the rune,
3726     if it doesn't contain a spell. This should be set in reasonable
3727 root 1.3 relation to the rune's level.
3728 root 1.1 </attribute>
3729     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3730     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3731     attribute defines what attacktype to use for direct damage when
3732     the rune detonates.
3733     </attribute>
3734     <section name="spellcraft">
3735     <attribute arch="sp" editor="spell" type="spell">
3736     The selected &lt;spell&gt; defines the spell in the rune, if any.
3737     (Many runes do direct damage).
3738     </attribute>
3739     <attribute arch="slaying" editor="spell name" type="string">
3740     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3741     but if present, overrides the &lt;spell&gt; setting.
3742     </attribute>
3743     <attribute arch="other_arch" editor="spell arch" type="string">
3744     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3745     is optional, but if present, overrides the &lt;spell&gt; setting.
3746     You can choose any of the existing arches.
3747     </attribute>
3748     <attribute arch="maxsp" editor="direction" type="list_direction">
3749     If set, the rune will cast it's containing spell (if any) in
3750     this &lt;direction&gt;.In most cases this appears useless because
3751     the spell directly hits the player.
3752     </attribute>
3753     <attribute arch="race" editor="summon monster" type="string">
3754     If this is set to the arch name of any monster, together with
3755     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3756     of those on detonation. (dam and attacktype will still be ignored
3757     in this case). Runes are even capable of summoning multi-square
3758     monsters, given enough space. You'd better test it though.
3759     </attribute>
3760     <attribute arch="maxhp" editor="summon amount" type="int">
3761     This should only be set to a summoning rune. It will then summon
3762     that many creatures of the kind &lt;summon monster&gt;.
3763     </attribute>
3764     </section>
3765     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3766     When the rune detonates, this text is displayed to the
3767     victim. For especially powerful runes, create an appropriate
3768     thrilling description. ;)
3769     </attribute>
3770     </type>
3771    
3772     <!--####################################################################-->
3773     <type number="106" name="Savebed">
3774     <ignore>
3775     <ignore_list name="non_pickable" />
3776     </ignore>
3777     <description><![CDATA[
3778     When the player applies a savebed, he is not only saved. Both his
3779     respawn-after-death and his word-of-recall positions are pointing
3780 root 1.37 to the last-applied savebed.]]>
3781 root 1.1 </description>
3782     <use><![CDATA[
3783     Put savebed locations in towns, do not put them into dungeons.
3784     It is absolutely neccessary that a place with savebeds is 100% secure.
3785     That means:
3786     <UL>
3787     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3788     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3789 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3790 root 1.1 players get trapped in a savebed location.
3791     <LI> If possible, mark the whole site as no-spell area (Insert this
3792     arch called "dungeon_magic" everywhere). This is not required,
3793     but it makes the place much more safe.
3794 root 1.37 </UL>]]>
3795 root 1.1 </use>
3796     <attribute arch="no_pick" value="1" type="fixed" />
3797     <attribute arch="no_magic" value="1" type="fixed" />
3798     <attribute arch="damned" value="1" type="fixed" />
3799     </type>
3800    
3801     <!--####################################################################-->
3802 root 1.3 <type number="111" name="Scroll">
3803     <ignore>
3804     <attribute arch="title" />
3805     </ignore>
3806     <description><![CDATA[
3807     Scrolls contain spells (similar to spell-potions). Unlike potions,
3808     scrolls require a certain literacy skill to read successfully.
3809     Accordingly, for a successful reading, a small amount of
3810     experience is gained. Scrolls allow only one time usage, but
3811 root 1.37 usually they are sold in bulks.]]>
3812 root 1.3 </description>
3813     <use><![CDATA[
3814     For low level quests, scrolls of healing/curing-spells
3815     can be a nice reward. At higher levels, scrolls become less
3816 root 1.37 and less useful.]]>
3817 root 1.3 </use>
3818     <attribute arch="level" editor="casting level" type="int">
3819     The spell of the scroll will be casted at this level.
3820     This value should always be set, at least to 1.
3821     </attribute>
3822     <attribute arch="sp" editor="spell" type="spell">
3823     When a player/monster applies this scroll, the selected &lt;spell&gt;
3824     will be casted (once). This should work for any given spell.
3825     </attribute>
3826     <attribute arch="startequip" editor="godgiven item" type="bool">
3827     A godgiven item vanishes as soon as the player
3828     drops it to the ground.
3829     </attribute>
3830     </type>
3831    
3832     <!--####################################################################-->
3833     <type number="33" name="Shield">
3834     <import_type name="Amulet" />
3835     <description><![CDATA[
3836     Wearing a shield, the object's stats will directly be inherited to
3837     the player. Shields usually provide good defense, only surpassed
3838 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3839 root 1.3 </description>
3840     <use><![CDATA[
3841     Feel free to create your own special artifacts. However, it is very
3842 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3843 root 1.3 </use>
3844     <attribute arch="magic" editor="magic bonus" type="int">
3845     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3846     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3847     than direct armour-class bonus on the shield.
3848     </attribute>
3849     </type>
3850    
3851     <!--####################################################################-->
3852 root 1.1 <type number="14" name="Shooting Weapon">
3853     <description><![CDATA[
3854 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3855 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3856     wielded both at the same time. Like with any other equipment,
3857     stats/bonuses from shooting weapons are directly inherited to the player.
3858     <br><br>
3859     It's very easy to add new pairs of weapons &amp; projectiles.
3860     Just set matching &lt;ammunition class&gt; both for shooting
3861 root 1.37 weapon and projectile.]]>
3862 root 1.1 </description>
3863     <use><![CDATA[
3864     Shooting weapons should not add bonuses in general. There's already
3865     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3866 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3867 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3868     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3869 root 1.37 - still crap.]]>
3870 root 1.1 </use>
3871     <attribute arch="race" editor="ammunition class" type="string">
3872     Only projectiles with matching &lt;ammunition class&gt; can be fired
3873     with this weapon. For normal bows set "arrows", for normal
3874     crossbows set "crossbow bolts".
3875 root 1.3
3876 root 1.1 In certain cases, the ammunition class is displayed in the game.
3877     Hence, when you create a new ammunition class, choose an
3878     intuitive name like "missiles", "spirit bolts" - whatever.
3879     </attribute>
3880     <attribute arch="sp" editor="shooting speed" type="int">
3881     After shooting a projectile, the player is frozen for a short
3882     period of time (to prevent shooting arrows machine-gun-like).
3883     The greater &lt;shooting speed&gt;, the shorter this period of time.
3884     1 is minimum (=worst) and 100 is maximum (=best) value.
3885 root 1.3
3886 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3887     SET IT TO ZERO! (That would freeze the player for eternety).
3888     </attribute>
3889     <attribute arch="dam" editor="base damage" type="int">
3890     The &lt;base damage&gt; significantly affects the damage done
3891     by using this weapon. This damage is added to the projectile
3892     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3893     according to the player's strength is added.
3894     </attribute>
3895     <attribute arch="wc" editor="weaponclass" type="int">
3896     This value is supposed to be the base &lt;weaponclass&gt;,
3897     but it seems to have rather little effect.
3898     High values are good here, low values bad.
3899     </attribute>
3900     <attribute arch="item_power" editor="item power" type="int">
3901     The &lt;item power&gt; value measures how "powerful" an artifact is.
3902     Players will only be able to wear equipment with a certain total
3903     amount of &lt;item power&gt;, depending on their own level. This is the
3904     only way to prevent low level players to wear "undeserved" equipment
3905     (like gifts from other players or cheated items).
3906 root 1.3
3907 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3908 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
3909 root 1.1 calculate a provisional value at runtime, but this is never
3910     going to be an accurate measurement of &lt;item power&gt;.
3911     </attribute>
3912     <attribute arch="no_strength" editor="ignore strength" type="bool">
3913     Usually the player's strentgh takes effect on the damage
3914     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3915     the player's strength is ignored.
3916     </attribute>
3917     <attribute arch="damned" editor="damnation" type="bool">
3918     A damned shooting weapon cannot be unwielded unless
3919     the curse is removed. Removing damnations is
3920     a tick harder than removing curses.
3921     </attribute>
3922     <attribute arch="cursed" editor="curse" type="bool">
3923     A cursed shooting weapon cannot be unwielded unless
3924     the curse is removed.
3925     </attribute>
3926     <attribute arch="unique" editor="unique item" type="bool">
3927     Unique items exist only one time on a server. If the item
3928     is taken, lost or destroyed - it's gone for good.
3929     </attribute>
3930     <attribute arch="startequip" editor="godgiven item" type="bool">
3931     A godgiven item vanishes as soon as the player
3932     drops it to the ground.
3933     </attribute>
3934     <section name="stats">
3935     <attribute arch="Str" editor="strength" type="int">
3936     The player's strentgh will rise/fall by the given value
3937     while wearing this shooting weapon.
3938     </attribute>
3939     <attribute arch="Dex" editor="dexterity" type="int">
3940     The player's dexterity will rise/fall by the given value
3941     while wearing this shooting weapon.
3942     </attribute>
3943     <attribute arch="Con" editor="constitution" type="int">
3944     The player's constitution will rise/fall by the given value
3945     while wearing this shooting weapon.
3946     </attribute>
3947     <attribute arch="Int" editor="intelligence" type="int">
3948     The player's intelligence will rise/fall by the given value
3949     while wearing this shooting weapon.
3950     </attribute>
3951     <attribute arch="Pow" editor="power" type="int">
3952     The player's power will rise/fall by the given value
3953     while wearing this shooting weapon.
3954     </attribute>
3955     <attribute arch="Wis" editor="wisdom" type="int">
3956     The player's wisdom will rise/fall by the given value while
3957     wearing this shooting weapon.
3958     </attribute>
3959     <attribute arch="Cha" editor="charisma" type="int">
3960     The player's charisma will rise/fall by the given value
3961     while wearing this shooting weapon.
3962     </attribute>
3963     </section>
3964     <section name="bonus">
3965     <attribute arch="luck" editor="luck bonus" type="int">
3966     With positive luck bonus, the player is more likely to
3967     succeed in all sorts of things (spellcasting, praying,...).
3968     Unless the &lt;luck bonus&gt; is very high, the effect will be
3969     barely visible in-game. Luck bonus on one piece of equipment
3970     should never exceed 3, and such bonus should not be too
3971     frequently available.
3972     </attribute>
3973     <attribute arch="magic" editor="magic bonus" type="int">
3974     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3975     I'm not sure what exactly is increased - maybe weaponclass?
3976     However, &lt;magic bonus&gt; seems to have a little bit of positive
3977     influence on your chance to hit.
3978     </attribute>
3979     </section>
3980     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3981     This text describes the weapons's "story". Every decent artifact weapon
3982     should have such a description.
3983     </attribute>
3984     </type>
3985    
3986     <!--####################################################################-->
3987     <type number="68" name="Shop Floor">
3988     <ignore>
3989     <ignore_list name="non_pickable" />
3990     </ignore>
3991     <description><![CDATA[
3992     Shop floor is used for shops. It acts like a combination of the
3993     common floor- and the treasure type: When the map is loaded,
3994     randomitems (depending on the setings) are generated on it.
3995     These items are all flagged as unpaid.
3996     When a player drops an item onto shop floor, the item becomes
3997     unpaid and the player receives payment according to the item's
3998     selling-value.
3999     Shopfloor always prevents magic (To hinder players from burning
4000 root 1.37 or freezing the goods).]]>
4001 root 1.1 </description>
4002     <use><![CDATA[
4003     Tile your whole shop-interior space which shop floor.
4004     (That assures players receive payment for dropping items).
4005     Place shop mats to enter/leave the shop, and make sure
4006 root 1.37 there is no other exit than the shop mat.]]>
4007 root 1.1 </use>
4008     <attribute arch="is_floor" value="1" type="fixed" />
4009     <attribute arch="no_pick" value="1" type="fixed" />
4010     <attribute arch="no_magic" value="1" type="fixed" />
4011     <attribute arch="auto_apply" editor="generate goods" type="bool">
4012     If enabled, items will appear on this square when the map is loaded.
4013     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4014     are generated. The items will be unpaid.
4015     </attribute>
4016     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4017     This entry determines what kind of treasure will appear, when
4018     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4019     for details about existing treasurelists.
4020     </attribute>
4021     <attribute arch="exp" editor="quality level" type="int">
4022     The &lt;quality level&gt; will be used for the quality of the generated
4023     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4024     doesn't need to be set, unless you want extraordinarily good/bad
4025     quality. If you want to make a shop with very high quality, meaybe
4026     charge an entrance fee, or make the shop hard-to-come-by.
4027     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4028     and appearance of artifact-items.
4029     </attribute>
4030     <attribute arch="damned" editor="no prayers" type="bool">
4031     If enabled, it is impossible for players to use prayers
4032     on that spot. It also prevents players from saving.
4033     (Remember that &lt;no magic&gt; is always set for shop floors.)
4034     </attribute>
4035     </type>
4036    
4037     <!--####################################################################-->
4038     <type number="69" name="Shop Mat">
4039     <ignore>
4040     <ignore_list name="non_pickable" />
4041     </ignore>
4042     <description><![CDATA[
4043     Shop mats are used for entering/leaving shops. You should always
4044     have exactly TWO shop mats on your shop-map: One inside the
4045     "shopping-area" and one outside. Shop mats don't use exit paths/
4046     or -destinations. When stepping onto a shopmat the player gets beamed
4047     to the nearest other mat. If the player has unpaid items in his
4048     inventory, the price gets charged from his coins automatically.
4049     If the player has insufficient coins to buy his unpaid items, he
4050 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4051 root 1.1 </description>
4052     <use><![CDATA[
4053     As stated above, always place TWO shop mats into your shop.
4054 root 1.37 Not more and not less than that.]]>
4055 root 1.1 </use>
4056     <attribute arch="no_pick" value="1" type="fixed" />
4057 root 1.9 &move_on;
4058 root 1.1 </type>
4059    
4060     <!--####################################################################-->
4061     <type number="98" name="Sign &amp; MagicMouth">
4062     <ignore>
4063     <ignore_list name="non_pickable" />
4064     </ignore>
4065     <description><![CDATA[
4066     The purpose of a sign or magic_mouth is to display a certain message to
4067     the player. There are three ways to have the player get this message:
4068     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4069 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4070 root 1.1 </description>
4071     <use><![CDATA[
4072     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4073     some true roleplay feeling to your maps, support your storyline or give
4074     hints about hidden secrets/dangers. Place signs to provide the player
4075 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4076 root 1.1 </use>
4077 root 1.45 <attribute arch="connected" editor="connection" type="string">
4078 root 1.1 When a connection value is set, the message will be printed whenever
4079     the connection is triggered. This should be used in combination with
4080     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4081     If activating your magic_mouth this way, the message will not only be
4082     printed to one player, but all players on the current map.
4083     </attribute>
4084 elmex 1.16 &activate_on;
4085 root 1.9 &move_on;
4086 root 1.1 <attribute arch="food" editor="counter" type="int">
4087     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4088     (printing the message) only that many times. For signs this really shouldn't
4089     be used, while for magic_mouths it is extremely helpful.
4090     Monsters walking over the magic_mouth do not decrease the counter.
4091 root 1.3
4092 root 1.1 Often, you might want to have a message displayed only one time. For example:
4093     The player enters your map and you put a magic_mouth to tell him about the
4094     monsters and how dangerous they look and all. Later, when all the monsters
4095     are killed and the player leaves the map, displaying the same message a
4096     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4097     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4098     </attribute>
4099     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4100     This text will be displayed to the player.
4101     </attribute>
4102     </type>
4103    
4104 elmex 1.23 <type number="150" name="Shop Inventory">
4105     <ignore>
4106     <ignore_list name="non_pickable" />
4107     </ignore>
4108     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4109     </description>
4110     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4111     </use>
4112     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4113     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4114     the map that will be searched for unpaid items.
4115     </attribute>
4116     </type>
4117    
4118 root 1.1 <!--####################################################################-->
4119     <type number="43" name="Skill">
4120     <ignore>
4121     <ignore_list name="system_object" />
4122     </ignore>
4123     <description><![CDATA[
4124     Skills are objects which exist in the player/monster inventory.
4125     Both NPC/monsters and players use the same skill archetypes. Not all skills
4126 root 1.37 are enabled for monster use however.]]>
4127 root 1.1 </description>
4128     <use><![CDATA[
4129     For mapmaking, Skill objects serve two purposes:
4130     <p>First, the predefined skill archtypes (in the 'skills' directory)
4131     can be seen as the global skill definitions. A skill which doesn't
4132     exists as an archtype cannot be learned or used by players. When you
4133     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4134     of defined skill archtypes, because those strings are used as a reference in
4135     many skill-related objects.
4136     </p><p>
4137     Secondly, in order to enable monsters to use skills, you will need to
4138     copy default skill archtypes into the monsters' inventories.
4139     You can even customize the skills by changing stats. It is not
4140     recommended however, to use skills in your maps which are totally
4141 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4142 root 1.1 </use>
4143     <attribute arch="invisible" value="1" type="fixed" />
4144     <attribute arch="no_drop" value="1" type="fixed" />
4145     <attribute arch="skill" editor="skill name" type="string">
4146     The &lt;skill name&gt; is used for matchings. When a usable
4147     object has an identical &lt;skill name&gt;, players
4148     (or monsters) will need this skill to apply/use the object.
4149     </attribute>
4150     <attribute arch="expmul" editor="exp multiplier" type="float">
4151     This is the ratio of experience the players total should increase by
4152     when this skill is used. If this is zero, then experience only goes to
4153     to the skill. Values higher than 1 are allowed. Note that experience
4154     rewarded to the players total is in addition to that given to the
4155     skill. Eg, if player should get 500 exp for using a skill, and
4156     expmul is 1, the player will get 500 added to that skill as well as
4157     500 to their total.
4158     </attribute>
4159     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4160     The &lt;skill type&gt; defines the base functionality of the skill.
4161 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4162 root 1.1 create new skill types, but it requires a bit of server-coding.
4163     </attribute>
4164     <attribute arch="level" editor="level" type="int">
4165     </attribute>
4166     <attribute arch="exp" editor="experience" type="int">
4167     </attribute>
4168     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4169     The &lt;is native skill&gt; flag has an effect only when this
4170     skill object is placed in the inventory of a monster (or player).
4171     If it is set, the monster or player knows the skill natively, which
4172     means he does not need a skill tool to use it.
4173     </attribute>
4174     </type>
4175    
4176     <!--####################################################################-->
4177     <type number="130" name="Skill Scroll">
4178     <description><![CDATA[
4179     By reading a skill scroll, a player has a chance to learn the
4180 root 1.37 contained skill.]]>
4181 root 1.1 </description>
4182     <use><![CDATA[
4183     Skill scrolls are very much sought for by players. Currently,
4184     all skill scrolls are sold in shops randomly, which is in fact not
4185     a good system. It would be nice to have some cool quests with
4186 root 1.37 skill scrolls rewarded at the end.]]>
4187 root 1.1 </use>
4188     <attribute arch="race" value="scrolls" type="fixed" />
4189     <attribute arch="skill" editor="skill name" type="string">
4190     The &lt;skill name&gt; matches the skill object that can
4191     be learned from this scroll.
4192     </attribute>
4193     </type>
4194    
4195     <!--####################################################################-->
4196     <type number="21" name="Special Key">
4197     <ignore>
4198     <attribute arch="material" />
4199     </ignore>
4200     <description><![CDATA[
4201     When carrying the appropriate special key, a locked door can
4202     be opened. The key will dissapear.
4203     <br><br>
4204     This object-type can also be used for "passport"-like items:
4205     When walking onto an invetory checker, a gate for example might
4206 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4207 root 1.1 </description>
4208     <use><![CDATA[
4209     How to make a "passport": You take the special key arch
4210     (archetype name is "key2"), set the face to something like
4211     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4212     certainly must match with the appropiate inventory checker.
4213     <br><br>
4214     Of course you can be creative with names and faces of
4215     key-objects. A "mysterious crystal" or a "big dragon claw"
4216     (with appropriate faces) appear more interesting than just
4217 root 1.37 a "strange key", or "passport".]]>
4218 root 1.1 </use>
4219     <attribute arch="slaying" editor="key string" type="string">
4220     This string must be identical with the &lt;key string&gt; in the
4221     locked door, then it can be unlocked. It can also be used
4222     to trigger inventory checkers.
4223     </attribute>
4224     <attribute arch="material" editor="material" type="bitmask_material">
4225     For Special Keys, material should always be unset or set
4226     to Adamantite. This prevents the key from getting
4227     burned or otherwise destroyed.
4228     </attribute>
4229     <attribute arch="unique" editor="unique item" type="bool">
4230     Unique items exist only one time on a server. If the item
4231     is taken, lost or destroyed - it's gone for good.
4232 root 1.3
4233 root 1.1 This can be used if you want to sell apartments on your
4234     map: Simply sell a unique passport/key, and place
4235     an inventory checker at the entrance of your apartment.
4236     </attribute>
4237     <attribute arch="startequip" editor="godgiven item" type="bool">
4238     A godgiven item vanishes as soon as the player
4239     drops it to the ground.
4240     </attribute>
4241     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4242     This will add a description to the object. The player can read
4243     this text by clicking on the item in his inventory. Use this
4244     message to describe what the key/passport is good for. A player
4245     might have 50 different keys on his key-ring. Don't expect
4246     players to recall their purpose just by their names.
4247     </attribute>
4248     </type>
4249    
4250     <!--####################################################################-->
4251     <type number="101" name="Spell">
4252     <ignore>
4253     <ignore_list name="system_object" />
4254     </ignore>
4255     <description><![CDATA[
4256     Spell objects define a spell. When a spell is put in a spellbook,
4257     players can learn it by reading the book. Once learned, players
4258     can use the spell as often as they like. With increasing skill level
4259     of the player, spells may gain power but also increase cost.<br>
4260     Monsters can use spells which are put in their inventory (provided
4261     that certain "enabling" settings are correct). The monster's
4262 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4263 root 1.1 </description>
4264     <use><![CDATA[
4265     A lot of the spells' settings can be tuned and customized.
4266     When creating new spells which are accessible to players, it is
4267     important to think about balance. A single spell which is too
4268     powerful and/or too easy to use can eventually toss the whole skill
4269     and magic school system out of whack. Testing new spells is
4270 root 1.37 quite important therefore.]]>
4271 root 1.1 </use>
4272     <attribute arch="no_drop" value="1" type="fixed" />
4273     <attribute arch="invisible" value="1" type="fixed" />
4274     <attribute arch="skill" editor="skill name" type="string">
4275     The &lt;skill name&gt; matches the skill which is needed
4276     to cast this spell. This should be one out of "sorcery",
4277     "pyromancy", "evocation", "summoning" or "praying".
4278     If you want to fiddle with these, please take care not
4279     to upset the concept and balance of the various skills.
4280     </attribute>
4281     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4282     The &lt;spell type&gt; defines the basic type of spell.
4283     Some of these types are of a more generic nature than others.
4284     </attribute>
4285     <attribute arch="level" editor="spell level" type="int">
4286     </attribute>
4287     <attribute arch="casting_time" editor="casting time" type="int">
4288     </attribute>
4289     <attribute arch="duration" editor="duration" type="int">
4290     </attribute>
4291     <attribute arch="other_arch" editor="create object" type="string">
4292     </attribute>
4293     <attribute arch="sp" editor="cost spellpoints" type="int">
4294     </attribute>
4295     <attribute arch="grace" editor="cost grace" type="int">
4296     </attribute>
4297     <attribute arch="maxsp" editor="double cost per level" type="int">
4298     </attribute>
4299     </type>
4300    
4301     <!--####################################################################-->
4302     <type number="85" name="Spellbook">
4303     <description><![CDATA[
4304     By reading a spellbook, the player has a chance of learning the
4305     contained spell. Once learned from a book, the spell is available
4306     forever. Spellbooks with high level spells require some skill-level
4307     to read.<br><br>
4308     You can create widely customized spells only by adjusting the
4309     spell object in the spellbooks inventory. Refer to the description
4310     of spell objects for detailed information how to customize spells.<br>
4311     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4312 root 1.37 with a compilation of spells that the book may contain.]]>
4313 root 1.1 </description>
4314     <use><![CDATA[
4315     Don't put any of the godgiven spells into a spellbook! These are
4316     reserved for the followers of the appropriate cults. Handing them
4317     out in a spellbook would violate the balance between different religions.
4318     <br><br>
4319     Note that there is no fundamental difference between the spellbooks
4320     of varying schools (pyromancy, sorcery, evocation, summoning, and
4321     even praying). The difference lies only in the spells they contain.
4322     It is up to you, the mapmaker, to pick the right type of book
4323 root 1.37 for your spells.]]>
4324 root 1.1 </use>
4325     <attribute arch="skill" value="literacy" type="fixed" />
4326     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4327     There are two ways to put spells into a spellbook:
4328     1. Put a spell object in the books inventory. In this case,
4329     treasurelist must be set to &lt;none&gt;.
4330     2. Choose a treasurelist which contains spells.
4331     In that way, a spell will be chosen randomly from the list.
4332     </attribute>
4333     <attribute arch="startequip" editor="godgiven item" type="bool">
4334     A godgiven item vanishes as soon as the player
4335     drops it to the ground.
4336     </attribute>
4337     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4338     This text may contain a nice description
4339     of the spellbook's cover or something.
4340     </attribute>
4341     </type>
4342    
4343     <!--####################################################################-->
4344     <type number="90" name="Spinner">
4345     <ignore>
4346     <ignore_list name="non_pickable" />
4347     </ignore>
4348     <description><![CDATA[
4349     Spinners change the direction of spell objects and other projectiles
4350     that fly past. Unlike directors, it does make a difference from what
4351     angle you shoot into the spinner. The direction of objects flying past
4352 root 1.37 is always changed by a certain degree.]]>
4353 root 1.1 </description>
4354     <use><![CDATA[
4355     Spinners are very rarely used. I believe they are quite
4356     confusing and pointless. The only use I can think of is building
4357     some puzzle about where to shoot into spinners to shoot somewhere you
4358     otherwise couldn't.
4359 root 1.3
4360 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4361 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4362 root 1.1 </use>
4363     <attribute arch="sp" editor="direction number" type="int">
4364     The spinner will change the direction of flying objects by
4365     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4366     positive values counter clockwise.
4367 root 1.3
4368 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4369     </attribute>
4370 root 1.9 &move_on;
4371 root 1.1 </type>
4372    
4373     <!--####################################################################-->
4374     <type number="138" name="Swamp">
4375     <ignore>
4376     <ignore_list name="non_pickable" />
4377     </ignore>
4378     <description><![CDATA[
4379     Swamp areas show a special behaviour:
4380     When a player stands still on a swamp-square for too long,
4381     he will start to sink in and eventually drown and die.
4382     Items dropped on the swamp sink in and dissapear.
4383     Players with knowledge of the woodsman skill are a lot less likely
4384 root 1.37 to die in the swamp.]]>
4385 root 1.1 </description>
4386     <attribute arch="is_floor" value="1" type="fixed" />
4387     <attribute arch="is_wooded" value="1" type="fixed" />
4388     <attribute arch="speed" editor="drowning speed" type="float">
4389     The higher the &lt;drowning speed&gt;, the faster will players and items
4390     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4391     and unexpected death-trap. Players should get a warning before such areas.
4392     </attribute>
4393 root 1.12 &speed_left;
4394 root 1.9 &move_on;
4395     &movement_types_terrain;
4396 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4397     If enabled, it is impossible for players to use (wizard-)
4398     spells on that spot.
4399     </attribute>
4400     <attribute arch="damned" editor="no prayers" type="bool">
4401     If enabled, it is impossible for players to use prayers
4402     on that spot. It also prevents players from saving.
4403     </attribute>
4404     </type>
4405    
4406     <!--####################################################################-->
4407     <type number="41" name="Teleporter">
4408     <ignore>
4409     <ignore_list name="non_pickable" />
4410     </ignore>
4411     <description><![CDATA[
4412     When the player walks into a teleporter, he is transferred to a
4413     different location. The main difference to the object-type exit
4414     is the possibility to have teleporters connected to levers/buttons/etc.
4415     Sometimes teleporters are activated even against the players will.
4416     <br><br>
4417     Unlike exits, teleporters can also transfer items and
4418 root 1.37 monsters to different locations on the same map.]]>
4419 root 1.1 </description>
4420     <use><![CDATA[
4421     When creating maps, I guess sooner or later you'll want to have
4422     an invisible teleporter. If using "invisible 1", the teleporter
4423     can still be discovered with the show_invisible spell. And in
4424     some cases you can't place it under the floor to prevent this.
4425     <br><br>
4426     Fortunately, there is a cool trick to make a perfectly invisible
4427     teleporter: You simply add teleporter functionality to the floor
4428     itself. That means: You take the floor arch (e.g. "flagstone"),
4429 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4430 root 1.1 </use>
4431     <attribute arch="slaying" editor="exit path" type="string">
4432     The exit path specifies the map that the player is transferred to.
4433     &lt;exit path&gt; can be an absolute path, beginning with '/'
4434     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4435     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4436     for example I could use the relative path "Fire1"). Use relative
4437     paths whenever possible! Note that upper/lower case must always be
4438     set correctly. However, please use lower case only.
4439 root 1.3
4440 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4441     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4442     monsters and items. In this case, the destined map is automatically
4443     the same map the teleporter is on.
4444     </attribute>
4445     <attribute arch="hp" editor="destination X" type="int">
4446     The exit destinations define the (x, y)-coordinates where the exit
4447     leads to.
4448 root 1.3
4449 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4450     get teleported to another, randomly chosen teleporter on the same
4451     map (Slightly confusing for the player though). Make sure there
4452     actually *is* a second one in that case.
4453 root 1.3
4454 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4455     be transferred to the "default enter location" of the destined map.
4456     The latter can be set in the map-properties as "Enter X/Y". Though,
4457     please DO NOT use that. It turned out to be a source for numerous
4458     map-bugs.
4459     </attribute>
4460     <attribute arch="sp" editor="destination Y" type="int">
4461     The exit destinations define the (x, y)-coordinates where the exit
4462     leads to.
4463 root 1.3
4464 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4465     get teleported to another, randomly chosen teleporter on the same
4466     map (Slightly confusing for the player though). Make sure there
4467     actually *is* a second one in that case.
4468 root 1.3
4469 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4470     be transferred to the "default enter location" of the destined map.
4471     The latter can be set in the map-properties as "Enter X/Y". Though,
4472     please DO NOT use that. It turned out to be a source for numerous
4473     map-bugs.
4474     </attribute>
4475 root 1.45 <attribute arch="connected" editor="connection" type="string">
4476 root 1.1 If a connection value is set, the teleporter will be activated
4477     whenever the connection is triggered. To use this properly,
4478     &lt;activation speed&gt; must be zero.
4479     </attribute>
4480 elmex 1.16 &activate_on;
4481 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4482     If the &lt;activation speed&gt; is nonzero, the teleporter will
4483     automatically be activated in regular time-intervals. Hence, the
4484     player can just step on it and gets teleported sooner or later.
4485     The duration between two activates depends on the given value.
4486 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4487    
4488 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4489     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4490     </attribute>
4491 root 1.12 &speed_left;
4492 root 1.1 </type>
4493    
4494     <!--####################################################################-->
4495 root 1.3 <type number="26" name="Timed Gate">
4496     <ignore>
4497     <ignore_list name="non_pickable" />
4498     </ignore>
4499     <description><![CDATA[
4500 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4501 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4502     or carrying special key-objects (-> inventory checker).
4503     Unlike locked doors, gates can get shut again after a player has
4504     passed, which makes them more practical in many cases. Unlike normal
4505     gates, timed gates open when triggered but automatically close again
4506     after some time.]]>
4507     </description>
4508     <use><![CDATA[
4509     Use gates to divide your maps into separated areas. After solving
4510     area A, the player gains access to area B, and so on. Make your
4511 root 1.37 maps more complex than "one-way".]]>
4512 root 1.3 </use>
4513     <attribute arch="no_pick" value="1" type="fixed" />
4514 root 1.45 <attribute arch="connected" editor="connection" type="string">
4515 root 1.3 Whenever the inventory checker is triggered, all objects with identical
4516     &lt;connection&gt; value get activated. This only makes sense together with
4517     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4518     after some time.
4519     </attribute>
4520 elmex 1.16 &activate_on;
4521 root 1.3 <attribute arch="wc" editor="position state" type="int">
4522     The &lt;position state&gt; defines the position of the gate:
4523     Zero means completely open/down, the "number of animation-steps" (usually
4524     about 6 or 7) means completely closed/up state. I suggest you don't
4525     mess with this value - Leave the default in place.
4526     </attribute>
4527 root 1.9 &movement_types_terrain;
4528 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4529     Restricting the use of spells to pass this gate. This has
4530     an effect only if &lt;block view&gt; is disabled.
4531     </attribute>
4532     <attribute arch="damned" editor="restrict prayers" type="bool">
4533     Restricting the use of prayers to pass this door. This has
4534     an effect only if &lt;block view&gt; is disabled.
4535     </attribute>
4536     <attribute arch="hp" editor="open duration" type="int">
4537     Defines the duration the gate remains closed. This only takes effect
4538     if the gate is not connected.
4539     </attribute>
4540     </type>
4541    
4542     <!--####################################################################-->
4543 root 1.1 <type number="155" name="Trap">
4544     <ignore>
4545     <attribute arch="no_pick" />
4546     <attribute arch="title" />
4547     <attribute arch="name_pl" />
4548     <attribute arch="weight" />
4549     <attribute arch="value" />
4550     <attribute arch="material" />
4551     <attribute arch="unpaid" />
4552     </ignore>
4553     <description><![CDATA[
4554     A trap is a object that can either do damage or trigger another connected object
4555 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4556 root 1.1 and generally have either a physical attack or trigger a reaction.
4557     <br><br>
4558     Traps hit any monster or person who steps on them for 'dam' damage in
4559     'attacktype' attacktype and/or trigger a reaction.
4560     <br><br>
4561 root 1.28 Many traps are already defined in the archetypes.]]>
4562 root 1.1 </description>
4563     <use><![CDATA[
4564     Avoid monsters stepping on your traps. For example, a party of orcs setting
4565 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4566 root 1.1 </use>
4567     <attribute arch="no_pick" value="1" type="fixed" />
4568 root 1.9 &move_on;
4569 root 1.3 <attribute arch="level" editor="trap level" type="int">
4570 root 1.1 Level effects how easily a trap may be found and disarmed, and
4571     how much experience the player gets for doing so. Beware: High level
4572     traps can be quite a cheap source of experience! So either make them
4573     tough, or keep the level low.
4574     </attribute>
4575     <attribute arch="Cha" editor="visibility" type="int">
4576     This value determines what fraction of the time the trap is visible:
4577     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4578     how easily the trap may be found.
4579     </attribute>
4580     <attribute arch="hp" editor="number of charges" type="int">
4581     The trap will detonate &lt;number of charges&gt; times before disappearing.
4582     </attribute>
4583     <attribute arch="dam" editor="direct damage" type="int">
4584 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4585     This should be set in reasonable relation to the trap's level.
4586 root 1.1 </attribute>
4587     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4588     This attribute defines what attacktype to use for direct damage when
4589     the trap detonates.
4590     </attribute>
4591 root 1.45 <attribute arch="connected" editor="connection" type="string">
4592 root 1.1 When the trap is detonated, all objects with the same
4593     connection value get activated.
4594     </attribute>
4595     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4596     When the trap detonates, this text is displayed to the
4597     victim. For especially powerful or complex traps, create an appropriate
4598     and thrilling description. ;)
4599     </attribute>
4600     </type>
4601    
4602     <!--####################################################################-->
4603     <type number="95" name="Trapdoor">
4604     <ignore>
4605     <ignore_list name="non_pickable" />
4606     </ignore>
4607     <description><![CDATA[
4608     Trapdoors are very similar to pits. The difference is that they
4609     can not be closed. Instead, the weight of the object on the
4610     trapdoor determines weither it slams the trapdoor open and falls through
4611     or not.<br>
4612     Once a trapdoor has been opened (by a creature or items of sufficient
4613 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4614 root 1.1 </description>
4615     <use><![CDATA[
4616     Trapdoors should be used in the same fashion as pits:
4617     They should always drop the victims to some kind of lower level. They
4618 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4619 root 1.1 </use>
4620     <attribute arch="no_pick" value="1" type="fixed" />
4621 root 1.9 &move_on;
4622 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4623     This value defines how much weight the trapdoor can hold.
4624     Once items or creatures are gathered on the trapdoor, with
4625     a total weight surpassing this value, then the trapdoor will
4626     open and things start falling through.
4627     </attribute>
4628     <attribute arch="hp" editor="destination X" type="int">
4629     The trapdoor will transport creatures (and items) randomly into
4630     a two-square radius of the destination coordinates.
4631     If the destination square becomes blocked, the trapdoor will act like
4632     being filled up and not work anymore!
4633     </attribute>
4634     <attribute arch="sp" editor="destination Y" type="int">
4635     The trapdoor will transport creatures (and items) randomly into
4636     a two-square radius of the destination coordinates.
4637     If the destination square becomes blocked, the trapdoor will act like
4638     being filled up and not work anymore!
4639     </attribute>
4640     </type>
4641    
4642     <!--####################################################################-->
4643     <type number="4" name="Treasure">
4644     <ignore>
4645     <attribute arch="nrof" />
4646     <attribute arch="title" />
4647     <attribute arch="name_pl" />
4648     <attribute arch="weight" />
4649     <attribute arch="value" />
4650     <attribute arch="material" />
4651     </ignore>
4652     <description><![CDATA[
4653     A treasure-object turns into certain randomitems when the map is loaded
4654 root 1.37 into the game.]]>
4655 root 1.1 </description>
4656     <use><![CDATA[
4657     About usage of the "random-artifact" treasurelist:
4658     This will generate powerful stuff like girdles, xray helmets, special
4659     swords etc. If you put this as reward to your quest, players might be
4660     motivated to do it more than once. BUT, by doing so they will get a huge
4661     number of different artifacts! Besides, players will always seek the place
4662     with the most easy-to-get random artifact and ignore all others.
4663     My advice: Don't use it! Attract players with good fighting experience
4664 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4665 root 1.1 </use>
4666     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4667     This entry determines what kind of treasure will appear. Look into
4668     /crossfire/share/crossfire/treasures for details about existing
4669     treasurelists.
4670     </attribute>
4671     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4672     "Auto-generate" must be set in order to have the treasure be created
4673     when the map is loaded.
4674     If you want to create a random treasure chest, you unset this flag.
4675     That way, the player has to apply the object (the chest), then the
4676     treasure is generated.
4677     </attribute>
4678     <attribute arch="hp" editor="create number" type="int">
4679     "Create number" specifies how many pieces of the given treasurelist
4680     will appear. Note that for every piece there is a chance that nothing is
4681     generated. Also, sometimes there can be stacks of items generated, like
4682     for gems/money.
4683     </attribute>
4684     <attribute arch="exp" editor="quality level" type="int">
4685     The &lt;quality level&gt; will be used for the quality of the generated
4686     treasure instead of the map difficulty (as was done with shops).
4687     If zero/unset, the map difficulty will instead be used.
4688     (Example for comparison: Shop floors generate treasure of
4689     &lt;quality level&gt; 5 per default).
4690     </attribute>
4691     </type>
4692    
4693     <!--####################################################################-->
4694 root 1.3 <type number="52" name="Trigger Marker">
4695     <ignore>
4696     <ignore_list name="system_object" />
4697     </ignore>
4698     <description><![CDATA[
4699     A trigger marker is an object that inserts an invisible force (a mark) into a
4700     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4701     &lt;key string&gt; which can be discovered by detectors or inventory
4702     checkers. It is also possible to use markers for removing marks again.
4703     <br><br>
4704     Note that the player has no possibility to "see" his own marks,
4705 root 1.37 except by the effect that they cause on the maps.]]>
4706 root 1.3 </description>
4707     <use><![CDATA[
4708     Markers hold real cool possibilities for map-making. I encourage
4709     you to use them frequently. However there is one negative point
4710     about markers: Players don't "see" what's going on with them. It is
4711     your task, as map-creator, to make sure the player is always well
4712     informed and never confused.
4713     <br><br>
4714     Please avoid infinite markers when they aren't needed. They're
4715     using a little space in the player file after all, so if there
4716 root 1.37 is no real purpose, set an expire time.]]>
4717 root 1.3 </use>
4718     <attribute arch="no_pick" value="1" type="fixed" />
4719     <attribute arch="slaying" editor="key string" type="string">
4720     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4721     If the player already has a force with that &lt;key string&gt;,
4722     there won't be inserted a second one.
4723     </attribute>
4724 root 1.45 <attribute arch="connected" editor="connection" type="string">
4725 root 1.3 Unlike a regular marker this is the connection that triggers this marker to activate.
4726     </attribute>
4727     <attribute arch="food" editor="mark duration" type="int">
4728     This value defines the duration of the force it inserts.
4729     If nonzero, the duration of the player's mark is finite:
4730     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4731     means the mark will stay on the player forever.
4732     </attribute>
4733     <attribute arch="name" editor="delete mark" type="string">
4734     When the player steps onto the marker, all existing forces in
4735     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4736     will be removed. If you don't want to remove any marks, leave
4737     this textfield empty.
4738    
4739     Note that the string &lt;delete mark&gt; is set as the name of
4740     this marker. So don't be confused, and remember changing the
4741     name will take effect on the marker's functionality.
4742     </attribute>
4743     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4744     In the moment when the player gets marked, this text is displayed
4745     to him. You should really set a message in any marker you create,
4746     because it's the only way for the player to notice what's going on.
4747     </attribute>
4748     </type>
4749    
4750     <!--####################################################################-->
4751 root 1.1 <type number="0" name="Wall">
4752     <required>
4753     <attribute arch="is_floor" value="0" />
4754     <attribute arch="alive" value="0" />
4755 root 1.14 <attribute arch="no_pass" value="1" />
4756 root 1.1 </required>
4757     <ignore>
4758     <attribute arch="nrof" />
4759     <attribute arch="title" />
4760     <attribute arch="name_pl" />
4761     <attribute arch="value" />
4762     <attribute arch="unpaid" />
4763     </ignore>
4764     <description><![CDATA[
4765 root 1.37 Walls usually block passage and sight.]]>
4766 root 1.1 </description>
4767 root 1.9 &movement_types_terrain;
4768 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4769     If set, the object is able to "roll", so it can be pushed around.
4770     This setting is used for boulders and barrels.
4771     </attribute>
4772     <attribute arch="no_magic" editor="restrict spells" type="bool">
4773     This takes effect only with &lt;blocksview&gt; disabled.
4774     Restricting the use of spells to pass this wall.
4775     </attribute>
4776     <attribute arch="damned" editor="restrict prayers" type="bool">
4777     This takes effect only with &lt;blocksview&gt; disabled.
4778     Restricting the use of spells to pass this wall.
4779     </attribute>
4780     </type>
4781    
4782     <!--####################################################################-->
4783 root 1.3 <type number="109" name="Wand &amp; Staff">
4784     <description><![CDATA[
4785     Wands contain a certain spell. The player can apply (ready) and
4786     fire the wand. After a defined number of casts, the wand is
4787     "used up". It is possible to recharge a wand with scrolls of
4788 root 1.37 charging, but usually that isn't worth the cost.]]>
4789 root 1.3 </description>
4790     <use><![CDATA[
4791     Wands are quite seldomly used. The reason prolly is that they're
4792     generally not cost-efficient. Handing out high-level wands with
4793     powerful special spells isn't a good idea either, because of
4794     the recharge ability.
4795     <br><br>
4796     For low levels, staffs of healing/cure and word of recall are
4797 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4798 root 1.3 </use>
4799     <attribute arch="sp" editor="spell" type="spell">
4800     The &lt;spell&gt; specifies the contained spell.
4801     </attribute>
4802     <attribute arch="level" editor="casting level" type="int">
4803     The &lt;casting level&gt; of the wand determines it's power.
4804     An average level for wands in shops is about 10.
4805     </attribute>
4806     <attribute arch="food" editor="number of charges" type="int">
4807     The wand can be used &lt;number of charges&gt; times before it is
4808     used up. It can be recharged with scrolls of charging.
4809     </attribute>
4810     <attribute arch="startequip" editor="godgiven item" type="bool">
4811     A godgiven item vanishes as soon as the player
4812     drops it to the ground.
4813     </attribute>
4814     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4815     This text may contain a description of the wand.
4816     </attribute>
4817     </type>
4818    
4819     <!--####################################################################-->
4820 root 1.1 <type number="0" name="Weak Wall">
4821     <required>
4822     <attribute arch="is_floor" value="0" />
4823     <attribute arch="alive" value="1" />
4824     <attribute arch="tear_down" value="1" />
4825     </required>
4826     <ignore>
4827     <ignore_list name="non_pickable" />
4828     </ignore>
4829     <description><![CDATA[
4830     A weak wall is a breakable spot amidsts a solid wall. Typically
4831     these weak walls look similar to their solid "relatives" except
4832 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4833 root 1.1 </description>
4834     <use><![CDATA[
4835     If you want to create hidden rooms, using weak walls is alot
4836     better than completely indiscernible passages in a wall.<br>
4837     Anyways, there can be a lot more to weak walls than just finding
4838     them: Rising their defensive stats, weak walls can become a
4839     serious obstacle. An ice wall might only be torn down by a fire
4840     attack for example. A granite wall for instance might be very
4841 root 1.37 hard to destroy.]]>
4842 root 1.1 </use>
4843     <attribute arch="alive" value="1" type="fixed" />
4844     <attribute arch="no_pick" value="1" type="fixed" />
4845     <attribute arch="tear_down" value="1" type="fixed" />
4846     <attribute arch="race" editor="race" type="string">
4847     For weak walls, &lt;race&gt; should always be set to "wall",
4848     unless you create something fancy like a building which
4849     is in fact meant to be a huge animal.
4850     Note that shovels slay walls, so they do tripple damage
4851     against weak walls.
4852     </attribute>
4853     <attribute arch="level" editor="level" type="int">
4854     The &lt;level&gt; of a weak wall works similar to monster levels.
4855     Due to the fact that weak walls cannot attack, the level
4856     is much less important though.
4857     </attribute>
4858     <attribute arch="hp" editor="health points" type="int">
4859     The &lt;health points&gt; of a weak wall define how long it takes to
4860     tear it down. With every successful hit from an opponent,
4861     &lt;health points&gt; get drained.
4862     </attribute>
4863     <attribute arch="maxhp" editor="max health" type="int">
4864     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4865     weak wall can have. Since walls generally don't heal, I doubt
4866     this has much real effect.
4867     </attribute>
4868     <attribute arch="ac" editor="armour class" type="int">
4869     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4870     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4871     </attribute>
4872 elmex 1.29 &resistances_basic;
4873 root 1.1 </type>
4874    
4875     <!--####################################################################-->
4876     <type number="15" name="Weapon">
4877     <description><![CDATA[
4878     Wielding a weapon, the object's stats will directly be inherited to the
4879     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4880 root 1.37 be improved with scrolls.]]>
4881 root 1.1 </description>
4882     <use><![CDATA[
4883     If you create artifacts (equipment) with stats- or resistance-bonus:
4884     Keep playbalance in mind! Such items mustn't be reachable without hard
4885 root 1.37 fighting AND questing.]]>
4886 root 1.1 </use>
4887     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4888     This number is a bitmask, specifying the weapon's attacktypes.
4889     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4890     have no more than one or two attacktypes. Keep in mind that all weapons
4891     can be blessed by the player's diety, thus adding an additional attacktype.
4892 root 1.3
4893 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4894     then he will do as much damage as the "best" of his attacktypes does. So,
4895     the more attacktypes you've got, the better your chance to take advantage
4896     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4897     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4898     </attribute>
4899     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4900     The &lt;weapontype&gt; characterizes the weapon's type of physical
4901     attack. It could best be considered a "subclassification"
4902     of the physical attacktype. For now, this is only used for
4903     attack messages!
4904 root 1.3
4905 root 1.1 You should always set this correctly when creating new
4906     weapons for your maps.
4907     </attribute>
4908     <attribute arch="skill" editor="skill name" type="string">
4909     Matching &lt;skill name&gt; of the skill that is required
4910     to use this weapon.
4911     </attribute>
4912     <attribute arch="dam" editor="damage" type="int">
4913     The damage value is used as base value for how much damage the weapon
4914     does per hit. The actual damage involves more dependencies,
4915     like wielder's level and defender's level. Look at existing weapons
4916     to get a feel for the range of weapon damage values.
4917     </attribute>
4918     <attribute arch="slaying" editor="slaying race" type="string">
4919     Slaying means the weapon does tripple (3x) damage to monsters of the
4920     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4921     only monsters of that archtype are hit with tripple damage.
4922 root 1.3
4923 root 1.1 No god blessings are possible for weapons with a race set in this entry
4924     (That's because god blessings add tripple damage against their own
4925     enemy races). Tripple damage is very effective.
4926     </attribute>
4927     <attribute arch="last_sp" editor="weapon speed" type="int">
4928     The weapon speed determines how often the wielder can swing the weapon
4929     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4930     is best (that is lightning- fast). A typical average value is 8.
4931     Speed and damage should be kept in reasonable relation.
4932     </attribute>
4933     <attribute arch="wc" editor="weapon class" type="int">
4934     The weapon class value adds to the overall weapon class of the wielder's
4935     melee attacks. Weapon class improves the chance of hitting the opponent.
4936     </attribute>
4937     <attribute arch="magic" editor="magic bonus" type="int">
4938     For a weapon, magic bonus works just like weapon class, except that
4939     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4940     less useful than direct weapon class value on a weapon.
4941     </attribute>
4942     <attribute arch="item_power" editor="item power" type="int">
4943     The &lt;item power&gt; value measures how "powerful" an artifact is.
4944     Players will only be able to wear equipment with a certain total
4945     amount of &lt;item power&gt;, depending on their own level. This is the
4946     only way to prevent low level players to wear "undeserved" equipment
4947     (like gifts from other players or cheated items).
4948 root 1.3
4949 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4950 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4951 root 1.1 calculate a provisional value at runtime, but this is never
4952     going to be an accurate measurement of &lt;item power&gt;.
4953     </attribute>
4954     <attribute arch="damned" editor="damnation" type="bool">
4955     A damned weapon cannot be unwielded unless
4956     the curse is removed. Removing damnations is
4957     a tick harder than removing curses.
4958     </attribute>
4959     <attribute arch="cursed" editor="curse" type="bool">
4960     A cursed weapon cannot be unwielded unless
4961     the curse is removed.
4962     </attribute>
4963     <attribute arch="lifesave" editor="save life" type="bool">
4964     An item with this flag enabled will save the players life
4965     for one time: When the player is wearing this item and his
4966 root 1.3 health points reach zero, the item disappears, replenishing
4967 root 1.1 half of the player's health.
4968 root 1.3
4969 root 1.1 An item with &lt;save life&gt; should not have
4970     any decent additional bonuses!
4971     </attribute>
4972     <attribute arch="unique" editor="unique item" type="bool">
4973     Unique items exist only one time on a server. If the item
4974     is taken, lost or destroyed - it's gone for good.
4975     </attribute>
4976     <attribute arch="startequip" editor="godgiven item" type="bool">
4977     A godgiven item vanishes as soon as the player
4978     drops it to the ground.
4979     </attribute>
4980 elmex 1.29 &player_stat_resist_sections;
4981 root 1.1 <section name="misc">
4982     <attribute arch="luck" editor="luck bonus" type="int">
4983     With positive luck bonus, the player is more likely to
4984     succeed in all sorts of things (spellcasting, praying,...).
4985     Unless the &lt;luck bonus&gt; is very high, the effect will be
4986     barely visible in-game. Luck bonus on one piece of equipment
4987     should never exceed 3, and such bonus should not be too
4988     frequently available.
4989     </attribute>
4990     <attribute arch="hp" editor="health regen." type="int">
4991     Positive &lt;health regen.&gt; bonus speeds up the
4992     player's healing process. Negative values slow it down.
4993     </attribute>
4994     <attribute arch="sp" editor="mana regen." type="int">
4995     Positive &lt;mana regen.&gt; bonus speeds up the
4996     player's mana regeneration. Negative values slow it down.
4997     </attribute>
4998     <attribute arch="grace" editor="grace regen." type="int">
4999     Positive &lt;grace regen.&gt; bonus speeds up the
5000     player's grace regeneration. Negative values slow it down.
5001     Since grace can be regenerated rather easy with praying,
5002     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5003     </attribute>
5004     <attribute arch="food" editor="food bonus" type="int">
5005     Positive &lt;food bonus&gt; slows down the player's digestion,
5006     thus he consumes less food. Negative values speed it up.
5007 root 1.3
5008 root 1.1 Note that food is consumed not only for "being alive", but
5009     also for healing and mana-regeneration.
5010     &lt;food bonus&gt; only affects the amount of food consumed
5011     for "being alive". Hence, even with high &lt;food bonus&gt;,
5012     during a fight a player can run out of food quickly.
5013     </attribute>
5014     <attribute arch="xrays" editor="xray vision" type="bool">
5015     Xray vision allows the player to see through obstacles
5016     in a two-square-wide radius. This is extremely helpful and
5017 root 1.3 desirable, so don't give it away for cheap on equipment.
5018 root 1.1 </attribute>
5019     <attribute arch="stealth" editor="stealth" type="bool">
5020     Stealth allows the player to move silently.
5021     This comes to effect if a player turns himself
5022     invisible and tries to sneak around monsters.
5023     (At least that was the idea behind it)
5024     </attribute>
5025     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5026     If a player is wearing any piece of equipment with
5027     the ability to &lt;reflect spells&gt;, all kinds of
5028     spell-bullets and -beams will bounce off him.
5029     This works only about 90% of all times, to
5030     avoid players being completely immune to certain
5031     types of attacks.
5032 root 1.3
5033 root 1.1 This is a very powerful ability and it
5034     shouldn't be handed out cheap!
5035     </attribute>
5036     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5037     If a player is wearing any piece of equipment with
5038     the ability to &lt;reflect missiles&gt;, all kinds of
5039     projectiles (e.g. arrows, bolts, boulders) will
5040     bounce off him. This works only about 90% of all
5041     times, to avoid players being completely immune to
5042     certain types of attacks.
5043     </attribute>
5044     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5045     Click on the &lt;attuned paths&gt; button to select spellpaths.
5046     The player will get attuned to the specified spellpaths
5047     while wearing this weapon.
5048     </attribute>
5049     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5050     Click on the &lt;repelled paths&gt; button to select spellpaths.
5051     The player will get repelled to the specified spellpaths
5052     while wearing this weapon.
5053     </attribute>
5054     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5055     Click on the &lt;denied paths&gt; button to select spellpaths.
5056     The specified spellpaths will be denied to the player
5057     while wearing this weapon.
5058     </attribute>
5059     </section>
5060     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5061     This text describes the weapons's "story". Every decent artifact weapon
5062     should have such a description.
5063     </attribute>
5064     </type>
5065    
5066 root 1.5 <type number="116" name="Event Connector">
5067     <description><![CDATA[
5068     Event connectors link specific events that happen to objects to
5069 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5070 root 1.5 </description>
5071     </type>
5072    
5073 root 1.1 </types>