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Revision: 1.46
Committed: Tue Jan 13 12:49:24 2009 UTC (15 years, 4 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.45: +38 -1 lines
Log Message:
added torch and lamp type documentation.

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 elmex 1.46 between 0 and 9, 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 elmex 1.46
849     <type number="81" name="Torch">
850     <description><![CDATA[
851     Torches are a special kind of Lamp, they are worn out by repeatedly
852     lightening them up (when the is_lightable flag is set) and otherwise
853     they can only be used once.]]>
854     </description>
855     <attribute arch="food" editor="burning duration" type="int">
856     This field specifies the burning duration of the torch.
857     </attribute>
858     <attribute arch="range" editor="enabled glow radius" type="int">
859     This field sets the glow radius of the torch if it is enabled.
860     If you want to make a torch that is already burning set the
861     "glow radius" field.
862     </attribute>
863     </type>
864    
865     <type number="82" name="Lamp">
866     <description><![CDATA[
867     Lamps are carryable light sources for players with a fuel tank.]]>
868     </description>
869     <attribute arch="speed" editor="burn speed" type="float">
870     This field is the speed of the lamp. (If the value 0.00208 is given
871     here the fuel field will specify the burning duration in minutes.)
872     </attribute>
873     <attribute arch="food" editor="fuel" type="int">
874     This field sets the burning duration of the lamp, which depends on the speed
875     field of this object.
876     </attribute>
877     <attribute arch="range" editor="enabled glow radius" type="int">
878     This field sets the glow radius of the lamp if it is enabled.
879     If you want to make a lamp that is already burning set the
880     "glow radius" field.
881     </attribute>
882     </type>
883    
884     <!--####################################################################-->
885 root 1.1 <type number="18" name="Altar">
886     <ignore>
887     <ignore_list name="non_pickable" />
888     </ignore>
889     <description><![CDATA[
890     When a player puts a defined number of certain items on the altar,
891     then either a spell is casted (on the player) or a connector is
892     triggered. If the latter is the case, the altar works only once.
893 root 1.37 Either way, the sacrificed item disappears.]]>
894 root 1.1 </description>
895     <attribute arch="no_pick" value="1" type="fixed" />
896 root 1.9 &move_on;
897 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
898     This string specifies the item that must be put on the altar to
899     activate it. It can either be the name of an archetype, or directly
900     the name of an object. Yet, titles are not recognized by altars.
901 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
902     See also the "drop amount" attribute.
903 root 1.1 </attribute>
904     <attribute arch="food" editor="drop amount" type="int">
905     The drop amount specifies the amount of items (specified
906 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
907 root 1.1
908     If &lt;match item name&gt; is set to "money", then the value of the
909     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
910 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
911 root 1.1
912     Note that the maximum possible for &lt;drop amount&gt; is 32767.
913     </attribute>
914 root 1.45 <attribute arch="connected" editor="connection" type="string">
915 root 1.1 If a connection value is set, the altar will trigger all objects
916     with the same value, when activated. This will only work once.
917     </attribute>
918     <attribute arch="sp" editor="spell" type="spell">
919     When activated, the selected &lt;spell&gt; will be casted (once, on the
920     player). This should work for any given spell. The altar will work
921 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
922 root 1.1 one altar.
923     </attribute>
924     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
925     This text will be displayed to the player
926     in the exact moment when the altar is activated.
927     </attribute>
928     </type>
929    
930     <!--####################################################################-->
931     <type number="31" name="Altar Trigger">
932     <ignore>
933     <ignore_list name="non_pickable" />
934     </ignore>
935     <description><![CDATA[
936     Altar_triggers work pretty much like normal altars
937     (drop sacrifice -> connection activated), except for the fact that
938 root 1.37 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
939 root 1.1 </description>
940     <use><![CDATA[
941     Altar_triggers are very useful if you want to charge a price for...
942     <UL>
943     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
944 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
945 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
946     </UL>
947     The big advantage over normal altars is the infinite usability
948     of altar_triggers! If there are ten players on one server, they're
949 root 1.37 quite grateful if things work more than once. =)]]>
950 root 1.1 </use>
951     <attribute arch="no_pick" value="1" type="fixed" />
952     <attribute arch="slaying" editor="match item name" type="string">
953     This string specifies the item that must be put on the altar to
954     activate it. It can either be the name of an archetype, or directly
955     the name of an object. Yet, titles are not recognized by altars.
956 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
957     See also the "drop amount" attribute.
958 root 1.1 </attribute>
959     <attribute arch="food" editor="drop amount" type="int">
960     The drop amount specifies the amount of items (specified
961 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
962 root 1.1
963     If &lt;match item name&gt; is set to "money", then the value of the
964     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
965 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
966 root 1.1
967     Note that the maximum possible for &lt;drop amount&gt; is 32767.
968     </attribute>
969 root 1.45 <attribute arch="connected" editor="connection" type="string">
970 root 1.1 If a connection value is set, the altar will trigger all objects
971     with the same value, when activated. This will only work once.
972     </attribute>
973     <attribute arch="sp" editor="spell" type="spell">
974     When activated, this &lt;spell&gt; will be casted (once, on the player).
975 root 1.3 This should work for any given spell. The altar will work infinitely
976 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
977     </attribute>
978     <attribute arch="exp" editor="reset time" type="int">
979     Being activated, the altar will reset after &lt;reset time&gt; ticks.
980     After reset, the altar is ready to be activated once again.
981     The default &lt;reset time&gt; is 30.
982     </attribute>
983     <attribute arch="last_sp" editor="ignore reset" type="bool">
984     If this attribute is enabled, the altar_trigger won't push the
985     connected value by altar reset. Only ONCE by dropping the sacrifice.
986     This is typically used when the altar is connected to a creator,
987 root 1.3 e.g. for selling tickets.
988 root 1.1
989     If this attribute is disabled (default), the altar_trigger
990     will push the connected value TWICE per sacrifice: First by
991     dropping sacrifice, second by reset. This mode is typically
992     used for altars being connected to gates, resulting in the
993     gate being opened and closed again.
994     </attribute>
995 root 1.9 &move_on;
996 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
997     This text will be displayed to the player
998     in the exact moment when the altar is activated.
999     </attribute>
1000     </type>
1001    
1002     <!--####################################################################-->
1003 elmex 1.29 <type number="74" name="Skill Tool">
1004     <description><![CDATA[
1005     Wearing a skill tool will give the player the ability to use a skill.
1006 root 1.37 ]]>
1007 elmex 1.29 </description>
1008     <use><![CDATA[
1009     Feel free to assign resistancies and stats to a skill tools or change
1010     the skill that is given.
1011 root 1.37 ]]>
1012 elmex 1.29 </use>
1013     <attribute arch="skill" editor="skill name" type="string">
1014     This field describes which skill the player will be able to use wearing this item.
1015     </attribute>
1016     &player_stat_resist_sections;
1017     </type>
1018     <!--####################################################################-->
1019 root 1.1 <type number="39" name="Amulet">
1020     <description><![CDATA[
1021     Wearing an amulet, the object's stats will directly be inherited to
1022 root 1.37 the player. Amulets are usually meant for protection and defense.]]>
1023 root 1.1 </description>
1024     <use><![CDATA[
1025     Feel free to create your own special artifacts. However, it is very
1026 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1027 root 1.1 </use>
1028     <attribute arch="ac" editor="armour class" type="int">
1029     This value defines the amount of armour-class bonus for wearing
1030     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1031     values are better. It should usually be set only for armour-like equipment.
1032     </attribute>
1033     <attribute arch="wc" editor="weapon class" type="int">
1034     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1035     melee attacks. Weapon class improves the chance of hitting the opponent.
1036     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1037     be set only for weapon-like items. Lower values are better.
1038     </attribute>
1039     <attribute arch="item_power" editor="item power" type="int">
1040     The &lt;item power&gt; value measures how "powerful" an artifact is.
1041     Players will only be able to wear equipment with a certain total
1042     amount of &lt;item power&gt;, depending on their own level. This is the
1043     only way to prevent low level players to wear "undeserved" equipment
1044     (like gifts from other players or cheated items).
1045 root 1.3
1046 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1047 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1048 root 1.1 calculate a provisional value at runtime, but this is never
1049     going to be an accurate measurement of &lt;item power&gt;.
1050     </attribute>
1051     <attribute arch="damned" editor="damnation" type="bool">
1052     A damned piece of equipment cannot be unwielded unless the curse
1053     is removed. Removing damnations is a tick harder than removing curses.
1054     </attribute>
1055     <attribute arch="cursed" editor="curse" type="bool">
1056     A cursed piece of equipment cannot be unwielded
1057     unless the curse is removed.
1058     </attribute>
1059     <attribute arch="lifesave" editor="save life" type="bool">
1060     An item with this flag enabled will save the players life
1061     for one time: When the player is wearing this item and his
1062 root 1.3 health points reach zero, the item disappears, replenishing
1063 root 1.1 half of the player's health.
1064 root 1.3
1065 root 1.1 An item with &lt;save life&gt; should not have
1066     any decent additional bonuses!
1067     </attribute>
1068     <attribute arch="unique" editor="unique item" type="bool">
1069     Unique items exist only one time on a server. If the item
1070     is taken, lost or destroyed - it's gone for good.
1071     </attribute>
1072     <attribute arch="startequip" editor="godgiven item" type="bool">
1073     A godgiven item vanishes as soon as the player
1074     drops it to the ground.
1075     </attribute>
1076     <attribute arch="applied" editor="is applied" type="bool">
1077     If you put this item into the inventory of a monster, and
1078     you want the monster to use/wear the item - you must set
1079     &lt;is applied&gt;.
1080     Enabling this flag doesn't make any sense if the item
1081     is NOT in a monster's inventory.
1082     </attribute>
1083 elmex 1.29 &player_stat_resist_sections;
1084 root 1.1 <section name="misc">
1085     <attribute arch="luck" editor="luck bonus" type="int">
1086     With positive luck bonus, the player is more likely to
1087     succeed in all sorts of things (spellcasting, praying,...).
1088     Unless the &lt;luck bonus&gt; is very high, the effect will be
1089     barely visible in-game. Luck bonus on one piece of equipment
1090     should never exceed 3, and such bonus should not be too
1091     frequently available.
1092     </attribute>
1093     <attribute arch="hp" editor="health regen." type="int">
1094     Positive &lt;health regen.&gt; bonus speeds up the
1095     player's healing process. Negative values slow it down.
1096     </attribute>
1097     <attribute arch="sp" editor="mana regen." type="int">
1098     Positive &lt;mana regen.&gt; bonus speeds up the
1099     player's mana regeneration. Negative values slow it down.
1100     </attribute>
1101     <attribute arch="grace" editor="grace regen." type="int">
1102     Positive &lt;grace regen.&gt; bonus speeds up the
1103     player's grace regeneration. Negative values slow it down.
1104     Since grace can be regenerated rather easy with praying,
1105     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1106     </attribute>
1107     <attribute arch="food" editor="food bonus" type="int">
1108     Positive &lt;food bonus&gt; slows down the player's digestion,
1109     thus he consumes less food. Negative values speed it up.
1110 root 1.3
1111 root 1.1 Note that food is consumed not only for "being alive", but
1112     also for healing and mana-regeneration.
1113     &lt;food bonus&gt; only affects the amount of food consumed
1114     for "being alive". Hence, even with high &lt;food bonus&gt;,
1115     during a fight a player can run out of food quickly.
1116     </attribute>
1117     <attribute arch="xrays" editor="xray vision" type="bool">
1118     Xray vision allows the player to see through obstacles
1119     in a two-square-wide radius. This is extremely helpful and
1120 root 1.3 desirable, so don't give it away for cheap on equipment.
1121 root 1.1 </attribute>
1122     <attribute arch="stealth" editor="stealth" type="bool">
1123     Stealth allows the player to move silently.
1124     This comes to effect if a player turns himself
1125     invisible and tries to sneak around monsters.
1126     (At least that was the idea behind it)
1127     </attribute>
1128     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1129     If a player is wearing any piece of equipment with
1130     the ability to &lt;reflect spells&gt;, all kinds of
1131     spell-bullets and -beams will bounce off him.
1132     This works only about 90% of all times, to
1133     avoid players being completely immune to certain
1134     types of attacks.
1135 root 1.3
1136 root 1.1 This is a very powerful ability and it
1137     shouldn't be handed out cheap!
1138     </attribute>
1139     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1140     If a player is wearing any piece of equipment with
1141     the ability to &lt;reflect missiles&gt;, all kinds of
1142     projectiles (e.g. arrows, bolts, boulders) will
1143     bounce off him. This works only about 90% of all
1144     times, to avoid players being completely immune to
1145     certain types of attacks.
1146     </attribute>
1147 root 1.9 &move_type;
1148 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1149     Click on the &lt;attuned paths&gt; button to select spellpaths.
1150     The player will get attuned to the specified spellpaths
1151     while wearing this item.
1152     </attribute>
1153     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1154     Click on the &lt;repelled paths&gt; button to select spellpaths.
1155     The player will get repelled to the specified spellpaths
1156     while wearing this item.
1157     </attribute>
1158     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1159     Click on the &lt;denied paths&gt; button to select spellpaths.
1160     The specified spellpaths will be denied to the player
1161     while wearing this item.
1162     </attribute>
1163     </section>
1164     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1165     This text describes the item's "story". Every decent artifact
1166     should have such a description.
1167     </attribute>
1168     </type>
1169    
1170     <!--####################################################################-->
1171     <type number="58" name="Battleground">
1172     <ignore>
1173     <ignore_list name="non_pickable" />
1174     </ignore>
1175     <description><![CDATA[
1176     Battleground is very special: In short, players can die on battleground
1177     without any death penalties. They don't loose or gain experience
1178     while on battleground. Acid, draining and depletion effects don't
1179     work either.
1180     When a player dies on battleground, he gets teleported to an exit
1181 root 1.37 location which is defined in the battleground object.]]>
1182 root 1.1 </description>
1183     <use><![CDATA[
1184     Battleground is only meant for player vs. player duels. You can
1185     design combat arenas similiar to the one in scorn.<br>
1186     What should NEVER be done is placing battleground tiles in
1187     open dungeons or other free kinds of land.
1188     It must not be possible to gain significant treasure for fighting
1189     on battleground, because it bears no risk.<br><br>
1190     (Battleground will cease to work when the image or name is changed,
1191     or when it is placed beneath another floor tile.
1192     This is not a bug, it is there to prevent any attempts of placing
1193 root 1.37 "hidden" battleground tiles anywhere.)]]>
1194 root 1.1 </use>
1195     <attribute arch="no_pick" value="1" type="fixed" />
1196     <attribute arch="is_floor" value="1" type="fixed" />
1197     <attribute arch="hp" editor="destination X" type="int">
1198     The exit destinations define the (x, y)-coordinates where players
1199     get teleported after they died on this battleground.
1200     </attribute>
1201     <attribute arch="sp" editor="destination Y" type="int">
1202     The exit destinations define the (x, y)-coordinates where players
1203     get teleported after they died on this battleground.
1204     </attribute>
1205     </type>
1206    
1207     <!--####################################################################-->
1208 root 1.32 <type number="165" name="Safe ground">
1209 elmex 1.19 <ignore>
1210     <ignore_list name="non_pickable" />
1211     </ignore>
1212     <description><![CDATA[
1213     Safe ground is a special object that prevents any effects that might
1214     be harmful for the map, other players or items on the map.
1215     It blocks all magic and prayers, usage of alchemy, prevents potions
1216 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1217     do cast spells still work.
1218 root 1.37 ]]>
1219 elmex 1.19 </description>
1220     <use><![CDATA[
1221 elmex 1.20 Safe ground can be used to prevents any means of burning
1222     or destroying the items in a shop. Put this object below all floor tiles
1223     in your map and your shop will be safe. It's generally useful for making
1224     areas where really no kind of spell should be invoked by a player.
1225 root 1.37 ]]>
1226 elmex 1.19 </use>
1227 root 1.31 &movement_types_terrain;
1228 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1229     </type>
1230    
1231     <!--####################################################################-->
1232 root 1.1 <type number="8" name="Book">
1233     <description><![CDATA[
1234 root 1.37 Applying a book, the containing message is displayed to the player.]]>
1235 root 1.1 </description>
1236     <attribute arch="level" editor="literacy level" type="int">
1237     If this value is set to be greater than zero, the player needs a
1238     certain literacy level to succeed reading the book. The book can be
1239     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1240     book can be a nice idea, personally I like it when a player needs
1241     more than his fighting skills to solve a quest. However, keep the
1242     booklevel at least below 15 because it is quite hard to gain high
1243     mental levels.
1244     </attribute>
1245     <attribute arch="startequip" editor="godgiven item" type="bool">
1246     A godgiven item vanishes as soon as the player
1247     drops it to the ground.
1248     </attribute>
1249     <attribute arch="unique" editor="unique item" type="bool">
1250     Unique items exist only one time on a server. If the item
1251     is taken, lost or destroyed - it's gone for good.
1252     </attribute>
1253     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1254     This is the text that appears "written" in the book.
1255     </attribute>
1256 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1257     This is the key string of the book. The key string is checked by an inventory checker.
1258     (This is used eg. for the gate/port passes in scorn)
1259     </attribute>
1260 elmex 1.43 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1261     If this flag is true the player won't be able to identify this
1262     item with by using a skill.
1263     </attribute>
1264 root 1.1 </type>
1265    
1266     <!--####################################################################-->
1267     <type number="99" name="Boots">
1268     <import_type name="Amulet" />
1269     <description><![CDATA[
1270     Wearing boots, the object's stats will directly be inherited to
1271     the player. Usually enhancing his speed, or granting some minor
1272 root 1.37 protection bonus.]]>
1273 root 1.1 </description>
1274     <use><![CDATA[
1275     Feel free to create your own special artifacts. However, it is very
1276 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1277 root 1.1 </use>
1278     <attribute arch="exp" editor="speed bonus" type="int">
1279     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1280     while worn. This kind of bonus is quite desirable for players of low-
1281     and medium level. High level players usually have fastest possible
1282     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1283     Still, this bonus is good for nice artifacts - not everything has
1284     to be for highest level.
1285     </attribute>
1286     <attribute arch="magic" editor="magic bonus" type="int">
1287     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1288     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1289     than direct armour-class bonus on the boots.
1290 root 1.3
1291 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1292     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1293     </attribute>
1294     </type>
1295    
1296     <!--####################################################################-->
1297 root 1.3 <type number="104" name="Bracers">
1298     <import_type name="Amulet" />
1299     <description><![CDATA[
1300     Bracers are armour-plates worn around the wrists.
1301     Wearing bracer, the object's stats will directly be inherited to
1302 root 1.37 the player. Usually enhancing his defense.]]>
1303 root 1.3 </description>
1304     <use><![CDATA[
1305     Feel free to create your own special artifacts. However, it is very
1306 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1307 root 1.3 </use>
1308     <attribute arch="magic" editor="magic bonus" type="int">
1309     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1310     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1311     than direct armour-class bonus on the bracers.
1312     </attribute>
1313     </type>
1314    
1315     <!--####################################################################-->
1316     <type number="16" name="Brestplate Armour">
1317     <import_type name="Amulet" />
1318     <description><![CDATA[
1319     Wearing an armour, the object's stats will directly be inherited to
1320 root 1.37 the player. Usually enhancing his defense.]]>
1321 root 1.3 </description>
1322     <use><![CDATA[
1323     Feel free to create your own special artifacts. However, it is very
1324 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1325 root 1.3 </use>
1326     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1327     This poses a penalty to spell regeneration speed, for wearing the armour.
1328     The bigger the spellpoint penalty, the worse.
1329     </attribute>
1330     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1331     Slowdown penalty reduces the player's walking speed when wearing the
1332     armour. Bigger values are worse - zero is best.
1333     </attribute>
1334     <attribute arch="magic" editor="magic bonus" type="int">
1335     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1336     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1337     than direct armour-class bonus on the armour.
1338     </attribute>
1339     </type>
1340    
1341     <!--####################################################################-->
1342 root 1.1 <type number="92" name="Button">
1343     <ignore>
1344     <ignore_list name="non_pickable" />
1345     </ignore>
1346     <description><![CDATA[
1347     When a predefined amount of weigh is placed on a button, the
1348     &lt;connection&gt; value is triggered. In most cases this happens when a
1349     player or monster steps on it. When the button is "released", the
1350 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1351 root 1.1 </description>
1352 root 1.9 &move_on;
1353     &move_off;
1354 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1355 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1356 root 1.1 The button is pressed (triggered), as soon as
1357     &lt;press weigh&gt; gram are placed ontop of it.
1358     </attribute>
1359 root 1.45 <attribute arch="connected" editor="connection" type="string">
1360 root 1.1 Every time the button is pressed or released, all objects
1361     with the same &lt;connection&gt; value are activated.
1362     </attribute>
1363     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1364     This text may describe the item. You can use this
1365     message to explain the button's purpose to the player.
1366     </attribute>
1367     </type>
1368    
1369     <!--####################################################################-->
1370 root 1.3 <type number="30" name="Button Trigger">
1371     <import_type name="Button" />
1372     <ignore>
1373     <ignore_list name="non_pickable" />
1374     </ignore>
1375     <description><![CDATA[
1376     Handle buttons are buttons which reset after a short period
1377     of time. Every time it is either applied or reset, the
1378 root 1.37 &lt;connection&gt; value is triggered.]]>
1379 root 1.3 </description>
1380     </type>
1381    
1382     <!--####################################################################-->
1383     <type number="37" name="Class Changer">
1384     <ignore>
1385     <ignore_list name="non_pickable" />
1386     </ignore>
1387     <description><![CDATA[
1388 root 1.37 Class changer are used while creating a character.]]>
1389 root 1.3 </description>
1390     <attribute arch="randomitems" editor="class items" type="treasurelist">
1391     This entry determines which initial items the character receives.
1392     </attribute>
1393     <section name="stats">
1394     <attribute arch="Str" editor="strength" type="int">
1395     The player's strength will rise by the given value if he chooses this
1396     class. (Negative values make strength fall)
1397     </attribute>
1398     <attribute arch="Dex" editor="dexterity" type="int">
1399     The player's dexterity will rise by the given value if he chooses this
1400     class. (Negative values make dexterity fall)
1401     </attribute>
1402     <attribute arch="Con" editor="constitution" type="int">
1403     The player's constitution will rise by the given value if he chooses this
1404     class. (Negative values make constitution fall)
1405     </attribute>
1406     <attribute arch="Int" editor="intelligence" type="int">
1407     The player's intelligence will rise by the given value if he chooses this
1408     class. (Negative values make intelligence fall)
1409     </attribute>
1410     <attribute arch="Pow" editor="power" type="int">
1411     The player's power will rise by the given value if he chooses this
1412     class. (Negative values make power fall)
1413     </attribute>
1414     <attribute arch="Wis" editor="wisdom" type="int">
1415     The player's wisdom will rise by the given value if he chooses this
1416     class. (Negative values make wisdom fall)
1417     </attribute>
1418     <attribute arch="Cha" editor="charisma" type="int">
1419     The player's charisma will rise by the given value if he chooses this
1420     class. (Negative values make charisma fall)
1421     </attribute>
1422     </section>
1423     </type>
1424    
1425     <!--####################################################################-->
1426 root 1.1 <type number="87" name="Cloak">
1427     <import_type name="Amulet" />
1428     <description><![CDATA[
1429     Wearing a cloak, the object's stats will directly be inherited to
1430     the player. Cloaks usually add minor &lt;armour class&gt; and
1431 root 1.37 sometimes a bit of resistance.]]>
1432 root 1.1 </description>
1433     <use><![CDATA[
1434     Feel free to create your own special artifacts. However, it is very
1435 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1436 root 1.1 </use>
1437     <attribute arch="magic" editor="magic bonus" type="int">
1438     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1439     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1440     than direct armour-class bonus on the cloak.
1441 root 1.3
1442 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1443     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1444     </attribute>
1445     </type>
1446    
1447     <!--####################################################################-->
1448     <type number="9" name="Clock">
1449     <description><![CDATA[
1450 root 1.37 Applying a clock, the time is displayed to the player.]]>
1451 root 1.1 </description>
1452     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1453     This text may describe the item
1454     </attribute>
1455     </type>
1456    
1457     <!--####################################################################-->
1458     <type number="122" name="Container">
1459     <description><![CDATA[
1460     A player can put (certain kinds of) items in the container.
1461     The overall weight of items is reduced when put inside a
1462     container, depending on the settings.
1463     <br><br>
1464     A special feature of containers is the "cauldron",
1465 root 1.37 capable of mixing alchemical receipes.]]>
1466 root 1.1 </description>
1467     <use><![CDATA[
1468     Note on chests - There are two types of chests:
1469     <UL>
1470     <LI> First the random treasure chests - Those are NOT containers
1471     (but object type Treasure), they create random treasures when
1472     applied. Archetype name is "chest".
1473     <LI> Second there are the permanent chests - Those are containers,
1474     they can be opened and closed again. Archetype name is "chest_2".
1475 root 1.37 </UL>]]>
1476 root 1.1 </use>
1477     <attribute arch="race" editor="container class" type="string">
1478     If set, the container will hold only certain types of objects.
1479     Possible choices for &lt;container class&gt; are: "gold and jewels",
1480 root 1.3 "arrows" and "keys".
1481    
1482 root 1.1 Unfortunately it is not easy to create new container
1483     classes, because items need a matching counterpiece-attribute
1484     to the &lt;container class&gt; before they can be put inside a
1485     container. This attribute ("race") is set only for the existing
1486     container classes.
1487     </attribute>
1488     <attribute arch="slaying" editor="key string" type="string">
1489     If &lt;key string&gt; is set, only players with a special key
1490     of matching &lt;key string&gt; are able to open the container.
1491     </attribute>
1492     <attribute arch="container" editor="maximum weight" type="int">
1493     The container can hold a maximum total weight of the given value
1494     in gram. Note that this weight limit is calculated *after* the
1495     weight reduction (&lt;reduce weight&gt;) has been applied.
1496     </attribute>
1497     <attribute arch="Str" editor="reduce weight %" type="int">
1498     This value determines how much the weight of items is reduced in
1499     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1500     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1501     Most default values are in the range of ten.
1502     </attribute>
1503     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1504     If set, the container can be used as alchemy-cauldron.
1505     The player can put ingredients inside, close it, cast alchemy
1506     and if his formulae is true, he'll get what he longed for.
1507     </attribute>
1508     <attribute arch="unique" editor="unique item" type="bool">
1509     Unique items exist only one time on a server. If the item
1510     is taken, lost or destroyed - it's gone for good.
1511     All contents of a unique container are unique as well.
1512     </attribute>
1513     <attribute arch="startequip" editor="godgiven item" type="bool">
1514     A godgiven item vanishes as soon as the player
1515     drops it to the ground.
1516     </attribute>
1517     <attribute arch="other_arch" editor="animation arch" type="string">
1518     This is used for a certain kind of... "animation" when
1519     opening the container. Stick to the default arches here
1520     and you won't get into trouble.
1521     </attribute>
1522     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1523     This text may contain a description of the container.
1524     </attribute>
1525     </type>
1526    
1527     <!--####################################################################-->
1528     <type number="103" name="Converter">
1529     <ignore>
1530     <attribute arch="value" />
1531     <attribute arch="nrof" />
1532     <attribute arch="name_pl" />
1533     <attribute arch="no_pick" />
1534 elmex 1.42 <attribute arch="unpaid" />
1535 root 1.1 <attribute arch="title" />
1536     </ignore>
1537     <description><![CDATA[
1538     Converters are like "exchange tables". When the player drops a
1539     specific type of items, they get converted into other items, at a
1540 root 1.37 predefined exchange-ratio.]]>
1541 root 1.1 </description>
1542     <use><![CDATA[
1543     Converters are better than shopping with doormats, because the
1544     converters never get sold out. For some items like food or jewels
1545     those "exchange tables" are really nice, while for the more important
1546     stuff like potions converters should not exist.
1547     <br><br>
1548     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1549     items on a converter, the stuff you get must be of equal or lesser
1550     value than before! (Except if you are using "rare" items like
1551     dragonscales for payment). The code will not check if your ratio is
1552 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1553 root 1.1 </use>
1554     <attribute arch="no_pick" value="1" type="fixed" />
1555     <attribute arch="slaying" editor="cost arch" type="string">
1556     &lt;cost arch&gt; is the name of the archetype the player has to
1557     put on the converter, as payment.
1558     </attribute>
1559     <attribute arch="food" editor="cost number" type="int">
1560     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1561     on the converter, in order to get &lt;receive number&gt; items
1562     of &lt;receive arch&gt;.
1563     </attribute>
1564     <attribute arch="other_arch" editor="receive arch" type="string">
1565     &lt;receive arch&gt; is the name of the archetype to convert into.
1566 root 1.2 This field is ignored if the converter has items in inventory. In this
1567     case one of the inventory items is duplicated. The duplicated item is
1568     randomly chosen from all items present.
1569 root 1.1 </attribute>
1570     <attribute arch="sp" editor="receive number" type="int">
1571     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1572     on the converter, in order to get &lt;receive number&gt; items
1573     of &lt;receive arch&gt;.
1574     </attribute>
1575     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1576     This text may contain a description of the converter.
1577     </attribute>
1578 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1579     If the converter has this flag set the generated items will
1580 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1581     (For instance for 'dragon scale' to 'dragon shield' converters in some
1582     armour shops.)
1583     </attribute>
1584 root 1.1 </type>
1585    
1586     <!--####################################################################-->
1587     <type number="42" name="Creator">
1588     <ignore>
1589     <ignore_list name="system_object" />
1590     </ignore>
1591     <description><![CDATA[
1592     A creator is an object which creates another object when it
1593     is triggered. The child object can be anything. Creators are
1594 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1595 root 1.37 periodically create things.]]>
1596 root 1.1 </description>
1597     <use><![CDATA[
1598     Don't hesitate to hide your creators under the floor.
1599 root 1.37 The created items will still always appear ontop of the floor.]]>
1600 root 1.1 </use>
1601     <attribute arch="no_pick" value="1" type="fixed" />
1602     <attribute arch="other_arch" editor="create arch" type="string">
1603     This string defines the object that will be created.
1604     You can choose any of the existing arches.
1605 root 1.2 This field is ignored if the creator has items in inventory. In this case
1606     one of the inventory items is duplicated. The duplicated item is randomly
1607     chosen from all items present.
1608 root 1.1 </attribute>
1609 root 1.45 <attribute arch="connected" editor="connection" type="string">
1610 root 1.1 Whenever the connection value is activated,
1611 root 1.3 the creator gets triggered.
1612 root 1.1 </attribute>
1613 elmex 1.16 &activate_on;
1614 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1615     If &lt;infinit uses&gt; is set, the creator will work
1616 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1617 root 1.1 </attribute>
1618 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1619     When this field is set the creator will periodically create stuff
1620     (and will still do so when the connection is triggered).
1621     A value of 1 means roughly 8 times a second.
1622     </attribute>
1623 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1624     The creator can be triggered &lt;number of uses&gt; times, thus
1625     creating that many objects, before it dissappears.
1626     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1627     </attribute>
1628     <attribute arch="slaying" editor="name of creation" type="string">
1629 root 1.2 The created object will bear the name and title specified in &lt;name of
1630     creation&gt;. If nothing is set, the standard name and title of the
1631     archetype is used.
1632 root 1.1 </attribute>
1633     <attribute arch="level" editor="level of creation" type="int">
1634     The created object will be of that level. If zero/unset,
1635     the standard level of the archetype is used.
1636     </attribute>
1637     </type>
1638    
1639     <!--####################################################################-->
1640     <type number="51" name="Detector">
1641     <ignore>
1642     <ignore_list name="system_object" />
1643     </ignore>
1644     <description><![CDATA[
1645     Detectors work quite much like inv. checkers/pedestals: If the detector
1646     finds a specific object, it toggles its connected value.
1647     <br><br>
1648     What is "unique" about them, compared to inv. checkers/ pedestals?
1649     - First, detectors check their square for a match periodically, not
1650     instantly. Second, detectors check directly for object names. Third,
1651 root 1.37 detectors do not check the inventory of players/monsters.]]>
1652 root 1.1 </description>
1653     <use><![CDATA[
1654     There is one major speciality about detectors: You can detect spells
1655     blown over a detector! To detect a lighting bolt for example, set
1656     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1657 root 1.37 walls, this can be very useful for map-mechanisms.]]>
1658 root 1.1 </use>
1659     <attribute arch="no_pick" value="1" type="fixed" />
1660     <attribute arch="slaying" editor="match name" type="string">
1661     &lt;match name&gt; specifies the name of the object we are looking for.
1662     Actually it does also check for the &lt;key string&gt; in key-objects,
1663     but for this case inventory checkers are often more powerful to use.
1664     </attribute>
1665 root 1.45 <attribute arch="connected" editor="connection" type="string">
1666 root 1.1 When the detector is triggered, all objects with the same
1667     connection value get activated.
1668     </attribute>
1669     <attribute arch="speed" editor="detection speed" type="float">
1670     This value defines the time between two detector-checks.
1671     If you want the detector to behave almost like pedestals/buttons,
1672     set speed rather high, like &lt;detection speed&gt; 1.0.
1673     </attribute>
1674 root 1.12 &speed_left;
1675     <attribute arch="speed_left" editor="speed left" type="float">
1676     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1677     If it is larger than 0, the detector checks, and the speed is decremented
1678     by 1.
1679     </attribute>
1680 root 1.1 </type>
1681    
1682     <!--####################################################################-->
1683 root 1.44 <type number="164" name="Map Script">
1684     <ignore>
1685     <ignore_list name="system_object" />
1686     </ignore>
1687     <description><![CDATA[
1688     The map script object is a very special object that can react to connected
1689     events and executes a perl script.
1690     ]]>
1691     </description>
1692     <use><![CDATA[
1693     The perl script gets passed an $activator object and can use the set/get/find/timer functions
1694     to react to/trigger other objects.
1695     ]]>
1696     </use>
1697 root 1.45 <attribute arch="connected" editor="connection" type="string">
1698 root 1.44 When the map script object is triggered, it will execute
1699     the perl script with the triggering object as $activator.
1700     </attribute>
1701     &activate_on;
1702     <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1703     This perl script will be executed each time the objetc is triggered.
1704     </attribute>
1705     </type>
1706    
1707     <!--####################################################################-->
1708 root 1.1 <type number="112" name="Director">
1709     <ignore>
1710     <ignore_list name="non_pickable" />
1711     </ignore>
1712     <description><![CDATA[
1713     Directors change the direction of spell objects and other projectiles
1714     that fly past. Unlike spinners, directors always move objects in the
1715     same direction. It does not make a difference from what angle you
1716     shoot into it.<br>
1717 root 1.37 Directors are visible per default.]]>
1718 root 1.1 </description>
1719     <use><![CDATA[
1720     Directors are rarely used in maps. Sometimes they are placed to
1721     change the direction of spells coming out of magic walls,
1722     "channeling" spell-projectiles in some direction. When doing this,
1723     <B>never place directors facing each other with magic walls fireing
1724     into them!</B> The spell-projectiles bouncing between the directors
1725     would accumulate to huge numbers and at some point slow down the
1726     server by eating memory- and CPU-time.
1727     <br><br>
1728     You'd better not place directors in monster vs. player combat
1729 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1730 root 1.1 </use>
1731     <attribute arch="sp" editor="direction" type="list_direction">
1732     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1733     A director with direction &lt;none&gt; simply stops projectiles.
1734     (The latter works out a bit strange for some spells).
1735     </attribute>
1736 root 1.9 &move_on;
1737 root 1.1 </type>
1738    
1739     <!--####################################################################-->
1740     <type number="158" name="Disease">
1741     <ignore>
1742     <ignore_list name="system_object" />
1743     </ignore>
1744     <description><![CDATA[
1745 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1746 root 1.1 Once casted, they can spread out and infect creatures in a large
1747     area. Being infected can have various effects, from amusing farts
1748 root 1.37 to horrible damage - almost everything is possible.]]>
1749 root 1.1 </description>
1750     <use><![CDATA[
1751     Diseases are extremely flexible and usable in a many ways.
1752     So far they are mostly used for causing bad, unwanted effects.
1753     You could just as well create a disease which helps the player
1754     (recharging mana for example).
1755 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1756 root 1.1 </use>
1757     <attribute arch="invisible" value="1" type="fixed" />
1758     <attribute arch="level" editor="plaque level" type="int">
1759     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1760     This mainly reflects in the &lt;damage&gt;. It has no effect on
1761     most other symptoms. Neverthless, it is a very important value for
1762     all damage-inflicting diseases.
1763     </attribute>
1764     <attribute arch="race" editor="infect race" type="string">
1765     The disease will only infect creatures of the specified &lt;race&gt;.
1766     "&lt;race&gt; *" means every creature can be infected.
1767     </attribute>
1768     <attribute arch="ac" editor="progressiveness" type="int">
1769     Every time the disease "moves" the severity of the symptoms are increased
1770     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1771     </attribute>
1772     <section name="spreading">
1773     <attribute arch="wc" editor="infectiosness" type="int">
1774     The &lt;infectiosness&gt; defines the chance of new creatures getting
1775     infected. If you set this too high, the disease is very likely to
1776     be too effective.
1777 root 1.3
1778 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1779     </attribute>
1780     <attribute arch="last_grace" editor="attenuation" type="int">
1781     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1782     everytime it infects someone new. This limits how many generations
1783     a disease can propagate.
1784     </attribute>
1785     <attribute arch="magic" editor="infection range" type="int">
1786     &lt;infection range&gt; sets the range at which infection may occur.
1787     If positive, the &lt;infection range&gt; is level dependant - If negative,
1788     it is not:
1789     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1790 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1791 root 1.1 </attribute>
1792     <attribute arch="maxhp" editor="persistence" type="int">
1793     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1794     The disease can "move" &lt;persistence&gt; times outside a host before it
1795     vanishes. A negative value means the disease lasts for permanent
1796     (which is only recommended to use in maps without monsters).
1797     </attribute>
1798     <attribute arch="maxgrace" editor="curing duration" type="int">
1799     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1800     (Assuming the host survives and doesn't use a curing spell).
1801     After this period the disease is naturally cured, which provides the
1802     host with immunity from this particular disease of lower or equal level.
1803 root 1.3
1804 root 1.1 A negative value means the disease can never be cured naturally.
1805 root 1.3
1806 root 1.1 Note that this value can be further modulated by spell-parameters,
1807     if the disease is registered as spell in the code. Due to that,
1808     most default diseases take a lot longer to cure than it seems.
1809     </attribute>
1810     <attribute arch="speed" editor="moving speed" type="float">
1811     The &lt;speed&gt; of the disease determines how fast the disease will
1812     "move", thus how fast the symptoms strike the host.
1813     </attribute>
1814 root 1.12 &speed_left;
1815 root 1.1 </section>
1816     <section name="symptoms">
1817     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1818     The disease will attack the host with the given &lt;attacktype&gt;.
1819     Godpower attacktype is commonly used for "unresistable" diseases.
1820     </attribute>
1821     <attribute arch="dam" editor="damage" type="int">
1822     A disease with a positive &lt;damage&gt; value will strike the player for that
1823     amount of damage every time the symptoms occur.
1824     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1825     the player's health is reduced by 10% every time the symptoms strike.
1826 root 1.3
1827 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1828     for players of all levels.
1829     </attribute>
1830     <attribute arch="other_arch" editor="create arch" type="string">
1831     If set, the specified arch is created and dropped every time the
1832     symptoms strike.
1833 root 1.3
1834 root 1.1 This can be various things: farts, body pieces, eggs ...
1835     Even monsters can be created that way. You could also make a
1836     disease where some exotic stuff like money/gems is created.
1837     </attribute>
1838     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1839     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1840     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1841     </attribute>
1842     <attribute arch="exp" editor="exp. for curing" type="int">
1843     When the player manages to cure this disease (with a curing spell),
1844     he is awarded with &lt;exp. for curing&gt; experience.
1845     </attribute>
1846     <attribute arch="maxsp" editor="mana depletion" type="int">
1847     Every time the disease "moves", the player's mana is
1848     reduced by the value of &lt;mana depletion&gt;.
1849     For negative values, a %-based amount is taken.
1850     </attribute>
1851     <attribute arch="last_eat" editor="food depletion" type="int">
1852     Every time the disease "moves", the player's food is
1853     reduced by the value of &lt;food depletion&gt;.
1854     For negative values, a %-based amount is taken.
1855     </attribute>
1856     <attribute arch="hp" editor="health regen." type="int">
1857     This value increases the player's healing rate.
1858     Negative values decrease it.
1859     </attribute>
1860     <attribute arch="sp" editor="mana regen." type="int">
1861     This value increases the player's rate of mana regeneration.
1862     Negative values decrease it.
1863     </attribute>
1864     </section>
1865     <section name="disability">
1866     <attribute arch="Str" editor="strength" type="int">
1867     The player's strength will rise by the given value
1868     while being infected. (Negative values make strength fall)
1869     </attribute>
1870     <attribute arch="Dex" editor="dexterity" type="int">
1871     The player's dexterity will rise by the given value
1872     while being infected. (Negative values make dexterity fall)
1873     </attribute>
1874     <attribute arch="Con" editor="constitution" type="int">
1875     The player's constitution will rise by the given value
1876     while being infected. (Negative values make constitution fall)
1877     </attribute>
1878     <attribute arch="Int" editor="intelligence" type="int">
1879     The player's intelligence will rise by the given value
1880     while being infected. (Negative values make intelligence fall)
1881     </attribute>
1882     <attribute arch="Pow" editor="power" type="int">
1883     The player's power will rise by the given value
1884     while being infected. (Negative values make power fall)
1885     </attribute>
1886     <attribute arch="Wis" editor="wisdom" type="int">
1887     The player's wisdom will rise by the given value
1888     while being infected. (Negative values make wisdom fall)
1889     </attribute>
1890     <attribute arch="Cha" editor="charisma" type="int">
1891     The player's charisma will rise by the given value
1892     while being infected. (Negative values make charisma fall)
1893     </attribute>
1894     </section>
1895     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1896     This text is displayed to the player every time the
1897     symptoms strike.
1898     </attribute>
1899     </type>
1900    
1901     <!--####################################################################-->
1902 root 1.3 <type number="23" name="Door">
1903     <ignore>
1904     <ignore_list name="non_pickable" />
1905     </ignore>
1906     <description><![CDATA[
1907     A door can be opened with a normal key. It also can be broken by attacking
1908     it, and it can be defeated with the lockpicking skill. If a door is
1909     defeated, horizontally and vertically adjacent doors are automatically
1910 root 1.37 removed.]]>
1911 root 1.3 </description>
1912     <attribute arch="no_pick" value="1" type="fixed" />
1913     <attribute arch="alive" value="1" type="fixed" />
1914 root 1.9 &movement_types_terrain;
1915 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1916     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1917     </attribute>
1918     <attribute arch="ac" editor="armour class" type="int">
1919     Doors of high &lt;armour class&gt; are less likely to get hit.
1920     &lt;armour class&gt; can be considered the "counterpiece" to
1921     &lt;weapon class&gt;.
1922     </attribute>
1923     <attribute arch="other_arch" editor="drop arch" type="string">
1924     This string defines the object that will be created when the door was
1925     defeated.
1926     </attribute>
1927     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1928     This entry determines what kind of traps will appear in the door.
1929     </attribute>
1930 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1931     Set this flag to move treasure items created into the environment (map)
1932     instead of putting them into the object.
1933     </attribute>
1934 root 1.3 </type>
1935    
1936     <!--####################################################################-->
1937 root 1.1 <type number="83" name="Duplicator">
1938     <ignore>
1939     <ignore_list name="system_object" />
1940     </ignore>
1941     <description><![CDATA[
1942     When activated, a duplicator can duplicate, multiply or destroy a pile of
1943     objects which lies somewhere on top of the duplicator.
1944     The duplicator has one arch name specified as &lt;target arch&gt;,
1945     and only objects of this archetype can be affected.<br>
1946     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1947 root 1.37 If the latter is set to zero, it will destroy objects.]]>
1948 root 1.1 </description>
1949     <use><![CDATA[
1950     I hope it is clear that one must be very cautious when inserting a duplicator
1951     anywhere with &lt;multiply factor&gt; greater than one.
1952     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1953     It is <b>not acceptable</b> to allow duplication of anything other than
1954     coins, gold and jewels. Besides, it is very important that the chance to
1955     loose the input matches the chance to earn winnings.<br>
1956     A duplicator with &lt;multiply factor&gt; 3 for example should have a
1957 root 1.37 loosing rate of 2/3 = 67%.]]>
1958 root 1.1 </use>
1959     <attribute arch="other_arch" editor="target arch" type="string">
1960 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
1961     duplicated, multiplied or removed. All other objects will be ignored.
1962 root 1.1 </attribute>
1963     <attribute arch="level" editor="multiply factor" type="int">
1964     The number of items in the target pile will be multiplied by the
1965     &lt;multiply factor&gt;. If it is set to zero, all target objects
1966     will be destroyed.
1967     </attribute>
1968 root 1.45 <attribute arch="connected" editor="connection" type="string">
1969 root 1.1 An activator (lever, altar, button, etc) with matching connection value
1970     is able to trigger this duplicator. Be very careful that players cannot
1971     abuse it to create endless amounts of money or other valuable stuff!
1972     </attribute>
1973 elmex 1.16 &activate_on;
1974 root 1.1 </type>
1975    
1976     <!--####################################################################-->
1977     <type number="66" name="Exit">
1978     <ignore>
1979     <ignore_list name="non_pickable" />
1980     </ignore>
1981     <description><![CDATA[
1982     When the player applies an exit, he is transferred to a different location.
1983     (Monsters cannot use exits.) Depending on how it is set, the player applies
1984     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1985 root 1.37 the exit. ]]>
1986 root 1.1 </description>
1987     <use><![CDATA[
1988 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1989 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1990     detected with the show_invisible spell.
1991     <br><br>
1992     You can be quite creative with the outlook of secret exits (their "face").
1993 root 1.37 Don't forget to give the player relyable hints about them though.]]>
1994 root 1.1 </use>
1995     <attribute arch="slaying" editor="exit path" type="string">
1996     The exit path defines the map that the player is transferred to.
1997     You can enter an absolute path, beginning with '/' (for example
1998     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1999     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2000     relative path "Fire1"). Use relative paths whenever possible! Note that
2001     upper/lower case must always be set correctly. However, please use lower
2002 root 1.3 case only.
2003 root 1.1 It is well possible to have an exit pointing to the same map that the exit
2004     is on. If slaying is not set in an exit, the player will see a message like
2005     "the exit is closed".
2006     </attribute>
2007     <attribute arch="hp" editor="destination X" type="int">
2008     The exit destinations define the (x, y)-coordinates where the exit
2009     leads to.
2010     If both are set to zero, the player will be transferred to the "default
2011     enter location" of the destined map. The latter can be set in the map-
2012     properties as "Enter X/Y". Though, please DO NOT use that.
2013     It turned out to be a source for numerous map-bugs.
2014     </attribute>
2015     <attribute arch="sp" editor="destination Y" type="int">
2016     The exit destinations define the (x, y)-coordinates where the exit
2017     leads to.
2018     If both are set to zero, the player will be transferred to the "default
2019     enter location" of the destined map. The latter can be set in the map-
2020     properties as "Enter X/Y". Though, please DO NOT use that.
2021     It turned out to be a source for numerous map-bugs.
2022     </attribute>
2023 root 1.9 &move_on;
2024 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2025     If set, this message will be displayed to the player when he applies the exit.
2026     This is quite useful to throw in some "role-play feeling": "As you enter the
2027     dark cave you hear the sound of rustling dragonscales...". Well, my english
2028     is poor, but you get the point. =)
2029     </attribute>
2030 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
2031     If set, then players using this exit will have their savebed position
2032 root 1.26 set to the destination of the exit when passing through.
2033 root 1.1 </attribute>
2034     </type>
2035    
2036     <!--####################################################################-->
2037     <type number="72" name="Flesh">
2038     <description><![CDATA[
2039     Just like with food, the player can fill his stomache and gain a
2040     little health by eating flesh-objects. <br>
2041     For dragon players, flesh plays a very special role though: If the
2042     flesh has resistances set, a dragon player has a chance to gain resistance in
2043 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2044 root 1.1 Don't forget that flesh items with resistances have to be balanced
2045 root 1.37 according to map/monster difficulty.]]>
2046 root 1.1 </description>
2047     <use><![CDATA[
2048     For dragon players, flesh items can be highly valuable. Note that many
2049     standard monsters carry flesh items from their &lt;treasurelist&gt;.
2050     These flesh items "inherit" resistances and level from the monster they belong to.
2051     When you add special flesh items to the inventory of a monster, this is
2052     not the case - so you have to set it manually.
2053     <br><br>
2054     Generally adding special flesh-treaties for dragon players is a great thing
2055     to do. Always consider that dragon players might really not be interested
2056     in that special piece of weapon or armour, so don't let the dragon-fellows miss
2057 root 1.37 out on the reward completely.]]>
2058 root 1.1 </use>
2059     <attribute arch="food" editor="foodpoints" type="int">
2060     The player's stomache will get filled with this amount of foodpoints.
2061     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2062     </attribute>
2063     <attribute arch="level" editor="flesh level" type="int">
2064     The &lt;flesh level&gt; is not visible to the players and it affects only
2065     dragon players. Normally this value reflects the level of the monster
2066     from which the flesh item originates.
2067     Dragon players always search for flesh of highest level possible,
2068     because it bears the best chance to gain high resistances.
2069     </attribute>
2070     <attribute arch="startequip" editor="godgiven item" type="bool">
2071     A godgiven item vanishes as soon as the player
2072     drops it to the ground.
2073     </attribute>
2074 elmex 1.29 &resistances_flesh_section;
2075 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2076     This text may describe the item.
2077     </attribute>
2078     </type>
2079    
2080     <!--####################################################################-->
2081     <type number="0" name="Floor">
2082     <required>
2083     <attribute arch="is_floor" value="1" />
2084     <attribute arch="alive" value="0" />
2085     </required>
2086     <ignore>
2087     <ignore_list name="non_pickable" />
2088     </ignore>
2089     <description><![CDATA[
2090     Floor is a very basic thing whithout too much
2091 root 1.37 functionality. It's a floor - you stand on it.]]>
2092 root 1.1 </description>
2093     <attribute arch="is_floor" value="1" type="fixed" />
2094     <attribute arch="no_pick" value="1" type="fixed" />
2095     <section name="terrain">
2096 root 1.9 &movement_types_terrain;
2097 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2098     This flag indicates this spot contains wood or high grass.
2099     Players with activated woodsman skill can move faster here.
2100     </attribute>
2101     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2102     This flag indicates this spot contains hills or large rocks.
2103     Players with activated mountaineer skill can move faster here.
2104     </attribute>
2105     </section>
2106     <attribute arch="no_magic" editor="no spells" type="bool">
2107     If enabled, it is impossible for players to use (wizard-)
2108     spells on that spot.
2109     </attribute>
2110     <attribute arch="damned" editor="no prayers" type="bool">
2111     If enabled, it is impossible for players to use prayers
2112     on that spot. It also prevents players from saving.
2113     </attribute>
2114     <attribute arch="unique" editor="unique map" type="bool">
2115     Unique floor means that any items dropped on that spot
2116     will be saved byond map reset. For permanent apartments,
2117     all floor tiles must be set &lt;unique map&gt;.
2118     </attribute>
2119     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2120     This text may describe the object.
2121     </attribute>
2122     </type>
2123    
2124     <!--####################################################################-->
2125     <type number="67" name="Floor (Encounter)">
2126     <ignore>
2127     <ignore_list name="non_pickable" />
2128     </ignore>
2129     <description><![CDATA[
2130     Encounter-Floor is pretty much the same as normal floor.
2131     Most outdoor floor/ground-arches are set to be "encounters".
2132     That is kind of a relict from former code: When walking over
2133     encounter-floor, players sometimes got beamed to little maps
2134     with monsters on them. Nowadays this feature is disabled -
2135 root 1.37 Hence encounter floor is not different from normal floor.]]>
2136 root 1.1 </description>
2137     <attribute arch="is_floor" value="1" type="fixed" />
2138     <attribute arch="no_pick" value="1" type="fixed" />
2139     <section name="terrain">
2140 root 1.9 &movement_types_terrain;
2141 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2142     This flag indicates this spot contains wood or high grass.
2143     Players with activated woodsman skill can move faster here.
2144     </attribute>
2145     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2146     This flag indicates this spot contains hills or large rocks.
2147     Players with activated mountaineer skill can move faster here.
2148     </attribute>
2149     </section>
2150     <attribute arch="no_magic" editor="no spells" type="bool">
2151     If enabled, it is impossible for players to use (wizard-)
2152     spells on that spot.
2153     </attribute>
2154     <attribute arch="damned" editor="no prayers" type="bool">
2155     If enabled, it is impossible for players to use prayers
2156     on that spot. It also prevents players from saving.
2157     </attribute>
2158     <attribute arch="unique" editor="unique map" type="bool">
2159     Unique floor means that any items dropped on that spot
2160     will be saved byond map reset. For permanent apartments,
2161     all floor tiles must be set &lt;unique map&gt;.
2162     </attribute>
2163     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2164     This text may describe the object.
2165     </attribute>
2166     </type>
2167    
2168     <!--####################################################################-->
2169     <type number="6" name="Food">
2170     <description><![CDATA[
2171     By eating/drinking food-objects, the player can fill his
2172 root 1.37 stomache and gain a little health.]]>
2173 root 1.1 </description>
2174     <attribute arch="food" editor="foodpoints" type="int">
2175     The player's stomache will get filled with this amount of foodpoints.
2176     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2177     </attribute>
2178     <attribute arch="startequip" editor="godgiven item" type="bool">
2179     A godgiven item vanishes as soon as the player
2180     drops it to the ground.
2181     </attribute>
2182     </type>
2183    
2184     <!--####################################################################-->
2185     <type number="91" name="Gate">
2186     <ignore>
2187     <ignore_list name="non_pickable" />
2188     </ignore>
2189     <description><![CDATA[
2190 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2191 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2192     or carrying special key-objects (-> inventory checker).
2193     Unlike locked doors, gates can get shut again after a player has
2194 root 1.37 passed, which makes them more practical in many cases.]]>
2195 root 1.1 </description>
2196     <use><![CDATA[
2197     Use gates to divide your maps into seperated areas. After solving
2198     area A, the player gains access to area B, and so on. Make your
2199 root 1.37 maps more complex than "one-way".]]>
2200 root 1.1 </use>
2201     <attribute arch="no_pick" value="1" type="fixed" />
2202 elmex 1.15 <attribute arch="speed" value="1" type="float">
2203     The speed of the gate affects how fast it is closing/opening.
2204     </attribute>
2205 root 1.45 <attribute arch="connected" editor="connection" type="string">
2206 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2207     &lt;connection&gt; value get activated. This only makes sense together with
2208     &lt;blocking passage&gt; disabled.
2209     </attribute>
2210     <attribute arch="wc" editor="position state" type="int">
2211     The &lt;position state&gt; defines the position of the gate:
2212     Zero means completely open/down, the "number of animation-steps" (usually
2213     about 6 or 7) means completely closed/up state. I suggest you don't
2214     mess with this value - Leave the default in place.
2215     </attribute>
2216 root 1.9 &movement_types_terrain;
2217 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2218     Restricting the use of spells to pass this gate. This has
2219     an effect only if &lt;block view&gt; is disabled.
2220     </attribute>
2221     <attribute arch="damned" editor="restrict prayers" type="bool">
2222     Restricting the use of prayers to pass this door. This has
2223     an effect only if &lt;block view&gt; is disabled.
2224     </attribute>
2225     </type>
2226    
2227     <!--####################################################################-->
2228     <type number="113" name="Girdle">
2229     <import_type name="Amulet" />
2230     <description><![CDATA[
2231     Wearing a girdle, the object's stats will directly be inherited to
2232     the player. Girdles usually provide stats- or damage bonuses and no
2233 root 1.37 defense.]]>
2234 root 1.1 </description>
2235     <use><![CDATA[
2236     Feel free to create your own special artifacts. However, it is very
2237 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2238 root 1.1 </use>
2239     <attribute arch="magic" editor="magic bonus" type="int">
2240     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2241     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2242     than direct armour-class bonus on the helmet.
2243 root 1.3
2244 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2245     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2246     &lt;magic bonus&gt; is pointless here.
2247     </attribute>
2248     </type>
2249    
2250     <!--####################################################################-->
2251     <type number="100" name="Gloves">
2252     <import_type name="Amulet" />
2253     <description><![CDATA[
2254     Wearing gloves, the object's stats will directly be inherited to
2255 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2256 root 1.1 </description>
2257     <use><![CDATA[
2258     Feel free to create your own special artifacts. However, it is very
2259 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2260 root 1.1 </use>
2261     <attribute arch="magic" editor="magic bonus" type="int">
2262     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2263     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2264     will increase that.
2265     </attribute>
2266     </type>
2267    
2268     <!--####################################################################-->
2269     <type number="93" name="Handle">
2270     <ignore>
2271     <ignore_list name="non_pickable" />
2272     </ignore>
2273     <description><![CDATA[
2274     A handle can be applied by players and (certain) monsters.
2275 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2276 root 1.1 </description>
2277     <use><![CDATA[
2278     Handles are commonly used to move gates. When placing your lever,
2279     don't forget that some monsters are able to apply it.
2280     The ability to apply levers is rare among monsters -
2281 root 1.37 but vampires can do it for example.]]>
2282 root 1.1 </use>
2283     <attribute arch="no_pick" value="1" type="fixed" />
2284 root 1.45 <attribute arch="connected" editor="connection" type="string">
2285 root 1.1 Every time the handle is applied, all objects
2286     with the same &lt;connection&gt; value are activated.
2287     </attribute>
2288     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2289     This text may describe the item. You can use this
2290     message to explain the handle's purpose to the player.
2291     </attribute>
2292     </type>
2293    
2294     <!--####################################################################-->
2295     <type number="27" name="Handle Trigger">
2296     <import_type name="Handle" />
2297     <ignore>
2298     <ignore_list name="non_pickable" />
2299     </ignore>
2300     <description><![CDATA[
2301     Handle triggers are handles which reset after a short period
2302     of time. Every time it is either applied or reset, the
2303 root 1.37 &lt;connection&gt; value is triggered.]]>
2304 root 1.1 </description>
2305     <use><![CDATA[
2306     When you connect an ordinary handle to a gate, the gate normally remains
2307     opened after the first player passed. If you want to keep the gate shut,
2308 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2309 root 1.1 </use>
2310     </type>
2311    
2312     <!--####################################################################-->
2313     <type number="88" name="Hazard Floor">
2314     <required>
2315     <attribute arch="is_floor" value="1" />
2316     </required>
2317     <ignore>
2318     <ignore_list name="non_pickable" />
2319     </ignore>
2320     <description><![CDATA[
2321     The best example for Hazard Floor is lava. It works like standard
2322     floor, but damages all creatures standing on it.
2323 root 1.37 Damage is taken in regular time intervals.]]>
2324 root 1.1 </description>
2325     <use><![CDATA[
2326     The default lava for example does minor damage. But you can turn
2327     it up so that your hazard floor poses a real threat.<br>
2328     Like magic walls, such floors add a permanent thrill to your map.
2329     You can use that to safely chase off too-weak players, or just
2330 root 1.37 to have something different.]]>
2331 root 1.1 </use>
2332     <attribute arch="is_floor" value="1" type="fixed" />
2333     <attribute arch="lifesave" value="1" type="fixed" />
2334 root 1.9 &move_on;
2335 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2336     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2337     This attribute specifys the attacktypes that this floor uses to
2338     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2339     If you want a real tough hazard floor, add more than just one attacktype.
2340     </attribute>
2341     <attribute arch="dam" editor="base damage" type="int">
2342     The &lt;base damage&gt; defines how much damage is inflicted to the
2343     victim per hit. The final damage is influenced by several other
2344     factors like the victim's resistance and level.
2345     </attribute>
2346     <attribute arch="wc" editor="weaponclass" type="int">
2347     &lt;weapon class&gt; improves the chance of hitting the victim.
2348     Lower values are better.
2349     Usually, hazard floors like lava are supposed to hit the
2350     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2351     to something like -30.
2352     </attribute>
2353     <attribute arch="level" editor="attack level" type="int">
2354     I guess this value is supposed to work similar to monster levels.
2355     But in fact, it does not seem to have an effect. Set any non-zero
2356     value to be on the safe side.
2357     </attribute>
2358     <section name="terrain">
2359 root 1.9 &movement_types_terrain;
2360 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2361     This flag indicates this spot contains wood or high grass.
2362     Players with activated woodsman skill can move faster here.
2363     </attribute>
2364     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2365     This flag indicates this spot contains hills or large rocks.
2366     Players with activated mountaineer skill can move faster here.
2367     </attribute>
2368     </section>
2369     <attribute arch="no_magic" editor="no spells" type="bool">
2370     If enabled, it is impossible for players to use (wizard-)
2371     spells on that spot.
2372     </attribute>
2373     <attribute arch="damned" editor="no prayers" type="bool">
2374     If enabled, it is impossible for players to use prayers
2375     on that spot. It also prevents players from saving.
2376     </attribute>
2377     <attribute arch="unique" editor="unique map" type="bool">
2378     Unique floor means that any items dropped on that spot
2379     will be saved byond map reset. For permanent apartments,
2380     all floor tiles must be set &lt;unique map&gt;.
2381     </attribute>
2382     </type>
2383    
2384     <!--####################################################################-->
2385     <type number="34" name="Helmet">
2386     <import_type name="Amulet" />
2387     <description><![CDATA[
2388     Wearing a helmet, the object's stats will directly be inherited to
2389     the player. Normal helmets usually increase defense, while crowns
2390     add more special bonuses like stats/resistances paired with
2391 root 1.37 low defense.]]>
2392 root 1.1 </description>
2393     <use><![CDATA[
2394     Feel free to create your own special artifacts. However, it is very
2395 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2396 root 1.1 </use>
2397     <attribute arch="magic" editor="magic bonus" type="int">
2398     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2399     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2400     than direct armour-class bonus on the helmet.
2401 root 1.3
2402 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2403     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2404     Crowns for instance typically provide no &lt;amour class&gt;.
2405     </attribute>
2406     </type>
2407    
2408     <!--####################################################################-->
2409     <type number="56" name="Holy Altar">
2410     <ignore>
2411     <ignore_list name="non_pickable" />
2412     </ignore>
2413     <description><![CDATA[
2414     Holy_altars are altars for the various religions. Praying
2415     at a Holy_altar will make you a follower of that god, and
2416 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2417 root 1.1 </description>
2418     <attribute arch="no_pick" value="1" type="fixed" />
2419     <attribute arch="other_arch" editor="god name" type="string">
2420     The altar belongs to the god of the given name. Possible options for
2421     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2422 root 1.3 Gorokh, Valriel and Sorig.
2423    
2424 root 1.1 If you want to have an unconsecrated altar, set
2425     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2426     </attribute>
2427     <attribute arch="level" editor="reconsecrate level" type="int">
2428     To re-consecrate an altar, the player's wisdom level must be as
2429     high or higher than this value. In that way, some altars can not
2430 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2431    
2432 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2433 root 1.1 Some characters might need those altars, they would be very unhappy to
2434     see them re-consecrated to another cult.
2435     </attribute>
2436     </type>
2437    
2438     <!--####################################################################-->
2439     <type number="35" name="Horn">
2440     <ignore>
2441     <attribute arch="title" />
2442     </ignore>
2443     <description><![CDATA[
2444     Horns are very similar to rods. The difference is that horns regenerate
2445     spellpoints faster and thus are more valuable than rods.
2446     <br><br>
2447     A horn contains a spell. The player can use this spell by applying and
2448     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2449 root 1.37 used endlessly.]]>
2450 root 1.1 </description>
2451     <use><![CDATA[
2452     Horns are powerful due to their fast recharge rate. They should
2453     never contain high level attacking spells. Even curing/healing spells
2454 root 1.37 are almost too good on a horn.]]>
2455 root 1.1 </use>
2456     <attribute arch="sp" editor="spell" type="spell">
2457     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2458     horns to players, since they can be used endlessly without any mana cost!
2459     Horns with heal/ restoration/ protection spells, IF available, MUST be
2460     very very VERY hard to get!
2461     </attribute>
2462     <attribute arch="level" editor="casting level" type="int">
2463     The casting level of the &lt;spell&gt; determines it's power.
2464     For attack spells, level should not be set too high.
2465     </attribute>
2466     <attribute arch="hp" editor="initial spellpoints" type="int">
2467     This value represents the initial amount of spellpoints in the horn.
2468     Naturally, this is quite unimportant.
2469     </attribute>
2470     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2471     When the horn is fully charged up, it will hold this maximum amount of
2472     spellpoints. Make sure it is enough to cast the contained spell at least
2473     once. But don't set the value too high, as that might make the horn way
2474     too effective.
2475     </attribute>
2476     <attribute arch="startequip" editor="godgiven item" type="bool">
2477     A godgiven item vanishes as soon as the player
2478     drops it to the ground.
2479     </attribute>
2480     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2481     This text may contain a description of the horn.
2482     </attribute>
2483     </type>
2484    
2485     <!--####################################################################-->
2486     <type number="73" name="Inorganic">
2487     <description><![CDATA[
2488     Inorganic materials are generally used as ingredients for
2489     alchemical receipes. By themselves, they have no special
2490 root 1.37 functionalities.]]>
2491 root 1.1 </description>
2492     <attribute arch="is_dust" editor="is dust" type="bool">
2493     </attribute>
2494 elmex 1.29 &resistances_basic;
2495 root 1.1 </type>
2496    
2497     <!--####################################################################-->
2498     <type number="64" name="Inventory Checker">
2499     <ignore>
2500     <ignore_list name="system_object" />
2501     </ignore>
2502     <description><![CDATA[
2503     Inventory checkers passively check the players inventory for a
2504     specific object. You can set a connected value that is triggered
2505     either if that object is present or missing (-&gt; "last_sp") when a
2506     player walks over the inv. checker. A valid option is to remove the
2507     matching object (usually not recommended, see "last_heal").
2508     <br><br>
2509     Alternatively, you can set your inv. checker to block all players
2510 root 1.9 that do/don't carry the matching object.
2511 root 1.1 <br><br>
2512     As you can see, inv. checkers are quite powerful, holding a
2513 root 1.37 great variety of possibilities.]]>
2514 root 1.1 </description>
2515     <use><![CDATA[
2516     Putting a check_inventory space in front of a gate (one below) and
2517     one on the opposite side works reasonably well as a control mechanism.
2518     Unlike the key/door-combo, this one works infinite since it is
2519     independant from map reset. Use it to put a "structure" into your
2520     maps: Player must solve area A to gain access to area B. This concept
2521 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2522 root 1.1 </use>
2523     <attribute arch="no_pick" value="1" type="fixed" />
2524     <attribute arch="slaying" editor="match key string" type="string">
2525     This string specifies the object we are looking for: We have a match
2526     if the player does/don't carry a key object or a mark with identical
2527     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2528     this context. A typical example is the city gate mechanism of scorn.
2529     </attribute>
2530     <attribute arch="race" editor="match arch name" type="string">
2531     This string specifies the object we are looking for: We have a match
2532     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2533     </attribute>
2534     <attribute arch="hp" editor="match type" type="int">
2535     This value specifies the object we are looking for: We have a match
2536 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2537    
2538 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2539     enabled. Now you have an inv. checker blocking all players that carry any
2540     kind of melee weapon. To pass, a player is forced to leave behind all
2541     his weaponry... bad news for a warrior. ;)
2542     </attribute>
2543     <attribute arch="last_sp" editor="match = having" type="bool">
2544     Enabled means having that object is a match.
2545     Disabled means not having that object is a match.
2546     </attribute>
2547 root 1.45 <attribute arch="connected" editor="connection" type="string">
2548 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2549     &lt;connection&gt; value get activated. This only makes sense together with
2550     &lt;blocking passage&gt; disabled.
2551     </attribute>
2552 root 1.9 &movement_types_terrain;
2553 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2554     &lt;remove match&gt; means remove object if found. Setting this is usually not
2555     recommended because inv. checkers are in general invisible. So, unlike
2556     for altars/ locked doors, the player won't expect to lose an object when
2557 root 1.3 walking over that square. And he doesn't even get a message either.
2558    
2559 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2560     to inform the player what's going on!
2561     </attribute>
2562     </type>
2563    
2564     <!--####################################################################-->
2565 root 1.2 <type number="163" name="Item Transformer">
2566     <description><![CDATA[
2567     An item transformer is simply applied, after having marked a 'victim'
2568     item. If the victim is suitable, it will be transformed into something
2569     else.]]>
2570     </description>
2571     <use><![CDATA[
2572     To make an item transformable, you just have to fill the 'slaying' field.
2573     The syntax is:
2574     <br>
2575     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2576     <br>
2577     with [] denoting optional part, and * any number of preceding [].
2578     'new_item' must be the name of an existing archetype.
2579     <br><br>
2580     Example, for object apple: slaying knife:2 half_apple
2581     <br><br>
2582     This means that, when applying a knife (should be an Item Transformer),
2583     one 'apple' will be transformed into 2 'half_apple'.]]>
2584     </use>
2585     <attribute arch="food" editor="number of uses" type="int">
2586     &lt;number of uses&gt; controls how many times the item transformer can
2587     be used. The value 0 means "unlimited"
2588     </attribute>
2589     <attribute arch="slaying" editor="verb" type="string">
2590     Contains the verb that is used to construct a message to the player
2591     applying the item transformer.
2592     </attribute>
2593     <attribute arch="startequip" editor="godgiven item" type="bool">
2594     A godgiven item vanishes as soon as the player
2595     drops it to the ground.
2596     </attribute>
2597     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2598     This text may contain a description of the item transformer.
2599     </attribute>
2600     </type>
2601    
2602     <!--####################################################################-->
2603 root 1.1 <type number="60" name="Jewel">
2604     <description><![CDATA[
2605     Items of the type Gold &amp; Jewels are handled like a currency.
2606     Unlike for any other type of item, in shops, the buy- and selling
2607 root 1.37 prices differ only marginally.]]>
2608 root 1.1 </description>
2609     <attribute arch="race" value="gold and jewels" type="fixed" />
2610     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2611     This text may describe the object.
2612     </attribute>
2613     </type>
2614    
2615     <!--####################################################################-->
2616 root 1.3 <type number="24" name="Key">
2617     <description><![CDATA[
2618     When carrying a key, a normal door can be opened. The key will
2619 root 1.37 disappear.]]>
2620 root 1.3 </description>
2621     <attribute arch="startequip" editor="godgiven item" type="bool">
2622     A godgiven item vanishes as soon as the player
2623     drops it to the ground.
2624     </attribute>
2625     </type>
2626    
2627     <!--####################################################################-->
2628 root 1.1 <type number="20" name="Locked Door">
2629     <ignore>
2630     <ignore_list name="non_pickable" />
2631     </ignore>
2632     <description><![CDATA[
2633     A locked door can be opened only when carrying
2634 root 1.37 the appropriate special key.]]>
2635 root 1.1 </description>
2636     <use><![CDATA[
2637     If you want to create a locked door that cannot be opened (no key),
2638     set a &lt;key string&gt; like "no_key_available". This will clearify things
2639 root 1.3 and only a fool would create a key matching that string.
2640    
2641 root 1.1 Door-objects can not only be used for "doors". In many maps these
2642     are used with all kinds of faces/names, especially often as
2643     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2644     There you have magic forces (door objects) put under certain artifact
2645     items. To get your hands on the artifacts, you need to bring up the
2646 root 1.37 appropriate quest items (key objects).]]>
2647 root 1.1 </use>
2648 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2649 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2650     <attribute arch="slaying" editor="key string" type="string">
2651     The &lt;key string&gt; in the door must be identical with the
2652     &lt;key string&gt; in the special key, then the door is unlocked.
2653     It is VERY important to set the &lt;key string&gt; to something that
2654 root 1.32 is unique among the Deliantra mapset.
2655 root 1.3
2656 root 1.1 DONT EVER USE the default string "set_individual_value".
2657     </attribute>
2658     <attribute arch="no_magic" editor="restrict spells" type="bool">
2659     Restricting the use of spells to pass this door.
2660     This should be set in most cases.
2661     (Don't forget that the spell "dimension door" is easily
2662     available at about wisdom level 10).
2663     </attribute>
2664     <attribute arch="damned" editor="restrict prayers" type="bool">
2665     Restricting the use of prayers to pass this door.
2666     This should be set in most cases.
2667     </attribute>
2668     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2669     When a player is trying to open the door without carrying the
2670     appropriate key, this text is displayed to the player. This is
2671     a good opportunity to place hints about the special key needed
2672     to unlock the door.
2673     </attribute>
2674     </type>
2675    
2676     <!--####################################################################-->
2677     <type number="29" name="Magic Ear">
2678     <ignore>
2679     <ignore_list name="system_object" />
2680     </ignore>
2681     <description><![CDATA[
2682     Magic_ears trigger a connected value
2683 root 1.37 when the player speaks a specific keyword.]]>
2684 root 1.1 </description>
2685     <use><![CDATA[
2686     Whenever you put magic_ears on your maps, make sure there are
2687     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2688     something like a gate that is opened by speaking "open" or
2689     "sesame", expecting the player to figure this out all by himself.
2690     <br><br>
2691     Magic_ears are typically used for interaction with NPCs. You
2692     can create the impression that the NPC actually *does* something
2693     according to his conversation with a player. Mostly this means
2694     opening a gate or handing out some item, but you could be quite
2695 root 1.37 creative here.]]>
2696 root 1.1 </use>
2697     <attribute arch="no_pick" value="1" type="fixed" />
2698 root 1.45 <attribute arch="connected" editor="connection" type="string">
2699 root 1.1 The Magic_ear will trigger all objects with the
2700     same connection value, every time it is activated.
2701     </attribute>
2702     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2703     This textfield contains the keyword-matching-syntax. The text should
2704     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2705     Any number of keywords from one to infinite is allowed. Make sure
2706     they are seperated by a '|'.
2707 root 1.3
2708 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2709     value will be triggerd when the player speaks any of the given
2710     keywords within a two-square radius. IMPORTANT: Upper/lower case
2711     does not make a difference!
2712     </attribute>
2713     </type>
2714    
2715     <!--####################################################################-->
2716     <type number="62" name="Magic Wall">
2717     <ignore>
2718     <ignore_list name="non_pickable" />
2719     </ignore>
2720     <description><![CDATA[
2721     Magic walls fire spells in a given direction, in regular intervals.
2722     Magic walls can contain any spell. However, some spells do not
2723     operate very successfully in them. The only way to know is to test
2724     the spell you want to use with a wall.
2725     <br><br>
2726     Several types of magical walls are predefined for you in the
2727 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2728 root 1.1 </description>
2729     <use><![CDATA[
2730     Spellcasting walls pose an interesting alternative to monsters.
2731     Usually they are set to be undestroyable. Thus, while monsters
2732     in a map can be cleared out, the magic walls remain. Low level
2733     characters for example will not be able to pass through their
2734     spell-area, hence they cannot loot a map that a high level character
2735     might have cleared out.
2736     <br><br>
2737     Another point of magic walls is that if the player dies, he has to face
2738     them all again. Magic walls can add a kind of "permanent thrill" to
2739     your maps.
2740     <br><br>
2741     Be careful that your magic walls don't kill the monsters on a map. If
2742     placing monsters, eventually take ones that are immune to the
2743     walls' spell(s).
2744     <br><br>
2745     It is possible to make walls rotate when triggered. But that is so
2746     confusing (and useless IMHO) that I did not mention it above. You
2747     can find a working example on the map
2748 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2749 root 1.1 </use>
2750     <attribute arch="dam" editor="spell" type="spell">
2751     The magic wall will cast this &lt;spell&gt;.
2752     </attribute>
2753     <attribute arch="level" editor="spell level" type="int">
2754     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2755     walls cast spells at minimal strength. "level 100" walls cast deadly
2756     spells. Arch default is level 1 - you should always set this value
2757     to meet the overall difficulty of your map.
2758     </attribute>
2759 root 1.45 <attribute arch="connected" editor="connection" type="string">
2760 root 1.1 Every time the &lt;connection&gt; value is triggered, the wall will cast
2761     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2762     have much visible effect.
2763     </attribute>
2764 elmex 1.16 &activate_on;
2765 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2766     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2767     You can fine-tune how long the duration between two casts shall
2768     be. If you want to create a wall that can be activated (cast per
2769     trigger) via connected lever/button/etc, you must set "speed 0".
2770     </attribute>
2771 root 1.12 &speed_left;
2772 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2773     The magic wall will cast it's spells always in the specified
2774     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2775     always fire in a random direction.
2776     </attribute>
2777 root 1.9 &movement_types_terrain;
2778 root 1.1 <section name="destroyable">
2779     <attribute arch="alive" editor="is destroyable" type="bool">
2780     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2781     destroyed by the player. If disabled, all other attributes on
2782     this tab, as well as resistances, are meaningless.
2783     </attribute>
2784     <attribute arch="hp" editor="hitpoints" type="int">
2785     The more &lt;hitpoints&gt; the wall has, the longer
2786     it takes to be destroyed.
2787     </attribute>
2788     <attribute arch="maxhp" editor="max hitpoints" type="int">
2789     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2790     can have. This only makes sense if the wall can regain health.
2791     </attribute>
2792     <attribute arch="ac" editor="armour class" type="int">
2793     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2794     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2795     to &lt;weapon class&gt;.
2796     </attribute>
2797     </section>
2798 elmex 1.29 &resistances_basic;
2799 root 1.1 </type>
2800    
2801     <!--####################################################################-->
2802     <type number="55" name="Marker">
2803     <ignore>
2804     <ignore_list name="system_object" />
2805     </ignore>
2806     <description><![CDATA[
2807     A marker is an object that inserts an invisible force (a mark) into a
2808     player stepping on it. This force does nothing except containing a
2809     &lt;key string&gt; which can be discovered by detectors or inventory
2810     checkers. It is also possible to use markers for removing marks again.
2811     <br><br>
2812     Note that the player has no possibility to "see" his own marks,
2813 root 1.37 except by the effect that they cause on the maps.]]>
2814 root 1.1 </description>
2815     <use><![CDATA[
2816     Markers hold real cool possibilities for map-making. I encourage
2817     you to use them frequently. However there is one negative point
2818     about markers: Players don't "see" what's going on with them. It is
2819     your task, as map-creator, to make sure the player is always well
2820     informed and never confused.
2821     <br><br>
2822     Please avoid infinite markers when they aren't needed. They're
2823     using a little space in the player file after all, so if there
2824 root 1.37 is no real purpose, set an expire time.]]>
2825 root 1.1 </use>
2826     <attribute arch="no_pick" value="1" type="fixed" />
2827     <attribute arch="slaying" editor="key string" type="string">
2828     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2829     If the player already has a force with that &lt;key string&gt;,
2830     there won't be inserted a second one.
2831     </attribute>
2832 root 1.45 <attribute arch="connected" editor="connection" type="string">
2833 root 1.1 When the detector is triggered, all objects with the same
2834     connection value get activated.
2835     </attribute>
2836     <attribute arch="speed" editor="marking speed" type="float">
2837     The &lt;marking speed&gt; defines how quickly it will mark something
2838     standing on the marker. Set this value rather high to make
2839     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2840     should do fine.
2841     </attribute>
2842 root 1.12 &speed_left;
2843 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2844     This value defines the duration of the force it inserts.
2845     If nonzero, the duration of the player's mark is finite:
2846     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2847     means the mark will stay on the player forever.
2848     </attribute>
2849     <attribute arch="name" editor="delete mark" type="string">
2850     When the player steps onto the marker, all existing forces in
2851     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2852     will be removed. If you don't want to remove any marks, leave
2853 root 1.3 this textfield empty.
2854    
2855 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2856     this marker. So don't be confused, and remember changing the
2857     name will take effect on the marker's functionality.
2858     </attribute>
2859     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2860     In the moment when the player gets marked, this text is displayed
2861     to him. You should really set a message in any marker you create,
2862     because it's the only way for the player to notice what's going on.
2863     </attribute>
2864     </type>
2865 root 1.3
2866 root 1.1 <!--####################################################################-->
2867 root 1.3 <type number="36" name="Money">
2868 root 1.2 <ignore>
2869 root 1.3 <attribute arch="unpaid" />
2870 root 1.2 </ignore>
2871     <description><![CDATA[
2872 root 1.3 Items of the type Money are handled as currency.
2873     Money cannot be sold/bought in shops. When money is dropped
2874     in a shop, it stays the same.<br>
2875     When a player picks an item from a shop and attempts to
2876     walk over the shop mat, the item's selling-price is automatically
2877     subtracted from the player's money.
2878     <br><br>
2879     For money, always use the default arches.
2880 root 1.37 Don't modify them.]]>
2881 root 1.2 </description>
2882 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2883 root 1.2 </type>
2884    
2885     <!--####################################################################-->
2886 root 1.3 <type number="0" name="Monster &amp; NPC">
2887     <required>
2888     <attribute arch="is_floor" value="0" />
2889     <attribute arch="alive" value="1" />
2890     <attribute arch="tear_down" value="0" />
2891     </required>
2892 root 1.1 <ignore>
2893 root 1.3 <attribute arch="material" />
2894     <attribute arch="name_pl" />
2895 root 1.1 <attribute arch="nrof" />
2896     <attribute arch="value" />
2897     <attribute arch="unpaid" />
2898     </ignore>
2899     <description><![CDATA[
2900     Monsters can behave in various kinds of ways.
2901     They can be aggressive, attacking the player. Or peaceful,
2902     helping the player - maybe joining him as pet.
2903     The unagressive creatures who communicate with players are
2904     usually called "NPCs" (Non Player Character), a well-known
2905 root 1.37 term in role-play environments.]]>
2906 root 1.1 </description>
2907     <use><![CDATA[
2908     Monsters play a central role in most maps. Choosing the right
2909     combination of monsters for your map is vital:
2910     <UL>
2911     <LI> Place only monsters of slightly varying (increasing) strength.
2912     It's no fun to play for two hours just to find out the last
2913     monster is unbeatable. Similar, it's not exciting to fight orcs
2914     after passing a room of dragons.<br>
2915     This rule applies only for linear maps (one room after the other),
2916     with treasure at the end. You can sprinkle the treasure around,
2917 root 1.3 or make non-linear maps - That is often more entertaining.
2918 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2919     Balrogs, Dragonmen and the likes should be at the end of a quest,
2920 root 1.3 not at the beginning.
2921 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2922     Fire- and cold dragons in one room for example is a bad idea.
2923     By weakening and killing each other they are easy prey for players,
2924     not worth the experience they hold.
2925     <LI> Create your own monsters, especially for "boss"-type monsters.
2926     Having stage-bosses guarding treasure is a lot of fun when done right.
2927     Avoid to create monsters with completely non-intuitive abilities:
2928     Don't give ice-spells to firedragons or vice versa. Don't add
2929     draining attack to trolls, etc. Additionally, you should inform the
2930     player before he bumps right into some very special/unusual monster.
2931     <LI> Last but not least: Always keep an eye on the experience your monsters
2932     hold. Design your maps in a way that high experience
2933     is always well-defended. Don't make large rooms full with only one kind
2934     of monster. Keep in mind the different abilities/techniques players
2935     can use.
2936     </UL>
2937     I know it's impossible to make the perfectly balanced map. There's always
2938     some part which is found too easy or too hard for a certain kind of player.
2939     Just give it your best shot. And listen to feedback from players if you
2940 root 1.37 receive some. :-)]]>
2941 root 1.1 </use>
2942     <attribute arch="alive" value="1" type="fixed" />
2943     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2944     When the monster is killed, items from the treasurelist will
2945     drop to the ground. This is a common way to reward players
2946     for killing (masses of) monsters.
2947 root 1.3
2948 root 1.1 Note that you can always put items into the monster's
2949     inventory. Those will drop-at-kill just like the stuff
2950     from the &lt;treasurelist&gt;.
2951     </attribute>
2952 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2953     Set this flag to move treasure items created into the environment (map)
2954     instead of putting them into the object.
2955     </attribute>
2956 root 1.1 <attribute arch="level" editor="level" type="int">
2957     A monster's &lt;level&gt; is the most important attribute.
2958     &lt;level&gt; affects the power of a monster in various ways.
2959     </attribute>
2960     <attribute arch="race" editor="race" type="string">
2961 root 1.12 Every monster should have a race set to categorize it.
2962 root 1.1 The monster's &lt;race&gt; can have different effects:
2963     Slaying weapons inflict tripple damage against enemy races
2964     and holy word kills only enemy races of the god.
2965     </attribute>
2966     <attribute arch="exp" editor="experience" type="int">
2967     When a player kills this monster, he will get exactly this
2968     amount of &lt;experience&gt;. The experience will flow into
2969 root 1.12 the skill-category the player used for the kill.
2970 root 1.3
2971 root 1.1 If you create special monsters of tweaked strenght/abilities,
2972     always make sure that the &lt;experience&gt; is set to a
2973     reasonable value. Compare with existing arches to get a feeling
2974     what reasonable means. Keep in mind that spellcasting monsters
2975     are a lot harder to kill than non-spellcasters!
2976     </attribute>
2977     <attribute arch="speed" editor="speed" type="float">
2978     The &lt;speed&gt; determines how fast a monster will both move
2979     and fight. High &lt;speed&gt; makes a monster considerably stronger.
2980     </attribute>
2981 root 1.12 &speed_left;
2982 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
2983     This only takes effect if &lt;multiply&gt; is enabled. The monster will
2984     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2985     can be set to any valid arch-name of a monster. Multipart monster
2986     should not be used.
2987     </attribute>
2988     <attribute arch="generator" editor="multiply" type="bool">
2989     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2990     every once in a while. Mice are a good example for this effect.
2991     If enabled, you must also set &lt;breed monster&gt; or check
2992     &lt;template generation&gt; and put other monsters in the inventory.
2993     </attribute>
2994     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2995     This only takes effect if &lt;multiply&gt; is enabled. The monster
2996     will create a new monster every once in a while by duplicating it's inventory.
2997     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2998     Each time the monster need to generate an object, it will be
2999     a randomly chosen item from the inventory. When generator is destroyed,
3000 root 1.3 inventory is destroyed.
3001 root 1.1 </attribute>
3002 root 1.9 &move_type;
3003 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3004     Several spells only affect undead monsters:
3005     turn undead, banish undead, holy word, etc.
3006     </attribute>
3007     <attribute arch="carrying" editor="carries weight" type="int">
3008     If a monster has something in the inventory, this
3009     value can be set to reflect the slowdown due to
3010     the carried weight.
3011     </attribute>
3012 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3013 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
3014 root 1.24 it should not be lightly destroyed. This is most useful on pets and
3015     keeps the server from destroying them on destroy_pets/monster floors
3016     and will try to save them when the player logs out.
3017     </attribute>
3018 root 1.3
3019 root 1.1 <section name="melee">
3020     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3021     This number is a bitmask, specifying the monster's attacktypes
3022     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3023     Strong monsters often have more than just physical attacktype.
3024 root 1.3
3025 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3026     as much damage as the "best" of it's attacktypes does. So, the more
3027     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3028     somehow exceptions.
3029     </attribute>
3030     <attribute arch="dam" editor="damage" type="int">
3031     Among other parameters, &lt;damage&gt; affects how much melee damage
3032     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3033     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3034     take effect on the melee damage of a monster.
3035     </attribute>
3036     <attribute arch="wc" editor="weapon class" type="int">
3037     Monsters of high &lt;weapon class&gt; are more likely to really hit
3038     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3039     to &lt;armour class&gt;.
3040     </attribute>
3041     <attribute arch="hp" editor="health points" type="int">
3042     The &lt;health points&gt; of a monster define how long it takes to
3043     kill it. With every successful hit from an opponent, &lt;health points&gt;
3044     get drained - The monster dies by zero &lt;health points&gt;.
3045     </attribute>
3046     <attribute arch="maxhp" editor="max health" type="int">
3047     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3048     monster can have.
3049     </attribute>
3050     <attribute arch="ac" editor="armour class" type="int">
3051     Monsters of low &lt;armour class&gt; are less likely to get hit from
3052     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3053     to &lt;weapon class&gt;.
3054     Values typically range between +20 (very bad) to -20 (quite good).
3055     </attribute>
3056     <attribute arch="Con" editor="healing rate" type="int">
3057 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3058     healing rate is independent of &lt;speed&gt;.
3059 root 1.1 </attribute>
3060     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3061     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3062     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3063     bounce off.
3064     </attribute>
3065     <attribute arch="hitback" editor="hitback" type="bool">
3066     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3067     to the amount of damage the *attacker* inflicted. This damage
3068     is additional to the regular melee damage of the monster.
3069     As far as I know, hitback uses acid attacktype, and it only takes
3070     effect if the monster actually has acid attacktype at it's disposal.
3071     Acid spheres for example use this feature.
3072     </attribute>
3073     <attribute arch="one_hit" editor="one hit only" type="bool">
3074     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3075     to a player.
3076     </attribute>
3077     </section>
3078 root 1.3
3079 root 1.1 <section name="spellcraft">
3080     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3081     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3082     Only wands/rods/etc can be used, given the appropriate abilities.
3083     </attribute>
3084     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3085     A monster with this flag has the ability to &lt;reflect spells&gt;,
3086     all kinds of spell-bullets and -beams will bounce off.
3087 root 1.3
3088 root 1.1 Generally this flag should not be set because it puts
3089     wizard-type players at an unfair disadvantage.
3090     </attribute>
3091     <attribute arch="sp" editor="spellpoints" type="int">
3092     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3093     them for both wizard- and prayer-spells. However, this value defines
3094     only the amount of *initial* spellpoints the monster starts with.
3095     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3096     and &lt;spellpoint regen.&gt; are more important than just initial
3097     &lt;spellpoints&gt;.
3098     </attribute>
3099     <attribute arch="maxsp" editor="max spellpoints" type="int">
3100     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3101     can hold. Setting this to high values has little effect unless
3102     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3103     "regenerate mana" at it's disposal.
3104     </attribute>
3105     <attribute arch="Pow" editor="spellpoint regen." type="int">
3106 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3107     spellpoint regeneration rate is independent of &lt;speed&gt;.
3108 root 1.3
3109 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3110     regeneration is most important. If your monster is still not casting
3111     fast enough, give it the spell-ability of "regenerate mana".
3112     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3113     </attribute>
3114     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3115     Click on the &lt;attuned paths&gt; button to select spellpaths.
3116     The creature will get attuned to the specified spellpaths.
3117     </attribute>
3118     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3119     Click on the &lt;repelled paths&gt; button to select spellpaths.
3120     The creature will get repelled to the specified spellpaths.
3121     </attribute>
3122     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3123     Click on the &lt;denied paths&gt; button to select spellpaths.
3124     The creature won't be able to cast spells of the specified paths.
3125     </attribute>
3126     </section>
3127 root 1.3
3128 root 1.1 <section name="ability">
3129     <attribute arch="Int" editor="detect hidden" type="int">
3130     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3131     hidden/invisible creatures. Higher values make for better
3132     detection-skills. Enabling &lt;see invisible&gt; makes this value
3133     obsolete.
3134     </attribute>
3135     <attribute arch="see_invisible" editor="see invisible" type="bool">
3136     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3137     with by invisible or hiding players. This flag is a must-have
3138     for high-level monsters. When a monster is unable to detect
3139     invisible players, it can be killed without fighting back.
3140     </attribute>
3141     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3142     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3143     by spells of darkness or dark maps. This flag is a "should-have"
3144     for high-level monsters. When a monster is unable to see in
3145     darkness, players can cast darkness and sneak around it safely.
3146     </attribute>
3147     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3148     Monster is able to wield weapon type objects.
3149     </attribute>
3150     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3151     Monster is able to use missile-weapon type objects.
3152     </attribute>
3153     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3154     Monster is able to wear protective equipment like brestplate
3155     armour, shields, helmets etc.
3156     </attribute>
3157     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3158     Monster is able to wear rings.
3159     </attribute>
3160     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3161     Monster is able to use wands and staves.
3162     </attribute>
3163     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3164     Monster is able to use rods.
3165     </attribute>
3166     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3167     Monster is able to read scrolls.
3168     </attribute>
3169     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3170     Monster is able to use skills from it's inventory.
3171     For example, you can put a throwing skill object and some
3172 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3173 root 1.1 </attribute>
3174     </section>
3175 root 1.3
3176 root 1.1 <section name="behave">
3177     <attribute arch="monster" editor="monster behaviour" type="bool">
3178     When &lt;monster behaviour&gt; is enabled, this object will behave
3179     like a monster: It can move and attack enemies (which are
3180     typically players).
3181     This flag should be set for all monsters as-such.
3182     Monsters which don't move, like guards, should also have
3183     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3184 root 1.3 It should *not* be set for things like immobile generators.
3185 root 1.1 </attribute>
3186     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3187     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3188     </attribute>
3189     <attribute arch="friendly" editor="friendly" type="bool">
3190     &lt;friendly&gt; monsters help the player, attacking any
3191     non-friendly monsters in range.
3192     </attribute>
3193     <attribute arch="stand_still" editor="stand still" type="bool">
3194     Monsters which &lt;stand still&gt; won't move to leave their position.
3195     When agressive, they will attack all enemies who get close to
3196     them. This behaviour is commonly known from castle guards.
3197 root 1.3
3198 root 1.32 In older versions of Deliantra it was possible to eventually
3199 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3200     I believe this is no longer possible. Neverthless, you should
3201     still be cautious when lining up &lt;stand still&gt;-monster in order
3202     to "defend" something: Such monsters are rather easy to kill.
3203     It's good for low level maps, but not much more.
3204     </attribute>
3205     <attribute arch="sleep" editor="asleep" type="bool">
3206     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3207     &lt;sensing range&gt; of the monster. Usually the sensing range is
3208     larger than the players line of sight. Due to that, in most cases
3209     the player won't ever notice weither a monster was asleep or not.
3210     </attribute>
3211     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3212     This entry defines which kinds of environment actions the
3213     creature is able to perform.
3214     </attribute>
3215     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3216     Click on the &lt;pick up&gt; button and select which types of objects
3217     the creature should try to pick up.
3218 root 1.3
3219 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3220     etc are set, then the creature will pick up the matching items even
3221     if this is not set here.
3222     </attribute>
3223     <attribute arch="Wis" editor="sensing range" type="int">
3224     &lt;sensing range&gt; determines how close a player needs to be before
3225     the creature wakes up. This is done as a square, for reasons of speed.
3226     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3227     11x11 square of the monster will wake the monster up. If the player
3228     has stealth, the size of this square is reduced in half plus 1.
3229     </attribute>
3230 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3231     If this is set to default, the standard mode of movement will be used.
3232     </attribute>
3233     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3234     This movement is not in effect when the monster has an enemy and should
3235     only be used for non agressive monsters.
3236 root 1.1 </attribute>
3237     <attribute arch="run_away" editor="run at % health" type="int">
3238     This is a percentage value in the range 0-100.
3239     When the monster's health points drop below this percentage
3240     (relative to max health), it attempts to run away from the
3241     attacker.
3242     </attribute>
3243     </section>
3244 elmex 1.29 &resistances_basic;
3245 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3246     </attribute>
3247     </type>
3248    
3249     <!--####################################################################-->
3250 root 1.3 <type number="28" name="Monster (Grimreaper)">
3251     <import_type name="Monster &amp; NPC" />
3252     <ignore>
3253     <attribute arch="material" />
3254     <attribute arch="name_pl" />
3255     <attribute arch="nrof" />
3256     <attribute arch="value" />
3257     <attribute arch="unpaid" />
3258     </ignore>
3259 elmex 1.27 <description>
3260 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3261 elmex 1.27 draining attacks.
3262 root 1.3 </description>
3263     <section name="grimreaper">
3264     <attribute arch="value" editor="attacks" type="int">
3265     The object vanishes after this number of draining attacks.
3266     </attribute>
3267     </section>
3268     </type>
3269    
3270     <!--####################################################################-->
3271 root 1.1 <type number="65" name="Mood Floor">
3272     <ignore>
3273     <ignore_list name="system_object" />
3274     </ignore>
3275     <description><![CDATA[
3276     As the name implies, mood floors can change the "mood" of
3277     a monsters/NPC. For example, an unagressive monster could be
3278     turned mad to start attacking. Similar, an agressive monster
3279 root 1.37 could be calmed.]]>
3280 root 1.1 </description>
3281     <use><![CDATA[
3282     Mood floors are absolutely cool for NPC interaction. To make an
3283     unaggressive monster/NPC attack, put a creator with "other_arch
3284     furious_floor" under it. Connect the creator to a magic_ear, so the
3285     player speaks a keyword like "stupid sucker" - and the monster attacks.
3286     <br><br>
3287     To turn an NPC into a pet, put a charm_floor under it and connect
3288     it directly to a magic_ear. Then the player speaks a keyword like
3289     "help me" - and the NPC joins him as pet.
3290     <br><br>
3291     (Of course you must always give clear hints about keywords!
3292     And there is no reason why you couldn't use a button/lever/pedestal
3293 root 1.37 etc. instead of a magic_ear.)]]>
3294 root 1.1 </use>
3295     <attribute arch="no_pick" value="1" type="fixed" />
3296     <attribute arch="last_sp" editor="mood" type="list_mood">
3297     &lt;mood&gt; is used to determine what will happen to the
3298     monster when affected by the mood floor:
3299 root 1.3
3300 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3301 root 1.3
3302 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3303 root 1.3
3304 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3305 root 1.3
3306 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3307 root 1.3
3308 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3309     who triggers the square. This setting is not
3310     enabled for continous operation, you need to
3311     insert a &lt;connection&gt; value!
3312     </attribute>
3313 root 1.45 <attribute arch="connected" editor="connection" type="string">
3314 root 1.1 This should only be set in combination with &lt;mood number&gt; 4.
3315     Normally, monsters are affected by the mood floor as soon as they
3316     step on it. But charming (monster -&gt; pet) is too powerful,
3317 root 1.3 so it needs to be activated.
3318    
3319 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3320     But a powerful pet could as well be the reward for solving a
3321     quest. Or even better: It could be *part* of a quest!
3322     </attribute>
3323     <attribute arch="no_magic" editor="no spells" type="bool">
3324     If enabled, it is impossible for players to use (wizard-)
3325     spells on that spot.
3326     </attribute>
3327     <attribute arch="damned" editor="no prayers" type="bool">
3328     If enabled, it is impossible for players to use prayers
3329     on that spot. It also prevents players from saving.
3330     </attribute>
3331     </type>
3332    
3333     <!--####################################################################-->
3334     <type number="40" name="Mover">
3335     <ignore>
3336     <ignore_list name="non_pickable" />
3337     </ignore>
3338     <description><![CDATA[
3339     Movers move the objects above them. However, only living objects
3340     are affected (monsters/NPCs always, players optional). Movers have
3341     a direction, so players can be made to move in a pattern, and so
3342     can monsters. Motion is involuntary. Additionally, players or
3343     monsters can be "frozen" while ontop of movers so that they MUST
3344     move along a chain of them.
3345     <br><br>
3346     Multisquare monsters can be moved as well, given
3347 root 1.37 enough space. Movers are usually invisible.]]>
3348 root 1.1 </description>
3349     <use><![CDATA[
3350     NEVER EVER consider a mover being unpassable in the backwards
3351     direction. Setting "forced movement" makes it seemingly impossible
3352     but there is still a trick: One player can push a second player
3353     past the mover, in opposite to the mover's direction! The more
3354     movers, the more players needed. Hence, don't make a treasure
3355     room that is surrounded by movers instead of solid walls/gates.
3356     <br><br>
3357     Btw, it does not make a difference putting movers above or
3358     below the floor. Moreover, movers that are set to be invisible
3359     cannot be discovered with the show_invisible spell.
3360     <br><br>
3361     Note that Movers and Directors are seperate objects, even though
3362     they look and act similar. Directors only do spells/missiles,
3363     while movers only do living creatures (depending on how it
3364 root 1.37 is set: monsters and players).]]>
3365 root 1.1 </use>
3366     <attribute arch="attacktype" editor="forced movement" type="bool">
3367     If forced movement is enabled, the mover "freezes" anyone it
3368     moves (so they are forced to move along a chain).
3369     For players there is no way to escape this forced movement,
3370     except being pushed by a second player.
3371     </attribute>
3372     <attribute arch="maxsp" editor="freeze duration" type="int">
3373     The player will be "frozen" for that many moves.
3374     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3375     enabled, then &lt;freeze duration&gt; gets assigned the
3376     "default value" 2 automatically.
3377     </attribute>
3378     <attribute arch="speed" editor="movement speed" type="float">
3379     The movement speed value determines how fast a chain of
3380     these movers will push a player along (default is -0.2).
3381     </attribute>
3382 root 1.12 &speed_left;
3383 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3384     The mover will push creatures in the specified &lt;direction&gt;.
3385     A mover with direction set to &lt;none&gt; will spin clockwise,
3386     thus pushing creatures in unpredictable directions.
3387     </attribute>
3388     <attribute arch="lifesave" editor="gets used up" type="bool">
3389     If enabled, the mover gets "used up" after a certain number of moves
3390 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3391 root 1.1 </attribute>
3392     <attribute arch="hp" editor="number of uses" type="int">
3393     This value has only a meaning if &lt;gets used up&gt; is set:
3394     &lt;number of uses&gt; is the number of times minus one, that it
3395     will move a creature before disappearing. (It will move
3396 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3397 root 1.1 </attribute>
3398     <section name="targets">
3399     <attribute arch="level" editor="move players" type="bool">
3400     If &lt;move players&gt; is enabled, both players and monsters will be
3401     moved. In the arches' default it is disabled - thus ONLY monsters
3402     get moved. Remember that "monsters" includes NPCs!
3403 root 1.3
3404 root 1.1 This feature provides you with the possibility to make NPCs
3405     literally "come to life". Example: The player is talking with an
3406     NPC, speaking a certain keyword. This triggers a magic_ear and
3407     activates creators, creating (per default: monster-only) movers
3408     under the NPC's feet. The NPC starts "walking" on a predefined
3409     route! Note that it's useful to set this NPC immune to everything,
3410     preventing the player to push the NPC off his trace.
3411     </attribute>
3412 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3413     Which movement types activate the mover.
3414 root 1.1 </attribute>
3415     </section>
3416     </type>
3417    
3418     <!--####################################################################-->
3419     <type number="17" name="Pedestal">
3420     <ignore>
3421     <ignore_list name="non_pickable" />
3422     </ignore>
3423     <description><![CDATA[
3424     Pedestals are designed to detect certain types of living objects.
3425     When a predefined type of living creature steps on the pedestal, the
3426 root 1.37 connected value is triggered.]]>
3427 root 1.1 </description>
3428     <use><![CDATA[
3429     If you want to create a place where only players of a certain race
3430     can enter, put a teleporter over your pedestal. So the teleporter is
3431     only activated for players of the matching race. Do not use gates,
3432     because many other players could sneak in. If you put powerful
3433     artifacts into such places, generally set "startequip 1", so that
3434 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3435 root 1.1 </use>
3436     <attribute arch="no_pick" value="1" type="fixed" />
3437     <attribute arch="slaying" editor="match race" type="string">
3438     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3439     matches the monster's or the player's race, we have a match.
3440     Yes, pedestals can detect a player's race! E.g. you could create a
3441 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3442    
3443 root 1.1 If it is set to "player", any player stepping on the pedestal
3444     is a match. Very useful if you want to open a gate for players
3445     but not for monsters.
3446     </attribute>
3447 root 1.45 <attribute arch="connected" editor="connection" type="string">
3448 root 1.1 When the pedestal is triggered, all objects with the same
3449     connection value get activated.
3450     </attribute>
3451 root 1.9 &move_on;
3452 root 1.1 </type>
3453    
3454     <!--####################################################################-->
3455     <type number="94" name="Pit">
3456     <ignore>
3457     <ignore_list name="non_pickable" />
3458     </ignore>
3459     <description><![CDATA[
3460     Pits are holes, transporting the player when he walks (and falls) into them.
3461     A speciality about pits is that they don't transport the player to
3462 root 1.37 the exact destination, but within a configurable radius of the destination
3463 root 1.1 (never on blocked squares).<br>
3464     Optionally, pits can get closed and opened, similar to gates.<br><br>
3465     Monsters and items are affected by pits just as well as players.
3466 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3467 root 1.1 </description>
3468     <use><![CDATA[
3469     Pits can add interesting effects to your map. When using them, make
3470     sure to use them in a "logical way": Pits should always drop the
3471     player to some kind of lower level. They should not be used to
3472 root 1.37 randomly interconnect maps like teleporters do.]]>
3473 root 1.1 </use>
3474     <attribute arch="no_pick" value="1" type="fixed" />
3475 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3476 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3477 root 1.37 </attribute>
3478 root 1.45 <attribute arch="connected" editor="connection" type="string">
3479 root 1.1 When a &lt;connection&gt; value is set, the pit can be opened/closed
3480     by activating the connection.
3481     </attribute>
3482 elmex 1.16 &activate_on;
3483 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3484     The pit will transport creatures (and items) randomly into a two-square
3485     radius of the destination coordinates.
3486     If the destination square becomes blocked, the pit will act like
3487     being filled up and not work anymore!
3488     </attribute>
3489     <attribute arch="sp" editor="destination Y" type="int">
3490     The pit will transport creatures (and items) randomly into a two-square
3491     radius of the destination coordinates.
3492     If the destination square becomes blocked, the pit will act like
3493     being filled up and not work anymore!
3494     </attribute>
3495     <attribute arch="wc" editor="position state" type="int">
3496     The &lt;position state&gt; defines the position of the gate:
3497     Zero means completely open/down, the "number of animation-steps" (usually
3498     about 6 or 7) means completely closed/up state. I suggest you don't
3499     mess with this value - Leave the default in place.
3500     </attribute>
3501 root 1.9 &move_on;
3502 root 1.1 </type>
3503    
3504     <!--####################################################################-->
3505     <type number="7" name="Poison Food">
3506     <description><![CDATA[
3507     When eating, the player's stomache is drained by 1/4 of food.
3508 root 1.37 If his food drops to zero, the player might even die.]]>
3509 root 1.1 </description>
3510     </type>
3511    
3512     <!--####################################################################-->
3513     <type number="5" name="Potion">
3514     <description><![CDATA[
3515     The player can drink these and gain various kinds of benefits
3516 root 1.37 (/penalties) by doing so.]]>
3517 root 1.1 </description>
3518     <use><![CDATA[
3519 root 1.37 One potion should never give multiple benefits at once.]]>
3520 root 1.1 </use>
3521     <attribute arch="level" editor="potion level" type="int">
3522     If the potion contains a spell, the spell is cast at this level.
3523     For other potions it should be set at least to 1.
3524     </attribute>
3525     <attribute arch="sp" editor="spell" type="spell">
3526     When a player drinks this potion, the selected spell
3527     will be casted (once). This should work for any given spell.
3528     E.g. heal is "sp 35", magic power is "sp 67".
3529     </attribute>
3530     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3531     There are two types of special effects for potions:
3532     'life restoration' - restore the player's stats lost by death or draining
3533     (this has nothing in common with the restoration spell!)
3534 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3535 root 1.1 by a very small amount.
3536     </attribute>
3537     <attribute arch="cursed" editor="cursed" type="bool">
3538     If a potion is cursed, benefits generally turn into penalties.
3539     Note that potions can be "uncursed" by praying over an altar,
3540     with relative ease. *But* the potion must be identified to notice
3541     that it is cursed &gt;:)
3542     </attribute>
3543     <attribute arch="startequip" editor="godgiven item" type="bool">
3544     A godgiven item vanishes as soon as the player
3545     drops it to the ground.
3546     </attribute>
3547 elmex 1.29 &player_stat_resist_sections;
3548 root 1.1 </type>
3549    
3550     <!--####################################################################-->
3551     <type number="156" name="Power Crystal">
3552     <description><![CDATA[
3553     Power crystals can store a player's mana:
3554     When the player applies the crystal with full mana, half of
3555     it flows into the crystal. When the player applies it with
3556 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3557 root 1.1 </description>
3558     <attribute arch="sp" editor="initial mana" type="int">
3559     &lt;initial mana&gt; is the amount of spellpoints that the
3560     crystal holds when the map is loaded.
3561     </attribute>
3562     <attribute arch="maxsp" editor="mana capacity" type="int">
3563     The &lt;mana capacity&gt; defines how much mana can be stored
3564     in the crystal. This is what makes the crystal interesting.
3565     Wizard-players will always seek for crystals with large
3566     capacities.
3567     </attribute>
3568     </type>
3569    
3570     <!--####################################################################-->
3571     <type number="13" name="Projectile">
3572     <description><![CDATA[
3573     Projectiles like arrows/crossbow bolts are used as ammunition
3574     for shooting weapons.
3575     <br><br>
3576     It's very easy to add new pairs of weapons &amp; projectiles.
3577     Just set matching &lt;ammunition class&gt; both for shooting
3578 root 1.37 weapon and projectile.]]>
3579 root 1.1 </description>
3580     <use><![CDATA[
3581     If you want to create new kinds of projectiles, you could
3582     add an alchemical receipe to create these.
3583 root 1.3
3584 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3585     they really fullfill a useful purpose. In fact, even bows
3586 root 1.37 and crossbows are rarely ever used.]]>
3587 root 1.1 </use>
3588     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3589     This number is a bitmask, specifying the projectile's attacktypes.
3590     Attacktypes are: physical, magical, fire, cold.. etc.
3591     This works identical to melee weapons. Note that shooting
3592     weapons cannot have attacktypes.
3593     </attribute>
3594     <attribute arch="race" editor="ammunition class" type="string">
3595     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3596     these projectiles. For arrows set "arrows", for crossbow bolts
3597     set "crossbow bolts" (big surprise).
3598 root 1.3
3599 root 1.1 In certain cases, the ammunition class is displayed in the game.
3600     Hence, when you create a new ammunition class, choose an
3601     intuitive name like "missiles", "spirit bolts" - whatever.
3602 root 1.3
3603 root 1.1 You can also make special containers holding these projectiles
3604     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3605     </attribute>
3606     <attribute arch="slaying" editor="slaying race" type="string">
3607     Slaying means the weapon does tripple (3x) damage to monsters
3608     of the specified race. If &lt;slaying race&gt; matches an arch name,
3609     only monsters of that archtype receive tripple damage.
3610     Tripple damage is very effective.
3611     </attribute>
3612     <attribute arch="dam" editor="damage" type="int">
3613     The projectile &lt;damage&gt; significantly affects the damage
3614     done. Damage can be further increased by the shooting
3615     weapon's attributes.
3616     </attribute>
3617     <attribute arch="wc" editor="weaponclass" type="int">
3618     This value is supposed to be the base &lt;weaponclass&gt;,
3619     but it seems to have rather little effect.
3620     High values are good here, low values bad.
3621     </attribute>
3622     <attribute arch="food" editor="chance to break" type="int">
3623     The &lt;chance to break&gt; defines the breaking probability when this
3624     projectile hits an obstacle, e.g. wall or monster.
3625     The value is the %-chance to break, ranging from 0 (never breaking)
3626     to 100 (breaking at first shot).
3627     </attribute>
3628     <attribute arch="magic" editor="magic bonus" type="int">
3629     Magic bonus increases chance to hit and damage a little bit.
3630     </attribute>
3631     <attribute arch="unique" editor="unique item" type="bool">
3632     Unique items exist only one time on a server. If the item
3633     is taken, lost or destroyed - it's gone for good.
3634     </attribute>
3635     <attribute arch="startequip" editor="godgiven item" type="bool">
3636     A godgiven item vanishes as soon as the player
3637     drops it to the ground.
3638     </attribute>
3639     <attribute arch="no_drop" editor="don't drop" type="bool">
3640     When a monster carries a projectile with &lt;don't drop&gt;,
3641     this item will never drop to the ground but
3642     vanish instead. If this object is shot, it can still drop
3643     after hitting an obstacle. You can prevent this by
3644     setting &lt;chance to break&gt; 100.
3645     </attribute>
3646     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3647     This text may describe the projectile. This
3648     could be nice for very special ones.
3649     </attribute>
3650     </type>
3651    
3652     <!--####################################################################-->
3653     <type number="70" name="Ring">
3654     <import_type name="Amulet" />
3655     <description><![CDATA[
3656     Rings are worn on the hands - one ring each.
3657     Wearing rings, the object's stats will directly be inherited to
3658 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3659 root 1.1 </description>
3660     <use><![CDATA[
3661     When you create an artifact ring, never forget that players can
3662     wear <B>two</B> rings! Due to that it is extremely important to
3663     keep rings in balance with the game.
3664     <br><br>
3665     Also keep in mind that rings are generally the wizard's tools.
3666     They should primarily grant bonuses to spellcasting abilities
3667 root 1.37 and non-physical resistances.]]>
3668 root 1.1 </use>
3669     </type>
3670    
3671     <!--####################################################################-->
3672     <type number="3" name="Rod">
3673     <ignore>
3674     <attribute arch="title" />
3675     </ignore>
3676     <description><![CDATA[
3677     A rod contains a spell. The player can use this spell by applying and
3678     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3679     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3680 root 1.37 used endlessly.]]>
3681 root 1.1 </description>
3682     <use><![CDATA[
3683     Rods with healing/curing spells are extremely powerful. Usually, potions have
3684     to be used for that purpose. Though, potions are expensive and only good for
3685 root 1.37 one-time-use.<br>]]>
3686 root 1.1 </use>
3687     <attribute arch="sp" editor="spell" type="spell">
3688     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3689     rods to players, since they can be used endlessly without any mana cost!
3690     Rods with heal/ restoration/ protection spells, IF available, MUST be
3691     very very VERY hard to get!
3692     </attribute>
3693     <attribute arch="level" editor="casting level" type="int">
3694     The casting level of the &lt;spell&gt; determines it's power.
3695     For attack spells, level should be set to something reasonable.
3696     </attribute>
3697     <attribute arch="hp" editor="initial spellpoints" type="int">
3698     This value represents the initial amount of spellpoints in the rod.
3699     Naturally, this is quite unimportant.
3700     </attribute>
3701     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3702     When the rod is fully charged up, it will hold this maximum amount of
3703     spellpoints. Make sure it is enough to cast the contained spell at least
3704     once. But don't set the value too high, as that might make the rod
3705     too effective.
3706     </attribute>
3707     <attribute arch="startequip" editor="godgiven item" type="bool">
3708     A godgiven item vanishes as soon as the player
3709     drops it to the ground.
3710     </attribute>
3711     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3712     This text may contain a description of the rod.
3713     </attribute>
3714     </type>
3715    
3716     <!--####################################################################-->
3717     <type number="154" name="Rune">
3718     <ignore>
3719     <attribute arch="no_pick" />
3720     <attribute arch="title" />
3721     <attribute arch="name_pl" />
3722     <attribute arch="weight" />
3723     <attribute arch="value" />
3724     <attribute arch="material" />
3725     <attribute arch="unpaid" />
3726     </ignore>
3727     <description><![CDATA[
3728 root 1.3 A rune is a magical enscription on the dungeon floor.
3729 root 1.1 <br><br>
3730     Runes hit any monster or person who steps on them for 'dam' damage in
3731     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3732     and will cast this spell when it detonates. Yet another kind is the
3733     "summoning rune", summoning predefined monsters of any kind, at detonation.
3734     <br><br>
3735 root 1.37 Many runes are already defined in the archetypes.]]>
3736 root 1.1 </description>
3737     <use><![CDATA[
3738     Avoid monsters stepping on your runes. For example, summoning runes
3739 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3740 root 1.1 </use>
3741     <attribute arch="no_pick" value="1" type="fixed" />
3742 root 1.9 &move_on;
3743 root 1.1 <attribute arch="level" editor="rune level" type="int">
3744     This value sets the level the rune will cast the spell it contains at,
3745     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3746 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3747    
3748 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3749     how much experience the player gets for doing so. Beware: High level
3750     runes can be quite a cheap source of experience! So either make them
3751     tough, or keep the level low.
3752     </attribute>
3753     <attribute arch="Cha" editor="visibility" type="int">
3754     This value determines what fraction of the time the rune is visible:
3755     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3756     how easily the rune may be found.
3757     </attribute>
3758     <attribute arch="hp" editor="number of charges" type="int">
3759     The rune will detonate &lt;number of charges&gt; times before disappearing.
3760     </attribute>
3761     <attribute arch="dam" editor="direct damage" type="int">
3762     &lt;direct damage&gt; specifies how much damage is done by the rune,
3763     if it doesn't contain a spell. This should be set in reasonable
3764 root 1.3 relation to the rune's level.
3765 root 1.1 </attribute>
3766     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3767     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3768     attribute defines what attacktype to use for direct damage when
3769     the rune detonates.
3770     </attribute>
3771     <section name="spellcraft">
3772     <attribute arch="sp" editor="spell" type="spell">
3773     The selected &lt;spell&gt; defines the spell in the rune, if any.
3774     (Many runes do direct damage).
3775     </attribute>
3776     <attribute arch="slaying" editor="spell name" type="string">
3777     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3778     but if present, overrides the &lt;spell&gt; setting.
3779     </attribute>
3780     <attribute arch="other_arch" editor="spell arch" type="string">
3781     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3782     is optional, but if present, overrides the &lt;spell&gt; setting.
3783     You can choose any of the existing arches.
3784     </attribute>
3785     <attribute arch="maxsp" editor="direction" type="list_direction">
3786     If set, the rune will cast it's containing spell (if any) in
3787     this &lt;direction&gt;.In most cases this appears useless because
3788     the spell directly hits the player.
3789     </attribute>
3790     <attribute arch="race" editor="summon monster" type="string">
3791     If this is set to the arch name of any monster, together with
3792     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3793     of those on detonation. (dam and attacktype will still be ignored
3794     in this case). Runes are even capable of summoning multi-square
3795     monsters, given enough space. You'd better test it though.
3796     </attribute>
3797     <attribute arch="maxhp" editor="summon amount" type="int">
3798     This should only be set to a summoning rune. It will then summon
3799     that many creatures of the kind &lt;summon monster&gt;.
3800     </attribute>
3801     </section>
3802     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3803     When the rune detonates, this text is displayed to the
3804     victim. For especially powerful runes, create an appropriate
3805     thrilling description. ;)
3806     </attribute>
3807     </type>
3808    
3809     <!--####################################################################-->
3810     <type number="106" name="Savebed">
3811     <ignore>
3812     <ignore_list name="non_pickable" />
3813     </ignore>
3814     <description><![CDATA[
3815     When the player applies a savebed, he is not only saved. Both his
3816     respawn-after-death and his word-of-recall positions are pointing
3817 root 1.37 to the last-applied savebed.]]>
3818 root 1.1 </description>
3819     <use><![CDATA[
3820     Put savebed locations in towns, do not put them into dungeons.
3821     It is absolutely neccessary that a place with savebeds is 100% secure.
3822     That means:
3823     <UL>
3824     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3825     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3826 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3827 root 1.1 players get trapped in a savebed location.
3828     <LI> If possible, mark the whole site as no-spell area (Insert this
3829     arch called "dungeon_magic" everywhere). This is not required,
3830     but it makes the place much more safe.
3831 root 1.37 </UL>]]>
3832 root 1.1 </use>
3833     <attribute arch="no_pick" value="1" type="fixed" />
3834     <attribute arch="no_magic" value="1" type="fixed" />
3835     <attribute arch="damned" value="1" type="fixed" />
3836     </type>
3837    
3838     <!--####################################################################-->
3839 root 1.3 <type number="111" name="Scroll">
3840     <ignore>
3841     <attribute arch="title" />
3842     </ignore>
3843     <description><![CDATA[
3844     Scrolls contain spells (similar to spell-potions). Unlike potions,
3845     scrolls require a certain literacy skill to read successfully.
3846     Accordingly, for a successful reading, a small amount of
3847     experience is gained. Scrolls allow only one time usage, but
3848 root 1.37 usually they are sold in bulks.]]>
3849 root 1.3 </description>
3850     <use><![CDATA[
3851     For low level quests, scrolls of healing/curing-spells
3852     can be a nice reward. At higher levels, scrolls become less
3853 root 1.37 and less useful.]]>
3854 root 1.3 </use>
3855     <attribute arch="level" editor="casting level" type="int">
3856     The spell of the scroll will be casted at this level.
3857     This value should always be set, at least to 1.
3858     </attribute>
3859     <attribute arch="sp" editor="spell" type="spell">
3860     When a player/monster applies this scroll, the selected &lt;spell&gt;
3861     will be casted (once). This should work for any given spell.
3862     </attribute>
3863     <attribute arch="startequip" editor="godgiven item" type="bool">
3864     A godgiven item vanishes as soon as the player
3865     drops it to the ground.
3866     </attribute>
3867     </type>
3868    
3869     <!--####################################################################-->
3870     <type number="33" name="Shield">
3871     <import_type name="Amulet" />
3872     <description><![CDATA[
3873     Wearing a shield, the object's stats will directly be inherited to
3874     the player. Shields usually provide good defense, only surpassed
3875 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3876 root 1.3 </description>
3877     <use><![CDATA[
3878     Feel free to create your own special artifacts. However, it is very
3879 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3880 root 1.3 </use>
3881     <attribute arch="magic" editor="magic bonus" type="int">
3882     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3883     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3884     than direct armour-class bonus on the shield.
3885     </attribute>
3886     </type>
3887    
3888     <!--####################################################################-->
3889 root 1.1 <type number="14" name="Shooting Weapon">
3890     <description><![CDATA[
3891 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3892 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3893     wielded both at the same time. Like with any other equipment,
3894     stats/bonuses from shooting weapons are directly inherited to the player.
3895     <br><br>
3896     It's very easy to add new pairs of weapons &amp; projectiles.
3897     Just set matching &lt;ammunition class&gt; both for shooting
3898 root 1.37 weapon and projectile.]]>
3899 root 1.1 </description>
3900     <use><![CDATA[
3901     Shooting weapons should not add bonuses in general. There's already
3902     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3903 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3904 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3905     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3906 root 1.37 - still crap.]]>
3907 root 1.1 </use>
3908     <attribute arch="race" editor="ammunition class" type="string">
3909     Only projectiles with matching &lt;ammunition class&gt; can be fired
3910     with this weapon. For normal bows set "arrows", for normal
3911     crossbows set "crossbow bolts".
3912 root 1.3
3913 root 1.1 In certain cases, the ammunition class is displayed in the game.
3914     Hence, when you create a new ammunition class, choose an
3915     intuitive name like "missiles", "spirit bolts" - whatever.
3916     </attribute>
3917     <attribute arch="sp" editor="shooting speed" type="int">
3918     After shooting a projectile, the player is frozen for a short
3919     period of time (to prevent shooting arrows machine-gun-like).
3920     The greater &lt;shooting speed&gt;, the shorter this period of time.
3921     1 is minimum (=worst) and 100 is maximum (=best) value.
3922 root 1.3
3923 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3924     SET IT TO ZERO! (That would freeze the player for eternety).
3925     </attribute>
3926     <attribute arch="dam" editor="base damage" type="int">
3927     The &lt;base damage&gt; significantly affects the damage done
3928     by using this weapon. This damage is added to the projectile
3929     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3930     according to the player's strength is added.
3931     </attribute>
3932     <attribute arch="wc" editor="weaponclass" type="int">
3933     This value is supposed to be the base &lt;weaponclass&gt;,
3934     but it seems to have rather little effect.
3935     High values are good here, low values bad.
3936     </attribute>
3937     <attribute arch="item_power" editor="item power" type="int">
3938     The &lt;item power&gt; value measures how "powerful" an artifact is.
3939     Players will only be able to wear equipment with a certain total
3940     amount of &lt;item power&gt;, depending on their own level. This is the
3941     only way to prevent low level players to wear "undeserved" equipment
3942     (like gifts from other players or cheated items).
3943 root 1.3
3944 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3945 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
3946 root 1.1 calculate a provisional value at runtime, but this is never
3947     going to be an accurate measurement of &lt;item power&gt;.
3948     </attribute>
3949     <attribute arch="no_strength" editor="ignore strength" type="bool">
3950     Usually the player's strentgh takes effect on the damage
3951     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3952     the player's strength is ignored.
3953     </attribute>
3954     <attribute arch="damned" editor="damnation" type="bool">
3955     A damned shooting weapon cannot be unwielded unless
3956     the curse is removed. Removing damnations is
3957     a tick harder than removing curses.
3958     </attribute>
3959     <attribute arch="cursed" editor="curse" type="bool">
3960     A cursed shooting weapon cannot be unwielded unless
3961     the curse is removed.
3962     </attribute>
3963     <attribute arch="unique" editor="unique item" type="bool">
3964     Unique items exist only one time on a server. If the item
3965     is taken, lost or destroyed - it's gone for good.
3966     </attribute>
3967     <attribute arch="startequip" editor="godgiven item" type="bool">
3968     A godgiven item vanishes as soon as the player
3969     drops it to the ground.
3970     </attribute>
3971     <section name="stats">
3972     <attribute arch="Str" editor="strength" type="int">
3973     The player's strentgh will rise/fall by the given value
3974     while wearing this shooting weapon.
3975     </attribute>
3976     <attribute arch="Dex" editor="dexterity" type="int">
3977     The player's dexterity will rise/fall by the given value
3978     while wearing this shooting weapon.
3979     </attribute>
3980     <attribute arch="Con" editor="constitution" type="int">
3981     The player's constitution will rise/fall by the given value
3982     while wearing this shooting weapon.
3983     </attribute>
3984     <attribute arch="Int" editor="intelligence" type="int">
3985     The player's intelligence will rise/fall by the given value
3986     while wearing this shooting weapon.
3987     </attribute>
3988     <attribute arch="Pow" editor="power" type="int">
3989     The player's power will rise/fall by the given value
3990     while wearing this shooting weapon.
3991     </attribute>
3992     <attribute arch="Wis" editor="wisdom" type="int">
3993     The player's wisdom will rise/fall by the given value while
3994     wearing this shooting weapon.
3995     </attribute>
3996     <attribute arch="Cha" editor="charisma" type="int">
3997     The player's charisma will rise/fall by the given value
3998     while wearing this shooting weapon.
3999     </attribute>
4000     </section>
4001     <section name="bonus">
4002     <attribute arch="luck" editor="luck bonus" type="int">
4003     With positive luck bonus, the player is more likely to
4004     succeed in all sorts of things (spellcasting, praying,...).
4005     Unless the &lt;luck bonus&gt; is very high, the effect will be
4006     barely visible in-game. Luck bonus on one piece of equipment
4007     should never exceed 3, and such bonus should not be too
4008     frequently available.
4009     </attribute>
4010     <attribute arch="magic" editor="magic bonus" type="int">
4011     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4012     I'm not sure what exactly is increased - maybe weaponclass?
4013     However, &lt;magic bonus&gt; seems to have a little bit of positive
4014     influence on your chance to hit.
4015     </attribute>
4016     </section>
4017     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4018     This text describes the weapons's "story". Every decent artifact weapon
4019     should have such a description.
4020     </attribute>
4021     </type>
4022    
4023     <!--####################################################################-->
4024     <type number="68" name="Shop Floor">
4025     <ignore>
4026     <ignore_list name="non_pickable" />
4027     </ignore>
4028     <description><![CDATA[
4029     Shop floor is used for shops. It acts like a combination of the
4030     common floor- and the treasure type: When the map is loaded,
4031     randomitems (depending on the setings) are generated on it.
4032     These items are all flagged as unpaid.
4033     When a player drops an item onto shop floor, the item becomes
4034     unpaid and the player receives payment according to the item's
4035     selling-value.
4036     Shopfloor always prevents magic (To hinder players from burning
4037 root 1.37 or freezing the goods).]]>
4038 root 1.1 </description>
4039     <use><![CDATA[
4040     Tile your whole shop-interior space which shop floor.
4041     (That assures players receive payment for dropping items).
4042     Place shop mats to enter/leave the shop, and make sure
4043 root 1.37 there is no other exit than the shop mat.]]>
4044 root 1.1 </use>
4045     <attribute arch="is_floor" value="1" type="fixed" />
4046     <attribute arch="no_pick" value="1" type="fixed" />
4047     <attribute arch="no_magic" value="1" type="fixed" />
4048     <attribute arch="auto_apply" editor="generate goods" type="bool">
4049     If enabled, items will appear on this square when the map is loaded.
4050     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4051     are generated. The items will be unpaid.
4052     </attribute>
4053     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4054     This entry determines what kind of treasure will appear, when
4055     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4056     for details about existing treasurelists.
4057     </attribute>
4058     <attribute arch="exp" editor="quality level" type="int">
4059     The &lt;quality level&gt; will be used for the quality of the generated
4060     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4061     doesn't need to be set, unless you want extraordinarily good/bad
4062     quality. If you want to make a shop with very high quality, meaybe
4063     charge an entrance fee, or make the shop hard-to-come-by.
4064     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4065     and appearance of artifact-items.
4066     </attribute>
4067     <attribute arch="damned" editor="no prayers" type="bool">
4068     If enabled, it is impossible for players to use prayers
4069     on that spot. It also prevents players from saving.
4070     (Remember that &lt;no magic&gt; is always set for shop floors.)
4071     </attribute>
4072     </type>
4073    
4074     <!--####################################################################-->
4075     <type number="69" name="Shop Mat">
4076     <ignore>
4077     <ignore_list name="non_pickable" />
4078     </ignore>
4079     <description><![CDATA[
4080     Shop mats are used for entering/leaving shops. You should always
4081     have exactly TWO shop mats on your shop-map: One inside the
4082     "shopping-area" and one outside. Shop mats don't use exit paths/
4083     or -destinations. When stepping onto a shopmat the player gets beamed
4084     to the nearest other mat. If the player has unpaid items in his
4085     inventory, the price gets charged from his coins automatically.
4086     If the player has insufficient coins to buy his unpaid items, he
4087 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4088 root 1.1 </description>
4089     <use><![CDATA[
4090     As stated above, always place TWO shop mats into your shop.
4091 root 1.37 Not more and not less than that.]]>
4092 root 1.1 </use>
4093     <attribute arch="no_pick" value="1" type="fixed" />
4094 root 1.9 &move_on;
4095 root 1.1 </type>
4096    
4097     <!--####################################################################-->
4098     <type number="98" name="Sign &amp; MagicMouth">
4099     <ignore>
4100     <ignore_list name="non_pickable" />
4101     </ignore>
4102     <description><![CDATA[
4103     The purpose of a sign or magic_mouth is to display a certain message to
4104     the player. There are three ways to have the player get this message:
4105     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4106 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4107 root 1.1 </description>
4108     <use><![CDATA[
4109     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4110     some true roleplay feeling to your maps, support your storyline or give
4111     hints about hidden secrets/dangers. Place signs to provide the player
4112 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4113 root 1.1 </use>
4114 root 1.45 <attribute arch="connected" editor="connection" type="string">
4115 root 1.1 When a connection value is set, the message will be printed whenever
4116     the connection is triggered. This should be used in combination with
4117     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4118     If activating your magic_mouth this way, the message will not only be
4119     printed to one player, but all players on the current map.
4120     </attribute>
4121 elmex 1.16 &activate_on;
4122 root 1.9 &move_on;
4123 root 1.1 <attribute arch="food" editor="counter" type="int">
4124     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4125     (printing the message) only that many times. For signs this really shouldn't
4126     be used, while for magic_mouths it is extremely helpful.
4127     Monsters walking over the magic_mouth do not decrease the counter.
4128 root 1.3
4129 root 1.1 Often, you might want to have a message displayed only one time. For example:
4130     The player enters your map and you put a magic_mouth to tell him about the
4131     monsters and how dangerous they look and all. Later, when all the monsters
4132     are killed and the player leaves the map, displaying the same message a
4133     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4134     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4135     </attribute>
4136     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4137     This text will be displayed to the player.
4138     </attribute>
4139     </type>
4140    
4141 elmex 1.23 <type number="150" name="Shop Inventory">
4142     <ignore>
4143     <ignore_list name="non_pickable" />
4144     </ignore>
4145     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4146     </description>
4147     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4148     </use>
4149     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4150     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4151     the map that will be searched for unpaid items.
4152     </attribute>
4153     </type>
4154    
4155 root 1.1 <!--####################################################################-->
4156     <type number="43" name="Skill">
4157     <ignore>
4158     <ignore_list name="system_object" />
4159     </ignore>
4160     <description><![CDATA[
4161     Skills are objects which exist in the player/monster inventory.
4162     Both NPC/monsters and players use the same skill archetypes. Not all skills
4163 root 1.37 are enabled for monster use however.]]>
4164 root 1.1 </description>
4165     <use><![CDATA[
4166     For mapmaking, Skill objects serve two purposes:
4167     <p>First, the predefined skill archtypes (in the 'skills' directory)
4168     can be seen as the global skill definitions. A skill which doesn't
4169     exists as an archtype cannot be learned or used by players. When you
4170     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4171     of defined skill archtypes, because those strings are used as a reference in
4172     many skill-related objects.
4173     </p><p>
4174     Secondly, in order to enable monsters to use skills, you will need to
4175     copy default skill archtypes into the monsters' inventories.
4176     You can even customize the skills by changing stats. It is not
4177     recommended however, to use skills in your maps which are totally
4178 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4179 root 1.1 </use>
4180     <attribute arch="invisible" value="1" type="fixed" />
4181     <attribute arch="no_drop" value="1" type="fixed" />
4182     <attribute arch="skill" editor="skill name" type="string">
4183     The &lt;skill name&gt; is used for matchings. When a usable
4184     object has an identical &lt;skill name&gt;, players
4185     (or monsters) will need this skill to apply/use the object.
4186     </attribute>
4187     <attribute arch="expmul" editor="exp multiplier" type="float">
4188     This is the ratio of experience the players total should increase by
4189     when this skill is used. If this is zero, then experience only goes to
4190     to the skill. Values higher than 1 are allowed. Note that experience
4191     rewarded to the players total is in addition to that given to the
4192     skill. Eg, if player should get 500 exp for using a skill, and
4193     expmul is 1, the player will get 500 added to that skill as well as
4194     500 to their total.
4195     </attribute>
4196     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4197     The &lt;skill type&gt; defines the base functionality of the skill.
4198 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4199 root 1.1 create new skill types, but it requires a bit of server-coding.
4200     </attribute>
4201     <attribute arch="level" editor="level" type="int">
4202     </attribute>
4203     <attribute arch="exp" editor="experience" type="int">
4204     </attribute>
4205     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4206     The &lt;is native skill&gt; flag has an effect only when this
4207     skill object is placed in the inventory of a monster (or player).
4208     If it is set, the monster or player knows the skill natively, which
4209     means he does not need a skill tool to use it.
4210     </attribute>
4211     </type>
4212    
4213     <!--####################################################################-->
4214     <type number="130" name="Skill Scroll">
4215     <description><![CDATA[
4216     By reading a skill scroll, a player has a chance to learn the
4217 root 1.37 contained skill.]]>
4218 root 1.1 </description>
4219     <use><![CDATA[
4220     Skill scrolls are very much sought for by players. Currently,
4221     all skill scrolls are sold in shops randomly, which is in fact not
4222     a good system. It would be nice to have some cool quests with
4223 root 1.37 skill scrolls rewarded at the end.]]>
4224 root 1.1 </use>
4225     <attribute arch="race" value="scrolls" type="fixed" />
4226     <attribute arch="skill" editor="skill name" type="string">
4227     The &lt;skill name&gt; matches the skill object that can
4228     be learned from this scroll.
4229     </attribute>
4230     </type>
4231    
4232     <!--####################################################################-->
4233     <type number="21" name="Special Key">
4234     <ignore>
4235     <attribute arch="material" />
4236     </ignore>
4237     <description><![CDATA[
4238     When carrying the appropriate special key, a locked door can
4239     be opened. The key will dissapear.
4240     <br><br>
4241     This object-type can also be used for "passport"-like items:
4242     When walking onto an invetory checker, a gate for example might
4243 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4244 root 1.1 </description>
4245     <use><![CDATA[
4246     How to make a "passport": You take the special key arch
4247     (archetype name is "key2"), set the face to something like
4248     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4249     certainly must match with the appropiate inventory checker.
4250     <br><br>
4251     Of course you can be creative with names and faces of
4252     key-objects. A "mysterious crystal" or a "big dragon claw"
4253     (with appropriate faces) appear more interesting than just
4254 root 1.37 a "strange key", or "passport".]]>
4255 root 1.1 </use>
4256     <attribute arch="slaying" editor="key string" type="string">
4257     This string must be identical with the &lt;key string&gt; in the
4258     locked door, then it can be unlocked. It can also be used
4259     to trigger inventory checkers.
4260     </attribute>
4261     <attribute arch="material" editor="material" type="bitmask_material">
4262     For Special Keys, material should always be unset or set
4263     to Adamantite. This prevents the key from getting
4264     burned or otherwise destroyed.
4265     </attribute>
4266     <attribute arch="unique" editor="unique item" type="bool">
4267     Unique items exist only one time on a server. If the item
4268     is taken, lost or destroyed - it's gone for good.
4269 root 1.3
4270 root 1.1 This can be used if you want to sell apartments on your
4271     map: Simply sell a unique passport/key, and place
4272     an inventory checker at the entrance of your apartment.
4273     </attribute>
4274     <attribute arch="startequip" editor="godgiven item" type="bool">
4275     A godgiven item vanishes as soon as the player
4276     drops it to the ground.
4277     </attribute>
4278     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4279     This will add a description to the object. The player can read
4280     this text by clicking on the item in his inventory. Use this
4281     message to describe what the key/passport is good for. A player
4282     might have 50 different keys on his key-ring. Don't expect
4283     players to recall their purpose just by their names.
4284     </attribute>
4285     </type>
4286    
4287     <!--####################################################################-->
4288     <type number="101" name="Spell">
4289     <ignore>
4290     <ignore_list name="system_object" />
4291     </ignore>
4292     <description><![CDATA[
4293     Spell objects define a spell. When a spell is put in a spellbook,
4294     players can learn it by reading the book. Once learned, players
4295     can use the spell as often as they like. With increasing skill level
4296     of the player, spells may gain power but also increase cost.<br>
4297     Monsters can use spells which are put in their inventory (provided
4298     that certain "enabling" settings are correct). The monster's
4299 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4300 root 1.1 </description>
4301     <use><![CDATA[
4302     A lot of the spells' settings can be tuned and customized.
4303     When creating new spells which are accessible to players, it is
4304     important to think about balance. A single spell which is too
4305     powerful and/or too easy to use can eventually toss the whole skill
4306     and magic school system out of whack. Testing new spells is
4307 root 1.37 quite important therefore.]]>
4308 root 1.1 </use>
4309     <attribute arch="no_drop" value="1" type="fixed" />
4310     <attribute arch="invisible" value="1" type="fixed" />
4311     <attribute arch="skill" editor="skill name" type="string">
4312     The &lt;skill name&gt; matches the skill which is needed
4313     to cast this spell. This should be one out of "sorcery",
4314     "pyromancy", "evocation", "summoning" or "praying".
4315     If you want to fiddle with these, please take care not
4316     to upset the concept and balance of the various skills.
4317     </attribute>
4318     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4319     The &lt;spell type&gt; defines the basic type of spell.
4320     Some of these types are of a more generic nature than others.
4321     </attribute>
4322     <attribute arch="level" editor="spell level" type="int">
4323     </attribute>
4324     <attribute arch="casting_time" editor="casting time" type="int">
4325     </attribute>
4326     <attribute arch="duration" editor="duration" type="int">
4327     </attribute>
4328     <attribute arch="other_arch" editor="create object" type="string">
4329     </attribute>
4330     <attribute arch="sp" editor="cost spellpoints" type="int">
4331     </attribute>
4332     <attribute arch="grace" editor="cost grace" type="int">
4333     </attribute>
4334     <attribute arch="maxsp" editor="double cost per level" type="int">
4335     </attribute>
4336     </type>
4337    
4338     <!--####################################################################-->
4339     <type number="85" name="Spellbook">
4340     <description><![CDATA[
4341     By reading a spellbook, the player has a chance of learning the
4342     contained spell. Once learned from a book, the spell is available
4343     forever. Spellbooks with high level spells require some skill-level
4344     to read.<br><br>
4345     You can create widely customized spells only by adjusting the
4346     spell object in the spellbooks inventory. Refer to the description
4347     of spell objects for detailed information how to customize spells.<br>
4348     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4349 root 1.37 with a compilation of spells that the book may contain.]]>
4350 root 1.1 </description>
4351     <use><![CDATA[
4352     Don't put any of the godgiven spells into a spellbook! These are
4353     reserved for the followers of the appropriate cults. Handing them
4354     out in a spellbook would violate the balance between different religions.
4355     <br><br>
4356     Note that there is no fundamental difference between the spellbooks
4357     of varying schools (pyromancy, sorcery, evocation, summoning, and
4358     even praying). The difference lies only in the spells they contain.
4359     It is up to you, the mapmaker, to pick the right type of book
4360 root 1.37 for your spells.]]>
4361 root 1.1 </use>
4362     <attribute arch="skill" value="literacy" type="fixed" />
4363     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4364     There are two ways to put spells into a spellbook:
4365     1. Put a spell object in the books inventory. In this case,
4366     treasurelist must be set to &lt;none&gt;.
4367     2. Choose a treasurelist which contains spells.
4368     In that way, a spell will be chosen randomly from the list.
4369     </attribute>
4370     <attribute arch="startequip" editor="godgiven item" type="bool">
4371     A godgiven item vanishes as soon as the player
4372     drops it to the ground.
4373     </attribute>
4374     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4375     This text may contain a nice description
4376     of the spellbook's cover or something.
4377     </attribute>
4378     </type>
4379    
4380     <!--####################################################################-->
4381     <type number="90" name="Spinner">
4382     <ignore>
4383     <ignore_list name="non_pickable" />
4384     </ignore>
4385     <description><![CDATA[
4386     Spinners change the direction of spell objects and other projectiles
4387     that fly past. Unlike directors, it does make a difference from what
4388     angle you shoot into the spinner. The direction of objects flying past
4389 root 1.37 is always changed by a certain degree.]]>
4390 root 1.1 </description>
4391     <use><![CDATA[
4392     Spinners are very rarely used. I believe they are quite
4393     confusing and pointless. The only use I can think of is building
4394     some puzzle about where to shoot into spinners to shoot somewhere you
4395     otherwise couldn't.
4396 root 1.3
4397 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4398 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4399 root 1.1 </use>
4400     <attribute arch="sp" editor="direction number" type="int">
4401     The spinner will change the direction of flying objects by
4402     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4403     positive values counter clockwise.
4404 root 1.3
4405 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4406     </attribute>
4407 root 1.9 &move_on;
4408 root 1.1 </type>
4409    
4410     <!--####################################################################-->
4411     <type number="138" name="Swamp">
4412     <ignore>
4413     <ignore_list name="non_pickable" />
4414     </ignore>
4415     <description><![CDATA[
4416     Swamp areas show a special behaviour:
4417     When a player stands still on a swamp-square for too long,
4418     he will start to sink in and eventually drown and die.
4419     Items dropped on the swamp sink in and dissapear.
4420     Players with knowledge of the woodsman skill are a lot less likely
4421 root 1.37 to die in the swamp.]]>
4422 root 1.1 </description>
4423     <attribute arch="is_floor" value="1" type="fixed" />
4424     <attribute arch="is_wooded" value="1" type="fixed" />
4425     <attribute arch="speed" editor="drowning speed" type="float">
4426     The higher the &lt;drowning speed&gt;, the faster will players and items
4427     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4428     and unexpected death-trap. Players should get a warning before such areas.
4429     </attribute>
4430 root 1.12 &speed_left;
4431 root 1.9 &move_on;
4432     &movement_types_terrain;
4433 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4434     If enabled, it is impossible for players to use (wizard-)
4435     spells on that spot.
4436     </attribute>
4437     <attribute arch="damned" editor="no prayers" type="bool">
4438     If enabled, it is impossible for players to use prayers
4439     on that spot. It also prevents players from saving.
4440     </attribute>
4441     </type>
4442    
4443     <!--####################################################################-->
4444     <type number="41" name="Teleporter">
4445     <ignore>
4446     <ignore_list name="non_pickable" />
4447     </ignore>
4448     <description><![CDATA[
4449     When the player walks into a teleporter, he is transferred to a
4450     different location. The main difference to the object-type exit
4451     is the possibility to have teleporters connected to levers/buttons/etc.
4452     Sometimes teleporters are activated even against the players will.
4453     <br><br>
4454     Unlike exits, teleporters can also transfer items and
4455 root 1.37 monsters to different locations on the same map.]]>
4456 root 1.1 </description>
4457     <use><![CDATA[
4458     When creating maps, I guess sooner or later you'll want to have
4459     an invisible teleporter. If using "invisible 1", the teleporter
4460     can still be discovered with the show_invisible spell. And in
4461     some cases you can't place it under the floor to prevent this.
4462     <br><br>
4463     Fortunately, there is a cool trick to make a perfectly invisible
4464     teleporter: You simply add teleporter functionality to the floor
4465     itself. That means: You take the floor arch (e.g. "flagstone"),
4466 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4467 root 1.1 </use>
4468     <attribute arch="slaying" editor="exit path" type="string">
4469     The exit path specifies the map that the player is transferred to.
4470     &lt;exit path&gt; can be an absolute path, beginning with '/'
4471     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4472     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4473     for example I could use the relative path "Fire1"). Use relative
4474     paths whenever possible! Note that upper/lower case must always be
4475     set correctly. However, please use lower case only.
4476 root 1.3
4477 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4478     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4479     monsters and items. In this case, the destined map is automatically
4480     the same map the teleporter is on.
4481     </attribute>
4482     <attribute arch="hp" editor="destination X" type="int">
4483     The exit destinations define the (x, y)-coordinates where the exit
4484     leads to.
4485 root 1.3
4486 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4487     get teleported to another, randomly chosen teleporter on the same
4488     map (Slightly confusing for the player though). Make sure there
4489     actually *is* a second one in that case.
4490 root 1.3
4491 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4492     be transferred to the "default enter location" of the destined map.
4493     The latter can be set in the map-properties as "Enter X/Y". Though,
4494     please DO NOT use that. It turned out to be a source for numerous
4495     map-bugs.
4496     </attribute>
4497     <attribute arch="sp" editor="destination Y" type="int">
4498     The exit destinations define the (x, y)-coordinates where the exit
4499     leads to.
4500 root 1.3
4501 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4502     get teleported to another, randomly chosen teleporter on the same
4503     map (Slightly confusing for the player though). Make sure there
4504     actually *is* a second one in that case.
4505 root 1.3
4506 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4507     be transferred to the "default enter location" of the destined map.
4508     The latter can be set in the map-properties as "Enter X/Y". Though,
4509     please DO NOT use that. It turned out to be a source for numerous
4510     map-bugs.
4511     </attribute>
4512 root 1.45 <attribute arch="connected" editor="connection" type="string">
4513 root 1.1 If a connection value is set, the teleporter will be activated
4514     whenever the connection is triggered. To use this properly,
4515     &lt;activation speed&gt; must be zero.
4516     </attribute>
4517 elmex 1.16 &activate_on;
4518 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4519     If the &lt;activation speed&gt; is nonzero, the teleporter will
4520     automatically be activated in regular time-intervals. Hence, the
4521     player can just step on it and gets teleported sooner or later.
4522     The duration between two activates depends on the given value.
4523 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4524    
4525 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4526     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4527     </attribute>
4528 root 1.12 &speed_left;
4529 root 1.1 </type>
4530    
4531     <!--####################################################################-->
4532 root 1.3 <type number="26" name="Timed Gate">
4533     <ignore>
4534     <ignore_list name="non_pickable" />
4535     </ignore>
4536     <description><![CDATA[
4537 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4538 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4539     or carrying special key-objects (-> inventory checker).
4540     Unlike locked doors, gates can get shut again after a player has
4541     passed, which makes them more practical in many cases. Unlike normal
4542     gates, timed gates open when triggered but automatically close again
4543     after some time.]]>
4544     </description>
4545     <use><![CDATA[
4546     Use gates to divide your maps into separated areas. After solving
4547     area A, the player gains access to area B, and so on. Make your
4548 root 1.37 maps more complex than "one-way".]]>
4549 root 1.3 </use>
4550     <attribute arch="no_pick" value="1" type="fixed" />
4551 root 1.45 <attribute arch="connected" editor="connection" type="string">
4552 root 1.3 Whenever the inventory checker is triggered, all objects with identical
4553     &lt;connection&gt; value get activated. This only makes sense together with
4554     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4555     after some time.
4556     </attribute>
4557 elmex 1.16 &activate_on;
4558 root 1.3 <attribute arch="wc" editor="position state" type="int">
4559     The &lt;position state&gt; defines the position of the gate:
4560     Zero means completely open/down, the "number of animation-steps" (usually
4561     about 6 or 7) means completely closed/up state. I suggest you don't
4562     mess with this value - Leave the default in place.
4563     </attribute>
4564 root 1.9 &movement_types_terrain;
4565 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4566     Restricting the use of spells to pass this gate. This has
4567     an effect only if &lt;block view&gt; is disabled.
4568     </attribute>
4569     <attribute arch="damned" editor="restrict prayers" type="bool">
4570     Restricting the use of prayers to pass this door. This has
4571     an effect only if &lt;block view&gt; is disabled.
4572     </attribute>
4573     <attribute arch="hp" editor="open duration" type="int">
4574     Defines the duration the gate remains closed. This only takes effect
4575     if the gate is not connected.
4576     </attribute>
4577     </type>
4578    
4579     <!--####################################################################-->
4580 root 1.1 <type number="155" name="Trap">
4581     <ignore>
4582     <attribute arch="no_pick" />
4583     <attribute arch="title" />
4584     <attribute arch="name_pl" />
4585     <attribute arch="weight" />
4586     <attribute arch="value" />
4587     <attribute arch="material" />
4588     <attribute arch="unpaid" />
4589     </ignore>
4590     <description><![CDATA[
4591     A trap is a object that can either do damage or trigger another connected object
4592 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4593 root 1.1 and generally have either a physical attack or trigger a reaction.
4594     <br><br>
4595     Traps hit any monster or person who steps on them for 'dam' damage in
4596     'attacktype' attacktype and/or trigger a reaction.
4597     <br><br>
4598 root 1.28 Many traps are already defined in the archetypes.]]>
4599 root 1.1 </description>
4600     <use><![CDATA[
4601     Avoid monsters stepping on your traps. For example, a party of orcs setting
4602 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4603 root 1.1 </use>
4604     <attribute arch="no_pick" value="1" type="fixed" />
4605 root 1.9 &move_on;
4606 root 1.3 <attribute arch="level" editor="trap level" type="int">
4607 root 1.1 Level effects how easily a trap may be found and disarmed, and
4608     how much experience the player gets for doing so. Beware: High level
4609     traps can be quite a cheap source of experience! So either make them
4610     tough, or keep the level low.
4611     </attribute>
4612     <attribute arch="Cha" editor="visibility" type="int">
4613     This value determines what fraction of the time the trap is visible:
4614     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4615     how easily the trap may be found.
4616     </attribute>
4617     <attribute arch="hp" editor="number of charges" type="int">
4618     The trap will detonate &lt;number of charges&gt; times before disappearing.
4619     </attribute>
4620     <attribute arch="dam" editor="direct damage" type="int">
4621 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4622     This should be set in reasonable relation to the trap's level.
4623 root 1.1 </attribute>
4624     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4625     This attribute defines what attacktype to use for direct damage when
4626     the trap detonates.
4627     </attribute>
4628 root 1.45 <attribute arch="connected" editor="connection" type="string">
4629 root 1.1 When the trap is detonated, all objects with the same
4630     connection value get activated.
4631     </attribute>
4632     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4633     When the trap detonates, this text is displayed to the
4634     victim. For especially powerful or complex traps, create an appropriate
4635     and thrilling description. ;)
4636     </attribute>
4637     </type>
4638    
4639     <!--####################################################################-->
4640     <type number="95" name="Trapdoor">
4641     <ignore>
4642     <ignore_list name="non_pickable" />
4643     </ignore>
4644     <description><![CDATA[
4645     Trapdoors are very similar to pits. The difference is that they
4646     can not be closed. Instead, the weight of the object on the
4647     trapdoor determines weither it slams the trapdoor open and falls through
4648     or not.<br>
4649     Once a trapdoor has been opened (by a creature or items of sufficient
4650 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4651 root 1.1 </description>
4652     <use><![CDATA[
4653     Trapdoors should be used in the same fashion as pits:
4654     They should always drop the victims to some kind of lower level. They
4655 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4656 root 1.1 </use>
4657     <attribute arch="no_pick" value="1" type="fixed" />
4658 root 1.9 &move_on;
4659 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4660     This value defines how much weight the trapdoor can hold.
4661     Once items or creatures are gathered on the trapdoor, with
4662     a total weight surpassing this value, then the trapdoor will
4663     open and things start falling through.
4664     </attribute>
4665     <attribute arch="hp" editor="destination X" type="int">
4666     The trapdoor will transport creatures (and items) randomly into
4667     a two-square radius of the destination coordinates.
4668     If the destination square becomes blocked, the trapdoor will act like
4669     being filled up and not work anymore!
4670     </attribute>
4671     <attribute arch="sp" editor="destination Y" type="int">
4672     The trapdoor will transport creatures (and items) randomly into
4673     a two-square radius of the destination coordinates.
4674     If the destination square becomes blocked, the trapdoor will act like
4675     being filled up and not work anymore!
4676     </attribute>
4677     </type>
4678    
4679     <!--####################################################################-->
4680     <type number="4" name="Treasure">
4681     <ignore>
4682     <attribute arch="nrof" />
4683     <attribute arch="title" />
4684     <attribute arch="name_pl" />
4685     <attribute arch="weight" />
4686     <attribute arch="value" />
4687     <attribute arch="material" />
4688     </ignore>
4689     <description><![CDATA[
4690     A treasure-object turns into certain randomitems when the map is loaded
4691 root 1.37 into the game.]]>
4692 root 1.1 </description>
4693     <use><![CDATA[
4694     About usage of the "random-artifact" treasurelist:
4695     This will generate powerful stuff like girdles, xray helmets, special
4696     swords etc. If you put this as reward to your quest, players might be
4697     motivated to do it more than once. BUT, by doing so they will get a huge
4698     number of different artifacts! Besides, players will always seek the place
4699     with the most easy-to-get random artifact and ignore all others.
4700     My advice: Don't use it! Attract players with good fighting experience
4701 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4702 root 1.1 </use>
4703     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4704     This entry determines what kind of treasure will appear. Look into
4705     /crossfire/share/crossfire/treasures for details about existing
4706     treasurelists.
4707     </attribute>
4708     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4709     "Auto-generate" must be set in order to have the treasure be created
4710     when the map is loaded.
4711     If you want to create a random treasure chest, you unset this flag.
4712     That way, the player has to apply the object (the chest), then the
4713     treasure is generated.
4714     </attribute>
4715     <attribute arch="hp" editor="create number" type="int">
4716     "Create number" specifies how many pieces of the given treasurelist
4717     will appear. Note that for every piece there is a chance that nothing is
4718     generated. Also, sometimes there can be stacks of items generated, like
4719     for gems/money.
4720     </attribute>
4721     <attribute arch="exp" editor="quality level" type="int">
4722     The &lt;quality level&gt; will be used for the quality of the generated
4723     treasure instead of the map difficulty (as was done with shops).
4724     If zero/unset, the map difficulty will instead be used.
4725     (Example for comparison: Shop floors generate treasure of
4726     &lt;quality level&gt; 5 per default).
4727     </attribute>
4728     </type>
4729    
4730     <!--####################################################################-->
4731 root 1.3 <type number="52" name="Trigger Marker">
4732     <ignore>
4733     <ignore_list name="system_object" />
4734     </ignore>
4735     <description><![CDATA[
4736     A trigger marker is an object that inserts an invisible force (a mark) into a
4737     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4738     &lt;key string&gt; which can be discovered by detectors or inventory
4739     checkers. It is also possible to use markers for removing marks again.
4740     <br><br>
4741     Note that the player has no possibility to "see" his own marks,
4742 root 1.37 except by the effect that they cause on the maps.]]>
4743 root 1.3 </description>
4744     <use><![CDATA[
4745     Markers hold real cool possibilities for map-making. I encourage
4746     you to use them frequently. However there is one negative point
4747     about markers: Players don't "see" what's going on with them. It is
4748     your task, as map-creator, to make sure the player is always well
4749     informed and never confused.
4750     <br><br>
4751     Please avoid infinite markers when they aren't needed. They're
4752     using a little space in the player file after all, so if there
4753 root 1.37 is no real purpose, set an expire time.]]>
4754 root 1.3 </use>
4755     <attribute arch="no_pick" value="1" type="fixed" />
4756     <attribute arch="slaying" editor="key string" type="string">
4757     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4758     If the player already has a force with that &lt;key string&gt;,
4759     there won't be inserted a second one.
4760     </attribute>
4761 root 1.45 <attribute arch="connected" editor="connection" type="string">
4762 root 1.3 Unlike a regular marker this is the connection that triggers this marker to activate.
4763     </attribute>
4764     <attribute arch="food" editor="mark duration" type="int">
4765     This value defines the duration of the force it inserts.
4766     If nonzero, the duration of the player's mark is finite:
4767     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4768     means the mark will stay on the player forever.
4769     </attribute>
4770     <attribute arch="name" editor="delete mark" type="string">
4771     When the player steps onto the marker, all existing forces in
4772     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4773     will be removed. If you don't want to remove any marks, leave
4774     this textfield empty.
4775    
4776     Note that the string &lt;delete mark&gt; is set as the name of
4777     this marker. So don't be confused, and remember changing the
4778     name will take effect on the marker's functionality.
4779     </attribute>
4780     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4781     In the moment when the player gets marked, this text is displayed
4782     to him. You should really set a message in any marker you create,
4783     because it's the only way for the player to notice what's going on.
4784     </attribute>
4785     </type>
4786    
4787     <!--####################################################################-->
4788 root 1.1 <type number="0" name="Wall">
4789     <required>
4790     <attribute arch="is_floor" value="0" />
4791     <attribute arch="alive" value="0" />
4792 root 1.14 <attribute arch="no_pass" value="1" />
4793 root 1.1 </required>
4794     <ignore>
4795     <attribute arch="nrof" />
4796     <attribute arch="title" />
4797     <attribute arch="name_pl" />
4798     <attribute arch="value" />
4799     <attribute arch="unpaid" />
4800     </ignore>
4801     <description><![CDATA[
4802 root 1.37 Walls usually block passage and sight.]]>
4803 root 1.1 </description>
4804 root 1.9 &movement_types_terrain;
4805 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4806     If set, the object is able to "roll", so it can be pushed around.
4807     This setting is used for boulders and barrels.
4808     </attribute>
4809     <attribute arch="no_magic" editor="restrict spells" type="bool">
4810     This takes effect only with &lt;blocksview&gt; disabled.
4811     Restricting the use of spells to pass this wall.
4812     </attribute>
4813     <attribute arch="damned" editor="restrict prayers" type="bool">
4814     This takes effect only with &lt;blocksview&gt; disabled.
4815     Restricting the use of spells to pass this wall.
4816     </attribute>
4817     </type>
4818    
4819     <!--####################################################################-->
4820 root 1.3 <type number="109" name="Wand &amp; Staff">
4821     <description><![CDATA[
4822     Wands contain a certain spell. The player can apply (ready) and
4823     fire the wand. After a defined number of casts, the wand is
4824     "used up". It is possible to recharge a wand with scrolls of
4825 root 1.37 charging, but usually that isn't worth the cost.]]>
4826 root 1.3 </description>
4827     <use><![CDATA[
4828     Wands are quite seldomly used. The reason prolly is that they're
4829     generally not cost-efficient. Handing out high-level wands with
4830     powerful special spells isn't a good idea either, because of
4831     the recharge ability.
4832     <br><br>
4833     For low levels, staffs of healing/cure and word of recall are
4834 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4835 root 1.3 </use>
4836     <attribute arch="sp" editor="spell" type="spell">
4837     The &lt;spell&gt; specifies the contained spell.
4838     </attribute>
4839     <attribute arch="level" editor="casting level" type="int">
4840     The &lt;casting level&gt; of the wand determines it's power.
4841     An average level for wands in shops is about 10.
4842     </attribute>
4843     <attribute arch="food" editor="number of charges" type="int">
4844     The wand can be used &lt;number of charges&gt; times before it is
4845     used up. It can be recharged with scrolls of charging.
4846     </attribute>
4847     <attribute arch="startequip" editor="godgiven item" type="bool">
4848     A godgiven item vanishes as soon as the player
4849     drops it to the ground.
4850     </attribute>
4851     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4852     This text may contain a description of the wand.
4853     </attribute>
4854     </type>
4855    
4856     <!--####################################################################-->
4857 root 1.1 <type number="0" name="Weak Wall">
4858     <required>
4859     <attribute arch="is_floor" value="0" />
4860     <attribute arch="alive" value="1" />
4861     <attribute arch="tear_down" value="1" />
4862     </required>
4863     <ignore>
4864     <ignore_list name="non_pickable" />
4865     </ignore>
4866     <description><![CDATA[
4867     A weak wall is a breakable spot amidsts a solid wall. Typically
4868     these weak walls look similar to their solid "relatives" except
4869 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4870 root 1.1 </description>
4871     <use><![CDATA[
4872     If you want to create hidden rooms, using weak walls is alot
4873     better than completely indiscernible passages in a wall.<br>
4874     Anyways, there can be a lot more to weak walls than just finding
4875     them: Rising their defensive stats, weak walls can become a
4876     serious obstacle. An ice wall might only be torn down by a fire
4877     attack for example. A granite wall for instance might be very
4878 root 1.37 hard to destroy.]]>
4879 root 1.1 </use>
4880     <attribute arch="alive" value="1" type="fixed" />
4881     <attribute arch="no_pick" value="1" type="fixed" />
4882     <attribute arch="tear_down" value="1" type="fixed" />
4883     <attribute arch="race" editor="race" type="string">
4884     For weak walls, &lt;race&gt; should always be set to "wall",
4885     unless you create something fancy like a building which
4886     is in fact meant to be a huge animal.
4887     Note that shovels slay walls, so they do tripple damage
4888     against weak walls.
4889     </attribute>
4890     <attribute arch="level" editor="level" type="int">
4891     The &lt;level&gt; of a weak wall works similar to monster levels.
4892     Due to the fact that weak walls cannot attack, the level
4893     is much less important though.
4894     </attribute>
4895     <attribute arch="hp" editor="health points" type="int">
4896     The &lt;health points&gt; of a weak wall define how long it takes to
4897     tear it down. With every successful hit from an opponent,
4898     &lt;health points&gt; get drained.
4899     </attribute>
4900     <attribute arch="maxhp" editor="max health" type="int">
4901     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4902     weak wall can have. Since walls generally don't heal, I doubt
4903     this has much real effect.
4904     </attribute>
4905     <attribute arch="ac" editor="armour class" type="int">
4906     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4907     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4908     </attribute>
4909 elmex 1.29 &resistances_basic;
4910 root 1.1 </type>
4911    
4912     <!--####################################################################-->
4913     <type number="15" name="Weapon">
4914     <description><![CDATA[
4915     Wielding a weapon, the object's stats will directly be inherited to the
4916     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4917 root 1.37 be improved with scrolls.]]>
4918 root 1.1 </description>
4919     <use><![CDATA[
4920     If you create artifacts (equipment) with stats- or resistance-bonus:
4921     Keep playbalance in mind! Such items mustn't be reachable without hard
4922 root 1.37 fighting AND questing.]]>
4923 root 1.1 </use>
4924     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4925     This number is a bitmask, specifying the weapon's attacktypes.
4926     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4927     have no more than one or two attacktypes. Keep in mind that all weapons
4928     can be blessed by the player's diety, thus adding an additional attacktype.
4929 root 1.3
4930 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4931     then he will do as much damage as the "best" of his attacktypes does. So,
4932     the more attacktypes you've got, the better your chance to take advantage
4933     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4934     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4935     </attribute>
4936     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4937     The &lt;weapontype&gt; characterizes the weapon's type of physical
4938     attack. It could best be considered a "subclassification"
4939     of the physical attacktype. For now, this is only used for
4940     attack messages!
4941 root 1.3
4942 root 1.1 You should always set this correctly when creating new
4943     weapons for your maps.
4944     </attribute>
4945     <attribute arch="skill" editor="skill name" type="string">
4946     Matching &lt;skill name&gt; of the skill that is required
4947     to use this weapon.
4948     </attribute>
4949     <attribute arch="dam" editor="damage" type="int">
4950     The damage value is used as base value for how much damage the weapon
4951     does per hit. The actual damage involves more dependencies,
4952     like wielder's level and defender's level. Look at existing weapons
4953     to get a feel for the range of weapon damage values.
4954     </attribute>
4955     <attribute arch="slaying" editor="slaying race" type="string">
4956     Slaying means the weapon does tripple (3x) damage to monsters of the
4957     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4958     only monsters of that archtype are hit with tripple damage.
4959 root 1.3
4960 root 1.1 No god blessings are possible for weapons with a race set in this entry
4961     (That's because god blessings add tripple damage against their own
4962     enemy races). Tripple damage is very effective.
4963     </attribute>
4964     <attribute arch="last_sp" editor="weapon speed" type="int">
4965     The weapon speed determines how often the wielder can swing the weapon
4966     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4967     is best (that is lightning- fast). A typical average value is 8.
4968     Speed and damage should be kept in reasonable relation.
4969     </attribute>
4970     <attribute arch="wc" editor="weapon class" type="int">
4971     The weapon class value adds to the overall weapon class of the wielder's
4972     melee attacks. Weapon class improves the chance of hitting the opponent.
4973     </attribute>
4974     <attribute arch="magic" editor="magic bonus" type="int">
4975     For a weapon, magic bonus works just like weapon class, except that
4976     magic bonus can be improved by the gods or reduced by acid. Hence, it is
4977     less useful than direct weapon class value on a weapon.
4978     </attribute>
4979     <attribute arch="item_power" editor="item power" type="int">
4980     The &lt;item power&gt; value measures how "powerful" an artifact is.
4981     Players will only be able to wear equipment with a certain total
4982     amount of &lt;item power&gt;, depending on their own level. This is the
4983     only way to prevent low level players to wear "undeserved" equipment
4984     (like gifts from other players or cheated items).
4985 root 1.3
4986 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4987 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4988 root 1.1 calculate a provisional value at runtime, but this is never
4989     going to be an accurate measurement of &lt;item power&gt;.
4990     </attribute>
4991     <attribute arch="damned" editor="damnation" type="bool">
4992     A damned weapon cannot be unwielded unless
4993     the curse is removed. Removing damnations is
4994     a tick harder than removing curses.
4995     </attribute>
4996     <attribute arch="cursed" editor="curse" type="bool">
4997     A cursed weapon cannot be unwielded unless
4998     the curse is removed.
4999     </attribute>
5000     <attribute arch="lifesave" editor="save life" type="bool">
5001     An item with this flag enabled will save the players life
5002     for one time: When the player is wearing this item and his
5003 root 1.3 health points reach zero, the item disappears, replenishing
5004 root 1.1 half of the player's health.
5005 root 1.3
5006 root 1.1 An item with &lt;save life&gt; should not have
5007     any decent additional bonuses!
5008     </attribute>
5009     <attribute arch="unique" editor="unique item" type="bool">
5010     Unique items exist only one time on a server. If the item
5011     is taken, lost or destroyed - it's gone for good.
5012     </attribute>
5013     <attribute arch="startequip" editor="godgiven item" type="bool">
5014     A godgiven item vanishes as soon as the player
5015     drops it to the ground.
5016     </attribute>
5017 elmex 1.29 &player_stat_resist_sections;
5018 root 1.1 <section name="misc">
5019     <attribute arch="luck" editor="luck bonus" type="int">
5020     With positive luck bonus, the player is more likely to
5021     succeed in all sorts of things (spellcasting, praying,...).
5022     Unless the &lt;luck bonus&gt; is very high, the effect will be
5023     barely visible in-game. Luck bonus on one piece of equipment
5024     should never exceed 3, and such bonus should not be too
5025     frequently available.
5026     </attribute>
5027     <attribute arch="hp" editor="health regen." type="int">
5028     Positive &lt;health regen.&gt; bonus speeds up the
5029     player's healing process. Negative values slow it down.
5030     </attribute>
5031     <attribute arch="sp" editor="mana regen." type="int">
5032     Positive &lt;mana regen.&gt; bonus speeds up the
5033     player's mana regeneration. Negative values slow it down.
5034     </attribute>
5035     <attribute arch="grace" editor="grace regen." type="int">
5036     Positive &lt;grace regen.&gt; bonus speeds up the
5037     player's grace regeneration. Negative values slow it down.
5038     Since grace can be regenerated rather easy with praying,
5039     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5040     </attribute>
5041     <attribute arch="food" editor="food bonus" type="int">
5042     Positive &lt;food bonus&gt; slows down the player's digestion,
5043     thus he consumes less food. Negative values speed it up.
5044 root 1.3
5045 root 1.1 Note that food is consumed not only for "being alive", but
5046     also for healing and mana-regeneration.
5047     &lt;food bonus&gt; only affects the amount of food consumed
5048     for "being alive". Hence, even with high &lt;food bonus&gt;,
5049     during a fight a player can run out of food quickly.
5050     </attribute>
5051     <attribute arch="xrays" editor="xray vision" type="bool">
5052     Xray vision allows the player to see through obstacles
5053     in a two-square-wide radius. This is extremely helpful and
5054 root 1.3 desirable, so don't give it away for cheap on equipment.
5055 root 1.1 </attribute>
5056     <attribute arch="stealth" editor="stealth" type="bool">
5057     Stealth allows the player to move silently.
5058     This comes to effect if a player turns himself
5059     invisible and tries to sneak around monsters.
5060     (At least that was the idea behind it)
5061     </attribute>
5062     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5063     If a player is wearing any piece of equipment with
5064     the ability to &lt;reflect spells&gt;, all kinds of
5065     spell-bullets and -beams will bounce off him.
5066     This works only about 90% of all times, to
5067     avoid players being completely immune to certain
5068     types of attacks.
5069 root 1.3
5070 root 1.1 This is a very powerful ability and it
5071     shouldn't be handed out cheap!
5072     </attribute>
5073     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5074     If a player is wearing any piece of equipment with
5075     the ability to &lt;reflect missiles&gt;, all kinds of
5076     projectiles (e.g. arrows, bolts, boulders) will
5077     bounce off him. This works only about 90% of all
5078     times, to avoid players being completely immune to
5079     certain types of attacks.
5080     </attribute>
5081     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5082     Click on the &lt;attuned paths&gt; button to select spellpaths.
5083     The player will get attuned to the specified spellpaths
5084     while wearing this weapon.
5085     </attribute>
5086     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5087     Click on the &lt;repelled paths&gt; button to select spellpaths.
5088     The player will get repelled to the specified spellpaths
5089     while wearing this weapon.
5090     </attribute>
5091     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5092     Click on the &lt;denied paths&gt; button to select spellpaths.
5093     The specified spellpaths will be denied to the player
5094     while wearing this weapon.
5095     </attribute>
5096     </section>
5097     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5098     This text describes the weapons's "story". Every decent artifact weapon
5099     should have such a description.
5100     </attribute>
5101     </type>
5102    
5103 root 1.5 <type number="116" name="Event Connector">
5104     <description><![CDATA[
5105     Event connectors link specific events that happen to objects to
5106 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5107 root 1.5 </description>
5108     </type>
5109    
5110 root 1.1 </types>