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Revision: 1.50
Committed: Sun Oct 11 17:00:44 2009 UTC (14 years, 7 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.49: +9 -1 lines
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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 1.50 <!ENTITY match_compat "
355     If the string starts with 'match ', then it is interpreted
356     as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
357     in applied type=CONTAINER in inv in originator'). For details, see
358     http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
359     ">
360 root 1.1 ]>
361    
362     <types>
363    
364     <!--###################### bitmask definitions ######################-->
365    
366     <bitmask name="attacktype">
367     <entry bit="0" name="Physical" />
368     <entry bit="1" name="Magical" />
369     <entry bit="2" name="Fire" />
370     <entry bit="3" name="Electricity" />
371     <entry bit="4" name="Cold" />
372     <entry bit="5" name="Confusion" />
373     <entry bit="6" name="Acid" />
374     <entry bit="7" name="Drain" />
375     <entry bit="8" name="Weaponmagic" />
376     <entry bit="9" name="Ghosthit" />
377     <entry bit="10" name="Poison" />
378     <entry bit="11" name="Slow" />
379     <entry bit="12" name="Paralyze" />
380     <entry bit="13" name="Turn Undead" />
381     <entry bit="14" name="Fear" />
382     <entry bit="15" name="Cancellation" />
383     <entry bit="16" name="Depletion" />
384     <entry bit="17" name="Death" />
385     <entry bit="18" name="Chaos" />
386     <entry bit="19" name="Counterspell" />
387     <entry bit="20" name="God Power" />
388     <entry bit="21" name="Holy Power" />
389     <entry bit="22" name="Blinding" />
390     </bitmask>
391    
392     <bitmask name="material">
393     <entry bit="0" name="Paper" />
394     <entry bit="1" name="Iron" />
395     <entry bit="2" name="Glass" />
396     <entry bit="3" name="Leather" />
397     <entry bit="4" name="Wood" />
398     <entry bit="5" name="Organics" />
399     <entry bit="6" name="Stone" />
400     <entry bit="7" name="Cloth" />
401     <entry bit="8" name="Adamantite" />
402 root 1.7 <entry bit="9" name="Liquid" />
403     <entry bit="10" name="Soft Metal" />
404     <entry bit="11" name="Bone" />
405     <entry bit="12" name="Ice" />
406     <entry bit="13" name="(supress name on display)" />
407    
408 root 1.1 </bitmask>
409    
410     <bitmask name="spellpath">
411     <entry bit="0" name="Protection" />
412     <entry bit="1" name="Fire" />
413     <entry bit="2" name="Frost" />
414     <entry bit="3" name="Electricity" />
415     <entry bit="4" name="Missiles" />
416     <entry bit="5" name="Self" />
417     <entry bit="6" name="Summoning" />
418     <entry bit="7" name="Abjuration" />
419     <entry bit="8" name="Restoration" />
420     <entry bit="9" name="Detonation" />
421     <entry bit="10" name="Mind" />
422     <entry bit="11" name="Creation" />
423     <entry bit="12" name="Teleportation" />
424     <entry bit="13" name="Information" />
425     <entry bit="14" name="Transmutation" />
426     <entry bit="15" name="Transferrence" />
427     <entry bit="16" name="Turning" />
428     <entry bit="17" name="Wounding" />
429     <entry bit="18" name="Death" />
430     <entry bit="19" name="Light" />
431     </bitmask>
432    
433     <bitmask name="will_apply">
434     <entry bit="0" name="Apply Handles" />
435     <entry bit="1" name="Open Chests" />
436     <entry bit="2" name="Break Walls" />
437     <entry bit="3" name="Open Doors" />
438     </bitmask>
439    
440     <bitmask name="pick_up">
441     <entry bit="0" name="Nothing" />
442     <entry bit="1" name="Wealth" />
443     <entry bit="2" name="Food" />
444     <entry bit="3" name="Weapons" />
445     <entry bit="4" name="Armour" />
446     <entry bit="5" name="Inverse" />
447     <entry bit="6" name="All" />
448     </bitmask>
449    
450 root 1.9 <bitmask name="movement_type">
451     <entry bit="0" name="Walk" />
452     <entry bit="1" name="Fly Low" />
453     <entry bit="2" name="Fly High" />
454     <entry bit="3" name="Swim" />
455     <entry bit="4" name="Boat" />
456 root 1.11 <entry bit="16" name="Other" />
457 root 1.9 </bitmask>
458    
459 root 1.1 <!--###################### list definitions ######################-->
460    
461     <list name="direction">
462     <entry value="0" name="&lt;none&gt;" />
463     <entry value="1" name="north" />
464     <entry value="2" name="northeast" />
465     <entry value="3" name="east" />
466     <entry value="4" name="southeast" />
467     <entry value="5" name="south" />
468     <entry value="6" name="southwest" />
469     <entry value="7" name="west" />
470     <entry value="8" name="northwest" />
471     </list>
472    
473     <list name="mood">
474     <entry value="0" name="furious" />
475     <entry value="1" name="angry" />
476     <entry value="2" name="calm" />
477     <entry value="3" name="sleep" />
478     <entry value="4" name="charm" />
479     </list>
480    
481     <list name="potion_effect">
482     <entry value="0" name="&lt;none&gt;" />
483     <entry value="65536" name="life restoration" />
484     <entry value="1048576" name="improvement" />
485     </list>
486    
487     <list name="weapon_type">
488     <entry value="0" name="&lt;unknown&gt;" />
489     <entry value="1" name="sword" />
490     <entry value="2" name="arrows" />
491     <entry value="3" name="axe" />
492     <entry value="4" name="katana" />
493     <entry value="5" name="knife, dagger" />
494     <entry value="6" name="whip, chain" />
495     <entry value="7" name="hammer, flail" />
496     <entry value="8" name="club, stick" />
497     </list>
498    
499     <list name="skill_type">
500     <entry value="1" name="lockpicking" />
501     <entry value="2" name="hiding" />
502     <entry value="3" name="smithery" />
503     <entry value="4" name="bowyer" />
504     <entry value="5" name="jeweler" />
505     <entry value="6" name="alchemy" />
506     <entry value="7" name="stealing" />
507     <entry value="8" name="literacy" />
508     <entry value="9" name="bargaining" />
509     <entry value="10" name="jumping" />
510     <entry value="11" name="detect magic" />
511     <entry value="12" name="oratory" />
512     <entry value="13" name="singing" />
513     <entry value="14" name="detect curse" />
514     <entry value="15" name="find traps" />
515     <entry value="16" name="mediatation" />
516     <entry value="17" name="punching" />
517     <entry value="18" name="flame touch" />
518     <entry value="19" name="karate" />
519     <entry value="20" name="climbing" />
520     <entry value="21" name="woodsman" />
521     <entry value="22" name="inscription" />
522     <entry value="23" name="one handed weapons" />
523     <entry value="24" name="missile weapons" />
524     <entry value="25" name="throwing" />
525     <entry value="26" name="use magic item" />
526     <entry value="27" name="disarm traps" />
527     <entry value="28" name="set traps" />
528     <entry value="29" name="thaumaturgy" />
529     <entry value="30" name="praying" />
530     <entry value="31" name="clawing" />
531     <entry value="32" name="levitation" />
532     <entry value="33" name="summoning" />
533     <entry value="34" name="pyromancy" />
534     <entry value="35" name="evocation" />
535     <entry value="36" name="sorcery" />
536     <entry value="37" name="two handed weapons" />
537     </list>
538    
539     <list name="spell_type">
540     <entry value="1" name="raise dead" />
541     <entry value="2" name="rune" />
542     <entry value="3" name="make mark" />
543     <entry value="4" name="bolt" />
544     <entry value="5" name="bullet" />
545     <entry value="6" name="explosion" />
546     <entry value="7" name="cone" />
547     <entry value="8" name="bomb" />
548     <entry value="9" name="wonder" />
549     <entry value="10" name="smite" />
550     <entry value="11" name="magic missile" />
551     <entry value="12" name="summon golem" />
552     <entry value="13" name="dimension door" />
553     <entry value="14" name="magic mapping" />
554     <entry value="15" name="magic wall" />
555     <entry value="16" name="destruction" />
556     <entry value="17" name="perceive self" />
557     <entry value="18" name="word of recall" />
558     <entry value="19" name="invisible" />
559     <entry value="20" name="probe" />
560     <entry value="21" name="healing" />
561     <entry value="22" name="create food" />
562     <entry value="23" name="earth to dust" />
563     <entry value="24" name="change ability" />
564     <entry value="25" name="bless" />
565     <entry value="26" name="curse" />
566     <entry value="27" name="summon monster" />
567     <entry value="28" name="recharge" />
568     <entry value="29" name="polymorph" />
569     <entry value="30" name="alchemy" />
570     <entry value="31" name="remove curse" />
571     <entry value="32" name="identify" />
572     <entry value="33" name="detection" />
573     <entry value="34" name="mood change" />
574     <entry value="35" name="moving ball" />
575     <entry value="36" name="swarm" />
576     <entry value="37" name="charge mana" />
577     <entry value="38" name="dispel rune" />
578     <entry value="39" name="create missile" />
579     <entry value="40" name="consecrate" />
580     <entry value="41" name="animate weapon" />
581     <entry value="42" name="light" />
582     <entry value="43" name="change map light" />
583     <entry value="44" name="faery fire" />
584     <entry value="45" name="disease" />
585     <entry value="46" name="aura" />
586     <entry value="47" name="town portal" />
587     </list>
588    
589 elmex 1.4 <list name="event_type">
590     <entry value="0" name="none" />
591     <entry value="1" name="apply" />
592     <entry value="2" name="attack" />
593     <entry value="3" name="death" />
594     <entry value="4" name="drop" />
595     <entry value="5" name="pickup" />
596     <entry value="6" name="say" />
597     <entry value="7" name="stop" />
598     <entry value="8" name="time" />
599     <entry value="9" name="throw" />
600     <entry value="10" name="trigger" />
601     <entry value="11" name="close" />
602     <entry value="12" name="timer" />
603     <entry value="28" name="move" />
604 elmex 1.18 <entry value="41" name="drop_on" />
605 elmex 1.4 </list>
606    
607 root 1.10 <list name="attack_movement_bits_0_3">
608     <entry value="0" name="default" />
609     <entry value="1" name="attack from distance" />
610     <entry value="2" name="run away" />
611     <entry value="3" name="hit and run" />
612     <entry value="4" name="wait, then hit, then move" />
613     <entry value="5" name="rush blindly" />
614     <entry value="6" name="always run" />
615     <entry value="7" name="attack from distance if hit" />
616     <entry value="8" name="do not approach" />
617     </list>
618    
619     <list name="attack_movement_bits_4_7">
620     <entry value="0" name="none" />
621     <entry value="16" name="pet" />
622     <entry value="32" name="small circle" />
623     <entry value="48" name="large circle" />
624     <entry value="64" name="small horizontal" />
625     <entry value="80" name="large horizontal" />
626     <entry value="96" name="random direction" />
627     <entry value="112" name="random movement" />
628     <entry value="128" name="small vertical" />
629     <entry value="144" name="large vertical" />
630     </list>
631    
632 root 1.1 <!--###################### default attributes ######################-->
633    
634     <!--
635     The attributes of the default_type get added to all other types by default.
636     Every type can have an 'ignore' element however, which is used to specify
637     default attributes *not* to inherit.
638     -->
639     <default_type>
640     <attribute arch="name" editor="name" type="string">
641     This is the name of the object, displayed to the player.
642     </attribute>
643     <attribute arch="name_pl" editor="plural name" type="string">
644     This is the plural name of the object. A plural name must be set for
645     all items that can be picked up and collected by the player.
646     </attribute>
647     <attribute arch="title" editor="title" type="string">
648     This is the object's title. Once an object is identified the title is
649 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
650 root 1.1 </attribute>
651     <attribute arch="face" editor="image" type="string">
652 elmex 1.33 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
653     object has an animation! See also the 'animation' attribute.
654     </attribute>
655     <attribute arch="animation" editor="animation" type="string">
656     The animation-name of the object. If you assign custom faces and the archetype
657     defines an animation you can disable the animation of an archetype by setting this
658     field to NONE.
659 root 1.1 </attribute>
660 root 1.30 <attribute arch="tag" editor="tag" type="string">
661     You can tag objects with an identifier. Tagged objects can be found quickly
662     from their tag, which makes them useful to tag exits and refer to those by
663     their name.
664     </attribute>
665 root 1.1 <attribute arch="nrof" editor="number" type="int">
666     This value determines the number of objects in one stack (for example:
667     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
668     any pickable object - otherwise it won't be mergeable into a stack.
669     </attribute>
670     <attribute arch="weight" editor="weight" type="int">
671 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
672 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
673     for explicitly non-pickable objects (hey, this is opensource.. you
674     never know ;) ).
675     </attribute>
676     <attribute arch="value" editor="value" type="int">
677 root 1.13 Determines the value of the object, in units of silver coins (one
678     platinum coin == 50 silver coins). Value for buying/selling will be
679 root 1.1 further modified by various factors. Hence, testing values in-game is
680     usually inevitable.
681     </attribute>
682     <attribute arch="glow_radius" editor="glow radius" type="int">
683     If &lt;glow radius&gt; is set to a value greater zero, the object
684     appears lit up on dark maps. &lt;glow radius&gt; can be a value
685 elmex 1.46 between 0 and 9, the higher, the more light does the object emit.
686 root 1.1 </attribute>
687     <attribute arch="material" editor="material" type="bitmask_material">
688     This bitmask-value informs the player of which material(s) the
689     object consists. Material does also affect how likely the object
690     can be destroyed by hazardous spell-effects.
691     </attribute>
692     <attribute arch="no_pick" editor="non-pickable" type="bool">
693     If set, the object cannot be picked up (Neither by players nor monsters).
694     </attribute>
695     <attribute arch="invisible" editor="invisible" type="bool">
696     Generally makes the object invisible. Depending on the object-type,
697     some can be made visible by the show_invisible spell. If in doubt, test it.
698     Putting an invisible object under the floor always prevents it from being
699     shown.
700     </attribute>
701     <attribute arch="blocksview" editor="block view" type="bool">
702     If an item is set to block view, players (and monsters) cannot
703 root 1.48 see beyond it unless they cross it or manage to stand ontop.
704 root 1.1 </attribute>
705     <attribute arch="identified" editor="identified" type="bool">
706     If an item is identified, the player has full knowledge about it.
707     </attribute>
708     <attribute arch="unpaid" editor="unpaid" type="bool">
709     An &lt;unpaid&gt; item cannot be used unless a player carried it over
710     a shop mat, paying the demanded price. Setting this flag makes sense
711 elmex 1.42 only for pickable items inside shops.
712 root 1.1 </attribute>
713 elmex 1.27 <attribute arch="sound" editor="sound" type="string">
714     The sound this objects makes on a map. Enter either a sound alias from
715     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
716     field it will point to sound/&lt;path&gt;.ext
717     </attribute>
718     <attribute arch="sound_destroy" editor="destroy sound" type="string">
719     The sound this objects makes when it is destroyed. Enter either a sound alias from
720     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
721     field it will point to sound/&lt;path&gt;.ext
722     </attribute>
723 root 1.1 </default_type>
724    
725     <!-- This ignorelist is for all system objects which are non pickable
726     and invisible. They don't interact with players at all. -->
727     <ignore_list name="system_object">
728     <attribute arch="value" />
729     <attribute arch="nrof" />
730     <attribute arch="weight" />
731     <attribute arch="name_pl" />
732     <attribute arch="material" />
733     <attribute arch="no_pick" />
734     <attribute arch="unpaid" />
735     <attribute arch="title" />
736     <attribute arch="glow_radius" />
737     <attribute arch="identified" />
738     <attribute arch="blocksview" />
739     <attribute arch="invisible" />
740     </ignore_list>
741    
742     <!-- This ignorelist is for non-pickable objects. They can be seen by
743     the player, but don't have values like material or weight. -->
744     <ignore_list name="non_pickable">
745     <attribute arch="value" />
746     <attribute arch="nrof" />
747     <attribute arch="weight" />
748     <attribute arch="name_pl" />
749     <attribute arch="material" />
750     <attribute arch="no_pick" />
751     <attribute arch="unpaid" />
752     <attribute arch="title" />
753     <attribute arch="identified" />
754     </ignore_list>
755    
756     <!--####################################################################-->
757     <type number="0" name="Misc">
758     <required>
759     <!-- this is a special case: The "misc" type with type number 0 is
760     the fallback for all types which don't match any other defined types.
761     The required attribute "misc x" prevents that it gets confused with
762     other types like "monster & npc" which also have type number 0. -->
763     <attribute arch="misc" value="x" />
764     </required>
765 root 1.9 &movement_types_terrain;
766 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
767     Curses can have various effects: On equipment and food,
768     they generally harm the player in some way.
769     </attribute>
770     <attribute arch="damned" editor="damned" type="bool">
771     A damned item/floor on the ground makes it impossible for players
772     to use prayers on that spot. It also prevents players from saving.
773     Damnation on equipment works similar to a curse.
774     </attribute>
775     <attribute arch="unique" editor="unique item" type="bool">
776     Unique items exist only one time on a server. If the item
777     is taken, lost or destroyed - it's gone for good.
778     </attribute>
779     <attribute arch="startequip" editor="godgiven item" type="bool">
780     A godgiven item vanishes as soon as the player
781     drops it to the ground.
782     </attribute>
783     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
784     This text may describe the object.
785     </attribute>
786     </type>
787    
788     <!--####################################################################-->
789 root 1.40 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
790     <type number="999" name="Ability">
791 root 1.1 <ignore>
792     <ignore_list name="system_object" />
793     </ignore>
794     <description><![CDATA[
795     Abilities are to be put in a monster's inventory. They grant monsters the
796     knowledge to cast spells. Spells from abilities are usually magical in
797     nature, thus adding magic attacktype to the spell-damage they produce.
798     <br><br>
799     A particularly nice feature of abilities is that they can hold two
800 root 1.39 spells: One for short range - and one for long range use.
801 root 1.1 \n\n
802     You should know that spellcasting monsters receive abilities via
803 root 1.37 &lt;treasurelist&gt;.]]>
804 root 1.1 </description>
805     <use><![CDATA[
806     If you want to create "customized" spellcasting monsters, you
807     should use abilities (rather than spellbooks/wands or something).
808     The long/short-range spell feature can make boss-monsters more
809     interesting and challenging.
810     <br><br>
811     You should keep in mind that magic abilities allow players
812     to get better resistance. You can turn off the magic part to
813     make the spells more dangerous. However, this really shouldn't
814     be neccessary unless you work on very high level maps.
815 root 1.37 And what fun is a magic resistance cloak when it has no effect?]]>
816 root 1.1 </use>
817     <attribute arch="invisible" value="1" type="fixed" />
818     <attribute arch="no_drop" value="1" type="fixed" />
819     <attribute arch="sp" editor="short range spell" type="spell">
820     The monster will use the specified &lt;short range spell&gt;
821     when the player is within 6-square radius (of the
822     monster's head).
823     </attribute>
824     <attribute arch="hp" editor="long range spell" type="nz_spell">
825     The monster will use the specified &lt;long range spell&gt;
826     when the player is at least 6 squares away (from the
827     monster's head).
828 root 1.3
829 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
830     &lt;short range spell&gt; gets used all the time.
831     </attribute>
832     <attribute arch="maxsp" editor="importance" type="int">
833     Sometimes you'll want a monster to use one ability more than others.
834     To achieve this, set the &lt;importance&gt; to a value greater than
835     one. Abilities with this value zero/unset are counted to be of
836     &lt;importance&gt; one.
837 root 1.3
838 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
839     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
840     times the "small fireball".
841     </attribute>
842     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
843 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
844 root 1.1 If enabled, all spells produced by this ability will have magic
845     attacktype added to the usual attacktypes.
846 root 1.3
847 root 1.1 This should always be set for spell-like abilities. "Natural"
848     abilities like a dragon's firebreath are an exception.
849     Note that non-magical abilities are more dangerous because
850     magic resistance does not protect from those.</attribute>
851     </type>
852    
853     <!--####################################################################-->
854 elmex 1.46
855     <type number="81" name="Torch">
856     <description><![CDATA[
857     Torches are a special kind of Lamp, they are worn out by repeatedly
858     lightening them up (when the is_lightable flag is set) and otherwise
859     they can only be used once.]]>
860     </description>
861     <attribute arch="food" editor="burning duration" type="int">
862     This field specifies the burning duration of the torch.
863     </attribute>
864     <attribute arch="range" editor="enabled glow radius" type="int">
865     This field sets the glow radius of the torch if it is enabled.
866     If you want to make a torch that is already burning set the
867     "glow radius" field.
868     </attribute>
869 elmex 1.47 <attribute arch="level" editor="level" type="int">
870     If this field specyfies the cursed effect's level. If it is
871     0 no cursed effect will be generate. See also the "cursed" flag.
872     </attribute>
873     <attribute arch="cursed" editor="cursed" type="bool">
874     Cursed torches, which have a level above 0, explode if the
875     player applies them.
876     </attribute>
877 elmex 1.46 </type>
878    
879     <type number="82" name="Lamp">
880     <description><![CDATA[
881     Lamps are carryable light sources for players with a fuel tank.]]>
882     </description>
883     <attribute arch="speed" editor="burn speed" type="float">
884     This field is the speed of the lamp. (If the value 0.00208 is given
885     here the fuel field will specify the burning duration in minutes.)
886     </attribute>
887     <attribute arch="food" editor="fuel" type="int">
888     This field sets the burning duration of the lamp, which depends on the speed
889     field of this object.
890     </attribute>
891     <attribute arch="range" editor="enabled glow radius" type="int">
892     This field sets the glow radius of the lamp if it is enabled.
893     If you want to make a lamp that is already burning set the
894     "glow radius" field.
895     </attribute>
896 elmex 1.47 <attribute arch="level" editor="level" type="int">
897     If this field specyfies the cursed effect's level. If it is
898     0 no cursed effect will be generate. See also the "cursed" flag.
899     </attribute>
900     <attribute arch="cursed" editor="cursed" type="bool">
901     Cursed lamps, which have a level above 0, explode if the
902     player applies them.
903     </attribute>
904 elmex 1.46 </type>
905    
906     <!--####################################################################-->
907 root 1.1 <type number="18" name="Altar">
908     <ignore>
909     <ignore_list name="non_pickable" />
910     </ignore>
911     <description><![CDATA[
912     When a player puts a defined number of certain items on the altar,
913     then either a spell is casted (on the player) or a connector is
914     triggered. If the latter is the case, the altar works only once.
915 root 1.37 Either way, the sacrificed item disappears.]]>
916 root 1.1 </description>
917     <attribute arch="no_pick" value="1" type="fixed" />
918 root 1.9 &move_on;
919 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
920     This string specifies the item that must be put on the altar to
921     activate it. It can either be the name of an archetype, or directly
922     the name of an object. Yet, titles are not recognized by altars.
923 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
924     See also the "drop amount" attribute.
925 root 1.50 &match_compat;
926 root 1.1 </attribute>
927     <attribute arch="food" editor="drop amount" type="int">
928     The drop amount specifies the amount of items (specified
929 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
930 root 1.1
931     If &lt;match item name&gt; is set to "money", then the value of the
932     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
933 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
934 root 1.1
935     Note that the maximum possible for &lt;drop amount&gt; is 32767.
936     </attribute>
937 root 1.45 <attribute arch="connected" editor="connection" type="string">
938 root 1.1 If a connection value is set, the altar will trigger all objects
939     with the same value, when activated. This will only work once.
940     </attribute>
941     <attribute arch="sp" editor="spell" type="spell">
942     When activated, the selected &lt;spell&gt; will be casted (once, on the
943     player). This should work for any given spell. The altar will work
944 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
945 root 1.1 one altar.
946     </attribute>
947     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
948     This text will be displayed to the player
949     in the exact moment when the altar is activated.
950     </attribute>
951     </type>
952    
953     <!--####################################################################-->
954     <type number="31" name="Altar Trigger">
955     <ignore>
956     <ignore_list name="non_pickable" />
957     </ignore>
958     <description><![CDATA[
959     Altar_triggers work pretty much like normal altars
960     (drop sacrifice -> connection activated), except for the fact that
961 root 1.37 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
962 root 1.1 </description>
963     <use><![CDATA[
964     Altar_triggers are very useful if you want to charge a price for...
965     <UL>
966     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
967 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
968 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
969     </UL>
970     The big advantage over normal altars is the infinite usability
971     of altar_triggers! If there are ten players on one server, they're
972 root 1.37 quite grateful if things work more than once. =)]]>
973 root 1.1 </use>
974     <attribute arch="no_pick" value="1" type="fixed" />
975     <attribute arch="slaying" editor="match item name" type="string">
976     This string specifies the item that must be put on the altar to
977     activate it. It can either be the name of an archetype, or directly
978     the name of an object. Yet, titles are not recognized by altars.
979 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
980     See also the "drop amount" attribute.
981 root 1.50 &match_compat;
982 root 1.1 </attribute>
983     <attribute arch="food" editor="drop amount" type="int">
984     The drop amount specifies the amount of items (specified
985 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
986 root 1.1
987     If &lt;match item name&gt; is set to "money", then the value of the
988     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
989 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
990 root 1.1
991     Note that the maximum possible for &lt;drop amount&gt; is 32767.
992     </attribute>
993 root 1.45 <attribute arch="connected" editor="connection" type="string">
994 root 1.1 If a connection value is set, the altar will trigger all objects
995     with the same value, when activated. This will only work once.
996     </attribute>
997     <attribute arch="sp" editor="spell" type="spell">
998     When activated, this &lt;spell&gt; will be casted (once, on the player).
999 root 1.3 This should work for any given spell. The altar will work infinitely
1000 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1001     </attribute>
1002     <attribute arch="exp" editor="reset time" type="int">
1003     Being activated, the altar will reset after &lt;reset time&gt; ticks.
1004     After reset, the altar is ready to be activated once again.
1005     The default &lt;reset time&gt; is 30.
1006     </attribute>
1007     <attribute arch="last_sp" editor="ignore reset" type="bool">
1008     If this attribute is enabled, the altar_trigger won't push the
1009     connected value by altar reset. Only ONCE by dropping the sacrifice.
1010     This is typically used when the altar is connected to a creator,
1011 root 1.3 e.g. for selling tickets.
1012 root 1.1
1013     If this attribute is disabled (default), the altar_trigger
1014     will push the connected value TWICE per sacrifice: First by
1015     dropping sacrifice, second by reset. This mode is typically
1016     used for altars being connected to gates, resulting in the
1017     gate being opened and closed again.
1018     </attribute>
1019 root 1.9 &move_on;
1020 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1021     This text will be displayed to the player
1022     in the exact moment when the altar is activated.
1023     </attribute>
1024     </type>
1025    
1026     <!--####################################################################-->
1027 elmex 1.29 <type number="74" name="Skill Tool">
1028     <description><![CDATA[
1029     Wearing a skill tool will give the player the ability to use a skill.
1030 root 1.37 ]]>
1031 elmex 1.29 </description>
1032     <use><![CDATA[
1033     Feel free to assign resistancies and stats to a skill tools or change
1034     the skill that is given.
1035 root 1.37 ]]>
1036 elmex 1.29 </use>
1037     <attribute arch="skill" editor="skill name" type="string">
1038     This field describes which skill the player will be able to use wearing this item.
1039     </attribute>
1040     &player_stat_resist_sections;
1041     </type>
1042     <!--####################################################################-->
1043 root 1.1 <type number="39" name="Amulet">
1044     <description><![CDATA[
1045     Wearing an amulet, the object's stats will directly be inherited to
1046 root 1.37 the player. Amulets are usually meant for protection and defense.]]>
1047 root 1.1 </description>
1048     <use><![CDATA[
1049     Feel free to create your own special artifacts. However, it is very
1050 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1051 root 1.1 </use>
1052     <attribute arch="ac" editor="armour class" type="int">
1053     This value defines the amount of armour-class bonus for wearing
1054     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1055     values are better. It should usually be set only for armour-like equipment.
1056     </attribute>
1057     <attribute arch="wc" editor="weapon class" type="int">
1058     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1059     melee attacks. Weapon class improves the chance of hitting the opponent.
1060     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1061     be set only for weapon-like items. Lower values are better.
1062     </attribute>
1063     <attribute arch="item_power" editor="item power" type="int">
1064     The &lt;item power&gt; value measures how "powerful" an artifact is.
1065     Players will only be able to wear equipment with a certain total
1066     amount of &lt;item power&gt;, depending on their own level. This is the
1067     only way to prevent low level players to wear "undeserved" equipment
1068     (like gifts from other players or cheated items).
1069 root 1.3
1070 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1071 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1072 root 1.1 calculate a provisional value at runtime, but this is never
1073     going to be an accurate measurement of &lt;item power&gt;.
1074     </attribute>
1075     <attribute arch="damned" editor="damnation" type="bool">
1076     A damned piece of equipment cannot be unwielded unless the curse
1077     is removed. Removing damnations is a tick harder than removing curses.
1078     </attribute>
1079     <attribute arch="cursed" editor="curse" type="bool">
1080     A cursed piece of equipment cannot be unwielded
1081     unless the curse is removed.
1082     </attribute>
1083     <attribute arch="lifesave" editor="save life" type="bool">
1084     An item with this flag enabled will save the players life
1085     for one time: When the player is wearing this item and his
1086 root 1.3 health points reach zero, the item disappears, replenishing
1087 root 1.1 half of the player's health.
1088 root 1.3
1089 root 1.1 An item with &lt;save life&gt; should not have
1090     any decent additional bonuses!
1091     </attribute>
1092     <attribute arch="unique" editor="unique item" type="bool">
1093     Unique items exist only one time on a server. If the item
1094     is taken, lost or destroyed - it's gone for good.
1095     </attribute>
1096     <attribute arch="startequip" editor="godgiven item" type="bool">
1097     A godgiven item vanishes as soon as the player
1098     drops it to the ground.
1099     </attribute>
1100     <attribute arch="applied" editor="is applied" type="bool">
1101     If you put this item into the inventory of a monster, and
1102     you want the monster to use/wear the item - you must set
1103     &lt;is applied&gt;.
1104     Enabling this flag doesn't make any sense if the item
1105     is NOT in a monster's inventory.
1106     </attribute>
1107 elmex 1.29 &player_stat_resist_sections;
1108 root 1.1 <section name="misc">
1109     <attribute arch="luck" editor="luck bonus" type="int">
1110     With positive luck bonus, the player is more likely to
1111     succeed in all sorts of things (spellcasting, praying,...).
1112     Unless the &lt;luck bonus&gt; is very high, the effect will be
1113     barely visible in-game. Luck bonus on one piece of equipment
1114     should never exceed 3, and such bonus should not be too
1115     frequently available.
1116     </attribute>
1117     <attribute arch="hp" editor="health regen." type="int">
1118     Positive &lt;health regen.&gt; bonus speeds up the
1119     player's healing process. Negative values slow it down.
1120     </attribute>
1121     <attribute arch="sp" editor="mana regen." type="int">
1122     Positive &lt;mana regen.&gt; bonus speeds up the
1123     player's mana regeneration. Negative values slow it down.
1124     </attribute>
1125     <attribute arch="grace" editor="grace regen." type="int">
1126     Positive &lt;grace regen.&gt; bonus speeds up the
1127     player's grace regeneration. Negative values slow it down.
1128     Since grace can be regenerated rather easy with praying,
1129     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1130     </attribute>
1131     <attribute arch="food" editor="food bonus" type="int">
1132     Positive &lt;food bonus&gt; slows down the player's digestion,
1133     thus he consumes less food. Negative values speed it up.
1134 root 1.3
1135 root 1.1 Note that food is consumed not only for "being alive", but
1136     also for healing and mana-regeneration.
1137     &lt;food bonus&gt; only affects the amount of food consumed
1138     for "being alive". Hence, even with high &lt;food bonus&gt;,
1139     during a fight a player can run out of food quickly.
1140     </attribute>
1141     <attribute arch="xrays" editor="xray vision" type="bool">
1142     Xray vision allows the player to see through obstacles
1143     in a two-square-wide radius. This is extremely helpful and
1144 root 1.3 desirable, so don't give it away for cheap on equipment.
1145 root 1.1 </attribute>
1146     <attribute arch="stealth" editor="stealth" type="bool">
1147     Stealth allows the player to move silently.
1148     This comes to effect if a player turns himself
1149     invisible and tries to sneak around monsters.
1150     (At least that was the idea behind it)
1151     </attribute>
1152     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1153     If a player is wearing any piece of equipment with
1154     the ability to &lt;reflect spells&gt;, all kinds of
1155     spell-bullets and -beams will bounce off him.
1156     This works only about 90% of all times, to
1157     avoid players being completely immune to certain
1158     types of attacks.
1159 root 1.3
1160 root 1.1 This is a very powerful ability and it
1161     shouldn't be handed out cheap!
1162     </attribute>
1163     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1164     If a player is wearing any piece of equipment with
1165     the ability to &lt;reflect missiles&gt;, all kinds of
1166     projectiles (e.g. arrows, bolts, boulders) will
1167     bounce off him. This works only about 90% of all
1168     times, to avoid players being completely immune to
1169     certain types of attacks.
1170     </attribute>
1171 root 1.9 &move_type;
1172 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1173     Click on the &lt;attuned paths&gt; button to select spellpaths.
1174     The player will get attuned to the specified spellpaths
1175     while wearing this item.
1176     </attribute>
1177     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1178     Click on the &lt;repelled paths&gt; button to select spellpaths.
1179     The player will get repelled to the specified spellpaths
1180     while wearing this item.
1181     </attribute>
1182     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1183     Click on the &lt;denied paths&gt; button to select spellpaths.
1184     The specified spellpaths will be denied to the player
1185     while wearing this item.
1186     </attribute>
1187     </section>
1188     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1189     This text describes the item's "story". Every decent artifact
1190     should have such a description.
1191     </attribute>
1192     </type>
1193    
1194     <!--####################################################################-->
1195     <type number="58" name="Battleground">
1196     <ignore>
1197     <ignore_list name="non_pickable" />
1198     </ignore>
1199     <description><![CDATA[
1200     Battleground is very special: In short, players can die on battleground
1201     without any death penalties. They don't loose or gain experience
1202     while on battleground. Acid, draining and depletion effects don't
1203     work either.
1204     When a player dies on battleground, he gets teleported to an exit
1205 root 1.37 location which is defined in the battleground object.]]>
1206 root 1.1 </description>
1207     <use><![CDATA[
1208     Battleground is only meant for player vs. player duels. You can
1209     design combat arenas similiar to the one in scorn.<br>
1210     What should NEVER be done is placing battleground tiles in
1211     open dungeons or other free kinds of land.
1212     It must not be possible to gain significant treasure for fighting
1213     on battleground, because it bears no risk.<br><br>
1214     (Battleground will cease to work when the image or name is changed,
1215     or when it is placed beneath another floor tile.
1216     This is not a bug, it is there to prevent any attempts of placing
1217 root 1.37 "hidden" battleground tiles anywhere.)]]>
1218 root 1.1 </use>
1219     <attribute arch="no_pick" value="1" type="fixed" />
1220     <attribute arch="is_floor" value="1" type="fixed" />
1221     <attribute arch="hp" editor="destination X" type="int">
1222     The exit destinations define the (x, y)-coordinates where players
1223     get teleported after they died on this battleground.
1224     </attribute>
1225     <attribute arch="sp" editor="destination Y" type="int">
1226     The exit destinations define the (x, y)-coordinates where players
1227     get teleported after they died on this battleground.
1228     </attribute>
1229     </type>
1230    
1231     <!--####################################################################-->
1232 root 1.32 <type number="165" name="Safe ground">
1233 elmex 1.19 <ignore>
1234     <ignore_list name="non_pickable" />
1235     </ignore>
1236     <description><![CDATA[
1237     Safe ground is a special object that prevents any effects that might
1238     be harmful for the map, other players or items on the map.
1239     It blocks all magic and prayers, usage of alchemy, prevents potions
1240 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1241     do cast spells still work.
1242 root 1.37 ]]>
1243 elmex 1.19 </description>
1244     <use><![CDATA[
1245 elmex 1.20 Safe ground can be used to prevents any means of burning
1246     or destroying the items in a shop. Put this object below all floor tiles
1247     in your map and your shop will be safe. It's generally useful for making
1248     areas where really no kind of spell should be invoked by a player.
1249 root 1.37 ]]>
1250 elmex 1.19 </use>
1251 root 1.31 &movement_types_terrain;
1252 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1253     </type>
1254    
1255     <!--####################################################################-->
1256 root 1.1 <type number="8" name="Book">
1257     <description><![CDATA[
1258 root 1.37 Applying a book, the containing message is displayed to the player.]]>
1259 root 1.1 </description>
1260     <attribute arch="level" editor="literacy level" type="int">
1261     If this value is set to be greater than zero, the player needs a
1262     certain literacy level to succeed reading the book. The book can be
1263     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1264     book can be a nice idea, personally I like it when a player needs
1265     more than his fighting skills to solve a quest. However, keep the
1266     booklevel at least below 15 because it is quite hard to gain high
1267     mental levels.
1268     </attribute>
1269     <attribute arch="startequip" editor="godgiven item" type="bool">
1270     A godgiven item vanishes as soon as the player
1271     drops it to the ground.
1272     </attribute>
1273     <attribute arch="unique" editor="unique item" type="bool">
1274     Unique items exist only one time on a server. If the item
1275     is taken, lost or destroyed - it's gone for good.
1276     </attribute>
1277     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1278     This is the text that appears "written" in the book.
1279     </attribute>
1280 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1281     This is the key string of the book. The key string is checked by an inventory checker.
1282     (This is used eg. for the gate/port passes in scorn)
1283     </attribute>
1284 elmex 1.43 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1285     If this flag is true the player won't be able to identify this
1286     item with by using a skill.
1287     </attribute>
1288 root 1.1 </type>
1289    
1290     <!--####################################################################-->
1291 root 1.49 <type number="110" name="Inscribable">
1292     <description><![CDATA[
1293     Inscribable Item - when inscribed, it becomes another object.]]>
1294     </description>
1295     <attribute arch="startequip" editor="godgiven item" type="bool">
1296     A godgiven item vanishes as soon as the player
1297     drops it to the ground.
1298     </attribute>
1299     <attribute arch="unique" editor="unique item" type="bool">
1300     Unique items exist only one time on a server. If the item
1301     is taken, lost or destroyed - it's gone for good.
1302     </attribute>
1303     <attribute arch="other_arch" editor="book/scroll arch" type="string">
1304     This is the item created after being inscribed - scrolls are treated
1305     like spell scrolls, all else will have it's message replaced.
1306     </attribute>
1307     </type>
1308    
1309     <!--####################################################################-->
1310 root 1.1 <type number="99" name="Boots">
1311     <import_type name="Amulet" />
1312     <description><![CDATA[
1313     Wearing boots, the object's stats will directly be inherited to
1314     the player. Usually enhancing his speed, or granting some minor
1315 root 1.37 protection bonus.]]>
1316 root 1.1 </description>
1317     <use><![CDATA[
1318     Feel free to create your own special artifacts. However, it is very
1319 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1320 root 1.1 </use>
1321     <attribute arch="exp" editor="speed bonus" type="int">
1322     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1323     while worn. This kind of bonus is quite desirable for players of low-
1324     and medium level. High level players usually have fastest possible
1325     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1326     Still, this bonus is good for nice artifacts - not everything has
1327     to be for highest level.
1328     </attribute>
1329     <attribute arch="magic" editor="magic bonus" type="int">
1330     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1331     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1332     than direct armour-class bonus on the boots.
1333 root 1.3
1334 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1335     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1336     </attribute>
1337     </type>
1338    
1339     <!--####################################################################-->
1340 root 1.3 <type number="104" name="Bracers">
1341     <import_type name="Amulet" />
1342     <description><![CDATA[
1343     Bracers are armour-plates worn around the wrists.
1344     Wearing bracer, the object's stats will directly be inherited to
1345 root 1.37 the player. Usually enhancing his defense.]]>
1346 root 1.3 </description>
1347     <use><![CDATA[
1348     Feel free to create your own special artifacts. However, it is very
1349 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1350 root 1.3 </use>
1351     <attribute arch="magic" editor="magic bonus" type="int">
1352     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1353     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1354     than direct armour-class bonus on the bracers.
1355     </attribute>
1356     </type>
1357    
1358     <!--####################################################################-->
1359     <type number="16" name="Brestplate Armour">
1360     <import_type name="Amulet" />
1361     <description><![CDATA[
1362     Wearing an armour, the object's stats will directly be inherited to
1363 root 1.37 the player. Usually enhancing his defense.]]>
1364 root 1.3 </description>
1365     <use><![CDATA[
1366     Feel free to create your own special artifacts. However, it is very
1367 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1368 root 1.3 </use>
1369     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1370     This poses a penalty to spell regeneration speed, for wearing the armour.
1371     The bigger the spellpoint penalty, the worse.
1372     </attribute>
1373     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1374     Slowdown penalty reduces the player's walking speed when wearing the
1375     armour. Bigger values are worse - zero is best.
1376     </attribute>
1377     <attribute arch="magic" editor="magic bonus" type="int">
1378     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1379     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1380     than direct armour-class bonus on the armour.
1381     </attribute>
1382     </type>
1383    
1384     <!--####################################################################-->
1385 root 1.1 <type number="92" name="Button">
1386     <ignore>
1387     <ignore_list name="non_pickable" />
1388     </ignore>
1389     <description><![CDATA[
1390     When a predefined amount of weigh is placed on a button, the
1391     &lt;connection&gt; value is triggered. In most cases this happens when a
1392     player or monster steps on it. When the button is "released", the
1393 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1394 root 1.1 </description>
1395 root 1.9 &move_on;
1396     &move_off;
1397 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1398 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1399 root 1.1 The button is pressed (triggered), as soon as
1400     &lt;press weigh&gt; gram are placed ontop of it.
1401     </attribute>
1402 root 1.45 <attribute arch="connected" editor="connection" type="string">
1403 root 1.1 Every time the button is pressed or released, all objects
1404     with the same &lt;connection&gt; value are activated.
1405     </attribute>
1406     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1407     This text may describe the item. You can use this
1408     message to explain the button's purpose to the player.
1409     </attribute>
1410     </type>
1411    
1412     <!--####################################################################-->
1413 root 1.3 <type number="30" name="Button Trigger">
1414     <import_type name="Button" />
1415     <ignore>
1416     <ignore_list name="non_pickable" />
1417     </ignore>
1418     <description><![CDATA[
1419     Handle buttons are buttons which reset after a short period
1420     of time. Every time it is either applied or reset, the
1421 root 1.37 &lt;connection&gt; value is triggered.]]>
1422 root 1.3 </description>
1423     </type>
1424    
1425     <!--####################################################################-->
1426     <type number="37" name="Class Changer">
1427     <ignore>
1428     <ignore_list name="non_pickable" />
1429     </ignore>
1430     <description><![CDATA[
1431 root 1.37 Class changer are used while creating a character.]]>
1432 root 1.3 </description>
1433     <attribute arch="randomitems" editor="class items" type="treasurelist">
1434     This entry determines which initial items the character receives.
1435     </attribute>
1436     <section name="stats">
1437     <attribute arch="Str" editor="strength" type="int">
1438     The player's strength will rise by the given value if he chooses this
1439     class. (Negative values make strength fall)
1440     </attribute>
1441     <attribute arch="Dex" editor="dexterity" type="int">
1442     The player's dexterity will rise by the given value if he chooses this
1443     class. (Negative values make dexterity fall)
1444     </attribute>
1445     <attribute arch="Con" editor="constitution" type="int">
1446     The player's constitution will rise by the given value if he chooses this
1447     class. (Negative values make constitution fall)
1448     </attribute>
1449     <attribute arch="Int" editor="intelligence" type="int">
1450     The player's intelligence will rise by the given value if he chooses this
1451     class. (Negative values make intelligence fall)
1452     </attribute>
1453     <attribute arch="Pow" editor="power" type="int">
1454     The player's power will rise by the given value if he chooses this
1455     class. (Negative values make power fall)
1456     </attribute>
1457     <attribute arch="Wis" editor="wisdom" type="int">
1458     The player's wisdom will rise by the given value if he chooses this
1459     class. (Negative values make wisdom fall)
1460     </attribute>
1461     <attribute arch="Cha" editor="charisma" type="int">
1462     The player's charisma will rise by the given value if he chooses this
1463     class. (Negative values make charisma fall)
1464     </attribute>
1465     </section>
1466     </type>
1467    
1468     <!--####################################################################-->
1469 root 1.1 <type number="87" name="Cloak">
1470     <import_type name="Amulet" />
1471     <description><![CDATA[
1472     Wearing a cloak, the object's stats will directly be inherited to
1473     the player. Cloaks usually add minor &lt;armour class&gt; and
1474 root 1.37 sometimes a bit of resistance.]]>
1475 root 1.1 </description>
1476     <use><![CDATA[
1477     Feel free to create your own special artifacts. However, it is very
1478 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1479 root 1.1 </use>
1480     <attribute arch="magic" editor="magic bonus" type="int">
1481     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1482     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1483     than direct armour-class bonus on the cloak.
1484 root 1.3
1485 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1486     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1487     </attribute>
1488     </type>
1489    
1490     <!--####################################################################-->
1491     <type number="9" name="Clock">
1492     <description><![CDATA[
1493 root 1.37 Applying a clock, the time is displayed to the player.]]>
1494 root 1.1 </description>
1495     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1496     This text may describe the item
1497     </attribute>
1498     </type>
1499    
1500     <!--####################################################################-->
1501     <type number="122" name="Container">
1502     <description><![CDATA[
1503     A player can put (certain kinds of) items in the container.
1504     The overall weight of items is reduced when put inside a
1505     container, depending on the settings.
1506     <br><br>
1507     A special feature of containers is the "cauldron",
1508 root 1.37 capable of mixing alchemical receipes.]]>
1509 root 1.1 </description>
1510     <use><![CDATA[
1511     Note on chests - There are two types of chests:
1512     <UL>
1513     <LI> First the random treasure chests - Those are NOT containers
1514     (but object type Treasure), they create random treasures when
1515     applied. Archetype name is "chest".
1516     <LI> Second there are the permanent chests - Those are containers,
1517     they can be opened and closed again. Archetype name is "chest_2".
1518 root 1.37 </UL>]]>
1519 root 1.1 </use>
1520     <attribute arch="race" editor="container class" type="string">
1521     If set, the container will hold only certain types of objects.
1522     Possible choices for &lt;container class&gt; are: "gold and jewels",
1523 root 1.3 "arrows" and "keys".
1524    
1525 root 1.1 Unfortunately it is not easy to create new container
1526     classes, because items need a matching counterpiece-attribute
1527     to the &lt;container class&gt; before they can be put inside a
1528     container. This attribute ("race") is set only for the existing
1529     container classes.
1530     </attribute>
1531     <attribute arch="slaying" editor="key string" type="string">
1532     If &lt;key string&gt; is set, only players with a special key
1533     of matching &lt;key string&gt; are able to open the container.
1534     </attribute>
1535     <attribute arch="container" editor="maximum weight" type="int">
1536     The container can hold a maximum total weight of the given value
1537     in gram. Note that this weight limit is calculated *after* the
1538     weight reduction (&lt;reduce weight&gt;) has been applied.
1539     </attribute>
1540     <attribute arch="Str" editor="reduce weight %" type="int">
1541     This value determines how much the weight of items is reduced in
1542     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1543     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1544     Most default values are in the range of ten.
1545     </attribute>
1546     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1547     If set, the container can be used as alchemy-cauldron.
1548     The player can put ingredients inside, close it, cast alchemy
1549     and if his formulae is true, he'll get what he longed for.
1550     </attribute>
1551     <attribute arch="unique" editor="unique item" type="bool">
1552     Unique items exist only one time on a server. If the item
1553     is taken, lost or destroyed - it's gone for good.
1554     All contents of a unique container are unique as well.
1555     </attribute>
1556     <attribute arch="startequip" editor="godgiven item" type="bool">
1557     A godgiven item vanishes as soon as the player
1558     drops it to the ground.
1559     </attribute>
1560     <attribute arch="other_arch" editor="animation arch" type="string">
1561     This is used for a certain kind of... "animation" when
1562     opening the container. Stick to the default arches here
1563     and you won't get into trouble.
1564     </attribute>
1565     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1566     This text may contain a description of the container.
1567     </attribute>
1568     </type>
1569    
1570     <!--####################################################################-->
1571     <type number="103" name="Converter">
1572     <ignore>
1573     <attribute arch="value" />
1574     <attribute arch="nrof" />
1575     <attribute arch="name_pl" />
1576     <attribute arch="no_pick" />
1577 elmex 1.42 <attribute arch="unpaid" />
1578 root 1.1 <attribute arch="title" />
1579     </ignore>
1580     <description><![CDATA[
1581     Converters are like "exchange tables". When the player drops a
1582     specific type of items, they get converted into other items, at a
1583 root 1.37 predefined exchange-ratio.]]>
1584 root 1.1 </description>
1585     <use><![CDATA[
1586     Converters are better than shopping with doormats, because the
1587     converters never get sold out. For some items like food or jewels
1588     those "exchange tables" are really nice, while for the more important
1589     stuff like potions converters should not exist.
1590     <br><br>
1591     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1592     items on a converter, the stuff you get must be of equal or lesser
1593     value than before! (Except if you are using "rare" items like
1594     dragonscales for payment). The code will not check if your ratio is
1595 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1596 root 1.1 </use>
1597     <attribute arch="no_pick" value="1" type="fixed" />
1598     <attribute arch="slaying" editor="cost arch" type="string">
1599     &lt;cost arch&gt; is the name of the archetype the player has to
1600     put on the converter, as payment.
1601     </attribute>
1602     <attribute arch="food" editor="cost number" type="int">
1603     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1604     on the converter, in order to get &lt;receive number&gt; items
1605     of &lt;receive arch&gt;.
1606     </attribute>
1607     <attribute arch="other_arch" editor="receive arch" type="string">
1608     &lt;receive arch&gt; is the name of the archetype to convert into.
1609 root 1.2 This field is ignored if the converter has items in inventory. In this
1610     case one of the inventory items is duplicated. The duplicated item is
1611     randomly chosen from all items present.
1612 root 1.1 </attribute>
1613     <attribute arch="sp" editor="receive number" type="int">
1614     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1615     on the converter, in order to get &lt;receive number&gt; items
1616     of &lt;receive arch&gt;.
1617     </attribute>
1618     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1619     This text may contain a description of the converter.
1620     </attribute>
1621 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1622     If the converter has this flag set the generated items will
1623 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1624     (For instance for 'dragon scale' to 'dragon shield' converters in some
1625     armour shops.)
1626     </attribute>
1627 root 1.1 </type>
1628    
1629     <!--####################################################################-->
1630     <type number="42" name="Creator">
1631     <ignore>
1632     <ignore_list name="system_object" />
1633     </ignore>
1634     <description><![CDATA[
1635     A creator is an object which creates another object when it
1636     is triggered. The child object can be anything. Creators are
1637 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1638 root 1.37 periodically create things.]]>
1639 root 1.1 </description>
1640     <use><![CDATA[
1641     Don't hesitate to hide your creators under the floor.
1642 root 1.37 The created items will still always appear ontop of the floor.]]>
1643 root 1.1 </use>
1644     <attribute arch="no_pick" value="1" type="fixed" />
1645     <attribute arch="other_arch" editor="create arch" type="string">
1646     This string defines the object that will be created.
1647     You can choose any of the existing arches.
1648 root 1.2 This field is ignored if the creator has items in inventory. In this case
1649     one of the inventory items is duplicated. The duplicated item is randomly
1650     chosen from all items present.
1651 root 1.1 </attribute>
1652 root 1.45 <attribute arch="connected" editor="connection" type="string">
1653 root 1.1 Whenever the connection value is activated,
1654 root 1.3 the creator gets triggered.
1655 root 1.1 </attribute>
1656 elmex 1.16 &activate_on;
1657 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1658     If &lt;infinit uses&gt; is set, the creator will work
1659 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1660 root 1.1 </attribute>
1661 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1662     When this field is set the creator will periodically create stuff
1663     (and will still do so when the connection is triggered).
1664     A value of 1 means roughly 8 times a second.
1665     </attribute>
1666 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1667     The creator can be triggered &lt;number of uses&gt; times, thus
1668     creating that many objects, before it dissappears.
1669     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1670     </attribute>
1671     <attribute arch="slaying" editor="name of creation" type="string">
1672 root 1.2 The created object will bear the name and title specified in &lt;name of
1673     creation&gt;. If nothing is set, the standard name and title of the
1674     archetype is used.
1675 root 1.1 </attribute>
1676     <attribute arch="level" editor="level of creation" type="int">
1677     The created object will be of that level. If zero/unset,
1678     the standard level of the archetype is used.
1679     </attribute>
1680     </type>
1681    
1682     <!--####################################################################-->
1683     <type number="51" name="Detector">
1684     <ignore>
1685     <ignore_list name="system_object" />
1686     </ignore>
1687     <description><![CDATA[
1688     Detectors work quite much like inv. checkers/pedestals: If the detector
1689     finds a specific object, it toggles its connected value.
1690     <br><br>
1691     What is "unique" about them, compared to inv. checkers/ pedestals?
1692     - First, detectors check their square for a match periodically, not
1693     instantly. Second, detectors check directly for object names. Third,
1694 root 1.37 detectors do not check the inventory of players/monsters.]]>
1695 root 1.1 </description>
1696     <use><![CDATA[
1697     There is one major speciality about detectors: You can detect spells
1698     blown over a detector! To detect a lighting bolt for example, set
1699     "slaying ligthing" and "speed 1.0". In combination with spellcasting
1700 root 1.37 walls, this can be very useful for map-mechanisms.]]>
1701 root 1.1 </use>
1702     <attribute arch="no_pick" value="1" type="fixed" />
1703     <attribute arch="slaying" editor="match name" type="string">
1704     &lt;match name&gt; specifies the name of the object we are looking for.
1705     Actually it does also check for the &lt;key string&gt; in key-objects,
1706     but for this case inventory checkers are often more powerful to use.
1707     </attribute>
1708 root 1.45 <attribute arch="connected" editor="connection" type="string">
1709 root 1.1 When the detector is triggered, all objects with the same
1710     connection value get activated.
1711     </attribute>
1712     <attribute arch="speed" editor="detection speed" type="float">
1713     This value defines the time between two detector-checks.
1714     If you want the detector to behave almost like pedestals/buttons,
1715     set speed rather high, like &lt;detection speed&gt; 1.0.
1716     </attribute>
1717 root 1.12 &speed_left;
1718     <attribute arch="speed_left" editor="speed left" type="float">
1719     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1720     If it is larger than 0, the detector checks, and the speed is decremented
1721     by 1.
1722     </attribute>
1723 root 1.1 </type>
1724    
1725     <!--####################################################################-->
1726 root 1.44 <type number="164" name="Map Script">
1727     <ignore>
1728     <ignore_list name="system_object" />
1729     </ignore>
1730     <description><![CDATA[
1731     The map script object is a very special object that can react to connected
1732     events and executes a perl script.
1733     ]]>
1734     </description>
1735     <use><![CDATA[
1736     The perl script gets passed an $activator object and can use the set/get/find/timer functions
1737     to react to/trigger other objects.
1738     ]]>
1739     </use>
1740 root 1.45 <attribute arch="connected" editor="connection" type="string">
1741 root 1.44 When the map script object is triggered, it will execute
1742     the perl script with the triggering object as $activator.
1743     </attribute>
1744     &activate_on;
1745     <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1746     This perl script will be executed each time the objetc is triggered.
1747     </attribute>
1748     </type>
1749    
1750     <!--####################################################################-->
1751 root 1.1 <type number="112" name="Director">
1752     <ignore>
1753     <ignore_list name="non_pickable" />
1754     </ignore>
1755     <description><![CDATA[
1756     Directors change the direction of spell objects and other projectiles
1757     that fly past. Unlike spinners, directors always move objects in the
1758     same direction. It does not make a difference from what angle you
1759     shoot into it.<br>
1760 root 1.37 Directors are visible per default.]]>
1761 root 1.1 </description>
1762     <use><![CDATA[
1763     Directors are rarely used in maps. Sometimes they are placed to
1764     change the direction of spells coming out of magic walls,
1765     "channeling" spell-projectiles in some direction. When doing this,
1766     <B>never place directors facing each other with magic walls fireing
1767     into them!</B> The spell-projectiles bouncing between the directors
1768     would accumulate to huge numbers and at some point slow down the
1769     server by eating memory- and CPU-time.
1770     <br><br>
1771     You'd better not place directors in monster vs. player combat
1772 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1773 root 1.1 </use>
1774     <attribute arch="sp" editor="direction" type="list_direction">
1775     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1776     A director with direction &lt;none&gt; simply stops projectiles.
1777     (The latter works out a bit strange for some spells).
1778     </attribute>
1779 root 1.9 &move_on;
1780 root 1.1 </type>
1781    
1782     <!--####################################################################-->
1783     <type number="158" name="Disease">
1784     <ignore>
1785     <ignore_list name="system_object" />
1786     </ignore>
1787     <description><![CDATA[
1788 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1789 root 1.1 Once casted, they can spread out and infect creatures in a large
1790     area. Being infected can have various effects, from amusing farts
1791 root 1.37 to horrible damage - almost everything is possible.]]>
1792 root 1.1 </description>
1793     <use><![CDATA[
1794     Diseases are extremely flexible and usable in a many ways.
1795     So far they are mostly used for causing bad, unwanted effects.
1796     You could just as well create a disease which helps the player
1797     (recharging mana for example).
1798 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1799 root 1.1 </use>
1800     <attribute arch="invisible" value="1" type="fixed" />
1801     <attribute arch="level" editor="plaque level" type="int">
1802     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1803     This mainly reflects in the &lt;damage&gt;. It has no effect on
1804     most other symptoms. Neverthless, it is a very important value for
1805     all damage-inflicting diseases.
1806     </attribute>
1807     <attribute arch="race" editor="infect race" type="string">
1808     The disease will only infect creatures of the specified &lt;race&gt;.
1809     "&lt;race&gt; *" means every creature can be infected.
1810     </attribute>
1811     <attribute arch="ac" editor="progressiveness" type="int">
1812     Every time the disease "moves" the severity of the symptoms are increased
1813     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1814     </attribute>
1815     <section name="spreading">
1816     <attribute arch="wc" editor="infectiosness" type="int">
1817     The &lt;infectiosness&gt; defines the chance of new creatures getting
1818     infected. If you set this too high, the disease is very likely to
1819     be too effective.
1820 root 1.3
1821 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1822     </attribute>
1823     <attribute arch="last_grace" editor="attenuation" type="int">
1824     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1825     everytime it infects someone new. This limits how many generations
1826     a disease can propagate.
1827     </attribute>
1828     <attribute arch="magic" editor="infection range" type="int">
1829     &lt;infection range&gt; sets the range at which infection may occur.
1830     If positive, the &lt;infection range&gt; is level dependant - If negative,
1831     it is not:
1832     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1833 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1834 root 1.1 </attribute>
1835     <attribute arch="maxhp" editor="persistence" type="int">
1836     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1837     The disease can "move" &lt;persistence&gt; times outside a host before it
1838     vanishes. A negative value means the disease lasts for permanent
1839     (which is only recommended to use in maps without monsters).
1840     </attribute>
1841     <attribute arch="maxgrace" editor="curing duration" type="int">
1842     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1843     (Assuming the host survives and doesn't use a curing spell).
1844     After this period the disease is naturally cured, which provides the
1845     host with immunity from this particular disease of lower or equal level.
1846 root 1.3
1847 root 1.1 A negative value means the disease can never be cured naturally.
1848 root 1.3
1849 root 1.1 Note that this value can be further modulated by spell-parameters,
1850     if the disease is registered as spell in the code. Due to that,
1851     most default diseases take a lot longer to cure than it seems.
1852     </attribute>
1853     <attribute arch="speed" editor="moving speed" type="float">
1854     The &lt;speed&gt; of the disease determines how fast the disease will
1855     "move", thus how fast the symptoms strike the host.
1856     </attribute>
1857 root 1.12 &speed_left;
1858 root 1.1 </section>
1859     <section name="symptoms">
1860     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1861     The disease will attack the host with the given &lt;attacktype&gt;.
1862     Godpower attacktype is commonly used for "unresistable" diseases.
1863     </attribute>
1864     <attribute arch="dam" editor="damage" type="int">
1865     A disease with a positive &lt;damage&gt; value will strike the player for that
1866     amount of damage every time the symptoms occur.
1867     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1868     the player's health is reduced by 10% every time the symptoms strike.
1869 root 1.3
1870 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1871     for players of all levels.
1872     </attribute>
1873     <attribute arch="other_arch" editor="create arch" type="string">
1874     If set, the specified arch is created and dropped every time the
1875     symptoms strike.
1876 root 1.3
1877 root 1.1 This can be various things: farts, body pieces, eggs ...
1878     Even monsters can be created that way. You could also make a
1879     disease where some exotic stuff like money/gems is created.
1880     </attribute>
1881     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1882     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1883     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1884     </attribute>
1885     <attribute arch="exp" editor="exp. for curing" type="int">
1886     When the player manages to cure this disease (with a curing spell),
1887     he is awarded with &lt;exp. for curing&gt; experience.
1888     </attribute>
1889     <attribute arch="maxsp" editor="mana depletion" type="int">
1890     Every time the disease "moves", the player's mana is
1891     reduced by the value of &lt;mana depletion&gt;.
1892     For negative values, a %-based amount is taken.
1893     </attribute>
1894     <attribute arch="last_eat" editor="food depletion" type="int">
1895     Every time the disease "moves", the player's food is
1896     reduced by the value of &lt;food depletion&gt;.
1897     For negative values, a %-based amount is taken.
1898     </attribute>
1899     <attribute arch="hp" editor="health regen." type="int">
1900     This value increases the player's healing rate.
1901     Negative values decrease it.
1902     </attribute>
1903     <attribute arch="sp" editor="mana regen." type="int">
1904     This value increases the player's rate of mana regeneration.
1905     Negative values decrease it.
1906     </attribute>
1907     </section>
1908     <section name="disability">
1909     <attribute arch="Str" editor="strength" type="int">
1910     The player's strength will rise by the given value
1911     while being infected. (Negative values make strength fall)
1912     </attribute>
1913     <attribute arch="Dex" editor="dexterity" type="int">
1914     The player's dexterity will rise by the given value
1915     while being infected. (Negative values make dexterity fall)
1916     </attribute>
1917     <attribute arch="Con" editor="constitution" type="int">
1918     The player's constitution will rise by the given value
1919     while being infected. (Negative values make constitution fall)
1920     </attribute>
1921     <attribute arch="Int" editor="intelligence" type="int">
1922     The player's intelligence will rise by the given value
1923     while being infected. (Negative values make intelligence fall)
1924     </attribute>
1925     <attribute arch="Pow" editor="power" type="int">
1926     The player's power will rise by the given value
1927     while being infected. (Negative values make power fall)
1928     </attribute>
1929     <attribute arch="Wis" editor="wisdom" type="int">
1930     The player's wisdom will rise by the given value
1931     while being infected. (Negative values make wisdom fall)
1932     </attribute>
1933     <attribute arch="Cha" editor="charisma" type="int">
1934     The player's charisma will rise by the given value
1935     while being infected. (Negative values make charisma fall)
1936     </attribute>
1937     </section>
1938     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1939     This text is displayed to the player every time the
1940     symptoms strike.
1941     </attribute>
1942     </type>
1943    
1944     <!--####################################################################-->
1945 root 1.3 <type number="23" name="Door">
1946     <ignore>
1947     <ignore_list name="non_pickable" />
1948     </ignore>
1949     <description><![CDATA[
1950     A door can be opened with a normal key. It also can be broken by attacking
1951     it, and it can be defeated with the lockpicking skill. If a door is
1952     defeated, horizontally and vertically adjacent doors are automatically
1953 root 1.37 removed.]]>
1954 root 1.3 </description>
1955     <attribute arch="no_pick" value="1" type="fixed" />
1956     <attribute arch="alive" value="1" type="fixed" />
1957 root 1.9 &movement_types_terrain;
1958 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1959     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1960     </attribute>
1961     <attribute arch="ac" editor="armour class" type="int">
1962     Doors of high &lt;armour class&gt; are less likely to get hit.
1963     &lt;armour class&gt; can be considered the "counterpiece" to
1964     &lt;weapon class&gt;.
1965     </attribute>
1966     <attribute arch="other_arch" editor="drop arch" type="string">
1967     This string defines the object that will be created when the door was
1968     defeated.
1969     </attribute>
1970     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1971     This entry determines what kind of traps will appear in the door.
1972     </attribute>
1973 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1974     Set this flag to move treasure items created into the environment (map)
1975     instead of putting them into the object.
1976     </attribute>
1977 root 1.3 </type>
1978    
1979     <!--####################################################################-->
1980 root 1.1 <type number="83" name="Duplicator">
1981     <ignore>
1982     <ignore_list name="system_object" />
1983     </ignore>
1984     <description><![CDATA[
1985     When activated, a duplicator can duplicate, multiply or destroy a pile of
1986     objects which lies somewhere on top of the duplicator.
1987     The duplicator has one arch name specified as &lt;target arch&gt;,
1988     and only objects of this archetype can be affected.<br>
1989     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1990 root 1.37 If the latter is set to zero, it will destroy objects.]]>
1991 root 1.1 </description>
1992     <use><![CDATA[
1993     I hope it is clear that one must be very cautious when inserting a duplicator
1994     anywhere with &lt;multiply factor&gt; greater than one.
1995     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1996     It is <b>not acceptable</b> to allow duplication of anything other than
1997     coins, gold and jewels. Besides, it is very important that the chance to
1998     loose the input matches the chance to earn winnings.<br>
1999     A duplicator with &lt;multiply factor&gt; 3 for example should have a
2000 root 1.37 loosing rate of 2/3 = 67%.]]>
2001 root 1.1 </use>
2002     <attribute arch="other_arch" editor="target arch" type="string">
2003 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
2004     duplicated, multiplied or removed. All other objects will be ignored.
2005 root 1.1 </attribute>
2006     <attribute arch="level" editor="multiply factor" type="int">
2007     The number of items in the target pile will be multiplied by the
2008     &lt;multiply factor&gt;. If it is set to zero, all target objects
2009     will be destroyed.
2010     </attribute>
2011 root 1.45 <attribute arch="connected" editor="connection" type="string">
2012 root 1.1 An activator (lever, altar, button, etc) with matching connection value
2013     is able to trigger this duplicator. Be very careful that players cannot
2014     abuse it to create endless amounts of money or other valuable stuff!
2015     </attribute>
2016 elmex 1.16 &activate_on;
2017 root 1.1 </type>
2018    
2019     <!--####################################################################-->
2020     <type number="66" name="Exit">
2021     <ignore>
2022     <ignore_list name="non_pickable" />
2023     </ignore>
2024     <description><![CDATA[
2025     When the player applies an exit, he is transferred to a different location.
2026     (Monsters cannot use exits.) Depending on how it is set, the player applies
2027     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2028 root 1.37 the exit. ]]>
2029 root 1.1 </description>
2030     <use><![CDATA[
2031 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2032 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2033     detected with the show_invisible spell.
2034     <br><br>
2035     You can be quite creative with the outlook of secret exits (their "face").
2036 root 1.37 Don't forget to give the player relyable hints about them though.]]>
2037 root 1.1 </use>
2038     <attribute arch="slaying" editor="exit path" type="string">
2039     The exit path defines the map that the player is transferred to.
2040     You can enter an absolute path, beginning with '/' (for example
2041     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2042     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2043     relative path "Fire1"). Use relative paths whenever possible! Note that
2044     upper/lower case must always be set correctly. However, please use lower
2045 root 1.3 case only.
2046 root 1.1 It is well possible to have an exit pointing to the same map that the exit
2047     is on. If slaying is not set in an exit, the player will see a message like
2048     "the exit is closed".
2049     </attribute>
2050     <attribute arch="hp" editor="destination X" type="int">
2051     The exit destinations define the (x, y)-coordinates where the exit
2052     leads to.
2053     If both are set to zero, the player will be transferred to the "default
2054     enter location" of the destined map. The latter can be set in the map-
2055     properties as "Enter X/Y". Though, please DO NOT use that.
2056     It turned out to be a source for numerous map-bugs.
2057     </attribute>
2058     <attribute arch="sp" editor="destination Y" type="int">
2059     The exit destinations define the (x, y)-coordinates where the exit
2060     leads to.
2061     If both are set to zero, the player will be transferred to the "default
2062     enter location" of the destined map. The latter can be set in the map-
2063     properties as "Enter X/Y". Though, please DO NOT use that.
2064     It turned out to be a source for numerous map-bugs.
2065     </attribute>
2066 root 1.9 &move_on;
2067 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2068     If set, this message will be displayed to the player when he applies the exit.
2069     This is quite useful to throw in some "role-play feeling": "As you enter the
2070     dark cave you hear the sound of rustling dragonscales...". Well, my english
2071     is poor, but you get the point. =)
2072     </attribute>
2073 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
2074     If set, then players using this exit will have their savebed position
2075 root 1.26 set to the destination of the exit when passing through.
2076 root 1.1 </attribute>
2077     </type>
2078    
2079     <!--####################################################################-->
2080     <type number="72" name="Flesh">
2081     <description><![CDATA[
2082     Just like with food, the player can fill his stomache and gain a
2083     little health by eating flesh-objects. <br>
2084     For dragon players, flesh plays a very special role though: If the
2085     flesh has resistances set, a dragon player has a chance to gain resistance in
2086 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2087 root 1.1 Don't forget that flesh items with resistances have to be balanced
2088 root 1.37 according to map/monster difficulty.]]>
2089 root 1.1 </description>
2090     <use><![CDATA[
2091     For dragon players, flesh items can be highly valuable. Note that many
2092     standard monsters carry flesh items from their &lt;treasurelist&gt;.
2093     These flesh items "inherit" resistances and level from the monster they belong to.
2094     When you add special flesh items to the inventory of a monster, this is
2095     not the case - so you have to set it manually.
2096     <br><br>
2097     Generally adding special flesh-treaties for dragon players is a great thing
2098     to do. Always consider that dragon players might really not be interested
2099     in that special piece of weapon or armour, so don't let the dragon-fellows miss
2100 root 1.37 out on the reward completely.]]>
2101 root 1.1 </use>
2102     <attribute arch="food" editor="foodpoints" type="int">
2103     The player's stomache will get filled with this amount of foodpoints.
2104     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2105     </attribute>
2106     <attribute arch="level" editor="flesh level" type="int">
2107     The &lt;flesh level&gt; is not visible to the players and it affects only
2108     dragon players. Normally this value reflects the level of the monster
2109     from which the flesh item originates.
2110     Dragon players always search for flesh of highest level possible,
2111     because it bears the best chance to gain high resistances.
2112     </attribute>
2113     <attribute arch="startequip" editor="godgiven item" type="bool">
2114     A godgiven item vanishes as soon as the player
2115     drops it to the ground.
2116     </attribute>
2117 elmex 1.29 &resistances_flesh_section;
2118 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2119     This text may describe the item.
2120     </attribute>
2121     </type>
2122    
2123     <!--####################################################################-->
2124     <type number="0" name="Floor">
2125     <required>
2126     <attribute arch="is_floor" value="1" />
2127     <attribute arch="alive" value="0" />
2128     </required>
2129     <ignore>
2130     <ignore_list name="non_pickable" />
2131     </ignore>
2132     <description><![CDATA[
2133     Floor is a very basic thing whithout too much
2134 root 1.37 functionality. It's a floor - you stand on it.]]>
2135 root 1.1 </description>
2136     <attribute arch="is_floor" value="1" type="fixed" />
2137     <attribute arch="no_pick" value="1" type="fixed" />
2138     <section name="terrain">
2139 root 1.9 &movement_types_terrain;
2140 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2141     This flag indicates this spot contains wood or high grass.
2142     Players with activated woodsman skill can move faster here.
2143     </attribute>
2144     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2145     This flag indicates this spot contains hills or large rocks.
2146     Players with activated mountaineer skill can move faster here.
2147     </attribute>
2148     </section>
2149     <attribute arch="no_magic" editor="no spells" type="bool">
2150     If enabled, it is impossible for players to use (wizard-)
2151     spells on that spot.
2152     </attribute>
2153     <attribute arch="damned" editor="no prayers" type="bool">
2154     If enabled, it is impossible for players to use prayers
2155     on that spot. It also prevents players from saving.
2156     </attribute>
2157     <attribute arch="unique" editor="unique map" type="bool">
2158     Unique floor means that any items dropped on that spot
2159 root 1.48 will be saved beyond map reset. For permanent apartments,
2160 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2161     </attribute>
2162     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2163     This text may describe the object.
2164     </attribute>
2165     </type>
2166    
2167     <!--####################################################################-->
2168     <type number="67" name="Floor (Encounter)">
2169     <ignore>
2170     <ignore_list name="non_pickable" />
2171     </ignore>
2172     <description><![CDATA[
2173     Encounter-Floor is pretty much the same as normal floor.
2174     Most outdoor floor/ground-arches are set to be "encounters".
2175     That is kind of a relict from former code: When walking over
2176     encounter-floor, players sometimes got beamed to little maps
2177     with monsters on them. Nowadays this feature is disabled -
2178 root 1.37 Hence encounter floor is not different from normal floor.]]>
2179 root 1.1 </description>
2180     <attribute arch="is_floor" value="1" type="fixed" />
2181     <attribute arch="no_pick" value="1" type="fixed" />
2182     <section name="terrain">
2183 root 1.9 &movement_types_terrain;
2184 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2185     This flag indicates this spot contains wood or high grass.
2186     Players with activated woodsman skill can move faster here.
2187     </attribute>
2188     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2189     This flag indicates this spot contains hills or large rocks.
2190     Players with activated mountaineer skill can move faster here.
2191     </attribute>
2192     </section>
2193     <attribute arch="no_magic" editor="no spells" type="bool">
2194     If enabled, it is impossible for players to use (wizard-)
2195     spells on that spot.
2196     </attribute>
2197     <attribute arch="damned" editor="no prayers" type="bool">
2198     If enabled, it is impossible for players to use prayers
2199     on that spot. It also prevents players from saving.
2200     </attribute>
2201     <attribute arch="unique" editor="unique map" type="bool">
2202     Unique floor means that any items dropped on that spot
2203 root 1.48 will be saved beyond map reset. For permanent apartments,
2204 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2205     </attribute>
2206     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2207     This text may describe the object.
2208     </attribute>
2209     </type>
2210    
2211     <!--####################################################################-->
2212     <type number="6" name="Food">
2213     <description><![CDATA[
2214     By eating/drinking food-objects, the player can fill his
2215 root 1.37 stomache and gain a little health.]]>
2216 root 1.1 </description>
2217     <attribute arch="food" editor="foodpoints" type="int">
2218     The player's stomache will get filled with this amount of foodpoints.
2219     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2220     </attribute>
2221     <attribute arch="startequip" editor="godgiven item" type="bool">
2222     A godgiven item vanishes as soon as the player
2223     drops it to the ground.
2224     </attribute>
2225     </type>
2226    
2227     <!--####################################################################-->
2228     <type number="91" name="Gate">
2229     <ignore>
2230     <ignore_list name="non_pickable" />
2231     </ignore>
2232     <description><![CDATA[
2233 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2234 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2235     or carrying special key-objects (-> inventory checker).
2236     Unlike locked doors, gates can get shut again after a player has
2237 root 1.37 passed, which makes them more practical in many cases.]]>
2238 root 1.1 </description>
2239     <use><![CDATA[
2240     Use gates to divide your maps into seperated areas. After solving
2241     area A, the player gains access to area B, and so on. Make your
2242 root 1.37 maps more complex than "one-way".]]>
2243 root 1.1 </use>
2244     <attribute arch="no_pick" value="1" type="fixed" />
2245 elmex 1.15 <attribute arch="speed" value="1" type="float">
2246     The speed of the gate affects how fast it is closing/opening.
2247     </attribute>
2248 root 1.45 <attribute arch="connected" editor="connection" type="string">
2249 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2250     &lt;connection&gt; value get activated. This only makes sense together with
2251     &lt;blocking passage&gt; disabled.
2252     </attribute>
2253     <attribute arch="wc" editor="position state" type="int">
2254     The &lt;position state&gt; defines the position of the gate:
2255     Zero means completely open/down, the "number of animation-steps" (usually
2256     about 6 or 7) means completely closed/up state. I suggest you don't
2257     mess with this value - Leave the default in place.
2258     </attribute>
2259 root 1.9 &movement_types_terrain;
2260 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2261     Restricting the use of spells to pass this gate. This has
2262     an effect only if &lt;block view&gt; is disabled.
2263     </attribute>
2264     <attribute arch="damned" editor="restrict prayers" type="bool">
2265     Restricting the use of prayers to pass this door. This has
2266     an effect only if &lt;block view&gt; is disabled.
2267     </attribute>
2268     </type>
2269    
2270     <!--####################################################################-->
2271     <type number="113" name="Girdle">
2272     <import_type name="Amulet" />
2273     <description><![CDATA[
2274     Wearing a girdle, the object's stats will directly be inherited to
2275     the player. Girdles usually provide stats- or damage bonuses and no
2276 root 1.37 defense.]]>
2277 root 1.1 </description>
2278     <use><![CDATA[
2279     Feel free to create your own special artifacts. However, it is very
2280 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2281 root 1.1 </use>
2282     <attribute arch="magic" editor="magic bonus" type="int">
2283     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2284     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2285     than direct armour-class bonus on the helmet.
2286 root 1.3
2287 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2288     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2289     &lt;magic bonus&gt; is pointless here.
2290     </attribute>
2291     </type>
2292    
2293     <!--####################################################################-->
2294     <type number="100" name="Gloves">
2295     <import_type name="Amulet" />
2296     <description><![CDATA[
2297     Wearing gloves, the object's stats will directly be inherited to
2298 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2299 root 1.1 </description>
2300     <use><![CDATA[
2301     Feel free to create your own special artifacts. However, it is very
2302 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2303 root 1.1 </use>
2304     <attribute arch="magic" editor="magic bonus" type="int">
2305     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2306     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2307     will increase that.
2308     </attribute>
2309     </type>
2310    
2311     <!--####################################################################-->
2312     <type number="93" name="Handle">
2313     <ignore>
2314     <ignore_list name="non_pickable" />
2315     </ignore>
2316     <description><![CDATA[
2317     A handle can be applied by players and (certain) monsters.
2318 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2319 root 1.1 </description>
2320     <use><![CDATA[
2321     Handles are commonly used to move gates. When placing your lever,
2322     don't forget that some monsters are able to apply it.
2323     The ability to apply levers is rare among monsters -
2324 root 1.37 but vampires can do it for example.]]>
2325 root 1.1 </use>
2326     <attribute arch="no_pick" value="1" type="fixed" />
2327 root 1.45 <attribute arch="connected" editor="connection" type="string">
2328 root 1.1 Every time the handle is applied, all objects
2329     with the same &lt;connection&gt; value are activated.
2330     </attribute>
2331     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2332     This text may describe the item. You can use this
2333     message to explain the handle's purpose to the player.
2334     </attribute>
2335     </type>
2336    
2337     <!--####################################################################-->
2338     <type number="27" name="Handle Trigger">
2339     <import_type name="Handle" />
2340     <ignore>
2341     <ignore_list name="non_pickable" />
2342     </ignore>
2343     <description><![CDATA[
2344     Handle triggers are handles which reset after a short period
2345     of time. Every time it is either applied or reset, the
2346 root 1.37 &lt;connection&gt; value is triggered.]]>
2347 root 1.1 </description>
2348     <use><![CDATA[
2349     When you connect an ordinary handle to a gate, the gate normally remains
2350     opened after the first player passed. If you want to keep the gate shut,
2351 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2352 root 1.1 </use>
2353     </type>
2354    
2355     <!--####################################################################-->
2356     <type number="88" name="Hazard Floor">
2357     <required>
2358     <attribute arch="is_floor" value="1" />
2359     </required>
2360     <ignore>
2361     <ignore_list name="non_pickable" />
2362     </ignore>
2363     <description><![CDATA[
2364     The best example for Hazard Floor is lava. It works like standard
2365     floor, but damages all creatures standing on it.
2366 root 1.37 Damage is taken in regular time intervals.]]>
2367 root 1.1 </description>
2368     <use><![CDATA[
2369     The default lava for example does minor damage. But you can turn
2370     it up so that your hazard floor poses a real threat.<br>
2371     Like magic walls, such floors add a permanent thrill to your map.
2372     You can use that to safely chase off too-weak players, or just
2373 root 1.37 to have something different.]]>
2374 root 1.1 </use>
2375     <attribute arch="is_floor" value="1" type="fixed" />
2376     <attribute arch="lifesave" value="1" type="fixed" />
2377 root 1.9 &move_on;
2378 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2379     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2380     This attribute specifys the attacktypes that this floor uses to
2381     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2382     If you want a real tough hazard floor, add more than just one attacktype.
2383     </attribute>
2384     <attribute arch="dam" editor="base damage" type="int">
2385     The &lt;base damage&gt; defines how much damage is inflicted to the
2386     victim per hit. The final damage is influenced by several other
2387     factors like the victim's resistance and level.
2388     </attribute>
2389     <attribute arch="wc" editor="weaponclass" type="int">
2390     &lt;weapon class&gt; improves the chance of hitting the victim.
2391     Lower values are better.
2392     Usually, hazard floors like lava are supposed to hit the
2393     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2394     to something like -30.
2395     </attribute>
2396     <attribute arch="level" editor="attack level" type="int">
2397     I guess this value is supposed to work similar to monster levels.
2398     But in fact, it does not seem to have an effect. Set any non-zero
2399     value to be on the safe side.
2400     </attribute>
2401     <section name="terrain">
2402 root 1.9 &movement_types_terrain;
2403 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2404     This flag indicates this spot contains wood or high grass.
2405     Players with activated woodsman skill can move faster here.
2406     </attribute>
2407     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2408     This flag indicates this spot contains hills or large rocks.
2409     Players with activated mountaineer skill can move faster here.
2410     </attribute>
2411     </section>
2412     <attribute arch="no_magic" editor="no spells" type="bool">
2413     If enabled, it is impossible for players to use (wizard-)
2414     spells on that spot.
2415     </attribute>
2416     <attribute arch="damned" editor="no prayers" type="bool">
2417     If enabled, it is impossible for players to use prayers
2418     on that spot. It also prevents players from saving.
2419     </attribute>
2420     <attribute arch="unique" editor="unique map" type="bool">
2421     Unique floor means that any items dropped on that spot
2422 root 1.48 will be saved beyond map reset. For permanent apartments,
2423 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2424     </attribute>
2425     </type>
2426    
2427     <!--####################################################################-->
2428     <type number="34" name="Helmet">
2429     <import_type name="Amulet" />
2430     <description><![CDATA[
2431     Wearing a helmet, the object's stats will directly be inherited to
2432     the player. Normal helmets usually increase defense, while crowns
2433     add more special bonuses like stats/resistances paired with
2434 root 1.37 low defense.]]>
2435 root 1.1 </description>
2436     <use><![CDATA[
2437     Feel free to create your own special artifacts. However, it is very
2438 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2439 root 1.1 </use>
2440     <attribute arch="magic" editor="magic bonus" type="int">
2441     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2442     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2443     than direct armour-class bonus on the helmet.
2444 root 1.3
2445 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2446     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2447     Crowns for instance typically provide no &lt;amour class&gt;.
2448     </attribute>
2449     </type>
2450    
2451     <!--####################################################################-->
2452     <type number="56" name="Holy Altar">
2453     <ignore>
2454     <ignore_list name="non_pickable" />
2455     </ignore>
2456     <description><![CDATA[
2457 root 1.50 Holy Altars are altars for the various religions. Praying
2458 root 1.1 at a Holy_altar will make you a follower of that god, and
2459 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2460 root 1.1 </description>
2461     <attribute arch="no_pick" value="1" type="fixed" />
2462     <attribute arch="other_arch" editor="god name" type="string">
2463     The altar belongs to the god of the given name. Possible options for
2464     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2465 root 1.3 Gorokh, Valriel and Sorig.
2466    
2467 root 1.1 If you want to have an unconsecrated altar, set
2468     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2469     </attribute>
2470     <attribute arch="level" editor="reconsecrate level" type="int">
2471     To re-consecrate an altar, the player's wisdom level must be as
2472     high or higher than this value. In that way, some altars can not
2473 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2474    
2475 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2476 root 1.1 Some characters might need those altars, they would be very unhappy to
2477     see them re-consecrated to another cult.
2478     </attribute>
2479     </type>
2480    
2481     <!--####################################################################-->
2482     <type number="35" name="Horn">
2483     <ignore>
2484     <attribute arch="title" />
2485     </ignore>
2486     <description><![CDATA[
2487     Horns are very similar to rods. The difference is that horns regenerate
2488     spellpoints faster and thus are more valuable than rods.
2489     <br><br>
2490     A horn contains a spell. The player can use this spell by applying and
2491     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2492 root 1.37 used endlessly.]]>
2493 root 1.1 </description>
2494     <use><![CDATA[
2495     Horns are powerful due to their fast recharge rate. They should
2496     never contain high level attacking spells. Even curing/healing spells
2497 root 1.37 are almost too good on a horn.]]>
2498 root 1.1 </use>
2499     <attribute arch="sp" editor="spell" type="spell">
2500     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2501     horns to players, since they can be used endlessly without any mana cost!
2502     Horns with heal/ restoration/ protection spells, IF available, MUST be
2503     very very VERY hard to get!
2504     </attribute>
2505     <attribute arch="level" editor="casting level" type="int">
2506     The casting level of the &lt;spell&gt; determines it's power.
2507     For attack spells, level should not be set too high.
2508     </attribute>
2509     <attribute arch="hp" editor="initial spellpoints" type="int">
2510     This value represents the initial amount of spellpoints in the horn.
2511     Naturally, this is quite unimportant.
2512     </attribute>
2513     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2514     When the horn is fully charged up, it will hold this maximum amount of
2515     spellpoints. Make sure it is enough to cast the contained spell at least
2516     once. But don't set the value too high, as that might make the horn way
2517     too effective.
2518     </attribute>
2519     <attribute arch="startequip" editor="godgiven item" type="bool">
2520     A godgiven item vanishes as soon as the player
2521     drops it to the ground.
2522     </attribute>
2523     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2524     This text may contain a description of the horn.
2525     </attribute>
2526     </type>
2527    
2528     <!--####################################################################-->
2529     <type number="73" name="Inorganic">
2530     <description><![CDATA[
2531     Inorganic materials are generally used as ingredients for
2532     alchemical receipes. By themselves, they have no special
2533 root 1.37 functionalities.]]>
2534 root 1.1 </description>
2535     <attribute arch="is_dust" editor="is dust" type="bool">
2536     </attribute>
2537 elmex 1.29 &resistances_basic;
2538 root 1.1 </type>
2539    
2540     <!--####################################################################-->
2541     <type number="64" name="Inventory Checker">
2542     <ignore>
2543     <ignore_list name="system_object" />
2544     </ignore>
2545     <description><![CDATA[
2546     Inventory checkers passively check the players inventory for a
2547     specific object. You can set a connected value that is triggered
2548     either if that object is present or missing (-&gt; "last_sp") when a
2549     player walks over the inv. checker. A valid option is to remove the
2550     matching object (usually not recommended, see "last_heal").
2551     <br><br>
2552     Alternatively, you can set your inv. checker to block all players
2553 root 1.9 that do/don't carry the matching object.
2554 root 1.1 <br><br>
2555     As you can see, inv. checkers are quite powerful, holding a
2556 root 1.37 great variety of possibilities.]]>
2557 root 1.1 </description>
2558     <use><![CDATA[
2559     Putting a check_inventory space in front of a gate (one below) and
2560     one on the opposite side works reasonably well as a control mechanism.
2561     Unlike the key/door-combo, this one works infinite since it is
2562     independant from map reset. Use it to put a "structure" into your
2563     maps: Player must solve area A to gain access to area B. This concept
2564 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2565 root 1.1 </use>
2566     <attribute arch="no_pick" value="1" type="fixed" />
2567     <attribute arch="slaying" editor="match key string" type="string">
2568     This string specifies the object we are looking for: We have a match
2569     if the player does/don't carry a key object or a mark with identical
2570     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2571     this context. A typical example is the city gate mechanism of scorn.
2572     </attribute>
2573     <attribute arch="race" editor="match arch name" type="string">
2574     This string specifies the object we are looking for: We have a match
2575     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2576     </attribute>
2577     <attribute arch="hp" editor="match type" type="int">
2578     This value specifies the object we are looking for: We have a match
2579 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2580    
2581 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2582     enabled. Now you have an inv. checker blocking all players that carry any
2583     kind of melee weapon. To pass, a player is forced to leave behind all
2584     his weaponry... bad news for a warrior. ;)
2585     </attribute>
2586     <attribute arch="last_sp" editor="match = having" type="bool">
2587     Enabled means having that object is a match.
2588     Disabled means not having that object is a match.
2589     </attribute>
2590 root 1.45 <attribute arch="connected" editor="connection" type="string">
2591 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2592     &lt;connection&gt; value get activated. This only makes sense together with
2593     &lt;blocking passage&gt; disabled.
2594     </attribute>
2595 root 1.9 &movement_types_terrain;
2596 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2597     &lt;remove match&gt; means remove object if found. Setting this is usually not
2598     recommended because inv. checkers are in general invisible. So, unlike
2599     for altars/ locked doors, the player won't expect to lose an object when
2600 root 1.3 walking over that square. And he doesn't even get a message either.
2601    
2602 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2603     to inform the player what's going on!
2604     </attribute>
2605     </type>
2606    
2607     <!--####################################################################-->
2608 root 1.2 <type number="163" name="Item Transformer">
2609     <description><![CDATA[
2610     An item transformer is simply applied, after having marked a 'victim'
2611     item. If the victim is suitable, it will be transformed into something
2612     else.]]>
2613     </description>
2614     <use><![CDATA[
2615     To make an item transformable, you just have to fill the 'slaying' field.
2616     The syntax is:
2617     <br>
2618     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2619     <br>
2620     with [] denoting optional part, and * any number of preceding [].
2621     'new_item' must be the name of an existing archetype.
2622     <br><br>
2623     Example, for object apple: slaying knife:2 half_apple
2624     <br><br>
2625     This means that, when applying a knife (should be an Item Transformer),
2626     one 'apple' will be transformed into 2 'half_apple'.]]>
2627     </use>
2628     <attribute arch="food" editor="number of uses" type="int">
2629     &lt;number of uses&gt; controls how many times the item transformer can
2630     be used. The value 0 means "unlimited"
2631     </attribute>
2632     <attribute arch="slaying" editor="verb" type="string">
2633     Contains the verb that is used to construct a message to the player
2634     applying the item transformer.
2635     </attribute>
2636     <attribute arch="startequip" editor="godgiven item" type="bool">
2637     A godgiven item vanishes as soon as the player
2638     drops it to the ground.
2639     </attribute>
2640     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2641     This text may contain a description of the item transformer.
2642     </attribute>
2643     </type>
2644    
2645     <!--####################################################################-->
2646 root 1.1 <type number="60" name="Jewel">
2647     <description><![CDATA[
2648     Items of the type Gold &amp; Jewels are handled like a currency.
2649     Unlike for any other type of item, in shops, the buy- and selling
2650 root 1.37 prices differ only marginally.]]>
2651 root 1.1 </description>
2652     <attribute arch="race" value="gold and jewels" type="fixed" />
2653     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2654     This text may describe the object.
2655     </attribute>
2656     </type>
2657    
2658     <!--####################################################################-->
2659 root 1.3 <type number="24" name="Key">
2660     <description><![CDATA[
2661     When carrying a key, a normal door can be opened. The key will
2662 root 1.37 disappear.]]>
2663 root 1.3 </description>
2664     <attribute arch="startequip" editor="godgiven item" type="bool">
2665     A godgiven item vanishes as soon as the player
2666     drops it to the ground.
2667     </attribute>
2668     </type>
2669    
2670     <!--####################################################################-->
2671 root 1.1 <type number="20" name="Locked Door">
2672     <ignore>
2673     <ignore_list name="non_pickable" />
2674     </ignore>
2675     <description><![CDATA[
2676     A locked door can be opened only when carrying
2677 root 1.37 the appropriate special key.]]>
2678 root 1.1 </description>
2679     <use><![CDATA[
2680     If you want to create a locked door that cannot be opened (no key),
2681     set a &lt;key string&gt; like "no_key_available". This will clearify things
2682 root 1.3 and only a fool would create a key matching that string.
2683    
2684 root 1.1 Door-objects can not only be used for "doors". In many maps these
2685     are used with all kinds of faces/names, especially often as
2686     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2687     There you have magic forces (door objects) put under certain artifact
2688     items. To get your hands on the artifacts, you need to bring up the
2689 root 1.37 appropriate quest items (key objects).]]>
2690 root 1.1 </use>
2691 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2692 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2693     <attribute arch="slaying" editor="key string" type="string">
2694     The &lt;key string&gt; in the door must be identical with the
2695     &lt;key string&gt; in the special key, then the door is unlocked.
2696     It is VERY important to set the &lt;key string&gt; to something that
2697 root 1.32 is unique among the Deliantra mapset.
2698 root 1.3
2699 root 1.1 DONT EVER USE the default string "set_individual_value".
2700     </attribute>
2701     <attribute arch="no_magic" editor="restrict spells" type="bool">
2702     Restricting the use of spells to pass this door.
2703     This should be set in most cases.
2704     (Don't forget that the spell "dimension door" is easily
2705     available at about wisdom level 10).
2706     </attribute>
2707     <attribute arch="damned" editor="restrict prayers" type="bool">
2708     Restricting the use of prayers to pass this door.
2709     This should be set in most cases.
2710     </attribute>
2711     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2712     When a player is trying to open the door without carrying the
2713     appropriate key, this text is displayed to the player. This is
2714     a good opportunity to place hints about the special key needed
2715     to unlock the door.
2716     </attribute>
2717     </type>
2718    
2719     <!--####################################################################-->
2720     <type number="29" name="Magic Ear">
2721     <ignore>
2722     <ignore_list name="system_object" />
2723     </ignore>
2724     <description><![CDATA[
2725     Magic_ears trigger a connected value
2726 root 1.37 when the player speaks a specific keyword.]]>
2727 root 1.1 </description>
2728     <use><![CDATA[
2729     Whenever you put magic_ears on your maps, make sure there are
2730     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2731     something like a gate that is opened by speaking "open" or
2732     "sesame", expecting the player to figure this out all by himself.
2733     <br><br>
2734     Magic_ears are typically used for interaction with NPCs. You
2735     can create the impression that the NPC actually *does* something
2736     according to his conversation with a player. Mostly this means
2737     opening a gate or handing out some item, but you could be quite
2738 root 1.37 creative here.]]>
2739 root 1.1 </use>
2740     <attribute arch="no_pick" value="1" type="fixed" />
2741 root 1.45 <attribute arch="connected" editor="connection" type="string">
2742 root 1.1 The Magic_ear will trigger all objects with the
2743     same connection value, every time it is activated.
2744     </attribute>
2745     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2746     This textfield contains the keyword-matching-syntax. The text should
2747     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2748     Any number of keywords from one to infinite is allowed. Make sure
2749     they are seperated by a '|'.
2750 root 1.3
2751 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2752     value will be triggerd when the player speaks any of the given
2753     keywords within a two-square radius. IMPORTANT: Upper/lower case
2754     does not make a difference!
2755     </attribute>
2756     </type>
2757    
2758     <!--####################################################################-->
2759     <type number="62" name="Magic Wall">
2760     <ignore>
2761     <ignore_list name="non_pickable" />
2762     </ignore>
2763     <description><![CDATA[
2764     Magic walls fire spells in a given direction, in regular intervals.
2765     Magic walls can contain any spell. However, some spells do not
2766     operate very successfully in them. The only way to know is to test
2767     the spell you want to use with a wall.
2768     <br><br>
2769     Several types of magical walls are predefined for you in the
2770 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2771 root 1.1 </description>
2772     <use><![CDATA[
2773     Spellcasting walls pose an interesting alternative to monsters.
2774     Usually they are set to be undestroyable. Thus, while monsters
2775     in a map can be cleared out, the magic walls remain. Low level
2776     characters for example will not be able to pass through their
2777     spell-area, hence they cannot loot a map that a high level character
2778     might have cleared out.
2779     <br><br>
2780     Another point of magic walls is that if the player dies, he has to face
2781     them all again. Magic walls can add a kind of "permanent thrill" to
2782     your maps.
2783     <br><br>
2784     Be careful that your magic walls don't kill the monsters on a map. If
2785     placing monsters, eventually take ones that are immune to the
2786     walls' spell(s).
2787     <br><br>
2788     It is possible to make walls rotate when triggered. But that is so
2789     confusing (and useless IMHO) that I did not mention it above. You
2790     can find a working example on the map
2791 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2792 root 1.1 </use>
2793     <attribute arch="dam" editor="spell" type="spell">
2794     The magic wall will cast this &lt;spell&gt;.
2795     </attribute>
2796     <attribute arch="level" editor="spell level" type="int">
2797     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2798     walls cast spells at minimal strength. "level 100" walls cast deadly
2799     spells. Arch default is level 1 - you should always set this value
2800     to meet the overall difficulty of your map.
2801     </attribute>
2802 root 1.45 <attribute arch="connected" editor="connection" type="string">
2803 root 1.1 Every time the &lt;connection&gt; value is triggered, the wall will cast
2804     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2805     have much visible effect.
2806     </attribute>
2807 elmex 1.16 &activate_on;
2808 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2809     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2810     You can fine-tune how long the duration between two casts shall
2811     be. If you want to create a wall that can be activated (cast per
2812     trigger) via connected lever/button/etc, you must set "speed 0".
2813     </attribute>
2814 root 1.12 &speed_left;
2815 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2816     The magic wall will cast it's spells always in the specified
2817     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2818     always fire in a random direction.
2819     </attribute>
2820 root 1.9 &movement_types_terrain;
2821 root 1.1 <section name="destroyable">
2822     <attribute arch="alive" editor="is destroyable" type="bool">
2823     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2824     destroyed by the player. If disabled, all other attributes on
2825     this tab, as well as resistances, are meaningless.
2826     </attribute>
2827     <attribute arch="hp" editor="hitpoints" type="int">
2828     The more &lt;hitpoints&gt; the wall has, the longer
2829     it takes to be destroyed.
2830     </attribute>
2831     <attribute arch="maxhp" editor="max hitpoints" type="int">
2832     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2833     can have. This only makes sense if the wall can regain health.
2834     </attribute>
2835     <attribute arch="ac" editor="armour class" type="int">
2836     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2837     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2838     to &lt;weapon class&gt;.
2839     </attribute>
2840     </section>
2841 elmex 1.29 &resistances_basic;
2842 root 1.1 </type>
2843    
2844     <!--####################################################################-->
2845     <type number="55" name="Marker">
2846     <ignore>
2847     <ignore_list name="system_object" />
2848     </ignore>
2849     <description><![CDATA[
2850     A marker is an object that inserts an invisible force (a mark) into a
2851     player stepping on it. This force does nothing except containing a
2852     &lt;key string&gt; which can be discovered by detectors or inventory
2853     checkers. It is also possible to use markers for removing marks again.
2854     <br><br>
2855     Note that the player has no possibility to "see" his own marks,
2856 root 1.37 except by the effect that they cause on the maps.]]>
2857 root 1.1 </description>
2858     <use><![CDATA[
2859     Markers hold real cool possibilities for map-making. I encourage
2860     you to use them frequently. However there is one negative point
2861     about markers: Players don't "see" what's going on with them. It is
2862     your task, as map-creator, to make sure the player is always well
2863     informed and never confused.
2864     <br><br>
2865     Please avoid infinite markers when they aren't needed. They're
2866     using a little space in the player file after all, so if there
2867 root 1.37 is no real purpose, set an expire time.]]>
2868 root 1.1 </use>
2869     <attribute arch="no_pick" value="1" type="fixed" />
2870     <attribute arch="slaying" editor="key string" type="string">
2871     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2872     If the player already has a force with that &lt;key string&gt;,
2873     there won't be inserted a second one.
2874     </attribute>
2875 root 1.45 <attribute arch="connected" editor="connection" type="string">
2876 root 1.1 When the detector is triggered, all objects with the same
2877     connection value get activated.
2878     </attribute>
2879     <attribute arch="speed" editor="marking speed" type="float">
2880     The &lt;marking speed&gt; defines how quickly it will mark something
2881     standing on the marker. Set this value rather high to make
2882     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2883     should do fine.
2884     </attribute>
2885 root 1.12 &speed_left;
2886 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2887     This value defines the duration of the force it inserts.
2888     If nonzero, the duration of the player's mark is finite:
2889     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2890     means the mark will stay on the player forever.
2891     </attribute>
2892     <attribute arch="name" editor="delete mark" type="string">
2893     When the player steps onto the marker, all existing forces in
2894     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2895     will be removed. If you don't want to remove any marks, leave
2896 root 1.3 this textfield empty.
2897    
2898 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2899     this marker. So don't be confused, and remember changing the
2900     name will take effect on the marker's functionality.
2901     </attribute>
2902     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2903     In the moment when the player gets marked, this text is displayed
2904     to him. You should really set a message in any marker you create,
2905     because it's the only way for the player to notice what's going on.
2906     </attribute>
2907     </type>
2908 root 1.3
2909 root 1.1 <!--####################################################################-->
2910 root 1.3 <type number="36" name="Money">
2911 root 1.2 <ignore>
2912 root 1.3 <attribute arch="unpaid" />
2913 root 1.2 </ignore>
2914     <description><![CDATA[
2915 root 1.3 Items of the type Money are handled as currency.
2916     Money cannot be sold/bought in shops. When money is dropped
2917     in a shop, it stays the same.<br>
2918     When a player picks an item from a shop and attempts to
2919     walk over the shop mat, the item's selling-price is automatically
2920     subtracted from the player's money.
2921     <br><br>
2922     For money, always use the default arches.
2923 root 1.37 Don't modify them.]]>
2924 root 1.2 </description>
2925 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2926 root 1.2 </type>
2927    
2928     <!--####################################################################-->
2929 root 1.3 <type number="0" name="Monster &amp; NPC">
2930     <required>
2931     <attribute arch="is_floor" value="0" />
2932     <attribute arch="alive" value="1" />
2933     <attribute arch="tear_down" value="0" />
2934     </required>
2935 root 1.1 <ignore>
2936 root 1.3 <attribute arch="material" />
2937     <attribute arch="name_pl" />
2938 root 1.1 <attribute arch="nrof" />
2939     <attribute arch="value" />
2940     <attribute arch="unpaid" />
2941     </ignore>
2942     <description><![CDATA[
2943     Monsters can behave in various kinds of ways.
2944     They can be aggressive, attacking the player. Or peaceful,
2945     helping the player - maybe joining him as pet.
2946     The unagressive creatures who communicate with players are
2947     usually called "NPCs" (Non Player Character), a well-known
2948 root 1.37 term in role-play environments.]]>
2949 root 1.1 </description>
2950     <use><![CDATA[
2951     Monsters play a central role in most maps. Choosing the right
2952     combination of monsters for your map is vital:
2953     <UL>
2954     <LI> Place only monsters of slightly varying (increasing) strength.
2955     It's no fun to play for two hours just to find out the last
2956     monster is unbeatable. Similar, it's not exciting to fight orcs
2957     after passing a room of dragons.<br>
2958     This rule applies only for linear maps (one room after the other),
2959     with treasure at the end. You can sprinkle the treasure around,
2960 root 1.3 or make non-linear maps - That is often more entertaining.
2961 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2962     Balrogs, Dragonmen and the likes should be at the end of a quest,
2963 root 1.3 not at the beginning.
2964 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2965     Fire- and cold dragons in one room for example is a bad idea.
2966     By weakening and killing each other they are easy prey for players,
2967     not worth the experience they hold.
2968     <LI> Create your own monsters, especially for "boss"-type monsters.
2969     Having stage-bosses guarding treasure is a lot of fun when done right.
2970     Avoid to create monsters with completely non-intuitive abilities:
2971     Don't give ice-spells to firedragons or vice versa. Don't add
2972     draining attack to trolls, etc. Additionally, you should inform the
2973     player before he bumps right into some very special/unusual monster.
2974     <LI> Last but not least: Always keep an eye on the experience your monsters
2975     hold. Design your maps in a way that high experience
2976     is always well-defended. Don't make large rooms full with only one kind
2977     of monster. Keep in mind the different abilities/techniques players
2978     can use.
2979     </UL>
2980     I know it's impossible to make the perfectly balanced map. There's always
2981     some part which is found too easy or too hard for a certain kind of player.
2982     Just give it your best shot. And listen to feedback from players if you
2983 root 1.37 receive some. :-)]]>
2984 root 1.1 </use>
2985     <attribute arch="alive" value="1" type="fixed" />
2986     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2987     When the monster is killed, items from the treasurelist will
2988     drop to the ground. This is a common way to reward players
2989     for killing (masses of) monsters.
2990 root 1.3
2991 root 1.1 Note that you can always put items into the monster's
2992     inventory. Those will drop-at-kill just like the stuff
2993     from the &lt;treasurelist&gt;.
2994     </attribute>
2995 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2996     Set this flag to move treasure items created into the environment (map)
2997     instead of putting them into the object.
2998     </attribute>
2999 root 1.1 <attribute arch="level" editor="level" type="int">
3000     A monster's &lt;level&gt; is the most important attribute.
3001     &lt;level&gt; affects the power of a monster in various ways.
3002     </attribute>
3003     <attribute arch="race" editor="race" type="string">
3004 root 1.12 Every monster should have a race set to categorize it.
3005 root 1.1 The monster's &lt;race&gt; can have different effects:
3006     Slaying weapons inflict tripple damage against enemy races
3007     and holy word kills only enemy races of the god.
3008     </attribute>
3009     <attribute arch="exp" editor="experience" type="int">
3010     When a player kills this monster, he will get exactly this
3011     amount of &lt;experience&gt;. The experience will flow into
3012 root 1.12 the skill-category the player used for the kill.
3013 root 1.3
3014 root 1.1 If you create special monsters of tweaked strenght/abilities,
3015     always make sure that the &lt;experience&gt; is set to a
3016     reasonable value. Compare with existing arches to get a feeling
3017     what reasonable means. Keep in mind that spellcasting monsters
3018     are a lot harder to kill than non-spellcasters!
3019     </attribute>
3020     <attribute arch="speed" editor="speed" type="float">
3021     The &lt;speed&gt; determines how fast a monster will both move
3022     and fight. High &lt;speed&gt; makes a monster considerably stronger.
3023     </attribute>
3024 root 1.12 &speed_left;
3025 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
3026     This only takes effect if &lt;multiply&gt; is enabled. The monster will
3027     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3028     can be set to any valid arch-name of a monster. Multipart monster
3029     should not be used.
3030     </attribute>
3031     <attribute arch="generator" editor="multiply" type="bool">
3032     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3033     every once in a while. Mice are a good example for this effect.
3034     If enabled, you must also set &lt;breed monster&gt; or check
3035     &lt;template generation&gt; and put other monsters in the inventory.
3036     </attribute>
3037     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3038     This only takes effect if &lt;multiply&gt; is enabled. The monster
3039     will create a new monster every once in a while by duplicating it's inventory.
3040     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3041     Each time the monster need to generate an object, it will be
3042     a randomly chosen item from the inventory. When generator is destroyed,
3043 root 1.3 inventory is destroyed.
3044 root 1.1 </attribute>
3045 root 1.9 &move_type;
3046 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3047     Several spells only affect undead monsters:
3048     turn undead, banish undead, holy word, etc.
3049     </attribute>
3050     <attribute arch="carrying" editor="carries weight" type="int">
3051     If a monster has something in the inventory, this
3052     value can be set to reflect the slowdown due to
3053     the carried weight.
3054     </attribute>
3055 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3056 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
3057 root 1.24 it should not be lightly destroyed. This is most useful on pets and
3058     keeps the server from destroying them on destroy_pets/monster floors
3059     and will try to save them when the player logs out.
3060     </attribute>
3061 root 1.3
3062 root 1.1 <section name="melee">
3063     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3064     This number is a bitmask, specifying the monster's attacktypes
3065     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3066     Strong monsters often have more than just physical attacktype.
3067 root 1.3
3068 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3069     as much damage as the "best" of it's attacktypes does. So, the more
3070     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3071     somehow exceptions.
3072     </attribute>
3073     <attribute arch="dam" editor="damage" type="int">
3074     Among other parameters, &lt;damage&gt; affects how much melee damage
3075     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3076     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3077     take effect on the melee damage of a monster.
3078     </attribute>
3079     <attribute arch="wc" editor="weapon class" type="int">
3080     Monsters of high &lt;weapon class&gt; are more likely to really hit
3081     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3082     to &lt;armour class&gt;.
3083     </attribute>
3084     <attribute arch="hp" editor="health points" type="int">
3085     The &lt;health points&gt; of a monster define how long it takes to
3086     kill it. With every successful hit from an opponent, &lt;health points&gt;
3087     get drained - The monster dies by zero &lt;health points&gt;.
3088     </attribute>
3089     <attribute arch="maxhp" editor="max health" type="int">
3090     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3091     monster can have.
3092     </attribute>
3093     <attribute arch="ac" editor="armour class" type="int">
3094     Monsters of low &lt;armour class&gt; are less likely to get hit from
3095     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3096     to &lt;weapon class&gt;.
3097     Values typically range between +20 (very bad) to -20 (quite good).
3098     </attribute>
3099     <attribute arch="Con" editor="healing rate" type="int">
3100 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3101     healing rate is independent of &lt;speed&gt;.
3102 root 1.1 </attribute>
3103     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3104     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3105     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3106     bounce off.
3107     </attribute>
3108     <attribute arch="hitback" editor="hitback" type="bool">
3109     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3110     to the amount of damage the *attacker* inflicted. This damage
3111     is additional to the regular melee damage of the monster.
3112     As far as I know, hitback uses acid attacktype, and it only takes
3113     effect if the monster actually has acid attacktype at it's disposal.
3114     Acid spheres for example use this feature.
3115     </attribute>
3116     <attribute arch="one_hit" editor="one hit only" type="bool">
3117     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3118     to a player.
3119     </attribute>
3120     </section>
3121 root 1.3
3122 root 1.1 <section name="spellcraft">
3123     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3124     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3125     Only wands/rods/etc can be used, given the appropriate abilities.
3126     </attribute>
3127     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3128     A monster with this flag has the ability to &lt;reflect spells&gt;,
3129     all kinds of spell-bullets and -beams will bounce off.
3130 root 1.3
3131 root 1.1 Generally this flag should not be set because it puts
3132     wizard-type players at an unfair disadvantage.
3133     </attribute>
3134     <attribute arch="sp" editor="spellpoints" type="int">
3135     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3136     them for both wizard- and prayer-spells. However, this value defines
3137     only the amount of *initial* spellpoints the monster starts with.
3138     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3139     and &lt;spellpoint regen.&gt; are more important than just initial
3140     &lt;spellpoints&gt;.
3141     </attribute>
3142     <attribute arch="maxsp" editor="max spellpoints" type="int">
3143     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3144     can hold. Setting this to high values has little effect unless
3145     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3146     "regenerate mana" at it's disposal.
3147     </attribute>
3148     <attribute arch="Pow" editor="spellpoint regen." type="int">
3149 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3150     spellpoint regeneration rate is independent of &lt;speed&gt;.
3151 root 1.3
3152 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3153     regeneration is most important. If your monster is still not casting
3154     fast enough, give it the spell-ability of "regenerate mana".
3155     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3156     </attribute>
3157     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3158     Click on the &lt;attuned paths&gt; button to select spellpaths.
3159     The creature will get attuned to the specified spellpaths.
3160     </attribute>
3161     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3162     Click on the &lt;repelled paths&gt; button to select spellpaths.
3163     The creature will get repelled to the specified spellpaths.
3164     </attribute>
3165     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3166     Click on the &lt;denied paths&gt; button to select spellpaths.
3167     The creature won't be able to cast spells of the specified paths.
3168     </attribute>
3169     </section>
3170 root 1.3
3171 root 1.1 <section name="ability">
3172     <attribute arch="Int" editor="detect hidden" type="int">
3173     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3174     hidden/invisible creatures. Higher values make for better
3175     detection-skills. Enabling &lt;see invisible&gt; makes this value
3176     obsolete.
3177     </attribute>
3178     <attribute arch="see_invisible" editor="see invisible" type="bool">
3179     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3180     with by invisible or hiding players. This flag is a must-have
3181     for high-level monsters. When a monster is unable to detect
3182     invisible players, it can be killed without fighting back.
3183     </attribute>
3184     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3185     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3186     by spells of darkness or dark maps. This flag is a "should-have"
3187     for high-level monsters. When a monster is unable to see in
3188     darkness, players can cast darkness and sneak around it safely.
3189     </attribute>
3190     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3191     Monster is able to wield weapon type objects.
3192     </attribute>
3193     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3194     Monster is able to use missile-weapon type objects.
3195     </attribute>
3196     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3197     Monster is able to wear protective equipment like brestplate
3198     armour, shields, helmets etc.
3199     </attribute>
3200     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3201     Monster is able to wear rings.
3202     </attribute>
3203     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3204     Monster is able to use wands and staves.
3205     </attribute>
3206     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3207     Monster is able to use rods.
3208     </attribute>
3209     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3210     Monster is able to read scrolls.
3211     </attribute>
3212     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3213     Monster is able to use skills from it's inventory.
3214     For example, you can put a throwing skill object and some
3215 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3216 root 1.1 </attribute>
3217     </section>
3218 root 1.3
3219 root 1.1 <section name="behave">
3220     <attribute arch="monster" editor="monster behaviour" type="bool">
3221     When &lt;monster behaviour&gt; is enabled, this object will behave
3222     like a monster: It can move and attack enemies (which are
3223     typically players).
3224     This flag should be set for all monsters as-such.
3225     Monsters which don't move, like guards, should also have
3226     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3227 root 1.3 It should *not* be set for things like immobile generators.
3228 root 1.1 </attribute>
3229     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3230     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3231     </attribute>
3232     <attribute arch="friendly" editor="friendly" type="bool">
3233     &lt;friendly&gt; monsters help the player, attacking any
3234     non-friendly monsters in range.
3235     </attribute>
3236     <attribute arch="stand_still" editor="stand still" type="bool">
3237     Monsters which &lt;stand still&gt; won't move to leave their position.
3238     When agressive, they will attack all enemies who get close to
3239     them. This behaviour is commonly known from castle guards.
3240 root 1.3
3241 root 1.32 In older versions of Deliantra it was possible to eventually
3242 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3243     I believe this is no longer possible. Neverthless, you should
3244     still be cautious when lining up &lt;stand still&gt;-monster in order
3245     to "defend" something: Such monsters are rather easy to kill.
3246     It's good for low level maps, but not much more.
3247     </attribute>
3248     <attribute arch="sleep" editor="asleep" type="bool">
3249     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3250     &lt;sensing range&gt; of the monster. Usually the sensing range is
3251     larger than the players line of sight. Due to that, in most cases
3252     the player won't ever notice weither a monster was asleep or not.
3253     </attribute>
3254     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3255     This entry defines which kinds of environment actions the
3256     creature is able to perform.
3257     </attribute>
3258     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3259     Click on the &lt;pick up&gt; button and select which types of objects
3260     the creature should try to pick up.
3261 root 1.3
3262 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3263     etc are set, then the creature will pick up the matching items even
3264     if this is not set here.
3265     </attribute>
3266     <attribute arch="Wis" editor="sensing range" type="int">
3267     &lt;sensing range&gt; determines how close a player needs to be before
3268     the creature wakes up. This is done as a square, for reasons of speed.
3269     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3270     11x11 square of the monster will wake the monster up. If the player
3271     has stealth, the size of this square is reduced in half plus 1.
3272     </attribute>
3273 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3274     If this is set to default, the standard mode of movement will be used.
3275     </attribute>
3276     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3277     This movement is not in effect when the monster has an enemy and should
3278     only be used for non agressive monsters.
3279 root 1.1 </attribute>
3280     <attribute arch="run_away" editor="run at % health" type="int">
3281     This is a percentage value in the range 0-100.
3282     When the monster's health points drop below this percentage
3283     (relative to max health), it attempts to run away from the
3284     attacker.
3285     </attribute>
3286     </section>
3287 elmex 1.29 &resistances_basic;
3288 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3289     </attribute>
3290     </type>
3291    
3292     <!--####################################################################-->
3293 root 1.3 <type number="28" name="Monster (Grimreaper)">
3294     <import_type name="Monster &amp; NPC" />
3295     <ignore>
3296     <attribute arch="material" />
3297     <attribute arch="name_pl" />
3298     <attribute arch="nrof" />
3299     <attribute arch="value" />
3300     <attribute arch="unpaid" />
3301     </ignore>
3302 elmex 1.27 <description>
3303 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3304 elmex 1.27 draining attacks.
3305 root 1.3 </description>
3306     <section name="grimreaper">
3307     <attribute arch="value" editor="attacks" type="int">
3308     The object vanishes after this number of draining attacks.
3309     </attribute>
3310     </section>
3311     </type>
3312    
3313     <!--####################################################################-->
3314 root 1.1 <type number="65" name="Mood Floor">
3315     <ignore>
3316     <ignore_list name="system_object" />
3317     </ignore>
3318     <description><![CDATA[
3319     As the name implies, mood floors can change the "mood" of
3320     a monsters/NPC. For example, an unagressive monster could be
3321     turned mad to start attacking. Similar, an agressive monster
3322 root 1.37 could be calmed.]]>
3323 root 1.1 </description>
3324     <use><![CDATA[
3325     Mood floors are absolutely cool for NPC interaction. To make an
3326     unaggressive monster/NPC attack, put a creator with "other_arch
3327     furious_floor" under it. Connect the creator to a magic_ear, so the
3328     player speaks a keyword like "stupid sucker" - and the monster attacks.
3329     <br><br>
3330     To turn an NPC into a pet, put a charm_floor under it and connect
3331     it directly to a magic_ear. Then the player speaks a keyword like
3332     "help me" - and the NPC joins him as pet.
3333     <br><br>
3334     (Of course you must always give clear hints about keywords!
3335     And there is no reason why you couldn't use a button/lever/pedestal
3336 root 1.37 etc. instead of a magic_ear.)]]>
3337 root 1.1 </use>
3338     <attribute arch="no_pick" value="1" type="fixed" />
3339     <attribute arch="last_sp" editor="mood" type="list_mood">
3340     &lt;mood&gt; is used to determine what will happen to the
3341     monster when affected by the mood floor:
3342 root 1.3
3343 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3344 root 1.3
3345 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3346 root 1.3
3347 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3348 root 1.3
3349 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3350 root 1.3
3351 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3352     who triggers the square. This setting is not
3353     enabled for continous operation, you need to
3354     insert a &lt;connection&gt; value!
3355     </attribute>
3356 root 1.45 <attribute arch="connected" editor="connection" type="string">
3357 root 1.1 This should only be set in combination with &lt;mood number&gt; 4.
3358     Normally, monsters are affected by the mood floor as soon as they
3359     step on it. But charming (monster -&gt; pet) is too powerful,
3360 root 1.3 so it needs to be activated.
3361    
3362 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3363     But a powerful pet could as well be the reward for solving a
3364     quest. Or even better: It could be *part* of a quest!
3365     </attribute>
3366     <attribute arch="no_magic" editor="no spells" type="bool">
3367     If enabled, it is impossible for players to use (wizard-)
3368     spells on that spot.
3369     </attribute>
3370     <attribute arch="damned" editor="no prayers" type="bool">
3371     If enabled, it is impossible for players to use prayers
3372     on that spot. It also prevents players from saving.
3373     </attribute>
3374     </type>
3375    
3376     <!--####################################################################-->
3377     <type number="40" name="Mover">
3378     <ignore>
3379     <ignore_list name="non_pickable" />
3380     </ignore>
3381     <description><![CDATA[
3382     Movers move the objects above them. However, only living objects
3383     are affected (monsters/NPCs always, players optional). Movers have
3384     a direction, so players can be made to move in a pattern, and so
3385     can monsters. Motion is involuntary. Additionally, players or
3386     monsters can be "frozen" while ontop of movers so that they MUST
3387     move along a chain of them.
3388     <br><br>
3389     Multisquare monsters can be moved as well, given
3390 root 1.37 enough space. Movers are usually invisible.]]>
3391 root 1.1 </description>
3392     <use><![CDATA[
3393     NEVER EVER consider a mover being unpassable in the backwards
3394     direction. Setting "forced movement" makes it seemingly impossible
3395     but there is still a trick: One player can push a second player
3396     past the mover, in opposite to the mover's direction! The more
3397     movers, the more players needed. Hence, don't make a treasure
3398     room that is surrounded by movers instead of solid walls/gates.
3399     <br><br>
3400     Btw, it does not make a difference putting movers above or
3401     below the floor. Moreover, movers that are set to be invisible
3402     cannot be discovered with the show_invisible spell.
3403     <br><br>
3404     Note that Movers and Directors are seperate objects, even though
3405     they look and act similar. Directors only do spells/missiles,
3406     while movers only do living creatures (depending on how it
3407 root 1.37 is set: monsters and players).]]>
3408 root 1.1 </use>
3409     <attribute arch="attacktype" editor="forced movement" type="bool">
3410     If forced movement is enabled, the mover "freezes" anyone it
3411     moves (so they are forced to move along a chain).
3412     For players there is no way to escape this forced movement,
3413     except being pushed by a second player.
3414     </attribute>
3415     <attribute arch="maxsp" editor="freeze duration" type="int">
3416     The player will be "frozen" for that many moves.
3417     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3418     enabled, then &lt;freeze duration&gt; gets assigned the
3419     "default value" 2 automatically.
3420     </attribute>
3421     <attribute arch="speed" editor="movement speed" type="float">
3422     The movement speed value determines how fast a chain of
3423     these movers will push a player along (default is -0.2).
3424     </attribute>
3425 root 1.12 &speed_left;
3426 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3427     The mover will push creatures in the specified &lt;direction&gt;.
3428     A mover with direction set to &lt;none&gt; will spin clockwise,
3429     thus pushing creatures in unpredictable directions.
3430     </attribute>
3431     <attribute arch="lifesave" editor="gets used up" type="bool">
3432     If enabled, the mover gets "used up" after a certain number of moves
3433 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3434 root 1.1 </attribute>
3435     <attribute arch="hp" editor="number of uses" type="int">
3436     This value has only a meaning if &lt;gets used up&gt; is set:
3437     &lt;number of uses&gt; is the number of times minus one, that it
3438     will move a creature before disappearing. (It will move
3439 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3440 root 1.1 </attribute>
3441     <section name="targets">
3442     <attribute arch="level" editor="move players" type="bool">
3443     If &lt;move players&gt; is enabled, both players and monsters will be
3444     moved. In the arches' default it is disabled - thus ONLY monsters
3445     get moved. Remember that "monsters" includes NPCs!
3446 root 1.3
3447 root 1.1 This feature provides you with the possibility to make NPCs
3448     literally "come to life". Example: The player is talking with an
3449     NPC, speaking a certain keyword. This triggers a magic_ear and
3450     activates creators, creating (per default: monster-only) movers
3451     under the NPC's feet. The NPC starts "walking" on a predefined
3452     route! Note that it's useful to set this NPC immune to everything,
3453     preventing the player to push the NPC off his trace.
3454     </attribute>
3455 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3456     Which movement types activate the mover.
3457 root 1.1 </attribute>
3458     </section>
3459     </type>
3460    
3461     <!--####################################################################-->
3462     <type number="17" name="Pedestal">
3463     <ignore>
3464     <ignore_list name="non_pickable" />
3465     </ignore>
3466     <description><![CDATA[
3467     Pedestals are designed to detect certain types of living objects.
3468     When a predefined type of living creature steps on the pedestal, the
3469 root 1.37 connected value is triggered.]]>
3470 root 1.1 </description>
3471     <use><![CDATA[
3472     If you want to create a place where only players of a certain race
3473     can enter, put a teleporter over your pedestal. So the teleporter is
3474     only activated for players of the matching race. Do not use gates,
3475     because many other players could sneak in. If you put powerful
3476     artifacts into such places, generally set "startequip 1", so that
3477 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3478 root 1.1 </use>
3479     <attribute arch="no_pick" value="1" type="fixed" />
3480     <attribute arch="slaying" editor="match race" type="string">
3481     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3482     matches the monster's or the player's race, we have a match.
3483     Yes, pedestals can detect a player's race! E.g. you could create a
3484 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3485    
3486 root 1.1 If it is set to "player", any player stepping on the pedestal
3487     is a match. Very useful if you want to open a gate for players
3488     but not for monsters.
3489     </attribute>
3490 root 1.45 <attribute arch="connected" editor="connection" type="string">
3491 root 1.1 When the pedestal is triggered, all objects with the same
3492     connection value get activated.
3493     </attribute>
3494 root 1.9 &move_on;
3495 root 1.1 </type>
3496    
3497     <!--####################################################################-->
3498     <type number="94" name="Pit">
3499     <ignore>
3500     <ignore_list name="non_pickable" />
3501     </ignore>
3502     <description><![CDATA[
3503     Pits are holes, transporting the player when he walks (and falls) into them.
3504     A speciality about pits is that they don't transport the player to
3505 root 1.37 the exact destination, but within a configurable radius of the destination
3506 root 1.1 (never on blocked squares).<br>
3507     Optionally, pits can get closed and opened, similar to gates.<br><br>
3508     Monsters and items are affected by pits just as well as players.
3509 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3510 root 1.1 </description>
3511     <use><![CDATA[
3512     Pits can add interesting effects to your map. When using them, make
3513     sure to use them in a "logical way": Pits should always drop the
3514     player to some kind of lower level. They should not be used to
3515 root 1.37 randomly interconnect maps like teleporters do.]]>
3516 root 1.1 </use>
3517     <attribute arch="no_pick" value="1" type="fixed" />
3518 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3519 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3520 root 1.37 </attribute>
3521 root 1.45 <attribute arch="connected" editor="connection" type="string">
3522 root 1.1 When a &lt;connection&gt; value is set, the pit can be opened/closed
3523     by activating the connection.
3524     </attribute>
3525 elmex 1.16 &activate_on;
3526 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3527     The pit will transport creatures (and items) randomly into a two-square
3528     radius of the destination coordinates.
3529     If the destination square becomes blocked, the pit will act like
3530     being filled up and not work anymore!
3531     </attribute>
3532     <attribute arch="sp" editor="destination Y" type="int">
3533     The pit will transport creatures (and items) randomly into a two-square
3534     radius of the destination coordinates.
3535     If the destination square becomes blocked, the pit will act like
3536     being filled up and not work anymore!
3537     </attribute>
3538     <attribute arch="wc" editor="position state" type="int">
3539     The &lt;position state&gt; defines the position of the gate:
3540     Zero means completely open/down, the "number of animation-steps" (usually
3541     about 6 or 7) means completely closed/up state. I suggest you don't
3542     mess with this value - Leave the default in place.
3543     </attribute>
3544 root 1.9 &move_on;
3545 root 1.1 </type>
3546    
3547     <!--####################################################################-->
3548     <type number="7" name="Poison Food">
3549     <description><![CDATA[
3550     When eating, the player's stomache is drained by 1/4 of food.
3551 root 1.37 If his food drops to zero, the player might even die.]]>
3552 root 1.1 </description>
3553     </type>
3554    
3555     <!--####################################################################-->
3556     <type number="5" name="Potion">
3557     <description><![CDATA[
3558     The player can drink these and gain various kinds of benefits
3559 root 1.37 (/penalties) by doing so.]]>
3560 root 1.1 </description>
3561     <use><![CDATA[
3562 root 1.37 One potion should never give multiple benefits at once.]]>
3563 root 1.1 </use>
3564     <attribute arch="level" editor="potion level" type="int">
3565     If the potion contains a spell, the spell is cast at this level.
3566     For other potions it should be set at least to 1.
3567     </attribute>
3568     <attribute arch="sp" editor="spell" type="spell">
3569     When a player drinks this potion, the selected spell
3570     will be casted (once). This should work for any given spell.
3571     E.g. heal is "sp 35", magic power is "sp 67".
3572     </attribute>
3573     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3574     There are two types of special effects for potions:
3575     'life restoration' - restore the player's stats lost by death or draining
3576     (this has nothing in common with the restoration spell!)
3577 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3578 root 1.1 by a very small amount.
3579     </attribute>
3580     <attribute arch="cursed" editor="cursed" type="bool">
3581     If a potion is cursed, benefits generally turn into penalties.
3582     Note that potions can be "uncursed" by praying over an altar,
3583     with relative ease. *But* the potion must be identified to notice
3584     that it is cursed &gt;:)
3585     </attribute>
3586     <attribute arch="startequip" editor="godgiven item" type="bool">
3587     A godgiven item vanishes as soon as the player
3588     drops it to the ground.
3589     </attribute>
3590 elmex 1.29 &player_stat_resist_sections;
3591 root 1.1 </type>
3592    
3593     <!--####################################################################-->
3594     <type number="156" name="Power Crystal">
3595     <description><![CDATA[
3596     Power crystals can store a player's mana:
3597     When the player applies the crystal with full mana, half of
3598     it flows into the crystal. When the player applies it with
3599 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3600 root 1.1 </description>
3601     <attribute arch="sp" editor="initial mana" type="int">
3602     &lt;initial mana&gt; is the amount of spellpoints that the
3603     crystal holds when the map is loaded.
3604     </attribute>
3605     <attribute arch="maxsp" editor="mana capacity" type="int">
3606     The &lt;mana capacity&gt; defines how much mana can be stored
3607     in the crystal. This is what makes the crystal interesting.
3608     Wizard-players will always seek for crystals with large
3609     capacities.
3610     </attribute>
3611     </type>
3612    
3613     <!--####################################################################-->
3614     <type number="13" name="Projectile">
3615     <description><![CDATA[
3616     Projectiles like arrows/crossbow bolts are used as ammunition
3617     for shooting weapons.
3618     <br><br>
3619     It's very easy to add new pairs of weapons &amp; projectiles.
3620     Just set matching &lt;ammunition class&gt; both for shooting
3621 root 1.37 weapon and projectile.]]>
3622 root 1.1 </description>
3623     <use><![CDATA[
3624     If you want to create new kinds of projectiles, you could
3625     add an alchemical receipe to create these.
3626 root 1.3
3627 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3628     they really fullfill a useful purpose. In fact, even bows
3629 root 1.37 and crossbows are rarely ever used.]]>
3630 root 1.1 </use>
3631     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3632     This number is a bitmask, specifying the projectile's attacktypes.
3633     Attacktypes are: physical, magical, fire, cold.. etc.
3634     This works identical to melee weapons. Note that shooting
3635     weapons cannot have attacktypes.
3636     </attribute>
3637     <attribute arch="race" editor="ammunition class" type="string">
3638     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3639     these projectiles. For arrows set "arrows", for crossbow bolts
3640     set "crossbow bolts" (big surprise).
3641 root 1.3
3642 root 1.1 In certain cases, the ammunition class is displayed in the game.
3643     Hence, when you create a new ammunition class, choose an
3644     intuitive name like "missiles", "spirit bolts" - whatever.
3645 root 1.3
3646 root 1.1 You can also make special containers holding these projectiles
3647     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3648     </attribute>
3649     <attribute arch="slaying" editor="slaying race" type="string">
3650     Slaying means the weapon does tripple (3x) damage to monsters
3651     of the specified race. If &lt;slaying race&gt; matches an arch name,
3652     only monsters of that archtype receive tripple damage.
3653     Tripple damage is very effective.
3654     </attribute>
3655     <attribute arch="dam" editor="damage" type="int">
3656     The projectile &lt;damage&gt; significantly affects the damage
3657     done. Damage can be further increased by the shooting
3658     weapon's attributes.
3659     </attribute>
3660     <attribute arch="wc" editor="weaponclass" type="int">
3661     This value is supposed to be the base &lt;weaponclass&gt;,
3662     but it seems to have rather little effect.
3663     High values are good here, low values bad.
3664     </attribute>
3665     <attribute arch="food" editor="chance to break" type="int">
3666     The &lt;chance to break&gt; defines the breaking probability when this
3667     projectile hits an obstacle, e.g. wall or monster.
3668     The value is the %-chance to break, ranging from 0 (never breaking)
3669     to 100 (breaking at first shot).
3670     </attribute>
3671     <attribute arch="magic" editor="magic bonus" type="int">
3672     Magic bonus increases chance to hit and damage a little bit.
3673     </attribute>
3674     <attribute arch="unique" editor="unique item" type="bool">
3675     Unique items exist only one time on a server. If the item
3676     is taken, lost or destroyed - it's gone for good.
3677     </attribute>
3678     <attribute arch="startequip" editor="godgiven item" type="bool">
3679     A godgiven item vanishes as soon as the player
3680     drops it to the ground.
3681     </attribute>
3682     <attribute arch="no_drop" editor="don't drop" type="bool">
3683     When a monster carries a projectile with &lt;don't drop&gt;,
3684     this item will never drop to the ground but
3685     vanish instead. If this object is shot, it can still drop
3686     after hitting an obstacle. You can prevent this by
3687     setting &lt;chance to break&gt; 100.
3688     </attribute>
3689     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3690     This text may describe the projectile. This
3691     could be nice for very special ones.
3692     </attribute>
3693     </type>
3694    
3695     <!--####################################################################-->
3696     <type number="70" name="Ring">
3697     <import_type name="Amulet" />
3698     <description><![CDATA[
3699     Rings are worn on the hands - one ring each.
3700     Wearing rings, the object's stats will directly be inherited to
3701 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3702 root 1.1 </description>
3703     <use><![CDATA[
3704     When you create an artifact ring, never forget that players can
3705     wear <B>two</B> rings! Due to that it is extremely important to
3706     keep rings in balance with the game.
3707     <br><br>
3708     Also keep in mind that rings are generally the wizard's tools.
3709     They should primarily grant bonuses to spellcasting abilities
3710 root 1.37 and non-physical resistances.]]>
3711 root 1.1 </use>
3712     </type>
3713    
3714     <!--####################################################################-->
3715     <type number="3" name="Rod">
3716     <ignore>
3717     <attribute arch="title" />
3718     </ignore>
3719     <description><![CDATA[
3720     A rod contains a spell. The player can use this spell by applying and
3721     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3722     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3723 root 1.37 used endlessly.]]>
3724 root 1.1 </description>
3725     <use><![CDATA[
3726     Rods with healing/curing spells are extremely powerful. Usually, potions have
3727     to be used for that purpose. Though, potions are expensive and only good for
3728 root 1.37 one-time-use.<br>]]>
3729 root 1.1 </use>
3730     <attribute arch="sp" editor="spell" type="spell">
3731     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3732     rods to players, since they can be used endlessly without any mana cost!
3733     Rods with heal/ restoration/ protection spells, IF available, MUST be
3734     very very VERY hard to get!
3735     </attribute>
3736     <attribute arch="level" editor="casting level" type="int">
3737     The casting level of the &lt;spell&gt; determines it's power.
3738     For attack spells, level should be set to something reasonable.
3739     </attribute>
3740     <attribute arch="hp" editor="initial spellpoints" type="int">
3741     This value represents the initial amount of spellpoints in the rod.
3742     Naturally, this is quite unimportant.
3743     </attribute>
3744     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3745     When the rod is fully charged up, it will hold this maximum amount of
3746     spellpoints. Make sure it is enough to cast the contained spell at least
3747     once. But don't set the value too high, as that might make the rod
3748     too effective.
3749     </attribute>
3750     <attribute arch="startequip" editor="godgiven item" type="bool">
3751     A godgiven item vanishes as soon as the player
3752     drops it to the ground.
3753     </attribute>
3754     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3755     This text may contain a description of the rod.
3756     </attribute>
3757     </type>
3758    
3759     <!--####################################################################-->
3760     <type number="154" name="Rune">
3761     <ignore>
3762     <attribute arch="no_pick" />
3763     <attribute arch="title" />
3764     <attribute arch="name_pl" />
3765     <attribute arch="weight" />
3766     <attribute arch="value" />
3767     <attribute arch="material" />
3768     <attribute arch="unpaid" />
3769     </ignore>
3770     <description><![CDATA[
3771 root 1.3 A rune is a magical enscription on the dungeon floor.
3772 root 1.1 <br><br>
3773     Runes hit any monster or person who steps on them for 'dam' damage in
3774     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3775     and will cast this spell when it detonates. Yet another kind is the
3776     "summoning rune", summoning predefined monsters of any kind, at detonation.
3777     <br><br>
3778 root 1.37 Many runes are already defined in the archetypes.]]>
3779 root 1.1 </description>
3780     <use><![CDATA[
3781     Avoid monsters stepping on your runes. For example, summoning runes
3782 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3783 root 1.1 </use>
3784     <attribute arch="no_pick" value="1" type="fixed" />
3785 root 1.9 &move_on;
3786 root 1.1 <attribute arch="level" editor="rune level" type="int">
3787     This value sets the level the rune will cast the spell it contains at,
3788     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3789 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3790    
3791 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3792     how much experience the player gets for doing so. Beware: High level
3793     runes can be quite a cheap source of experience! So either make them
3794     tough, or keep the level low.
3795     </attribute>
3796     <attribute arch="Cha" editor="visibility" type="int">
3797     This value determines what fraction of the time the rune is visible:
3798     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3799     how easily the rune may be found.
3800     </attribute>
3801     <attribute arch="hp" editor="number of charges" type="int">
3802     The rune will detonate &lt;number of charges&gt; times before disappearing.
3803     </attribute>
3804     <attribute arch="dam" editor="direct damage" type="int">
3805     &lt;direct damage&gt; specifies how much damage is done by the rune,
3806     if it doesn't contain a spell. This should be set in reasonable
3807 root 1.3 relation to the rune's level.
3808 root 1.1 </attribute>
3809     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3810     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3811     attribute defines what attacktype to use for direct damage when
3812     the rune detonates.
3813     </attribute>
3814     <section name="spellcraft">
3815     <attribute arch="sp" editor="spell" type="spell">
3816     The selected &lt;spell&gt; defines the spell in the rune, if any.
3817     (Many runes do direct damage).
3818     </attribute>
3819     <attribute arch="slaying" editor="spell name" type="string">
3820     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3821     but if present, overrides the &lt;spell&gt; setting.
3822     </attribute>
3823     <attribute arch="other_arch" editor="spell arch" type="string">
3824     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3825     is optional, but if present, overrides the &lt;spell&gt; setting.
3826     You can choose any of the existing arches.
3827     </attribute>
3828     <attribute arch="maxsp" editor="direction" type="list_direction">
3829     If set, the rune will cast it's containing spell (if any) in
3830     this &lt;direction&gt;.In most cases this appears useless because
3831     the spell directly hits the player.
3832     </attribute>
3833     <attribute arch="race" editor="summon monster" type="string">
3834     If this is set to the arch name of any monster, together with
3835     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3836     of those on detonation. (dam and attacktype will still be ignored
3837     in this case). Runes are even capable of summoning multi-square
3838     monsters, given enough space. You'd better test it though.
3839     </attribute>
3840     <attribute arch="maxhp" editor="summon amount" type="int">
3841     This should only be set to a summoning rune. It will then summon
3842     that many creatures of the kind &lt;summon monster&gt;.
3843     </attribute>
3844     </section>
3845     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3846     When the rune detonates, this text is displayed to the
3847     victim. For especially powerful runes, create an appropriate
3848     thrilling description. ;)
3849     </attribute>
3850     </type>
3851    
3852     <!--####################################################################-->
3853     <type number="106" name="Savebed">
3854     <ignore>
3855     <ignore_list name="non_pickable" />
3856     </ignore>
3857     <description><![CDATA[
3858     When the player applies a savebed, he is not only saved. Both his
3859     respawn-after-death and his word-of-recall positions are pointing
3860 root 1.37 to the last-applied savebed.]]>
3861 root 1.1 </description>
3862     <use><![CDATA[
3863     Put savebed locations in towns, do not put them into dungeons.
3864     It is absolutely neccessary that a place with savebeds is 100% secure.
3865     That means:
3866     <UL>
3867     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3868     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3869 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3870 root 1.1 players get trapped in a savebed location.
3871     <LI> If possible, mark the whole site as no-spell area (Insert this
3872     arch called "dungeon_magic" everywhere). This is not required,
3873     but it makes the place much more safe.
3874 root 1.37 </UL>]]>
3875 root 1.1 </use>
3876     <attribute arch="no_pick" value="1" type="fixed" />
3877     <attribute arch="no_magic" value="1" type="fixed" />
3878     <attribute arch="damned" value="1" type="fixed" />
3879     </type>
3880    
3881     <!--####################################################################-->
3882 root 1.3 <type number="111" name="Scroll">
3883     <ignore>
3884     <attribute arch="title" />
3885     </ignore>
3886     <description><![CDATA[
3887     Scrolls contain spells (similar to spell-potions). Unlike potions,
3888     scrolls require a certain literacy skill to read successfully.
3889     Accordingly, for a successful reading, a small amount of
3890     experience is gained. Scrolls allow only one time usage, but
3891 root 1.37 usually they are sold in bulks.]]>
3892 root 1.3 </description>
3893     <use><![CDATA[
3894     For low level quests, scrolls of healing/curing-spells
3895     can be a nice reward. At higher levels, scrolls become less
3896 root 1.37 and less useful.]]>
3897 root 1.3 </use>
3898     <attribute arch="level" editor="casting level" type="int">
3899     The spell of the scroll will be casted at this level.
3900     This value should always be set, at least to 1.
3901     </attribute>
3902     <attribute arch="sp" editor="spell" type="spell">
3903     When a player/monster applies this scroll, the selected &lt;spell&gt;
3904     will be casted (once). This should work for any given spell.
3905     </attribute>
3906     <attribute arch="startequip" editor="godgiven item" type="bool">
3907     A godgiven item vanishes as soon as the player
3908     drops it to the ground.
3909     </attribute>
3910     </type>
3911    
3912     <!--####################################################################-->
3913     <type number="33" name="Shield">
3914     <import_type name="Amulet" />
3915     <description><![CDATA[
3916     Wearing a shield, the object's stats will directly be inherited to
3917     the player. Shields usually provide good defense, only surpassed
3918 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3919 root 1.3 </description>
3920     <use><![CDATA[
3921     Feel free to create your own special artifacts. However, it is very
3922 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3923 root 1.3 </use>
3924     <attribute arch="magic" editor="magic bonus" type="int">
3925     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3926     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3927     than direct armour-class bonus on the shield.
3928     </attribute>
3929     </type>
3930    
3931     <!--####################################################################-->
3932 root 1.1 <type number="14" name="Shooting Weapon">
3933     <description><![CDATA[
3934 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3935 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3936     wielded both at the same time. Like with any other equipment,
3937     stats/bonuses from shooting weapons are directly inherited to the player.
3938     <br><br>
3939     It's very easy to add new pairs of weapons &amp; projectiles.
3940     Just set matching &lt;ammunition class&gt; both for shooting
3941 root 1.37 weapon and projectile.]]>
3942 root 1.1 </description>
3943     <use><![CDATA[
3944     Shooting weapons should not add bonuses in general. There's already
3945     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3946 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3947 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3948     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3949 root 1.37 - still crap.]]>
3950 root 1.1 </use>
3951     <attribute arch="race" editor="ammunition class" type="string">
3952     Only projectiles with matching &lt;ammunition class&gt; can be fired
3953     with this weapon. For normal bows set "arrows", for normal
3954     crossbows set "crossbow bolts".
3955 root 1.3
3956 root 1.1 In certain cases, the ammunition class is displayed in the game.
3957     Hence, when you create a new ammunition class, choose an
3958     intuitive name like "missiles", "spirit bolts" - whatever.
3959     </attribute>
3960     <attribute arch="sp" editor="shooting speed" type="int">
3961     After shooting a projectile, the player is frozen for a short
3962     period of time (to prevent shooting arrows machine-gun-like).
3963     The greater &lt;shooting speed&gt;, the shorter this period of time.
3964     1 is minimum (=worst) and 100 is maximum (=best) value.
3965 root 1.3
3966 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3967     SET IT TO ZERO! (That would freeze the player for eternety).
3968     </attribute>
3969     <attribute arch="dam" editor="base damage" type="int">
3970     The &lt;base damage&gt; significantly affects the damage done
3971     by using this weapon. This damage is added to the projectile
3972     damage and then (if &lt;ignore strength&gt; disabled) a bonus
3973     according to the player's strength is added.
3974     </attribute>
3975     <attribute arch="wc" editor="weaponclass" type="int">
3976     This value is supposed to be the base &lt;weaponclass&gt;,
3977     but it seems to have rather little effect.
3978     High values are good here, low values bad.
3979     </attribute>
3980     <attribute arch="item_power" editor="item power" type="int">
3981     The &lt;item power&gt; value measures how "powerful" an artifact is.
3982     Players will only be able to wear equipment with a certain total
3983     amount of &lt;item power&gt;, depending on their own level. This is the
3984     only way to prevent low level players to wear "undeserved" equipment
3985     (like gifts from other players or cheated items).
3986 root 1.3
3987 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
3988 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
3989 root 1.1 calculate a provisional value at runtime, but this is never
3990     going to be an accurate measurement of &lt;item power&gt;.
3991     </attribute>
3992     <attribute arch="no_strength" editor="ignore strength" type="bool">
3993     Usually the player's strentgh takes effect on the damage
3994     done by the shooting weapon. If &lt;ignore strength&gt; is set,
3995     the player's strength is ignored.
3996     </attribute>
3997     <attribute arch="damned" editor="damnation" type="bool">
3998     A damned shooting weapon cannot be unwielded unless
3999     the curse is removed. Removing damnations is
4000     a tick harder than removing curses.
4001     </attribute>
4002     <attribute arch="cursed" editor="curse" type="bool">
4003     A cursed shooting weapon cannot be unwielded unless
4004     the curse is removed.
4005     </attribute>
4006     <attribute arch="unique" editor="unique item" type="bool">
4007     Unique items exist only one time on a server. If the item
4008     is taken, lost or destroyed - it's gone for good.
4009     </attribute>
4010     <attribute arch="startequip" editor="godgiven item" type="bool">
4011     A godgiven item vanishes as soon as the player
4012     drops it to the ground.
4013     </attribute>
4014     <section name="stats">
4015     <attribute arch="Str" editor="strength" type="int">
4016     The player's strentgh will rise/fall by the given value
4017     while wearing this shooting weapon.
4018     </attribute>
4019     <attribute arch="Dex" editor="dexterity" type="int">
4020     The player's dexterity will rise/fall by the given value
4021     while wearing this shooting weapon.
4022     </attribute>
4023     <attribute arch="Con" editor="constitution" type="int">
4024     The player's constitution will rise/fall by the given value
4025     while wearing this shooting weapon.
4026     </attribute>
4027     <attribute arch="Int" editor="intelligence" type="int">
4028     The player's intelligence will rise/fall by the given value
4029     while wearing this shooting weapon.
4030     </attribute>
4031     <attribute arch="Pow" editor="power" type="int">
4032     The player's power will rise/fall by the given value
4033     while wearing this shooting weapon.
4034     </attribute>
4035     <attribute arch="Wis" editor="wisdom" type="int">
4036     The player's wisdom will rise/fall by the given value while
4037     wearing this shooting weapon.
4038     </attribute>
4039     <attribute arch="Cha" editor="charisma" type="int">
4040     The player's charisma will rise/fall by the given value
4041     while wearing this shooting weapon.
4042     </attribute>
4043     </section>
4044     <section name="bonus">
4045     <attribute arch="luck" editor="luck bonus" type="int">
4046     With positive luck bonus, the player is more likely to
4047     succeed in all sorts of things (spellcasting, praying,...).
4048     Unless the &lt;luck bonus&gt; is very high, the effect will be
4049     barely visible in-game. Luck bonus on one piece of equipment
4050     should never exceed 3, and such bonus should not be too
4051     frequently available.
4052     </attribute>
4053     <attribute arch="magic" editor="magic bonus" type="int">
4054     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4055     I'm not sure what exactly is increased - maybe weaponclass?
4056     However, &lt;magic bonus&gt; seems to have a little bit of positive
4057     influence on your chance to hit.
4058     </attribute>
4059     </section>
4060     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4061     This text describes the weapons's "story". Every decent artifact weapon
4062     should have such a description.
4063     </attribute>
4064     </type>
4065    
4066     <!--####################################################################-->
4067     <type number="68" name="Shop Floor">
4068     <ignore>
4069     <ignore_list name="non_pickable" />
4070     </ignore>
4071     <description><![CDATA[
4072     Shop floor is used for shops. It acts like a combination of the
4073     common floor- and the treasure type: When the map is loaded,
4074     randomitems (depending on the setings) are generated on it.
4075     These items are all flagged as unpaid.
4076     When a player drops an item onto shop floor, the item becomes
4077     unpaid and the player receives payment according to the item's
4078     selling-value.
4079     Shopfloor always prevents magic (To hinder players from burning
4080 root 1.37 or freezing the goods).]]>
4081 root 1.1 </description>
4082     <use><![CDATA[
4083     Tile your whole shop-interior space which shop floor.
4084     (That assures players receive payment for dropping items).
4085     Place shop mats to enter/leave the shop, and make sure
4086 root 1.37 there is no other exit than the shop mat.]]>
4087 root 1.1 </use>
4088     <attribute arch="is_floor" value="1" type="fixed" />
4089     <attribute arch="no_pick" value="1" type="fixed" />
4090     <attribute arch="no_magic" value="1" type="fixed" />
4091     <attribute arch="auto_apply" editor="generate goods" type="bool">
4092     If enabled, items will appear on this square when the map is loaded.
4093     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4094     are generated. The items will be unpaid.
4095     </attribute>
4096     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4097     This entry determines what kind of treasure will appear, when
4098     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4099     for details about existing treasurelists.
4100     </attribute>
4101     <attribute arch="exp" editor="quality level" type="int">
4102     The &lt;quality level&gt; will be used for the quality of the generated
4103     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4104     doesn't need to be set, unless you want extraordinarily good/bad
4105     quality. If you want to make a shop with very high quality, meaybe
4106     charge an entrance fee, or make the shop hard-to-come-by.
4107     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4108     and appearance of artifact-items.
4109     </attribute>
4110     <attribute arch="damned" editor="no prayers" type="bool">
4111     If enabled, it is impossible for players to use prayers
4112     on that spot. It also prevents players from saving.
4113     (Remember that &lt;no magic&gt; is always set for shop floors.)
4114     </attribute>
4115     </type>
4116    
4117     <!--####################################################################-->
4118     <type number="69" name="Shop Mat">
4119     <ignore>
4120     <ignore_list name="non_pickable" />
4121     </ignore>
4122     <description><![CDATA[
4123     Shop mats are used for entering/leaving shops. You should always
4124     have exactly TWO shop mats on your shop-map: One inside the
4125     "shopping-area" and one outside. Shop mats don't use exit paths/
4126     or -destinations. When stepping onto a shopmat the player gets beamed
4127     to the nearest other mat. If the player has unpaid items in his
4128     inventory, the price gets charged from his coins automatically.
4129     If the player has insufficient coins to buy his unpaid items, he
4130 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4131 root 1.1 </description>
4132     <use><![CDATA[
4133     As stated above, always place TWO shop mats into your shop.
4134 root 1.37 Not more and not less than that.]]>
4135 root 1.1 </use>
4136     <attribute arch="no_pick" value="1" type="fixed" />
4137 root 1.9 &move_on;
4138 root 1.1 </type>
4139    
4140     <!--####################################################################-->
4141     <type number="98" name="Sign &amp; MagicMouth">
4142     <ignore>
4143     <ignore_list name="non_pickable" />
4144     </ignore>
4145     <description><![CDATA[
4146     The purpose of a sign or magic_mouth is to display a certain message to
4147     the player. There are three ways to have the player get this message:
4148     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4149 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4150 root 1.1 </description>
4151     <use><![CDATA[
4152     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4153     some true roleplay feeling to your maps, support your storyline or give
4154     hints about hidden secrets/dangers. Place signs to provide the player
4155 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4156 root 1.1 </use>
4157 root 1.45 <attribute arch="connected" editor="connection" type="string">
4158 root 1.1 When a connection value is set, the message will be printed whenever
4159     the connection is triggered. This should be used in combination with
4160     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4161     If activating your magic_mouth this way, the message will not only be
4162     printed to one player, but all players on the current map.
4163     </attribute>
4164 elmex 1.16 &activate_on;
4165 root 1.9 &move_on;
4166 root 1.1 <attribute arch="food" editor="counter" type="int">
4167     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4168     (printing the message) only that many times. For signs this really shouldn't
4169     be used, while for magic_mouths it is extremely helpful.
4170     Monsters walking over the magic_mouth do not decrease the counter.
4171 root 1.3
4172 root 1.1 Often, you might want to have a message displayed only one time. For example:
4173     The player enters your map and you put a magic_mouth to tell him about the
4174     monsters and how dangerous they look and all. Later, when all the monsters
4175     are killed and the player leaves the map, displaying the same message a
4176     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4177     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4178     </attribute>
4179     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4180     This text will be displayed to the player.
4181     </attribute>
4182     </type>
4183    
4184 elmex 1.23 <type number="150" name="Shop Inventory">
4185     <ignore>
4186     <ignore_list name="non_pickable" />
4187     </ignore>
4188     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4189     </description>
4190     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4191     </use>
4192     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4193     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4194     the map that will be searched for unpaid items.
4195     </attribute>
4196     </type>
4197    
4198 root 1.1 <!--####################################################################-->
4199     <type number="43" name="Skill">
4200     <ignore>
4201     <ignore_list name="system_object" />
4202     </ignore>
4203     <description><![CDATA[
4204     Skills are objects which exist in the player/monster inventory.
4205     Both NPC/monsters and players use the same skill archetypes. Not all skills
4206 root 1.37 are enabled for monster use however.]]>
4207 root 1.1 </description>
4208     <use><![CDATA[
4209     For mapmaking, Skill objects serve two purposes:
4210     <p>First, the predefined skill archtypes (in the 'skills' directory)
4211     can be seen as the global skill definitions. A skill which doesn't
4212     exists as an archtype cannot be learned or used by players. When you
4213     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4214     of defined skill archtypes, because those strings are used as a reference in
4215     many skill-related objects.
4216     </p><p>
4217     Secondly, in order to enable monsters to use skills, you will need to
4218     copy default skill archtypes into the monsters' inventories.
4219     You can even customize the skills by changing stats. It is not
4220     recommended however, to use skills in your maps which are totally
4221 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4222 root 1.1 </use>
4223     <attribute arch="invisible" value="1" type="fixed" />
4224     <attribute arch="no_drop" value="1" type="fixed" />
4225     <attribute arch="skill" editor="skill name" type="string">
4226     The &lt;skill name&gt; is used for matchings. When a usable
4227     object has an identical &lt;skill name&gt;, players
4228     (or monsters) will need this skill to apply/use the object.
4229     </attribute>
4230     <attribute arch="expmul" editor="exp multiplier" type="float">
4231     This is the ratio of experience the players total should increase by
4232     when this skill is used. If this is zero, then experience only goes to
4233     to the skill. Values higher than 1 are allowed. Note that experience
4234     rewarded to the players total is in addition to that given to the
4235     skill. Eg, if player should get 500 exp for using a skill, and
4236     expmul is 1, the player will get 500 added to that skill as well as
4237     500 to their total.
4238     </attribute>
4239     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4240     The &lt;skill type&gt; defines the base functionality of the skill.
4241 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4242 root 1.1 create new skill types, but it requires a bit of server-coding.
4243     </attribute>
4244     <attribute arch="level" editor="level" type="int">
4245     </attribute>
4246     <attribute arch="exp" editor="experience" type="int">
4247     </attribute>
4248     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4249     The &lt;is native skill&gt; flag has an effect only when this
4250     skill object is placed in the inventory of a monster (or player).
4251     If it is set, the monster or player knows the skill natively, which
4252     means he does not need a skill tool to use it.
4253     </attribute>
4254     </type>
4255    
4256     <!--####################################################################-->
4257     <type number="130" name="Skill Scroll">
4258     <description><![CDATA[
4259     By reading a skill scroll, a player has a chance to learn the
4260 root 1.37 contained skill.]]>
4261 root 1.1 </description>
4262     <use><![CDATA[
4263     Skill scrolls are very much sought for by players. Currently,
4264     all skill scrolls are sold in shops randomly, which is in fact not
4265     a good system. It would be nice to have some cool quests with
4266 root 1.37 skill scrolls rewarded at the end.]]>
4267 root 1.1 </use>
4268     <attribute arch="race" value="scrolls" type="fixed" />
4269     <attribute arch="skill" editor="skill name" type="string">
4270     The &lt;skill name&gt; matches the skill object that can
4271     be learned from this scroll.
4272     </attribute>
4273     </type>
4274    
4275     <!--####################################################################-->
4276     <type number="21" name="Special Key">
4277     <ignore>
4278     <attribute arch="material" />
4279     </ignore>
4280     <description><![CDATA[
4281     When carrying the appropriate special key, a locked door can
4282     be opened. The key will dissapear.
4283     <br><br>
4284     This object-type can also be used for "passport"-like items:
4285     When walking onto an invetory checker, a gate for example might
4286 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4287 root 1.1 </description>
4288     <use><![CDATA[
4289     How to make a "passport": You take the special key arch
4290     (archetype name is "key2"), set the face to something like
4291     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4292     certainly must match with the appropiate inventory checker.
4293     <br><br>
4294     Of course you can be creative with names and faces of
4295     key-objects. A "mysterious crystal" or a "big dragon claw"
4296     (with appropriate faces) appear more interesting than just
4297 root 1.37 a "strange key", or "passport".]]>
4298 root 1.1 </use>
4299     <attribute arch="slaying" editor="key string" type="string">
4300     This string must be identical with the &lt;key string&gt; in the
4301     locked door, then it can be unlocked. It can also be used
4302     to trigger inventory checkers.
4303     </attribute>
4304     <attribute arch="material" editor="material" type="bitmask_material">
4305     For Special Keys, material should always be unset or set
4306     to Adamantite. This prevents the key from getting
4307     burned or otherwise destroyed.
4308     </attribute>
4309     <attribute arch="unique" editor="unique item" type="bool">
4310     Unique items exist only one time on a server. If the item
4311     is taken, lost or destroyed - it's gone for good.
4312 root 1.3
4313 root 1.1 This can be used if you want to sell apartments on your
4314     map: Simply sell a unique passport/key, and place
4315     an inventory checker at the entrance of your apartment.
4316     </attribute>
4317     <attribute arch="startequip" editor="godgiven item" type="bool">
4318     A godgiven item vanishes as soon as the player
4319     drops it to the ground.
4320     </attribute>
4321     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4322     This will add a description to the object. The player can read
4323     this text by clicking on the item in his inventory. Use this
4324     message to describe what the key/passport is good for. A player
4325     might have 50 different keys on his key-ring. Don't expect
4326     players to recall their purpose just by their names.
4327     </attribute>
4328     </type>
4329    
4330     <!--####################################################################-->
4331     <type number="101" name="Spell">
4332     <ignore>
4333     <ignore_list name="system_object" />
4334     </ignore>
4335     <description><![CDATA[
4336     Spell objects define a spell. When a spell is put in a spellbook,
4337     players can learn it by reading the book. Once learned, players
4338     can use the spell as often as they like. With increasing skill level
4339     of the player, spells may gain power but also increase cost.<br>
4340     Monsters can use spells which are put in their inventory (provided
4341     that certain "enabling" settings are correct). The monster's
4342 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4343 root 1.1 </description>
4344     <use><![CDATA[
4345     A lot of the spells' settings can be tuned and customized.
4346     When creating new spells which are accessible to players, it is
4347     important to think about balance. A single spell which is too
4348     powerful and/or too easy to use can eventually toss the whole skill
4349     and magic school system out of whack. Testing new spells is
4350 root 1.37 quite important therefore.]]>
4351 root 1.1 </use>
4352     <attribute arch="no_drop" value="1" type="fixed" />
4353     <attribute arch="invisible" value="1" type="fixed" />
4354     <attribute arch="skill" editor="skill name" type="string">
4355     The &lt;skill name&gt; matches the skill which is needed
4356     to cast this spell. This should be one out of "sorcery",
4357     "pyromancy", "evocation", "summoning" or "praying".
4358     If you want to fiddle with these, please take care not
4359     to upset the concept and balance of the various skills.
4360     </attribute>
4361     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4362     The &lt;spell type&gt; defines the basic type of spell.
4363     Some of these types are of a more generic nature than others.
4364     </attribute>
4365     <attribute arch="level" editor="spell level" type="int">
4366     </attribute>
4367     <attribute arch="casting_time" editor="casting time" type="int">
4368     </attribute>
4369     <attribute arch="duration" editor="duration" type="int">
4370     </attribute>
4371     <attribute arch="other_arch" editor="create object" type="string">
4372     </attribute>
4373     <attribute arch="sp" editor="cost spellpoints" type="int">
4374     </attribute>
4375     <attribute arch="grace" editor="cost grace" type="int">
4376     </attribute>
4377     <attribute arch="maxsp" editor="double cost per level" type="int">
4378     </attribute>
4379     </type>
4380    
4381     <!--####################################################################-->
4382     <type number="85" name="Spellbook">
4383     <description><![CDATA[
4384     By reading a spellbook, the player has a chance of learning the
4385     contained spell. Once learned from a book, the spell is available
4386     forever. Spellbooks with high level spells require some skill-level
4387     to read.<br><br>
4388     You can create widely customized spells only by adjusting the
4389     spell object in the spellbooks inventory. Refer to the description
4390     of spell objects for detailed information how to customize spells.<br>
4391     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4392 root 1.37 with a compilation of spells that the book may contain.]]>
4393 root 1.1 </description>
4394     <use><![CDATA[
4395     Don't put any of the godgiven spells into a spellbook! These are
4396     reserved for the followers of the appropriate cults. Handing them
4397     out in a spellbook would violate the balance between different religions.
4398     <br><br>
4399     Note that there is no fundamental difference between the spellbooks
4400     of varying schools (pyromancy, sorcery, evocation, summoning, and
4401     even praying). The difference lies only in the spells they contain.
4402     It is up to you, the mapmaker, to pick the right type of book
4403 root 1.37 for your spells.]]>
4404 root 1.1 </use>
4405     <attribute arch="skill" value="literacy" type="fixed" />
4406     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4407     There are two ways to put spells into a spellbook:
4408     1. Put a spell object in the books inventory. In this case,
4409     treasurelist must be set to &lt;none&gt;.
4410     2. Choose a treasurelist which contains spells.
4411     In that way, a spell will be chosen randomly from the list.
4412     </attribute>
4413     <attribute arch="startequip" editor="godgiven item" type="bool">
4414     A godgiven item vanishes as soon as the player
4415     drops it to the ground.
4416     </attribute>
4417     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4418     This text may contain a nice description
4419     of the spellbook's cover or something.
4420     </attribute>
4421     </type>
4422    
4423     <!--####################################################################-->
4424     <type number="90" name="Spinner">
4425     <ignore>
4426     <ignore_list name="non_pickable" />
4427     </ignore>
4428     <description><![CDATA[
4429     Spinners change the direction of spell objects and other projectiles
4430     that fly past. Unlike directors, it does make a difference from what
4431     angle you shoot into the spinner. The direction of objects flying past
4432 root 1.37 is always changed by a certain degree.]]>
4433 root 1.1 </description>
4434     <use><![CDATA[
4435     Spinners are very rarely used. I believe they are quite
4436     confusing and pointless. The only use I can think of is building
4437     some puzzle about where to shoot into spinners to shoot somewhere you
4438     otherwise couldn't.
4439 root 1.3
4440 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4441 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4442 root 1.1 </use>
4443     <attribute arch="sp" editor="direction number" type="int">
4444     The spinner will change the direction of flying objects by
4445     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4446     positive values counter clockwise.
4447 root 1.3
4448 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4449     </attribute>
4450 root 1.9 &move_on;
4451 root 1.1 </type>
4452    
4453     <!--####################################################################-->
4454     <type number="138" name="Swamp">
4455     <ignore>
4456     <ignore_list name="non_pickable" />
4457     </ignore>
4458     <description><![CDATA[
4459     Swamp areas show a special behaviour:
4460     When a player stands still on a swamp-square for too long,
4461     he will start to sink in and eventually drown and die.
4462     Items dropped on the swamp sink in and dissapear.
4463     Players with knowledge of the woodsman skill are a lot less likely
4464 root 1.37 to die in the swamp.]]>
4465 root 1.1 </description>
4466     <attribute arch="is_floor" value="1" type="fixed" />
4467     <attribute arch="is_wooded" value="1" type="fixed" />
4468     <attribute arch="speed" editor="drowning speed" type="float">
4469     The higher the &lt;drowning speed&gt;, the faster will players and items
4470     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4471     and unexpected death-trap. Players should get a warning before such areas.
4472     </attribute>
4473 root 1.12 &speed_left;
4474 root 1.9 &move_on;
4475     &movement_types_terrain;
4476 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4477     If enabled, it is impossible for players to use (wizard-)
4478     spells on that spot.
4479     </attribute>
4480     <attribute arch="damned" editor="no prayers" type="bool">
4481     If enabled, it is impossible for players to use prayers
4482     on that spot. It also prevents players from saving.
4483     </attribute>
4484     </type>
4485    
4486     <!--####################################################################-->
4487     <type number="41" name="Teleporter">
4488     <ignore>
4489     <ignore_list name="non_pickable" />
4490     </ignore>
4491     <description><![CDATA[
4492     When the player walks into a teleporter, he is transferred to a
4493     different location. The main difference to the object-type exit
4494     is the possibility to have teleporters connected to levers/buttons/etc.
4495     Sometimes teleporters are activated even against the players will.
4496     <br><br>
4497     Unlike exits, teleporters can also transfer items and
4498 root 1.37 monsters to different locations on the same map.]]>
4499 root 1.1 </description>
4500     <use><![CDATA[
4501     When creating maps, I guess sooner or later you'll want to have
4502     an invisible teleporter. If using "invisible 1", the teleporter
4503     can still be discovered with the show_invisible spell. And in
4504     some cases you can't place it under the floor to prevent this.
4505     <br><br>
4506     Fortunately, there is a cool trick to make a perfectly invisible
4507     teleporter: You simply add teleporter functionality to the floor
4508     itself. That means: You take the floor arch (e.g. "flagstone"),
4509 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4510 root 1.1 </use>
4511     <attribute arch="slaying" editor="exit path" type="string">
4512     The exit path specifies the map that the player is transferred to.
4513     &lt;exit path&gt; can be an absolute path, beginning with '/'
4514     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4515     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4516     for example I could use the relative path "Fire1"). Use relative
4517     paths whenever possible! Note that upper/lower case must always be
4518     set correctly. However, please use lower case only.
4519 root 1.3
4520 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4521     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4522     monsters and items. In this case, the destined map is automatically
4523     the same map the teleporter is on.
4524     </attribute>
4525     <attribute arch="hp" editor="destination X" type="int">
4526     The exit destinations define the (x, y)-coordinates where the exit
4527     leads to.
4528 root 1.3
4529 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4530     get teleported to another, randomly chosen teleporter on the same
4531     map (Slightly confusing for the player though). Make sure there
4532     actually *is* a second one in that case.
4533 root 1.3
4534 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4535     be transferred to the "default enter location" of the destined map.
4536     The latter can be set in the map-properties as "Enter X/Y". Though,
4537     please DO NOT use that. It turned out to be a source for numerous
4538     map-bugs.
4539     </attribute>
4540     <attribute arch="sp" editor="destination Y" type="int">
4541     The exit destinations define the (x, y)-coordinates where the exit
4542     leads to.
4543 root 1.3
4544 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4545     get teleported to another, randomly chosen teleporter on the same
4546     map (Slightly confusing for the player though). Make sure there
4547     actually *is* a second one in that case.
4548 root 1.3
4549 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4550     be transferred to the "default enter location" of the destined map.
4551     The latter can be set in the map-properties as "Enter X/Y". Though,
4552     please DO NOT use that. It turned out to be a source for numerous
4553     map-bugs.
4554     </attribute>
4555 root 1.45 <attribute arch="connected" editor="connection" type="string">
4556 root 1.1 If a connection value is set, the teleporter will be activated
4557     whenever the connection is triggered. To use this properly,
4558     &lt;activation speed&gt; must be zero.
4559     </attribute>
4560 elmex 1.16 &activate_on;
4561 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4562     If the &lt;activation speed&gt; is nonzero, the teleporter will
4563     automatically be activated in regular time-intervals. Hence, the
4564     player can just step on it and gets teleported sooner or later.
4565     The duration between two activates depends on the given value.
4566 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4567    
4568 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4569     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4570     </attribute>
4571 root 1.12 &speed_left;
4572 root 1.1 </type>
4573    
4574     <!--####################################################################-->
4575 root 1.3 <type number="26" name="Timed Gate">
4576     <ignore>
4577     <ignore_list name="non_pickable" />
4578     </ignore>
4579     <description><![CDATA[
4580 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4581 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4582     or carrying special key-objects (-> inventory checker).
4583     Unlike locked doors, gates can get shut again after a player has
4584     passed, which makes them more practical in many cases. Unlike normal
4585     gates, timed gates open when triggered but automatically close again
4586     after some time.]]>
4587     </description>
4588     <use><![CDATA[
4589     Use gates to divide your maps into separated areas. After solving
4590     area A, the player gains access to area B, and so on. Make your
4591 root 1.37 maps more complex than "one-way".]]>
4592 root 1.3 </use>
4593     <attribute arch="no_pick" value="1" type="fixed" />
4594 root 1.45 <attribute arch="connected" editor="connection" type="string">
4595 root 1.3 Whenever the inventory checker is triggered, all objects with identical
4596     &lt;connection&gt; value get activated. This only makes sense together with
4597     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4598     after some time.
4599     </attribute>
4600 elmex 1.16 &activate_on;
4601 root 1.3 <attribute arch="wc" editor="position state" type="int">
4602     The &lt;position state&gt; defines the position of the gate:
4603     Zero means completely open/down, the "number of animation-steps" (usually
4604     about 6 or 7) means completely closed/up state. I suggest you don't
4605     mess with this value - Leave the default in place.
4606     </attribute>
4607 root 1.9 &movement_types_terrain;
4608 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4609     Restricting the use of spells to pass this gate. This has
4610     an effect only if &lt;block view&gt; is disabled.
4611     </attribute>
4612     <attribute arch="damned" editor="restrict prayers" type="bool">
4613     Restricting the use of prayers to pass this door. This has
4614     an effect only if &lt;block view&gt; is disabled.
4615     </attribute>
4616     <attribute arch="hp" editor="open duration" type="int">
4617     Defines the duration the gate remains closed. This only takes effect
4618     if the gate is not connected.
4619     </attribute>
4620     </type>
4621    
4622     <!--####################################################################-->
4623 root 1.1 <type number="155" name="Trap">
4624     <ignore>
4625     <attribute arch="no_pick" />
4626     <attribute arch="title" />
4627     <attribute arch="name_pl" />
4628     <attribute arch="weight" />
4629     <attribute arch="value" />
4630     <attribute arch="material" />
4631     <attribute arch="unpaid" />
4632     </ignore>
4633     <description><![CDATA[
4634     A trap is a object that can either do damage or trigger another connected object
4635 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4636 root 1.1 and generally have either a physical attack or trigger a reaction.
4637     <br><br>
4638     Traps hit any monster or person who steps on them for 'dam' damage in
4639     'attacktype' attacktype and/or trigger a reaction.
4640     <br><br>
4641 root 1.28 Many traps are already defined in the archetypes.]]>
4642 root 1.1 </description>
4643     <use><![CDATA[
4644     Avoid monsters stepping on your traps. For example, a party of orcs setting
4645 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4646 root 1.1 </use>
4647     <attribute arch="no_pick" value="1" type="fixed" />
4648 root 1.9 &move_on;
4649 root 1.3 <attribute arch="level" editor="trap level" type="int">
4650 root 1.1 Level effects how easily a trap may be found and disarmed, and
4651     how much experience the player gets for doing so. Beware: High level
4652     traps can be quite a cheap source of experience! So either make them
4653     tough, or keep the level low.
4654     </attribute>
4655     <attribute arch="Cha" editor="visibility" type="int">
4656     This value determines what fraction of the time the trap is visible:
4657     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4658     how easily the trap may be found.
4659     </attribute>
4660     <attribute arch="hp" editor="number of charges" type="int">
4661     The trap will detonate &lt;number of charges&gt; times before disappearing.
4662     </attribute>
4663     <attribute arch="dam" editor="direct damage" type="int">
4664 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4665     This should be set in reasonable relation to the trap's level.
4666 root 1.1 </attribute>
4667     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4668     This attribute defines what attacktype to use for direct damage when
4669     the trap detonates.
4670     </attribute>
4671 root 1.45 <attribute arch="connected" editor="connection" type="string">
4672 root 1.1 When the trap is detonated, all objects with the same
4673     connection value get activated.
4674     </attribute>
4675     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4676     When the trap detonates, this text is displayed to the
4677     victim. For especially powerful or complex traps, create an appropriate
4678     and thrilling description. ;)
4679     </attribute>
4680     </type>
4681    
4682     <!--####################################################################-->
4683     <type number="95" name="Trapdoor">
4684     <ignore>
4685     <ignore_list name="non_pickable" />
4686     </ignore>
4687     <description><![CDATA[
4688     Trapdoors are very similar to pits. The difference is that they
4689     can not be closed. Instead, the weight of the object on the
4690     trapdoor determines weither it slams the trapdoor open and falls through
4691     or not.<br>
4692     Once a trapdoor has been opened (by a creature or items of sufficient
4693 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4694 root 1.1 </description>
4695     <use><![CDATA[
4696     Trapdoors should be used in the same fashion as pits:
4697     They should always drop the victims to some kind of lower level. They
4698 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4699 root 1.1 </use>
4700     <attribute arch="no_pick" value="1" type="fixed" />
4701 root 1.9 &move_on;
4702 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4703     This value defines how much weight the trapdoor can hold.
4704     Once items or creatures are gathered on the trapdoor, with
4705     a total weight surpassing this value, then the trapdoor will
4706     open and things start falling through.
4707     </attribute>
4708     <attribute arch="hp" editor="destination X" type="int">
4709     The trapdoor will transport creatures (and items) randomly into
4710     a two-square radius of the destination coordinates.
4711     If the destination square becomes blocked, the trapdoor will act like
4712     being filled up and not work anymore!
4713     </attribute>
4714     <attribute arch="sp" editor="destination Y" type="int">
4715     The trapdoor will transport creatures (and items) randomly into
4716     a two-square radius of the destination coordinates.
4717     If the destination square becomes blocked, the trapdoor will act like
4718     being filled up and not work anymore!
4719     </attribute>
4720     </type>
4721    
4722     <!--####################################################################-->
4723     <type number="4" name="Treasure">
4724     <ignore>
4725     <attribute arch="nrof" />
4726     <attribute arch="title" />
4727     <attribute arch="name_pl" />
4728     <attribute arch="weight" />
4729     <attribute arch="value" />
4730     <attribute arch="material" />
4731     </ignore>
4732     <description><![CDATA[
4733     A treasure-object turns into certain randomitems when the map is loaded
4734 root 1.37 into the game.]]>
4735 root 1.1 </description>
4736     <use><![CDATA[
4737     About usage of the "random-artifact" treasurelist:
4738     This will generate powerful stuff like girdles, xray helmets, special
4739     swords etc. If you put this as reward to your quest, players might be
4740     motivated to do it more than once. BUT, by doing so they will get a huge
4741     number of different artifacts! Besides, players will always seek the place
4742     with the most easy-to-get random artifact and ignore all others.
4743     My advice: Don't use it! Attract players with good fighting experience
4744 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4745 root 1.1 </use>
4746     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4747     This entry determines what kind of treasure will appear. Look into
4748     /crossfire/share/crossfire/treasures for details about existing
4749     treasurelists.
4750     </attribute>
4751     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4752     "Auto-generate" must be set in order to have the treasure be created
4753     when the map is loaded.
4754     If you want to create a random treasure chest, you unset this flag.
4755     That way, the player has to apply the object (the chest), then the
4756     treasure is generated.
4757     </attribute>
4758     <attribute arch="hp" editor="create number" type="int">
4759     "Create number" specifies how many pieces of the given treasurelist
4760     will appear. Note that for every piece there is a chance that nothing is
4761     generated. Also, sometimes there can be stacks of items generated, like
4762     for gems/money.
4763     </attribute>
4764     <attribute arch="exp" editor="quality level" type="int">
4765     The &lt;quality level&gt; will be used for the quality of the generated
4766     treasure instead of the map difficulty (as was done with shops).
4767     If zero/unset, the map difficulty will instead be used.
4768     (Example for comparison: Shop floors generate treasure of
4769     &lt;quality level&gt; 5 per default).
4770     </attribute>
4771     </type>
4772    
4773     <!--####################################################################-->
4774 root 1.3 <type number="52" name="Trigger Marker">
4775     <ignore>
4776     <ignore_list name="system_object" />
4777     </ignore>
4778     <description><![CDATA[
4779     A trigger marker is an object that inserts an invisible force (a mark) into a
4780     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4781     &lt;key string&gt; which can be discovered by detectors or inventory
4782     checkers. It is also possible to use markers for removing marks again.
4783     <br><br>
4784     Note that the player has no possibility to "see" his own marks,
4785 root 1.37 except by the effect that they cause on the maps.]]>
4786 root 1.3 </description>
4787     <use><![CDATA[
4788     Markers hold real cool possibilities for map-making. I encourage
4789     you to use them frequently. However there is one negative point
4790     about markers: Players don't "see" what's going on with them. It is
4791     your task, as map-creator, to make sure the player is always well
4792     informed and never confused.
4793     <br><br>
4794     Please avoid infinite markers when they aren't needed. They're
4795     using a little space in the player file after all, so if there
4796 root 1.37 is no real purpose, set an expire time.]]>
4797 root 1.3 </use>
4798     <attribute arch="no_pick" value="1" type="fixed" />
4799     <attribute arch="slaying" editor="key string" type="string">
4800     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4801     If the player already has a force with that &lt;key string&gt;,
4802     there won't be inserted a second one.
4803     </attribute>
4804 root 1.45 <attribute arch="connected" editor="connection" type="string">
4805 root 1.3 Unlike a regular marker this is the connection that triggers this marker to activate.
4806     </attribute>
4807     <attribute arch="food" editor="mark duration" type="int">
4808     This value defines the duration of the force it inserts.
4809     If nonzero, the duration of the player's mark is finite:
4810     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4811     means the mark will stay on the player forever.
4812     </attribute>
4813     <attribute arch="name" editor="delete mark" type="string">
4814     When the player steps onto the marker, all existing forces in
4815     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4816     will be removed. If you don't want to remove any marks, leave
4817     this textfield empty.
4818    
4819     Note that the string &lt;delete mark&gt; is set as the name of
4820     this marker. So don't be confused, and remember changing the
4821     name will take effect on the marker's functionality.
4822     </attribute>
4823     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4824     In the moment when the player gets marked, this text is displayed
4825     to him. You should really set a message in any marker you create,
4826     because it's the only way for the player to notice what's going on.
4827     </attribute>
4828     </type>
4829    
4830     <!--####################################################################-->
4831 root 1.1 <type number="0" name="Wall">
4832     <required>
4833     <attribute arch="is_floor" value="0" />
4834     <attribute arch="alive" value="0" />
4835 root 1.14 <attribute arch="no_pass" value="1" />
4836 root 1.1 </required>
4837     <ignore>
4838     <attribute arch="nrof" />
4839     <attribute arch="title" />
4840     <attribute arch="name_pl" />
4841     <attribute arch="value" />
4842     <attribute arch="unpaid" />
4843     </ignore>
4844     <description><![CDATA[
4845 root 1.37 Walls usually block passage and sight.]]>
4846 root 1.1 </description>
4847 root 1.9 &movement_types_terrain;
4848 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4849     If set, the object is able to "roll", so it can be pushed around.
4850     This setting is used for boulders and barrels.
4851     </attribute>
4852     <attribute arch="no_magic" editor="restrict spells" type="bool">
4853     This takes effect only with &lt;blocksview&gt; disabled.
4854     Restricting the use of spells to pass this wall.
4855     </attribute>
4856     <attribute arch="damned" editor="restrict prayers" type="bool">
4857     This takes effect only with &lt;blocksview&gt; disabled.
4858     Restricting the use of spells to pass this wall.
4859     </attribute>
4860     </type>
4861    
4862     <!--####################################################################-->
4863 root 1.3 <type number="109" name="Wand &amp; Staff">
4864     <description><![CDATA[
4865     Wands contain a certain spell. The player can apply (ready) and
4866     fire the wand. After a defined number of casts, the wand is
4867     "used up". It is possible to recharge a wand with scrolls of
4868 root 1.37 charging, but usually that isn't worth the cost.]]>
4869 root 1.3 </description>
4870     <use><![CDATA[
4871     Wands are quite seldomly used. The reason prolly is that they're
4872     generally not cost-efficient. Handing out high-level wands with
4873     powerful special spells isn't a good idea either, because of
4874     the recharge ability.
4875     <br><br>
4876     For low levels, staffs of healing/cure and word of recall are
4877 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4878 root 1.3 </use>
4879     <attribute arch="sp" editor="spell" type="spell">
4880     The &lt;spell&gt; specifies the contained spell.
4881     </attribute>
4882     <attribute arch="level" editor="casting level" type="int">
4883     The &lt;casting level&gt; of the wand determines it's power.
4884     An average level for wands in shops is about 10.
4885     </attribute>
4886     <attribute arch="food" editor="number of charges" type="int">
4887     The wand can be used &lt;number of charges&gt; times before it is
4888     used up. It can be recharged with scrolls of charging.
4889     </attribute>
4890     <attribute arch="startequip" editor="godgiven item" type="bool">
4891     A godgiven item vanishes as soon as the player
4892     drops it to the ground.
4893     </attribute>
4894     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4895     This text may contain a description of the wand.
4896     </attribute>
4897     </type>
4898    
4899     <!--####################################################################-->
4900 root 1.1 <type number="0" name="Weak Wall">
4901     <required>
4902     <attribute arch="is_floor" value="0" />
4903     <attribute arch="alive" value="1" />
4904     <attribute arch="tear_down" value="1" />
4905     </required>
4906     <ignore>
4907     <ignore_list name="non_pickable" />
4908     </ignore>
4909     <description><![CDATA[
4910     A weak wall is a breakable spot amidsts a solid wall. Typically
4911     these weak walls look similar to their solid "relatives" except
4912 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4913 root 1.1 </description>
4914     <use><![CDATA[
4915     If you want to create hidden rooms, using weak walls is alot
4916     better than completely indiscernible passages in a wall.<br>
4917     Anyways, there can be a lot more to weak walls than just finding
4918     them: Rising their defensive stats, weak walls can become a
4919     serious obstacle. An ice wall might only be torn down by a fire
4920     attack for example. A granite wall for instance might be very
4921 root 1.37 hard to destroy.]]>
4922 root 1.1 </use>
4923     <attribute arch="alive" value="1" type="fixed" />
4924     <attribute arch="no_pick" value="1" type="fixed" />
4925     <attribute arch="tear_down" value="1" type="fixed" />
4926     <attribute arch="race" editor="race" type="string">
4927     For weak walls, &lt;race&gt; should always be set to "wall",
4928     unless you create something fancy like a building which
4929     is in fact meant to be a huge animal.
4930     Note that shovels slay walls, so they do tripple damage
4931     against weak walls.
4932     </attribute>
4933     <attribute arch="level" editor="level" type="int">
4934     The &lt;level&gt; of a weak wall works similar to monster levels.
4935     Due to the fact that weak walls cannot attack, the level
4936     is much less important though.
4937     </attribute>
4938     <attribute arch="hp" editor="health points" type="int">
4939     The &lt;health points&gt; of a weak wall define how long it takes to
4940     tear it down. With every successful hit from an opponent,
4941     &lt;health points&gt; get drained.
4942     </attribute>
4943     <attribute arch="maxhp" editor="max health" type="int">
4944     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4945     weak wall can have. Since walls generally don't heal, I doubt
4946     this has much real effect.
4947     </attribute>
4948     <attribute arch="ac" editor="armour class" type="int">
4949     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4950     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4951     </attribute>
4952 elmex 1.29 &resistances_basic;
4953 root 1.1 </type>
4954    
4955     <!--####################################################################-->
4956     <type number="15" name="Weapon">
4957     <description><![CDATA[
4958     Wielding a weapon, the object's stats will directly be inherited to the
4959     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4960 root 1.37 be improved with scrolls.]]>
4961 root 1.1 </description>
4962     <use><![CDATA[
4963     If you create artifacts (equipment) with stats- or resistance-bonus:
4964     Keep playbalance in mind! Such items mustn't be reachable without hard
4965 root 1.37 fighting AND questing.]]>
4966 root 1.1 </use>
4967     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4968     This number is a bitmask, specifying the weapon's attacktypes.
4969     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4970     have no more than one or two attacktypes. Keep in mind that all weapons
4971     can be blessed by the player's diety, thus adding an additional attacktype.
4972 root 1.3
4973 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
4974     then he will do as much damage as the "best" of his attacktypes does. So,
4975     the more attacktypes you've got, the better your chance to take advantage
4976     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4977     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4978     </attribute>
4979     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4980     The &lt;weapontype&gt; characterizes the weapon's type of physical
4981     attack. It could best be considered a "subclassification"
4982     of the physical attacktype. For now, this is only used for
4983     attack messages!
4984 root 1.3
4985 root 1.1 You should always set this correctly when creating new
4986     weapons for your maps.
4987     </attribute>
4988     <attribute arch="skill" editor="skill name" type="string">
4989     Matching &lt;skill name&gt; of the skill that is required
4990     to use this weapon.
4991     </attribute>
4992     <attribute arch="dam" editor="damage" type="int">
4993     The damage value is used as base value for how much damage the weapon
4994     does per hit. The actual damage involves more dependencies,
4995     like wielder's level and defender's level. Look at existing weapons
4996     to get a feel for the range of weapon damage values.
4997     </attribute>
4998     <attribute arch="slaying" editor="slaying race" type="string">
4999     Slaying means the weapon does tripple (3x) damage to monsters of the
5000     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5001     only monsters of that archtype are hit with tripple damage.
5002 root 1.3
5003 root 1.1 No god blessings are possible for weapons with a race set in this entry
5004     (That's because god blessings add tripple damage against their own
5005     enemy races). Tripple damage is very effective.
5006     </attribute>
5007     <attribute arch="last_sp" editor="weapon speed" type="int">
5008     The weapon speed determines how often the wielder can swing the weapon
5009     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5010     is best (that is lightning- fast). A typical average value is 8.
5011     Speed and damage should be kept in reasonable relation.
5012     </attribute>
5013     <attribute arch="wc" editor="weapon class" type="int">
5014     The weapon class value adds to the overall weapon class of the wielder's
5015     melee attacks. Weapon class improves the chance of hitting the opponent.
5016     </attribute>
5017     <attribute arch="magic" editor="magic bonus" type="int">
5018     For a weapon, magic bonus works just like weapon class, except that
5019     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5020     less useful than direct weapon class value on a weapon.
5021     </attribute>
5022     <attribute arch="item_power" editor="item power" type="int">
5023     The &lt;item power&gt; value measures how "powerful" an artifact is.
5024     Players will only be able to wear equipment with a certain total
5025     amount of &lt;item power&gt;, depending on their own level. This is the
5026     only way to prevent low level players to wear "undeserved" equipment
5027     (like gifts from other players or cheated items).
5028 root 1.3
5029 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5030 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
5031 root 1.1 calculate a provisional value at runtime, but this is never
5032     going to be an accurate measurement of &lt;item power&gt;.
5033     </attribute>
5034     <attribute arch="damned" editor="damnation" type="bool">
5035     A damned weapon cannot be unwielded unless
5036     the curse is removed. Removing damnations is
5037     a tick harder than removing curses.
5038     </attribute>
5039     <attribute arch="cursed" editor="curse" type="bool">
5040     A cursed weapon cannot be unwielded unless
5041     the curse is removed.
5042     </attribute>
5043     <attribute arch="lifesave" editor="save life" type="bool">
5044     An item with this flag enabled will save the players life
5045     for one time: When the player is wearing this item and his
5046 root 1.3 health points reach zero, the item disappears, replenishing
5047 root 1.1 half of the player's health.
5048 root 1.3
5049 root 1.1 An item with &lt;save life&gt; should not have
5050     any decent additional bonuses!
5051     </attribute>
5052     <attribute arch="unique" editor="unique item" type="bool">
5053     Unique items exist only one time on a server. If the item
5054     is taken, lost or destroyed - it's gone for good.
5055     </attribute>
5056     <attribute arch="startequip" editor="godgiven item" type="bool">
5057     A godgiven item vanishes as soon as the player
5058     drops it to the ground.
5059     </attribute>
5060 elmex 1.29 &player_stat_resist_sections;
5061 root 1.1 <section name="misc">
5062     <attribute arch="luck" editor="luck bonus" type="int">
5063     With positive luck bonus, the player is more likely to
5064     succeed in all sorts of things (spellcasting, praying,...).
5065     Unless the &lt;luck bonus&gt; is very high, the effect will be
5066     barely visible in-game. Luck bonus on one piece of equipment
5067     should never exceed 3, and such bonus should not be too
5068     frequently available.
5069     </attribute>
5070     <attribute arch="hp" editor="health regen." type="int">
5071     Positive &lt;health regen.&gt; bonus speeds up the
5072     player's healing process. Negative values slow it down.
5073     </attribute>
5074     <attribute arch="sp" editor="mana regen." type="int">
5075     Positive &lt;mana regen.&gt; bonus speeds up the
5076     player's mana regeneration. Negative values slow it down.
5077     </attribute>
5078     <attribute arch="grace" editor="grace regen." type="int">
5079     Positive &lt;grace regen.&gt; bonus speeds up the
5080     player's grace regeneration. Negative values slow it down.
5081     Since grace can be regenerated rather easy with praying,
5082     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5083     </attribute>
5084     <attribute arch="food" editor="food bonus" type="int">
5085     Positive &lt;food bonus&gt; slows down the player's digestion,
5086     thus he consumes less food. Negative values speed it up.
5087 root 1.3
5088 root 1.1 Note that food is consumed not only for "being alive", but
5089     also for healing and mana-regeneration.
5090     &lt;food bonus&gt; only affects the amount of food consumed
5091     for "being alive". Hence, even with high &lt;food bonus&gt;,
5092     during a fight a player can run out of food quickly.
5093     </attribute>
5094     <attribute arch="xrays" editor="xray vision" type="bool">
5095     Xray vision allows the player to see through obstacles
5096     in a two-square-wide radius. This is extremely helpful and
5097 root 1.3 desirable, so don't give it away for cheap on equipment.
5098 root 1.1 </attribute>
5099     <attribute arch="stealth" editor="stealth" type="bool">
5100     Stealth allows the player to move silently.
5101     This comes to effect if a player turns himself
5102     invisible and tries to sneak around monsters.
5103     (At least that was the idea behind it)
5104     </attribute>
5105     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5106     If a player is wearing any piece of equipment with
5107     the ability to &lt;reflect spells&gt;, all kinds of
5108     spell-bullets and -beams will bounce off him.
5109     This works only about 90% of all times, to
5110     avoid players being completely immune to certain
5111     types of attacks.
5112 root 1.3
5113 root 1.1 This is a very powerful ability and it
5114     shouldn't be handed out cheap!
5115     </attribute>
5116     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5117     If a player is wearing any piece of equipment with
5118     the ability to &lt;reflect missiles&gt;, all kinds of
5119     projectiles (e.g. arrows, bolts, boulders) will
5120     bounce off him. This works only about 90% of all
5121     times, to avoid players being completely immune to
5122     certain types of attacks.
5123     </attribute>
5124     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5125     Click on the &lt;attuned paths&gt; button to select spellpaths.
5126     The player will get attuned to the specified spellpaths
5127     while wearing this weapon.
5128     </attribute>
5129     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5130     Click on the &lt;repelled paths&gt; button to select spellpaths.
5131     The player will get repelled to the specified spellpaths
5132     while wearing this weapon.
5133     </attribute>
5134     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5135     Click on the &lt;denied paths&gt; button to select spellpaths.
5136     The specified spellpaths will be denied to the player
5137     while wearing this weapon.
5138     </attribute>
5139     </section>
5140     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5141     This text describes the weapons's "story". Every decent artifact weapon
5142     should have such a description.
5143     </attribute>
5144     </type>
5145    
5146 root 1.5 <type number="116" name="Event Connector">
5147     <description><![CDATA[
5148     Event connectors link specific events that happen to objects to
5149 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5150 root 1.5 </description>
5151     </type>
5152    
5153 root 1.1 </types>