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Revision: 1.52
Committed: Wed Oct 21 00:16:24 2009 UTC (14 years, 7 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.51: +43 -4 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 root 1.52 <!ENTITY move_block "
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 root 1.52 ">
126     <!ENTITY movement_types_terrain "
127     &move_block;
128 elmex 1.22 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
129 root 1.9 Objects using these movement types are allowed to move over this space. Takes
130     precedence over 'blocked movements'.
131     </attribute>
132 elmex 1.22 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
133 root 1.9 The types of movement that should by slowed down by the 'slow movement penalty'.
134     </attribute>
135     <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
136     If &lt;slow movement&gt; is set to a value greater zero, all
137     creatures matching 'slow move' will be slower than normal on this spot.
138    
139     &lt;slow movement&gt; 1 - rough terrain
140     &lt;slow movement&gt; 2 - very rough terrain
141     ...
142     &lt;slow movement&gt; 5 - default for deep swamp
143     ...
144     &lt;slow movement&gt; 7 - spider web (sticky as hell)
145     </attribute>
146     ">
147 root 1.12 <!ENTITY speed_left "
148     <attribute arch='speed_left' editor='speed left' type='float'>
149     The speed left to the object. On every tick, if this value is higher
150     than 0, the object acts/triggers/moves etc. and the value gets
151     decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
152     every tick.
153     </attribute>
154     ">
155 elmex 1.16 <!ENTITY activate_on "
156 root 1.37 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
157 elmex 1.16 Whether the teleporter should only be activated on push.
158     </attribute>
159 root 1.37 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
160 elmex 1.16 Whether the teleporter should only be activated on release.
161     </attribute>
162     ">
163 elmex 1.29
164     <!ENTITY resistances_flesh_desc "
165     Resistances on flesh items make them more durable against spellcraft
166     of the appropriate kind. It also allows dragon players to eventually gain
167     resistance by eating it. Usually resistance should only be set for flesh
168     items in a monster's inventory.
169     ">
170    
171     <!ENTITY resistances_flesh_section "
172     <section name='resistance'>
173     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
174     &resistances_flesh_desc;
175     </attribute>
176     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
177     &resistances_flesh_desc;
178     </attribute>
179     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
180     &resistances_flesh_desc;
181     </attribute>
182     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
183     &resistances_flesh_desc;
184     </attribute>
185     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
186     &resistances_flesh_desc;
187     </attribute>
188     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
189     &resistances_flesh_desc;
190     </attribute>
191     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
192     &resistances_flesh_desc;
193     </attribute>
194     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
195     &resistances_flesh_desc;
196     </attribute>
197     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
198     &resistances_flesh_desc;
199     </attribute>
200     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
201     &resistances_flesh_desc;
202     </attribute>
203     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
204     &resistances_flesh_desc;
205     </attribute>
206     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
207     &resistances_flesh_desc;
208     </attribute>
209     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
210     &resistances_flesh_desc;
211     </attribute>
212     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
213     &resistances_flesh_desc;
214     </attribute>
215     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
216     &resistances_flesh_desc;
217     </attribute>
218     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
219     &resistances_flesh_desc;
220     </attribute>
221     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
222     &resistances_flesh_desc;
223     </attribute>
224     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
225     &resistances_flesh_desc;
226     </attribute>
227     </section>
228     ">
229    
230     <!ENTITY resistances_basic "
231     <section name='resistance'>
232     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
233     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
234     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
235     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
236     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
237     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
238     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
239     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
240     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
241     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
242     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
243     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
244     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
245     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
246     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
247     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
248     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
249     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
250     <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
251     <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
252     </section>
253     ">
254    
255     <!ENTITY player_stat_desc "
256     The player's strentgh will rise/fall by the given value for permanent
257     (of course there is an upper limit). Generally there shouldn't be stat
258     potions granting more than one stat. Cursed potions will subtract the
259     stats if positive.
260     ">
261    
262     <!ENTITY player_res_desc "
263     The player's resistance to physical will rise by this value in percent
264     (range -100 till +100). The effect is only temporare, and it does NOT
265     add on the values from the player's equipment.
266     Cursed potions will make negative resistance.. very nasty in combat!
267     ">
268    
269     <!ENTITY player_stat_resist_sections "
270     <section name='stats'>
271     <attribute arch='Str' editor='strength' type='int'>
272     &player_stat_desc;
273     </attribute>
274     <attribute arch='Dex' editor='dexterity' type='int'>
275     &player_stat_desc;
276     </attribute>
277     <attribute arch='Con' editor='constitution' type='int'>
278     &player_stat_desc;
279     </attribute>
280     <attribute arch='Int' editor='intelligence' type='int'>
281     &player_stat_desc;
282     </attribute>
283     <attribute arch='Pow' editor='power' type='int'>
284     &player_stat_desc;
285     </attribute>
286     <attribute arch='Wis' editor='wisdom' type='int'>
287     &player_stat_desc;
288     </attribute>
289     <attribute arch='Cha' editor='charisma' type='int'>
290     &player_stat_desc;
291     </attribute>
292     </section>
293     <section name='resistance'>
294     <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
295     &player_res_desc;
296     </attribute>
297     <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
298     &player_res_desc;
299     </attribute>
300     <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
301     &player_res_desc;
302     </attribute>
303     <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
304     &player_res_desc;
305     </attribute>
306     <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
307     &player_res_desc;
308     </attribute>
309     <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
310     &player_res_desc;
311     </attribute>
312     <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
313     &player_res_desc;
314     </attribute>
315     <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
316     &player_res_desc;
317     </attribute>
318     <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
319     &player_res_desc;
320     </attribute>
321     <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
322     &player_res_desc;
323     </attribute>
324     <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
325     &player_res_desc;
326     </attribute>
327     <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
328     &player_res_desc;
329     </attribute>
330     <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
331     &player_res_desc;
332     </attribute>
333     <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
334     &player_res_desc;
335     </attribute>
336     <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
337     &player_res_desc;
338     </attribute>
339     <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
340     &player_res_desc;
341     </attribute>
342     <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
343     &player_res_desc;
344     </attribute>
345     <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
346     &player_res_desc;
347     </attribute>
348     <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
349     &player_res_desc;
350     </attribute>
351     <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
352     &player_res_desc;
353     </attribute>
354     </section>
355     ">
356    
357 root 1.50 <!ENTITY match_compat "
358     If the string starts with 'match ', then it is interpreted
359     as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360     in applied type=CONTAINER in inv in originator'). For details, see
361     http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362     ">
363 root 1.1 ]>
364    
365     <types>
366    
367     <!--###################### bitmask definitions ######################-->
368    
369     <bitmask name="attacktype">
370     <entry bit="0" name="Physical" />
371     <entry bit="1" name="Magical" />
372     <entry bit="2" name="Fire" />
373     <entry bit="3" name="Electricity" />
374     <entry bit="4" name="Cold" />
375     <entry bit="5" name="Confusion" />
376     <entry bit="6" name="Acid" />
377     <entry bit="7" name="Drain" />
378     <entry bit="8" name="Weaponmagic" />
379     <entry bit="9" name="Ghosthit" />
380     <entry bit="10" name="Poison" />
381     <entry bit="11" name="Slow" />
382     <entry bit="12" name="Paralyze" />
383     <entry bit="13" name="Turn Undead" />
384     <entry bit="14" name="Fear" />
385     <entry bit="15" name="Cancellation" />
386     <entry bit="16" name="Depletion" />
387     <entry bit="17" name="Death" />
388     <entry bit="18" name="Chaos" />
389     <entry bit="19" name="Counterspell" />
390     <entry bit="20" name="God Power" />
391     <entry bit="21" name="Holy Power" />
392     <entry bit="22" name="Blinding" />
393     </bitmask>
394    
395     <bitmask name="material">
396     <entry bit="0" name="Paper" />
397     <entry bit="1" name="Iron" />
398     <entry bit="2" name="Glass" />
399     <entry bit="3" name="Leather" />
400     <entry bit="4" name="Wood" />
401     <entry bit="5" name="Organics" />
402     <entry bit="6" name="Stone" />
403     <entry bit="7" name="Cloth" />
404     <entry bit="8" name="Adamantite" />
405 root 1.7 <entry bit="9" name="Liquid" />
406     <entry bit="10" name="Soft Metal" />
407     <entry bit="11" name="Bone" />
408     <entry bit="12" name="Ice" />
409     <entry bit="13" name="(supress name on display)" />
410    
411 root 1.1 </bitmask>
412    
413     <bitmask name="spellpath">
414     <entry bit="0" name="Protection" />
415     <entry bit="1" name="Fire" />
416     <entry bit="2" name="Frost" />
417     <entry bit="3" name="Electricity" />
418     <entry bit="4" name="Missiles" />
419     <entry bit="5" name="Self" />
420     <entry bit="6" name="Summoning" />
421     <entry bit="7" name="Abjuration" />
422     <entry bit="8" name="Restoration" />
423     <entry bit="9" name="Detonation" />
424     <entry bit="10" name="Mind" />
425     <entry bit="11" name="Creation" />
426     <entry bit="12" name="Teleportation" />
427     <entry bit="13" name="Information" />
428     <entry bit="14" name="Transmutation" />
429     <entry bit="15" name="Transferrence" />
430     <entry bit="16" name="Turning" />
431     <entry bit="17" name="Wounding" />
432     <entry bit="18" name="Death" />
433     <entry bit="19" name="Light" />
434     </bitmask>
435    
436     <bitmask name="will_apply">
437     <entry bit="0" name="Apply Handles" />
438     <entry bit="1" name="Open Chests" />
439     <entry bit="2" name="Break Walls" />
440     <entry bit="3" name="Open Doors" />
441     </bitmask>
442    
443     <bitmask name="pick_up">
444     <entry bit="0" name="Nothing" />
445     <entry bit="1" name="Wealth" />
446     <entry bit="2" name="Food" />
447     <entry bit="3" name="Weapons" />
448     <entry bit="4" name="Armour" />
449     <entry bit="5" name="Inverse" />
450     <entry bit="6" name="All" />
451     </bitmask>
452    
453 root 1.9 <bitmask name="movement_type">
454     <entry bit="0" name="Walk" />
455     <entry bit="1" name="Fly Low" />
456     <entry bit="2" name="Fly High" />
457     <entry bit="3" name="Swim" />
458     <entry bit="4" name="Boat" />
459 root 1.11 <entry bit="16" name="Other" />
460 root 1.9 </bitmask>
461    
462 root 1.1 <!--###################### list definitions ######################-->
463    
464     <list name="direction">
465     <entry value="0" name="&lt;none&gt;" />
466     <entry value="1" name="north" />
467     <entry value="2" name="northeast" />
468     <entry value="3" name="east" />
469     <entry value="4" name="southeast" />
470     <entry value="5" name="south" />
471     <entry value="6" name="southwest" />
472     <entry value="7" name="west" />
473     <entry value="8" name="northwest" />
474     </list>
475    
476     <list name="mood">
477     <entry value="0" name="furious" />
478     <entry value="1" name="angry" />
479     <entry value="2" name="calm" />
480     <entry value="3" name="sleep" />
481     <entry value="4" name="charm" />
482     </list>
483    
484     <list name="potion_effect">
485     <entry value="0" name="&lt;none&gt;" />
486     <entry value="65536" name="life restoration" />
487     <entry value="1048576" name="improvement" />
488     </list>
489    
490     <list name="weapon_type">
491     <entry value="0" name="&lt;unknown&gt;" />
492     <entry value="1" name="sword" />
493     <entry value="2" name="arrows" />
494     <entry value="3" name="axe" />
495     <entry value="4" name="katana" />
496     <entry value="5" name="knife, dagger" />
497     <entry value="6" name="whip, chain" />
498     <entry value="7" name="hammer, flail" />
499     <entry value="8" name="club, stick" />
500     </list>
501    
502     <list name="skill_type">
503     <entry value="1" name="lockpicking" />
504     <entry value="2" name="hiding" />
505     <entry value="3" name="smithery" />
506     <entry value="4" name="bowyer" />
507     <entry value="5" name="jeweler" />
508     <entry value="6" name="alchemy" />
509     <entry value="7" name="stealing" />
510     <entry value="8" name="literacy" />
511     <entry value="9" name="bargaining" />
512     <entry value="10" name="jumping" />
513     <entry value="11" name="detect magic" />
514     <entry value="12" name="oratory" />
515     <entry value="13" name="singing" />
516     <entry value="14" name="detect curse" />
517     <entry value="15" name="find traps" />
518     <entry value="16" name="mediatation" />
519     <entry value="17" name="punching" />
520     <entry value="18" name="flame touch" />
521     <entry value="19" name="karate" />
522     <entry value="20" name="climbing" />
523     <entry value="21" name="woodsman" />
524     <entry value="22" name="inscription" />
525     <entry value="23" name="one handed weapons" />
526     <entry value="24" name="missile weapons" />
527     <entry value="25" name="throwing" />
528     <entry value="26" name="use magic item" />
529     <entry value="27" name="disarm traps" />
530     <entry value="28" name="set traps" />
531     <entry value="29" name="thaumaturgy" />
532     <entry value="30" name="praying" />
533     <entry value="31" name="clawing" />
534     <entry value="32" name="levitation" />
535     <entry value="33" name="summoning" />
536     <entry value="34" name="pyromancy" />
537     <entry value="35" name="evocation" />
538     <entry value="36" name="sorcery" />
539     <entry value="37" name="two handed weapons" />
540     </list>
541    
542     <list name="spell_type">
543     <entry value="1" name="raise dead" />
544     <entry value="2" name="rune" />
545     <entry value="3" name="make mark" />
546     <entry value="4" name="bolt" />
547     <entry value="5" name="bullet" />
548     <entry value="6" name="explosion" />
549     <entry value="7" name="cone" />
550     <entry value="8" name="bomb" />
551     <entry value="9" name="wonder" />
552     <entry value="10" name="smite" />
553     <entry value="11" name="magic missile" />
554     <entry value="12" name="summon golem" />
555     <entry value="13" name="dimension door" />
556     <entry value="14" name="magic mapping" />
557     <entry value="15" name="magic wall" />
558     <entry value="16" name="destruction" />
559     <entry value="17" name="perceive self" />
560     <entry value="18" name="word of recall" />
561     <entry value="19" name="invisible" />
562     <entry value="20" name="probe" />
563     <entry value="21" name="healing" />
564     <entry value="22" name="create food" />
565     <entry value="23" name="earth to dust" />
566     <entry value="24" name="change ability" />
567     <entry value="25" name="bless" />
568     <entry value="26" name="curse" />
569     <entry value="27" name="summon monster" />
570     <entry value="28" name="recharge" />
571     <entry value="29" name="polymorph" />
572     <entry value="30" name="alchemy" />
573     <entry value="31" name="remove curse" />
574     <entry value="32" name="identify" />
575     <entry value="33" name="detection" />
576     <entry value="34" name="mood change" />
577     <entry value="35" name="moving ball" />
578     <entry value="36" name="swarm" />
579     <entry value="37" name="charge mana" />
580     <entry value="38" name="dispel rune" />
581     <entry value="39" name="create missile" />
582     <entry value="40" name="consecrate" />
583     <entry value="41" name="animate weapon" />
584     <entry value="42" name="light" />
585     <entry value="43" name="change map light" />
586     <entry value="44" name="faery fire" />
587     <entry value="45" name="disease" />
588     <entry value="46" name="aura" />
589     <entry value="47" name="town portal" />
590     </list>
591    
592 elmex 1.4 <list name="event_type">
593     <entry value="0" name="none" />
594     <entry value="1" name="apply" />
595     <entry value="2" name="attack" />
596     <entry value="3" name="death" />
597     <entry value="4" name="drop" />
598     <entry value="5" name="pickup" />
599     <entry value="6" name="say" />
600     <entry value="7" name="stop" />
601     <entry value="8" name="time" />
602     <entry value="9" name="throw" />
603     <entry value="10" name="trigger" />
604     <entry value="11" name="close" />
605     <entry value="12" name="timer" />
606     <entry value="28" name="move" />
607 elmex 1.18 <entry value="41" name="drop_on" />
608 elmex 1.4 </list>
609    
610 root 1.10 <list name="attack_movement_bits_0_3">
611     <entry value="0" name="default" />
612     <entry value="1" name="attack from distance" />
613     <entry value="2" name="run away" />
614     <entry value="3" name="hit and run" />
615     <entry value="4" name="wait, then hit, then move" />
616     <entry value="5" name="rush blindly" />
617     <entry value="6" name="always run" />
618     <entry value="7" name="attack from distance if hit" />
619     <entry value="8" name="do not approach" />
620     </list>
621    
622     <list name="attack_movement_bits_4_7">
623     <entry value="0" name="none" />
624     <entry value="16" name="pet" />
625     <entry value="32" name="small circle" />
626     <entry value="48" name="large circle" />
627     <entry value="64" name="small horizontal" />
628     <entry value="80" name="large horizontal" />
629     <entry value="96" name="random direction" />
630     <entry value="112" name="random movement" />
631     <entry value="128" name="small vertical" />
632     <entry value="144" name="large vertical" />
633     </list>
634    
635 root 1.1 <!--###################### default attributes ######################-->
636    
637     <!--
638     The attributes of the default_type get added to all other types by default.
639     Every type can have an 'ignore' element however, which is used to specify
640     default attributes *not* to inherit.
641     -->
642     <default_type>
643     <attribute arch="name" editor="name" type="string">
644     This is the name of the object, displayed to the player.
645     </attribute>
646     <attribute arch="name_pl" editor="plural name" type="string">
647     This is the plural name of the object. A plural name must be set for
648     all items that can be picked up and collected by the player.
649     </attribute>
650     <attribute arch="title" editor="title" type="string">
651     This is the object's title. Once an object is identified the title is
652 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
653 root 1.1 </attribute>
654     <attribute arch="face" editor="image" type="string">
655 elmex 1.33 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
656     object has an animation! See also the 'animation' attribute.
657     </attribute>
658     <attribute arch="animation" editor="animation" type="string">
659     The animation-name of the object. If you assign custom faces and the archetype
660     defines an animation you can disable the animation of an archetype by setting this
661     field to NONE.
662 root 1.1 </attribute>
663 root 1.30 <attribute arch="tag" editor="tag" type="string">
664     You can tag objects with an identifier. Tagged objects can be found quickly
665     from their tag, which makes them useful to tag exits and refer to those by
666     their name.
667     </attribute>
668 root 1.1 <attribute arch="nrof" editor="number" type="int">
669     This value determines the number of objects in one stack (for example:
670     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
671     any pickable object - otherwise it won't be mergeable into a stack.
672     </attribute>
673     <attribute arch="weight" editor="weight" type="int">
674 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
675 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
676     for explicitly non-pickable objects (hey, this is opensource.. you
677     never know ;) ).
678     </attribute>
679     <attribute arch="value" editor="value" type="int">
680 root 1.13 Determines the value of the object, in units of silver coins (one
681     platinum coin == 50 silver coins). Value for buying/selling will be
682 root 1.1 further modified by various factors. Hence, testing values in-game is
683     usually inevitable.
684     </attribute>
685     <attribute arch="glow_radius" editor="glow radius" type="int">
686     If &lt;glow radius&gt; is set to a value greater zero, the object
687     appears lit up on dark maps. &lt;glow radius&gt; can be a value
688 elmex 1.46 between 0 and 9, the higher, the more light does the object emit.
689 root 1.1 </attribute>
690     <attribute arch="material" editor="material" type="bitmask_material">
691     This bitmask-value informs the player of which material(s) the
692     object consists. Material does also affect how likely the object
693     can be destroyed by hazardous spell-effects.
694     </attribute>
695     <attribute arch="no_pick" editor="non-pickable" type="bool">
696     If set, the object cannot be picked up (Neither by players nor monsters).
697     </attribute>
698     <attribute arch="invisible" editor="invisible" type="bool">
699     Generally makes the object invisible. Depending on the object-type,
700     some can be made visible by the show_invisible spell. If in doubt, test it.
701     Putting an invisible object under the floor always prevents it from being
702     shown.
703     </attribute>
704     <attribute arch="blocksview" editor="block view" type="bool">
705     If an item is set to block view, players (and monsters) cannot
706 root 1.48 see beyond it unless they cross it or manage to stand ontop.
707 root 1.1 </attribute>
708     <attribute arch="identified" editor="identified" type="bool">
709     If an item is identified, the player has full knowledge about it.
710     </attribute>
711     <attribute arch="unpaid" editor="unpaid" type="bool">
712     An &lt;unpaid&gt; item cannot be used unless a player carried it over
713     a shop mat, paying the demanded price. Setting this flag makes sense
714 elmex 1.42 only for pickable items inside shops.
715 root 1.1 </attribute>
716 elmex 1.27 <attribute arch="sound" editor="sound" type="string">
717     The sound this objects makes on a map. Enter either a sound alias from
718     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
719     field it will point to sound/&lt;path&gt;.ext
720     </attribute>
721     <attribute arch="sound_destroy" editor="destroy sound" type="string">
722     The sound this objects makes when it is destroyed. Enter either a sound alias from
723     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
724     field it will point to sound/&lt;path&gt;.ext
725     </attribute>
726 root 1.1 </default_type>
727    
728     <!-- This ignorelist is for all system objects which are non pickable
729     and invisible. They don't interact with players at all. -->
730     <ignore_list name="system_object">
731     <attribute arch="value" />
732     <attribute arch="nrof" />
733     <attribute arch="weight" />
734     <attribute arch="name_pl" />
735     <attribute arch="material" />
736     <attribute arch="no_pick" />
737     <attribute arch="unpaid" />
738     <attribute arch="title" />
739     <attribute arch="glow_radius" />
740     <attribute arch="identified" />
741     <attribute arch="blocksview" />
742     <attribute arch="invisible" />
743     </ignore_list>
744    
745     <!-- This ignorelist is for non-pickable objects. They can be seen by
746     the player, but don't have values like material or weight. -->
747     <ignore_list name="non_pickable">
748     <attribute arch="value" />
749     <attribute arch="nrof" />
750     <attribute arch="weight" />
751     <attribute arch="name_pl" />
752     <attribute arch="material" />
753     <attribute arch="no_pick" />
754     <attribute arch="unpaid" />
755     <attribute arch="title" />
756     <attribute arch="identified" />
757     </ignore_list>
758    
759     <!--####################################################################-->
760     <type number="0" name="Misc">
761     <required>
762     <!-- this is a special case: The "misc" type with type number 0 is
763     the fallback for all types which don't match any other defined types.
764     The required attribute "misc x" prevents that it gets confused with
765     other types like "monster & npc" which also have type number 0. -->
766     <attribute arch="misc" value="x" />
767     </required>
768 root 1.9 &movement_types_terrain;
769 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
770     Curses can have various effects: On equipment and food,
771     they generally harm the player in some way.
772     </attribute>
773     <attribute arch="damned" editor="damned" type="bool">
774     A damned item/floor on the ground makes it impossible for players
775     to use prayers on that spot. It also prevents players from saving.
776     Damnation on equipment works similar to a curse.
777     </attribute>
778     <attribute arch="unique" editor="unique item" type="bool">
779     Unique items exist only one time on a server. If the item
780     is taken, lost or destroyed - it's gone for good.
781     </attribute>
782     <attribute arch="startequip" editor="godgiven item" type="bool">
783     A godgiven item vanishes as soon as the player
784     drops it to the ground.
785     </attribute>
786     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
787     This text may describe the object.
788     </attribute>
789     </type>
790    
791     <!--####################################################################-->
792 root 1.40 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
793     <type number="999" name="Ability">
794 root 1.1 <ignore>
795     <ignore_list name="system_object" />
796     </ignore>
797     <description><![CDATA[
798     Abilities are to be put in a monster's inventory. They grant monsters the
799     knowledge to cast spells. Spells from abilities are usually magical in
800     nature, thus adding magic attacktype to the spell-damage they produce.
801     <br><br>
802     A particularly nice feature of abilities is that they can hold two
803 root 1.39 spells: One for short range - and one for long range use.
804 root 1.1 \n\n
805     You should know that spellcasting monsters receive abilities via
806 root 1.37 &lt;treasurelist&gt;.]]>
807 root 1.1 </description>
808     <use><![CDATA[
809     If you want to create "customized" spellcasting monsters, you
810     should use abilities (rather than spellbooks/wands or something).
811     The long/short-range spell feature can make boss-monsters more
812     interesting and challenging.
813     <br><br>
814     You should keep in mind that magic abilities allow players
815     to get better resistance. You can turn off the magic part to
816     make the spells more dangerous. However, this really shouldn't
817     be neccessary unless you work on very high level maps.
818 root 1.37 And what fun is a magic resistance cloak when it has no effect?]]>
819 root 1.1 </use>
820     <attribute arch="invisible" value="1" type="fixed" />
821     <attribute arch="no_drop" value="1" type="fixed" />
822     <attribute arch="sp" editor="short range spell" type="spell">
823     The monster will use the specified &lt;short range spell&gt;
824     when the player is within 6-square radius (of the
825     monster's head).
826     </attribute>
827     <attribute arch="hp" editor="long range spell" type="nz_spell">
828     The monster will use the specified &lt;long range spell&gt;
829     when the player is at least 6 squares away (from the
830     monster's head).
831 root 1.3
832 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
833     &lt;short range spell&gt; gets used all the time.
834     </attribute>
835     <attribute arch="maxsp" editor="importance" type="int">
836     Sometimes you'll want a monster to use one ability more than others.
837     To achieve this, set the &lt;importance&gt; to a value greater than
838     one. Abilities with this value zero/unset are counted to be of
839     &lt;importance&gt; one.
840 root 1.3
841 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
842     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
843     times the "small fireball".
844     </attribute>
845     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
846 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
847 root 1.1 If enabled, all spells produced by this ability will have magic
848     attacktype added to the usual attacktypes.
849 root 1.3
850 root 1.1 This should always be set for spell-like abilities. "Natural"
851     abilities like a dragon's firebreath are an exception.
852     Note that non-magical abilities are more dangerous because
853     magic resistance does not protect from those.</attribute>
854     </type>
855    
856     <!--####################################################################-->
857 elmex 1.46
858     <type number="81" name="Torch">
859     <description><![CDATA[
860     Torches are a special kind of Lamp, they are worn out by repeatedly
861     lightening them up (when the is_lightable flag is set) and otherwise
862     they can only be used once.]]>
863     </description>
864     <attribute arch="food" editor="burning duration" type="int">
865     This field specifies the burning duration of the torch.
866     </attribute>
867     <attribute arch="range" editor="enabled glow radius" type="int">
868     This field sets the glow radius of the torch if it is enabled.
869     If you want to make a torch that is already burning set the
870     "glow radius" field.
871     </attribute>
872 elmex 1.47 <attribute arch="level" editor="level" type="int">
873     If this field specyfies the cursed effect's level. If it is
874     0 no cursed effect will be generate. See also the "cursed" flag.
875     </attribute>
876     <attribute arch="cursed" editor="cursed" type="bool">
877     Cursed torches, which have a level above 0, explode if the
878     player applies them.
879     </attribute>
880 elmex 1.46 </type>
881    
882     <type number="82" name="Lamp">
883     <description><![CDATA[
884     Lamps are carryable light sources for players with a fuel tank.]]>
885     </description>
886     <attribute arch="speed" editor="burn speed" type="float">
887     This field is the speed of the lamp. (If the value 0.00208 is given
888     here the fuel field will specify the burning duration in minutes.)
889     </attribute>
890     <attribute arch="food" editor="fuel" type="int">
891     This field sets the burning duration of the lamp, which depends on the speed
892     field of this object.
893     </attribute>
894     <attribute arch="range" editor="enabled glow radius" type="int">
895     This field sets the glow radius of the lamp if it is enabled.
896     If you want to make a lamp that is already burning set the
897     "glow radius" field.
898     </attribute>
899 elmex 1.47 <attribute arch="level" editor="level" type="int">
900     If this field specyfies the cursed effect's level. If it is
901     0 no cursed effect will be generate. See also the "cursed" flag.
902     </attribute>
903     <attribute arch="cursed" editor="cursed" type="bool">
904     Cursed lamps, which have a level above 0, explode if the
905     player applies them.
906     </attribute>
907 elmex 1.46 </type>
908    
909     <!--####################################################################-->
910 root 1.1 <type number="18" name="Altar">
911     <ignore>
912     <ignore_list name="non_pickable" />
913     </ignore>
914     <description><![CDATA[
915     When a player puts a defined number of certain items on the altar,
916     then either a spell is casted (on the player) or a connector is
917     triggered. If the latter is the case, the altar works only once.
918 root 1.37 Either way, the sacrificed item disappears.]]>
919 root 1.1 </description>
920     <attribute arch="no_pick" value="1" type="fixed" />
921 root 1.9 &move_on;
922 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
923     This string specifies the item that must be put on the altar to
924     activate it. It can either be the name of an archetype, or directly
925     the name of an object. Yet, titles are not recognized by altars.
926 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
927     See also the "drop amount" attribute.
928 root 1.50 &match_compat;
929 root 1.1 </attribute>
930     <attribute arch="food" editor="drop amount" type="int">
931     The drop amount specifies the amount of items (specified
932 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
933 root 1.1
934     If &lt;match item name&gt; is set to "money", then the value of the
935     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
936 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
937 root 1.1
938     Note that the maximum possible for &lt;drop amount&gt; is 32767.
939     </attribute>
940 root 1.45 <attribute arch="connected" editor="connection" type="string">
941 root 1.1 If a connection value is set, the altar will trigger all objects
942     with the same value, when activated. This will only work once.
943     </attribute>
944     <attribute arch="sp" editor="spell" type="spell">
945     When activated, the selected &lt;spell&gt; will be casted (once, on the
946     player). This should work for any given spell. The altar will work
947 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
948 root 1.1 one altar.
949     </attribute>
950     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
951     This text will be displayed to the player
952     in the exact moment when the altar is activated.
953     </attribute>
954     </type>
955    
956     <!--####################################################################-->
957     <type number="31" name="Altar Trigger">
958     <ignore>
959     <ignore_list name="non_pickable" />
960     </ignore>
961     <description><![CDATA[
962     Altar_triggers work pretty much like normal altars
963     (drop sacrifice -> connection activated), except for the fact that
964 root 1.37 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
965 root 1.1 </description>
966     <use><![CDATA[
967     Altar_triggers are very useful if you want to charge a price for...
968     <UL>
969     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
970 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
971 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
972     </UL>
973     The big advantage over normal altars is the infinite usability
974     of altar_triggers! If there are ten players on one server, they're
975 root 1.37 quite grateful if things work more than once. =)]]>
976 root 1.1 </use>
977     <attribute arch="no_pick" value="1" type="fixed" />
978     <attribute arch="slaying" editor="match item name" type="string">
979     This string specifies the item that must be put on the altar to
980     activate it. It can either be the name of an archetype, or directly
981     the name of an object. Yet, titles are not recognized by altars.
982 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
983     See also the "drop amount" attribute.
984 root 1.50 &match_compat;
985 root 1.1 </attribute>
986     <attribute arch="food" editor="drop amount" type="int">
987     The drop amount specifies the amount of items (specified
988 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
989 root 1.1
990     If &lt;match item name&gt; is set to "money", then the value of the
991     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
992 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
993 root 1.1
994     Note that the maximum possible for &lt;drop amount&gt; is 32767.
995     </attribute>
996 root 1.45 <attribute arch="connected" editor="connection" type="string">
997 root 1.1 If a connection value is set, the altar will trigger all objects
998     with the same value, when activated. This will only work once.
999     </attribute>
1000     <attribute arch="sp" editor="spell" type="spell">
1001     When activated, this &lt;spell&gt; will be casted (once, on the player).
1002 root 1.3 This should work for any given spell. The altar will work infinitely
1003 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1004     </attribute>
1005     <attribute arch="exp" editor="reset time" type="int">
1006     Being activated, the altar will reset after &lt;reset time&gt; ticks.
1007     After reset, the altar is ready to be activated once again.
1008     The default &lt;reset time&gt; is 30.
1009     </attribute>
1010     <attribute arch="last_sp" editor="ignore reset" type="bool">
1011     If this attribute is enabled, the altar_trigger won't push the
1012     connected value by altar reset. Only ONCE by dropping the sacrifice.
1013     This is typically used when the altar is connected to a creator,
1014 root 1.3 e.g. for selling tickets.
1015 root 1.1
1016     If this attribute is disabled (default), the altar_trigger
1017     will push the connected value TWICE per sacrifice: First by
1018     dropping sacrifice, second by reset. This mode is typically
1019     used for altars being connected to gates, resulting in the
1020     gate being opened and closed again.
1021     </attribute>
1022 root 1.9 &move_on;
1023 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1024     This text will be displayed to the player
1025     in the exact moment when the altar is activated.
1026     </attribute>
1027     </type>
1028    
1029     <!--####################################################################-->
1030 elmex 1.29 <type number="74" name="Skill Tool">
1031     <description><![CDATA[
1032     Wearing a skill tool will give the player the ability to use a skill.
1033 root 1.37 ]]>
1034 elmex 1.29 </description>
1035     <use><![CDATA[
1036     Feel free to assign resistancies and stats to a skill tools or change
1037     the skill that is given.
1038 root 1.37 ]]>
1039 elmex 1.29 </use>
1040     <attribute arch="skill" editor="skill name" type="string">
1041     This field describes which skill the player will be able to use wearing this item.
1042     </attribute>
1043     &player_stat_resist_sections;
1044     </type>
1045     <!--####################################################################-->
1046 root 1.1 <type number="39" name="Amulet">
1047     <description><![CDATA[
1048     Wearing an amulet, the object's stats will directly be inherited to
1049 root 1.37 the player. Amulets are usually meant for protection and defense.]]>
1050 root 1.1 </description>
1051     <use><![CDATA[
1052     Feel free to create your own special artifacts. However, it is very
1053 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1054 root 1.1 </use>
1055     <attribute arch="ac" editor="armour class" type="int">
1056     This value defines the amount of armour-class bonus for wearing
1057     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1058     values are better. It should usually be set only for armour-like equipment.
1059     </attribute>
1060     <attribute arch="wc" editor="weapon class" type="int">
1061     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1062     melee attacks. Weapon class improves the chance of hitting the opponent.
1063     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1064     be set only for weapon-like items. Lower values are better.
1065     </attribute>
1066     <attribute arch="item_power" editor="item power" type="int">
1067     The &lt;item power&gt; value measures how "powerful" an artifact is.
1068     Players will only be able to wear equipment with a certain total
1069     amount of &lt;item power&gt;, depending on their own level. This is the
1070     only way to prevent low level players to wear "undeserved" equipment
1071     (like gifts from other players or cheated items).
1072 root 1.3
1073 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1074 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1075 root 1.1 calculate a provisional value at runtime, but this is never
1076     going to be an accurate measurement of &lt;item power&gt;.
1077     </attribute>
1078     <attribute arch="damned" editor="damnation" type="bool">
1079     A damned piece of equipment cannot be unwielded unless the curse
1080     is removed. Removing damnations is a tick harder than removing curses.
1081     </attribute>
1082     <attribute arch="cursed" editor="curse" type="bool">
1083     A cursed piece of equipment cannot be unwielded
1084     unless the curse is removed.
1085     </attribute>
1086     <attribute arch="lifesave" editor="save life" type="bool">
1087     An item with this flag enabled will save the players life
1088     for one time: When the player is wearing this item and his
1089 root 1.3 health points reach zero, the item disappears, replenishing
1090 root 1.1 half of the player's health.
1091 root 1.3
1092 root 1.1 An item with &lt;save life&gt; should not have
1093     any decent additional bonuses!
1094     </attribute>
1095     <attribute arch="unique" editor="unique item" type="bool">
1096     Unique items exist only one time on a server. If the item
1097     is taken, lost or destroyed - it's gone for good.
1098     </attribute>
1099     <attribute arch="startequip" editor="godgiven item" type="bool">
1100     A godgiven item vanishes as soon as the player
1101     drops it to the ground.
1102     </attribute>
1103     <attribute arch="applied" editor="is applied" type="bool">
1104     If you put this item into the inventory of a monster, and
1105     you want the monster to use/wear the item - you must set
1106     &lt;is applied&gt;.
1107     Enabling this flag doesn't make any sense if the item
1108     is NOT in a monster's inventory.
1109     </attribute>
1110 elmex 1.29 &player_stat_resist_sections;
1111 root 1.1 <section name="misc">
1112     <attribute arch="luck" editor="luck bonus" type="int">
1113     With positive luck bonus, the player is more likely to
1114     succeed in all sorts of things (spellcasting, praying,...).
1115     Unless the &lt;luck bonus&gt; is very high, the effect will be
1116     barely visible in-game. Luck bonus on one piece of equipment
1117     should never exceed 3, and such bonus should not be too
1118     frequently available.
1119     </attribute>
1120     <attribute arch="hp" editor="health regen." type="int">
1121     Positive &lt;health regen.&gt; bonus speeds up the
1122     player's healing process. Negative values slow it down.
1123     </attribute>
1124     <attribute arch="sp" editor="mana regen." type="int">
1125     Positive &lt;mana regen.&gt; bonus speeds up the
1126     player's mana regeneration. Negative values slow it down.
1127     </attribute>
1128     <attribute arch="grace" editor="grace regen." type="int">
1129     Positive &lt;grace regen.&gt; bonus speeds up the
1130     player's grace regeneration. Negative values slow it down.
1131     Since grace can be regenerated rather easy with praying,
1132     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1133     </attribute>
1134     <attribute arch="food" editor="food bonus" type="int">
1135     Positive &lt;food bonus&gt; slows down the player's digestion,
1136     thus he consumes less food. Negative values speed it up.
1137 root 1.3
1138 root 1.1 Note that food is consumed not only for "being alive", but
1139     also for healing and mana-regeneration.
1140     &lt;food bonus&gt; only affects the amount of food consumed
1141     for "being alive". Hence, even with high &lt;food bonus&gt;,
1142     during a fight a player can run out of food quickly.
1143     </attribute>
1144     <attribute arch="xrays" editor="xray vision" type="bool">
1145     Xray vision allows the player to see through obstacles
1146     in a two-square-wide radius. This is extremely helpful and
1147 root 1.3 desirable, so don't give it away for cheap on equipment.
1148 root 1.1 </attribute>
1149     <attribute arch="stealth" editor="stealth" type="bool">
1150     Stealth allows the player to move silently.
1151     This comes to effect if a player turns himself
1152     invisible and tries to sneak around monsters.
1153     (At least that was the idea behind it)
1154     </attribute>
1155     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1156     If a player is wearing any piece of equipment with
1157     the ability to &lt;reflect spells&gt;, all kinds of
1158     spell-bullets and -beams will bounce off him.
1159     This works only about 90% of all times, to
1160     avoid players being completely immune to certain
1161     types of attacks.
1162 root 1.3
1163 root 1.1 This is a very powerful ability and it
1164     shouldn't be handed out cheap!
1165     </attribute>
1166     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1167     If a player is wearing any piece of equipment with
1168     the ability to &lt;reflect missiles&gt;, all kinds of
1169     projectiles (e.g. arrows, bolts, boulders) will
1170     bounce off him. This works only about 90% of all
1171     times, to avoid players being completely immune to
1172     certain types of attacks.
1173     </attribute>
1174 root 1.9 &move_type;
1175 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1176     Click on the &lt;attuned paths&gt; button to select spellpaths.
1177     The player will get attuned to the specified spellpaths
1178     while wearing this item.
1179     </attribute>
1180     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1181     Click on the &lt;repelled paths&gt; button to select spellpaths.
1182     The player will get repelled to the specified spellpaths
1183     while wearing this item.
1184     </attribute>
1185     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1186     Click on the &lt;denied paths&gt; button to select spellpaths.
1187     The specified spellpaths will be denied to the player
1188     while wearing this item.
1189     </attribute>
1190     </section>
1191     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1192     This text describes the item's "story". Every decent artifact
1193     should have such a description.
1194     </attribute>
1195     </type>
1196    
1197     <!--####################################################################-->
1198     <type number="58" name="Battleground">
1199     <ignore>
1200     <ignore_list name="non_pickable" />
1201     </ignore>
1202     <description><![CDATA[
1203     Battleground is very special: In short, players can die on battleground
1204     without any death penalties. They don't loose or gain experience
1205     while on battleground. Acid, draining and depletion effects don't
1206     work either.
1207     When a player dies on battleground, he gets teleported to an exit
1208 root 1.37 location which is defined in the battleground object.]]>
1209 root 1.1 </description>
1210     <use><![CDATA[
1211     Battleground is only meant for player vs. player duels. You can
1212     design combat arenas similiar to the one in scorn.<br>
1213     What should NEVER be done is placing battleground tiles in
1214     open dungeons or other free kinds of land.
1215     It must not be possible to gain significant treasure for fighting
1216     on battleground, because it bears no risk.<br><br>
1217     (Battleground will cease to work when the image or name is changed,
1218     or when it is placed beneath another floor tile.
1219     This is not a bug, it is there to prevent any attempts of placing
1220 root 1.37 "hidden" battleground tiles anywhere.)]]>
1221 root 1.1 </use>
1222     <attribute arch="no_pick" value="1" type="fixed" />
1223     <attribute arch="is_floor" value="1" type="fixed" />
1224     <attribute arch="hp" editor="destination X" type="int">
1225     The exit destinations define the (x, y)-coordinates where players
1226     get teleported after they died on this battleground.
1227     </attribute>
1228     <attribute arch="sp" editor="destination Y" type="int">
1229     The exit destinations define the (x, y)-coordinates where players
1230     get teleported after they died on this battleground.
1231     </attribute>
1232     </type>
1233    
1234     <!--####################################################################-->
1235 root 1.32 <type number="165" name="Safe ground">
1236 elmex 1.19 <ignore>
1237     <ignore_list name="non_pickable" />
1238     </ignore>
1239     <description><![CDATA[
1240     Safe ground is a special object that prevents any effects that might
1241     be harmful for the map, other players or items on the map.
1242     It blocks all magic and prayers, usage of alchemy, prevents potions
1243 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1244     do cast spells still work.
1245 root 1.37 ]]>
1246 elmex 1.19 </description>
1247     <use><![CDATA[
1248 elmex 1.20 Safe ground can be used to prevents any means of burning
1249     or destroying the items in a shop. Put this object below all floor tiles
1250     in your map and your shop will be safe. It's generally useful for making
1251     areas where really no kind of spell should be invoked by a player.
1252 root 1.37 ]]>
1253 elmex 1.19 </use>
1254 root 1.31 &movement_types_terrain;
1255 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1256     </type>
1257    
1258     <!--####################################################################-->
1259 root 1.1 <type number="8" name="Book">
1260     <description><![CDATA[
1261 root 1.37 Applying a book, the containing message is displayed to the player.]]>
1262 root 1.1 </description>
1263     <attribute arch="level" editor="literacy level" type="int">
1264     If this value is set to be greater than zero, the player needs a
1265     certain literacy level to succeed reading the book. The book can be
1266     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1267     book can be a nice idea, personally I like it when a player needs
1268     more than his fighting skills to solve a quest. However, keep the
1269     booklevel at least below 15 because it is quite hard to gain high
1270     mental levels.
1271     </attribute>
1272     <attribute arch="startequip" editor="godgiven item" type="bool">
1273     A godgiven item vanishes as soon as the player
1274     drops it to the ground.
1275     </attribute>
1276     <attribute arch="unique" editor="unique item" type="bool">
1277     Unique items exist only one time on a server. If the item
1278     is taken, lost or destroyed - it's gone for good.
1279     </attribute>
1280     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1281     This is the text that appears "written" in the book.
1282     </attribute>
1283 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1284     This is the key string of the book. The key string is checked by an inventory checker.
1285     (This is used eg. for the gate/port passes in scorn)
1286     </attribute>
1287 elmex 1.43 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1288     If this flag is true the player won't be able to identify this
1289     item with by using a skill.
1290     </attribute>
1291 root 1.1 </type>
1292    
1293     <!--####################################################################-->
1294 root 1.49 <type number="110" name="Inscribable">
1295     <description><![CDATA[
1296     Inscribable Item - when inscribed, it becomes another object.]]>
1297     </description>
1298     <attribute arch="startequip" editor="godgiven item" type="bool">
1299     A godgiven item vanishes as soon as the player
1300     drops it to the ground.
1301     </attribute>
1302     <attribute arch="unique" editor="unique item" type="bool">
1303     Unique items exist only one time on a server. If the item
1304     is taken, lost or destroyed - it's gone for good.
1305     </attribute>
1306     <attribute arch="other_arch" editor="book/scroll arch" type="string">
1307     This is the item created after being inscribed - scrolls are treated
1308     like spell scrolls, all else will have it's message replaced.
1309     </attribute>
1310     </type>
1311    
1312     <!--####################################################################-->
1313 root 1.1 <type number="99" name="Boots">
1314     <import_type name="Amulet" />
1315     <description><![CDATA[
1316     Wearing boots, the object's stats will directly be inherited to
1317     the player. Usually enhancing his speed, or granting some minor
1318 root 1.37 protection bonus.]]>
1319 root 1.1 </description>
1320     <use><![CDATA[
1321     Feel free to create your own special artifacts. However, it is very
1322 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1323 root 1.1 </use>
1324     <attribute arch="exp" editor="speed bonus" type="int">
1325     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1326     while worn. This kind of bonus is quite desirable for players of low-
1327     and medium level. High level players usually have fastest possible
1328     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1329     Still, this bonus is good for nice artifacts - not everything has
1330     to be for highest level.
1331     </attribute>
1332     <attribute arch="magic" editor="magic bonus" type="int">
1333     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1334     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1335     than direct armour-class bonus on the boots.
1336 root 1.3
1337 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1338     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1339     </attribute>
1340     </type>
1341    
1342     <!--####################################################################-->
1343 root 1.3 <type number="104" name="Bracers">
1344     <import_type name="Amulet" />
1345     <description><![CDATA[
1346     Bracers are armour-plates worn around the wrists.
1347     Wearing bracer, the object's stats will directly be inherited to
1348 root 1.37 the player. Usually enhancing his defense.]]>
1349 root 1.3 </description>
1350     <use><![CDATA[
1351     Feel free to create your own special artifacts. However, it is very
1352 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1353 root 1.3 </use>
1354     <attribute arch="magic" editor="magic bonus" type="int">
1355     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1356     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1357     than direct armour-class bonus on the bracers.
1358     </attribute>
1359     </type>
1360    
1361     <!--####################################################################-->
1362     <type number="16" name="Brestplate Armour">
1363     <import_type name="Amulet" />
1364     <description><![CDATA[
1365     Wearing an armour, the object's stats will directly be inherited to
1366 root 1.37 the player. Usually enhancing his defense.]]>
1367 root 1.3 </description>
1368     <use><![CDATA[
1369     Feel free to create your own special artifacts. However, it is very
1370 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1371 root 1.3 </use>
1372     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1373     This poses a penalty to spell regeneration speed, for wearing the armour.
1374     The bigger the spellpoint penalty, the worse.
1375     </attribute>
1376     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1377     Slowdown penalty reduces the player's walking speed when wearing the
1378     armour. Bigger values are worse - zero is best.
1379     </attribute>
1380     <attribute arch="magic" editor="magic bonus" type="int">
1381     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1382     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1383     than direct armour-class bonus on the armour.
1384     </attribute>
1385     </type>
1386    
1387     <!--####################################################################-->
1388 root 1.1 <type number="92" name="Button">
1389     <ignore>
1390     <ignore_list name="non_pickable" />
1391     </ignore>
1392     <description><![CDATA[
1393     When a predefined amount of weigh is placed on a button, the
1394     &lt;connection&gt; value is triggered. In most cases this happens when a
1395     player or monster steps on it. When the button is "released", the
1396 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1397 root 1.1 </description>
1398 root 1.9 &move_on;
1399     &move_off;
1400 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1401 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1402 root 1.1 The button is pressed (triggered), as soon as
1403     &lt;press weigh&gt; gram are placed ontop of it.
1404     </attribute>
1405 root 1.45 <attribute arch="connected" editor="connection" type="string">
1406 root 1.1 Every time the button is pressed or released, all objects
1407     with the same &lt;connection&gt; value are activated.
1408     </attribute>
1409     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1410     This text may describe the item. You can use this
1411     message to explain the button's purpose to the player.
1412     </attribute>
1413     </type>
1414    
1415     <!--####################################################################-->
1416 root 1.3 <type number="30" name="Button Trigger">
1417     <import_type name="Button" />
1418     <ignore>
1419     <ignore_list name="non_pickable" />
1420     </ignore>
1421     <description><![CDATA[
1422     Handle buttons are buttons which reset after a short period
1423     of time. Every time it is either applied or reset, the
1424 root 1.37 &lt;connection&gt; value is triggered.]]>
1425 root 1.3 </description>
1426     </type>
1427    
1428     <!--####################################################################-->
1429     <type number="37" name="Class Changer">
1430     <ignore>
1431     <ignore_list name="non_pickable" />
1432     </ignore>
1433     <description><![CDATA[
1434 root 1.37 Class changer are used while creating a character.]]>
1435 root 1.3 </description>
1436     <attribute arch="randomitems" editor="class items" type="treasurelist">
1437     This entry determines which initial items the character receives.
1438     </attribute>
1439     <section name="stats">
1440     <attribute arch="Str" editor="strength" type="int">
1441     The player's strength will rise by the given value if he chooses this
1442     class. (Negative values make strength fall)
1443     </attribute>
1444     <attribute arch="Dex" editor="dexterity" type="int">
1445     The player's dexterity will rise by the given value if he chooses this
1446     class. (Negative values make dexterity fall)
1447     </attribute>
1448     <attribute arch="Con" editor="constitution" type="int">
1449     The player's constitution will rise by the given value if he chooses this
1450     class. (Negative values make constitution fall)
1451     </attribute>
1452     <attribute arch="Int" editor="intelligence" type="int">
1453     The player's intelligence will rise by the given value if he chooses this
1454     class. (Negative values make intelligence fall)
1455     </attribute>
1456     <attribute arch="Pow" editor="power" type="int">
1457     The player's power will rise by the given value if he chooses this
1458     class. (Negative values make power fall)
1459     </attribute>
1460     <attribute arch="Wis" editor="wisdom" type="int">
1461     The player's wisdom will rise by the given value if he chooses this
1462     class. (Negative values make wisdom fall)
1463     </attribute>
1464     <attribute arch="Cha" editor="charisma" type="int">
1465     The player's charisma will rise by the given value if he chooses this
1466     class. (Negative values make charisma fall)
1467     </attribute>
1468     </section>
1469     </type>
1470    
1471     <!--####################################################################-->
1472 root 1.1 <type number="87" name="Cloak">
1473     <import_type name="Amulet" />
1474     <description><![CDATA[
1475     Wearing a cloak, the object's stats will directly be inherited to
1476     the player. Cloaks usually add minor &lt;armour class&gt; and
1477 root 1.37 sometimes a bit of resistance.]]>
1478 root 1.1 </description>
1479     <use><![CDATA[
1480     Feel free to create your own special artifacts. However, it is very
1481 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1482 root 1.1 </use>
1483     <attribute arch="magic" editor="magic bonus" type="int">
1484     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1485     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1486     than direct armour-class bonus on the cloak.
1487 root 1.3
1488 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1489     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1490     </attribute>
1491     </type>
1492    
1493     <!--####################################################################-->
1494     <type number="9" name="Clock">
1495     <description><![CDATA[
1496 root 1.37 Applying a clock, the time is displayed to the player.]]>
1497 root 1.1 </description>
1498     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1499     This text may describe the item
1500     </attribute>
1501     </type>
1502    
1503     <!--####################################################################-->
1504     <type number="122" name="Container">
1505     <description><![CDATA[
1506     A player can put (certain kinds of) items in the container.
1507     The overall weight of items is reduced when put inside a
1508     container, depending on the settings.
1509     <br><br>
1510     A special feature of containers is the "cauldron",
1511 root 1.37 capable of mixing alchemical receipes.]]>
1512 root 1.1 </description>
1513     <use><![CDATA[
1514     Note on chests - There are two types of chests:
1515     <UL>
1516     <LI> First the random treasure chests - Those are NOT containers
1517     (but object type Treasure), they create random treasures when
1518     applied. Archetype name is "chest".
1519     <LI> Second there are the permanent chests - Those are containers,
1520     they can be opened and closed again. Archetype name is "chest_2".
1521 root 1.37 </UL>]]>
1522 root 1.1 </use>
1523     <attribute arch="race" editor="container class" type="string">
1524     If set, the container will hold only certain types of objects.
1525     Possible choices for &lt;container class&gt; are: "gold and jewels",
1526 root 1.3 "arrows" and "keys".
1527    
1528 root 1.1 Unfortunately it is not easy to create new container
1529     classes, because items need a matching counterpiece-attribute
1530     to the &lt;container class&gt; before they can be put inside a
1531     container. This attribute ("race") is set only for the existing
1532     container classes.
1533     </attribute>
1534     <attribute arch="slaying" editor="key string" type="string">
1535     If &lt;key string&gt; is set, only players with a special key
1536     of matching &lt;key string&gt; are able to open the container.
1537     </attribute>
1538     <attribute arch="container" editor="maximum weight" type="int">
1539     The container can hold a maximum total weight of the given value
1540     in gram. Note that this weight limit is calculated *after* the
1541     weight reduction (&lt;reduce weight&gt;) has been applied.
1542     </attribute>
1543     <attribute arch="Str" editor="reduce weight %" type="int">
1544     This value determines how much the weight of items is reduced in
1545     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1546     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1547     Most default values are in the range of ten.
1548     </attribute>
1549     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1550     If set, the container can be used as alchemy-cauldron.
1551     The player can put ingredients inside, close it, cast alchemy
1552     and if his formulae is true, he'll get what he longed for.
1553     </attribute>
1554     <attribute arch="unique" editor="unique item" type="bool">
1555     Unique items exist only one time on a server. If the item
1556     is taken, lost or destroyed - it's gone for good.
1557     All contents of a unique container are unique as well.
1558     </attribute>
1559     <attribute arch="startequip" editor="godgiven item" type="bool">
1560     A godgiven item vanishes as soon as the player
1561     drops it to the ground.
1562     </attribute>
1563     <attribute arch="other_arch" editor="animation arch" type="string">
1564     This is used for a certain kind of... "animation" when
1565     opening the container. Stick to the default arches here
1566     and you won't get into trouble.
1567     </attribute>
1568     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1569     This text may contain a description of the container.
1570     </attribute>
1571     </type>
1572    
1573     <!--####################################################################-->
1574     <type number="103" name="Converter">
1575     <ignore>
1576     <attribute arch="value" />
1577     <attribute arch="nrof" />
1578     <attribute arch="name_pl" />
1579     <attribute arch="no_pick" />
1580 elmex 1.42 <attribute arch="unpaid" />
1581 root 1.1 <attribute arch="title" />
1582     </ignore>
1583     <description><![CDATA[
1584     Converters are like "exchange tables". When the player drops a
1585     specific type of items, they get converted into other items, at a
1586 root 1.37 predefined exchange-ratio.]]>
1587 root 1.1 </description>
1588     <use><![CDATA[
1589     Converters are better than shopping with doormats, because the
1590     converters never get sold out. For some items like food or jewels
1591     those "exchange tables" are really nice, while for the more important
1592     stuff like potions converters should not exist.
1593     <br><br>
1594     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1595     items on a converter, the stuff you get must be of equal or lesser
1596     value than before! (Except if you are using "rare" items like
1597     dragonscales for payment). The code will not check if your ratio is
1598 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1599 root 1.1 </use>
1600     <attribute arch="no_pick" value="1" type="fixed" />
1601     <attribute arch="slaying" editor="cost arch" type="string">
1602     &lt;cost arch&gt; is the name of the archetype the player has to
1603     put on the converter, as payment.
1604     </attribute>
1605     <attribute arch="food" editor="cost number" type="int">
1606     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1607     on the converter, in order to get &lt;receive number&gt; items
1608     of &lt;receive arch&gt;.
1609     </attribute>
1610     <attribute arch="other_arch" editor="receive arch" type="string">
1611     &lt;receive arch&gt; is the name of the archetype to convert into.
1612 root 1.2 This field is ignored if the converter has items in inventory. In this
1613     case one of the inventory items is duplicated. The duplicated item is
1614     randomly chosen from all items present.
1615 root 1.1 </attribute>
1616     <attribute arch="sp" editor="receive number" type="int">
1617     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1618     on the converter, in order to get &lt;receive number&gt; items
1619     of &lt;receive arch&gt;.
1620     </attribute>
1621     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1622     This text may contain a description of the converter.
1623     </attribute>
1624 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1625     If the converter has this flag set the generated items will
1626 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1627     (For instance for 'dragon scale' to 'dragon shield' converters in some
1628     armour shops.)
1629     </attribute>
1630 root 1.1 </type>
1631    
1632     <!--####################################################################-->
1633     <type number="42" name="Creator">
1634     <ignore>
1635     <ignore_list name="system_object" />
1636     </ignore>
1637     <description><![CDATA[
1638     A creator is an object which creates another object when it
1639     is triggered. The child object can be anything. Creators are
1640 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1641 root 1.37 periodically create things.]]>
1642 root 1.1 </description>
1643     <use><![CDATA[
1644     Don't hesitate to hide your creators under the floor.
1645 root 1.37 The created items will still always appear ontop of the floor.]]>
1646 root 1.1 </use>
1647     <attribute arch="no_pick" value="1" type="fixed" />
1648     <attribute arch="other_arch" editor="create arch" type="string">
1649     This string defines the object that will be created.
1650     You can choose any of the existing arches.
1651 root 1.2 This field is ignored if the creator has items in inventory. In this case
1652     one of the inventory items is duplicated. The duplicated item is randomly
1653     chosen from all items present.
1654 root 1.1 </attribute>
1655 root 1.45 <attribute arch="connected" editor="connection" type="string">
1656 root 1.1 Whenever the connection value is activated,
1657 root 1.3 the creator gets triggered.
1658 root 1.1 </attribute>
1659 elmex 1.16 &activate_on;
1660 root 1.1 <attribute arch="lifesave" editor="infinit uses" type="bool">
1661     If &lt;infinit uses&gt; is set, the creator will work
1662 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1663 root 1.1 </attribute>
1664 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1665     When this field is set the creator will periodically create stuff
1666     (and will still do so when the connection is triggered).
1667     A value of 1 means roughly 8 times a second.
1668     </attribute>
1669 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1670     The creator can be triggered &lt;number of uses&gt; times, thus
1671     creating that many objects, before it dissappears.
1672     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1673     </attribute>
1674     <attribute arch="slaying" editor="name of creation" type="string">
1675 root 1.2 The created object will bear the name and title specified in &lt;name of
1676     creation&gt;. If nothing is set, the standard name and title of the
1677     archetype is used.
1678 root 1.1 </attribute>
1679     <attribute arch="level" editor="level of creation" type="int">
1680     The created object will be of that level. If zero/unset,
1681     the standard level of the archetype is used.
1682     </attribute>
1683     </type>
1684    
1685     <!--####################################################################-->
1686     <type number="51" name="Detector">
1687     <ignore>
1688     <ignore_list name="system_object" />
1689     </ignore>
1690     <description><![CDATA[
1691     Detectors work quite much like inv. checkers/pedestals: If the detector
1692     finds a specific object, it toggles its connected value.
1693     <br><br>
1694     What is "unique" about them, compared to inv. checkers/ pedestals?
1695     - First, detectors check their square for a match periodically, not
1696 root 1.51 instantly, so generate much higher server load
1697     Second, detectors check directly for object names. Third,
1698 root 1.37 detectors do not check the inventory of players/monsters.]]>
1699 root 1.1 </description>
1700 root 1.51 <use>
1701     Best avoid this type at all costs, use a pedestal instead.
1702 root 1.1 </use>
1703     <attribute arch="no_pick" value="1" type="fixed" />
1704     <attribute arch="slaying" editor="match name" type="string">
1705     &lt;match name&gt; specifies the name of the object we are looking for.
1706     Actually it does also check for the &lt;key string&gt; in key-objects,
1707     but for this case inventory checkers are often more powerful to use.
1708     </attribute>
1709 root 1.45 <attribute arch="connected" editor="connection" type="string">
1710 root 1.1 When the detector is triggered, all objects with the same
1711     connection value get activated.
1712     </attribute>
1713     <attribute arch="speed" editor="detection speed" type="float">
1714     This value defines the time between two detector-checks.
1715     If you want the detector to behave almost like pedestals/buttons,
1716     set speed rather high, like &lt;detection speed&gt; 1.0.
1717     </attribute>
1718 root 1.12 &speed_left;
1719     <attribute arch="speed_left" editor="speed left" type="float">
1720     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1721     If it is larger than 0, the detector checks, and the speed is decremented
1722     by 1.
1723     </attribute>
1724 root 1.1 </type>
1725    
1726     <!--####################################################################-->
1727 root 1.44 <type number="164" name="Map Script">
1728     <ignore>
1729     <ignore_list name="system_object" />
1730     </ignore>
1731     <description><![CDATA[
1732     The map script object is a very special object that can react to connected
1733 root 1.52 events and executes a perl script in the msg slot.
1734 root 1.44 ]]>
1735     </description>
1736     <use><![CDATA[
1737 root 1.52 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1738     to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1739 root 1.44 ]]>
1740     </use>
1741 root 1.45 <attribute arch="connected" editor="connection" type="string">
1742 root 1.44 When the map script object is triggered, it will execute
1743     the perl script with the triggering object as $activator.
1744     </attribute>
1745     &activate_on;
1746     <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1747     This perl script will be executed each time the objetc is triggered.
1748     </attribute>
1749     </type>
1750    
1751     <!--####################################################################-->
1752 root 1.1 <type number="112" name="Director">
1753     <ignore>
1754     <ignore_list name="non_pickable" />
1755     </ignore>
1756     <description><![CDATA[
1757     Directors change the direction of spell objects and other projectiles
1758     that fly past. Unlike spinners, directors always move objects in the
1759     same direction. It does not make a difference from what angle you
1760     shoot into it.<br>
1761 root 1.37 Directors are visible per default.]]>
1762 root 1.1 </description>
1763     <use><![CDATA[
1764     Directors are rarely used in maps. Sometimes they are placed to
1765     change the direction of spells coming out of magic walls,
1766     "channeling" spell-projectiles in some direction. When doing this,
1767     <B>never place directors facing each other with magic walls fireing
1768     into them!</B> The spell-projectiles bouncing between the directors
1769     would accumulate to huge numbers and at some point slow down the
1770     server by eating memory- and CPU-time.
1771     <br><br>
1772     You'd better not place directors in monster vs. player combat
1773 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1774 root 1.1 </use>
1775     <attribute arch="sp" editor="direction" type="list_direction">
1776     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1777     A director with direction &lt;none&gt; simply stops projectiles.
1778     (The latter works out a bit strange for some spells).
1779     </attribute>
1780 root 1.9 &move_on;
1781 root 1.1 </type>
1782    
1783     <!--####################################################################-->
1784     <type number="158" name="Disease">
1785     <ignore>
1786     <ignore_list name="system_object" />
1787     </ignore>
1788     <description><![CDATA[
1789 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1790 root 1.1 Once casted, they can spread out and infect creatures in a large
1791     area. Being infected can have various effects, from amusing farts
1792 root 1.37 to horrible damage - almost everything is possible.]]>
1793 root 1.1 </description>
1794     <use><![CDATA[
1795     Diseases are extremely flexible and usable in a many ways.
1796     So far they are mostly used for causing bad, unwanted effects.
1797     You could just as well create a disease which helps the player
1798     (recharging mana for example).
1799 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1800 root 1.1 </use>
1801     <attribute arch="invisible" value="1" type="fixed" />
1802     <attribute arch="level" editor="plaque level" type="int">
1803     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1804     This mainly reflects in the &lt;damage&gt;. It has no effect on
1805     most other symptoms. Neverthless, it is a very important value for
1806     all damage-inflicting diseases.
1807     </attribute>
1808     <attribute arch="race" editor="infect race" type="string">
1809     The disease will only infect creatures of the specified &lt;race&gt;.
1810     "&lt;race&gt; *" means every creature can be infected.
1811     </attribute>
1812     <attribute arch="ac" editor="progressiveness" type="int">
1813     Every time the disease "moves" the severity of the symptoms are increased
1814     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1815     </attribute>
1816     <section name="spreading">
1817     <attribute arch="wc" editor="infectiosness" type="int">
1818     The &lt;infectiosness&gt; defines the chance of new creatures getting
1819     infected. If you set this too high, the disease is very likely to
1820     be too effective.
1821 root 1.3
1822 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1823     </attribute>
1824     <attribute arch="last_grace" editor="attenuation" type="int">
1825     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1826     everytime it infects someone new. This limits how many generations
1827     a disease can propagate.
1828     </attribute>
1829     <attribute arch="magic" editor="infection range" type="int">
1830     &lt;infection range&gt; sets the range at which infection may occur.
1831     If positive, the &lt;infection range&gt; is level dependant - If negative,
1832     it is not:
1833     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1834 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1835 root 1.1 </attribute>
1836     <attribute arch="maxhp" editor="persistence" type="int">
1837     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1838     The disease can "move" &lt;persistence&gt; times outside a host before it
1839     vanishes. A negative value means the disease lasts for permanent
1840     (which is only recommended to use in maps without monsters).
1841     </attribute>
1842     <attribute arch="maxgrace" editor="curing duration" type="int">
1843     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1844     (Assuming the host survives and doesn't use a curing spell).
1845     After this period the disease is naturally cured, which provides the
1846     host with immunity from this particular disease of lower or equal level.
1847 root 1.3
1848 root 1.1 A negative value means the disease can never be cured naturally.
1849 root 1.3
1850 root 1.1 Note that this value can be further modulated by spell-parameters,
1851     if the disease is registered as spell in the code. Due to that,
1852     most default diseases take a lot longer to cure than it seems.
1853     </attribute>
1854     <attribute arch="speed" editor="moving speed" type="float">
1855     The &lt;speed&gt; of the disease determines how fast the disease will
1856     "move", thus how fast the symptoms strike the host.
1857     </attribute>
1858 root 1.12 &speed_left;
1859 root 1.1 </section>
1860     <section name="symptoms">
1861     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1862     The disease will attack the host with the given &lt;attacktype&gt;.
1863     Godpower attacktype is commonly used for "unresistable" diseases.
1864     </attribute>
1865     <attribute arch="dam" editor="damage" type="int">
1866     A disease with a positive &lt;damage&gt; value will strike the player for that
1867     amount of damage every time the symptoms occur.
1868     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1869     the player's health is reduced by 10% every time the symptoms strike.
1870 root 1.3
1871 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1872     for players of all levels.
1873     </attribute>
1874     <attribute arch="other_arch" editor="create arch" type="string">
1875     If set, the specified arch is created and dropped every time the
1876     symptoms strike.
1877 root 1.3
1878 root 1.1 This can be various things: farts, body pieces, eggs ...
1879     Even monsters can be created that way. You could also make a
1880     disease where some exotic stuff like money/gems is created.
1881     </attribute>
1882     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1883     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1884     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1885     </attribute>
1886     <attribute arch="exp" editor="exp. for curing" type="int">
1887     When the player manages to cure this disease (with a curing spell),
1888     he is awarded with &lt;exp. for curing&gt; experience.
1889     </attribute>
1890     <attribute arch="maxsp" editor="mana depletion" type="int">
1891     Every time the disease "moves", the player's mana is
1892     reduced by the value of &lt;mana depletion&gt;.
1893     For negative values, a %-based amount is taken.
1894     </attribute>
1895     <attribute arch="last_eat" editor="food depletion" type="int">
1896     Every time the disease "moves", the player's food is
1897     reduced by the value of &lt;food depletion&gt;.
1898     For negative values, a %-based amount is taken.
1899     </attribute>
1900     <attribute arch="hp" editor="health regen." type="int">
1901     This value increases the player's healing rate.
1902     Negative values decrease it.
1903     </attribute>
1904     <attribute arch="sp" editor="mana regen." type="int">
1905     This value increases the player's rate of mana regeneration.
1906     Negative values decrease it.
1907     </attribute>
1908     </section>
1909     <section name="disability">
1910     <attribute arch="Str" editor="strength" type="int">
1911     The player's strength will rise by the given value
1912     while being infected. (Negative values make strength fall)
1913     </attribute>
1914     <attribute arch="Dex" editor="dexterity" type="int">
1915     The player's dexterity will rise by the given value
1916     while being infected. (Negative values make dexterity fall)
1917     </attribute>
1918     <attribute arch="Con" editor="constitution" type="int">
1919     The player's constitution will rise by the given value
1920     while being infected. (Negative values make constitution fall)
1921     </attribute>
1922     <attribute arch="Int" editor="intelligence" type="int">
1923     The player's intelligence will rise by the given value
1924     while being infected. (Negative values make intelligence fall)
1925     </attribute>
1926     <attribute arch="Pow" editor="power" type="int">
1927     The player's power will rise by the given value
1928     while being infected. (Negative values make power fall)
1929     </attribute>
1930     <attribute arch="Wis" editor="wisdom" type="int">
1931     The player's wisdom will rise by the given value
1932     while being infected. (Negative values make wisdom fall)
1933     </attribute>
1934     <attribute arch="Cha" editor="charisma" type="int">
1935     The player's charisma will rise by the given value
1936     while being infected. (Negative values make charisma fall)
1937     </attribute>
1938     </section>
1939     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1940     This text is displayed to the player every time the
1941     symptoms strike.
1942     </attribute>
1943     </type>
1944    
1945     <!--####################################################################-->
1946 root 1.3 <type number="23" name="Door">
1947     <ignore>
1948     <ignore_list name="non_pickable" />
1949     </ignore>
1950     <description><![CDATA[
1951     A door can be opened with a normal key. It also can be broken by attacking
1952     it, and it can be defeated with the lockpicking skill. If a door is
1953     defeated, horizontally and vertically adjacent doors are automatically
1954 root 1.37 removed.]]>
1955 root 1.3 </description>
1956     <attribute arch="no_pick" value="1" type="fixed" />
1957     <attribute arch="alive" value="1" type="fixed" />
1958 root 1.9 &movement_types_terrain;
1959 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1960     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1961     </attribute>
1962     <attribute arch="ac" editor="armour class" type="int">
1963     Doors of high &lt;armour class&gt; are less likely to get hit.
1964     &lt;armour class&gt; can be considered the "counterpiece" to
1965     &lt;weapon class&gt;.
1966     </attribute>
1967     <attribute arch="other_arch" editor="drop arch" type="string">
1968     This string defines the object that will be created when the door was
1969     defeated.
1970     </attribute>
1971     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1972     This entry determines what kind of traps will appear in the door.
1973     </attribute>
1974 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1975     Set this flag to move treasure items created into the environment (map)
1976     instead of putting them into the object.
1977     </attribute>
1978 root 1.3 </type>
1979    
1980     <!--####################################################################-->
1981 root 1.1 <type number="83" name="Duplicator">
1982     <ignore>
1983     <ignore_list name="system_object" />
1984     </ignore>
1985     <description><![CDATA[
1986     When activated, a duplicator can duplicate, multiply or destroy a pile of
1987     objects which lies somewhere on top of the duplicator.
1988     The duplicator has one arch name specified as &lt;target arch&gt;,
1989     and only objects of this archetype can be affected.<br>
1990     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1991 root 1.37 If the latter is set to zero, it will destroy objects.]]>
1992 root 1.1 </description>
1993     <use><![CDATA[
1994     I hope it is clear that one must be very cautious when inserting a duplicator
1995     anywhere with &lt;multiply factor&gt; greater than one.
1996     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1997     It is <b>not acceptable</b> to allow duplication of anything other than
1998     coins, gold and jewels. Besides, it is very important that the chance to
1999     loose the input matches the chance to earn winnings.<br>
2000     A duplicator with &lt;multiply factor&gt; 3 for example should have a
2001 root 1.37 loosing rate of 2/3 = 67%.]]>
2002 root 1.1 </use>
2003     <attribute arch="other_arch" editor="target arch" type="string">
2004 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
2005     duplicated, multiplied or removed. All other objects will be ignored.
2006 root 1.1 </attribute>
2007     <attribute arch="level" editor="multiply factor" type="int">
2008     The number of items in the target pile will be multiplied by the
2009     &lt;multiply factor&gt;. If it is set to zero, all target objects
2010     will be destroyed.
2011     </attribute>
2012 root 1.45 <attribute arch="connected" editor="connection" type="string">
2013 root 1.1 An activator (lever, altar, button, etc) with matching connection value
2014     is able to trigger this duplicator. Be very careful that players cannot
2015     abuse it to create endless amounts of money or other valuable stuff!
2016     </attribute>
2017 elmex 1.16 &activate_on;
2018 root 1.1 </type>
2019    
2020     <!--####################################################################-->
2021     <type number="66" name="Exit">
2022     <ignore>
2023     <ignore_list name="non_pickable" />
2024     </ignore>
2025     <description><![CDATA[
2026     When the player applies an exit, he is transferred to a different location.
2027     (Monsters cannot use exits.) Depending on how it is set, the player applies
2028     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2029 root 1.37 the exit. ]]>
2030 root 1.1 </description>
2031     <use><![CDATA[
2032 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2033 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2034     detected with the show_invisible spell.
2035     <br><br>
2036     You can be quite creative with the outlook of secret exits (their "face").
2037 root 1.37 Don't forget to give the player relyable hints about them though.]]>
2038 root 1.1 </use>
2039     <attribute arch="slaying" editor="exit path" type="string">
2040     The exit path defines the map that the player is transferred to.
2041     You can enter an absolute path, beginning with '/' (for example
2042     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2043     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2044     relative path "Fire1"). Use relative paths whenever possible! Note that
2045     upper/lower case must always be set correctly. However, please use lower
2046 root 1.3 case only.
2047 root 1.1 It is well possible to have an exit pointing to the same map that the exit
2048     is on. If slaying is not set in an exit, the player will see a message like
2049     "the exit is closed".
2050     </attribute>
2051     <attribute arch="hp" editor="destination X" type="int">
2052     The exit destinations define the (x, y)-coordinates where the exit
2053     leads to.
2054     If both are set to zero, the player will be transferred to the "default
2055     enter location" of the destined map. The latter can be set in the map-
2056     properties as "Enter X/Y". Though, please DO NOT use that.
2057     It turned out to be a source for numerous map-bugs.
2058     </attribute>
2059     <attribute arch="sp" editor="destination Y" type="int">
2060     The exit destinations define the (x, y)-coordinates where the exit
2061     leads to.
2062     If both are set to zero, the player will be transferred to the "default
2063     enter location" of the destined map. The latter can be set in the map-
2064     properties as "Enter X/Y". Though, please DO NOT use that.
2065     It turned out to be a source for numerous map-bugs.
2066     </attribute>
2067 root 1.9 &move_on;
2068 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2069     If set, this message will be displayed to the player when he applies the exit.
2070     This is quite useful to throw in some "role-play feeling": "As you enter the
2071     dark cave you hear the sound of rustling dragonscales...". Well, my english
2072     is poor, but you get the point. =)
2073     </attribute>
2074 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
2075     If set, then players using this exit will have their savebed position
2076 root 1.26 set to the destination of the exit when passing through.
2077 root 1.1 </attribute>
2078     </type>
2079    
2080     <!--####################################################################-->
2081     <type number="72" name="Flesh">
2082     <description><![CDATA[
2083     Just like with food, the player can fill his stomache and gain a
2084     little health by eating flesh-objects. <br>
2085     For dragon players, flesh plays a very special role though: If the
2086     flesh has resistances set, a dragon player has a chance to gain resistance in
2087 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2088 root 1.1 Don't forget that flesh items with resistances have to be balanced
2089 root 1.37 according to map/monster difficulty.]]>
2090 root 1.1 </description>
2091     <use><![CDATA[
2092     For dragon players, flesh items can be highly valuable. Note that many
2093     standard monsters carry flesh items from their &lt;treasurelist&gt;.
2094     These flesh items "inherit" resistances and level from the monster they belong to.
2095     When you add special flesh items to the inventory of a monster, this is
2096     not the case - so you have to set it manually.
2097     <br><br>
2098     Generally adding special flesh-treaties for dragon players is a great thing
2099     to do. Always consider that dragon players might really not be interested
2100     in that special piece of weapon or armour, so don't let the dragon-fellows miss
2101 root 1.37 out on the reward completely.]]>
2102 root 1.1 </use>
2103     <attribute arch="food" editor="foodpoints" type="int">
2104     The player's stomache will get filled with this amount of foodpoints.
2105     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2106     </attribute>
2107     <attribute arch="level" editor="flesh level" type="int">
2108     The &lt;flesh level&gt; is not visible to the players and it affects only
2109     dragon players. Normally this value reflects the level of the monster
2110     from which the flesh item originates.
2111     Dragon players always search for flesh of highest level possible,
2112     because it bears the best chance to gain high resistances.
2113     </attribute>
2114     <attribute arch="startequip" editor="godgiven item" type="bool">
2115     A godgiven item vanishes as soon as the player
2116     drops it to the ground.
2117     </attribute>
2118 elmex 1.29 &resistances_flesh_section;
2119 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2120     This text may describe the item.
2121     </attribute>
2122     </type>
2123    
2124     <!--####################################################################-->
2125     <type number="0" name="Floor">
2126     <required>
2127     <attribute arch="is_floor" value="1" />
2128     <attribute arch="alive" value="0" />
2129     </required>
2130     <ignore>
2131     <ignore_list name="non_pickable" />
2132     </ignore>
2133     <description><![CDATA[
2134     Floor is a very basic thing whithout too much
2135 root 1.37 functionality. It's a floor - you stand on it.]]>
2136 root 1.1 </description>
2137     <attribute arch="is_floor" value="1" type="fixed" />
2138     <attribute arch="no_pick" value="1" type="fixed" />
2139     <section name="terrain">
2140 root 1.9 &movement_types_terrain;
2141 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2142     This flag indicates this spot contains wood or high grass.
2143     Players with activated woodsman skill can move faster here.
2144     </attribute>
2145     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2146     This flag indicates this spot contains hills or large rocks.
2147     Players with activated mountaineer skill can move faster here.
2148     </attribute>
2149     </section>
2150     <attribute arch="no_magic" editor="no spells" type="bool">
2151     If enabled, it is impossible for players to use (wizard-)
2152     spells on that spot.
2153     </attribute>
2154     <attribute arch="damned" editor="no prayers" type="bool">
2155     If enabled, it is impossible for players to use prayers
2156     on that spot. It also prevents players from saving.
2157     </attribute>
2158     <attribute arch="unique" editor="unique map" type="bool">
2159     Unique floor means that any items dropped on that spot
2160 root 1.48 will be saved beyond map reset. For permanent apartments,
2161 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2162     </attribute>
2163     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2164     This text may describe the object.
2165     </attribute>
2166     </type>
2167    
2168     <!--####################################################################-->
2169     <type number="67" name="Floor (Encounter)">
2170     <ignore>
2171     <ignore_list name="non_pickable" />
2172     </ignore>
2173     <description><![CDATA[
2174     Encounter-Floor is pretty much the same as normal floor.
2175     Most outdoor floor/ground-arches are set to be "encounters".
2176     That is kind of a relict from former code: When walking over
2177     encounter-floor, players sometimes got beamed to little maps
2178     with monsters on them. Nowadays this feature is disabled -
2179 root 1.37 Hence encounter floor is not different from normal floor.]]>
2180 root 1.1 </description>
2181     <attribute arch="is_floor" value="1" type="fixed" />
2182     <attribute arch="no_pick" value="1" type="fixed" />
2183     <section name="terrain">
2184 root 1.9 &movement_types_terrain;
2185 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2186     This flag indicates this spot contains wood or high grass.
2187     Players with activated woodsman skill can move faster here.
2188     </attribute>
2189     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2190     This flag indicates this spot contains hills or large rocks.
2191     Players with activated mountaineer skill can move faster here.
2192     </attribute>
2193     </section>
2194     <attribute arch="no_magic" editor="no spells" type="bool">
2195     If enabled, it is impossible for players to use (wizard-)
2196     spells on that spot.
2197     </attribute>
2198     <attribute arch="damned" editor="no prayers" type="bool">
2199     If enabled, it is impossible for players to use prayers
2200     on that spot. It also prevents players from saving.
2201     </attribute>
2202     <attribute arch="unique" editor="unique map" type="bool">
2203     Unique floor means that any items dropped on that spot
2204 root 1.48 will be saved beyond map reset. For permanent apartments,
2205 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2206     </attribute>
2207     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2208     This text may describe the object.
2209     </attribute>
2210     </type>
2211    
2212     <!--####################################################################-->
2213     <type number="6" name="Food">
2214     <description><![CDATA[
2215     By eating/drinking food-objects, the player can fill his
2216 root 1.37 stomache and gain a little health.]]>
2217 root 1.1 </description>
2218     <attribute arch="food" editor="foodpoints" type="int">
2219     The player's stomache will get filled with this amount of foodpoints.
2220     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2221     </attribute>
2222     <attribute arch="startequip" editor="godgiven item" type="bool">
2223     A godgiven item vanishes as soon as the player
2224     drops it to the ground.
2225     </attribute>
2226     </type>
2227    
2228     <!--####################################################################-->
2229     <type number="91" name="Gate">
2230     <ignore>
2231     <ignore_list name="non_pickable" />
2232     </ignore>
2233     <description><![CDATA[
2234 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2235 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2236     or carrying special key-objects (-> inventory checker).
2237     Unlike locked doors, gates can get shut again after a player has
2238 root 1.37 passed, which makes them more practical in many cases.]]>
2239 root 1.1 </description>
2240     <use><![CDATA[
2241     Use gates to divide your maps into seperated areas. After solving
2242     area A, the player gains access to area B, and so on. Make your
2243 root 1.37 maps more complex than "one-way".]]>
2244 root 1.1 </use>
2245     <attribute arch="no_pick" value="1" type="fixed" />
2246 elmex 1.15 <attribute arch="speed" value="1" type="float">
2247     The speed of the gate affects how fast it is closing/opening.
2248     </attribute>
2249 root 1.45 <attribute arch="connected" editor="connection" type="string">
2250 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2251     &lt;connection&gt; value get activated. This only makes sense together with
2252     &lt;blocking passage&gt; disabled.
2253     </attribute>
2254     <attribute arch="wc" editor="position state" type="int">
2255     The &lt;position state&gt; defines the position of the gate:
2256     Zero means completely open/down, the "number of animation-steps" (usually
2257     about 6 or 7) means completely closed/up state. I suggest you don't
2258     mess with this value - Leave the default in place.
2259     </attribute>
2260 root 1.9 &movement_types_terrain;
2261 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2262     Restricting the use of spells to pass this gate. This has
2263     an effect only if &lt;block view&gt; is disabled.
2264     </attribute>
2265     <attribute arch="damned" editor="restrict prayers" type="bool">
2266     Restricting the use of prayers to pass this door. This has
2267     an effect only if &lt;block view&gt; is disabled.
2268     </attribute>
2269     </type>
2270    
2271     <!--####################################################################-->
2272     <type number="113" name="Girdle">
2273     <import_type name="Amulet" />
2274     <description><![CDATA[
2275     Wearing a girdle, the object's stats will directly be inherited to
2276     the player. Girdles usually provide stats- or damage bonuses and no
2277 root 1.37 defense.]]>
2278 root 1.1 </description>
2279     <use><![CDATA[
2280     Feel free to create your own special artifacts. However, it is very
2281 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2282 root 1.1 </use>
2283     <attribute arch="magic" editor="magic bonus" type="int">
2284     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2285     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2286     than direct armour-class bonus on the helmet.
2287 root 1.3
2288 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2289     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2290     &lt;magic bonus&gt; is pointless here.
2291     </attribute>
2292     </type>
2293    
2294     <!--####################################################################-->
2295     <type number="100" name="Gloves">
2296     <import_type name="Amulet" />
2297     <description><![CDATA[
2298     Wearing gloves, the object's stats will directly be inherited to
2299 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2300 root 1.1 </description>
2301     <use><![CDATA[
2302     Feel free to create your own special artifacts. However, it is very
2303 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2304 root 1.1 </use>
2305     <attribute arch="magic" editor="magic bonus" type="int">
2306     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2307     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2308     will increase that.
2309     </attribute>
2310     </type>
2311    
2312     <!--####################################################################-->
2313     <type number="93" name="Handle">
2314     <ignore>
2315     <ignore_list name="non_pickable" />
2316     </ignore>
2317     <description><![CDATA[
2318     A handle can be applied by players and (certain) monsters.
2319 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2320 root 1.1 </description>
2321     <use><![CDATA[
2322     Handles are commonly used to move gates. When placing your lever,
2323     don't forget that some monsters are able to apply it.
2324     The ability to apply levers is rare among monsters -
2325 root 1.37 but vampires can do it for example.]]>
2326 root 1.1 </use>
2327     <attribute arch="no_pick" value="1" type="fixed" />
2328 root 1.45 <attribute arch="connected" editor="connection" type="string">
2329 root 1.1 Every time the handle is applied, all objects
2330     with the same &lt;connection&gt; value are activated.
2331     </attribute>
2332     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2333     This text may describe the item. You can use this
2334     message to explain the handle's purpose to the player.
2335     </attribute>
2336     </type>
2337    
2338     <!--####################################################################-->
2339     <type number="27" name="Handle Trigger">
2340     <import_type name="Handle" />
2341     <ignore>
2342     <ignore_list name="non_pickable" />
2343     </ignore>
2344     <description><![CDATA[
2345     Handle triggers are handles which reset after a short period
2346     of time. Every time it is either applied or reset, the
2347 root 1.37 &lt;connection&gt; value is triggered.]]>
2348 root 1.1 </description>
2349     <use><![CDATA[
2350     When you connect an ordinary handle to a gate, the gate normally remains
2351     opened after the first player passed. If you want to keep the gate shut,
2352 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2353 root 1.1 </use>
2354     </type>
2355    
2356     <!--####################################################################-->
2357     <type number="88" name="Hazard Floor">
2358     <required>
2359     <attribute arch="is_floor" value="1" />
2360     </required>
2361     <ignore>
2362     <ignore_list name="non_pickable" />
2363     </ignore>
2364     <description><![CDATA[
2365     The best example for Hazard Floor is lava. It works like standard
2366     floor, but damages all creatures standing on it.
2367 root 1.37 Damage is taken in regular time intervals.]]>
2368 root 1.1 </description>
2369     <use><![CDATA[
2370     The default lava for example does minor damage. But you can turn
2371     it up so that your hazard floor poses a real threat.<br>
2372     Like magic walls, such floors add a permanent thrill to your map.
2373     You can use that to safely chase off too-weak players, or just
2374 root 1.37 to have something different.]]>
2375 root 1.1 </use>
2376     <attribute arch="is_floor" value="1" type="fixed" />
2377     <attribute arch="lifesave" value="1" type="fixed" />
2378 root 1.9 &move_on;
2379 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2380     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2381     This attribute specifys the attacktypes that this floor uses to
2382     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2383     If you want a real tough hazard floor, add more than just one attacktype.
2384     </attribute>
2385     <attribute arch="dam" editor="base damage" type="int">
2386     The &lt;base damage&gt; defines how much damage is inflicted to the
2387     victim per hit. The final damage is influenced by several other
2388     factors like the victim's resistance and level.
2389     </attribute>
2390     <attribute arch="wc" editor="weaponclass" type="int">
2391     &lt;weapon class&gt; improves the chance of hitting the victim.
2392     Lower values are better.
2393     Usually, hazard floors like lava are supposed to hit the
2394     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2395     to something like -30.
2396     </attribute>
2397     <attribute arch="level" editor="attack level" type="int">
2398     I guess this value is supposed to work similar to monster levels.
2399     But in fact, it does not seem to have an effect. Set any non-zero
2400     value to be on the safe side.
2401     </attribute>
2402     <section name="terrain">
2403 root 1.9 &movement_types_terrain;
2404 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2405     This flag indicates this spot contains wood or high grass.
2406     Players with activated woodsman skill can move faster here.
2407     </attribute>
2408     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2409     This flag indicates this spot contains hills or large rocks.
2410     Players with activated mountaineer skill can move faster here.
2411     </attribute>
2412     </section>
2413     <attribute arch="no_magic" editor="no spells" type="bool">
2414     If enabled, it is impossible for players to use (wizard-)
2415     spells on that spot.
2416     </attribute>
2417     <attribute arch="damned" editor="no prayers" type="bool">
2418     If enabled, it is impossible for players to use prayers
2419     on that spot. It also prevents players from saving.
2420     </attribute>
2421     <attribute arch="unique" editor="unique map" type="bool">
2422     Unique floor means that any items dropped on that spot
2423 root 1.48 will be saved beyond map reset. For permanent apartments,
2424 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2425     </attribute>
2426     </type>
2427    
2428     <!--####################################################################-->
2429     <type number="34" name="Helmet">
2430     <import_type name="Amulet" />
2431     <description><![CDATA[
2432     Wearing a helmet, the object's stats will directly be inherited to
2433     the player. Normal helmets usually increase defense, while crowns
2434     add more special bonuses like stats/resistances paired with
2435 root 1.37 low defense.]]>
2436 root 1.1 </description>
2437     <use><![CDATA[
2438     Feel free to create your own special artifacts. However, it is very
2439 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2440 root 1.1 </use>
2441     <attribute arch="magic" editor="magic bonus" type="int">
2442     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2443     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2444     than direct armour-class bonus on the helmet.
2445 root 1.3
2446 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2447     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2448     Crowns for instance typically provide no &lt;amour class&gt;.
2449     </attribute>
2450     </type>
2451    
2452     <!--####################################################################-->
2453     <type number="56" name="Holy Altar">
2454     <ignore>
2455     <ignore_list name="non_pickable" />
2456     </ignore>
2457     <description><![CDATA[
2458 root 1.50 Holy Altars are altars for the various religions. Praying
2459 root 1.1 at a Holy_altar will make you a follower of that god, and
2460 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2461 root 1.1 </description>
2462     <attribute arch="no_pick" value="1" type="fixed" />
2463     <attribute arch="other_arch" editor="god name" type="string">
2464     The altar belongs to the god of the given name. Possible options for
2465     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2466 root 1.3 Gorokh, Valriel and Sorig.
2467    
2468 root 1.1 If you want to have an unconsecrated altar, set
2469     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2470     </attribute>
2471     <attribute arch="level" editor="reconsecrate level" type="int">
2472     To re-consecrate an altar, the player's wisdom level must be as
2473     high or higher than this value. In that way, some altars can not
2474 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2475    
2476 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2477 root 1.1 Some characters might need those altars, they would be very unhappy to
2478     see them re-consecrated to another cult.
2479     </attribute>
2480     </type>
2481    
2482     <!--####################################################################-->
2483     <type number="35" name="Horn">
2484     <ignore>
2485     <attribute arch="title" />
2486     </ignore>
2487     <description><![CDATA[
2488     Horns are very similar to rods. The difference is that horns regenerate
2489     spellpoints faster and thus are more valuable than rods.
2490     <br><br>
2491     A horn contains a spell. The player can use this spell by applying and
2492     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2493 root 1.37 used endlessly.]]>
2494 root 1.1 </description>
2495     <use><![CDATA[
2496     Horns are powerful due to their fast recharge rate. They should
2497     never contain high level attacking spells. Even curing/healing spells
2498 root 1.37 are almost too good on a horn.]]>
2499 root 1.1 </use>
2500     <attribute arch="sp" editor="spell" type="spell">
2501     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2502     horns to players, since they can be used endlessly without any mana cost!
2503     Horns with heal/ restoration/ protection spells, IF available, MUST be
2504     very very VERY hard to get!
2505     </attribute>
2506     <attribute arch="level" editor="casting level" type="int">
2507     The casting level of the &lt;spell&gt; determines it's power.
2508     For attack spells, level should not be set too high.
2509     </attribute>
2510     <attribute arch="hp" editor="initial spellpoints" type="int">
2511     This value represents the initial amount of spellpoints in the horn.
2512     Naturally, this is quite unimportant.
2513     </attribute>
2514     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2515     When the horn is fully charged up, it will hold this maximum amount of
2516     spellpoints. Make sure it is enough to cast the contained spell at least
2517     once. But don't set the value too high, as that might make the horn way
2518     too effective.
2519     </attribute>
2520     <attribute arch="startequip" editor="godgiven item" type="bool">
2521     A godgiven item vanishes as soon as the player
2522     drops it to the ground.
2523     </attribute>
2524     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2525     This text may contain a description of the horn.
2526     </attribute>
2527     </type>
2528    
2529     <!--####################################################################-->
2530     <type number="73" name="Inorganic">
2531     <description><![CDATA[
2532     Inorganic materials are generally used as ingredients for
2533     alchemical receipes. By themselves, they have no special
2534 root 1.37 functionalities.]]>
2535 root 1.1 </description>
2536     <attribute arch="is_dust" editor="is dust" type="bool">
2537     </attribute>
2538 elmex 1.29 &resistances_basic;
2539 root 1.1 </type>
2540    
2541     <!--####################################################################-->
2542     <type number="64" name="Inventory Checker">
2543     <ignore>
2544     <ignore_list name="system_object" />
2545     </ignore>
2546     <description><![CDATA[
2547     Inventory checkers passively check the players inventory for a
2548     specific object. You can set a connected value that is triggered
2549     either if that object is present or missing (-&gt; "last_sp") when a
2550     player walks over the inv. checker. A valid option is to remove the
2551     matching object (usually not recommended, see "last_heal").
2552     <br><br>
2553     Alternatively, you can set your inv. checker to block all players
2554 root 1.9 that do/don't carry the matching object.
2555 root 1.1 <br><br>
2556     As you can see, inv. checkers are quite powerful, holding a
2557 root 1.37 great variety of possibilities.]]>
2558 root 1.1 </description>
2559     <use><![CDATA[
2560     Putting a check_inventory space in front of a gate (one below) and
2561     one on the opposite side works reasonably well as a control mechanism.
2562     Unlike the key/door-combo, this one works infinite since it is
2563     independant from map reset. Use it to put a "structure" into your
2564     maps: Player must solve area A to gain access to area B. This concept
2565 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2566 root 1.1 </use>
2567     <attribute arch="no_pick" value="1" type="fixed" />
2568     <attribute arch="slaying" editor="match key string" type="string">
2569     This string specifies the object we are looking for: We have a match
2570     if the player does/don't carry a key object or a mark with identical
2571     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2572     this context. A typical example is the city gate mechanism of scorn.
2573     </attribute>
2574     <attribute arch="race" editor="match arch name" type="string">
2575     This string specifies the object we are looking for: We have a match
2576     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2577     </attribute>
2578     <attribute arch="hp" editor="match type" type="int">
2579     This value specifies the object we are looking for: We have a match
2580 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2581    
2582 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2583     enabled. Now you have an inv. checker blocking all players that carry any
2584     kind of melee weapon. To pass, a player is forced to leave behind all
2585     his weaponry... bad news for a warrior. ;)
2586     </attribute>
2587     <attribute arch="last_sp" editor="match = having" type="bool">
2588     Enabled means having that object is a match.
2589     Disabled means not having that object is a match.
2590     </attribute>
2591 root 1.45 <attribute arch="connected" editor="connection" type="string">
2592 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2593     &lt;connection&gt; value get activated. This only makes sense together with
2594     &lt;blocking passage&gt; disabled.
2595     </attribute>
2596 root 1.9 &movement_types_terrain;
2597 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2598     &lt;remove match&gt; means remove object if found. Setting this is usually not
2599     recommended because inv. checkers are in general invisible. So, unlike
2600     for altars/ locked doors, the player won't expect to lose an object when
2601 root 1.3 walking over that square. And he doesn't even get a message either.
2602    
2603 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2604     to inform the player what's going on!
2605     </attribute>
2606     </type>
2607    
2608     <!--####################################################################-->
2609 root 1.2 <type number="163" name="Item Transformer">
2610     <description><![CDATA[
2611     An item transformer is simply applied, after having marked a 'victim'
2612     item. If the victim is suitable, it will be transformed into something
2613     else.]]>
2614     </description>
2615     <use><![CDATA[
2616     To make an item transformable, you just have to fill the 'slaying' field.
2617     The syntax is:
2618     <br>
2619     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2620     <br>
2621     with [] denoting optional part, and * any number of preceding [].
2622     'new_item' must be the name of an existing archetype.
2623     <br><br>
2624     Example, for object apple: slaying knife:2 half_apple
2625     <br><br>
2626     This means that, when applying a knife (should be an Item Transformer),
2627     one 'apple' will be transformed into 2 'half_apple'.]]>
2628     </use>
2629     <attribute arch="food" editor="number of uses" type="int">
2630     &lt;number of uses&gt; controls how many times the item transformer can
2631     be used. The value 0 means "unlimited"
2632     </attribute>
2633     <attribute arch="slaying" editor="verb" type="string">
2634     Contains the verb that is used to construct a message to the player
2635     applying the item transformer.
2636     </attribute>
2637     <attribute arch="startequip" editor="godgiven item" type="bool">
2638     A godgiven item vanishes as soon as the player
2639     drops it to the ground.
2640     </attribute>
2641     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2642     This text may contain a description of the item transformer.
2643     </attribute>
2644     </type>
2645    
2646     <!--####################################################################-->
2647 root 1.1 <type number="60" name="Jewel">
2648     <description><![CDATA[
2649     Items of the type Gold &amp; Jewels are handled like a currency.
2650     Unlike for any other type of item, in shops, the buy- and selling
2651 root 1.37 prices differ only marginally.]]>
2652 root 1.1 </description>
2653     <attribute arch="race" value="gold and jewels" type="fixed" />
2654     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2655     This text may describe the object.
2656     </attribute>
2657     </type>
2658    
2659     <!--####################################################################-->
2660 root 1.3 <type number="24" name="Key">
2661     <description><![CDATA[
2662     When carrying a key, a normal door can be opened. The key will
2663 root 1.37 disappear.]]>
2664 root 1.3 </description>
2665     <attribute arch="startequip" editor="godgiven item" type="bool">
2666     A godgiven item vanishes as soon as the player
2667     drops it to the ground.
2668     </attribute>
2669     </type>
2670    
2671     <!--####################################################################-->
2672 root 1.1 <type number="20" name="Locked Door">
2673     <ignore>
2674     <ignore_list name="non_pickable" />
2675     </ignore>
2676     <description><![CDATA[
2677     A locked door can be opened only when carrying
2678 root 1.37 the appropriate special key.]]>
2679 root 1.1 </description>
2680     <use><![CDATA[
2681     If you want to create a locked door that cannot be opened (no key),
2682     set a &lt;key string&gt; like "no_key_available". This will clearify things
2683 root 1.3 and only a fool would create a key matching that string.
2684    
2685 root 1.1 Door-objects can not only be used for "doors". In many maps these
2686     are used with all kinds of faces/names, especially often as
2687     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2688     There you have magic forces (door objects) put under certain artifact
2689     items. To get your hands on the artifacts, you need to bring up the
2690 root 1.37 appropriate quest items (key objects).]]>
2691 root 1.1 </use>
2692 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2693 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2694     <attribute arch="slaying" editor="key string" type="string">
2695     The &lt;key string&gt; in the door must be identical with the
2696     &lt;key string&gt; in the special key, then the door is unlocked.
2697     It is VERY important to set the &lt;key string&gt; to something that
2698 root 1.32 is unique among the Deliantra mapset.
2699 root 1.3
2700 root 1.1 DONT EVER USE the default string "set_individual_value".
2701     </attribute>
2702     <attribute arch="no_magic" editor="restrict spells" type="bool">
2703     Restricting the use of spells to pass this door.
2704     This should be set in most cases.
2705     (Don't forget that the spell "dimension door" is easily
2706     available at about wisdom level 10).
2707     </attribute>
2708     <attribute arch="damned" editor="restrict prayers" type="bool">
2709     Restricting the use of prayers to pass this door.
2710     This should be set in most cases.
2711     </attribute>
2712     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2713     When a player is trying to open the door without carrying the
2714     appropriate key, this text is displayed to the player. This is
2715     a good opportunity to place hints about the special key needed
2716     to unlock the door.
2717     </attribute>
2718     </type>
2719    
2720     <!--####################################################################-->
2721     <type number="29" name="Magic Ear">
2722     <ignore>
2723     <ignore_list name="system_object" />
2724     </ignore>
2725     <description><![CDATA[
2726     Magic_ears trigger a connected value
2727 root 1.37 when the player speaks a specific keyword.]]>
2728 root 1.1 </description>
2729     <use><![CDATA[
2730     Whenever you put magic_ears on your maps, make sure there are
2731     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2732     something like a gate that is opened by speaking "open" or
2733     "sesame", expecting the player to figure this out all by himself.
2734     <br><br>
2735     Magic_ears are typically used for interaction with NPCs. You
2736     can create the impression that the NPC actually *does* something
2737     according to his conversation with a player. Mostly this means
2738     opening a gate or handing out some item, but you could be quite
2739 root 1.37 creative here.]]>
2740 root 1.1 </use>
2741     <attribute arch="no_pick" value="1" type="fixed" />
2742 root 1.45 <attribute arch="connected" editor="connection" type="string">
2743 root 1.1 The Magic_ear will trigger all objects with the
2744     same connection value, every time it is activated.
2745     </attribute>
2746     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2747     This textfield contains the keyword-matching-syntax. The text should
2748     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2749     Any number of keywords from one to infinite is allowed. Make sure
2750     they are seperated by a '|'.
2751 root 1.3
2752 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2753     value will be triggerd when the player speaks any of the given
2754     keywords within a two-square radius. IMPORTANT: Upper/lower case
2755     does not make a difference!
2756     </attribute>
2757     </type>
2758    
2759     <!--####################################################################-->
2760     <type number="62" name="Magic Wall">
2761     <ignore>
2762     <ignore_list name="non_pickable" />
2763     </ignore>
2764     <description><![CDATA[
2765     Magic walls fire spells in a given direction, in regular intervals.
2766     Magic walls can contain any spell. However, some spells do not
2767     operate very successfully in them. The only way to know is to test
2768     the spell you want to use with a wall.
2769     <br><br>
2770     Several types of magical walls are predefined for you in the
2771 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2772 root 1.1 </description>
2773     <use><![CDATA[
2774     Spellcasting walls pose an interesting alternative to monsters.
2775     Usually they are set to be undestroyable. Thus, while monsters
2776     in a map can be cleared out, the magic walls remain. Low level
2777     characters for example will not be able to pass through their
2778     spell-area, hence they cannot loot a map that a high level character
2779     might have cleared out.
2780     <br><br>
2781     Another point of magic walls is that if the player dies, he has to face
2782     them all again. Magic walls can add a kind of "permanent thrill" to
2783     your maps.
2784     <br><br>
2785     Be careful that your magic walls don't kill the monsters on a map. If
2786     placing monsters, eventually take ones that are immune to the
2787     walls' spell(s).
2788     <br><br>
2789     It is possible to make walls rotate when triggered. But that is so
2790     confusing (and useless IMHO) that I did not mention it above. You
2791     can find a working example on the map
2792 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2793 root 1.1 </use>
2794     <attribute arch="dam" editor="spell" type="spell">
2795     The magic wall will cast this &lt;spell&gt;.
2796     </attribute>
2797     <attribute arch="level" editor="spell level" type="int">
2798     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2799     walls cast spells at minimal strength. "level 100" walls cast deadly
2800     spells. Arch default is level 1 - you should always set this value
2801     to meet the overall difficulty of your map.
2802     </attribute>
2803 root 1.45 <attribute arch="connected" editor="connection" type="string">
2804 root 1.1 Every time the &lt;connection&gt; value is triggered, the wall will cast
2805     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2806     have much visible effect.
2807     </attribute>
2808 elmex 1.16 &activate_on;
2809 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2810     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2811     You can fine-tune how long the duration between two casts shall
2812     be. If you want to create a wall that can be activated (cast per
2813     trigger) via connected lever/button/etc, you must set "speed 0".
2814     </attribute>
2815 root 1.12 &speed_left;
2816 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2817     The magic wall will cast it's spells always in the specified
2818     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2819     always fire in a random direction.
2820     </attribute>
2821 root 1.9 &movement_types_terrain;
2822 root 1.1 <section name="destroyable">
2823     <attribute arch="alive" editor="is destroyable" type="bool">
2824     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2825     destroyed by the player. If disabled, all other attributes on
2826     this tab, as well as resistances, are meaningless.
2827     </attribute>
2828     <attribute arch="hp" editor="hitpoints" type="int">
2829     The more &lt;hitpoints&gt; the wall has, the longer
2830     it takes to be destroyed.
2831     </attribute>
2832     <attribute arch="maxhp" editor="max hitpoints" type="int">
2833     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2834     can have. This only makes sense if the wall can regain health.
2835     </attribute>
2836     <attribute arch="ac" editor="armour class" type="int">
2837     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2838     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2839     to &lt;weapon class&gt;.
2840     </attribute>
2841     </section>
2842 elmex 1.29 &resistances_basic;
2843 root 1.1 </type>
2844    
2845     <!--####################################################################-->
2846     <type number="55" name="Marker">
2847     <ignore>
2848     <ignore_list name="system_object" />
2849     </ignore>
2850     <description><![CDATA[
2851     A marker is an object that inserts an invisible force (a mark) into a
2852     player stepping on it. This force does nothing except containing a
2853     &lt;key string&gt; which can be discovered by detectors or inventory
2854     checkers. It is also possible to use markers for removing marks again.
2855     <br><br>
2856     Note that the player has no possibility to "see" his own marks,
2857 root 1.37 except by the effect that they cause on the maps.]]>
2858 root 1.1 </description>
2859     <use><![CDATA[
2860     Markers hold real cool possibilities for map-making. I encourage
2861     you to use them frequently. However there is one negative point
2862     about markers: Players don't "see" what's going on with them. It is
2863     your task, as map-creator, to make sure the player is always well
2864     informed and never confused.
2865     <br><br>
2866     Please avoid infinite markers when they aren't needed. They're
2867     using a little space in the player file after all, so if there
2868 root 1.37 is no real purpose, set an expire time.]]>
2869 root 1.1 </use>
2870     <attribute arch="no_pick" value="1" type="fixed" />
2871     <attribute arch="slaying" editor="key string" type="string">
2872     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2873     If the player already has a force with that &lt;key string&gt;,
2874     there won't be inserted a second one.
2875     </attribute>
2876 root 1.45 <attribute arch="connected" editor="connection" type="string">
2877 root 1.1 When the detector is triggered, all objects with the same
2878     connection value get activated.
2879     </attribute>
2880     <attribute arch="speed" editor="marking speed" type="float">
2881     The &lt;marking speed&gt; defines how quickly it will mark something
2882     standing on the marker. Set this value rather high to make
2883     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2884     should do fine.
2885     </attribute>
2886 root 1.12 &speed_left;
2887 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2888     This value defines the duration of the force it inserts.
2889     If nonzero, the duration of the player's mark is finite:
2890     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2891     means the mark will stay on the player forever.
2892     </attribute>
2893     <attribute arch="name" editor="delete mark" type="string">
2894     When the player steps onto the marker, all existing forces in
2895     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2896     will be removed. If you don't want to remove any marks, leave
2897 root 1.3 this textfield empty.
2898    
2899 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2900     this marker. So don't be confused, and remember changing the
2901     name will take effect on the marker's functionality.
2902     </attribute>
2903     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2904     In the moment when the player gets marked, this text is displayed
2905     to him. You should really set a message in any marker you create,
2906     because it's the only way for the player to notice what's going on.
2907     </attribute>
2908     </type>
2909 root 1.3
2910 root 1.1 <!--####################################################################-->
2911 root 1.3 <type number="36" name="Money">
2912 root 1.2 <ignore>
2913 root 1.3 <attribute arch="unpaid" />
2914 root 1.2 </ignore>
2915     <description><![CDATA[
2916 root 1.3 Items of the type Money are handled as currency.
2917     Money cannot be sold/bought in shops. When money is dropped
2918     in a shop, it stays the same.<br>
2919     When a player picks an item from a shop and attempts to
2920     walk over the shop mat, the item's selling-price is automatically
2921     subtracted from the player's money.
2922     <br><br>
2923     For money, always use the default arches.
2924 root 1.37 Don't modify them.]]>
2925 root 1.2 </description>
2926 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2927 root 1.2 </type>
2928    
2929     <!--####################################################################-->
2930 root 1.3 <type number="0" name="Monster &amp; NPC">
2931     <required>
2932     <attribute arch="is_floor" value="0" />
2933     <attribute arch="alive" value="1" />
2934     <attribute arch="tear_down" value="0" />
2935     </required>
2936 root 1.1 <ignore>
2937 root 1.3 <attribute arch="material" />
2938     <attribute arch="name_pl" />
2939 root 1.1 <attribute arch="nrof" />
2940     <attribute arch="value" />
2941     <attribute arch="unpaid" />
2942     </ignore>
2943     <description><![CDATA[
2944     Monsters can behave in various kinds of ways.
2945     They can be aggressive, attacking the player. Or peaceful,
2946     helping the player - maybe joining him as pet.
2947     The unagressive creatures who communicate with players are
2948     usually called "NPCs" (Non Player Character), a well-known
2949 root 1.37 term in role-play environments.]]>
2950 root 1.1 </description>
2951     <use><![CDATA[
2952     Monsters play a central role in most maps. Choosing the right
2953     combination of monsters for your map is vital:
2954     <UL>
2955     <LI> Place only monsters of slightly varying (increasing) strength.
2956     It's no fun to play for two hours just to find out the last
2957     monster is unbeatable. Similar, it's not exciting to fight orcs
2958     after passing a room of dragons.<br>
2959     This rule applies only for linear maps (one room after the other),
2960     with treasure at the end. You can sprinkle the treasure around,
2961 root 1.3 or make non-linear maps - That is often more entertaining.
2962 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2963     Balrogs, Dragonmen and the likes should be at the end of a quest,
2964 root 1.3 not at the beginning.
2965 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2966     Fire- and cold dragons in one room for example is a bad idea.
2967     By weakening and killing each other they are easy prey for players,
2968     not worth the experience they hold.
2969     <LI> Create your own monsters, especially for "boss"-type monsters.
2970     Having stage-bosses guarding treasure is a lot of fun when done right.
2971     Avoid to create monsters with completely non-intuitive abilities:
2972     Don't give ice-spells to firedragons or vice versa. Don't add
2973     draining attack to trolls, etc. Additionally, you should inform the
2974     player before he bumps right into some very special/unusual monster.
2975     <LI> Last but not least: Always keep an eye on the experience your monsters
2976     hold. Design your maps in a way that high experience
2977     is always well-defended. Don't make large rooms full with only one kind
2978     of monster. Keep in mind the different abilities/techniques players
2979     can use.
2980     </UL>
2981     I know it's impossible to make the perfectly balanced map. There's always
2982     some part which is found too easy or too hard for a certain kind of player.
2983     Just give it your best shot. And listen to feedback from players if you
2984 root 1.37 receive some. :-)]]>
2985 root 1.1 </use>
2986     <attribute arch="alive" value="1" type="fixed" />
2987     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2988     When the monster is killed, items from the treasurelist will
2989     drop to the ground. This is a common way to reward players
2990     for killing (masses of) monsters.
2991 root 1.3
2992 root 1.1 Note that you can always put items into the monster's
2993     inventory. Those will drop-at-kill just like the stuff
2994     from the &lt;treasurelist&gt;.
2995     </attribute>
2996 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2997     Set this flag to move treasure items created into the environment (map)
2998     instead of putting them into the object.
2999     </attribute>
3000 root 1.1 <attribute arch="level" editor="level" type="int">
3001     A monster's &lt;level&gt; is the most important attribute.
3002     &lt;level&gt; affects the power of a monster in various ways.
3003     </attribute>
3004     <attribute arch="race" editor="race" type="string">
3005 root 1.12 Every monster should have a race set to categorize it.
3006 root 1.1 The monster's &lt;race&gt; can have different effects:
3007     Slaying weapons inflict tripple damage against enemy races
3008     and holy word kills only enemy races of the god.
3009     </attribute>
3010     <attribute arch="exp" editor="experience" type="int">
3011     When a player kills this monster, he will get exactly this
3012     amount of &lt;experience&gt;. The experience will flow into
3013 root 1.12 the skill-category the player used for the kill.
3014 root 1.3
3015 root 1.1 If you create special monsters of tweaked strenght/abilities,
3016     always make sure that the &lt;experience&gt; is set to a
3017     reasonable value. Compare with existing arches to get a feeling
3018     what reasonable means. Keep in mind that spellcasting monsters
3019     are a lot harder to kill than non-spellcasters!
3020     </attribute>
3021     <attribute arch="speed" editor="speed" type="float">
3022     The &lt;speed&gt; determines how fast a monster will both move
3023     and fight. High &lt;speed&gt; makes a monster considerably stronger.
3024     </attribute>
3025 root 1.12 &speed_left;
3026 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
3027     This only takes effect if &lt;multiply&gt; is enabled. The monster will
3028     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3029     can be set to any valid arch-name of a monster. Multipart monster
3030     should not be used.
3031     </attribute>
3032     <attribute arch="generator" editor="multiply" type="bool">
3033     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3034     every once in a while. Mice are a good example for this effect.
3035     If enabled, you must also set &lt;breed monster&gt; or check
3036     &lt;template generation&gt; and put other monsters in the inventory.
3037     </attribute>
3038     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3039     This only takes effect if &lt;multiply&gt; is enabled. The monster
3040     will create a new monster every once in a while by duplicating it's inventory.
3041     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3042     Each time the monster need to generate an object, it will be
3043     a randomly chosen item from the inventory. When generator is destroyed,
3044 root 1.3 inventory is destroyed.
3045 root 1.1 </attribute>
3046 root 1.9 &move_type;
3047 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3048     Several spells only affect undead monsters:
3049     turn undead, banish undead, holy word, etc.
3050     </attribute>
3051     <attribute arch="carrying" editor="carries weight" type="int">
3052     If a monster has something in the inventory, this
3053     value can be set to reflect the slowdown due to
3054     the carried weight.
3055     </attribute>
3056 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3057 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
3058 root 1.24 it should not be lightly destroyed. This is most useful on pets and
3059     keeps the server from destroying them on destroy_pets/monster floors
3060     and will try to save them when the player logs out.
3061     </attribute>
3062 root 1.3
3063 root 1.1 <section name="melee">
3064     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3065     This number is a bitmask, specifying the monster's attacktypes
3066     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3067     Strong monsters often have more than just physical attacktype.
3068 root 1.3
3069 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3070     as much damage as the "best" of it's attacktypes does. So, the more
3071     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3072     somehow exceptions.
3073     </attribute>
3074     <attribute arch="dam" editor="damage" type="int">
3075     Among other parameters, &lt;damage&gt; affects how much melee damage
3076     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3077     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3078     take effect on the melee damage of a monster.
3079     </attribute>
3080     <attribute arch="wc" editor="weapon class" type="int">
3081     Monsters of high &lt;weapon class&gt; are more likely to really hit
3082     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3083     to &lt;armour class&gt;.
3084     </attribute>
3085     <attribute arch="hp" editor="health points" type="int">
3086     The &lt;health points&gt; of a monster define how long it takes to
3087     kill it. With every successful hit from an opponent, &lt;health points&gt;
3088     get drained - The monster dies by zero &lt;health points&gt;.
3089     </attribute>
3090     <attribute arch="maxhp" editor="max health" type="int">
3091     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3092     monster can have.
3093     </attribute>
3094     <attribute arch="ac" editor="armour class" type="int">
3095     Monsters of low &lt;armour class&gt; are less likely to get hit from
3096     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3097     to &lt;weapon class&gt;.
3098     Values typically range between +20 (very bad) to -20 (quite good).
3099     </attribute>
3100     <attribute arch="Con" editor="healing rate" type="int">
3101 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3102     healing rate is independent of &lt;speed&gt;.
3103 root 1.1 </attribute>
3104     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3105     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3106     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3107     bounce off.
3108     </attribute>
3109     <attribute arch="hitback" editor="hitback" type="bool">
3110     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3111     to the amount of damage the *attacker* inflicted. This damage
3112     is additional to the regular melee damage of the monster.
3113     As far as I know, hitback uses acid attacktype, and it only takes
3114     effect if the monster actually has acid attacktype at it's disposal.
3115     Acid spheres for example use this feature.
3116     </attribute>
3117     <attribute arch="one_hit" editor="one hit only" type="bool">
3118     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3119     to a player.
3120     </attribute>
3121     </section>
3122 root 1.3
3123 root 1.1 <section name="spellcraft">
3124     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3125     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3126     Only wands/rods/etc can be used, given the appropriate abilities.
3127     </attribute>
3128     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3129     A monster with this flag has the ability to &lt;reflect spells&gt;,
3130     all kinds of spell-bullets and -beams will bounce off.
3131 root 1.3
3132 root 1.1 Generally this flag should not be set because it puts
3133     wizard-type players at an unfair disadvantage.
3134     </attribute>
3135     <attribute arch="sp" editor="spellpoints" type="int">
3136     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3137     them for both wizard- and prayer-spells. However, this value defines
3138     only the amount of *initial* spellpoints the monster starts with.
3139     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3140     and &lt;spellpoint regen.&gt; are more important than just initial
3141     &lt;spellpoints&gt;.
3142     </attribute>
3143     <attribute arch="maxsp" editor="max spellpoints" type="int">
3144     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3145     can hold. Setting this to high values has little effect unless
3146     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3147     "regenerate mana" at it's disposal.
3148     </attribute>
3149     <attribute arch="Pow" editor="spellpoint regen." type="int">
3150 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3151     spellpoint regeneration rate is independent of &lt;speed&gt;.
3152 root 1.3
3153 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3154     regeneration is most important. If your monster is still not casting
3155     fast enough, give it the spell-ability of "regenerate mana".
3156     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3157     </attribute>
3158     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3159     Click on the &lt;attuned paths&gt; button to select spellpaths.
3160     The creature will get attuned to the specified spellpaths.
3161     </attribute>
3162     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3163     Click on the &lt;repelled paths&gt; button to select spellpaths.
3164     The creature will get repelled to the specified spellpaths.
3165     </attribute>
3166     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3167     Click on the &lt;denied paths&gt; button to select spellpaths.
3168     The creature won't be able to cast spells of the specified paths.
3169     </attribute>
3170     </section>
3171 root 1.3
3172 root 1.1 <section name="ability">
3173     <attribute arch="Int" editor="detect hidden" type="int">
3174     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3175     hidden/invisible creatures. Higher values make for better
3176     detection-skills. Enabling &lt;see invisible&gt; makes this value
3177     obsolete.
3178     </attribute>
3179     <attribute arch="see_invisible" editor="see invisible" type="bool">
3180     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3181     with by invisible or hiding players. This flag is a must-have
3182     for high-level monsters. When a monster is unable to detect
3183     invisible players, it can be killed without fighting back.
3184     </attribute>
3185     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3186     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3187     by spells of darkness or dark maps. This flag is a "should-have"
3188     for high-level monsters. When a monster is unable to see in
3189     darkness, players can cast darkness and sneak around it safely.
3190     </attribute>
3191     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3192     Monster is able to wield weapon type objects.
3193     </attribute>
3194     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3195     Monster is able to use missile-weapon type objects.
3196     </attribute>
3197     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3198     Monster is able to wear protective equipment like brestplate
3199     armour, shields, helmets etc.
3200     </attribute>
3201     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3202     Monster is able to wear rings.
3203     </attribute>
3204     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3205     Monster is able to use wands and staves.
3206     </attribute>
3207     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3208     Monster is able to use rods.
3209     </attribute>
3210     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3211     Monster is able to read scrolls.
3212     </attribute>
3213     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3214     Monster is able to use skills from it's inventory.
3215     For example, you can put a throwing skill object and some
3216 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3217 root 1.1 </attribute>
3218     </section>
3219 root 1.3
3220 root 1.1 <section name="behave">
3221     <attribute arch="monster" editor="monster behaviour" type="bool">
3222     When &lt;monster behaviour&gt; is enabled, this object will behave
3223     like a monster: It can move and attack enemies (which are
3224     typically players).
3225     This flag should be set for all monsters as-such.
3226     Monsters which don't move, like guards, should also have
3227     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3228 root 1.3 It should *not* be set for things like immobile generators.
3229 root 1.1 </attribute>
3230     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3231     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3232     </attribute>
3233     <attribute arch="friendly" editor="friendly" type="bool">
3234     &lt;friendly&gt; monsters help the player, attacking any
3235     non-friendly monsters in range.
3236     </attribute>
3237     <attribute arch="stand_still" editor="stand still" type="bool">
3238     Monsters which &lt;stand still&gt; won't move to leave their position.
3239     When agressive, they will attack all enemies who get close to
3240     them. This behaviour is commonly known from castle guards.
3241 root 1.3
3242 root 1.32 In older versions of Deliantra it was possible to eventually
3243 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3244     I believe this is no longer possible. Neverthless, you should
3245     still be cautious when lining up &lt;stand still&gt;-monster in order
3246     to "defend" something: Such monsters are rather easy to kill.
3247     It's good for low level maps, but not much more.
3248     </attribute>
3249     <attribute arch="sleep" editor="asleep" type="bool">
3250     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3251     &lt;sensing range&gt; of the monster. Usually the sensing range is
3252     larger than the players line of sight. Due to that, in most cases
3253     the player won't ever notice weither a monster was asleep or not.
3254     </attribute>
3255     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3256     This entry defines which kinds of environment actions the
3257     creature is able to perform.
3258     </attribute>
3259     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3260     Click on the &lt;pick up&gt; button and select which types of objects
3261     the creature should try to pick up.
3262 root 1.3
3263 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3264     etc are set, then the creature will pick up the matching items even
3265     if this is not set here.
3266     </attribute>
3267     <attribute arch="Wis" editor="sensing range" type="int">
3268     &lt;sensing range&gt; determines how close a player needs to be before
3269     the creature wakes up. This is done as a square, for reasons of speed.
3270     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3271     11x11 square of the monster will wake the monster up. If the player
3272     has stealth, the size of this square is reduced in half plus 1.
3273     </attribute>
3274 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3275     If this is set to default, the standard mode of movement will be used.
3276     </attribute>
3277     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3278     This movement is not in effect when the monster has an enemy and should
3279     only be used for non agressive monsters.
3280 root 1.1 </attribute>
3281     <attribute arch="run_away" editor="run at % health" type="int">
3282     This is a percentage value in the range 0-100.
3283     When the monster's health points drop below this percentage
3284     (relative to max health), it attempts to run away from the
3285     attacker.
3286     </attribute>
3287     </section>
3288 elmex 1.29 &resistances_basic;
3289 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3290     </attribute>
3291     </type>
3292    
3293     <!--####################################################################-->
3294 root 1.3 <type number="28" name="Monster (Grimreaper)">
3295     <import_type name="Monster &amp; NPC" />
3296     <ignore>
3297     <attribute arch="material" />
3298     <attribute arch="name_pl" />
3299     <attribute arch="nrof" />
3300     <attribute arch="value" />
3301     <attribute arch="unpaid" />
3302     </ignore>
3303 elmex 1.27 <description>
3304 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3305 elmex 1.27 draining attacks.
3306 root 1.3 </description>
3307     <section name="grimreaper">
3308     <attribute arch="value" editor="attacks" type="int">
3309     The object vanishes after this number of draining attacks.
3310     </attribute>
3311     </section>
3312     </type>
3313    
3314     <!--####################################################################-->
3315 root 1.1 <type number="65" name="Mood Floor">
3316     <ignore>
3317     <ignore_list name="system_object" />
3318     </ignore>
3319     <description><![CDATA[
3320     As the name implies, mood floors can change the "mood" of
3321     a monsters/NPC. For example, an unagressive monster could be
3322     turned mad to start attacking. Similar, an agressive monster
3323 root 1.37 could be calmed.]]>
3324 root 1.1 </description>
3325     <use><![CDATA[
3326     Mood floors are absolutely cool for NPC interaction. To make an
3327     unaggressive monster/NPC attack, put a creator with "other_arch
3328     furious_floor" under it. Connect the creator to a magic_ear, so the
3329     player speaks a keyword like "stupid sucker" - and the monster attacks.
3330     <br><br>
3331     To turn an NPC into a pet, put a charm_floor under it and connect
3332     it directly to a magic_ear. Then the player speaks a keyword like
3333     "help me" - and the NPC joins him as pet.
3334     <br><br>
3335     (Of course you must always give clear hints about keywords!
3336     And there is no reason why you couldn't use a button/lever/pedestal
3337 root 1.37 etc. instead of a magic_ear.)]]>
3338 root 1.1 </use>
3339     <attribute arch="no_pick" value="1" type="fixed" />
3340     <attribute arch="last_sp" editor="mood" type="list_mood">
3341     &lt;mood&gt; is used to determine what will happen to the
3342     monster when affected by the mood floor:
3343 root 1.3
3344 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3345 root 1.3
3346 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3347 root 1.3
3348 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3349 root 1.3
3350 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3351 root 1.3
3352 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3353     who triggers the square. This setting is not
3354     enabled for continous operation, you need to
3355     insert a &lt;connection&gt; value!
3356     </attribute>
3357 root 1.45 <attribute arch="connected" editor="connection" type="string">
3358 root 1.1 This should only be set in combination with &lt;mood number&gt; 4.
3359     Normally, monsters are affected by the mood floor as soon as they
3360     step on it. But charming (monster -&gt; pet) is too powerful,
3361 root 1.3 so it needs to be activated.
3362    
3363 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3364     But a powerful pet could as well be the reward for solving a
3365     quest. Or even better: It could be *part* of a quest!
3366     </attribute>
3367     <attribute arch="no_magic" editor="no spells" type="bool">
3368     If enabled, it is impossible for players to use (wizard-)
3369     spells on that spot.
3370     </attribute>
3371     <attribute arch="damned" editor="no prayers" type="bool">
3372     If enabled, it is impossible for players to use prayers
3373     on that spot. It also prevents players from saving.
3374     </attribute>
3375     </type>
3376    
3377     <!--####################################################################-->
3378     <type number="40" name="Mover">
3379     <ignore>
3380     <ignore_list name="non_pickable" />
3381     </ignore>
3382     <description><![CDATA[
3383     Movers move the objects above them. However, only living objects
3384     are affected (monsters/NPCs always, players optional). Movers have
3385     a direction, so players can be made to move in a pattern, and so
3386     can monsters. Motion is involuntary. Additionally, players or
3387     monsters can be "frozen" while ontop of movers so that they MUST
3388     move along a chain of them.
3389     <br><br>
3390     Multisquare monsters can be moved as well, given
3391 root 1.37 enough space. Movers are usually invisible.]]>
3392 root 1.1 </description>
3393     <use><![CDATA[
3394     NEVER EVER consider a mover being unpassable in the backwards
3395     direction. Setting "forced movement" makes it seemingly impossible
3396     but there is still a trick: One player can push a second player
3397     past the mover, in opposite to the mover's direction! The more
3398     movers, the more players needed. Hence, don't make a treasure
3399     room that is surrounded by movers instead of solid walls/gates.
3400     <br><br>
3401     Btw, it does not make a difference putting movers above or
3402     below the floor. Moreover, movers that are set to be invisible
3403     cannot be discovered with the show_invisible spell.
3404     <br><br>
3405     Note that Movers and Directors are seperate objects, even though
3406     they look and act similar. Directors only do spells/missiles,
3407     while movers only do living creatures (depending on how it
3408 root 1.37 is set: monsters and players).]]>
3409 root 1.1 </use>
3410     <attribute arch="attacktype" editor="forced movement" type="bool">
3411     If forced movement is enabled, the mover "freezes" anyone it
3412     moves (so they are forced to move along a chain).
3413     For players there is no way to escape this forced movement,
3414     except being pushed by a second player.
3415     </attribute>
3416     <attribute arch="maxsp" editor="freeze duration" type="int">
3417     The player will be "frozen" for that many moves.
3418     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3419     enabled, then &lt;freeze duration&gt; gets assigned the
3420     "default value" 2 automatically.
3421     </attribute>
3422     <attribute arch="speed" editor="movement speed" type="float">
3423     The movement speed value determines how fast a chain of
3424     these movers will push a player along (default is -0.2).
3425     </attribute>
3426 root 1.12 &speed_left;
3427 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3428     The mover will push creatures in the specified &lt;direction&gt;.
3429     A mover with direction set to &lt;none&gt; will spin clockwise,
3430     thus pushing creatures in unpredictable directions.
3431     </attribute>
3432     <attribute arch="lifesave" editor="gets used up" type="bool">
3433     If enabled, the mover gets "used up" after a certain number of moves
3434 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3435 root 1.1 </attribute>
3436     <attribute arch="hp" editor="number of uses" type="int">
3437     This value has only a meaning if &lt;gets used up&gt; is set:
3438     &lt;number of uses&gt; is the number of times minus one, that it
3439     will move a creature before disappearing. (It will move
3440 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3441 root 1.1 </attribute>
3442     <section name="targets">
3443     <attribute arch="level" editor="move players" type="bool">
3444     If &lt;move players&gt; is enabled, both players and monsters will be
3445     moved. In the arches' default it is disabled - thus ONLY monsters
3446     get moved. Remember that "monsters" includes NPCs!
3447 root 1.3
3448 root 1.1 This feature provides you with the possibility to make NPCs
3449     literally "come to life". Example: The player is talking with an
3450     NPC, speaking a certain keyword. This triggers a magic_ear and
3451     activates creators, creating (per default: monster-only) movers
3452     under the NPC's feet. The NPC starts "walking" on a predefined
3453     route! Note that it's useful to set this NPC immune to everything,
3454     preventing the player to push the NPC off his trace.
3455     </attribute>
3456 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3457     Which movement types activate the mover.
3458 root 1.1 </attribute>
3459     </section>
3460     </type>
3461    
3462     <!--####################################################################-->
3463     <type number="17" name="Pedestal">
3464     <ignore>
3465     <ignore_list name="non_pickable" />
3466     </ignore>
3467     <description><![CDATA[
3468     Pedestals are designed to detect certain types of living objects.
3469     When a predefined type of living creature steps on the pedestal, the
3470 root 1.37 connected value is triggered.]]>
3471 root 1.1 </description>
3472     <use><![CDATA[
3473     If you want to create a place where only players of a certain race
3474     can enter, put a teleporter over your pedestal. So the teleporter is
3475     only activated for players of the matching race. Do not use gates,
3476     because many other players could sneak in. If you put powerful
3477     artifacts into such places, generally set "startequip 1", so that
3478 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3479 root 1.1 </use>
3480     <attribute arch="no_pick" value="1" type="fixed" />
3481     <attribute arch="slaying" editor="match race" type="string">
3482     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3483     matches the monster's or the player's race, we have a match.
3484     Yes, pedestals can detect a player's race! E.g. you could create a
3485 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3486    
3487 root 1.1 If it is set to "player", any player stepping on the pedestal
3488     is a match. Very useful if you want to open a gate for players
3489     but not for monsters.
3490 root 1.51
3491     &match_compat;
3492 root 1.1 </attribute>
3493 root 1.45 <attribute arch="connected" editor="connection" type="string">
3494 root 1.1 When the pedestal is triggered, all objects with the same
3495     connection value get activated.
3496     </attribute>
3497 root 1.9 &move_on;
3498 root 1.1 </type>
3499    
3500     <!--####################################################################-->
3501 root 1.52 <type number="19" name="Item Match">
3502     <ignore>
3503     <ignore_list name="non_pickable" />
3504     </ignore>
3505     <description><![CDATA[
3506     Match objects use the deliantra matching language
3507     (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3508     to match items on the same mapspace (if move_on/off are unset) or
3509     items trying to enter (if move_blocked is set).
3510    
3511     If a connected value is given, then it is triggered if the first object
3512     matching the expression is put on it, and the last is removed.]]>
3513     </description>
3514     <use><![CDATA[
3515     If you want to trigger something else (e.g. a gate) when an item is above this object,
3516     use the move_on/move_off settings.
3517    
3518     If you want to keep something from entering if it has (or lacks) a specific item,
3519     use the move_blocked setting.]]>
3520     </use>
3521     <attribute arch="no_pick" value="1" type="fixed" />
3522     <attribute arch="slaying" editor="match expression" type="string">
3523     &match_compat;
3524    
3525     Optionally you can leave out the "match " prefix.
3526     </attribute>
3527     <attribute arch="connected" editor="connection" type="string">
3528     When the match is triggered, all objects with the same
3529     connection value get activated.
3530     </attribute>
3531     &move_on;
3532     &move_off;
3533     &move_block;
3534     </type>
3535    
3536     <!--####################################################################-->
3537 root 1.1 <type number="94" name="Pit">
3538     <ignore>
3539     <ignore_list name="non_pickable" />
3540     </ignore>
3541     <description><![CDATA[
3542     Pits are holes, transporting the player when he walks (and falls) into them.
3543     A speciality about pits is that they don't transport the player to
3544 root 1.37 the exact destination, but within a configurable radius of the destination
3545 root 1.1 (never on blocked squares).<br>
3546     Optionally, pits can get closed and opened, similar to gates.<br><br>
3547     Monsters and items are affected by pits just as well as players.
3548 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3549 root 1.1 </description>
3550     <use><![CDATA[
3551     Pits can add interesting effects to your map. When using them, make
3552     sure to use them in a "logical way": Pits should always drop the
3553     player to some kind of lower level. They should not be used to
3554 root 1.37 randomly interconnect maps like teleporters do.]]>
3555 root 1.1 </use>
3556     <attribute arch="no_pick" value="1" type="fixed" />
3557 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3558 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3559 root 1.37 </attribute>
3560 root 1.45 <attribute arch="connected" editor="connection" type="string">
3561 root 1.1 When a &lt;connection&gt; value is set, the pit can be opened/closed
3562     by activating the connection.
3563     </attribute>
3564 elmex 1.16 &activate_on;
3565 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3566     The pit will transport creatures (and items) randomly into a two-square
3567     radius of the destination coordinates.
3568     If the destination square becomes blocked, the pit will act like
3569     being filled up and not work anymore!
3570     </attribute>
3571     <attribute arch="sp" editor="destination Y" type="int">
3572     The pit will transport creatures (and items) randomly into a two-square
3573     radius of the destination coordinates.
3574     If the destination square becomes blocked, the pit will act like
3575     being filled up and not work anymore!
3576     </attribute>
3577     <attribute arch="wc" editor="position state" type="int">
3578     The &lt;position state&gt; defines the position of the gate:
3579     Zero means completely open/down, the "number of animation-steps" (usually
3580     about 6 or 7) means completely closed/up state. I suggest you don't
3581     mess with this value - Leave the default in place.
3582     </attribute>
3583 root 1.9 &move_on;
3584 root 1.1 </type>
3585    
3586     <!--####################################################################-->
3587     <type number="7" name="Poison Food">
3588     <description><![CDATA[
3589     When eating, the player's stomache is drained by 1/4 of food.
3590 root 1.37 If his food drops to zero, the player might even die.]]>
3591 root 1.1 </description>
3592     </type>
3593    
3594     <!--####################################################################-->
3595     <type number="5" name="Potion">
3596     <description><![CDATA[
3597     The player can drink these and gain various kinds of benefits
3598 root 1.37 (/penalties) by doing so.]]>
3599 root 1.1 </description>
3600     <use><![CDATA[
3601 root 1.37 One potion should never give multiple benefits at once.]]>
3602 root 1.1 </use>
3603     <attribute arch="level" editor="potion level" type="int">
3604     If the potion contains a spell, the spell is cast at this level.
3605     For other potions it should be set at least to 1.
3606     </attribute>
3607     <attribute arch="sp" editor="spell" type="spell">
3608     When a player drinks this potion, the selected spell
3609     will be casted (once). This should work for any given spell.
3610     E.g. heal is "sp 35", magic power is "sp 67".
3611     </attribute>
3612     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3613     There are two types of special effects for potions:
3614     'life restoration' - restore the player's stats lost by death or draining
3615     (this has nothing in common with the restoration spell!)
3616 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3617 root 1.1 by a very small amount.
3618     </attribute>
3619     <attribute arch="cursed" editor="cursed" type="bool">
3620     If a potion is cursed, benefits generally turn into penalties.
3621     Note that potions can be "uncursed" by praying over an altar,
3622     with relative ease. *But* the potion must be identified to notice
3623     that it is cursed &gt;:)
3624     </attribute>
3625     <attribute arch="startequip" editor="godgiven item" type="bool">
3626     A godgiven item vanishes as soon as the player
3627     drops it to the ground.
3628     </attribute>
3629 elmex 1.29 &player_stat_resist_sections;
3630 root 1.1 </type>
3631    
3632     <!--####################################################################-->
3633     <type number="156" name="Power Crystal">
3634     <description><![CDATA[
3635     Power crystals can store a player's mana:
3636     When the player applies the crystal with full mana, half of
3637     it flows into the crystal. When the player applies it with
3638 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3639 root 1.1 </description>
3640     <attribute arch="sp" editor="initial mana" type="int">
3641     &lt;initial mana&gt; is the amount of spellpoints that the
3642     crystal holds when the map is loaded.
3643     </attribute>
3644     <attribute arch="maxsp" editor="mana capacity" type="int">
3645     The &lt;mana capacity&gt; defines how much mana can be stored
3646     in the crystal. This is what makes the crystal interesting.
3647     Wizard-players will always seek for crystals with large
3648     capacities.
3649     </attribute>
3650     </type>
3651    
3652     <!--####################################################################-->
3653     <type number="13" name="Projectile">
3654     <description><![CDATA[
3655     Projectiles like arrows/crossbow bolts are used as ammunition
3656     for shooting weapons.
3657     <br><br>
3658     It's very easy to add new pairs of weapons &amp; projectiles.
3659     Just set matching &lt;ammunition class&gt; both for shooting
3660 root 1.37 weapon and projectile.]]>
3661 root 1.1 </description>
3662     <use><![CDATA[
3663     If you want to create new kinds of projectiles, you could
3664     add an alchemical receipe to create these.
3665 root 1.3
3666 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3667     they really fullfill a useful purpose. In fact, even bows
3668 root 1.37 and crossbows are rarely ever used.]]>
3669 root 1.1 </use>
3670     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3671     This number is a bitmask, specifying the projectile's attacktypes.
3672     Attacktypes are: physical, magical, fire, cold.. etc.
3673     This works identical to melee weapons. Note that shooting
3674     weapons cannot have attacktypes.
3675     </attribute>
3676     <attribute arch="race" editor="ammunition class" type="string">
3677     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3678     these projectiles. For arrows set "arrows", for crossbow bolts
3679     set "crossbow bolts" (big surprise).
3680 root 1.3
3681 root 1.1 In certain cases, the ammunition class is displayed in the game.
3682     Hence, when you create a new ammunition class, choose an
3683     intuitive name like "missiles", "spirit bolts" - whatever.
3684 root 1.3
3685 root 1.1 You can also make special containers holding these projectiles
3686     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3687     </attribute>
3688     <attribute arch="slaying" editor="slaying race" type="string">
3689     Slaying means the weapon does tripple (3x) damage to monsters
3690     of the specified race. If &lt;slaying race&gt; matches an arch name,
3691     only monsters of that archtype receive tripple damage.
3692     Tripple damage is very effective.
3693     </attribute>
3694     <attribute arch="dam" editor="damage" type="int">
3695     The projectile &lt;damage&gt; significantly affects the damage
3696     done. Damage can be further increased by the shooting
3697     weapon's attributes.
3698     </attribute>
3699     <attribute arch="wc" editor="weaponclass" type="int">
3700     This value is supposed to be the base &lt;weaponclass&gt;,
3701     but it seems to have rather little effect.
3702     High values are good here, low values bad.
3703     </attribute>
3704     <attribute arch="food" editor="chance to break" type="int">
3705     The &lt;chance to break&gt; defines the breaking probability when this
3706     projectile hits an obstacle, e.g. wall or monster.
3707     The value is the %-chance to break, ranging from 0 (never breaking)
3708     to 100 (breaking at first shot).
3709     </attribute>
3710     <attribute arch="magic" editor="magic bonus" type="int">
3711     Magic bonus increases chance to hit and damage a little bit.
3712     </attribute>
3713     <attribute arch="unique" editor="unique item" type="bool">
3714     Unique items exist only one time on a server. If the item
3715     is taken, lost or destroyed - it's gone for good.
3716     </attribute>
3717     <attribute arch="startequip" editor="godgiven item" type="bool">
3718     A godgiven item vanishes as soon as the player
3719     drops it to the ground.
3720     </attribute>
3721     <attribute arch="no_drop" editor="don't drop" type="bool">
3722     When a monster carries a projectile with &lt;don't drop&gt;,
3723     this item will never drop to the ground but
3724     vanish instead. If this object is shot, it can still drop
3725     after hitting an obstacle. You can prevent this by
3726     setting &lt;chance to break&gt; 100.
3727     </attribute>
3728     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3729     This text may describe the projectile. This
3730     could be nice for very special ones.
3731     </attribute>
3732     </type>
3733    
3734     <!--####################################################################-->
3735     <type number="70" name="Ring">
3736     <import_type name="Amulet" />
3737     <description><![CDATA[
3738     Rings are worn on the hands - one ring each.
3739     Wearing rings, the object's stats will directly be inherited to
3740 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3741 root 1.1 </description>
3742     <use><![CDATA[
3743     When you create an artifact ring, never forget that players can
3744     wear <B>two</B> rings! Due to that it is extremely important to
3745     keep rings in balance with the game.
3746     <br><br>
3747     Also keep in mind that rings are generally the wizard's tools.
3748     They should primarily grant bonuses to spellcasting abilities
3749 root 1.37 and non-physical resistances.]]>
3750 root 1.1 </use>
3751     </type>
3752    
3753     <!--####################################################################-->
3754     <type number="3" name="Rod">
3755     <ignore>
3756     <attribute arch="title" />
3757     </ignore>
3758     <description><![CDATA[
3759     A rod contains a spell. The player can use this spell by applying and
3760     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3761     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3762 root 1.37 used endlessly.]]>
3763 root 1.1 </description>
3764     <use><![CDATA[
3765     Rods with healing/curing spells are extremely powerful. Usually, potions have
3766     to be used for that purpose. Though, potions are expensive and only good for
3767 root 1.37 one-time-use.<br>]]>
3768 root 1.1 </use>
3769     <attribute arch="sp" editor="spell" type="spell">
3770     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3771     rods to players, since they can be used endlessly without any mana cost!
3772     Rods with heal/ restoration/ protection spells, IF available, MUST be
3773     very very VERY hard to get!
3774     </attribute>
3775     <attribute arch="level" editor="casting level" type="int">
3776     The casting level of the &lt;spell&gt; determines it's power.
3777     For attack spells, level should be set to something reasonable.
3778     </attribute>
3779     <attribute arch="hp" editor="initial spellpoints" type="int">
3780     This value represents the initial amount of spellpoints in the rod.
3781     Naturally, this is quite unimportant.
3782     </attribute>
3783     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3784     When the rod is fully charged up, it will hold this maximum amount of
3785     spellpoints. Make sure it is enough to cast the contained spell at least
3786     once. But don't set the value too high, as that might make the rod
3787     too effective.
3788     </attribute>
3789     <attribute arch="startequip" editor="godgiven item" type="bool">
3790     A godgiven item vanishes as soon as the player
3791     drops it to the ground.
3792     </attribute>
3793     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3794     This text may contain a description of the rod.
3795     </attribute>
3796     </type>
3797    
3798     <!--####################################################################-->
3799     <type number="154" name="Rune">
3800     <ignore>
3801     <attribute arch="no_pick" />
3802     <attribute arch="title" />
3803     <attribute arch="name_pl" />
3804     <attribute arch="weight" />
3805     <attribute arch="value" />
3806     <attribute arch="material" />
3807     <attribute arch="unpaid" />
3808     </ignore>
3809     <description><![CDATA[
3810 root 1.3 A rune is a magical enscription on the dungeon floor.
3811 root 1.1 <br><br>
3812     Runes hit any monster or person who steps on them for 'dam' damage in
3813     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3814     and will cast this spell when it detonates. Yet another kind is the
3815     "summoning rune", summoning predefined monsters of any kind, at detonation.
3816     <br><br>
3817 root 1.37 Many runes are already defined in the archetypes.]]>
3818 root 1.1 </description>
3819     <use><![CDATA[
3820     Avoid monsters stepping on your runes. For example, summoning runes
3821 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3822 root 1.1 </use>
3823     <attribute arch="no_pick" value="1" type="fixed" />
3824 root 1.9 &move_on;
3825 root 1.1 <attribute arch="level" editor="rune level" type="int">
3826     This value sets the level the rune will cast the spell it contains at,
3827     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3828 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3829    
3830 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3831     how much experience the player gets for doing so. Beware: High level
3832     runes can be quite a cheap source of experience! So either make them
3833     tough, or keep the level low.
3834     </attribute>
3835     <attribute arch="Cha" editor="visibility" type="int">
3836     This value determines what fraction of the time the rune is visible:
3837     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3838     how easily the rune may be found.
3839     </attribute>
3840     <attribute arch="hp" editor="number of charges" type="int">
3841     The rune will detonate &lt;number of charges&gt; times before disappearing.
3842     </attribute>
3843     <attribute arch="dam" editor="direct damage" type="int">
3844     &lt;direct damage&gt; specifies how much damage is done by the rune,
3845     if it doesn't contain a spell. This should be set in reasonable
3846 root 1.3 relation to the rune's level.
3847 root 1.1 </attribute>
3848     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3849     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3850     attribute defines what attacktype to use for direct damage when
3851     the rune detonates.
3852     </attribute>
3853     <section name="spellcraft">
3854     <attribute arch="sp" editor="spell" type="spell">
3855     The selected &lt;spell&gt; defines the spell in the rune, if any.
3856     (Many runes do direct damage).
3857     </attribute>
3858     <attribute arch="slaying" editor="spell name" type="string">
3859     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3860     but if present, overrides the &lt;spell&gt; setting.
3861     </attribute>
3862     <attribute arch="other_arch" editor="spell arch" type="string">
3863     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3864     is optional, but if present, overrides the &lt;spell&gt; setting.
3865     You can choose any of the existing arches.
3866     </attribute>
3867     <attribute arch="maxsp" editor="direction" type="list_direction">
3868     If set, the rune will cast it's containing spell (if any) in
3869     this &lt;direction&gt;.In most cases this appears useless because
3870     the spell directly hits the player.
3871     </attribute>
3872     <attribute arch="race" editor="summon monster" type="string">
3873     If this is set to the arch name of any monster, together with
3874     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3875     of those on detonation. (dam and attacktype will still be ignored
3876     in this case). Runes are even capable of summoning multi-square
3877     monsters, given enough space. You'd better test it though.
3878     </attribute>
3879     <attribute arch="maxhp" editor="summon amount" type="int">
3880     This should only be set to a summoning rune. It will then summon
3881     that many creatures of the kind &lt;summon monster&gt;.
3882     </attribute>
3883     </section>
3884     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3885     When the rune detonates, this text is displayed to the
3886     victim. For especially powerful runes, create an appropriate
3887     thrilling description. ;)
3888     </attribute>
3889     </type>
3890    
3891     <!--####################################################################-->
3892     <type number="106" name="Savebed">
3893     <ignore>
3894     <ignore_list name="non_pickable" />
3895     </ignore>
3896     <description><![CDATA[
3897     When the player applies a savebed, he is not only saved. Both his
3898     respawn-after-death and his word-of-recall positions are pointing
3899 root 1.37 to the last-applied savebed.]]>
3900 root 1.1 </description>
3901     <use><![CDATA[
3902     Put savebed locations in towns, do not put them into dungeons.
3903     It is absolutely neccessary that a place with savebeds is 100% secure.
3904     That means:
3905     <UL>
3906     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3907     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3908 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3909 root 1.1 players get trapped in a savebed location.
3910     <LI> If possible, mark the whole site as no-spell area (Insert this
3911     arch called "dungeon_magic" everywhere). This is not required,
3912     but it makes the place much more safe.
3913 root 1.37 </UL>]]>
3914 root 1.1 </use>
3915     <attribute arch="no_pick" value="1" type="fixed" />
3916     <attribute arch="no_magic" value="1" type="fixed" />
3917     <attribute arch="damned" value="1" type="fixed" />
3918     </type>
3919    
3920     <!--####################################################################-->
3921 root 1.3 <type number="111" name="Scroll">
3922     <ignore>
3923     <attribute arch="title" />
3924     </ignore>
3925     <description><![CDATA[
3926     Scrolls contain spells (similar to spell-potions). Unlike potions,
3927     scrolls require a certain literacy skill to read successfully.
3928     Accordingly, for a successful reading, a small amount of
3929     experience is gained. Scrolls allow only one time usage, but
3930 root 1.37 usually they are sold in bulks.]]>
3931 root 1.3 </description>
3932     <use><![CDATA[
3933     For low level quests, scrolls of healing/curing-spells
3934     can be a nice reward. At higher levels, scrolls become less
3935 root 1.37 and less useful.]]>
3936 root 1.3 </use>
3937     <attribute arch="level" editor="casting level" type="int">
3938     The spell of the scroll will be casted at this level.
3939     This value should always be set, at least to 1.
3940     </attribute>
3941     <attribute arch="sp" editor="spell" type="spell">
3942     When a player/monster applies this scroll, the selected &lt;spell&gt;
3943     will be casted (once). This should work for any given spell.
3944     </attribute>
3945     <attribute arch="startequip" editor="godgiven item" type="bool">
3946     A godgiven item vanishes as soon as the player
3947     drops it to the ground.
3948     </attribute>
3949     </type>
3950    
3951     <!--####################################################################-->
3952     <type number="33" name="Shield">
3953     <import_type name="Amulet" />
3954     <description><![CDATA[
3955     Wearing a shield, the object's stats will directly be inherited to
3956     the player. Shields usually provide good defense, only surpassed
3957 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3958 root 1.3 </description>
3959     <use><![CDATA[
3960     Feel free to create your own special artifacts. However, it is very
3961 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3962 root 1.3 </use>
3963     <attribute arch="magic" editor="magic bonus" type="int">
3964     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3965     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3966     than direct armour-class bonus on the shield.
3967     </attribute>
3968     </type>
3969    
3970     <!--####################################################################-->
3971 root 1.1 <type number="14" name="Shooting Weapon">
3972     <description><![CDATA[
3973 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3974 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3975     wielded both at the same time. Like with any other equipment,
3976     stats/bonuses from shooting weapons are directly inherited to the player.
3977     <br><br>
3978     It's very easy to add new pairs of weapons &amp; projectiles.
3979     Just set matching &lt;ammunition class&gt; both for shooting
3980 root 1.37 weapon and projectile.]]>
3981 root 1.1 </description>
3982     <use><![CDATA[
3983     Shooting weapons should not add bonuses in general. There's already
3984     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3985 elmex 1.17 Shooting weapons should especially not add bonuses to the player
3986 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
3987     is crap for example! A name like "Longbow of great Wisdom" doesn't help
3988 root 1.37 - still crap.]]>
3989 root 1.1 </use>
3990     <attribute arch="race" editor="ammunition class" type="string">
3991     Only projectiles with matching &lt;ammunition class&gt; can be fired
3992     with this weapon. For normal bows set "arrows", for normal
3993     crossbows set "crossbow bolts".
3994 root 1.3
3995 root 1.1 In certain cases, the ammunition class is displayed in the game.
3996     Hence, when you create a new ammunition class, choose an
3997     intuitive name like "missiles", "spirit bolts" - whatever.
3998     </attribute>
3999     <attribute arch="sp" editor="shooting speed" type="int">
4000     After shooting a projectile, the player is frozen for a short
4001     period of time (to prevent shooting arrows machine-gun-like).
4002     The greater &lt;shooting speed&gt;, the shorter this period of time.
4003     1 is minimum (=worst) and 100 is maximum (=best) value.
4004 root 1.3
4005 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4006     SET IT TO ZERO! (That would freeze the player for eternety).
4007     </attribute>
4008     <attribute arch="dam" editor="base damage" type="int">
4009     The &lt;base damage&gt; significantly affects the damage done
4010     by using this weapon. This damage is added to the projectile
4011     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4012     according to the player's strength is added.
4013     </attribute>
4014     <attribute arch="wc" editor="weaponclass" type="int">
4015     This value is supposed to be the base &lt;weaponclass&gt;,
4016     but it seems to have rather little effect.
4017     High values are good here, low values bad.
4018     </attribute>
4019     <attribute arch="item_power" editor="item power" type="int">
4020     The &lt;item power&gt; value measures how "powerful" an artifact is.
4021     Players will only be able to wear equipment with a certain total
4022     amount of &lt;item power&gt;, depending on their own level. This is the
4023     only way to prevent low level players to wear "undeserved" equipment
4024     (like gifts from other players or cheated items).
4025 root 1.3
4026 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4027 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4028 root 1.1 calculate a provisional value at runtime, but this is never
4029     going to be an accurate measurement of &lt;item power&gt;.
4030     </attribute>
4031     <attribute arch="no_strength" editor="ignore strength" type="bool">
4032     Usually the player's strentgh takes effect on the damage
4033     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4034     the player's strength is ignored.
4035     </attribute>
4036     <attribute arch="damned" editor="damnation" type="bool">
4037     A damned shooting weapon cannot be unwielded unless
4038     the curse is removed. Removing damnations is
4039     a tick harder than removing curses.
4040     </attribute>
4041     <attribute arch="cursed" editor="curse" type="bool">
4042     A cursed shooting weapon cannot be unwielded unless
4043     the curse is removed.
4044     </attribute>
4045     <attribute arch="unique" editor="unique item" type="bool">
4046     Unique items exist only one time on a server. If the item
4047     is taken, lost or destroyed - it's gone for good.
4048     </attribute>
4049     <attribute arch="startequip" editor="godgiven item" type="bool">
4050     A godgiven item vanishes as soon as the player
4051     drops it to the ground.
4052     </attribute>
4053     <section name="stats">
4054     <attribute arch="Str" editor="strength" type="int">
4055     The player's strentgh will rise/fall by the given value
4056     while wearing this shooting weapon.
4057     </attribute>
4058     <attribute arch="Dex" editor="dexterity" type="int">
4059     The player's dexterity will rise/fall by the given value
4060     while wearing this shooting weapon.
4061     </attribute>
4062     <attribute arch="Con" editor="constitution" type="int">
4063     The player's constitution will rise/fall by the given value
4064     while wearing this shooting weapon.
4065     </attribute>
4066     <attribute arch="Int" editor="intelligence" type="int">
4067     The player's intelligence will rise/fall by the given value
4068     while wearing this shooting weapon.
4069     </attribute>
4070     <attribute arch="Pow" editor="power" type="int">
4071     The player's power will rise/fall by the given value
4072     while wearing this shooting weapon.
4073     </attribute>
4074     <attribute arch="Wis" editor="wisdom" type="int">
4075     The player's wisdom will rise/fall by the given value while
4076     wearing this shooting weapon.
4077     </attribute>
4078     <attribute arch="Cha" editor="charisma" type="int">
4079     The player's charisma will rise/fall by the given value
4080     while wearing this shooting weapon.
4081     </attribute>
4082     </section>
4083     <section name="bonus">
4084     <attribute arch="luck" editor="luck bonus" type="int">
4085     With positive luck bonus, the player is more likely to
4086     succeed in all sorts of things (spellcasting, praying,...).
4087     Unless the &lt;luck bonus&gt; is very high, the effect will be
4088     barely visible in-game. Luck bonus on one piece of equipment
4089     should never exceed 3, and such bonus should not be too
4090     frequently available.
4091     </attribute>
4092     <attribute arch="magic" editor="magic bonus" type="int">
4093     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4094     I'm not sure what exactly is increased - maybe weaponclass?
4095     However, &lt;magic bonus&gt; seems to have a little bit of positive
4096     influence on your chance to hit.
4097     </attribute>
4098     </section>
4099     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4100     This text describes the weapons's "story". Every decent artifact weapon
4101     should have such a description.
4102     </attribute>
4103     </type>
4104    
4105     <!--####################################################################-->
4106     <type number="68" name="Shop Floor">
4107     <ignore>
4108     <ignore_list name="non_pickable" />
4109     </ignore>
4110     <description><![CDATA[
4111     Shop floor is used for shops. It acts like a combination of the
4112     common floor- and the treasure type: When the map is loaded,
4113     randomitems (depending on the setings) are generated on it.
4114     These items are all flagged as unpaid.
4115     When a player drops an item onto shop floor, the item becomes
4116     unpaid and the player receives payment according to the item's
4117     selling-value.
4118     Shopfloor always prevents magic (To hinder players from burning
4119 root 1.37 or freezing the goods).]]>
4120 root 1.1 </description>
4121     <use><![CDATA[
4122     Tile your whole shop-interior space which shop floor.
4123     (That assures players receive payment for dropping items).
4124     Place shop mats to enter/leave the shop, and make sure
4125 root 1.37 there is no other exit than the shop mat.]]>
4126 root 1.1 </use>
4127     <attribute arch="is_floor" value="1" type="fixed" />
4128     <attribute arch="no_pick" value="1" type="fixed" />
4129     <attribute arch="no_magic" value="1" type="fixed" />
4130     <attribute arch="auto_apply" editor="generate goods" type="bool">
4131     If enabled, items will appear on this square when the map is loaded.
4132     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4133     are generated. The items will be unpaid.
4134     </attribute>
4135     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4136     This entry determines what kind of treasure will appear, when
4137     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4138     for details about existing treasurelists.
4139     </attribute>
4140     <attribute arch="exp" editor="quality level" type="int">
4141     The &lt;quality level&gt; will be used for the quality of the generated
4142     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4143     doesn't need to be set, unless you want extraordinarily good/bad
4144     quality. If you want to make a shop with very high quality, meaybe
4145     charge an entrance fee, or make the shop hard-to-come-by.
4146     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4147     and appearance of artifact-items.
4148     </attribute>
4149     <attribute arch="damned" editor="no prayers" type="bool">
4150     If enabled, it is impossible for players to use prayers
4151     on that spot. It also prevents players from saving.
4152     (Remember that &lt;no magic&gt; is always set for shop floors.)
4153     </attribute>
4154     </type>
4155    
4156     <!--####################################################################-->
4157     <type number="69" name="Shop Mat">
4158     <ignore>
4159     <ignore_list name="non_pickable" />
4160     </ignore>
4161     <description><![CDATA[
4162     Shop mats are used for entering/leaving shops. You should always
4163     have exactly TWO shop mats on your shop-map: One inside the
4164     "shopping-area" and one outside. Shop mats don't use exit paths/
4165     or -destinations. When stepping onto a shopmat the player gets beamed
4166     to the nearest other mat. If the player has unpaid items in his
4167     inventory, the price gets charged from his coins automatically.
4168     If the player has insufficient coins to buy his unpaid items, he
4169 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4170 root 1.1 </description>
4171     <use><![CDATA[
4172     As stated above, always place TWO shop mats into your shop.
4173 root 1.37 Not more and not less than that.]]>
4174 root 1.1 </use>
4175     <attribute arch="no_pick" value="1" type="fixed" />
4176 root 1.9 &move_on;
4177 root 1.1 </type>
4178    
4179     <!--####################################################################-->
4180     <type number="98" name="Sign &amp; MagicMouth">
4181     <ignore>
4182     <ignore_list name="non_pickable" />
4183     </ignore>
4184     <description><![CDATA[
4185     The purpose of a sign or magic_mouth is to display a certain message to
4186     the player. There are three ways to have the player get this message:
4187     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4188 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4189 root 1.1 </description>
4190     <use><![CDATA[
4191     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4192     some true roleplay feeling to your maps, support your storyline or give
4193     hints about hidden secrets/dangers. Place signs to provide the player
4194 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4195 root 1.1 </use>
4196 root 1.45 <attribute arch="connected" editor="connection" type="string">
4197 root 1.1 When a connection value is set, the message will be printed whenever
4198     the connection is triggered. This should be used in combination with
4199     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4200     If activating your magic_mouth this way, the message will not only be
4201     printed to one player, but all players on the current map.
4202     </attribute>
4203 elmex 1.16 &activate_on;
4204 root 1.9 &move_on;
4205 root 1.1 <attribute arch="food" editor="counter" type="int">
4206     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4207     (printing the message) only that many times. For signs this really shouldn't
4208     be used, while for magic_mouths it is extremely helpful.
4209     Monsters walking over the magic_mouth do not decrease the counter.
4210 root 1.3
4211 root 1.1 Often, you might want to have a message displayed only one time. For example:
4212     The player enters your map and you put a magic_mouth to tell him about the
4213     monsters and how dangerous they look and all. Later, when all the monsters
4214     are killed and the player leaves the map, displaying the same message a
4215     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4216     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4217     </attribute>
4218     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4219     This text will be displayed to the player.
4220     </attribute>
4221     </type>
4222    
4223 elmex 1.23 <type number="150" name="Shop Inventory">
4224     <ignore>
4225     <ignore_list name="non_pickable" />
4226     </ignore>
4227     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4228     </description>
4229     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4230     </use>
4231     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4232     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4233     the map that will be searched for unpaid items.
4234     </attribute>
4235     </type>
4236    
4237 root 1.1 <!--####################################################################-->
4238     <type number="43" name="Skill">
4239     <ignore>
4240     <ignore_list name="system_object" />
4241     </ignore>
4242     <description><![CDATA[
4243     Skills are objects which exist in the player/monster inventory.
4244     Both NPC/monsters and players use the same skill archetypes. Not all skills
4245 root 1.37 are enabled for monster use however.]]>
4246 root 1.1 </description>
4247     <use><![CDATA[
4248     For mapmaking, Skill objects serve two purposes:
4249     <p>First, the predefined skill archtypes (in the 'skills' directory)
4250     can be seen as the global skill definitions. A skill which doesn't
4251     exists as an archtype cannot be learned or used by players. When you
4252     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4253     of defined skill archtypes, because those strings are used as a reference in
4254     many skill-related objects.
4255     </p><p>
4256     Secondly, in order to enable monsters to use skills, you will need to
4257     copy default skill archtypes into the monsters' inventories.
4258     You can even customize the skills by changing stats. It is not
4259     recommended however, to use skills in your maps which are totally
4260 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4261 root 1.1 </use>
4262     <attribute arch="invisible" value="1" type="fixed" />
4263     <attribute arch="no_drop" value="1" type="fixed" />
4264     <attribute arch="skill" editor="skill name" type="string">
4265     The &lt;skill name&gt; is used for matchings. When a usable
4266     object has an identical &lt;skill name&gt;, players
4267     (or monsters) will need this skill to apply/use the object.
4268     </attribute>
4269     <attribute arch="expmul" editor="exp multiplier" type="float">
4270     This is the ratio of experience the players total should increase by
4271     when this skill is used. If this is zero, then experience only goes to
4272     to the skill. Values higher than 1 are allowed. Note that experience
4273     rewarded to the players total is in addition to that given to the
4274     skill. Eg, if player should get 500 exp for using a skill, and
4275     expmul is 1, the player will get 500 added to that skill as well as
4276     500 to their total.
4277     </attribute>
4278     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4279     The &lt;skill type&gt; defines the base functionality of the skill.
4280 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4281 root 1.1 create new skill types, but it requires a bit of server-coding.
4282     </attribute>
4283     <attribute arch="level" editor="level" type="int">
4284     </attribute>
4285     <attribute arch="exp" editor="experience" type="int">
4286     </attribute>
4287     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4288     The &lt;is native skill&gt; flag has an effect only when this
4289     skill object is placed in the inventory of a monster (or player).
4290     If it is set, the monster or player knows the skill natively, which
4291     means he does not need a skill tool to use it.
4292     </attribute>
4293     </type>
4294    
4295     <!--####################################################################-->
4296     <type number="130" name="Skill Scroll">
4297     <description><![CDATA[
4298     By reading a skill scroll, a player has a chance to learn the
4299 root 1.37 contained skill.]]>
4300 root 1.1 </description>
4301     <use><![CDATA[
4302     Skill scrolls are very much sought for by players. Currently,
4303     all skill scrolls are sold in shops randomly, which is in fact not
4304     a good system. It would be nice to have some cool quests with
4305 root 1.37 skill scrolls rewarded at the end.]]>
4306 root 1.1 </use>
4307     <attribute arch="race" value="scrolls" type="fixed" />
4308     <attribute arch="skill" editor="skill name" type="string">
4309     The &lt;skill name&gt; matches the skill object that can
4310     be learned from this scroll.
4311     </attribute>
4312     </type>
4313    
4314     <!--####################################################################-->
4315     <type number="21" name="Special Key">
4316     <ignore>
4317     <attribute arch="material" />
4318     </ignore>
4319     <description><![CDATA[
4320     When carrying the appropriate special key, a locked door can
4321     be opened. The key will dissapear.
4322     <br><br>
4323     This object-type can also be used for "passport"-like items:
4324     When walking onto an invetory checker, a gate for example might
4325 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4326 root 1.1 </description>
4327     <use><![CDATA[
4328     How to make a "passport": You take the special key arch
4329     (archetype name is "key2"), set the face to something like
4330     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4331     certainly must match with the appropiate inventory checker.
4332     <br><br>
4333     Of course you can be creative with names and faces of
4334     key-objects. A "mysterious crystal" or a "big dragon claw"
4335     (with appropriate faces) appear more interesting than just
4336 root 1.37 a "strange key", or "passport".]]>
4337 root 1.1 </use>
4338     <attribute arch="slaying" editor="key string" type="string">
4339     This string must be identical with the &lt;key string&gt; in the
4340     locked door, then it can be unlocked. It can also be used
4341     to trigger inventory checkers.
4342     </attribute>
4343     <attribute arch="material" editor="material" type="bitmask_material">
4344     For Special Keys, material should always be unset or set
4345     to Adamantite. This prevents the key from getting
4346     burned or otherwise destroyed.
4347     </attribute>
4348     <attribute arch="unique" editor="unique item" type="bool">
4349     Unique items exist only one time on a server. If the item
4350     is taken, lost or destroyed - it's gone for good.
4351 root 1.3
4352 root 1.1 This can be used if you want to sell apartments on your
4353     map: Simply sell a unique passport/key, and place
4354     an inventory checker at the entrance of your apartment.
4355     </attribute>
4356     <attribute arch="startequip" editor="godgiven item" type="bool">
4357     A godgiven item vanishes as soon as the player
4358     drops it to the ground.
4359     </attribute>
4360     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4361     This will add a description to the object. The player can read
4362     this text by clicking on the item in his inventory. Use this
4363     message to describe what the key/passport is good for. A player
4364     might have 50 different keys on his key-ring. Don't expect
4365     players to recall their purpose just by their names.
4366     </attribute>
4367     </type>
4368    
4369     <!--####################################################################-->
4370     <type number="101" name="Spell">
4371     <ignore>
4372     <ignore_list name="system_object" />
4373     </ignore>
4374     <description><![CDATA[
4375     Spell objects define a spell. When a spell is put in a spellbook,
4376     players can learn it by reading the book. Once learned, players
4377     can use the spell as often as they like. With increasing skill level
4378     of the player, spells may gain power but also increase cost.<br>
4379     Monsters can use spells which are put in their inventory (provided
4380     that certain "enabling" settings are correct). The monster's
4381 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4382 root 1.1 </description>
4383     <use><![CDATA[
4384     A lot of the spells' settings can be tuned and customized.
4385     When creating new spells which are accessible to players, it is
4386     important to think about balance. A single spell which is too
4387     powerful and/or too easy to use can eventually toss the whole skill
4388     and magic school system out of whack. Testing new spells is
4389 root 1.37 quite important therefore.]]>
4390 root 1.1 </use>
4391     <attribute arch="no_drop" value="1" type="fixed" />
4392     <attribute arch="invisible" value="1" type="fixed" />
4393     <attribute arch="skill" editor="skill name" type="string">
4394     The &lt;skill name&gt; matches the skill which is needed
4395     to cast this spell. This should be one out of "sorcery",
4396     "pyromancy", "evocation", "summoning" or "praying".
4397     If you want to fiddle with these, please take care not
4398     to upset the concept and balance of the various skills.
4399     </attribute>
4400     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4401     The &lt;spell type&gt; defines the basic type of spell.
4402     Some of these types are of a more generic nature than others.
4403     </attribute>
4404     <attribute arch="level" editor="spell level" type="int">
4405     </attribute>
4406     <attribute arch="casting_time" editor="casting time" type="int">
4407     </attribute>
4408     <attribute arch="duration" editor="duration" type="int">
4409     </attribute>
4410     <attribute arch="other_arch" editor="create object" type="string">
4411     </attribute>
4412     <attribute arch="sp" editor="cost spellpoints" type="int">
4413     </attribute>
4414     <attribute arch="grace" editor="cost grace" type="int">
4415     </attribute>
4416     <attribute arch="maxsp" editor="double cost per level" type="int">
4417     </attribute>
4418     </type>
4419    
4420     <!--####################################################################-->
4421     <type number="85" name="Spellbook">
4422     <description><![CDATA[
4423     By reading a spellbook, the player has a chance of learning the
4424     contained spell. Once learned from a book, the spell is available
4425     forever. Spellbooks with high level spells require some skill-level
4426     to read.<br><br>
4427     You can create widely customized spells only by adjusting the
4428     spell object in the spellbooks inventory. Refer to the description
4429     of spell objects for detailed information how to customize spells.<br>
4430     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4431 root 1.37 with a compilation of spells that the book may contain.]]>
4432 root 1.1 </description>
4433     <use><![CDATA[
4434     Don't put any of the godgiven spells into a spellbook! These are
4435     reserved for the followers of the appropriate cults. Handing them
4436     out in a spellbook would violate the balance between different religions.
4437     <br><br>
4438     Note that there is no fundamental difference between the spellbooks
4439     of varying schools (pyromancy, sorcery, evocation, summoning, and
4440     even praying). The difference lies only in the spells they contain.
4441     It is up to you, the mapmaker, to pick the right type of book
4442 root 1.37 for your spells.]]>
4443 root 1.1 </use>
4444     <attribute arch="skill" value="literacy" type="fixed" />
4445     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4446     There are two ways to put spells into a spellbook:
4447     1. Put a spell object in the books inventory. In this case,
4448     treasurelist must be set to &lt;none&gt;.
4449     2. Choose a treasurelist which contains spells.
4450     In that way, a spell will be chosen randomly from the list.
4451     </attribute>
4452     <attribute arch="startequip" editor="godgiven item" type="bool">
4453     A godgiven item vanishes as soon as the player
4454     drops it to the ground.
4455     </attribute>
4456     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4457     This text may contain a nice description
4458     of the spellbook's cover or something.
4459     </attribute>
4460     </type>
4461    
4462     <!--####################################################################-->
4463     <type number="90" name="Spinner">
4464     <ignore>
4465     <ignore_list name="non_pickable" />
4466     </ignore>
4467     <description><![CDATA[
4468     Spinners change the direction of spell objects and other projectiles
4469     that fly past. Unlike directors, it does make a difference from what
4470     angle you shoot into the spinner. The direction of objects flying past
4471 root 1.37 is always changed by a certain degree.]]>
4472 root 1.1 </description>
4473     <use><![CDATA[
4474     Spinners are very rarely used. I believe they are quite
4475     confusing and pointless. The only use I can think of is building
4476     some puzzle about where to shoot into spinners to shoot somewhere you
4477     otherwise couldn't.
4478 root 1.3
4479 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4480 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4481 root 1.1 </use>
4482     <attribute arch="sp" editor="direction number" type="int">
4483     The spinner will change the direction of flying objects by
4484     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4485     positive values counter clockwise.
4486 root 1.3
4487 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4488     </attribute>
4489 root 1.9 &move_on;
4490 root 1.1 </type>
4491    
4492     <!--####################################################################-->
4493     <type number="138" name="Swamp">
4494     <ignore>
4495     <ignore_list name="non_pickable" />
4496     </ignore>
4497     <description><![CDATA[
4498     Swamp areas show a special behaviour:
4499     When a player stands still on a swamp-square for too long,
4500     he will start to sink in and eventually drown and die.
4501     Items dropped on the swamp sink in and dissapear.
4502     Players with knowledge of the woodsman skill are a lot less likely
4503 root 1.37 to die in the swamp.]]>
4504 root 1.1 </description>
4505     <attribute arch="is_floor" value="1" type="fixed" />
4506     <attribute arch="is_wooded" value="1" type="fixed" />
4507     <attribute arch="speed" editor="drowning speed" type="float">
4508     The higher the &lt;drowning speed&gt;, the faster will players and items
4509     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4510     and unexpected death-trap. Players should get a warning before such areas.
4511     </attribute>
4512 root 1.12 &speed_left;
4513 root 1.9 &move_on;
4514     &movement_types_terrain;
4515 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4516     If enabled, it is impossible for players to use (wizard-)
4517     spells on that spot.
4518     </attribute>
4519     <attribute arch="damned" editor="no prayers" type="bool">
4520     If enabled, it is impossible for players to use prayers
4521     on that spot. It also prevents players from saving.
4522     </attribute>
4523     </type>
4524    
4525     <!--####################################################################-->
4526     <type number="41" name="Teleporter">
4527     <ignore>
4528     <ignore_list name="non_pickable" />
4529     </ignore>
4530     <description><![CDATA[
4531     When the player walks into a teleporter, he is transferred to a
4532     different location. The main difference to the object-type exit
4533     is the possibility to have teleporters connected to levers/buttons/etc.
4534     Sometimes teleporters are activated even against the players will.
4535     <br><br>
4536     Unlike exits, teleporters can also transfer items and
4537 root 1.37 monsters to different locations on the same map.]]>
4538 root 1.1 </description>
4539     <use><![CDATA[
4540     When creating maps, I guess sooner or later you'll want to have
4541     an invisible teleporter. If using "invisible 1", the teleporter
4542     can still be discovered with the show_invisible spell. And in
4543     some cases you can't place it under the floor to prevent this.
4544     <br><br>
4545     Fortunately, there is a cool trick to make a perfectly invisible
4546     teleporter: You simply add teleporter functionality to the floor
4547     itself. That means: You take the floor arch (e.g. "flagstone"),
4548 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4549 root 1.1 </use>
4550     <attribute arch="slaying" editor="exit path" type="string">
4551     The exit path specifies the map that the player is transferred to.
4552     &lt;exit path&gt; can be an absolute path, beginning with '/'
4553     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4554     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4555     for example I could use the relative path "Fire1"). Use relative
4556     paths whenever possible! Note that upper/lower case must always be
4557     set correctly. However, please use lower case only.
4558 root 1.3
4559 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4560     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4561     monsters and items. In this case, the destined map is automatically
4562     the same map the teleporter is on.
4563     </attribute>
4564     <attribute arch="hp" editor="destination X" type="int">
4565     The exit destinations define the (x, y)-coordinates where the exit
4566     leads to.
4567 root 1.3
4568 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4569     get teleported to another, randomly chosen teleporter on the same
4570     map (Slightly confusing for the player though). Make sure there
4571     actually *is* a second one in that case.
4572 root 1.3
4573 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4574     be transferred to the "default enter location" of the destined map.
4575     The latter can be set in the map-properties as "Enter X/Y". Though,
4576     please DO NOT use that. It turned out to be a source for numerous
4577     map-bugs.
4578     </attribute>
4579     <attribute arch="sp" editor="destination Y" type="int">
4580     The exit destinations define the (x, y)-coordinates where the exit
4581     leads to.
4582 root 1.3
4583 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4584     get teleported to another, randomly chosen teleporter on the same
4585     map (Slightly confusing for the player though). Make sure there
4586     actually *is* a second one in that case.
4587 root 1.3
4588 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4589     be transferred to the "default enter location" of the destined map.
4590     The latter can be set in the map-properties as "Enter X/Y". Though,
4591     please DO NOT use that. It turned out to be a source for numerous
4592     map-bugs.
4593     </attribute>
4594 root 1.45 <attribute arch="connected" editor="connection" type="string">
4595 root 1.1 If a connection value is set, the teleporter will be activated
4596     whenever the connection is triggered. To use this properly,
4597     &lt;activation speed&gt; must be zero.
4598     </attribute>
4599 elmex 1.16 &activate_on;
4600 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4601     If the &lt;activation speed&gt; is nonzero, the teleporter will
4602     automatically be activated in regular time-intervals. Hence, the
4603     player can just step on it and gets teleported sooner or later.
4604     The duration between two activates depends on the given value.
4605 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4606    
4607 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4608     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4609     </attribute>
4610 root 1.12 &speed_left;
4611 root 1.1 </type>
4612    
4613     <!--####################################################################-->
4614 root 1.3 <type number="26" name="Timed Gate">
4615     <ignore>
4616     <ignore_list name="non_pickable" />
4617     </ignore>
4618     <description><![CDATA[
4619 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4620 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4621     or carrying special key-objects (-> inventory checker).
4622     Unlike locked doors, gates can get shut again after a player has
4623     passed, which makes them more practical in many cases. Unlike normal
4624     gates, timed gates open when triggered but automatically close again
4625     after some time.]]>
4626     </description>
4627     <use><![CDATA[
4628     Use gates to divide your maps into separated areas. After solving
4629     area A, the player gains access to area B, and so on. Make your
4630 root 1.37 maps more complex than "one-way".]]>
4631 root 1.3 </use>
4632     <attribute arch="no_pick" value="1" type="fixed" />
4633 root 1.45 <attribute arch="connected" editor="connection" type="string">
4634 root 1.3 Whenever the inventory checker is triggered, all objects with identical
4635     &lt;connection&gt; value get activated. This only makes sense together with
4636     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4637     after some time.
4638     </attribute>
4639 elmex 1.16 &activate_on;
4640 root 1.3 <attribute arch="wc" editor="position state" type="int">
4641     The &lt;position state&gt; defines the position of the gate:
4642     Zero means completely open/down, the "number of animation-steps" (usually
4643     about 6 or 7) means completely closed/up state. I suggest you don't
4644     mess with this value - Leave the default in place.
4645     </attribute>
4646 root 1.9 &movement_types_terrain;
4647 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648     Restricting the use of spells to pass this gate. This has
4649     an effect only if &lt;block view&gt; is disabled.
4650     </attribute>
4651     <attribute arch="damned" editor="restrict prayers" type="bool">
4652     Restricting the use of prayers to pass this door. This has
4653     an effect only if &lt;block view&gt; is disabled.
4654     </attribute>
4655     <attribute arch="hp" editor="open duration" type="int">
4656     Defines the duration the gate remains closed. This only takes effect
4657     if the gate is not connected.
4658     </attribute>
4659     </type>
4660    
4661     <!--####################################################################-->
4662 root 1.1 <type number="155" name="Trap">
4663     <ignore>
4664     <attribute arch="no_pick" />
4665     <attribute arch="title" />
4666     <attribute arch="name_pl" />
4667     <attribute arch="weight" />
4668     <attribute arch="value" />
4669     <attribute arch="material" />
4670     <attribute arch="unpaid" />
4671     </ignore>
4672     <description><![CDATA[
4673     A trap is a object that can either do damage or trigger another connected object
4674 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4675 root 1.1 and generally have either a physical attack or trigger a reaction.
4676     <br><br>
4677     Traps hit any monster or person who steps on them for 'dam' damage in
4678     'attacktype' attacktype and/or trigger a reaction.
4679     <br><br>
4680 root 1.28 Many traps are already defined in the archetypes.]]>
4681 root 1.1 </description>
4682     <use><![CDATA[
4683     Avoid monsters stepping on your traps. For example, a party of orcs setting
4684 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4685 root 1.1 </use>
4686     <attribute arch="no_pick" value="1" type="fixed" />
4687 root 1.9 &move_on;
4688 root 1.3 <attribute arch="level" editor="trap level" type="int">
4689 root 1.1 Level effects how easily a trap may be found and disarmed, and
4690     how much experience the player gets for doing so. Beware: High level
4691     traps can be quite a cheap source of experience! So either make them
4692     tough, or keep the level low.
4693     </attribute>
4694     <attribute arch="Cha" editor="visibility" type="int">
4695     This value determines what fraction of the time the trap is visible:
4696     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4697     how easily the trap may be found.
4698     </attribute>
4699     <attribute arch="hp" editor="number of charges" type="int">
4700     The trap will detonate &lt;number of charges&gt; times before disappearing.
4701     </attribute>
4702     <attribute arch="dam" editor="direct damage" type="int">
4703 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4704     This should be set in reasonable relation to the trap's level.
4705 root 1.1 </attribute>
4706     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4707     This attribute defines what attacktype to use for direct damage when
4708     the trap detonates.
4709     </attribute>
4710 root 1.45 <attribute arch="connected" editor="connection" type="string">
4711 root 1.1 When the trap is detonated, all objects with the same
4712     connection value get activated.
4713     </attribute>
4714     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4715     When the trap detonates, this text is displayed to the
4716     victim. For especially powerful or complex traps, create an appropriate
4717     and thrilling description. ;)
4718     </attribute>
4719     </type>
4720    
4721     <!--####################################################################-->
4722     <type number="95" name="Trapdoor">
4723     <ignore>
4724     <ignore_list name="non_pickable" />
4725     </ignore>
4726     <description><![CDATA[
4727     Trapdoors are very similar to pits. The difference is that they
4728     can not be closed. Instead, the weight of the object on the
4729     trapdoor determines weither it slams the trapdoor open and falls through
4730     or not.<br>
4731     Once a trapdoor has been opened (by a creature or items of sufficient
4732 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4733 root 1.1 </description>
4734     <use><![CDATA[
4735     Trapdoors should be used in the same fashion as pits:
4736     They should always drop the victims to some kind of lower level. They
4737 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4738 root 1.1 </use>
4739     <attribute arch="no_pick" value="1" type="fixed" />
4740 root 1.9 &move_on;
4741 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4742     This value defines how much weight the trapdoor can hold.
4743     Once items or creatures are gathered on the trapdoor, with
4744     a total weight surpassing this value, then the trapdoor will
4745     open and things start falling through.
4746     </attribute>
4747     <attribute arch="hp" editor="destination X" type="int">
4748     The trapdoor will transport creatures (and items) randomly into
4749     a two-square radius of the destination coordinates.
4750     If the destination square becomes blocked, the trapdoor will act like
4751     being filled up and not work anymore!
4752     </attribute>
4753     <attribute arch="sp" editor="destination Y" type="int">
4754     The trapdoor will transport creatures (and items) randomly into
4755     a two-square radius of the destination coordinates.
4756     If the destination square becomes blocked, the trapdoor will act like
4757     being filled up and not work anymore!
4758     </attribute>
4759     </type>
4760    
4761     <!--####################################################################-->
4762     <type number="4" name="Treasure">
4763     <ignore>
4764     <attribute arch="nrof" />
4765     <attribute arch="title" />
4766     <attribute arch="name_pl" />
4767     <attribute arch="weight" />
4768     <attribute arch="value" />
4769     <attribute arch="material" />
4770     </ignore>
4771     <description><![CDATA[
4772     A treasure-object turns into certain randomitems when the map is loaded
4773 root 1.37 into the game.]]>
4774 root 1.1 </description>
4775     <use><![CDATA[
4776     About usage of the "random-artifact" treasurelist:
4777     This will generate powerful stuff like girdles, xray helmets, special
4778     swords etc. If you put this as reward to your quest, players might be
4779     motivated to do it more than once. BUT, by doing so they will get a huge
4780     number of different artifacts! Besides, players will always seek the place
4781     with the most easy-to-get random artifact and ignore all others.
4782     My advice: Don't use it! Attract players with good fighting experience
4783 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4784 root 1.1 </use>
4785     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4786     This entry determines what kind of treasure will appear. Look into
4787     /crossfire/share/crossfire/treasures for details about existing
4788     treasurelists.
4789     </attribute>
4790     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4791     "Auto-generate" must be set in order to have the treasure be created
4792     when the map is loaded.
4793     If you want to create a random treasure chest, you unset this flag.
4794     That way, the player has to apply the object (the chest), then the
4795     treasure is generated.
4796     </attribute>
4797     <attribute arch="hp" editor="create number" type="int">
4798     "Create number" specifies how many pieces of the given treasurelist
4799     will appear. Note that for every piece there is a chance that nothing is
4800     generated. Also, sometimes there can be stacks of items generated, like
4801     for gems/money.
4802     </attribute>
4803     <attribute arch="exp" editor="quality level" type="int">
4804     The &lt;quality level&gt; will be used for the quality of the generated
4805     treasure instead of the map difficulty (as was done with shops).
4806     If zero/unset, the map difficulty will instead be used.
4807     (Example for comparison: Shop floors generate treasure of
4808     &lt;quality level&gt; 5 per default).
4809     </attribute>
4810     </type>
4811    
4812     <!--####################################################################-->
4813 root 1.3 <type number="52" name="Trigger Marker">
4814     <ignore>
4815     <ignore_list name="system_object" />
4816     </ignore>
4817     <description><![CDATA[
4818     A trigger marker is an object that inserts an invisible force (a mark) into a
4819     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4820     &lt;key string&gt; which can be discovered by detectors or inventory
4821     checkers. It is also possible to use markers for removing marks again.
4822     <br><br>
4823     Note that the player has no possibility to "see" his own marks,
4824 root 1.37 except by the effect that they cause on the maps.]]>
4825 root 1.3 </description>
4826     <use><![CDATA[
4827     Markers hold real cool possibilities for map-making. I encourage
4828     you to use them frequently. However there is one negative point
4829     about markers: Players don't "see" what's going on with them. It is
4830     your task, as map-creator, to make sure the player is always well
4831     informed and never confused.
4832     <br><br>
4833     Please avoid infinite markers when they aren't needed. They're
4834     using a little space in the player file after all, so if there
4835 root 1.37 is no real purpose, set an expire time.]]>
4836 root 1.3 </use>
4837     <attribute arch="no_pick" value="1" type="fixed" />
4838     <attribute arch="slaying" editor="key string" type="string">
4839     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4840     If the player already has a force with that &lt;key string&gt;,
4841     there won't be inserted a second one.
4842     </attribute>
4843 root 1.45 <attribute arch="connected" editor="connection" type="string">
4844 root 1.3 Unlike a regular marker this is the connection that triggers this marker to activate.
4845     </attribute>
4846     <attribute arch="food" editor="mark duration" type="int">
4847     This value defines the duration of the force it inserts.
4848     If nonzero, the duration of the player's mark is finite:
4849     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4850     means the mark will stay on the player forever.
4851     </attribute>
4852     <attribute arch="name" editor="delete mark" type="string">
4853     When the player steps onto the marker, all existing forces in
4854     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4855     will be removed. If you don't want to remove any marks, leave
4856     this textfield empty.
4857    
4858     Note that the string &lt;delete mark&gt; is set as the name of
4859     this marker. So don't be confused, and remember changing the
4860     name will take effect on the marker's functionality.
4861     </attribute>
4862     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4863     In the moment when the player gets marked, this text is displayed
4864     to him. You should really set a message in any marker you create,
4865     because it's the only way for the player to notice what's going on.
4866     </attribute>
4867     </type>
4868    
4869     <!--####################################################################-->
4870 root 1.1 <type number="0" name="Wall">
4871     <required>
4872     <attribute arch="is_floor" value="0" />
4873     <attribute arch="alive" value="0" />
4874 root 1.14 <attribute arch="no_pass" value="1" />
4875 root 1.1 </required>
4876     <ignore>
4877     <attribute arch="nrof" />
4878     <attribute arch="title" />
4879     <attribute arch="name_pl" />
4880     <attribute arch="value" />
4881     <attribute arch="unpaid" />
4882     </ignore>
4883     <description><![CDATA[
4884 root 1.37 Walls usually block passage and sight.]]>
4885 root 1.1 </description>
4886 root 1.9 &movement_types_terrain;
4887 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4888     If set, the object is able to "roll", so it can be pushed around.
4889     This setting is used for boulders and barrels.
4890     </attribute>
4891     <attribute arch="no_magic" editor="restrict spells" type="bool">
4892     This takes effect only with &lt;blocksview&gt; disabled.
4893     Restricting the use of spells to pass this wall.
4894     </attribute>
4895     <attribute arch="damned" editor="restrict prayers" type="bool">
4896     This takes effect only with &lt;blocksview&gt; disabled.
4897     Restricting the use of spells to pass this wall.
4898     </attribute>
4899     </type>
4900    
4901     <!--####################################################################-->
4902 root 1.3 <type number="109" name="Wand &amp; Staff">
4903     <description><![CDATA[
4904     Wands contain a certain spell. The player can apply (ready) and
4905     fire the wand. After a defined number of casts, the wand is
4906     "used up". It is possible to recharge a wand with scrolls of
4907 root 1.37 charging, but usually that isn't worth the cost.]]>
4908 root 1.3 </description>
4909     <use><![CDATA[
4910     Wands are quite seldomly used. The reason prolly is that they're
4911     generally not cost-efficient. Handing out high-level wands with
4912     powerful special spells isn't a good idea either, because of
4913     the recharge ability.
4914     <br><br>
4915     For low levels, staffs of healing/cure and word of recall are
4916 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4917 root 1.3 </use>
4918     <attribute arch="sp" editor="spell" type="spell">
4919     The &lt;spell&gt; specifies the contained spell.
4920     </attribute>
4921     <attribute arch="level" editor="casting level" type="int">
4922     The &lt;casting level&gt; of the wand determines it's power.
4923     An average level for wands in shops is about 10.
4924     </attribute>
4925     <attribute arch="food" editor="number of charges" type="int">
4926     The wand can be used &lt;number of charges&gt; times before it is
4927     used up. It can be recharged with scrolls of charging.
4928     </attribute>
4929     <attribute arch="startequip" editor="godgiven item" type="bool">
4930     A godgiven item vanishes as soon as the player
4931     drops it to the ground.
4932     </attribute>
4933     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4934     This text may contain a description of the wand.
4935     </attribute>
4936     </type>
4937    
4938     <!--####################################################################-->
4939 root 1.1 <type number="0" name="Weak Wall">
4940     <required>
4941     <attribute arch="is_floor" value="0" />
4942     <attribute arch="alive" value="1" />
4943     <attribute arch="tear_down" value="1" />
4944     </required>
4945     <ignore>
4946     <ignore_list name="non_pickable" />
4947     </ignore>
4948     <description><![CDATA[
4949     A weak wall is a breakable spot amidsts a solid wall. Typically
4950     these weak walls look similar to their solid "relatives" except
4951 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4952 root 1.1 </description>
4953     <use><![CDATA[
4954     If you want to create hidden rooms, using weak walls is alot
4955     better than completely indiscernible passages in a wall.<br>
4956     Anyways, there can be a lot more to weak walls than just finding
4957     them: Rising their defensive stats, weak walls can become a
4958     serious obstacle. An ice wall might only be torn down by a fire
4959     attack for example. A granite wall for instance might be very
4960 root 1.37 hard to destroy.]]>
4961 root 1.1 </use>
4962     <attribute arch="alive" value="1" type="fixed" />
4963     <attribute arch="no_pick" value="1" type="fixed" />
4964     <attribute arch="tear_down" value="1" type="fixed" />
4965     <attribute arch="race" editor="race" type="string">
4966     For weak walls, &lt;race&gt; should always be set to "wall",
4967     unless you create something fancy like a building which
4968     is in fact meant to be a huge animal.
4969     Note that shovels slay walls, so they do tripple damage
4970     against weak walls.
4971     </attribute>
4972     <attribute arch="level" editor="level" type="int">
4973     The &lt;level&gt; of a weak wall works similar to monster levels.
4974     Due to the fact that weak walls cannot attack, the level
4975     is much less important though.
4976     </attribute>
4977     <attribute arch="hp" editor="health points" type="int">
4978     The &lt;health points&gt; of a weak wall define how long it takes to
4979     tear it down. With every successful hit from an opponent,
4980     &lt;health points&gt; get drained.
4981     </attribute>
4982     <attribute arch="maxhp" editor="max health" type="int">
4983     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4984     weak wall can have. Since walls generally don't heal, I doubt
4985     this has much real effect.
4986     </attribute>
4987     <attribute arch="ac" editor="armour class" type="int">
4988     Weak walls of high &lt;armour class&gt; are less likely to get hit.
4989     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4990     </attribute>
4991 elmex 1.29 &resistances_basic;
4992 root 1.1 </type>
4993    
4994     <!--####################################################################-->
4995     <type number="15" name="Weapon">
4996     <description><![CDATA[
4997     Wielding a weapon, the object's stats will directly be inherited to the
4998     player. Usually enhancing his fighting-abilities. Non-magical weapons can
4999 root 1.37 be improved with scrolls.]]>
5000 root 1.1 </description>
5001     <use><![CDATA[
5002     If you create artifacts (equipment) with stats- or resistance-bonus:
5003     Keep playbalance in mind! Such items mustn't be reachable without hard
5004 root 1.37 fighting AND questing.]]>
5005 root 1.1 </use>
5006     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5007     This number is a bitmask, specifying the weapon's attacktypes.
5008     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5009     have no more than one or two attacktypes. Keep in mind that all weapons
5010     can be blessed by the player's diety, thus adding an additional attacktype.
5011 root 1.3
5012 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5013     then he will do as much damage as the "best" of his attacktypes does. So,
5014     the more attacktypes you've got, the better your chance to take advantage
5015     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5016     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5017     </attribute>
5018     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5019     The &lt;weapontype&gt; characterizes the weapon's type of physical
5020     attack. It could best be considered a "subclassification"
5021     of the physical attacktype. For now, this is only used for
5022     attack messages!
5023 root 1.3
5024 root 1.1 You should always set this correctly when creating new
5025     weapons for your maps.
5026     </attribute>
5027     <attribute arch="skill" editor="skill name" type="string">
5028     Matching &lt;skill name&gt; of the skill that is required
5029     to use this weapon.
5030     </attribute>
5031     <attribute arch="dam" editor="damage" type="int">
5032     The damage value is used as base value for how much damage the weapon
5033     does per hit. The actual damage involves more dependencies,
5034     like wielder's level and defender's level. Look at existing weapons
5035     to get a feel for the range of weapon damage values.
5036     </attribute>
5037     <attribute arch="slaying" editor="slaying race" type="string">
5038     Slaying means the weapon does tripple (3x) damage to monsters of the
5039     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5040     only monsters of that archtype are hit with tripple damage.
5041 root 1.3
5042 root 1.1 No god blessings are possible for weapons with a race set in this entry
5043     (That's because god blessings add tripple damage against their own
5044     enemy races). Tripple damage is very effective.
5045     </attribute>
5046     <attribute arch="last_sp" editor="weapon speed" type="int">
5047     The weapon speed determines how often the wielder can swing the weapon
5048     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5049     is best (that is lightning- fast). A typical average value is 8.
5050     Speed and damage should be kept in reasonable relation.
5051     </attribute>
5052     <attribute arch="wc" editor="weapon class" type="int">
5053     The weapon class value adds to the overall weapon class of the wielder's
5054     melee attacks. Weapon class improves the chance of hitting the opponent.
5055     </attribute>
5056     <attribute arch="magic" editor="magic bonus" type="int">
5057     For a weapon, magic bonus works just like weapon class, except that
5058     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5059     less useful than direct weapon class value on a weapon.
5060     </attribute>
5061     <attribute arch="item_power" editor="item power" type="int">
5062     The &lt;item power&gt; value measures how "powerful" an artifact is.
5063     Players will only be able to wear equipment with a certain total
5064     amount of &lt;item power&gt;, depending on their own level. This is the
5065     only way to prevent low level players to wear "undeserved" equipment
5066     (like gifts from other players or cheated items).
5067 root 1.3
5068 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5069 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
5070 root 1.1 calculate a provisional value at runtime, but this is never
5071     going to be an accurate measurement of &lt;item power&gt;.
5072     </attribute>
5073     <attribute arch="damned" editor="damnation" type="bool">
5074     A damned weapon cannot be unwielded unless
5075     the curse is removed. Removing damnations is
5076     a tick harder than removing curses.
5077     </attribute>
5078     <attribute arch="cursed" editor="curse" type="bool">
5079     A cursed weapon cannot be unwielded unless
5080     the curse is removed.
5081     </attribute>
5082     <attribute arch="lifesave" editor="save life" type="bool">
5083     An item with this flag enabled will save the players life
5084     for one time: When the player is wearing this item and his
5085 root 1.3 health points reach zero, the item disappears, replenishing
5086 root 1.1 half of the player's health.
5087 root 1.3
5088 root 1.1 An item with &lt;save life&gt; should not have
5089     any decent additional bonuses!
5090     </attribute>
5091     <attribute arch="unique" editor="unique item" type="bool">
5092     Unique items exist only one time on a server. If the item
5093     is taken, lost or destroyed - it's gone for good.
5094     </attribute>
5095     <attribute arch="startequip" editor="godgiven item" type="bool">
5096     A godgiven item vanishes as soon as the player
5097     drops it to the ground.
5098     </attribute>
5099 elmex 1.29 &player_stat_resist_sections;
5100 root 1.1 <section name="misc">
5101     <attribute arch="luck" editor="luck bonus" type="int">
5102     With positive luck bonus, the player is more likely to
5103     succeed in all sorts of things (spellcasting, praying,...).
5104     Unless the &lt;luck bonus&gt; is very high, the effect will be
5105     barely visible in-game. Luck bonus on one piece of equipment
5106     should never exceed 3, and such bonus should not be too
5107     frequently available.
5108     </attribute>
5109     <attribute arch="hp" editor="health regen." type="int">
5110     Positive &lt;health regen.&gt; bonus speeds up the
5111     player's healing process. Negative values slow it down.
5112     </attribute>
5113     <attribute arch="sp" editor="mana regen." type="int">
5114     Positive &lt;mana regen.&gt; bonus speeds up the
5115     player's mana regeneration. Negative values slow it down.
5116     </attribute>
5117     <attribute arch="grace" editor="grace regen." type="int">
5118     Positive &lt;grace regen.&gt; bonus speeds up the
5119     player's grace regeneration. Negative values slow it down.
5120     Since grace can be regenerated rather easy with praying,
5121     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5122     </attribute>
5123     <attribute arch="food" editor="food bonus" type="int">
5124     Positive &lt;food bonus&gt; slows down the player's digestion,
5125     thus he consumes less food. Negative values speed it up.
5126 root 1.3
5127 root 1.1 Note that food is consumed not only for "being alive", but
5128     also for healing and mana-regeneration.
5129     &lt;food bonus&gt; only affects the amount of food consumed
5130     for "being alive". Hence, even with high &lt;food bonus&gt;,
5131     during a fight a player can run out of food quickly.
5132     </attribute>
5133     <attribute arch="xrays" editor="xray vision" type="bool">
5134     Xray vision allows the player to see through obstacles
5135     in a two-square-wide radius. This is extremely helpful and
5136 root 1.3 desirable, so don't give it away for cheap on equipment.
5137 root 1.1 </attribute>
5138     <attribute arch="stealth" editor="stealth" type="bool">
5139     Stealth allows the player to move silently.
5140     This comes to effect if a player turns himself
5141     invisible and tries to sneak around monsters.
5142     (At least that was the idea behind it)
5143     </attribute>
5144     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5145     If a player is wearing any piece of equipment with
5146     the ability to &lt;reflect spells&gt;, all kinds of
5147     spell-bullets and -beams will bounce off him.
5148     This works only about 90% of all times, to
5149     avoid players being completely immune to certain
5150     types of attacks.
5151 root 1.3
5152 root 1.1 This is a very powerful ability and it
5153     shouldn't be handed out cheap!
5154     </attribute>
5155     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5156     If a player is wearing any piece of equipment with
5157     the ability to &lt;reflect missiles&gt;, all kinds of
5158     projectiles (e.g. arrows, bolts, boulders) will
5159     bounce off him. This works only about 90% of all
5160     times, to avoid players being completely immune to
5161     certain types of attacks.
5162     </attribute>
5163     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5164     Click on the &lt;attuned paths&gt; button to select spellpaths.
5165     The player will get attuned to the specified spellpaths
5166     while wearing this weapon.
5167     </attribute>
5168     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5169     Click on the &lt;repelled paths&gt; button to select spellpaths.
5170     The player will get repelled to the specified spellpaths
5171     while wearing this weapon.
5172     </attribute>
5173     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5174     Click on the &lt;denied paths&gt; button to select spellpaths.
5175     The specified spellpaths will be denied to the player
5176     while wearing this weapon.
5177     </attribute>
5178     </section>
5179     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5180     This text describes the weapons's "story". Every decent artifact weapon
5181     should have such a description.
5182     </attribute>
5183     </type>
5184    
5185 root 1.5 <type number="116" name="Event Connector">
5186     <description><![CDATA[
5187     Event connectors link specific events that happen to objects to
5188 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5189 root 1.5 </description>
5190     </type>
5191    
5192 root 1.1 </types>