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Revision: 1.56
Committed: Sun Oct 25 08:23:26 2009 UTC (14 years, 7 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.55: +2 -2 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 root 1.53 <attribute arch='move_on' editor='movement on' 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 root 1.53 <attribute arch='move_off' editor='movement off' 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 elmex 1.54 Torches are a special kind of Lamp that offer the option of lighting them
861     up without using a lighter (These torches are usually
862     called 'pyrophor torches'. See also the 'reignitable' setting).
863     The other kind of torches, that are reignitable, can be put out and
864     put on again using a lighter.]]>
865     </description>
866     <attribute arch="is_lightable" editor="reignitable" type="bool">
867     This flag controls whether the torch can be lit up again using
868     a lighter or whether it can only be used once, in which case
869     they can be enabled by simply applying them without any special tools.
870     </attribute>
871 elmex 1.46 <attribute arch="food" editor="burning duration" type="int">
872     This field specifies the burning duration of the torch.
873     </attribute>
874     <attribute arch="range" editor="enabled glow radius" type="int">
875     This field sets the glow radius of the torch if it is enabled.
876     If you want to make a torch that is already burning set the
877     "glow radius" field.
878     </attribute>
879 elmex 1.47 <attribute arch="level" editor="level" type="int">
880     If this field specyfies the cursed effect's level. If it is
881     0 no cursed effect will be generate. See also the "cursed" flag.
882     </attribute>
883     <attribute arch="cursed" editor="cursed" type="bool">
884     Cursed torches, which have a level above 0, explode if the
885     player applies them.
886     </attribute>
887 elmex 1.46 </type>
888    
889     <type number="82" name="Lamp">
890     <description><![CDATA[
891     Lamps are carryable light sources for players with a fuel tank.]]>
892     </description>
893     <attribute arch="speed" editor="burn speed" type="float">
894     This field is the speed of the lamp. (If the value 0.00208 is given
895     here the fuel field will specify the burning duration in minutes.)
896     </attribute>
897     <attribute arch="food" editor="fuel" type="int">
898     This field sets the burning duration of the lamp, which depends on the speed
899     field of this object.
900     </attribute>
901     <attribute arch="range" editor="enabled glow radius" type="int">
902     This field sets the glow radius of the lamp if it is enabled.
903     If you want to make a lamp that is already burning set the
904     "glow radius" field.
905     </attribute>
906 elmex 1.47 <attribute arch="level" editor="level" type="int">
907     If this field specyfies the cursed effect's level. If it is
908     0 no cursed effect will be generate. See also the "cursed" flag.
909     </attribute>
910     <attribute arch="cursed" editor="cursed" type="bool">
911     Cursed lamps, which have a level above 0, explode if the
912     player applies them.
913     </attribute>
914 elmex 1.46 </type>
915    
916     <!--####################################################################-->
917 root 1.1 <type number="18" name="Altar">
918     <ignore>
919     <ignore_list name="non_pickable" />
920     </ignore>
921     <description><![CDATA[
922     When a player puts a defined number of certain items on the altar,
923     then either a spell is casted (on the player) or a connector is
924     triggered. If the latter is the case, the altar works only once.
925 root 1.37 Either way, the sacrificed item disappears.]]>
926 root 1.1 </description>
927     <attribute arch="no_pick" value="1" type="fixed" />
928 root 1.9 &move_on;
929 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
930     This string specifies the item that must be put on the altar to
931     activate it. It can either be the name of an archetype, or directly
932     the name of an object. Yet, titles are not recognized by altars.
933 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
934     See also the "drop amount" attribute.
935 root 1.50 &match_compat;
936 root 1.1 </attribute>
937     <attribute arch="food" editor="drop amount" type="int">
938     The drop amount specifies the amount of items (specified
939 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
940 root 1.1
941     If &lt;match item name&gt; is set to "money", then the value of the
942     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
943 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
944 root 1.1
945     Note that the maximum possible for &lt;drop amount&gt; is 32767.
946     </attribute>
947 root 1.45 <attribute arch="connected" editor="connection" type="string">
948 root 1.1 If a connection value is set, the altar will trigger all objects
949     with the same value, when activated. This will only work once.
950     </attribute>
951     <attribute arch="sp" editor="spell" type="spell">
952     When activated, the selected &lt;spell&gt; will be casted (once, on the
953     player). This should work for any given spell. The altar will work
954 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
955 root 1.1 one altar.
956     </attribute>
957     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
958     This text will be displayed to the player
959     in the exact moment when the altar is activated.
960     </attribute>
961     </type>
962    
963     <!--####################################################################-->
964     <type number="31" name="Altar Trigger">
965     <ignore>
966     <ignore_list name="non_pickable" />
967     </ignore>
968     <description><![CDATA[
969     Altar_triggers work pretty much like normal altars
970     (drop sacrifice -> connection activated), except for the fact that
971 root 1.37 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
972 root 1.1 </description>
973     <use><![CDATA[
974     Altar_triggers are very useful if you want to charge a price for...
975     <UL>
976     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
977 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
978 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
979     </UL>
980     The big advantage over normal altars is the infinite usability
981     of altar_triggers! If there are ten players on one server, they're
982 root 1.37 quite grateful if things work more than once. =)]]>
983 root 1.1 </use>
984     <attribute arch="no_pick" value="1" type="fixed" />
985     <attribute arch="slaying" editor="match item name" type="string">
986     This string specifies the item that must be put on the altar to
987     activate it. It can either be the name of an archetype, or directly
988     the name of an object. Yet, titles are not recognized by altars.
989 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
990     See also the "drop amount" attribute.
991 root 1.50 &match_compat;
992 root 1.1 </attribute>
993     <attribute arch="food" editor="drop amount" type="int">
994     The drop amount specifies the amount of items (specified
995 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
996 root 1.1
997     If &lt;match item name&gt; is set to "money", then the value of the
998     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
999 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
1000 root 1.1
1001     Note that the maximum possible for &lt;drop amount&gt; is 32767.
1002     </attribute>
1003 root 1.45 <attribute arch="connected" editor="connection" type="string">
1004 root 1.1 If a connection value is set, the altar will trigger all objects
1005     with the same value, when activated. This will only work once.
1006     </attribute>
1007     <attribute arch="sp" editor="spell" type="spell">
1008     When activated, this &lt;spell&gt; will be casted (once, on the player).
1009 root 1.3 This should work for any given spell. The altar will work infinitely
1010 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1011     </attribute>
1012     <attribute arch="exp" editor="reset time" type="int">
1013     Being activated, the altar will reset after &lt;reset time&gt; ticks.
1014     After reset, the altar is ready to be activated once again.
1015     The default &lt;reset time&gt; is 30.
1016     </attribute>
1017     <attribute arch="last_sp" editor="ignore reset" type="bool">
1018     If this attribute is enabled, the altar_trigger won't push the
1019     connected value by altar reset. Only ONCE by dropping the sacrifice.
1020     This is typically used when the altar is connected to a creator,
1021 root 1.3 e.g. for selling tickets.
1022 root 1.1
1023     If this attribute is disabled (default), the altar_trigger
1024     will push the connected value TWICE per sacrifice: First by
1025     dropping sacrifice, second by reset. This mode is typically
1026     used for altars being connected to gates, resulting in the
1027     gate being opened and closed again.
1028     </attribute>
1029 root 1.9 &move_on;
1030 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1031     This text will be displayed to the player
1032     in the exact moment when the altar is activated.
1033     </attribute>
1034     </type>
1035    
1036     <!--####################################################################-->
1037 elmex 1.29 <type number="74" name="Skill Tool">
1038     <description><![CDATA[
1039     Wearing a skill tool will give the player the ability to use a skill.
1040 root 1.37 ]]>
1041 elmex 1.29 </description>
1042     <use><![CDATA[
1043     Feel free to assign resistancies and stats to a skill tools or change
1044     the skill that is given.
1045 root 1.37 ]]>
1046 elmex 1.29 </use>
1047     <attribute arch="skill" editor="skill name" type="string">
1048     This field describes which skill the player will be able to use wearing this item.
1049     </attribute>
1050     &player_stat_resist_sections;
1051     </type>
1052     <!--####################################################################-->
1053 root 1.1 <type number="39" name="Amulet">
1054     <description><![CDATA[
1055     Wearing an amulet, the object's stats will directly be inherited to
1056 root 1.37 the player. Amulets are usually meant for protection and defense.]]>
1057 root 1.1 </description>
1058     <use><![CDATA[
1059     Feel free to create your own special artifacts. However, it is very
1060 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1061 root 1.1 </use>
1062     <attribute arch="ac" editor="armour class" type="int">
1063     This value defines the amount of armour-class bonus for wearing
1064     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1065     values are better. It should usually be set only for armour-like equipment.
1066     </attribute>
1067     <attribute arch="wc" editor="weapon class" type="int">
1068     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1069     melee attacks. Weapon class improves the chance of hitting the opponent.
1070     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1071     be set only for weapon-like items. Lower values are better.
1072     </attribute>
1073     <attribute arch="item_power" editor="item power" type="int">
1074     The &lt;item power&gt; value measures how "powerful" an artifact is.
1075     Players will only be able to wear equipment with a certain total
1076     amount of &lt;item power&gt;, depending on their own level. This is the
1077     only way to prevent low level players to wear "undeserved" equipment
1078     (like gifts from other players or cheated items).
1079 root 1.3
1080 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1081 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1082 root 1.1 calculate a provisional value at runtime, but this is never
1083     going to be an accurate measurement of &lt;item power&gt;.
1084     </attribute>
1085     <attribute arch="damned" editor="damnation" type="bool">
1086     A damned piece of equipment cannot be unwielded unless the curse
1087     is removed. Removing damnations is a tick harder than removing curses.
1088     </attribute>
1089     <attribute arch="cursed" editor="curse" type="bool">
1090     A cursed piece of equipment cannot be unwielded
1091     unless the curse is removed.
1092     </attribute>
1093     <attribute arch="lifesave" editor="save life" type="bool">
1094     An item with this flag enabled will save the players life
1095     for one time: When the player is wearing this item and his
1096 root 1.3 health points reach zero, the item disappears, replenishing
1097 root 1.1 half of the player's health.
1098 root 1.3
1099 root 1.1 An item with &lt;save life&gt; should not have
1100     any decent additional bonuses!
1101     </attribute>
1102     <attribute arch="unique" editor="unique item" type="bool">
1103     Unique items exist only one time on a server. If the item
1104     is taken, lost or destroyed - it's gone for good.
1105     </attribute>
1106     <attribute arch="startequip" editor="godgiven item" type="bool">
1107     A godgiven item vanishes as soon as the player
1108     drops it to the ground.
1109     </attribute>
1110     <attribute arch="applied" editor="is applied" type="bool">
1111     If you put this item into the inventory of a monster, and
1112     you want the monster to use/wear the item - you must set
1113     &lt;is applied&gt;.
1114     Enabling this flag doesn't make any sense if the item
1115     is NOT in a monster's inventory.
1116     </attribute>
1117 elmex 1.29 &player_stat_resist_sections;
1118 root 1.1 <section name="misc">
1119     <attribute arch="luck" editor="luck bonus" type="int">
1120     With positive luck bonus, the player is more likely to
1121     succeed in all sorts of things (spellcasting, praying,...).
1122     Unless the &lt;luck bonus&gt; is very high, the effect will be
1123     barely visible in-game. Luck bonus on one piece of equipment
1124     should never exceed 3, and such bonus should not be too
1125     frequently available.
1126     </attribute>
1127     <attribute arch="hp" editor="health regen." type="int">
1128     Positive &lt;health regen.&gt; bonus speeds up the
1129     player's healing process. Negative values slow it down.
1130     </attribute>
1131     <attribute arch="sp" editor="mana regen." type="int">
1132     Positive &lt;mana regen.&gt; bonus speeds up the
1133     player's mana regeneration. Negative values slow it down.
1134     </attribute>
1135     <attribute arch="grace" editor="grace regen." type="int">
1136     Positive &lt;grace regen.&gt; bonus speeds up the
1137     player's grace regeneration. Negative values slow it down.
1138     Since grace can be regenerated rather easy with praying,
1139     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1140     </attribute>
1141     <attribute arch="food" editor="food bonus" type="int">
1142     Positive &lt;food bonus&gt; slows down the player's digestion,
1143     thus he consumes less food. Negative values speed it up.
1144 root 1.3
1145 root 1.1 Note that food is consumed not only for "being alive", but
1146     also for healing and mana-regeneration.
1147     &lt;food bonus&gt; only affects the amount of food consumed
1148     for "being alive". Hence, even with high &lt;food bonus&gt;,
1149     during a fight a player can run out of food quickly.
1150     </attribute>
1151     <attribute arch="xrays" editor="xray vision" type="bool">
1152     Xray vision allows the player to see through obstacles
1153     in a two-square-wide radius. This is extremely helpful and
1154 root 1.3 desirable, so don't give it away for cheap on equipment.
1155 root 1.1 </attribute>
1156     <attribute arch="stealth" editor="stealth" type="bool">
1157     Stealth allows the player to move silently.
1158     This comes to effect if a player turns himself
1159     invisible and tries to sneak around monsters.
1160     (At least that was the idea behind it)
1161     </attribute>
1162     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1163     If a player is wearing any piece of equipment with
1164     the ability to &lt;reflect spells&gt;, all kinds of
1165     spell-bullets and -beams will bounce off him.
1166     This works only about 90% of all times, to
1167     avoid players being completely immune to certain
1168     types of attacks.
1169 root 1.3
1170 root 1.1 This is a very powerful ability and it
1171     shouldn't be handed out cheap!
1172     </attribute>
1173     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1174     If a player is wearing any piece of equipment with
1175     the ability to &lt;reflect missiles&gt;, all kinds of
1176     projectiles (e.g. arrows, bolts, boulders) will
1177     bounce off him. This works only about 90% of all
1178     times, to avoid players being completely immune to
1179     certain types of attacks.
1180     </attribute>
1181 root 1.9 &move_type;
1182 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1183     Click on the &lt;attuned paths&gt; button to select spellpaths.
1184     The player will get attuned to the specified spellpaths
1185     while wearing this item.
1186     </attribute>
1187     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1188     Click on the &lt;repelled paths&gt; button to select spellpaths.
1189     The player will get repelled to the specified spellpaths
1190     while wearing this item.
1191     </attribute>
1192     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1193     Click on the &lt;denied paths&gt; button to select spellpaths.
1194     The specified spellpaths will be denied to the player
1195     while wearing this item.
1196     </attribute>
1197     </section>
1198     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1199     This text describes the item's "story". Every decent artifact
1200     should have such a description.
1201     </attribute>
1202     </type>
1203    
1204     <!--####################################################################-->
1205     <type number="58" name="Battleground">
1206     <ignore>
1207     <ignore_list name="non_pickable" />
1208     </ignore>
1209     <description><![CDATA[
1210     Battleground is very special: In short, players can die on battleground
1211     without any death penalties. They don't loose or gain experience
1212     while on battleground. Acid, draining and depletion effects don't
1213     work either.
1214     When a player dies on battleground, he gets teleported to an exit
1215 root 1.37 location which is defined in the battleground object.]]>
1216 root 1.1 </description>
1217     <use><![CDATA[
1218     Battleground is only meant for player vs. player duels. You can
1219     design combat arenas similiar to the one in scorn.<br>
1220     What should NEVER be done is placing battleground tiles in
1221     open dungeons or other free kinds of land.
1222     It must not be possible to gain significant treasure for fighting
1223     on battleground, because it bears no risk.<br><br>
1224     (Battleground will cease to work when the image or name is changed,
1225     or when it is placed beneath another floor tile.
1226     This is not a bug, it is there to prevent any attempts of placing
1227 root 1.37 "hidden" battleground tiles anywhere.)]]>
1228 root 1.1 </use>
1229     <attribute arch="no_pick" value="1" type="fixed" />
1230     <attribute arch="is_floor" value="1" type="fixed" />
1231     <attribute arch="hp" editor="destination X" type="int">
1232     The exit destinations define the (x, y)-coordinates where players
1233     get teleported after they died on this battleground.
1234     </attribute>
1235     <attribute arch="sp" editor="destination Y" type="int">
1236     The exit destinations define the (x, y)-coordinates where players
1237     get teleported after they died on this battleground.
1238     </attribute>
1239     </type>
1240    
1241     <!--####################################################################-->
1242 root 1.32 <type number="165" name="Safe ground">
1243 elmex 1.19 <ignore>
1244     <ignore_list name="non_pickable" />
1245     </ignore>
1246     <description><![CDATA[
1247     Safe ground is a special object that prevents any effects that might
1248     be harmful for the map, other players or items on the map.
1249     It blocks all magic and prayers, usage of alchemy, prevents potions
1250 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1251     do cast spells still work.
1252 root 1.37 ]]>
1253 elmex 1.19 </description>
1254     <use><![CDATA[
1255 elmex 1.20 Safe ground can be used to prevents any means of burning
1256     or destroying the items in a shop. Put this object below all floor tiles
1257     in your map and your shop will be safe. It's generally useful for making
1258     areas where really no kind of spell should be invoked by a player.
1259 root 1.37 ]]>
1260 elmex 1.19 </use>
1261 root 1.31 &movement_types_terrain;
1262 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1263     </type>
1264    
1265     <!--####################################################################-->
1266 root 1.1 <type number="8" name="Book">
1267     <description><![CDATA[
1268 root 1.37 Applying a book, the containing message is displayed to the player.]]>
1269 root 1.1 </description>
1270     <attribute arch="level" editor="literacy level" type="int">
1271     If this value is set to be greater than zero, the player needs a
1272     certain literacy level to succeed reading the book. The book can be
1273     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1274     book can be a nice idea, personally I like it when a player needs
1275     more than his fighting skills to solve a quest. However, keep the
1276     booklevel at least below 15 because it is quite hard to gain high
1277     mental levels.
1278     </attribute>
1279     <attribute arch="startequip" editor="godgiven item" type="bool">
1280     A godgiven item vanishes as soon as the player
1281     drops it to the ground.
1282     </attribute>
1283     <attribute arch="unique" editor="unique item" type="bool">
1284     Unique items exist only one time on a server. If the item
1285     is taken, lost or destroyed - it's gone for good.
1286     </attribute>
1287     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1288     This is the text that appears "written" in the book.
1289     </attribute>
1290 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1291     This is the key string of the book. The key string is checked by an inventory checker.
1292     (This is used eg. for the gate/port passes in scorn)
1293     </attribute>
1294 elmex 1.43 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1295     If this flag is true the player won't be able to identify this
1296     item with by using a skill.
1297     </attribute>
1298 root 1.1 </type>
1299    
1300     <!--####################################################################-->
1301 root 1.49 <type number="110" name="Inscribable">
1302     <description><![CDATA[
1303     Inscribable Item - when inscribed, it becomes another object.]]>
1304     </description>
1305     <attribute arch="startequip" editor="godgiven item" type="bool">
1306     A godgiven item vanishes as soon as the player
1307     drops it to the ground.
1308     </attribute>
1309     <attribute arch="unique" editor="unique item" type="bool">
1310     Unique items exist only one time on a server. If the item
1311     is taken, lost or destroyed - it's gone for good.
1312     </attribute>
1313     <attribute arch="other_arch" editor="book/scroll arch" type="string">
1314     This is the item created after being inscribed - scrolls are treated
1315     like spell scrolls, all else will have it's message replaced.
1316     </attribute>
1317     </type>
1318    
1319     <!--####################################################################-->
1320 root 1.1 <type number="99" name="Boots">
1321     <import_type name="Amulet" />
1322     <description><![CDATA[
1323     Wearing boots, the object's stats will directly be inherited to
1324     the player. Usually enhancing his speed, or granting some minor
1325 root 1.37 protection bonus.]]>
1326 root 1.1 </description>
1327     <use><![CDATA[
1328     Feel free to create your own special artifacts. However, it is very
1329 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1330 root 1.1 </use>
1331     <attribute arch="exp" editor="speed bonus" type="int">
1332     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1333     while worn. This kind of bonus is quite desirable for players of low-
1334     and medium level. High level players usually have fastest possible
1335     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1336     Still, this bonus is good for nice artifacts - not everything has
1337     to be for highest level.
1338     </attribute>
1339     <attribute arch="magic" editor="magic bonus" type="int">
1340     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1341     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1342     than direct armour-class bonus on the boots.
1343 root 1.3
1344 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1345     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1346     </attribute>
1347     </type>
1348    
1349     <!--####################################################################-->
1350 root 1.3 <type number="104" name="Bracers">
1351     <import_type name="Amulet" />
1352     <description><![CDATA[
1353     Bracers are armour-plates worn around the wrists.
1354     Wearing bracer, the object's stats will directly be inherited to
1355 root 1.37 the player. Usually enhancing his defense.]]>
1356 root 1.3 </description>
1357     <use><![CDATA[
1358     Feel free to create your own special artifacts. However, it is very
1359 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1360 root 1.3 </use>
1361     <attribute arch="magic" editor="magic bonus" type="int">
1362     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1363     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1364     than direct armour-class bonus on the bracers.
1365     </attribute>
1366     </type>
1367    
1368     <!--####################################################################-->
1369     <type number="16" name="Brestplate Armour">
1370     <import_type name="Amulet" />
1371     <description><![CDATA[
1372     Wearing an armour, the object's stats will directly be inherited to
1373 root 1.37 the player. Usually enhancing his defense.]]>
1374 root 1.3 </description>
1375     <use><![CDATA[
1376     Feel free to create your own special artifacts. However, it is very
1377 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1378 root 1.3 </use>
1379     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1380     This poses a penalty to spell regeneration speed, for wearing the armour.
1381     The bigger the spellpoint penalty, the worse.
1382     </attribute>
1383     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1384     Slowdown penalty reduces the player's walking speed when wearing the
1385     armour. Bigger values are worse - zero is best.
1386     </attribute>
1387     <attribute arch="magic" editor="magic bonus" type="int">
1388     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1389     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1390     than direct armour-class bonus on the armour.
1391     </attribute>
1392     </type>
1393    
1394     <!--####################################################################-->
1395 root 1.1 <type number="92" name="Button">
1396     <ignore>
1397     <ignore_list name="non_pickable" />
1398     </ignore>
1399     <description><![CDATA[
1400     When a predefined amount of weigh is placed on a button, the
1401     &lt;connection&gt; value is triggered. In most cases this happens when a
1402     player or monster steps on it. When the button is "released", the
1403 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1404 root 1.1 </description>
1405 root 1.9 &move_on;
1406     &move_off;
1407 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1408 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1409 root 1.1 The button is pressed (triggered), as soon as
1410     &lt;press weigh&gt; gram are placed ontop of it.
1411     </attribute>
1412 root 1.45 <attribute arch="connected" editor="connection" type="string">
1413 root 1.1 Every time the button is pressed or released, all objects
1414     with the same &lt;connection&gt; value are activated.
1415     </attribute>
1416     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1417     This text may describe the item. You can use this
1418     message to explain the button's purpose to the player.
1419     </attribute>
1420     </type>
1421    
1422     <!--####################################################################-->
1423 root 1.3 <type number="30" name="Button Trigger">
1424     <import_type name="Button" />
1425     <ignore>
1426     <ignore_list name="non_pickable" />
1427     </ignore>
1428     <description><![CDATA[
1429     Handle buttons are buttons which reset after a short period
1430     of time. Every time it is either applied or reset, the
1431 root 1.37 &lt;connection&gt; value is triggered.]]>
1432 root 1.3 </description>
1433     </type>
1434    
1435     <!--####################################################################-->
1436     <type number="37" name="Class Changer">
1437     <ignore>
1438     <ignore_list name="non_pickable" />
1439     </ignore>
1440     <description><![CDATA[
1441 root 1.37 Class changer are used while creating a character.]]>
1442 root 1.3 </description>
1443     <attribute arch="randomitems" editor="class items" type="treasurelist">
1444     This entry determines which initial items the character receives.
1445     </attribute>
1446     <section name="stats">
1447     <attribute arch="Str" editor="strength" type="int">
1448     The player's strength will rise by the given value if he chooses this
1449     class. (Negative values make strength fall)
1450     </attribute>
1451     <attribute arch="Dex" editor="dexterity" type="int">
1452     The player's dexterity will rise by the given value if he chooses this
1453     class. (Negative values make dexterity fall)
1454     </attribute>
1455     <attribute arch="Con" editor="constitution" type="int">
1456     The player's constitution will rise by the given value if he chooses this
1457     class. (Negative values make constitution fall)
1458     </attribute>
1459     <attribute arch="Int" editor="intelligence" type="int">
1460     The player's intelligence will rise by the given value if he chooses this
1461     class. (Negative values make intelligence fall)
1462     </attribute>
1463     <attribute arch="Pow" editor="power" type="int">
1464     The player's power will rise by the given value if he chooses this
1465     class. (Negative values make power fall)
1466     </attribute>
1467     <attribute arch="Wis" editor="wisdom" type="int">
1468     The player's wisdom will rise by the given value if he chooses this
1469     class. (Negative values make wisdom fall)
1470     </attribute>
1471     <attribute arch="Cha" editor="charisma" type="int">
1472     The player's charisma will rise by the given value if he chooses this
1473     class. (Negative values make charisma fall)
1474     </attribute>
1475     </section>
1476     </type>
1477    
1478     <!--####################################################################-->
1479 root 1.1 <type number="87" name="Cloak">
1480     <import_type name="Amulet" />
1481     <description><![CDATA[
1482     Wearing a cloak, the object's stats will directly be inherited to
1483     the player. Cloaks usually add minor &lt;armour class&gt; and
1484 root 1.37 sometimes a bit of resistance.]]>
1485 root 1.1 </description>
1486     <use><![CDATA[
1487     Feel free to create your own special artifacts. However, it is very
1488 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1489 root 1.1 </use>
1490     <attribute arch="magic" editor="magic bonus" type="int">
1491     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1492     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1493     than direct armour-class bonus on the cloak.
1494 root 1.3
1495 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1496     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1497     </attribute>
1498     </type>
1499    
1500     <!--####################################################################-->
1501     <type number="9" name="Clock">
1502     <description><![CDATA[
1503 root 1.37 Applying a clock, the time is displayed to the player.]]>
1504 root 1.1 </description>
1505     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1506     This text may describe the item
1507     </attribute>
1508     </type>
1509    
1510     <!--####################################################################-->
1511     <type number="122" name="Container">
1512     <description><![CDATA[
1513     A player can put (certain kinds of) items in the container.
1514     The overall weight of items is reduced when put inside a
1515     container, depending on the settings.
1516     <br><br>
1517     A special feature of containers is the "cauldron",
1518 root 1.37 capable of mixing alchemical receipes.]]>
1519 root 1.1 </description>
1520     <use><![CDATA[
1521     Note on chests - There are two types of chests:
1522     <UL>
1523     <LI> First the random treasure chests - Those are NOT containers
1524     (but object type Treasure), they create random treasures when
1525     applied. Archetype name is "chest".
1526     <LI> Second there are the permanent chests - Those are containers,
1527     they can be opened and closed again. Archetype name is "chest_2".
1528 root 1.37 </UL>]]>
1529 root 1.1 </use>
1530     <attribute arch="race" editor="container class" type="string">
1531     If set, the container will hold only certain types of objects.
1532     Possible choices for &lt;container class&gt; are: "gold and jewels",
1533 root 1.3 "arrows" and "keys".
1534    
1535 root 1.1 Unfortunately it is not easy to create new container
1536     classes, because items need a matching counterpiece-attribute
1537     to the &lt;container class&gt; before they can be put inside a
1538     container. This attribute ("race") is set only for the existing
1539     container classes.
1540     </attribute>
1541     <attribute arch="slaying" editor="key string" type="string">
1542     If &lt;key string&gt; is set, only players with a special key
1543     of matching &lt;key string&gt; are able to open the container.
1544     </attribute>
1545     <attribute arch="container" editor="maximum weight" type="int">
1546     The container can hold a maximum total weight of the given value
1547     in gram. Note that this weight limit is calculated *after* the
1548     weight reduction (&lt;reduce weight&gt;) has been applied.
1549     </attribute>
1550     <attribute arch="Str" editor="reduce weight %" type="int">
1551     This value determines how much the weight of items is reduced in
1552     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1553     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1554     Most default values are in the range of ten.
1555     </attribute>
1556     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1557     If set, the container can be used as alchemy-cauldron.
1558     The player can put ingredients inside, close it, cast alchemy
1559     and if his formulae is true, he'll get what he longed for.
1560     </attribute>
1561     <attribute arch="unique" editor="unique item" type="bool">
1562     Unique items exist only one time on a server. If the item
1563     is taken, lost or destroyed - it's gone for good.
1564     All contents of a unique container are unique as well.
1565     </attribute>
1566     <attribute arch="startequip" editor="godgiven item" type="bool">
1567     A godgiven item vanishes as soon as the player
1568     drops it to the ground.
1569     </attribute>
1570     <attribute arch="other_arch" editor="animation arch" type="string">
1571     This is used for a certain kind of... "animation" when
1572     opening the container. Stick to the default arches here
1573     and you won't get into trouble.
1574     </attribute>
1575     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1576     This text may contain a description of the container.
1577     </attribute>
1578     </type>
1579    
1580     <!--####################################################################-->
1581     <type number="103" name="Converter">
1582     <ignore>
1583     <attribute arch="value" />
1584     <attribute arch="nrof" />
1585     <attribute arch="name_pl" />
1586     <attribute arch="no_pick" />
1587 elmex 1.42 <attribute arch="unpaid" />
1588 root 1.1 <attribute arch="title" />
1589     </ignore>
1590     <description><![CDATA[
1591     Converters are like "exchange tables". When the player drops a
1592     specific type of items, they get converted into other items, at a
1593 root 1.37 predefined exchange-ratio.]]>
1594 root 1.1 </description>
1595     <use><![CDATA[
1596     Converters are better than shopping with doormats, because the
1597     converters never get sold out. For some items like food or jewels
1598     those "exchange tables" are really nice, while for the more important
1599     stuff like potions converters should not exist.
1600     <br><br>
1601     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1602     items on a converter, the stuff you get must be of equal or lesser
1603     value than before! (Except if you are using "rare" items like
1604     dragonscales for payment). The code will not check if your ratio is
1605 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1606 root 1.1 </use>
1607     <attribute arch="no_pick" value="1" type="fixed" />
1608     <attribute arch="slaying" editor="cost arch" type="string">
1609     &lt;cost arch&gt; is the name of the archetype the player has to
1610     put on the converter, as payment.
1611     </attribute>
1612     <attribute arch="food" editor="cost number" type="int">
1613     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1614     on the converter, in order to get &lt;receive number&gt; items
1615     of &lt;receive arch&gt;.
1616     </attribute>
1617     <attribute arch="other_arch" editor="receive arch" type="string">
1618     &lt;receive arch&gt; is the name of the archetype to convert into.
1619 root 1.2 This field is ignored if the converter has items in inventory. In this
1620     case one of the inventory items is duplicated. The duplicated item is
1621     randomly chosen from all items present.
1622 root 1.1 </attribute>
1623     <attribute arch="sp" editor="receive number" type="int">
1624     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1625     on the converter, in order to get &lt;receive number&gt; items
1626     of &lt;receive arch&gt;.
1627     </attribute>
1628     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1629     This text may contain a description of the converter.
1630     </attribute>
1631 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1632     If the converter has this flag set the generated items will
1633 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1634     (For instance for 'dragon scale' to 'dragon shield' converters in some
1635     armour shops.)
1636     </attribute>
1637 root 1.1 </type>
1638    
1639     <!--####################################################################-->
1640     <type number="42" name="Creator">
1641     <ignore>
1642     <ignore_list name="system_object" />
1643     </ignore>
1644     <description><![CDATA[
1645     A creator is an object which creates another object when it
1646     is triggered. The child object can be anything. Creators are
1647 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1648 root 1.37 periodically create things.]]>
1649 root 1.1 </description>
1650     <use><![CDATA[
1651     Don't hesitate to hide your creators under the floor.
1652 root 1.37 The created items will still always appear ontop of the floor.]]>
1653 root 1.1 </use>
1654     <attribute arch="no_pick" value="1" type="fixed" />
1655     <attribute arch="other_arch" editor="create arch" type="string">
1656     This string defines the object that will be created.
1657     You can choose any of the existing arches.
1658 root 1.2 This field is ignored if the creator has items in inventory. In this case
1659     one of the inventory items is duplicated. The duplicated item is randomly
1660     chosen from all items present.
1661 root 1.1 </attribute>
1662 root 1.45 <attribute arch="connected" editor="connection" type="string">
1663 root 1.1 Whenever the connection value is activated,
1664 root 1.3 the creator gets triggered.
1665 root 1.1 </attribute>
1666 elmex 1.16 &activate_on;
1667 root 1.56 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1668     If &lt;unlimited uses&gt; is set, the creator will work
1669 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1670 root 1.1 </attribute>
1671 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1672     When this field is set the creator will periodically create stuff
1673     (and will still do so when the connection is triggered).
1674     A value of 1 means roughly 8 times a second.
1675     </attribute>
1676 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1677     The creator can be triggered &lt;number of uses&gt; times, thus
1678     creating that many objects, before it dissappears.
1679     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1680     </attribute>
1681     <attribute arch="slaying" editor="name of creation" type="string">
1682 root 1.2 The created object will bear the name and title specified in &lt;name of
1683     creation&gt;. If nothing is set, the standard name and title of the
1684     archetype is used.
1685 root 1.1 </attribute>
1686     <attribute arch="level" editor="level of creation" type="int">
1687     The created object will be of that level. If zero/unset,
1688     the standard level of the archetype is used.
1689     </attribute>
1690     </type>
1691    
1692     <!--####################################################################-->
1693     <type number="51" name="Detector">
1694     <ignore>
1695     <ignore_list name="system_object" />
1696     </ignore>
1697     <description><![CDATA[
1698     Detectors work quite much like inv. checkers/pedestals: If the detector
1699     finds a specific object, it toggles its connected value.
1700     <br><br>
1701     What is "unique" about them, compared to inv. checkers/ pedestals?
1702     - First, detectors check their square for a match periodically, not
1703 root 1.51 instantly, so generate much higher server load
1704     Second, detectors check directly for object names. Third,
1705 root 1.37 detectors do not check the inventory of players/monsters.]]>
1706 root 1.1 </description>
1707 root 1.51 <use>
1708     Best avoid this type at all costs, use a pedestal instead.
1709 root 1.1 </use>
1710     <attribute arch="no_pick" value="1" type="fixed" />
1711     <attribute arch="slaying" editor="match name" type="string">
1712     &lt;match name&gt; specifies the name of the object we are looking for.
1713     Actually it does also check for the &lt;key string&gt; in key-objects,
1714     but for this case inventory checkers are often more powerful to use.
1715     </attribute>
1716 root 1.45 <attribute arch="connected" editor="connection" type="string">
1717 root 1.1 When the detector is triggered, all objects with the same
1718     connection value get activated.
1719     </attribute>
1720     <attribute arch="speed" editor="detection speed" type="float">
1721     This value defines the time between two detector-checks.
1722     If you want the detector to behave almost like pedestals/buttons,
1723     set speed rather high, like &lt;detection speed&gt; 1.0.
1724     </attribute>
1725 root 1.12 &speed_left;
1726     <attribute arch="speed_left" editor="speed left" type="float">
1727     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1728     If it is larger than 0, the detector checks, and the speed is decremented
1729     by 1.
1730     </attribute>
1731 root 1.1 </type>
1732    
1733     <!--####################################################################-->
1734 root 1.44 <type number="164" name="Map Script">
1735     <ignore>
1736     <ignore_list name="system_object" />
1737     </ignore>
1738     <description><![CDATA[
1739     The map script object is a very special object that can react to connected
1740 root 1.52 events and executes a perl script in the msg slot.
1741 root 1.44 ]]>
1742     </description>
1743     <use><![CDATA[
1744 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
1745     to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1746 root 1.44 ]]>
1747     </use>
1748 root 1.45 <attribute arch="connected" editor="connection" type="string">
1749 root 1.44 When the map script object is triggered, it will execute
1750     the perl script with the triggering object as $activator.
1751     </attribute>
1752     &activate_on;
1753     <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1754     This perl script will be executed each time the objetc is triggered.
1755     </attribute>
1756     </type>
1757    
1758     <!--####################################################################-->
1759 root 1.1 <type number="112" name="Director">
1760     <ignore>
1761     <ignore_list name="non_pickable" />
1762     </ignore>
1763     <description><![CDATA[
1764     Directors change the direction of spell objects and other projectiles
1765     that fly past. Unlike spinners, directors always move objects in the
1766     same direction. It does not make a difference from what angle you
1767     shoot into it.<br>
1768 root 1.37 Directors are visible per default.]]>
1769 root 1.1 </description>
1770     <use><![CDATA[
1771     Directors are rarely used in maps. Sometimes they are placed to
1772     change the direction of spells coming out of magic walls,
1773     "channeling" spell-projectiles in some direction. When doing this,
1774     <B>never place directors facing each other with magic walls fireing
1775     into them!</B> The spell-projectiles bouncing between the directors
1776     would accumulate to huge numbers and at some point slow down the
1777     server by eating memory- and CPU-time.
1778     <br><br>
1779     You'd better not place directors in monster vs. player combat
1780 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1781 root 1.1 </use>
1782     <attribute arch="sp" editor="direction" type="list_direction">
1783     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1784     A director with direction &lt;none&gt; simply stops projectiles.
1785     (The latter works out a bit strange for some spells).
1786     </attribute>
1787 root 1.9 &move_on;
1788 root 1.1 </type>
1789    
1790     <!--####################################################################-->
1791     <type number="158" name="Disease">
1792     <ignore>
1793     <ignore_list name="system_object" />
1794     </ignore>
1795     <description><![CDATA[
1796 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1797 root 1.1 Once casted, they can spread out and infect creatures in a large
1798     area. Being infected can have various effects, from amusing farts
1799 root 1.37 to horrible damage - almost everything is possible.]]>
1800 root 1.1 </description>
1801     <use><![CDATA[
1802     Diseases are extremely flexible and usable in a many ways.
1803     So far they are mostly used for causing bad, unwanted effects.
1804     You could just as well create a disease which helps the player
1805     (recharging mana for example).
1806 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1807 root 1.1 </use>
1808     <attribute arch="invisible" value="1" type="fixed" />
1809     <attribute arch="level" editor="plaque level" type="int">
1810     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1811     This mainly reflects in the &lt;damage&gt;. It has no effect on
1812     most other symptoms. Neverthless, it is a very important value for
1813     all damage-inflicting diseases.
1814     </attribute>
1815     <attribute arch="race" editor="infect race" type="string">
1816     The disease will only infect creatures of the specified &lt;race&gt;.
1817     "&lt;race&gt; *" means every creature can be infected.
1818     </attribute>
1819     <attribute arch="ac" editor="progressiveness" type="int">
1820     Every time the disease "moves" the severity of the symptoms are increased
1821     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1822     </attribute>
1823     <section name="spreading">
1824     <attribute arch="wc" editor="infectiosness" type="int">
1825     The &lt;infectiosness&gt; defines the chance of new creatures getting
1826     infected. If you set this too high, the disease is very likely to
1827     be too effective.
1828 root 1.3
1829 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1830     </attribute>
1831     <attribute arch="last_grace" editor="attenuation" type="int">
1832     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1833     everytime it infects someone new. This limits how many generations
1834     a disease can propagate.
1835     </attribute>
1836     <attribute arch="magic" editor="infection range" type="int">
1837     &lt;infection range&gt; sets the range at which infection may occur.
1838     If positive, the &lt;infection range&gt; is level dependant - If negative,
1839     it is not:
1840     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1841 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1842 root 1.1 </attribute>
1843     <attribute arch="maxhp" editor="persistence" type="int">
1844     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1845     The disease can "move" &lt;persistence&gt; times outside a host before it
1846     vanishes. A negative value means the disease lasts for permanent
1847     (which is only recommended to use in maps without monsters).
1848     </attribute>
1849     <attribute arch="maxgrace" editor="curing duration" type="int">
1850     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1851     (Assuming the host survives and doesn't use a curing spell).
1852     After this period the disease is naturally cured, which provides the
1853     host with immunity from this particular disease of lower or equal level.
1854 root 1.3
1855 root 1.1 A negative value means the disease can never be cured naturally.
1856 root 1.3
1857 root 1.1 Note that this value can be further modulated by spell-parameters,
1858     if the disease is registered as spell in the code. Due to that,
1859     most default diseases take a lot longer to cure than it seems.
1860     </attribute>
1861     <attribute arch="speed" editor="moving speed" type="float">
1862     The &lt;speed&gt; of the disease determines how fast the disease will
1863     "move", thus how fast the symptoms strike the host.
1864     </attribute>
1865 root 1.12 &speed_left;
1866 root 1.1 </section>
1867     <section name="symptoms">
1868     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1869     The disease will attack the host with the given &lt;attacktype&gt;.
1870     Godpower attacktype is commonly used for "unresistable" diseases.
1871     </attribute>
1872     <attribute arch="dam" editor="damage" type="int">
1873     A disease with a positive &lt;damage&gt; value will strike the player for that
1874     amount of damage every time the symptoms occur.
1875     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1876     the player's health is reduced by 10% every time the symptoms strike.
1877 root 1.3
1878 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1879     for players of all levels.
1880     </attribute>
1881     <attribute arch="other_arch" editor="create arch" type="string">
1882     If set, the specified arch is created and dropped every time the
1883     symptoms strike.
1884 root 1.3
1885 root 1.1 This can be various things: farts, body pieces, eggs ...
1886     Even monsters can be created that way. You could also make a
1887     disease where some exotic stuff like money/gems is created.
1888     </attribute>
1889     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1890     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1891     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1892     </attribute>
1893     <attribute arch="exp" editor="exp. for curing" type="int">
1894     When the player manages to cure this disease (with a curing spell),
1895     he is awarded with &lt;exp. for curing&gt; experience.
1896     </attribute>
1897     <attribute arch="maxsp" editor="mana depletion" type="int">
1898     Every time the disease "moves", the player's mana is
1899     reduced by the value of &lt;mana depletion&gt;.
1900     For negative values, a %-based amount is taken.
1901     </attribute>
1902     <attribute arch="last_eat" editor="food depletion" type="int">
1903     Every time the disease "moves", the player's food is
1904     reduced by the value of &lt;food depletion&gt;.
1905     For negative values, a %-based amount is taken.
1906     </attribute>
1907     <attribute arch="hp" editor="health regen." type="int">
1908     This value increases the player's healing rate.
1909     Negative values decrease it.
1910     </attribute>
1911     <attribute arch="sp" editor="mana regen." type="int">
1912     This value increases the player's rate of mana regeneration.
1913     Negative values decrease it.
1914     </attribute>
1915     </section>
1916     <section name="disability">
1917     <attribute arch="Str" editor="strength" type="int">
1918     The player's strength will rise by the given value
1919     while being infected. (Negative values make strength fall)
1920     </attribute>
1921     <attribute arch="Dex" editor="dexterity" type="int">
1922     The player's dexterity will rise by the given value
1923     while being infected. (Negative values make dexterity fall)
1924     </attribute>
1925     <attribute arch="Con" editor="constitution" type="int">
1926     The player's constitution will rise by the given value
1927     while being infected. (Negative values make constitution fall)
1928     </attribute>
1929     <attribute arch="Int" editor="intelligence" type="int">
1930     The player's intelligence will rise by the given value
1931     while being infected. (Negative values make intelligence fall)
1932     </attribute>
1933     <attribute arch="Pow" editor="power" type="int">
1934     The player's power will rise by the given value
1935     while being infected. (Negative values make power fall)
1936     </attribute>
1937     <attribute arch="Wis" editor="wisdom" type="int">
1938     The player's wisdom will rise by the given value
1939     while being infected. (Negative values make wisdom fall)
1940     </attribute>
1941     <attribute arch="Cha" editor="charisma" type="int">
1942     The player's charisma will rise by the given value
1943     while being infected. (Negative values make charisma fall)
1944     </attribute>
1945     </section>
1946     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1947     This text is displayed to the player every time the
1948     symptoms strike.
1949     </attribute>
1950     </type>
1951    
1952     <!--####################################################################-->
1953 root 1.3 <type number="23" name="Door">
1954     <ignore>
1955     <ignore_list name="non_pickable" />
1956     </ignore>
1957     <description><![CDATA[
1958     A door can be opened with a normal key. It also can be broken by attacking
1959     it, and it can be defeated with the lockpicking skill. If a door is
1960     defeated, horizontally and vertically adjacent doors are automatically
1961 root 1.37 removed.]]>
1962 root 1.3 </description>
1963     <attribute arch="no_pick" value="1" type="fixed" />
1964     <attribute arch="alive" value="1" type="fixed" />
1965 root 1.9 &movement_types_terrain;
1966 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1967     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1968     </attribute>
1969     <attribute arch="ac" editor="armour class" type="int">
1970     Doors of high &lt;armour class&gt; are less likely to get hit.
1971     &lt;armour class&gt; can be considered the "counterpiece" to
1972     &lt;weapon class&gt;.
1973     </attribute>
1974     <attribute arch="other_arch" editor="drop arch" type="string">
1975     This string defines the object that will be created when the door was
1976     defeated.
1977     </attribute>
1978     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1979     This entry determines what kind of traps will appear in the door.
1980     </attribute>
1981 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1982     Set this flag to move treasure items created into the environment (map)
1983     instead of putting them into the object.
1984     </attribute>
1985 root 1.3 </type>
1986    
1987     <!--####################################################################-->
1988 root 1.1 <type number="83" name="Duplicator">
1989     <ignore>
1990     <ignore_list name="system_object" />
1991     </ignore>
1992     <description><![CDATA[
1993     When activated, a duplicator can duplicate, multiply or destroy a pile of
1994     objects which lies somewhere on top of the duplicator.
1995     The duplicator has one arch name specified as &lt;target arch&gt;,
1996     and only objects of this archetype can be affected.<br>
1997     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1998 root 1.37 If the latter is set to zero, it will destroy objects.]]>
1999 root 1.1 </description>
2000     <use><![CDATA[
2001     I hope it is clear that one must be very cautious when inserting a duplicator
2002     anywhere with &lt;multiply factor&gt; greater than one.
2003     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2004     It is <b>not acceptable</b> to allow duplication of anything other than
2005     coins, gold and jewels. Besides, it is very important that the chance to
2006     loose the input matches the chance to earn winnings.<br>
2007     A duplicator with &lt;multiply factor&gt; 3 for example should have a
2008 root 1.37 loosing rate of 2/3 = 67%.]]>
2009 root 1.1 </use>
2010     <attribute arch="other_arch" editor="target arch" type="string">
2011 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
2012     duplicated, multiplied or removed. All other objects will be ignored.
2013 root 1.1 </attribute>
2014     <attribute arch="level" editor="multiply factor" type="int">
2015     The number of items in the target pile will be multiplied by the
2016     &lt;multiply factor&gt;. If it is set to zero, all target objects
2017     will be destroyed.
2018     </attribute>
2019 root 1.45 <attribute arch="connected" editor="connection" type="string">
2020 root 1.1 An activator (lever, altar, button, etc) with matching connection value
2021     is able to trigger this duplicator. Be very careful that players cannot
2022     abuse it to create endless amounts of money or other valuable stuff!
2023     </attribute>
2024 elmex 1.16 &activate_on;
2025 root 1.1 </type>
2026    
2027     <!--####################################################################-->
2028     <type number="66" name="Exit">
2029     <ignore>
2030     <ignore_list name="non_pickable" />
2031     </ignore>
2032     <description><![CDATA[
2033     When the player applies an exit, he is transferred to a different location.
2034     (Monsters cannot use exits.) Depending on how it is set, the player applies
2035     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2036 root 1.37 the exit. ]]>
2037 root 1.1 </description>
2038     <use><![CDATA[
2039 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2040 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2041     detected with the show_invisible spell.
2042     <br><br>
2043     You can be quite creative with the outlook of secret exits (their "face").
2044 root 1.37 Don't forget to give the player relyable hints about them though.]]>
2045 root 1.1 </use>
2046     <attribute arch="slaying" editor="exit path" type="string">
2047     The exit path defines the map that the player is transferred to.
2048     You can enter an absolute path, beginning with '/' (for example
2049     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2050     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2051     relative path "Fire1"). Use relative paths whenever possible! Note that
2052     upper/lower case must always be set correctly. However, please use lower
2053 root 1.3 case only.
2054 root 1.1 It is well possible to have an exit pointing to the same map that the exit
2055     is on. If slaying is not set in an exit, the player will see a message like
2056     "the exit is closed".
2057     </attribute>
2058     <attribute arch="hp" editor="destination X" type="int">
2059     The exit destinations define the (x, y)-coordinates where the exit
2060     leads to.
2061     If both are set to zero, the player will be transferred to the "default
2062     enter location" of the destined map. The latter can be set in the map-
2063     properties as "Enter X/Y". Though, please DO NOT use that.
2064     It turned out to be a source for numerous map-bugs.
2065     </attribute>
2066     <attribute arch="sp" editor="destination Y" type="int">
2067     The exit destinations define the (x, y)-coordinates where the exit
2068     leads to.
2069     If both are set to zero, the player will be transferred to the "default
2070     enter location" of the destined map. The latter can be set in the map-
2071     properties as "Enter X/Y". Though, please DO NOT use that.
2072     It turned out to be a source for numerous map-bugs.
2073     </attribute>
2074 root 1.9 &move_on;
2075 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2076     If set, this message will be displayed to the player when he applies the exit.
2077     This is quite useful to throw in some "role-play feeling": "As you enter the
2078     dark cave you hear the sound of rustling dragonscales...". Well, my english
2079     is poor, but you get the point. =)
2080     </attribute>
2081 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
2082     If set, then players using this exit will have their savebed position
2083 root 1.26 set to the destination of the exit when passing through.
2084 root 1.1 </attribute>
2085     </type>
2086    
2087     <!--####################################################################-->
2088     <type number="72" name="Flesh">
2089     <description><![CDATA[
2090     Just like with food, the player can fill his stomache and gain a
2091     little health by eating flesh-objects. <br>
2092     For dragon players, flesh plays a very special role though: If the
2093     flesh has resistances set, a dragon player has a chance to gain resistance in
2094 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2095 root 1.1 Don't forget that flesh items with resistances have to be balanced
2096 root 1.37 according to map/monster difficulty.]]>
2097 root 1.1 </description>
2098     <use><![CDATA[
2099     For dragon players, flesh items can be highly valuable. Note that many
2100     standard monsters carry flesh items from their &lt;treasurelist&gt;.
2101     These flesh items "inherit" resistances and level from the monster they belong to.
2102     When you add special flesh items to the inventory of a monster, this is
2103     not the case - so you have to set it manually.
2104     <br><br>
2105     Generally adding special flesh-treaties for dragon players is a great thing
2106     to do. Always consider that dragon players might really not be interested
2107     in that special piece of weapon or armour, so don't let the dragon-fellows miss
2108 root 1.37 out on the reward completely.]]>
2109 root 1.1 </use>
2110     <attribute arch="food" editor="foodpoints" type="int">
2111     The player's stomache will get filled with this amount of foodpoints.
2112     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2113     </attribute>
2114     <attribute arch="level" editor="flesh level" type="int">
2115     The &lt;flesh level&gt; is not visible to the players and it affects only
2116     dragon players. Normally this value reflects the level of the monster
2117     from which the flesh item originates.
2118     Dragon players always search for flesh of highest level possible,
2119     because it bears the best chance to gain high resistances.
2120     </attribute>
2121     <attribute arch="startequip" editor="godgiven item" type="bool">
2122     A godgiven item vanishes as soon as the player
2123     drops it to the ground.
2124     </attribute>
2125 elmex 1.29 &resistances_flesh_section;
2126 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2127     This text may describe the item.
2128     </attribute>
2129     </type>
2130    
2131     <!--####################################################################-->
2132     <type number="0" name="Floor">
2133     <required>
2134     <attribute arch="is_floor" value="1" />
2135     <attribute arch="alive" value="0" />
2136     </required>
2137     <ignore>
2138     <ignore_list name="non_pickable" />
2139     </ignore>
2140     <description><![CDATA[
2141     Floor is a very basic thing whithout too much
2142 root 1.37 functionality. It's a floor - you stand on it.]]>
2143 root 1.1 </description>
2144     <attribute arch="is_floor" value="1" type="fixed" />
2145     <attribute arch="no_pick" value="1" type="fixed" />
2146     <section name="terrain">
2147 root 1.9 &movement_types_terrain;
2148 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2149     This flag indicates this spot contains wood or high grass.
2150     Players with activated woodsman skill can move faster here.
2151     </attribute>
2152     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2153     This flag indicates this spot contains hills or large rocks.
2154     Players with activated mountaineer skill can move faster here.
2155     </attribute>
2156     </section>
2157     <attribute arch="no_magic" editor="no spells" type="bool">
2158     If enabled, it is impossible for players to use (wizard-)
2159     spells on that spot.
2160     </attribute>
2161     <attribute arch="damned" editor="no prayers" type="bool">
2162     If enabled, it is impossible for players to use prayers
2163     on that spot. It also prevents players from saving.
2164     </attribute>
2165     <attribute arch="unique" editor="unique map" type="bool">
2166     Unique floor means that any items dropped on that spot
2167 root 1.48 will be saved beyond map reset. For permanent apartments,
2168 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2169     </attribute>
2170     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2171     This text may describe the object.
2172     </attribute>
2173     </type>
2174    
2175     <!--####################################################################-->
2176     <type number="67" name="Floor (Encounter)">
2177     <ignore>
2178     <ignore_list name="non_pickable" />
2179     </ignore>
2180     <description><![CDATA[
2181     Encounter-Floor is pretty much the same as normal floor.
2182     Most outdoor floor/ground-arches are set to be "encounters".
2183     That is kind of a relict from former code: When walking over
2184     encounter-floor, players sometimes got beamed to little maps
2185     with monsters on them. Nowadays this feature is disabled -
2186 root 1.37 Hence encounter floor is not different from normal floor.]]>
2187 root 1.1 </description>
2188     <attribute arch="is_floor" value="1" type="fixed" />
2189     <attribute arch="no_pick" value="1" type="fixed" />
2190     <section name="terrain">
2191 root 1.9 &movement_types_terrain;
2192 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2193     This flag indicates this spot contains wood or high grass.
2194     Players with activated woodsman skill can move faster here.
2195     </attribute>
2196     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2197     This flag indicates this spot contains hills or large rocks.
2198     Players with activated mountaineer skill can move faster here.
2199     </attribute>
2200     </section>
2201     <attribute arch="no_magic" editor="no spells" type="bool">
2202     If enabled, it is impossible for players to use (wizard-)
2203     spells on that spot.
2204     </attribute>
2205     <attribute arch="damned" editor="no prayers" type="bool">
2206     If enabled, it is impossible for players to use prayers
2207     on that spot. It also prevents players from saving.
2208     </attribute>
2209     <attribute arch="unique" editor="unique map" type="bool">
2210     Unique floor means that any items dropped on that spot
2211 root 1.48 will be saved beyond map reset. For permanent apartments,
2212 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2213     </attribute>
2214     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2215     This text may describe the object.
2216     </attribute>
2217     </type>
2218    
2219     <!--####################################################################-->
2220     <type number="6" name="Food">
2221     <description><![CDATA[
2222     By eating/drinking food-objects, the player can fill his
2223 root 1.37 stomache and gain a little health.]]>
2224 root 1.1 </description>
2225     <attribute arch="food" editor="foodpoints" type="int">
2226     The player's stomache will get filled with this amount of foodpoints.
2227     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2228     </attribute>
2229     <attribute arch="startequip" editor="godgiven item" type="bool">
2230     A godgiven item vanishes as soon as the player
2231     drops it to the ground.
2232     </attribute>
2233     </type>
2234    
2235     <!--####################################################################-->
2236     <type number="91" name="Gate">
2237     <ignore>
2238     <ignore_list name="non_pickable" />
2239     </ignore>
2240     <description><![CDATA[
2241 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2242 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2243     or carrying special key-objects (-> inventory checker).
2244     Unlike locked doors, gates can get shut again after a player has
2245 root 1.37 passed, which makes them more practical in many cases.]]>
2246 root 1.1 </description>
2247     <use><![CDATA[
2248     Use gates to divide your maps into seperated areas. After solving
2249     area A, the player gains access to area B, and so on. Make your
2250 root 1.37 maps more complex than "one-way".]]>
2251 root 1.1 </use>
2252     <attribute arch="no_pick" value="1" type="fixed" />
2253 elmex 1.15 <attribute arch="speed" value="1" type="float">
2254     The speed of the gate affects how fast it is closing/opening.
2255     </attribute>
2256 root 1.45 <attribute arch="connected" editor="connection" type="string">
2257 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2258     &lt;connection&gt; value get activated. This only makes sense together with
2259     &lt;blocking passage&gt; disabled.
2260     </attribute>
2261     <attribute arch="wc" editor="position state" type="int">
2262     The &lt;position state&gt; defines the position of the gate:
2263     Zero means completely open/down, the "number of animation-steps" (usually
2264     about 6 or 7) means completely closed/up state. I suggest you don't
2265     mess with this value - Leave the default in place.
2266     </attribute>
2267 root 1.9 &movement_types_terrain;
2268 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2269     Restricting the use of spells to pass this gate. This has
2270     an effect only if &lt;block view&gt; is disabled.
2271     </attribute>
2272     <attribute arch="damned" editor="restrict prayers" type="bool">
2273     Restricting the use of prayers to pass this door. This has
2274     an effect only if &lt;block view&gt; is disabled.
2275     </attribute>
2276     </type>
2277    
2278     <!--####################################################################-->
2279     <type number="113" name="Girdle">
2280     <import_type name="Amulet" />
2281     <description><![CDATA[
2282     Wearing a girdle, the object's stats will directly be inherited to
2283     the player. Girdles usually provide stats- or damage bonuses and no
2284 root 1.37 defense.]]>
2285 root 1.1 </description>
2286     <use><![CDATA[
2287     Feel free to create your own special artifacts. However, it is very
2288 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2289 root 1.1 </use>
2290     <attribute arch="magic" editor="magic bonus" type="int">
2291     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2292     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2293     than direct armour-class bonus on the helmet.
2294 root 1.3
2295 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2296     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2297     &lt;magic bonus&gt; is pointless here.
2298     </attribute>
2299     </type>
2300    
2301     <!--####################################################################-->
2302     <type number="100" name="Gloves">
2303     <import_type name="Amulet" />
2304     <description><![CDATA[
2305     Wearing gloves, the object's stats will directly be inherited to
2306 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2307 root 1.1 </description>
2308     <use><![CDATA[
2309     Feel free to create your own special artifacts. However, it is very
2310 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2311 root 1.1 </use>
2312     <attribute arch="magic" editor="magic bonus" type="int">
2313     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2314     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2315     will increase that.
2316     </attribute>
2317     </type>
2318    
2319     <!--####################################################################-->
2320     <type number="93" name="Handle">
2321     <ignore>
2322     <ignore_list name="non_pickable" />
2323     </ignore>
2324     <description><![CDATA[
2325     A handle can be applied by players and (certain) monsters.
2326 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2327 root 1.1 </description>
2328     <use><![CDATA[
2329     Handles are commonly used to move gates. When placing your lever,
2330     don't forget that some monsters are able to apply it.
2331     The ability to apply levers is rare among monsters -
2332 root 1.37 but vampires can do it for example.]]>
2333 root 1.1 </use>
2334     <attribute arch="no_pick" value="1" type="fixed" />
2335 root 1.45 <attribute arch="connected" editor="connection" type="string">
2336 root 1.1 Every time the handle is applied, all objects
2337     with the same &lt;connection&gt; value are activated.
2338     </attribute>
2339     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2340     This text may describe the item. You can use this
2341     message to explain the handle's purpose to the player.
2342     </attribute>
2343     </type>
2344    
2345     <!--####################################################################-->
2346     <type number="27" name="Handle Trigger">
2347     <import_type name="Handle" />
2348     <ignore>
2349     <ignore_list name="non_pickable" />
2350     </ignore>
2351     <description><![CDATA[
2352     Handle triggers are handles which reset after a short period
2353     of time. Every time it is either applied or reset, the
2354 root 1.37 &lt;connection&gt; value is triggered.]]>
2355 root 1.1 </description>
2356     <use><![CDATA[
2357     When you connect an ordinary handle to a gate, the gate normally remains
2358     opened after the first player passed. If you want to keep the gate shut,
2359 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2360 root 1.1 </use>
2361     </type>
2362    
2363     <!--####################################################################-->
2364     <type number="88" name="Hazard Floor">
2365     <required>
2366     <attribute arch="is_floor" value="1" />
2367     </required>
2368     <ignore>
2369     <ignore_list name="non_pickable" />
2370     </ignore>
2371     <description><![CDATA[
2372     The best example for Hazard Floor is lava. It works like standard
2373     floor, but damages all creatures standing on it.
2374 root 1.37 Damage is taken in regular time intervals.]]>
2375 root 1.1 </description>
2376     <use><![CDATA[
2377     The default lava for example does minor damage. But you can turn
2378     it up so that your hazard floor poses a real threat.<br>
2379     Like magic walls, such floors add a permanent thrill to your map.
2380     You can use that to safely chase off too-weak players, or just
2381 root 1.37 to have something different.]]>
2382 root 1.1 </use>
2383     <attribute arch="is_floor" value="1" type="fixed" />
2384     <attribute arch="lifesave" value="1" type="fixed" />
2385 root 1.9 &move_on;
2386 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2387     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2388     This attribute specifys the attacktypes that this floor uses to
2389     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2390     If you want a real tough hazard floor, add more than just one attacktype.
2391     </attribute>
2392     <attribute arch="dam" editor="base damage" type="int">
2393     The &lt;base damage&gt; defines how much damage is inflicted to the
2394     victim per hit. The final damage is influenced by several other
2395     factors like the victim's resistance and level.
2396     </attribute>
2397     <attribute arch="wc" editor="weaponclass" type="int">
2398     &lt;weapon class&gt; improves the chance of hitting the victim.
2399     Lower values are better.
2400     Usually, hazard floors like lava are supposed to hit the
2401     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2402     to something like -30.
2403     </attribute>
2404     <attribute arch="level" editor="attack level" type="int">
2405     I guess this value is supposed to work similar to monster levels.
2406     But in fact, it does not seem to have an effect. Set any non-zero
2407     value to be on the safe side.
2408     </attribute>
2409     <section name="terrain">
2410 root 1.9 &movement_types_terrain;
2411 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2412     This flag indicates this spot contains wood or high grass.
2413     Players with activated woodsman skill can move faster here.
2414     </attribute>
2415     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2416     This flag indicates this spot contains hills or large rocks.
2417     Players with activated mountaineer skill can move faster here.
2418     </attribute>
2419     </section>
2420     <attribute arch="no_magic" editor="no spells" type="bool">
2421     If enabled, it is impossible for players to use (wizard-)
2422     spells on that spot.
2423     </attribute>
2424     <attribute arch="damned" editor="no prayers" type="bool">
2425     If enabled, it is impossible for players to use prayers
2426     on that spot. It also prevents players from saving.
2427     </attribute>
2428     <attribute arch="unique" editor="unique map" type="bool">
2429     Unique floor means that any items dropped on that spot
2430 root 1.48 will be saved beyond map reset. For permanent apartments,
2431 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2432     </attribute>
2433     </type>
2434    
2435     <!--####################################################################-->
2436     <type number="34" name="Helmet">
2437     <import_type name="Amulet" />
2438     <description><![CDATA[
2439     Wearing a helmet, the object's stats will directly be inherited to
2440     the player. Normal helmets usually increase defense, while crowns
2441     add more special bonuses like stats/resistances paired with
2442 root 1.37 low defense.]]>
2443 root 1.1 </description>
2444     <use><![CDATA[
2445     Feel free to create your own special artifacts. However, it is very
2446 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2447 root 1.1 </use>
2448     <attribute arch="magic" editor="magic bonus" type="int">
2449     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2450     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2451     than direct armour-class bonus on the helmet.
2452 root 1.3
2453 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2454     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2455     Crowns for instance typically provide no &lt;amour class&gt;.
2456     </attribute>
2457     </type>
2458    
2459     <!--####################################################################-->
2460     <type number="56" name="Holy Altar">
2461     <ignore>
2462     <ignore_list name="non_pickable" />
2463     </ignore>
2464     <description><![CDATA[
2465 root 1.50 Holy Altars are altars for the various religions. Praying
2466 root 1.1 at a Holy_altar will make you a follower of that god, and
2467 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2468 root 1.1 </description>
2469     <attribute arch="no_pick" value="1" type="fixed" />
2470     <attribute arch="other_arch" editor="god name" type="string">
2471     The altar belongs to the god of the given name. Possible options for
2472     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2473 root 1.3 Gorokh, Valriel and Sorig.
2474    
2475 root 1.1 If you want to have an unconsecrated altar, set
2476     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2477     </attribute>
2478     <attribute arch="level" editor="reconsecrate level" type="int">
2479     To re-consecrate an altar, the player's wisdom level must be as
2480     high or higher than this value. In that way, some altars can not
2481 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2482    
2483 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2484 root 1.1 Some characters might need those altars, they would be very unhappy to
2485     see them re-consecrated to another cult.
2486     </attribute>
2487     </type>
2488    
2489     <!--####################################################################-->
2490     <type number="35" name="Horn">
2491     <ignore>
2492     <attribute arch="title" />
2493     </ignore>
2494     <description><![CDATA[
2495     Horns are very similar to rods. The difference is that horns regenerate
2496     spellpoints faster and thus are more valuable than rods.
2497     <br><br>
2498     A horn contains a spell. The player can use this spell by applying and
2499     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2500 root 1.37 used endlessly.]]>
2501 root 1.1 </description>
2502     <use><![CDATA[
2503     Horns are powerful due to their fast recharge rate. They should
2504     never contain high level attacking spells. Even curing/healing spells
2505 root 1.37 are almost too good on a horn.]]>
2506 root 1.1 </use>
2507     <attribute arch="sp" editor="spell" type="spell">
2508     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2509     horns to players, since they can be used endlessly without any mana cost!
2510     Horns with heal/ restoration/ protection spells, IF available, MUST be
2511     very very VERY hard to get!
2512     </attribute>
2513     <attribute arch="level" editor="casting level" type="int">
2514     The casting level of the &lt;spell&gt; determines it's power.
2515     For attack spells, level should not be set too high.
2516     </attribute>
2517     <attribute arch="hp" editor="initial spellpoints" type="int">
2518     This value represents the initial amount of spellpoints in the horn.
2519     Naturally, this is quite unimportant.
2520     </attribute>
2521     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2522     When the horn is fully charged up, it will hold this maximum amount of
2523     spellpoints. Make sure it is enough to cast the contained spell at least
2524     once. But don't set the value too high, as that might make the horn way
2525     too effective.
2526     </attribute>
2527     <attribute arch="startequip" editor="godgiven item" type="bool">
2528     A godgiven item vanishes as soon as the player
2529     drops it to the ground.
2530     </attribute>
2531     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2532     This text may contain a description of the horn.
2533     </attribute>
2534     </type>
2535    
2536     <!--####################################################################-->
2537     <type number="73" name="Inorganic">
2538     <description><![CDATA[
2539     Inorganic materials are generally used as ingredients for
2540     alchemical receipes. By themselves, they have no special
2541 root 1.37 functionalities.]]>
2542 root 1.1 </description>
2543     <attribute arch="is_dust" editor="is dust" type="bool">
2544     </attribute>
2545 elmex 1.29 &resistances_basic;
2546 root 1.1 </type>
2547    
2548     <!--####################################################################-->
2549     <type number="64" name="Inventory Checker">
2550     <ignore>
2551     <ignore_list name="system_object" />
2552     </ignore>
2553     <description><![CDATA[
2554     Inventory checkers passively check the players inventory for a
2555     specific object. You can set a connected value that is triggered
2556     either if that object is present or missing (-&gt; "last_sp") when a
2557     player walks over the inv. checker. A valid option is to remove the
2558     matching object (usually not recommended, see "last_heal").
2559     <br><br>
2560     Alternatively, you can set your inv. checker to block all players
2561 root 1.9 that do/don't carry the matching object.
2562 root 1.1 <br><br>
2563     As you can see, inv. checkers are quite powerful, holding a
2564 root 1.37 great variety of possibilities.]]>
2565 root 1.1 </description>
2566     <use><![CDATA[
2567     Putting a check_inventory space in front of a gate (one below) and
2568     one on the opposite side works reasonably well as a control mechanism.
2569     Unlike the key/door-combo, this one works infinite since it is
2570     independant from map reset. Use it to put a "structure" into your
2571     maps: Player must solve area A to gain access to area B. This concept
2572 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2573 root 1.1 </use>
2574     <attribute arch="no_pick" value="1" type="fixed" />
2575     <attribute arch="slaying" editor="match key string" type="string">
2576     This string specifies the object we are looking for: We have a match
2577     if the player does/don't carry a key object or a mark with identical
2578     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2579     this context. A typical example is the city gate mechanism of scorn.
2580     </attribute>
2581     <attribute arch="race" editor="match arch name" type="string">
2582     This string specifies the object we are looking for: We have a match
2583     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2584     </attribute>
2585     <attribute arch="hp" editor="match type" type="int">
2586     This value specifies the object we are looking for: We have a match
2587 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2588    
2589 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2590     enabled. Now you have an inv. checker blocking all players that carry any
2591     kind of melee weapon. To pass, a player is forced to leave behind all
2592     his weaponry... bad news for a warrior. ;)
2593     </attribute>
2594     <attribute arch="last_sp" editor="match = having" type="bool">
2595     Enabled means having that object is a match.
2596     Disabled means not having that object is a match.
2597     </attribute>
2598 root 1.45 <attribute arch="connected" editor="connection" type="string">
2599 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2600     &lt;connection&gt; value get activated. This only makes sense together with
2601     &lt;blocking passage&gt; disabled.
2602     </attribute>
2603 root 1.9 &movement_types_terrain;
2604 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2605     &lt;remove match&gt; means remove object if found. Setting this is usually not
2606     recommended because inv. checkers are in general invisible. So, unlike
2607     for altars/ locked doors, the player won't expect to lose an object when
2608 root 1.3 walking over that square. And he doesn't even get a message either.
2609    
2610 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2611     to inform the player what's going on!
2612     </attribute>
2613     </type>
2614    
2615     <!--####################################################################-->
2616 root 1.2 <type number="163" name="Item Transformer">
2617     <description><![CDATA[
2618     An item transformer is simply applied, after having marked a 'victim'
2619     item. If the victim is suitable, it will be transformed into something
2620     else.]]>
2621     </description>
2622     <use><![CDATA[
2623     To make an item transformable, you just have to fill the 'slaying' field.
2624     The syntax is:
2625     <br>
2626     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2627     <br>
2628     with [] denoting optional part, and * any number of preceding [].
2629     'new_item' must be the name of an existing archetype.
2630     <br><br>
2631     Example, for object apple: slaying knife:2 half_apple
2632     <br><br>
2633     This means that, when applying a knife (should be an Item Transformer),
2634     one 'apple' will be transformed into 2 'half_apple'.]]>
2635     </use>
2636     <attribute arch="food" editor="number of uses" type="int">
2637     &lt;number of uses&gt; controls how many times the item transformer can
2638     be used. The value 0 means "unlimited"
2639     </attribute>
2640     <attribute arch="slaying" editor="verb" type="string">
2641     Contains the verb that is used to construct a message to the player
2642     applying the item transformer.
2643     </attribute>
2644     <attribute arch="startequip" editor="godgiven item" type="bool">
2645     A godgiven item vanishes as soon as the player
2646     drops it to the ground.
2647     </attribute>
2648     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2649     This text may contain a description of the item transformer.
2650     </attribute>
2651     </type>
2652    
2653     <!--####################################################################-->
2654 root 1.1 <type number="60" name="Jewel">
2655     <description><![CDATA[
2656     Items of the type Gold &amp; Jewels are handled like a currency.
2657     Unlike for any other type of item, in shops, the buy- and selling
2658 root 1.37 prices differ only marginally.]]>
2659 root 1.1 </description>
2660     <attribute arch="race" value="gold and jewels" type="fixed" />
2661     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2662     This text may describe the object.
2663     </attribute>
2664     </type>
2665    
2666     <!--####################################################################-->
2667 root 1.3 <type number="24" name="Key">
2668     <description><![CDATA[
2669     When carrying a key, a normal door can be opened. The key will
2670 root 1.37 disappear.]]>
2671 root 1.3 </description>
2672     <attribute arch="startequip" editor="godgiven item" type="bool">
2673     A godgiven item vanishes as soon as the player
2674     drops it to the ground.
2675     </attribute>
2676     </type>
2677    
2678     <!--####################################################################-->
2679 root 1.1 <type number="20" name="Locked Door">
2680     <ignore>
2681     <ignore_list name="non_pickable" />
2682     </ignore>
2683     <description><![CDATA[
2684     A locked door can be opened only when carrying
2685 root 1.37 the appropriate special key.]]>
2686 root 1.1 </description>
2687     <use><![CDATA[
2688     If you want to create a locked door that cannot be opened (no key),
2689     set a &lt;key string&gt; like "no_key_available". This will clearify things
2690 root 1.3 and only a fool would create a key matching that string.
2691    
2692 root 1.1 Door-objects can not only be used for "doors". In many maps these
2693     are used with all kinds of faces/names, especially often as
2694     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2695     There you have magic forces (door objects) put under certain artifact
2696     items. To get your hands on the artifacts, you need to bring up the
2697 root 1.37 appropriate quest items (key objects).]]>
2698 root 1.1 </use>
2699 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2700 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2701     <attribute arch="slaying" editor="key string" type="string">
2702     The &lt;key string&gt; in the door must be identical with the
2703     &lt;key string&gt; in the special key, then the door is unlocked.
2704     It is VERY important to set the &lt;key string&gt; to something that
2705 root 1.32 is unique among the Deliantra mapset.
2706 root 1.3
2707 root 1.1 DONT EVER USE the default string "set_individual_value".
2708     </attribute>
2709     <attribute arch="no_magic" editor="restrict spells" type="bool">
2710     Restricting the use of spells to pass this door.
2711     This should be set in most cases.
2712     (Don't forget that the spell "dimension door" is easily
2713     available at about wisdom level 10).
2714     </attribute>
2715     <attribute arch="damned" editor="restrict prayers" type="bool">
2716     Restricting the use of prayers to pass this door.
2717     This should be set in most cases.
2718     </attribute>
2719     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2720     When a player is trying to open the door without carrying the
2721     appropriate key, this text is displayed to the player. This is
2722     a good opportunity to place hints about the special key needed
2723     to unlock the door.
2724     </attribute>
2725     </type>
2726    
2727     <!--####################################################################-->
2728     <type number="29" name="Magic Ear">
2729     <ignore>
2730     <ignore_list name="system_object" />
2731     </ignore>
2732     <description><![CDATA[
2733     Magic_ears trigger a connected value
2734 root 1.37 when the player speaks a specific keyword.]]>
2735 root 1.1 </description>
2736     <use><![CDATA[
2737     Whenever you put magic_ears on your maps, make sure there are
2738     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2739     something like a gate that is opened by speaking "open" or
2740     "sesame", expecting the player to figure this out all by himself.
2741     <br><br>
2742     Magic_ears are typically used for interaction with NPCs. You
2743     can create the impression that the NPC actually *does* something
2744     according to his conversation with a player. Mostly this means
2745     opening a gate or handing out some item, but you could be quite
2746 root 1.37 creative here.]]>
2747 root 1.1 </use>
2748     <attribute arch="no_pick" value="1" type="fixed" />
2749 root 1.45 <attribute arch="connected" editor="connection" type="string">
2750 root 1.1 The Magic_ear will trigger all objects with the
2751     same connection value, every time it is activated.
2752     </attribute>
2753     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2754     This textfield contains the keyword-matching-syntax. The text should
2755     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2756     Any number of keywords from one to infinite is allowed. Make sure
2757     they are seperated by a '|'.
2758 root 1.3
2759 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2760     value will be triggerd when the player speaks any of the given
2761     keywords within a two-square radius. IMPORTANT: Upper/lower case
2762     does not make a difference!
2763     </attribute>
2764     </type>
2765    
2766     <!--####################################################################-->
2767     <type number="62" name="Magic Wall">
2768     <ignore>
2769     <ignore_list name="non_pickable" />
2770     </ignore>
2771     <description><![CDATA[
2772     Magic walls fire spells in a given direction, in regular intervals.
2773     Magic walls can contain any spell. However, some spells do not
2774     operate very successfully in them. The only way to know is to test
2775     the spell you want to use with a wall.
2776     <br><br>
2777     Several types of magical walls are predefined for you in the
2778 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2779 root 1.1 </description>
2780     <use><![CDATA[
2781     Spellcasting walls pose an interesting alternative to monsters.
2782     Usually they are set to be undestroyable. Thus, while monsters
2783     in a map can be cleared out, the magic walls remain. Low level
2784     characters for example will not be able to pass through their
2785     spell-area, hence they cannot loot a map that a high level character
2786     might have cleared out.
2787     <br><br>
2788     Another point of magic walls is that if the player dies, he has to face
2789     them all again. Magic walls can add a kind of "permanent thrill" to
2790     your maps.
2791     <br><br>
2792     Be careful that your magic walls don't kill the monsters on a map. If
2793     placing monsters, eventually take ones that are immune to the
2794     walls' spell(s).
2795     <br><br>
2796     It is possible to make walls rotate when triggered. But that is so
2797     confusing (and useless IMHO) that I did not mention it above. You
2798     can find a working example on the map
2799 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2800 root 1.1 </use>
2801     <attribute arch="dam" editor="spell" type="spell">
2802     The magic wall will cast this &lt;spell&gt;.
2803     </attribute>
2804     <attribute arch="level" editor="spell level" type="int">
2805     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2806     walls cast spells at minimal strength. "level 100" walls cast deadly
2807     spells. Arch default is level 1 - you should always set this value
2808     to meet the overall difficulty of your map.
2809     </attribute>
2810 root 1.45 <attribute arch="connected" editor="connection" type="string">
2811 root 1.1 Every time the &lt;connection&gt; value is triggered, the wall will cast
2812     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2813     have much visible effect.
2814     </attribute>
2815 elmex 1.16 &activate_on;
2816 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2817     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2818     You can fine-tune how long the duration between two casts shall
2819     be. If you want to create a wall that can be activated (cast per
2820     trigger) via connected lever/button/etc, you must set "speed 0".
2821     </attribute>
2822 root 1.12 &speed_left;
2823 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2824     The magic wall will cast it's spells always in the specified
2825     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2826     always fire in a random direction.
2827     </attribute>
2828 root 1.9 &movement_types_terrain;
2829 root 1.1 <section name="destroyable">
2830     <attribute arch="alive" editor="is destroyable" type="bool">
2831     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2832     destroyed by the player. If disabled, all other attributes on
2833     this tab, as well as resistances, are meaningless.
2834     </attribute>
2835     <attribute arch="hp" editor="hitpoints" type="int">
2836     The more &lt;hitpoints&gt; the wall has, the longer
2837     it takes to be destroyed.
2838     </attribute>
2839     <attribute arch="maxhp" editor="max hitpoints" type="int">
2840     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2841     can have. This only makes sense if the wall can regain health.
2842     </attribute>
2843     <attribute arch="ac" editor="armour class" type="int">
2844     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2845     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2846     to &lt;weapon class&gt;.
2847     </attribute>
2848     </section>
2849 elmex 1.29 &resistances_basic;
2850 root 1.1 </type>
2851    
2852     <!--####################################################################-->
2853     <type number="55" name="Marker">
2854     <ignore>
2855     <ignore_list name="system_object" />
2856     </ignore>
2857     <description><![CDATA[
2858     A marker is an object that inserts an invisible force (a mark) into a
2859     player stepping on it. This force does nothing except containing a
2860     &lt;key string&gt; which can be discovered by detectors or inventory
2861     checkers. It is also possible to use markers for removing marks again.
2862     <br><br>
2863     Note that the player has no possibility to "see" his own marks,
2864 root 1.37 except by the effect that they cause on the maps.]]>
2865 root 1.1 </description>
2866     <use><![CDATA[
2867     Markers hold real cool possibilities for map-making. I encourage
2868     you to use them frequently. However there is one negative point
2869     about markers: Players don't "see" what's going on with them. It is
2870     your task, as map-creator, to make sure the player is always well
2871     informed and never confused.
2872     <br><br>
2873     Please avoid infinite markers when they aren't needed. They're
2874     using a little space in the player file after all, so if there
2875 root 1.37 is no real purpose, set an expire time.]]>
2876 root 1.1 </use>
2877     <attribute arch="no_pick" value="1" type="fixed" />
2878     <attribute arch="slaying" editor="key string" type="string">
2879     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2880     If the player already has a force with that &lt;key string&gt;,
2881     there won't be inserted a second one.
2882     </attribute>
2883 root 1.45 <attribute arch="connected" editor="connection" type="string">
2884 root 1.1 When the detector is triggered, all objects with the same
2885     connection value get activated.
2886     </attribute>
2887     <attribute arch="speed" editor="marking speed" type="float">
2888     The &lt;marking speed&gt; defines how quickly it will mark something
2889     standing on the marker. Set this value rather high to make
2890     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2891     should do fine.
2892     </attribute>
2893 root 1.12 &speed_left;
2894 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2895     This value defines the duration of the force it inserts.
2896     If nonzero, the duration of the player's mark is finite:
2897     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2898     means the mark will stay on the player forever.
2899     </attribute>
2900     <attribute arch="name" editor="delete mark" type="string">
2901     When the player steps onto the marker, all existing forces in
2902     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2903     will be removed. If you don't want to remove any marks, leave
2904 root 1.3 this textfield empty.
2905    
2906 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2907     this marker. So don't be confused, and remember changing the
2908     name will take effect on the marker's functionality.
2909     </attribute>
2910     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2911     In the moment when the player gets marked, this text is displayed
2912     to him. You should really set a message in any marker you create,
2913     because it's the only way for the player to notice what's going on.
2914     </attribute>
2915     </type>
2916 root 1.3
2917 root 1.1 <!--####################################################################-->
2918 root 1.3 <type number="36" name="Money">
2919 root 1.2 <ignore>
2920 root 1.3 <attribute arch="unpaid" />
2921 root 1.2 </ignore>
2922     <description><![CDATA[
2923 root 1.3 Items of the type Money are handled as currency.
2924     Money cannot be sold/bought in shops. When money is dropped
2925     in a shop, it stays the same.<br>
2926     When a player picks an item from a shop and attempts to
2927     walk over the shop mat, the item's selling-price is automatically
2928     subtracted from the player's money.
2929     <br><br>
2930     For money, always use the default arches.
2931 root 1.37 Don't modify them.]]>
2932 root 1.2 </description>
2933 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2934 root 1.2 </type>
2935    
2936     <!--####################################################################-->
2937 root 1.3 <type number="0" name="Monster &amp; NPC">
2938     <required>
2939     <attribute arch="is_floor" value="0" />
2940     <attribute arch="alive" value="1" />
2941     <attribute arch="tear_down" value="0" />
2942     </required>
2943 root 1.1 <ignore>
2944 root 1.3 <attribute arch="material" />
2945     <attribute arch="name_pl" />
2946 root 1.1 <attribute arch="nrof" />
2947     <attribute arch="value" />
2948     <attribute arch="unpaid" />
2949     </ignore>
2950     <description><![CDATA[
2951     Monsters can behave in various kinds of ways.
2952     They can be aggressive, attacking the player. Or peaceful,
2953     helping the player - maybe joining him as pet.
2954     The unagressive creatures who communicate with players are
2955     usually called "NPCs" (Non Player Character), a well-known
2956 root 1.37 term in role-play environments.]]>
2957 root 1.1 </description>
2958     <use><![CDATA[
2959     Monsters play a central role in most maps. Choosing the right
2960     combination of monsters for your map is vital:
2961     <UL>
2962     <LI> Place only monsters of slightly varying (increasing) strength.
2963     It's no fun to play for two hours just to find out the last
2964     monster is unbeatable. Similar, it's not exciting to fight orcs
2965     after passing a room of dragons.<br>
2966     This rule applies only for linear maps (one room after the other),
2967     with treasure at the end. You can sprinkle the treasure around,
2968 root 1.3 or make non-linear maps - That is often more entertaining.
2969 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2970     Balrogs, Dragonmen and the likes should be at the end of a quest,
2971 root 1.3 not at the beginning.
2972 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2973     Fire- and cold dragons in one room for example is a bad idea.
2974     By weakening and killing each other they are easy prey for players,
2975     not worth the experience they hold.
2976     <LI> Create your own monsters, especially for "boss"-type monsters.
2977     Having stage-bosses guarding treasure is a lot of fun when done right.
2978     Avoid to create monsters with completely non-intuitive abilities:
2979     Don't give ice-spells to firedragons or vice versa. Don't add
2980     draining attack to trolls, etc. Additionally, you should inform the
2981     player before he bumps right into some very special/unusual monster.
2982     <LI> Last but not least: Always keep an eye on the experience your monsters
2983     hold. Design your maps in a way that high experience
2984     is always well-defended. Don't make large rooms full with only one kind
2985     of monster. Keep in mind the different abilities/techniques players
2986     can use.
2987     </UL>
2988     I know it's impossible to make the perfectly balanced map. There's always
2989     some part which is found too easy or too hard for a certain kind of player.
2990     Just give it your best shot. And listen to feedback from players if you
2991 root 1.37 receive some. :-)]]>
2992 root 1.1 </use>
2993     <attribute arch="alive" value="1" type="fixed" />
2994     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2995     When the monster is killed, items from the treasurelist will
2996     drop to the ground. This is a common way to reward players
2997     for killing (masses of) monsters.
2998 root 1.3
2999 root 1.1 Note that you can always put items into the monster's
3000     inventory. Those will drop-at-kill just like the stuff
3001     from the &lt;treasurelist&gt;.
3002     </attribute>
3003 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3004     Set this flag to move treasure items created into the environment (map)
3005     instead of putting them into the object.
3006     </attribute>
3007 root 1.1 <attribute arch="level" editor="level" type="int">
3008     A monster's &lt;level&gt; is the most important attribute.
3009     &lt;level&gt; affects the power of a monster in various ways.
3010     </attribute>
3011     <attribute arch="race" editor="race" type="string">
3012 root 1.12 Every monster should have a race set to categorize it.
3013 root 1.1 The monster's &lt;race&gt; can have different effects:
3014     Slaying weapons inflict tripple damage against enemy races
3015     and holy word kills only enemy races of the god.
3016     </attribute>
3017     <attribute arch="exp" editor="experience" type="int">
3018     When a player kills this monster, he will get exactly this
3019     amount of &lt;experience&gt;. The experience will flow into
3020 root 1.12 the skill-category the player used for the kill.
3021 root 1.3
3022 root 1.1 If you create special monsters of tweaked strenght/abilities,
3023     always make sure that the &lt;experience&gt; is set to a
3024     reasonable value. Compare with existing arches to get a feeling
3025     what reasonable means. Keep in mind that spellcasting monsters
3026     are a lot harder to kill than non-spellcasters!
3027     </attribute>
3028     <attribute arch="speed" editor="speed" type="float">
3029     The &lt;speed&gt; determines how fast a monster will both move
3030     and fight. High &lt;speed&gt; makes a monster considerably stronger.
3031     </attribute>
3032 root 1.12 &speed_left;
3033 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
3034     This only takes effect if &lt;multiply&gt; is enabled. The monster will
3035     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3036     can be set to any valid arch-name of a monster. Multipart monster
3037     should not be used.
3038     </attribute>
3039     <attribute arch="generator" editor="multiply" type="bool">
3040     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3041     every once in a while. Mice are a good example for this effect.
3042     If enabled, you must also set &lt;breed monster&gt; or check
3043     &lt;template generation&gt; and put other monsters in the inventory.
3044     </attribute>
3045     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3046     This only takes effect if &lt;multiply&gt; is enabled. The monster
3047     will create a new monster every once in a while by duplicating it's inventory.
3048     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3049     Each time the monster need to generate an object, it will be
3050     a randomly chosen item from the inventory. When generator is destroyed,
3051 root 1.3 inventory is destroyed.
3052 root 1.1 </attribute>
3053 root 1.9 &move_type;
3054 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3055     Several spells only affect undead monsters:
3056     turn undead, banish undead, holy word, etc.
3057     </attribute>
3058     <attribute arch="carrying" editor="carries weight" type="int">
3059     If a monster has something in the inventory, this
3060     value can be set to reflect the slowdown due to
3061     the carried weight.
3062     </attribute>
3063 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3064 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
3065 root 1.24 it should not be lightly destroyed. This is most useful on pets and
3066     keeps the server from destroying them on destroy_pets/monster floors
3067     and will try to save them when the player logs out.
3068     </attribute>
3069 root 1.3
3070 root 1.1 <section name="melee">
3071     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3072     This number is a bitmask, specifying the monster's attacktypes
3073     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3074     Strong monsters often have more than just physical attacktype.
3075 root 1.3
3076 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3077     as much damage as the "best" of it's attacktypes does. So, the more
3078     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3079     somehow exceptions.
3080     </attribute>
3081     <attribute arch="dam" editor="damage" type="int">
3082     Among other parameters, &lt;damage&gt; affects how much melee damage
3083     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3084     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3085     take effect on the melee damage of a monster.
3086     </attribute>
3087     <attribute arch="wc" editor="weapon class" type="int">
3088     Monsters of high &lt;weapon class&gt; are more likely to really hit
3089     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3090     to &lt;armour class&gt;.
3091     </attribute>
3092     <attribute arch="hp" editor="health points" type="int">
3093     The &lt;health points&gt; of a monster define how long it takes to
3094     kill it. With every successful hit from an opponent, &lt;health points&gt;
3095     get drained - The monster dies by zero &lt;health points&gt;.
3096     </attribute>
3097     <attribute arch="maxhp" editor="max health" type="int">
3098     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3099     monster can have.
3100     </attribute>
3101     <attribute arch="ac" editor="armour class" type="int">
3102     Monsters of low &lt;armour class&gt; are less likely to get hit from
3103     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3104     to &lt;weapon class&gt;.
3105     Values typically range between +20 (very bad) to -20 (quite good).
3106     </attribute>
3107     <attribute arch="Con" editor="healing rate" type="int">
3108 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3109     healing rate is independent of &lt;speed&gt;.
3110 root 1.1 </attribute>
3111     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3112     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3113     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3114     bounce off.
3115     </attribute>
3116     <attribute arch="hitback" editor="hitback" type="bool">
3117     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3118     to the amount of damage the *attacker* inflicted. This damage
3119     is additional to the regular melee damage of the monster.
3120     As far as I know, hitback uses acid attacktype, and it only takes
3121     effect if the monster actually has acid attacktype at it's disposal.
3122     Acid spheres for example use this feature.
3123     </attribute>
3124     <attribute arch="one_hit" editor="one hit only" type="bool">
3125     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3126     to a player.
3127     </attribute>
3128     </section>
3129 root 1.3
3130 root 1.1 <section name="spellcraft">
3131     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3132     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3133     Only wands/rods/etc can be used, given the appropriate abilities.
3134     </attribute>
3135     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3136     A monster with this flag has the ability to &lt;reflect spells&gt;,
3137     all kinds of spell-bullets and -beams will bounce off.
3138 root 1.3
3139 root 1.1 Generally this flag should not be set because it puts
3140     wizard-type players at an unfair disadvantage.
3141     </attribute>
3142     <attribute arch="sp" editor="spellpoints" type="int">
3143     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3144     them for both wizard- and prayer-spells. However, this value defines
3145     only the amount of *initial* spellpoints the monster starts with.
3146     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3147     and &lt;spellpoint regen.&gt; are more important than just initial
3148     &lt;spellpoints&gt;.
3149     </attribute>
3150     <attribute arch="maxsp" editor="max spellpoints" type="int">
3151     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3152     can hold. Setting this to high values has little effect unless
3153     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3154     "regenerate mana" at it's disposal.
3155     </attribute>
3156     <attribute arch="Pow" editor="spellpoint regen." type="int">
3157 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3158     spellpoint regeneration rate is independent of &lt;speed&gt;.
3159 root 1.3
3160 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3161     regeneration is most important. If your monster is still not casting
3162     fast enough, give it the spell-ability of "regenerate mana".
3163     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3164     </attribute>
3165     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3166     Click on the &lt;attuned paths&gt; button to select spellpaths.
3167     The creature will get attuned to the specified spellpaths.
3168     </attribute>
3169     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3170     Click on the &lt;repelled paths&gt; button to select spellpaths.
3171     The creature will get repelled to the specified spellpaths.
3172     </attribute>
3173     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3174     Click on the &lt;denied paths&gt; button to select spellpaths.
3175     The creature won't be able to cast spells of the specified paths.
3176     </attribute>
3177     </section>
3178 root 1.3
3179 root 1.1 <section name="ability">
3180     <attribute arch="Int" editor="detect hidden" type="int">
3181     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3182     hidden/invisible creatures. Higher values make for better
3183     detection-skills. Enabling &lt;see invisible&gt; makes this value
3184     obsolete.
3185     </attribute>
3186     <attribute arch="see_invisible" editor="see invisible" type="bool">
3187     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3188     with by invisible or hiding players. This flag is a must-have
3189     for high-level monsters. When a monster is unable to detect
3190     invisible players, it can be killed without fighting back.
3191     </attribute>
3192     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3193     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3194     by spells of darkness or dark maps. This flag is a "should-have"
3195     for high-level monsters. When a monster is unable to see in
3196     darkness, players can cast darkness and sneak around it safely.
3197     </attribute>
3198     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3199     Monster is able to wield weapon type objects.
3200     </attribute>
3201     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3202     Monster is able to use missile-weapon type objects.
3203     </attribute>
3204     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3205     Monster is able to wear protective equipment like brestplate
3206     armour, shields, helmets etc.
3207     </attribute>
3208     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3209     Monster is able to wear rings.
3210     </attribute>
3211     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3212     Monster is able to use wands and staves.
3213     </attribute>
3214     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3215     Monster is able to use rods.
3216     </attribute>
3217     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3218     Monster is able to read scrolls.
3219     </attribute>
3220     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3221     Monster is able to use skills from it's inventory.
3222     For example, you can put a throwing skill object and some
3223 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3224 root 1.1 </attribute>
3225     </section>
3226 root 1.3
3227 root 1.1 <section name="behave">
3228     <attribute arch="monster" editor="monster behaviour" type="bool">
3229     When &lt;monster behaviour&gt; is enabled, this object will behave
3230     like a monster: It can move and attack enemies (which are
3231     typically players).
3232     This flag should be set for all monsters as-such.
3233     Monsters which don't move, like guards, should also have
3234     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3235 root 1.3 It should *not* be set for things like immobile generators.
3236 root 1.1 </attribute>
3237     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3238     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3239     </attribute>
3240     <attribute arch="friendly" editor="friendly" type="bool">
3241     &lt;friendly&gt; monsters help the player, attacking any
3242     non-friendly monsters in range.
3243     </attribute>
3244     <attribute arch="stand_still" editor="stand still" type="bool">
3245     Monsters which &lt;stand still&gt; won't move to leave their position.
3246     When agressive, they will attack all enemies who get close to
3247     them. This behaviour is commonly known from castle guards.
3248 root 1.3
3249 root 1.32 In older versions of Deliantra it was possible to eventually
3250 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3251     I believe this is no longer possible. Neverthless, you should
3252     still be cautious when lining up &lt;stand still&gt;-monster in order
3253     to "defend" something: Such monsters are rather easy to kill.
3254     It's good for low level maps, but not much more.
3255     </attribute>
3256     <attribute arch="sleep" editor="asleep" type="bool">
3257     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3258     &lt;sensing range&gt; of the monster. Usually the sensing range is
3259     larger than the players line of sight. Due to that, in most cases
3260     the player won't ever notice weither a monster was asleep or not.
3261     </attribute>
3262     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3263     This entry defines which kinds of environment actions the
3264     creature is able to perform.
3265     </attribute>
3266     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3267     Click on the &lt;pick up&gt; button and select which types of objects
3268     the creature should try to pick up.
3269 root 1.3
3270 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3271     etc are set, then the creature will pick up the matching items even
3272     if this is not set here.
3273     </attribute>
3274     <attribute arch="Wis" editor="sensing range" type="int">
3275     &lt;sensing range&gt; determines how close a player needs to be before
3276     the creature wakes up. This is done as a square, for reasons of speed.
3277     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3278     11x11 square of the monster will wake the monster up. If the player
3279     has stealth, the size of this square is reduced in half plus 1.
3280     </attribute>
3281 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3282     If this is set to default, the standard mode of movement will be used.
3283     </attribute>
3284     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3285     This movement is not in effect when the monster has an enemy and should
3286     only be used for non agressive monsters.
3287 root 1.1 </attribute>
3288     <attribute arch="run_away" editor="run at % health" type="int">
3289     This is a percentage value in the range 0-100.
3290     When the monster's health points drop below this percentage
3291     (relative to max health), it attempts to run away from the
3292     attacker.
3293     </attribute>
3294     </section>
3295 elmex 1.29 &resistances_basic;
3296 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3297     </attribute>
3298     </type>
3299    
3300     <!--####################################################################-->
3301 root 1.3 <type number="28" name="Monster (Grimreaper)">
3302     <import_type name="Monster &amp; NPC" />
3303     <ignore>
3304     <attribute arch="material" />
3305     <attribute arch="name_pl" />
3306     <attribute arch="nrof" />
3307     <attribute arch="value" />
3308     <attribute arch="unpaid" />
3309     </ignore>
3310 elmex 1.27 <description>
3311 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3312 elmex 1.27 draining attacks.
3313 root 1.3 </description>
3314     <section name="grimreaper">
3315     <attribute arch="value" editor="attacks" type="int">
3316     The object vanishes after this number of draining attacks.
3317     </attribute>
3318     </section>
3319     </type>
3320    
3321     <!--####################################################################-->
3322 root 1.1 <type number="65" name="Mood Floor">
3323     <ignore>
3324     <ignore_list name="system_object" />
3325     </ignore>
3326     <description><![CDATA[
3327     As the name implies, mood floors can change the "mood" of
3328     a monsters/NPC. For example, an unagressive monster could be
3329     turned mad to start attacking. Similar, an agressive monster
3330 root 1.37 could be calmed.]]>
3331 root 1.1 </description>
3332     <use><![CDATA[
3333     Mood floors are absolutely cool for NPC interaction. To make an
3334     unaggressive monster/NPC attack, put a creator with "other_arch
3335     furious_floor" under it. Connect the creator to a magic_ear, so the
3336     player speaks a keyword like "stupid sucker" - and the monster attacks.
3337     <br><br>
3338     To turn an NPC into a pet, put a charm_floor under it and connect
3339     it directly to a magic_ear. Then the player speaks a keyword like
3340     "help me" - and the NPC joins him as pet.
3341     <br><br>
3342     (Of course you must always give clear hints about keywords!
3343     And there is no reason why you couldn't use a button/lever/pedestal
3344 root 1.37 etc. instead of a magic_ear.)]]>
3345 root 1.1 </use>
3346     <attribute arch="no_pick" value="1" type="fixed" />
3347     <attribute arch="last_sp" editor="mood" type="list_mood">
3348     &lt;mood&gt; is used to determine what will happen to the
3349     monster when affected by the mood floor:
3350 root 1.3
3351 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3352 root 1.3
3353 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3354 root 1.3
3355 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3356 root 1.3
3357 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3358 root 1.3
3359 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3360     who triggers the square. This setting is not
3361     enabled for continous operation, you need to
3362     insert a &lt;connection&gt; value!
3363     </attribute>
3364 root 1.45 <attribute arch="connected" editor="connection" type="string">
3365 root 1.1 This should only be set in combination with &lt;mood number&gt; 4.
3366     Normally, monsters are affected by the mood floor as soon as they
3367     step on it. But charming (monster -&gt; pet) is too powerful,
3368 root 1.3 so it needs to be activated.
3369    
3370 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3371     But a powerful pet could as well be the reward for solving a
3372     quest. Or even better: It could be *part* of a quest!
3373     </attribute>
3374     <attribute arch="no_magic" editor="no spells" type="bool">
3375     If enabled, it is impossible for players to use (wizard-)
3376     spells on that spot.
3377     </attribute>
3378     <attribute arch="damned" editor="no prayers" type="bool">
3379     If enabled, it is impossible for players to use prayers
3380     on that spot. It also prevents players from saving.
3381     </attribute>
3382     </type>
3383    
3384     <!--####################################################################-->
3385     <type number="40" name="Mover">
3386     <ignore>
3387     <ignore_list name="non_pickable" />
3388     </ignore>
3389     <description><![CDATA[
3390     Movers move the objects above them. However, only living objects
3391     are affected (monsters/NPCs always, players optional). Movers have
3392     a direction, so players can be made to move in a pattern, and so
3393     can monsters. Motion is involuntary. Additionally, players or
3394     monsters can be "frozen" while ontop of movers so that they MUST
3395     move along a chain of them.
3396     <br><br>
3397     Multisquare monsters can be moved as well, given
3398 root 1.37 enough space. Movers are usually invisible.]]>
3399 root 1.1 </description>
3400     <use><![CDATA[
3401     NEVER EVER consider a mover being unpassable in the backwards
3402     direction. Setting "forced movement" makes it seemingly impossible
3403     but there is still a trick: One player can push a second player
3404     past the mover, in opposite to the mover's direction! The more
3405     movers, the more players needed. Hence, don't make a treasure
3406     room that is surrounded by movers instead of solid walls/gates.
3407     <br><br>
3408     Btw, it does not make a difference putting movers above or
3409     below the floor. Moreover, movers that are set to be invisible
3410     cannot be discovered with the show_invisible spell.
3411     <br><br>
3412     Note that Movers and Directors are seperate objects, even though
3413     they look and act similar. Directors only do spells/missiles,
3414     while movers only do living creatures (depending on how it
3415 root 1.37 is set: monsters and players).]]>
3416 root 1.1 </use>
3417     <attribute arch="attacktype" editor="forced movement" type="bool">
3418     If forced movement is enabled, the mover "freezes" anyone it
3419     moves (so they are forced to move along a chain).
3420     For players there is no way to escape this forced movement,
3421     except being pushed by a second player.
3422     </attribute>
3423     <attribute arch="maxsp" editor="freeze duration" type="int">
3424     The player will be "frozen" for that many moves.
3425     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3426     enabled, then &lt;freeze duration&gt; gets assigned the
3427     "default value" 2 automatically.
3428     </attribute>
3429     <attribute arch="speed" editor="movement speed" type="float">
3430     The movement speed value determines how fast a chain of
3431     these movers will push a player along (default is -0.2).
3432     </attribute>
3433 root 1.12 &speed_left;
3434 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3435     The mover will push creatures in the specified &lt;direction&gt;.
3436     A mover with direction set to &lt;none&gt; will spin clockwise,
3437     thus pushing creatures in unpredictable directions.
3438     </attribute>
3439     <attribute arch="lifesave" editor="gets used up" type="bool">
3440     If enabled, the mover gets "used up" after a certain number of moves
3441 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3442 root 1.1 </attribute>
3443     <attribute arch="hp" editor="number of uses" type="int">
3444     This value has only a meaning if &lt;gets used up&gt; is set:
3445     &lt;number of uses&gt; is the number of times minus one, that it
3446     will move a creature before disappearing. (It will move
3447 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3448 root 1.1 </attribute>
3449     <section name="targets">
3450     <attribute arch="level" editor="move players" type="bool">
3451     If &lt;move players&gt; is enabled, both players and monsters will be
3452     moved. In the arches' default it is disabled - thus ONLY monsters
3453     get moved. Remember that "monsters" includes NPCs!
3454 root 1.3
3455 root 1.1 This feature provides you with the possibility to make NPCs
3456     literally "come to life". Example: The player is talking with an
3457     NPC, speaking a certain keyword. This triggers a magic_ear and
3458     activates creators, creating (per default: monster-only) movers
3459     under the NPC's feet. The NPC starts "walking" on a predefined
3460     route! Note that it's useful to set this NPC immune to everything,
3461     preventing the player to push the NPC off his trace.
3462     </attribute>
3463 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3464     Which movement types activate the mover.
3465 root 1.1 </attribute>
3466     </section>
3467     </type>
3468    
3469     <!--####################################################################-->
3470     <type number="17" name="Pedestal">
3471     <ignore>
3472     <ignore_list name="non_pickable" />
3473     </ignore>
3474     <description><![CDATA[
3475     Pedestals are designed to detect certain types of living objects.
3476     When a predefined type of living creature steps on the pedestal, the
3477 root 1.37 connected value is triggered.]]>
3478 root 1.1 </description>
3479     <use><![CDATA[
3480     If you want to create a place where only players of a certain race
3481     can enter, put a teleporter over your pedestal. So the teleporter is
3482     only activated for players of the matching race. Do not use gates,
3483     because many other players could sneak in. If you put powerful
3484     artifacts into such places, generally set "startequip 1", so that
3485 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3486 root 1.1 </use>
3487     <attribute arch="no_pick" value="1" type="fixed" />
3488     <attribute arch="slaying" editor="match race" type="string">
3489     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3490     matches the monster's or the player's race, we have a match.
3491     Yes, pedestals can detect a player's race! E.g. you could create a
3492 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3493    
3494 root 1.1 If it is set to "player", any player stepping on the pedestal
3495     is a match. Very useful if you want to open a gate for players
3496     but not for monsters.
3497 root 1.51
3498     &match_compat;
3499 root 1.1 </attribute>
3500 root 1.45 <attribute arch="connected" editor="connection" type="string">
3501 root 1.1 When the pedestal is triggered, all objects with the same
3502     connection value get activated.
3503     </attribute>
3504 root 1.9 &move_on;
3505 root 1.1 </type>
3506    
3507     <!--####################################################################-->
3508 root 1.55 <type number="32" name="Pedestal Trigger">
3509     <import_type name="Pedestal" />
3510     <ignore>
3511     <ignore_list name="non_pickable" />
3512     </ignore>
3513     <description><![CDATA[
3514     Pedestal triggers are pedestals which reset after a short period
3515     of time. Every time it is either applied or reset, the
3516     &lt;connection&gt; value is triggered.]]>
3517     </description>
3518     </type>
3519    
3520     <!--####################################################################-->
3521 root 1.52 <type number="19" name="Item Match">
3522     <ignore>
3523     <ignore_list name="non_pickable" />
3524     </ignore>
3525     <description><![CDATA[
3526     Match objects use the deliantra matching language
3527     (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3528     to match items on the same mapspace (if move_on/off are unset) or
3529     items trying to enter (if move_blocked is set).
3530    
3531     If a connected value is given, then it is triggered if the first object
3532     matching the expression is put on it, and the last is removed.]]>
3533     </description>
3534     <use><![CDATA[
3535     If you want to trigger something else (e.g. a gate) when an item is above this object,
3536     use the move_on/move_off settings.
3537    
3538     If you want to keep something from entering if it has (or lacks) a specific item,
3539     use the move_blocked setting.]]>
3540     </use>
3541     <attribute arch="no_pick" value="1" type="fixed" />
3542     <attribute arch="slaying" editor="match expression" type="string">
3543     &match_compat;
3544    
3545     Optionally you can leave out the "match " prefix.
3546     </attribute>
3547     <attribute arch="connected" editor="connection" type="string">
3548     When the match is triggered, all objects with the same
3549     connection value get activated.
3550     </attribute>
3551     &move_on;
3552     &move_off;
3553     &move_block;
3554     </type>
3555    
3556     <!--####################################################################-->
3557 root 1.1 <type number="94" name="Pit">
3558     <ignore>
3559     <ignore_list name="non_pickable" />
3560     </ignore>
3561     <description><![CDATA[
3562     Pits are holes, transporting the player when he walks (and falls) into them.
3563     A speciality about pits is that they don't transport the player to
3564 root 1.37 the exact destination, but within a configurable radius of the destination
3565 root 1.1 (never on blocked squares).<br>
3566     Optionally, pits can get closed and opened, similar to gates.<br><br>
3567     Monsters and items are affected by pits just as well as players.
3568 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3569 root 1.1 </description>
3570     <use><![CDATA[
3571     Pits can add interesting effects to your map. When using them, make
3572     sure to use them in a "logical way": Pits should always drop the
3573     player to some kind of lower level. They should not be used to
3574 root 1.37 randomly interconnect maps like teleporters do.]]>
3575 root 1.1 </use>
3576     <attribute arch="no_pick" value="1" type="fixed" />
3577 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3578 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3579 root 1.37 </attribute>
3580 root 1.45 <attribute arch="connected" editor="connection" type="string">
3581 root 1.1 When a &lt;connection&gt; value is set, the pit can be opened/closed
3582     by activating the connection.
3583     </attribute>
3584 elmex 1.16 &activate_on;
3585 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3586     The pit will transport creatures (and items) randomly into a two-square
3587     radius of the destination coordinates.
3588     If the destination square becomes blocked, the pit will act like
3589     being filled up and not work anymore!
3590     </attribute>
3591     <attribute arch="sp" editor="destination Y" type="int">
3592     The pit will transport creatures (and items) randomly into a two-square
3593     radius of the destination coordinates.
3594     If the destination square becomes blocked, the pit will act like
3595     being filled up and not work anymore!
3596     </attribute>
3597     <attribute arch="wc" editor="position state" type="int">
3598     The &lt;position state&gt; defines the position of the gate:
3599     Zero means completely open/down, the "number of animation-steps" (usually
3600     about 6 or 7) means completely closed/up state. I suggest you don't
3601     mess with this value - Leave the default in place.
3602     </attribute>
3603 root 1.9 &move_on;
3604 root 1.1 </type>
3605    
3606     <!--####################################################################-->
3607     <type number="7" name="Poison Food">
3608     <description><![CDATA[
3609     When eating, the player's stomache is drained by 1/4 of food.
3610 root 1.37 If his food drops to zero, the player might even die.]]>
3611 root 1.1 </description>
3612     </type>
3613    
3614     <!--####################################################################-->
3615     <type number="5" name="Potion">
3616     <description><![CDATA[
3617     The player can drink these and gain various kinds of benefits
3618 root 1.37 (/penalties) by doing so.]]>
3619 root 1.1 </description>
3620     <use><![CDATA[
3621 root 1.37 One potion should never give multiple benefits at once.]]>
3622 root 1.1 </use>
3623     <attribute arch="level" editor="potion level" type="int">
3624     If the potion contains a spell, the spell is cast at this level.
3625     For other potions it should be set at least to 1.
3626     </attribute>
3627     <attribute arch="sp" editor="spell" type="spell">
3628     When a player drinks this potion, the selected spell
3629     will be casted (once). This should work for any given spell.
3630     E.g. heal is "sp 35", magic power is "sp 67".
3631     </attribute>
3632     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3633     There are two types of special effects for potions:
3634     'life restoration' - restore the player's stats lost by death or draining
3635     (this has nothing in common with the restoration spell!)
3636 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3637 root 1.1 by a very small amount.
3638     </attribute>
3639     <attribute arch="cursed" editor="cursed" type="bool">
3640     If a potion is cursed, benefits generally turn into penalties.
3641     Note that potions can be "uncursed" by praying over an altar,
3642     with relative ease. *But* the potion must be identified to notice
3643     that it is cursed &gt;:)
3644     </attribute>
3645     <attribute arch="startequip" editor="godgiven item" type="bool">
3646     A godgiven item vanishes as soon as the player
3647     drops it to the ground.
3648     </attribute>
3649 elmex 1.29 &player_stat_resist_sections;
3650 root 1.1 </type>
3651    
3652     <!--####################################################################-->
3653     <type number="156" name="Power Crystal">
3654     <description><![CDATA[
3655     Power crystals can store a player's mana:
3656     When the player applies the crystal with full mana, half of
3657     it flows into the crystal. When the player applies it with
3658 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3659 root 1.1 </description>
3660     <attribute arch="sp" editor="initial mana" type="int">
3661     &lt;initial mana&gt; is the amount of spellpoints that the
3662     crystal holds when the map is loaded.
3663     </attribute>
3664     <attribute arch="maxsp" editor="mana capacity" type="int">
3665     The &lt;mana capacity&gt; defines how much mana can be stored
3666     in the crystal. This is what makes the crystal interesting.
3667     Wizard-players will always seek for crystals with large
3668     capacities.
3669     </attribute>
3670     </type>
3671    
3672     <!--####################################################################-->
3673     <type number="13" name="Projectile">
3674     <description><![CDATA[
3675     Projectiles like arrows/crossbow bolts are used as ammunition
3676     for shooting weapons.
3677     <br><br>
3678     It's very easy to add new pairs of weapons &amp; projectiles.
3679     Just set matching &lt;ammunition class&gt; both for shooting
3680 root 1.37 weapon and projectile.]]>
3681 root 1.1 </description>
3682     <use><![CDATA[
3683     If you want to create new kinds of projectiles, you could
3684     add an alchemical receipe to create these.
3685 root 1.3
3686 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3687     they really fullfill a useful purpose. In fact, even bows
3688 root 1.37 and crossbows are rarely ever used.]]>
3689 root 1.1 </use>
3690     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3691     This number is a bitmask, specifying the projectile's attacktypes.
3692     Attacktypes are: physical, magical, fire, cold.. etc.
3693     This works identical to melee weapons. Note that shooting
3694     weapons cannot have attacktypes.
3695     </attribute>
3696     <attribute arch="race" editor="ammunition class" type="string">
3697     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3698     these projectiles. For arrows set "arrows", for crossbow bolts
3699     set "crossbow bolts" (big surprise).
3700 root 1.3
3701 root 1.1 In certain cases, the ammunition class is displayed in the game.
3702     Hence, when you create a new ammunition class, choose an
3703     intuitive name like "missiles", "spirit bolts" - whatever.
3704 root 1.3
3705 root 1.1 You can also make special containers holding these projectiles
3706     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3707     </attribute>
3708     <attribute arch="slaying" editor="slaying race" type="string">
3709     Slaying means the weapon does tripple (3x) damage to monsters
3710     of the specified race. If &lt;slaying race&gt; matches an arch name,
3711     only monsters of that archtype receive tripple damage.
3712     Tripple damage is very effective.
3713     </attribute>
3714     <attribute arch="dam" editor="damage" type="int">
3715     The projectile &lt;damage&gt; significantly affects the damage
3716     done. Damage can be further increased by the shooting
3717     weapon's attributes.
3718     </attribute>
3719     <attribute arch="wc" editor="weaponclass" type="int">
3720     This value is supposed to be the base &lt;weaponclass&gt;,
3721     but it seems to have rather little effect.
3722     High values are good here, low values bad.
3723     </attribute>
3724     <attribute arch="food" editor="chance to break" type="int">
3725     The &lt;chance to break&gt; defines the breaking probability when this
3726     projectile hits an obstacle, e.g. wall or monster.
3727     The value is the %-chance to break, ranging from 0 (never breaking)
3728     to 100 (breaking at first shot).
3729     </attribute>
3730     <attribute arch="magic" editor="magic bonus" type="int">
3731     Magic bonus increases chance to hit and damage a little bit.
3732     </attribute>
3733     <attribute arch="unique" editor="unique item" type="bool">
3734     Unique items exist only one time on a server. If the item
3735     is taken, lost or destroyed - it's gone for good.
3736     </attribute>
3737     <attribute arch="startequip" editor="godgiven item" type="bool">
3738     A godgiven item vanishes as soon as the player
3739     drops it to the ground.
3740     </attribute>
3741     <attribute arch="no_drop" editor="don't drop" type="bool">
3742     When a monster carries a projectile with &lt;don't drop&gt;,
3743     this item will never drop to the ground but
3744     vanish instead. If this object is shot, it can still drop
3745     after hitting an obstacle. You can prevent this by
3746     setting &lt;chance to break&gt; 100.
3747     </attribute>
3748     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3749     This text may describe the projectile. This
3750     could be nice for very special ones.
3751     </attribute>
3752     </type>
3753    
3754     <!--####################################################################-->
3755     <type number="70" name="Ring">
3756     <import_type name="Amulet" />
3757     <description><![CDATA[
3758     Rings are worn on the hands - one ring each.
3759     Wearing rings, the object's stats will directly be inherited to
3760 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3761 root 1.1 </description>
3762     <use><![CDATA[
3763     When you create an artifact ring, never forget that players can
3764     wear <B>two</B> rings! Due to that it is extremely important to
3765     keep rings in balance with the game.
3766     <br><br>
3767     Also keep in mind that rings are generally the wizard's tools.
3768     They should primarily grant bonuses to spellcasting abilities
3769 root 1.37 and non-physical resistances.]]>
3770 root 1.1 </use>
3771     </type>
3772    
3773     <!--####################################################################-->
3774     <type number="3" name="Rod">
3775     <ignore>
3776     <attribute arch="title" />
3777     </ignore>
3778     <description><![CDATA[
3779     A rod contains a spell. The player can use this spell by applying and
3780     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3781     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3782 root 1.37 used endlessly.]]>
3783 root 1.1 </description>
3784     <use><![CDATA[
3785     Rods with healing/curing spells are extremely powerful. Usually, potions have
3786     to be used for that purpose. Though, potions are expensive and only good for
3787 root 1.37 one-time-use.<br>]]>
3788 root 1.1 </use>
3789     <attribute arch="sp" editor="spell" type="spell">
3790     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3791     rods to players, since they can be used endlessly without any mana cost!
3792     Rods with heal/ restoration/ protection spells, IF available, MUST be
3793     very very VERY hard to get!
3794     </attribute>
3795     <attribute arch="level" editor="casting level" type="int">
3796     The casting level of the &lt;spell&gt; determines it's power.
3797     For attack spells, level should be set to something reasonable.
3798     </attribute>
3799     <attribute arch="hp" editor="initial spellpoints" type="int">
3800     This value represents the initial amount of spellpoints in the rod.
3801     Naturally, this is quite unimportant.
3802     </attribute>
3803     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3804     When the rod is fully charged up, it will hold this maximum amount of
3805     spellpoints. Make sure it is enough to cast the contained spell at least
3806     once. But don't set the value too high, as that might make the rod
3807     too effective.
3808     </attribute>
3809     <attribute arch="startequip" editor="godgiven item" type="bool">
3810     A godgiven item vanishes as soon as the player
3811     drops it to the ground.
3812     </attribute>
3813     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3814     This text may contain a description of the rod.
3815     </attribute>
3816     </type>
3817    
3818     <!--####################################################################-->
3819     <type number="154" name="Rune">
3820     <ignore>
3821     <attribute arch="no_pick" />
3822     <attribute arch="title" />
3823     <attribute arch="name_pl" />
3824     <attribute arch="weight" />
3825     <attribute arch="value" />
3826     <attribute arch="material" />
3827     <attribute arch="unpaid" />
3828     </ignore>
3829     <description><![CDATA[
3830 root 1.3 A rune is a magical enscription on the dungeon floor.
3831 root 1.1 <br><br>
3832     Runes hit any monster or person who steps on them for 'dam' damage in
3833     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3834     and will cast this spell when it detonates. Yet another kind is the
3835     "summoning rune", summoning predefined monsters of any kind, at detonation.
3836     <br><br>
3837 root 1.37 Many runes are already defined in the archetypes.]]>
3838 root 1.1 </description>
3839     <use><![CDATA[
3840     Avoid monsters stepping on your runes. For example, summoning runes
3841 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3842 root 1.1 </use>
3843     <attribute arch="no_pick" value="1" type="fixed" />
3844 root 1.9 &move_on;
3845 root 1.1 <attribute arch="level" editor="rune level" type="int">
3846     This value sets the level the rune will cast the spell it contains at,
3847     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3848 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3849    
3850 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3851     how much experience the player gets for doing so. Beware: High level
3852     runes can be quite a cheap source of experience! So either make them
3853     tough, or keep the level low.
3854     </attribute>
3855     <attribute arch="Cha" editor="visibility" type="int">
3856     This value determines what fraction of the time the rune is visible:
3857     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3858     how easily the rune may be found.
3859     </attribute>
3860     <attribute arch="hp" editor="number of charges" type="int">
3861     The rune will detonate &lt;number of charges&gt; times before disappearing.
3862     </attribute>
3863     <attribute arch="dam" editor="direct damage" type="int">
3864     &lt;direct damage&gt; specifies how much damage is done by the rune,
3865     if it doesn't contain a spell. This should be set in reasonable
3866 root 1.3 relation to the rune's level.
3867 root 1.1 </attribute>
3868     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3869     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3870     attribute defines what attacktype to use for direct damage when
3871     the rune detonates.
3872     </attribute>
3873     <section name="spellcraft">
3874     <attribute arch="sp" editor="spell" type="spell">
3875     The selected &lt;spell&gt; defines the spell in the rune, if any.
3876     (Many runes do direct damage).
3877     </attribute>
3878     <attribute arch="slaying" editor="spell name" type="string">
3879     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3880     but if present, overrides the &lt;spell&gt; setting.
3881     </attribute>
3882     <attribute arch="other_arch" editor="spell arch" type="string">
3883     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3884     is optional, but if present, overrides the &lt;spell&gt; setting.
3885     You can choose any of the existing arches.
3886     </attribute>
3887     <attribute arch="maxsp" editor="direction" type="list_direction">
3888     If set, the rune will cast it's containing spell (if any) in
3889     this &lt;direction&gt;.In most cases this appears useless because
3890     the spell directly hits the player.
3891     </attribute>
3892     <attribute arch="race" editor="summon monster" type="string">
3893     If this is set to the arch name of any monster, together with
3894     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3895     of those on detonation. (dam and attacktype will still be ignored
3896     in this case). Runes are even capable of summoning multi-square
3897     monsters, given enough space. You'd better test it though.
3898     </attribute>
3899     <attribute arch="maxhp" editor="summon amount" type="int">
3900     This should only be set to a summoning rune. It will then summon
3901     that many creatures of the kind &lt;summon monster&gt;.
3902     </attribute>
3903     </section>
3904     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3905     When the rune detonates, this text is displayed to the
3906     victim. For especially powerful runes, create an appropriate
3907     thrilling description. ;)
3908     </attribute>
3909     </type>
3910    
3911     <!--####################################################################-->
3912     <type number="106" name="Savebed">
3913     <ignore>
3914     <ignore_list name="non_pickable" />
3915     </ignore>
3916     <description><![CDATA[
3917     When the player applies a savebed, he is not only saved. Both his
3918     respawn-after-death and his word-of-recall positions are pointing
3919 root 1.37 to the last-applied savebed.]]>
3920 root 1.1 </description>
3921     <use><![CDATA[
3922     Put savebed locations in towns, do not put them into dungeons.
3923     It is absolutely neccessary that a place with savebeds is 100% secure.
3924     That means:
3925     <UL>
3926     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3927     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3928 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3929 root 1.1 players get trapped in a savebed location.
3930     <LI> If possible, mark the whole site as no-spell area (Insert this
3931     arch called "dungeon_magic" everywhere). This is not required,
3932     but it makes the place much more safe.
3933 root 1.37 </UL>]]>
3934 root 1.1 </use>
3935     <attribute arch="no_pick" value="1" type="fixed" />
3936     <attribute arch="no_magic" value="1" type="fixed" />
3937     <attribute arch="damned" value="1" type="fixed" />
3938     </type>
3939    
3940     <!--####################################################################-->
3941 root 1.3 <type number="111" name="Scroll">
3942     <ignore>
3943     <attribute arch="title" />
3944     </ignore>
3945     <description><![CDATA[
3946     Scrolls contain spells (similar to spell-potions). Unlike potions,
3947     scrolls require a certain literacy skill to read successfully.
3948     Accordingly, for a successful reading, a small amount of
3949     experience is gained. Scrolls allow only one time usage, but
3950 root 1.37 usually they are sold in bulks.]]>
3951 root 1.3 </description>
3952     <use><![CDATA[
3953     For low level quests, scrolls of healing/curing-spells
3954     can be a nice reward. At higher levels, scrolls become less
3955 root 1.37 and less useful.]]>
3956 root 1.3 </use>
3957     <attribute arch="level" editor="casting level" type="int">
3958     The spell of the scroll will be casted at this level.
3959     This value should always be set, at least to 1.
3960     </attribute>
3961     <attribute arch="sp" editor="spell" type="spell">
3962     When a player/monster applies this scroll, the selected &lt;spell&gt;
3963     will be casted (once). This should work for any given spell.
3964     </attribute>
3965     <attribute arch="startequip" editor="godgiven item" type="bool">
3966     A godgiven item vanishes as soon as the player
3967     drops it to the ground.
3968     </attribute>
3969     </type>
3970    
3971     <!--####################################################################-->
3972     <type number="33" name="Shield">
3973     <import_type name="Amulet" />
3974     <description><![CDATA[
3975     Wearing a shield, the object's stats will directly be inherited to
3976     the player. Shields usually provide good defense, only surpassed
3977 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3978 root 1.3 </description>
3979     <use><![CDATA[
3980     Feel free to create your own special artifacts. However, it is very
3981 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3982 root 1.3 </use>
3983     <attribute arch="magic" editor="magic bonus" type="int">
3984     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3985     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3986     than direct armour-class bonus on the shield.
3987     </attribute>
3988     </type>
3989    
3990     <!--####################################################################-->
3991 root 1.1 <type number="14" name="Shooting Weapon">
3992     <description><![CDATA[
3993 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
3994 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3995     wielded both at the same time. Like with any other equipment,
3996     stats/bonuses from shooting weapons are directly inherited to the player.
3997     <br><br>
3998     It's very easy to add new pairs of weapons &amp; projectiles.
3999     Just set matching &lt;ammunition class&gt; both for shooting
4000 root 1.37 weapon and projectile.]]>
4001 root 1.1 </description>
4002     <use><![CDATA[
4003     Shooting weapons should not add bonuses in general. There's already
4004     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4005 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4006 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4007     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4008 root 1.37 - still crap.]]>
4009 root 1.1 </use>
4010     <attribute arch="race" editor="ammunition class" type="string">
4011     Only projectiles with matching &lt;ammunition class&gt; can be fired
4012     with this weapon. For normal bows set "arrows", for normal
4013     crossbows set "crossbow bolts".
4014 root 1.3
4015 root 1.1 In certain cases, the ammunition class is displayed in the game.
4016     Hence, when you create a new ammunition class, choose an
4017     intuitive name like "missiles", "spirit bolts" - whatever.
4018     </attribute>
4019     <attribute arch="sp" editor="shooting speed" type="int">
4020     After shooting a projectile, the player is frozen for a short
4021     period of time (to prevent shooting arrows machine-gun-like).
4022     The greater &lt;shooting speed&gt;, the shorter this period of time.
4023     1 is minimum (=worst) and 100 is maximum (=best) value.
4024 root 1.3
4025 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4026     SET IT TO ZERO! (That would freeze the player for eternety).
4027     </attribute>
4028     <attribute arch="dam" editor="base damage" type="int">
4029     The &lt;base damage&gt; significantly affects the damage done
4030     by using this weapon. This damage is added to the projectile
4031     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4032     according to the player's strength is added.
4033     </attribute>
4034     <attribute arch="wc" editor="weaponclass" type="int">
4035     This value is supposed to be the base &lt;weaponclass&gt;,
4036     but it seems to have rather little effect.
4037     High values are good here, low values bad.
4038     </attribute>
4039     <attribute arch="item_power" editor="item power" type="int">
4040     The &lt;item power&gt; value measures how "powerful" an artifact is.
4041     Players will only be able to wear equipment with a certain total
4042     amount of &lt;item power&gt;, depending on their own level. This is the
4043     only way to prevent low level players to wear "undeserved" equipment
4044     (like gifts from other players or cheated items).
4045 root 1.3
4046 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4047 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4048 root 1.1 calculate a provisional value at runtime, but this is never
4049     going to be an accurate measurement of &lt;item power&gt;.
4050     </attribute>
4051     <attribute arch="no_strength" editor="ignore strength" type="bool">
4052     Usually the player's strentgh takes effect on the damage
4053     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4054     the player's strength is ignored.
4055     </attribute>
4056     <attribute arch="damned" editor="damnation" type="bool">
4057     A damned shooting weapon cannot be unwielded unless
4058     the curse is removed. Removing damnations is
4059     a tick harder than removing curses.
4060     </attribute>
4061     <attribute arch="cursed" editor="curse" type="bool">
4062     A cursed shooting weapon cannot be unwielded unless
4063     the curse is removed.
4064     </attribute>
4065     <attribute arch="unique" editor="unique item" type="bool">
4066     Unique items exist only one time on a server. If the item
4067     is taken, lost or destroyed - it's gone for good.
4068     </attribute>
4069     <attribute arch="startequip" editor="godgiven item" type="bool">
4070     A godgiven item vanishes as soon as the player
4071     drops it to the ground.
4072     </attribute>
4073     <section name="stats">
4074     <attribute arch="Str" editor="strength" type="int">
4075     The player's strentgh will rise/fall by the given value
4076     while wearing this shooting weapon.
4077     </attribute>
4078     <attribute arch="Dex" editor="dexterity" type="int">
4079     The player's dexterity will rise/fall by the given value
4080     while wearing this shooting weapon.
4081     </attribute>
4082     <attribute arch="Con" editor="constitution" type="int">
4083     The player's constitution will rise/fall by the given value
4084     while wearing this shooting weapon.
4085     </attribute>
4086     <attribute arch="Int" editor="intelligence" type="int">
4087     The player's intelligence will rise/fall by the given value
4088     while wearing this shooting weapon.
4089     </attribute>
4090     <attribute arch="Pow" editor="power" type="int">
4091     The player's power will rise/fall by the given value
4092     while wearing this shooting weapon.
4093     </attribute>
4094     <attribute arch="Wis" editor="wisdom" type="int">
4095     The player's wisdom will rise/fall by the given value while
4096     wearing this shooting weapon.
4097     </attribute>
4098     <attribute arch="Cha" editor="charisma" type="int">
4099     The player's charisma will rise/fall by the given value
4100     while wearing this shooting weapon.
4101     </attribute>
4102     </section>
4103     <section name="bonus">
4104     <attribute arch="luck" editor="luck bonus" type="int">
4105     With positive luck bonus, the player is more likely to
4106     succeed in all sorts of things (spellcasting, praying,...).
4107     Unless the &lt;luck bonus&gt; is very high, the effect will be
4108     barely visible in-game. Luck bonus on one piece of equipment
4109     should never exceed 3, and such bonus should not be too
4110     frequently available.
4111     </attribute>
4112     <attribute arch="magic" editor="magic bonus" type="int">
4113     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4114     I'm not sure what exactly is increased - maybe weaponclass?
4115     However, &lt;magic bonus&gt; seems to have a little bit of positive
4116     influence on your chance to hit.
4117     </attribute>
4118     </section>
4119     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4120     This text describes the weapons's "story". Every decent artifact weapon
4121     should have such a description.
4122     </attribute>
4123     </type>
4124    
4125     <!--####################################################################-->
4126     <type number="68" name="Shop Floor">
4127     <ignore>
4128     <ignore_list name="non_pickable" />
4129     </ignore>
4130     <description><![CDATA[
4131     Shop floor is used for shops. It acts like a combination of the
4132     common floor- and the treasure type: When the map is loaded,
4133     randomitems (depending on the setings) are generated on it.
4134     These items are all flagged as unpaid.
4135     When a player drops an item onto shop floor, the item becomes
4136     unpaid and the player receives payment according to the item's
4137     selling-value.
4138     Shopfloor always prevents magic (To hinder players from burning
4139 root 1.37 or freezing the goods).]]>
4140 root 1.1 </description>
4141     <use><![CDATA[
4142     Tile your whole shop-interior space which shop floor.
4143     (That assures players receive payment for dropping items).
4144     Place shop mats to enter/leave the shop, and make sure
4145 root 1.37 there is no other exit than the shop mat.]]>
4146 root 1.1 </use>
4147     <attribute arch="is_floor" value="1" type="fixed" />
4148     <attribute arch="no_pick" value="1" type="fixed" />
4149     <attribute arch="no_magic" value="1" type="fixed" />
4150     <attribute arch="auto_apply" editor="generate goods" type="bool">
4151     If enabled, items will appear on this square when the map is loaded.
4152     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4153     are generated. The items will be unpaid.
4154     </attribute>
4155     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4156     This entry determines what kind of treasure will appear, when
4157     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4158     for details about existing treasurelists.
4159     </attribute>
4160     <attribute arch="exp" editor="quality level" type="int">
4161     The &lt;quality level&gt; will be used for the quality of the generated
4162     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4163     doesn't need to be set, unless you want extraordinarily good/bad
4164     quality. If you want to make a shop with very high quality, meaybe
4165     charge an entrance fee, or make the shop hard-to-come-by.
4166     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4167     and appearance of artifact-items.
4168     </attribute>
4169     <attribute arch="damned" editor="no prayers" type="bool">
4170     If enabled, it is impossible for players to use prayers
4171     on that spot. It also prevents players from saving.
4172     (Remember that &lt;no magic&gt; is always set for shop floors.)
4173     </attribute>
4174     </type>
4175    
4176     <!--####################################################################-->
4177     <type number="69" name="Shop Mat">
4178     <ignore>
4179     <ignore_list name="non_pickable" />
4180     </ignore>
4181     <description><![CDATA[
4182     Shop mats are used for entering/leaving shops. You should always
4183     have exactly TWO shop mats on your shop-map: One inside the
4184     "shopping-area" and one outside. Shop mats don't use exit paths/
4185     or -destinations. When stepping onto a shopmat the player gets beamed
4186     to the nearest other mat. If the player has unpaid items in his
4187     inventory, the price gets charged from his coins automatically.
4188     If the player has insufficient coins to buy his unpaid items, he
4189 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4190 root 1.1 </description>
4191     <use><![CDATA[
4192     As stated above, always place TWO shop mats into your shop.
4193 root 1.37 Not more and not less than that.]]>
4194 root 1.1 </use>
4195     <attribute arch="no_pick" value="1" type="fixed" />
4196 root 1.9 &move_on;
4197 root 1.1 </type>
4198    
4199     <!--####################################################################-->
4200     <type number="98" name="Sign &amp; MagicMouth">
4201     <ignore>
4202     <ignore_list name="non_pickable" />
4203     </ignore>
4204     <description><![CDATA[
4205     The purpose of a sign or magic_mouth is to display a certain message to
4206     the player. There are three ways to have the player get this message:
4207     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4208 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4209 root 1.1 </description>
4210     <use><![CDATA[
4211     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4212     some true roleplay feeling to your maps, support your storyline or give
4213     hints about hidden secrets/dangers. Place signs to provide the player
4214 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4215 root 1.1 </use>
4216 root 1.45 <attribute arch="connected" editor="connection" type="string">
4217 root 1.1 When a connection value is set, the message will be printed whenever
4218     the connection is triggered. This should be used in combination with
4219     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220     If activating your magic_mouth this way, the message will not only be
4221     printed to one player, but all players on the current map.
4222     </attribute>
4223 elmex 1.16 &activate_on;
4224 root 1.9 &move_on;
4225 root 1.1 <attribute arch="food" editor="counter" type="int">
4226     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4227     (printing the message) only that many times. For signs this really shouldn't
4228     be used, while for magic_mouths it is extremely helpful.
4229     Monsters walking over the magic_mouth do not decrease the counter.
4230 root 1.3
4231 root 1.1 Often, you might want to have a message displayed only one time. For example:
4232     The player enters your map and you put a magic_mouth to tell him about the
4233     monsters and how dangerous they look and all. Later, when all the monsters
4234     are killed and the player leaves the map, displaying the same message a
4235     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4236     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4237     </attribute>
4238     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4239     This text will be displayed to the player.
4240     </attribute>
4241     </type>
4242    
4243 elmex 1.23 <type number="150" name="Shop Inventory">
4244     <ignore>
4245     <ignore_list name="non_pickable" />
4246     </ignore>
4247     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4248     </description>
4249     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4250     </use>
4251     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4252     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4253     the map that will be searched for unpaid items.
4254     </attribute>
4255     </type>
4256    
4257 root 1.1 <!--####################################################################-->
4258     <type number="43" name="Skill">
4259     <ignore>
4260     <ignore_list name="system_object" />
4261     </ignore>
4262     <description><![CDATA[
4263     Skills are objects which exist in the player/monster inventory.
4264     Both NPC/monsters and players use the same skill archetypes. Not all skills
4265 root 1.37 are enabled for monster use however.]]>
4266 root 1.1 </description>
4267     <use><![CDATA[
4268     For mapmaking, Skill objects serve two purposes:
4269     <p>First, the predefined skill archtypes (in the 'skills' directory)
4270     can be seen as the global skill definitions. A skill which doesn't
4271     exists as an archtype cannot be learned or used by players. When you
4272     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4273     of defined skill archtypes, because those strings are used as a reference in
4274     many skill-related objects.
4275     </p><p>
4276     Secondly, in order to enable monsters to use skills, you will need to
4277     copy default skill archtypes into the monsters' inventories.
4278     You can even customize the skills by changing stats. It is not
4279     recommended however, to use skills in your maps which are totally
4280 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4281 root 1.1 </use>
4282     <attribute arch="invisible" value="1" type="fixed" />
4283     <attribute arch="no_drop" value="1" type="fixed" />
4284     <attribute arch="skill" editor="skill name" type="string">
4285     The &lt;skill name&gt; is used for matchings. When a usable
4286     object has an identical &lt;skill name&gt;, players
4287     (or monsters) will need this skill to apply/use the object.
4288     </attribute>
4289     <attribute arch="expmul" editor="exp multiplier" type="float">
4290     This is the ratio of experience the players total should increase by
4291     when this skill is used. If this is zero, then experience only goes to
4292     to the skill. Values higher than 1 are allowed. Note that experience
4293     rewarded to the players total is in addition to that given to the
4294     skill. Eg, if player should get 500 exp for using a skill, and
4295     expmul is 1, the player will get 500 added to that skill as well as
4296     500 to their total.
4297     </attribute>
4298     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4299     The &lt;skill type&gt; defines the base functionality of the skill.
4300 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4301 root 1.1 create new skill types, but it requires a bit of server-coding.
4302     </attribute>
4303     <attribute arch="level" editor="level" type="int">
4304     </attribute>
4305     <attribute arch="exp" editor="experience" type="int">
4306     </attribute>
4307     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4308     The &lt;is native skill&gt; flag has an effect only when this
4309     skill object is placed in the inventory of a monster (or player).
4310     If it is set, the monster or player knows the skill natively, which
4311     means he does not need a skill tool to use it.
4312     </attribute>
4313     </type>
4314    
4315     <!--####################################################################-->
4316     <type number="130" name="Skill Scroll">
4317     <description><![CDATA[
4318     By reading a skill scroll, a player has a chance to learn the
4319 root 1.37 contained skill.]]>
4320 root 1.1 </description>
4321     <use><![CDATA[
4322     Skill scrolls are very much sought for by players. Currently,
4323     all skill scrolls are sold in shops randomly, which is in fact not
4324     a good system. It would be nice to have some cool quests with
4325 root 1.37 skill scrolls rewarded at the end.]]>
4326 root 1.1 </use>
4327     <attribute arch="race" value="scrolls" type="fixed" />
4328     <attribute arch="skill" editor="skill name" type="string">
4329     The &lt;skill name&gt; matches the skill object that can
4330     be learned from this scroll.
4331     </attribute>
4332     </type>
4333    
4334     <!--####################################################################-->
4335     <type number="21" name="Special Key">
4336     <ignore>
4337     <attribute arch="material" />
4338     </ignore>
4339     <description><![CDATA[
4340     When carrying the appropriate special key, a locked door can
4341     be opened. The key will dissapear.
4342     <br><br>
4343     This object-type can also be used for "passport"-like items:
4344     When walking onto an invetory checker, a gate for example might
4345 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4346 root 1.1 </description>
4347     <use><![CDATA[
4348     How to make a "passport": You take the special key arch
4349     (archetype name is "key2"), set the face to something like
4350     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4351     certainly must match with the appropiate inventory checker.
4352     <br><br>
4353     Of course you can be creative with names and faces of
4354     key-objects. A "mysterious crystal" or a "big dragon claw"
4355     (with appropriate faces) appear more interesting than just
4356 root 1.37 a "strange key", or "passport".]]>
4357 root 1.1 </use>
4358     <attribute arch="slaying" editor="key string" type="string">
4359     This string must be identical with the &lt;key string&gt; in the
4360     locked door, then it can be unlocked. It can also be used
4361     to trigger inventory checkers.
4362     </attribute>
4363     <attribute arch="material" editor="material" type="bitmask_material">
4364     For Special Keys, material should always be unset or set
4365     to Adamantite. This prevents the key from getting
4366     burned or otherwise destroyed.
4367     </attribute>
4368     <attribute arch="unique" editor="unique item" type="bool">
4369     Unique items exist only one time on a server. If the item
4370     is taken, lost or destroyed - it's gone for good.
4371 root 1.3
4372 root 1.1 This can be used if you want to sell apartments on your
4373     map: Simply sell a unique passport/key, and place
4374     an inventory checker at the entrance of your apartment.
4375     </attribute>
4376     <attribute arch="startequip" editor="godgiven item" type="bool">
4377     A godgiven item vanishes as soon as the player
4378     drops it to the ground.
4379     </attribute>
4380     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4381     This will add a description to the object. The player can read
4382     this text by clicking on the item in his inventory. Use this
4383     message to describe what the key/passport is good for. A player
4384     might have 50 different keys on his key-ring. Don't expect
4385     players to recall their purpose just by their names.
4386     </attribute>
4387     </type>
4388    
4389     <!--####################################################################-->
4390     <type number="101" name="Spell">
4391     <ignore>
4392     <ignore_list name="system_object" />
4393     </ignore>
4394     <description><![CDATA[
4395     Spell objects define a spell. When a spell is put in a spellbook,
4396     players can learn it by reading the book. Once learned, players
4397     can use the spell as often as they like. With increasing skill level
4398     of the player, spells may gain power but also increase cost.<br>
4399     Monsters can use spells which are put in their inventory (provided
4400     that certain "enabling" settings are correct). The monster's
4401 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4402 root 1.1 </description>
4403     <use><![CDATA[
4404     A lot of the spells' settings can be tuned and customized.
4405     When creating new spells which are accessible to players, it is
4406     important to think about balance. A single spell which is too
4407     powerful and/or too easy to use can eventually toss the whole skill
4408     and magic school system out of whack. Testing new spells is
4409 root 1.37 quite important therefore.]]>
4410 root 1.1 </use>
4411     <attribute arch="no_drop" value="1" type="fixed" />
4412     <attribute arch="invisible" value="1" type="fixed" />
4413     <attribute arch="skill" editor="skill name" type="string">
4414     The &lt;skill name&gt; matches the skill which is needed
4415     to cast this spell. This should be one out of "sorcery",
4416     "pyromancy", "evocation", "summoning" or "praying".
4417     If you want to fiddle with these, please take care not
4418     to upset the concept and balance of the various skills.
4419     </attribute>
4420     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4421     The &lt;spell type&gt; defines the basic type of spell.
4422     Some of these types are of a more generic nature than others.
4423     </attribute>
4424     <attribute arch="level" editor="spell level" type="int">
4425     </attribute>
4426     <attribute arch="casting_time" editor="casting time" type="int">
4427     </attribute>
4428     <attribute arch="duration" editor="duration" type="int">
4429     </attribute>
4430     <attribute arch="other_arch" editor="create object" type="string">
4431     </attribute>
4432     <attribute arch="sp" editor="cost spellpoints" type="int">
4433     </attribute>
4434     <attribute arch="grace" editor="cost grace" type="int">
4435     </attribute>
4436     <attribute arch="maxsp" editor="double cost per level" type="int">
4437     </attribute>
4438     </type>
4439    
4440     <!--####################################################################-->
4441     <type number="85" name="Spellbook">
4442     <description><![CDATA[
4443     By reading a spellbook, the player has a chance of learning the
4444     contained spell. Once learned from a book, the spell is available
4445     forever. Spellbooks with high level spells require some skill-level
4446     to read.<br><br>
4447     You can create widely customized spells only by adjusting the
4448     spell object in the spellbooks inventory. Refer to the description
4449     of spell objects for detailed information how to customize spells.<br>
4450     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4451 root 1.37 with a compilation of spells that the book may contain.]]>
4452 root 1.1 </description>
4453     <use><![CDATA[
4454     Don't put any of the godgiven spells into a spellbook! These are
4455     reserved for the followers of the appropriate cults. Handing them
4456     out in a spellbook would violate the balance between different religions.
4457     <br><br>
4458     Note that there is no fundamental difference between the spellbooks
4459     of varying schools (pyromancy, sorcery, evocation, summoning, and
4460     even praying). The difference lies only in the spells they contain.
4461     It is up to you, the mapmaker, to pick the right type of book
4462 root 1.37 for your spells.]]>
4463 root 1.1 </use>
4464     <attribute arch="skill" value="literacy" type="fixed" />
4465     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4466     There are two ways to put spells into a spellbook:
4467     1. Put a spell object in the books inventory. In this case,
4468     treasurelist must be set to &lt;none&gt;.
4469     2. Choose a treasurelist which contains spells.
4470     In that way, a spell will be chosen randomly from the list.
4471     </attribute>
4472     <attribute arch="startequip" editor="godgiven item" type="bool">
4473     A godgiven item vanishes as soon as the player
4474     drops it to the ground.
4475     </attribute>
4476     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4477     This text may contain a nice description
4478     of the spellbook's cover or something.
4479     </attribute>
4480     </type>
4481    
4482     <!--####################################################################-->
4483     <type number="90" name="Spinner">
4484     <ignore>
4485     <ignore_list name="non_pickable" />
4486     </ignore>
4487     <description><![CDATA[
4488     Spinners change the direction of spell objects and other projectiles
4489     that fly past. Unlike directors, it does make a difference from what
4490     angle you shoot into the spinner. The direction of objects flying past
4491 root 1.37 is always changed by a certain degree.]]>
4492 root 1.1 </description>
4493     <use><![CDATA[
4494     Spinners are very rarely used. I believe they are quite
4495     confusing and pointless. The only use I can think of is building
4496     some puzzle about where to shoot into spinners to shoot somewhere you
4497     otherwise couldn't.
4498 root 1.3
4499 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4500 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4501 root 1.1 </use>
4502     <attribute arch="sp" editor="direction number" type="int">
4503     The spinner will change the direction of flying objects by
4504     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4505     positive values counter clockwise.
4506 root 1.3
4507 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4508     </attribute>
4509 root 1.9 &move_on;
4510 root 1.1 </type>
4511    
4512     <!--####################################################################-->
4513     <type number="138" name="Swamp">
4514     <ignore>
4515     <ignore_list name="non_pickable" />
4516     </ignore>
4517     <description><![CDATA[
4518     Swamp areas show a special behaviour:
4519     When a player stands still on a swamp-square for too long,
4520     he will start to sink in and eventually drown and die.
4521     Items dropped on the swamp sink in and dissapear.
4522     Players with knowledge of the woodsman skill are a lot less likely
4523 root 1.37 to die in the swamp.]]>
4524 root 1.1 </description>
4525     <attribute arch="is_floor" value="1" type="fixed" />
4526     <attribute arch="is_wooded" value="1" type="fixed" />
4527     <attribute arch="speed" editor="drowning speed" type="float">
4528     The higher the &lt;drowning speed&gt;, the faster will players and items
4529     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4530     and unexpected death-trap. Players should get a warning before such areas.
4531     </attribute>
4532 root 1.12 &speed_left;
4533 root 1.9 &move_on;
4534     &movement_types_terrain;
4535 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4536     If enabled, it is impossible for players to use (wizard-)
4537     spells on that spot.
4538     </attribute>
4539     <attribute arch="damned" editor="no prayers" type="bool">
4540     If enabled, it is impossible for players to use prayers
4541     on that spot. It also prevents players from saving.
4542     </attribute>
4543     </type>
4544    
4545     <!--####################################################################-->
4546     <type number="41" name="Teleporter">
4547     <ignore>
4548     <ignore_list name="non_pickable" />
4549     </ignore>
4550     <description><![CDATA[
4551     When the player walks into a teleporter, he is transferred to a
4552     different location. The main difference to the object-type exit
4553     is the possibility to have teleporters connected to levers/buttons/etc.
4554     Sometimes teleporters are activated even against the players will.
4555     <br><br>
4556     Unlike exits, teleporters can also transfer items and
4557 root 1.37 monsters to different locations on the same map.]]>
4558 root 1.1 </description>
4559     <use><![CDATA[
4560     When creating maps, I guess sooner or later you'll want to have
4561     an invisible teleporter. If using "invisible 1", the teleporter
4562     can still be discovered with the show_invisible spell. And in
4563     some cases you can't place it under the floor to prevent this.
4564     <br><br>
4565     Fortunately, there is a cool trick to make a perfectly invisible
4566     teleporter: You simply add teleporter functionality to the floor
4567     itself. That means: You take the floor arch (e.g. "flagstone"),
4568 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4569 root 1.1 </use>
4570     <attribute arch="slaying" editor="exit path" type="string">
4571     The exit path specifies the map that the player is transferred to.
4572     &lt;exit path&gt; can be an absolute path, beginning with '/'
4573     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4574     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4575     for example I could use the relative path "Fire1"). Use relative
4576     paths whenever possible! Note that upper/lower case must always be
4577     set correctly. However, please use lower case only.
4578 root 1.3
4579 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4580     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4581     monsters and items. In this case, the destined map is automatically
4582     the same map the teleporter is on.
4583     </attribute>
4584     <attribute arch="hp" editor="destination X" type="int">
4585     The exit destinations define the (x, y)-coordinates where the exit
4586     leads to.
4587 root 1.3
4588 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4589     get teleported to another, randomly chosen teleporter on the same
4590     map (Slightly confusing for the player though). Make sure there
4591     actually *is* a second one in that case.
4592 root 1.3
4593 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4594     be transferred to the "default enter location" of the destined map.
4595     The latter can be set in the map-properties as "Enter X/Y". Though,
4596     please DO NOT use that. It turned out to be a source for numerous
4597     map-bugs.
4598     </attribute>
4599     <attribute arch="sp" editor="destination Y" type="int">
4600     The exit destinations define the (x, y)-coordinates where the exit
4601     leads to.
4602 root 1.3
4603 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4604     get teleported to another, randomly chosen teleporter on the same
4605     map (Slightly confusing for the player though). Make sure there
4606     actually *is* a second one in that case.
4607 root 1.3
4608 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4609     be transferred to the "default enter location" of the destined map.
4610     The latter can be set in the map-properties as "Enter X/Y". Though,
4611     please DO NOT use that. It turned out to be a source for numerous
4612     map-bugs.
4613     </attribute>
4614 root 1.45 <attribute arch="connected" editor="connection" type="string">
4615 root 1.1 If a connection value is set, the teleporter will be activated
4616     whenever the connection is triggered. To use this properly,
4617     &lt;activation speed&gt; must be zero.
4618     </attribute>
4619 elmex 1.16 &activate_on;
4620 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4621     If the &lt;activation speed&gt; is nonzero, the teleporter will
4622     automatically be activated in regular time-intervals. Hence, the
4623     player can just step on it and gets teleported sooner or later.
4624     The duration between two activates depends on the given value.
4625 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4626    
4627 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4628     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4629     </attribute>
4630 root 1.12 &speed_left;
4631 root 1.1 </type>
4632    
4633     <!--####################################################################-->
4634 root 1.3 <type number="26" name="Timed Gate">
4635     <ignore>
4636     <ignore_list name="non_pickable" />
4637     </ignore>
4638     <description><![CDATA[
4639 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4640 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4641     or carrying special key-objects (-> inventory checker).
4642     Unlike locked doors, gates can get shut again after a player has
4643     passed, which makes them more practical in many cases. Unlike normal
4644     gates, timed gates open when triggered but automatically close again
4645     after some time.]]>
4646     </description>
4647     <use><![CDATA[
4648     Use gates to divide your maps into separated areas. After solving
4649     area A, the player gains access to area B, and so on. Make your
4650 root 1.37 maps more complex than "one-way".]]>
4651 root 1.3 </use>
4652     <attribute arch="no_pick" value="1" type="fixed" />
4653 root 1.45 <attribute arch="connected" editor="connection" type="string">
4654 root 1.3 Whenever the inventory checker is triggered, all objects with identical
4655     &lt;connection&gt; value get activated. This only makes sense together with
4656     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4657     after some time.
4658     </attribute>
4659 elmex 1.16 &activate_on;
4660 root 1.3 <attribute arch="wc" editor="position state" type="int">
4661     The &lt;position state&gt; defines the position of the gate:
4662     Zero means completely open/down, the "number of animation-steps" (usually
4663     about 6 or 7) means completely closed/up state. I suggest you don't
4664     mess with this value - Leave the default in place.
4665     </attribute>
4666 root 1.9 &movement_types_terrain;
4667 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4668     Restricting the use of spells to pass this gate. This has
4669     an effect only if &lt;block view&gt; is disabled.
4670     </attribute>
4671     <attribute arch="damned" editor="restrict prayers" type="bool">
4672     Restricting the use of prayers to pass this door. This has
4673     an effect only if &lt;block view&gt; is disabled.
4674     </attribute>
4675     <attribute arch="hp" editor="open duration" type="int">
4676     Defines the duration the gate remains closed. This only takes effect
4677     if the gate is not connected.
4678     </attribute>
4679     </type>
4680    
4681     <!--####################################################################-->
4682 root 1.1 <type number="155" name="Trap">
4683     <ignore>
4684     <attribute arch="no_pick" />
4685     <attribute arch="title" />
4686     <attribute arch="name_pl" />
4687     <attribute arch="weight" />
4688     <attribute arch="value" />
4689     <attribute arch="material" />
4690     <attribute arch="unpaid" />
4691     </ignore>
4692     <description><![CDATA[
4693     A trap is a object that can either do damage or trigger another connected object
4694 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4695 root 1.1 and generally have either a physical attack or trigger a reaction.
4696     <br><br>
4697     Traps hit any monster or person who steps on them for 'dam' damage in
4698     'attacktype' attacktype and/or trigger a reaction.
4699     <br><br>
4700 root 1.28 Many traps are already defined in the archetypes.]]>
4701 root 1.1 </description>
4702     <use><![CDATA[
4703     Avoid monsters stepping on your traps. For example, a party of orcs setting
4704 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4705 root 1.1 </use>
4706     <attribute arch="no_pick" value="1" type="fixed" />
4707 root 1.9 &move_on;
4708 root 1.3 <attribute arch="level" editor="trap level" type="int">
4709 root 1.1 Level effects how easily a trap may be found and disarmed, and
4710     how much experience the player gets for doing so. Beware: High level
4711     traps can be quite a cheap source of experience! So either make them
4712     tough, or keep the level low.
4713     </attribute>
4714     <attribute arch="Cha" editor="visibility" type="int">
4715     This value determines what fraction of the time the trap is visible:
4716     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4717     how easily the trap may be found.
4718     </attribute>
4719     <attribute arch="hp" editor="number of charges" type="int">
4720     The trap will detonate &lt;number of charges&gt; times before disappearing.
4721     </attribute>
4722     <attribute arch="dam" editor="direct damage" type="int">
4723 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4724     This should be set in reasonable relation to the trap's level.
4725 root 1.1 </attribute>
4726     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4727     This attribute defines what attacktype to use for direct damage when
4728     the trap detonates.
4729     </attribute>
4730 root 1.45 <attribute arch="connected" editor="connection" type="string">
4731 root 1.1 When the trap is detonated, all objects with the same
4732     connection value get activated.
4733     </attribute>
4734     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4735     When the trap detonates, this text is displayed to the
4736     victim. For especially powerful or complex traps, create an appropriate
4737     and thrilling description. ;)
4738     </attribute>
4739     </type>
4740    
4741     <!--####################################################################-->
4742     <type number="95" name="Trapdoor">
4743     <ignore>
4744     <ignore_list name="non_pickable" />
4745     </ignore>
4746     <description><![CDATA[
4747     Trapdoors are very similar to pits. The difference is that they
4748     can not be closed. Instead, the weight of the object on the
4749     trapdoor determines weither it slams the trapdoor open and falls through
4750     or not.<br>
4751     Once a trapdoor has been opened (by a creature or items of sufficient
4752 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4753 root 1.1 </description>
4754     <use><![CDATA[
4755     Trapdoors should be used in the same fashion as pits:
4756     They should always drop the victims to some kind of lower level. They
4757 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4758 root 1.1 </use>
4759     <attribute arch="no_pick" value="1" type="fixed" />
4760 root 1.9 &move_on;
4761 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4762     This value defines how much weight the trapdoor can hold.
4763     Once items or creatures are gathered on the trapdoor, with
4764     a total weight surpassing this value, then the trapdoor will
4765     open and things start falling through.
4766     </attribute>
4767     <attribute arch="hp" editor="destination X" type="int">
4768     The trapdoor will transport creatures (and items) randomly into
4769     a two-square radius of the destination coordinates.
4770     If the destination square becomes blocked, the trapdoor will act like
4771     being filled up and not work anymore!
4772     </attribute>
4773     <attribute arch="sp" editor="destination Y" type="int">
4774     The trapdoor will transport creatures (and items) randomly into
4775     a two-square radius of the destination coordinates.
4776     If the destination square becomes blocked, the trapdoor will act like
4777     being filled up and not work anymore!
4778     </attribute>
4779     </type>
4780    
4781     <!--####################################################################-->
4782     <type number="4" name="Treasure">
4783     <ignore>
4784     <attribute arch="nrof" />
4785     <attribute arch="title" />
4786     <attribute arch="name_pl" />
4787     <attribute arch="weight" />
4788     <attribute arch="value" />
4789     <attribute arch="material" />
4790     </ignore>
4791     <description><![CDATA[
4792     A treasure-object turns into certain randomitems when the map is loaded
4793 root 1.37 into the game.]]>
4794 root 1.1 </description>
4795     <use><![CDATA[
4796     About usage of the "random-artifact" treasurelist:
4797     This will generate powerful stuff like girdles, xray helmets, special
4798     swords etc. If you put this as reward to your quest, players might be
4799     motivated to do it more than once. BUT, by doing so they will get a huge
4800     number of different artifacts! Besides, players will always seek the place
4801     with the most easy-to-get random artifact and ignore all others.
4802     My advice: Don't use it! Attract players with good fighting experience
4803 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4804 root 1.1 </use>
4805     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4806     This entry determines what kind of treasure will appear. Look into
4807     /crossfire/share/crossfire/treasures for details about existing
4808     treasurelists.
4809     </attribute>
4810     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4811     "Auto-generate" must be set in order to have the treasure be created
4812     when the map is loaded.
4813     If you want to create a random treasure chest, you unset this flag.
4814     That way, the player has to apply the object (the chest), then the
4815     treasure is generated.
4816     </attribute>
4817     <attribute arch="hp" editor="create number" type="int">
4818     "Create number" specifies how many pieces of the given treasurelist
4819     will appear. Note that for every piece there is a chance that nothing is
4820     generated. Also, sometimes there can be stacks of items generated, like
4821     for gems/money.
4822     </attribute>
4823     <attribute arch="exp" editor="quality level" type="int">
4824     The &lt;quality level&gt; will be used for the quality of the generated
4825     treasure instead of the map difficulty (as was done with shops).
4826     If zero/unset, the map difficulty will instead be used.
4827     (Example for comparison: Shop floors generate treasure of
4828     &lt;quality level&gt; 5 per default).
4829     </attribute>
4830     </type>
4831    
4832     <!--####################################################################-->
4833 root 1.3 <type number="52" name="Trigger Marker">
4834     <ignore>
4835     <ignore_list name="system_object" />
4836     </ignore>
4837     <description><![CDATA[
4838     A trigger marker is an object that inserts an invisible force (a mark) into a
4839     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4840     &lt;key string&gt; which can be discovered by detectors or inventory
4841     checkers. It is also possible to use markers for removing marks again.
4842     <br><br>
4843     Note that the player has no possibility to "see" his own marks,
4844 root 1.37 except by the effect that they cause on the maps.]]>
4845 root 1.3 </description>
4846     <use><![CDATA[
4847     Markers hold real cool possibilities for map-making. I encourage
4848     you to use them frequently. However there is one negative point
4849     about markers: Players don't "see" what's going on with them. It is
4850     your task, as map-creator, to make sure the player is always well
4851     informed and never confused.
4852     <br><br>
4853     Please avoid infinite markers when they aren't needed. They're
4854     using a little space in the player file after all, so if there
4855 root 1.37 is no real purpose, set an expire time.]]>
4856 root 1.3 </use>
4857     <attribute arch="no_pick" value="1" type="fixed" />
4858     <attribute arch="slaying" editor="key string" type="string">
4859     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4860     If the player already has a force with that &lt;key string&gt;,
4861     there won't be inserted a second one.
4862     </attribute>
4863 root 1.45 <attribute arch="connected" editor="connection" type="string">
4864 root 1.3 Unlike a regular marker this is the connection that triggers this marker to activate.
4865     </attribute>
4866     <attribute arch="food" editor="mark duration" type="int">
4867     This value defines the duration of the force it inserts.
4868     If nonzero, the duration of the player's mark is finite:
4869     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4870     means the mark will stay on the player forever.
4871     </attribute>
4872     <attribute arch="name" editor="delete mark" type="string">
4873     When the player steps onto the marker, all existing forces in
4874     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4875     will be removed. If you don't want to remove any marks, leave
4876     this textfield empty.
4877    
4878     Note that the string &lt;delete mark&gt; is set as the name of
4879     this marker. So don't be confused, and remember changing the
4880     name will take effect on the marker's functionality.
4881     </attribute>
4882     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4883     In the moment when the player gets marked, this text is displayed
4884     to him. You should really set a message in any marker you create,
4885     because it's the only way for the player to notice what's going on.
4886     </attribute>
4887     </type>
4888    
4889     <!--####################################################################-->
4890 root 1.1 <type number="0" name="Wall">
4891     <required>
4892     <attribute arch="is_floor" value="0" />
4893     <attribute arch="alive" value="0" />
4894 root 1.14 <attribute arch="no_pass" value="1" />
4895 root 1.1 </required>
4896     <ignore>
4897     <attribute arch="nrof" />
4898     <attribute arch="title" />
4899     <attribute arch="name_pl" />
4900     <attribute arch="value" />
4901     <attribute arch="unpaid" />
4902     </ignore>
4903     <description><![CDATA[
4904 root 1.37 Walls usually block passage and sight.]]>
4905 root 1.1 </description>
4906 root 1.9 &movement_types_terrain;
4907 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4908     If set, the object is able to "roll", so it can be pushed around.
4909     This setting is used for boulders and barrels.
4910     </attribute>
4911     <attribute arch="no_magic" editor="restrict spells" type="bool">
4912     This takes effect only with &lt;blocksview&gt; disabled.
4913     Restricting the use of spells to pass this wall.
4914     </attribute>
4915     <attribute arch="damned" editor="restrict prayers" type="bool">
4916     This takes effect only with &lt;blocksview&gt; disabled.
4917     Restricting the use of spells to pass this wall.
4918     </attribute>
4919     </type>
4920    
4921     <!--####################################################################-->
4922 root 1.3 <type number="109" name="Wand &amp; Staff">
4923     <description><![CDATA[
4924     Wands contain a certain spell. The player can apply (ready) and
4925     fire the wand. After a defined number of casts, the wand is
4926     "used up". It is possible to recharge a wand with scrolls of
4927 root 1.37 charging, but usually that isn't worth the cost.]]>
4928 root 1.3 </description>
4929     <use><![CDATA[
4930     Wands are quite seldomly used. The reason prolly is that they're
4931     generally not cost-efficient. Handing out high-level wands with
4932     powerful special spells isn't a good idea either, because of
4933     the recharge ability.
4934     <br><br>
4935     For low levels, staffs of healing/cure and word of recall are
4936 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4937 root 1.3 </use>
4938     <attribute arch="sp" editor="spell" type="spell">
4939     The &lt;spell&gt; specifies the contained spell.
4940     </attribute>
4941     <attribute arch="level" editor="casting level" type="int">
4942     The &lt;casting level&gt; of the wand determines it's power.
4943     An average level for wands in shops is about 10.
4944     </attribute>
4945     <attribute arch="food" editor="number of charges" type="int">
4946     The wand can be used &lt;number of charges&gt; times before it is
4947     used up. It can be recharged with scrolls of charging.
4948     </attribute>
4949     <attribute arch="startequip" editor="godgiven item" type="bool">
4950     A godgiven item vanishes as soon as the player
4951     drops it to the ground.
4952     </attribute>
4953     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4954     This text may contain a description of the wand.
4955     </attribute>
4956     </type>
4957    
4958     <!--####################################################################-->
4959 root 1.1 <type number="0" name="Weak Wall">
4960     <required>
4961     <attribute arch="is_floor" value="0" />
4962     <attribute arch="alive" value="1" />
4963     <attribute arch="tear_down" value="1" />
4964     </required>
4965     <ignore>
4966     <ignore_list name="non_pickable" />
4967     </ignore>
4968     <description><![CDATA[
4969     A weak wall is a breakable spot amidsts a solid wall. Typically
4970     these weak walls look similar to their solid "relatives" except
4971 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4972 root 1.1 </description>
4973     <use><![CDATA[
4974     If you want to create hidden rooms, using weak walls is alot
4975     better than completely indiscernible passages in a wall.<br>
4976     Anyways, there can be a lot more to weak walls than just finding
4977     them: Rising their defensive stats, weak walls can become a
4978     serious obstacle. An ice wall might only be torn down by a fire
4979     attack for example. A granite wall for instance might be very
4980 root 1.37 hard to destroy.]]>
4981 root 1.1 </use>
4982     <attribute arch="alive" value="1" type="fixed" />
4983     <attribute arch="no_pick" value="1" type="fixed" />
4984     <attribute arch="tear_down" value="1" type="fixed" />
4985     <attribute arch="race" editor="race" type="string">
4986     For weak walls, &lt;race&gt; should always be set to "wall",
4987     unless you create something fancy like a building which
4988     is in fact meant to be a huge animal.
4989     Note that shovels slay walls, so they do tripple damage
4990     against weak walls.
4991     </attribute>
4992     <attribute arch="level" editor="level" type="int">
4993     The &lt;level&gt; of a weak wall works similar to monster levels.
4994     Due to the fact that weak walls cannot attack, the level
4995     is much less important though.
4996     </attribute>
4997     <attribute arch="hp" editor="health points" type="int">
4998     The &lt;health points&gt; of a weak wall define how long it takes to
4999     tear it down. With every successful hit from an opponent,
5000     &lt;health points&gt; get drained.
5001     </attribute>
5002     <attribute arch="maxhp" editor="max health" type="int">
5003     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5004     weak wall can have. Since walls generally don't heal, I doubt
5005     this has much real effect.
5006     </attribute>
5007     <attribute arch="ac" editor="armour class" type="int">
5008     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5009     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5010     </attribute>
5011 elmex 1.29 &resistances_basic;
5012 root 1.1 </type>
5013    
5014     <!--####################################################################-->
5015     <type number="15" name="Weapon">
5016     <description><![CDATA[
5017     Wielding a weapon, the object's stats will directly be inherited to the
5018     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5019 root 1.37 be improved with scrolls.]]>
5020 root 1.1 </description>
5021     <use><![CDATA[
5022     If you create artifacts (equipment) with stats- or resistance-bonus:
5023     Keep playbalance in mind! Such items mustn't be reachable without hard
5024 root 1.37 fighting AND questing.]]>
5025 root 1.1 </use>
5026     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5027     This number is a bitmask, specifying the weapon's attacktypes.
5028     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5029     have no more than one or two attacktypes. Keep in mind that all weapons
5030     can be blessed by the player's diety, thus adding an additional attacktype.
5031 root 1.3
5032 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5033     then he will do as much damage as the "best" of his attacktypes does. So,
5034     the more attacktypes you've got, the better your chance to take advantage
5035     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5036     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5037     </attribute>
5038     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5039     The &lt;weapontype&gt; characterizes the weapon's type of physical
5040     attack. It could best be considered a "subclassification"
5041     of the physical attacktype. For now, this is only used for
5042     attack messages!
5043 root 1.3
5044 root 1.1 You should always set this correctly when creating new
5045     weapons for your maps.
5046     </attribute>
5047     <attribute arch="skill" editor="skill name" type="string">
5048     Matching &lt;skill name&gt; of the skill that is required
5049     to use this weapon.
5050     </attribute>
5051     <attribute arch="dam" editor="damage" type="int">
5052     The damage value is used as base value for how much damage the weapon
5053     does per hit. The actual damage involves more dependencies,
5054     like wielder's level and defender's level. Look at existing weapons
5055     to get a feel for the range of weapon damage values.
5056     </attribute>
5057     <attribute arch="slaying" editor="slaying race" type="string">
5058     Slaying means the weapon does tripple (3x) damage to monsters of the
5059     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5060     only monsters of that archtype are hit with tripple damage.
5061 root 1.3
5062 root 1.1 No god blessings are possible for weapons with a race set in this entry
5063     (That's because god blessings add tripple damage against their own
5064     enemy races). Tripple damage is very effective.
5065     </attribute>
5066     <attribute arch="last_sp" editor="weapon speed" type="int">
5067     The weapon speed determines how often the wielder can swing the weapon
5068     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5069     is best (that is lightning- fast). A typical average value is 8.
5070     Speed and damage should be kept in reasonable relation.
5071     </attribute>
5072     <attribute arch="wc" editor="weapon class" type="int">
5073     The weapon class value adds to the overall weapon class of the wielder's
5074     melee attacks. Weapon class improves the chance of hitting the opponent.
5075     </attribute>
5076     <attribute arch="magic" editor="magic bonus" type="int">
5077     For a weapon, magic bonus works just like weapon class, except that
5078     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5079     less useful than direct weapon class value on a weapon.
5080     </attribute>
5081     <attribute arch="item_power" editor="item power" type="int">
5082     The &lt;item power&gt; value measures how "powerful" an artifact is.
5083     Players will only be able to wear equipment with a certain total
5084     amount of &lt;item power&gt;, depending on their own level. This is the
5085     only way to prevent low level players to wear "undeserved" equipment
5086     (like gifts from other players or cheated items).
5087 root 1.3
5088 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5089 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
5090 root 1.1 calculate a provisional value at runtime, but this is never
5091     going to be an accurate measurement of &lt;item power&gt;.
5092     </attribute>
5093     <attribute arch="damned" editor="damnation" type="bool">
5094     A damned weapon cannot be unwielded unless
5095     the curse is removed. Removing damnations is
5096     a tick harder than removing curses.
5097     </attribute>
5098     <attribute arch="cursed" editor="curse" type="bool">
5099     A cursed weapon cannot be unwielded unless
5100     the curse is removed.
5101     </attribute>
5102     <attribute arch="lifesave" editor="save life" type="bool">
5103     An item with this flag enabled will save the players life
5104     for one time: When the player is wearing this item and his
5105 root 1.3 health points reach zero, the item disappears, replenishing
5106 root 1.1 half of the player's health.
5107 root 1.3
5108 root 1.1 An item with &lt;save life&gt; should not have
5109     any decent additional bonuses!
5110     </attribute>
5111     <attribute arch="unique" editor="unique item" type="bool">
5112     Unique items exist only one time on a server. If the item
5113     is taken, lost or destroyed - it's gone for good.
5114     </attribute>
5115     <attribute arch="startequip" editor="godgiven item" type="bool">
5116     A godgiven item vanishes as soon as the player
5117     drops it to the ground.
5118     </attribute>
5119 elmex 1.29 &player_stat_resist_sections;
5120 root 1.1 <section name="misc">
5121     <attribute arch="luck" editor="luck bonus" type="int">
5122     With positive luck bonus, the player is more likely to
5123     succeed in all sorts of things (spellcasting, praying,...).
5124     Unless the &lt;luck bonus&gt; is very high, the effect will be
5125     barely visible in-game. Luck bonus on one piece of equipment
5126     should never exceed 3, and such bonus should not be too
5127     frequently available.
5128     </attribute>
5129     <attribute arch="hp" editor="health regen." type="int">
5130     Positive &lt;health regen.&gt; bonus speeds up the
5131     player's healing process. Negative values slow it down.
5132     </attribute>
5133     <attribute arch="sp" editor="mana regen." type="int">
5134     Positive &lt;mana regen.&gt; bonus speeds up the
5135     player's mana regeneration. Negative values slow it down.
5136     </attribute>
5137     <attribute arch="grace" editor="grace regen." type="int">
5138     Positive &lt;grace regen.&gt; bonus speeds up the
5139     player's grace regeneration. Negative values slow it down.
5140     Since grace can be regenerated rather easy with praying,
5141     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5142     </attribute>
5143     <attribute arch="food" editor="food bonus" type="int">
5144     Positive &lt;food bonus&gt; slows down the player's digestion,
5145     thus he consumes less food. Negative values speed it up.
5146 root 1.3
5147 root 1.1 Note that food is consumed not only for "being alive", but
5148     also for healing and mana-regeneration.
5149     &lt;food bonus&gt; only affects the amount of food consumed
5150     for "being alive". Hence, even with high &lt;food bonus&gt;,
5151     during a fight a player can run out of food quickly.
5152     </attribute>
5153     <attribute arch="xrays" editor="xray vision" type="bool">
5154     Xray vision allows the player to see through obstacles
5155     in a two-square-wide radius. This is extremely helpful and
5156 root 1.3 desirable, so don't give it away for cheap on equipment.
5157 root 1.1 </attribute>
5158     <attribute arch="stealth" editor="stealth" type="bool">
5159     Stealth allows the player to move silently.
5160     This comes to effect if a player turns himself
5161     invisible and tries to sneak around monsters.
5162     (At least that was the idea behind it)
5163     </attribute>
5164     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5165     If a player is wearing any piece of equipment with
5166     the ability to &lt;reflect spells&gt;, all kinds of
5167     spell-bullets and -beams will bounce off him.
5168     This works only about 90% of all times, to
5169     avoid players being completely immune to certain
5170     types of attacks.
5171 root 1.3
5172 root 1.1 This is a very powerful ability and it
5173     shouldn't be handed out cheap!
5174     </attribute>
5175     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5176     If a player is wearing any piece of equipment with
5177     the ability to &lt;reflect missiles&gt;, all kinds of
5178     projectiles (e.g. arrows, bolts, boulders) will
5179     bounce off him. This works only about 90% of all
5180     times, to avoid players being completely immune to
5181     certain types of attacks.
5182     </attribute>
5183     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5184     Click on the &lt;attuned paths&gt; button to select spellpaths.
5185     The player will get attuned to the specified spellpaths
5186     while wearing this weapon.
5187     </attribute>
5188     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5189     Click on the &lt;repelled paths&gt; button to select spellpaths.
5190     The player will get repelled to the specified spellpaths
5191     while wearing this weapon.
5192     </attribute>
5193     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5194     Click on the &lt;denied paths&gt; button to select spellpaths.
5195     The specified spellpaths will be denied to the player
5196     while wearing this weapon.
5197     </attribute>
5198     </section>
5199     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5200     This text describes the weapons's "story". Every decent artifact weapon
5201     should have such a description.
5202     </attribute>
5203     </type>
5204    
5205 root 1.5 <type number="116" name="Event Connector">
5206     <description><![CDATA[
5207     Event connectors link specific events that happen to objects to
5208 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5209 root 1.5 </description>
5210     </type>
5211    
5212 root 1.1 </types>