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Revision: 1.59
Committed: Thu Nov 5 14:46:39 2009 UTC (14 years, 6 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.58: +6 -1 lines
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File Contents

# User Rev Content
1 root 1.1 <?xml version="1.0" standalone="no" ?>
2     <!--
3     ######################################################################
4 root 1.3 # types.xml - This is the definitions-file for all the different #
5 root 1.32 # Deliantra object types and their attributes. #
6 root 1.1 # #
7 root 1.32 # The server code of the Deliantra game is always changing and #
8 root 1.1 # evolving. From time to time, object-attributes change in purpose, #
9     # or new ones are created. #
10     # Therefore, it is important that an Editor is flexible and #
11     # easy to "upgrade" to handle such new features. That's why the #
12     # CFJavaEditor reads the type-definitions from this xml file. #
13     # #
14     # New types must be inserted maintaining the alphabetical order. #
15     # #
16     # about the 'type' elements: #
17     # #
18     # <type number="15" name="Type Name"> #
19     # <import_type name="Type Name" /> import attributes of this type #
20     # <required> #
21     # list of required attributes to identifying this type #
22     # </required> #
23     # <ignore> #
24     # list of attributes not to import from default_type #
25     # </ignore> #
26     # <description><![CDATA[ #
27 root 1.39 # Description of this type.]]> #
28 root 1.1 # </description> #
29     # <use><![CDATA[ #
30 root 1.39 # How to use this type.]]> #
31 root 1.1 # </use> #
32     # ... attributes ... #
33     # </type> #
34     # #
35     # about the 'attribute' type: <attribute ... type="XXX" > #
36     # #
37     # bool - This attribute can only be set to '1' or '0' #
38     # int - This attribute contains a decimal number #
39     # float - This attr. contains a floating point number #
40     # string - This attribute contains a string #
41     # text - This attribute contains a text ("text" can have #
42     # linebreaks, unlike "string") #
43     # fixed - This attribute is always set to a fixed 'value' #
44     # (There is no user-input for this attribute) #
45     # spell - This attribute contains a spell. The mapmaker can #
46     # choose spells from a combo box. #
47     # nz_spell - works just like 'spell', except that the #
48     # spell-value zero is always interpreted as <none>, #
49     # never as "magic bullet" #
50     # bool_special - Like bool, but with customized true/false values #
51     # treasurelist - CF treasure list (see "treasures" file) #
52     # list_LISTNAME - list, must be defined as a <list> element #
53     # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
54     # element #
55     # #
56     # Created by Andreas Vogl. #
57     ######################################################################
58     -->
59     <!DOCTYPE types [
60     <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
61 root 1.3
62 root 1.1 <!ELEMENT bitmask (entry*)>
63     <!ATTLIST bitmask name CDATA #REQUIRED>
64 root 1.3
65 root 1.1 <!ELEMENT list (entry*)>
66     <!ATTLIST list name CDATA #REQUIRED>
67 root 1.3
68 root 1.1 <!ELEMENT entry EMPTY>
69     <!ATTLIST entry bit CDATA #IMPLIED
70     value CDATA #IMPLIED
71     name CDATA #REQUIRED>
72 root 1.3
73 root 1.1 <!ELEMENT ignore_list (attribute* | EMPTY)>
74     <!ATTLIST ignore_list name CDATA #REQUIRED>
75 root 1.3
76 root 1.1 <!ELEMENT default_type (attribute*)>
77 root 1.3
78 root 1.1 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
79     <!ATTLIST type name CDATA #REQUIRED
80     number CDATA #REQUIRED>
81 root 1.3
82 root 1.1 <!ELEMENT description (#PCDATA)>
83     <!ELEMENT use (#PCDATA)>
84 root 1.3
85 root 1.1 <!ELEMENT import_type EMPTY>
86     <!ATTLIST import_type name CDATA #REQUIRED>
87 root 1.3
88 root 1.1 <!ELEMENT required (attribute+)>
89     <!ELEMENT ignore (attribute*,ignore_list*)>
90 root 1.3
91 root 1.1 <!ELEMENT section (attribute+)>
92     <!ATTLIST section name CDATA #REQUIRED>
93 root 1.3
94 root 1.1 <!ELEMENT attribute (#PCDATA)>
95     <!ATTLIST attribute type CDATA #IMPLIED
96     arch CDATA #IMPLIED
97     arch_begin CDATA #IMPLIED
98     arch_end CDATA #IMPLIED
99     editor CDATA #IMPLIED
100     value CDATA #IMPLIED
101     length CDATA #IMPLIED
102     true CDATA #IMPLIED
103     false CDATA #IMPLIED>
104 root 1.9
105     <!ENTITY move_on "
106 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 root 1.58 <entry value="5" name="destroy monster" />
483     <entry value="6" name="destroy pet" />
484 root 1.1 </list>
485    
486     <list name="potion_effect">
487     <entry value="0" name="&lt;none&gt;" />
488     <entry value="65536" name="life restoration" />
489     <entry value="1048576" name="improvement" />
490     </list>
491    
492     <list name="weapon_type">
493     <entry value="0" name="&lt;unknown&gt;" />
494     <entry value="1" name="sword" />
495     <entry value="2" name="arrows" />
496     <entry value="3" name="axe" />
497     <entry value="4" name="katana" />
498     <entry value="5" name="knife, dagger" />
499     <entry value="6" name="whip, chain" />
500     <entry value="7" name="hammer, flail" />
501     <entry value="8" name="club, stick" />
502     </list>
503    
504     <list name="skill_type">
505     <entry value="1" name="lockpicking" />
506     <entry value="2" name="hiding" />
507     <entry value="3" name="smithery" />
508     <entry value="4" name="bowyer" />
509     <entry value="5" name="jeweler" />
510     <entry value="6" name="alchemy" />
511     <entry value="7" name="stealing" />
512     <entry value="8" name="literacy" />
513     <entry value="9" name="bargaining" />
514     <entry value="10" name="jumping" />
515     <entry value="11" name="detect magic" />
516     <entry value="12" name="oratory" />
517     <entry value="13" name="singing" />
518     <entry value="14" name="detect curse" />
519     <entry value="15" name="find traps" />
520     <entry value="16" name="mediatation" />
521     <entry value="17" name="punching" />
522     <entry value="18" name="flame touch" />
523     <entry value="19" name="karate" />
524     <entry value="20" name="climbing" />
525     <entry value="21" name="woodsman" />
526     <entry value="22" name="inscription" />
527     <entry value="23" name="one handed weapons" />
528     <entry value="24" name="missile weapons" />
529     <entry value="25" name="throwing" />
530     <entry value="26" name="use magic item" />
531     <entry value="27" name="disarm traps" />
532     <entry value="28" name="set traps" />
533     <entry value="29" name="thaumaturgy" />
534     <entry value="30" name="praying" />
535     <entry value="31" name="clawing" />
536     <entry value="32" name="levitation" />
537     <entry value="33" name="summoning" />
538     <entry value="34" name="pyromancy" />
539     <entry value="35" name="evocation" />
540     <entry value="36" name="sorcery" />
541     <entry value="37" name="two handed weapons" />
542     </list>
543    
544     <list name="spell_type">
545     <entry value="1" name="raise dead" />
546     <entry value="2" name="rune" />
547     <entry value="3" name="make mark" />
548     <entry value="4" name="bolt" />
549     <entry value="5" name="bullet" />
550     <entry value="6" name="explosion" />
551     <entry value="7" name="cone" />
552     <entry value="8" name="bomb" />
553     <entry value="9" name="wonder" />
554     <entry value="10" name="smite" />
555     <entry value="11" name="magic missile" />
556     <entry value="12" name="summon golem" />
557     <entry value="13" name="dimension door" />
558     <entry value="14" name="magic mapping" />
559     <entry value="15" name="magic wall" />
560     <entry value="16" name="destruction" />
561     <entry value="17" name="perceive self" />
562     <entry value="18" name="word of recall" />
563     <entry value="19" name="invisible" />
564     <entry value="20" name="probe" />
565     <entry value="21" name="healing" />
566     <entry value="22" name="create food" />
567     <entry value="23" name="earth to dust" />
568     <entry value="24" name="change ability" />
569     <entry value="25" name="bless" />
570     <entry value="26" name="curse" />
571     <entry value="27" name="summon monster" />
572     <entry value="28" name="recharge" />
573     <entry value="29" name="polymorph" />
574     <entry value="30" name="alchemy" />
575     <entry value="31" name="remove curse" />
576     <entry value="32" name="identify" />
577     <entry value="33" name="detection" />
578     <entry value="34" name="mood change" />
579     <entry value="35" name="moving ball" />
580     <entry value="36" name="swarm" />
581     <entry value="37" name="charge mana" />
582     <entry value="38" name="dispel rune" />
583     <entry value="39" name="create missile" />
584     <entry value="40" name="consecrate" />
585     <entry value="41" name="animate weapon" />
586     <entry value="42" name="light" />
587     <entry value="43" name="change map light" />
588     <entry value="44" name="faery fire" />
589     <entry value="45" name="disease" />
590     <entry value="46" name="aura" />
591     <entry value="47" name="town portal" />
592     </list>
593    
594 elmex 1.4 <list name="event_type">
595     <entry value="0" name="none" />
596     <entry value="1" name="apply" />
597     <entry value="2" name="attack" />
598     <entry value="3" name="death" />
599     <entry value="4" name="drop" />
600     <entry value="5" name="pickup" />
601     <entry value="6" name="say" />
602     <entry value="7" name="stop" />
603     <entry value="8" name="time" />
604     <entry value="9" name="throw" />
605     <entry value="10" name="trigger" />
606     <entry value="11" name="close" />
607     <entry value="12" name="timer" />
608     <entry value="28" name="move" />
609 elmex 1.18 <entry value="41" name="drop_on" />
610 elmex 1.4 </list>
611    
612 root 1.10 <list name="attack_movement_bits_0_3">
613     <entry value="0" name="default" />
614     <entry value="1" name="attack from distance" />
615     <entry value="2" name="run away" />
616     <entry value="3" name="hit and run" />
617     <entry value="4" name="wait, then hit, then move" />
618     <entry value="5" name="rush blindly" />
619     <entry value="6" name="always run" />
620     <entry value="7" name="attack from distance if hit" />
621     <entry value="8" name="do not approach" />
622     </list>
623    
624     <list name="attack_movement_bits_4_7">
625     <entry value="0" name="none" />
626     <entry value="16" name="pet" />
627     <entry value="32" name="small circle" />
628     <entry value="48" name="large circle" />
629     <entry value="64" name="small horizontal" />
630     <entry value="80" name="large horizontal" />
631     <entry value="96" name="random direction" />
632     <entry value="112" name="random movement" />
633     <entry value="128" name="small vertical" />
634     <entry value="144" name="large vertical" />
635     </list>
636    
637 root 1.1 <!--###################### default attributes ######################-->
638    
639     <!--
640     The attributes of the default_type get added to all other types by default.
641     Every type can have an 'ignore' element however, which is used to specify
642     default attributes *not* to inherit.
643     -->
644     <default_type>
645     <attribute arch="name" editor="name" type="string">
646     This is the name of the object, displayed to the player.
647     </attribute>
648     <attribute arch="name_pl" editor="plural name" type="string">
649     This is the plural name of the object. A plural name must be set for
650     all items that can be picked up and collected by the player.
651     </attribute>
652     <attribute arch="title" editor="title" type="string">
653     This is the object's title. Once an object is identified the title is
654 root 1.3 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
655 root 1.1 </attribute>
656     <attribute arch="face" editor="image" type="string">
657 elmex 1.33 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
658     object has an animation! See also the 'animation' attribute.
659     </attribute>
660     <attribute arch="animation" editor="animation" type="string">
661     The animation-name of the object. If you assign custom faces and the archetype
662     defines an animation you can disable the animation of an archetype by setting this
663     field to NONE.
664 root 1.1 </attribute>
665 root 1.30 <attribute arch="tag" editor="tag" type="string">
666     You can tag objects with an identifier. Tagged objects can be found quickly
667     from their tag, which makes them useful to tag exits and refer to those by
668     their name.
669     </attribute>
670 root 1.1 <attribute arch="nrof" editor="number" type="int">
671     This value determines the number of objects in one stack (for example:
672     100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
673     any pickable object - otherwise it won't be mergeable into a stack.
674     </attribute>
675     <attribute arch="weight" editor="weight" type="int">
676 root 1.3 This value defines the object's weight in grams (1000g is 1kg). Objects with
677 root 1.1 zero weight are not pickable for players. Still, set the "non-pickable"-flag
678     for explicitly non-pickable objects (hey, this is opensource.. you
679     never know ;) ).
680     </attribute>
681     <attribute arch="value" editor="value" type="int">
682 root 1.13 Determines the value of the object, in units of silver coins (one
683     platinum coin == 50 silver coins). Value for buying/selling will be
684 root 1.1 further modified by various factors. Hence, testing values in-game is
685     usually inevitable.
686     </attribute>
687     <attribute arch="glow_radius" editor="glow radius" type="int">
688     If &lt;glow radius&gt; is set to a value greater zero, the object
689     appears lit up on dark maps. &lt;glow radius&gt; can be a value
690 elmex 1.46 between 0 and 9, the higher, the more light does the object emit.
691 root 1.1 </attribute>
692     <attribute arch="material" editor="material" type="bitmask_material">
693     This bitmask-value informs the player of which material(s) the
694     object consists. Material does also affect how likely the object
695     can be destroyed by hazardous spell-effects.
696     </attribute>
697     <attribute arch="no_pick" editor="non-pickable" type="bool">
698     If set, the object cannot be picked up (Neither by players nor monsters).
699     </attribute>
700     <attribute arch="invisible" editor="invisible" type="bool">
701     Generally makes the object invisible. Depending on the object-type,
702     some can be made visible by the show_invisible spell. If in doubt, test it.
703     Putting an invisible object under the floor always prevents it from being
704     shown.
705     </attribute>
706     <attribute arch="blocksview" editor="block view" type="bool">
707     If an item is set to block view, players (and monsters) cannot
708 root 1.48 see beyond it unless they cross it or manage to stand ontop.
709 root 1.1 </attribute>
710     <attribute arch="identified" editor="identified" type="bool">
711     If an item is identified, the player has full knowledge about it.
712     </attribute>
713     <attribute arch="unpaid" editor="unpaid" type="bool">
714     An &lt;unpaid&gt; item cannot be used unless a player carried it over
715     a shop mat, paying the demanded price. Setting this flag makes sense
716 elmex 1.42 only for pickable items inside shops.
717 root 1.1 </attribute>
718 elmex 1.27 <attribute arch="sound" editor="sound" type="string">
719     The sound this objects makes on a map. Enter either a sound alias from
720     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
721     field it will point to sound/&lt;path&gt;.ext
722     </attribute>
723     <attribute arch="sound_destroy" editor="destroy sound" type="string">
724     The sound this objects makes when it is destroyed. Enter either a sound alias from
725     arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
726     field it will point to sound/&lt;path&gt;.ext
727     </attribute>
728 root 1.1 </default_type>
729    
730     <!-- This ignorelist is for all system objects which are non pickable
731     and invisible. They don't interact with players at all. -->
732     <ignore_list name="system_object">
733     <attribute arch="value" />
734     <attribute arch="nrof" />
735     <attribute arch="weight" />
736     <attribute arch="name_pl" />
737     <attribute arch="material" />
738     <attribute arch="no_pick" />
739     <attribute arch="unpaid" />
740     <attribute arch="title" />
741     <attribute arch="glow_radius" />
742     <attribute arch="identified" />
743     <attribute arch="blocksview" />
744     <attribute arch="invisible" />
745     </ignore_list>
746    
747     <!-- This ignorelist is for non-pickable objects. They can be seen by
748     the player, but don't have values like material or weight. -->
749     <ignore_list name="non_pickable">
750     <attribute arch="value" />
751     <attribute arch="nrof" />
752     <attribute arch="weight" />
753     <attribute arch="name_pl" />
754     <attribute arch="material" />
755     <attribute arch="no_pick" />
756     <attribute arch="unpaid" />
757     <attribute arch="title" />
758     <attribute arch="identified" />
759     </ignore_list>
760    
761     <!--####################################################################-->
762     <type number="0" name="Misc">
763     <required>
764     <!-- this is a special case: The "misc" type with type number 0 is
765     the fallback for all types which don't match any other defined types.
766     The required attribute "misc x" prevents that it gets confused with
767     other types like "monster & npc" which also have type number 0. -->
768     <attribute arch="misc" value="x" />
769     </required>
770 root 1.9 &movement_types_terrain;
771 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
772     Curses can have various effects: On equipment and food,
773     they generally harm the player in some way.
774     </attribute>
775     <attribute arch="damned" editor="damned" type="bool">
776     A damned item/floor on the ground makes it impossible for players
777     to use prayers on that spot. It also prevents players from saving.
778     Damnation on equipment works similar to a curse.
779     </attribute>
780     <attribute arch="unique" editor="unique item" type="bool">
781     Unique items exist only one time on a server. If the item
782     is taken, lost or destroyed - it's gone for good.
783     </attribute>
784     <attribute arch="startequip" editor="godgiven item" type="bool">
785     A godgiven item vanishes as soon as the player
786     drops it to the ground.
787     </attribute>
788     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
789     This text may describe the object.
790     </attribute>
791     </type>
792    
793     <!--####################################################################-->
794 root 1.40 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
795     <type number="999" name="Ability">
796 root 1.1 <ignore>
797     <ignore_list name="system_object" />
798     </ignore>
799     <description><![CDATA[
800     Abilities are to be put in a monster's inventory. They grant monsters the
801     knowledge to cast spells. Spells from abilities are usually magical in
802     nature, thus adding magic attacktype to the spell-damage they produce.
803     <br><br>
804     A particularly nice feature of abilities is that they can hold two
805 root 1.39 spells: One for short range - and one for long range use.
806 root 1.1 \n\n
807     You should know that spellcasting monsters receive abilities via
808 root 1.37 &lt;treasurelist&gt;.]]>
809 root 1.1 </description>
810     <use><![CDATA[
811     If you want to create "customized" spellcasting monsters, you
812     should use abilities (rather than spellbooks/wands or something).
813     The long/short-range spell feature can make boss-monsters more
814     interesting and challenging.
815     <br><br>
816     You should keep in mind that magic abilities allow players
817     to get better resistance. You can turn off the magic part to
818     make the spells more dangerous. However, this really shouldn't
819     be neccessary unless you work on very high level maps.
820 root 1.37 And what fun is a magic resistance cloak when it has no effect?]]>
821 root 1.1 </use>
822     <attribute arch="invisible" value="1" type="fixed" />
823     <attribute arch="no_drop" value="1" type="fixed" />
824     <attribute arch="sp" editor="short range spell" type="spell">
825     The monster will use the specified &lt;short range spell&gt;
826     when the player is within 6-square radius (of the
827     monster's head).
828     </attribute>
829     <attribute arch="hp" editor="long range spell" type="nz_spell">
830     The monster will use the specified &lt;long range spell&gt;
831     when the player is at least 6 squares away (from the
832     monster's head).
833 root 1.3
834 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
835     &lt;short range spell&gt; gets used all the time.
836     </attribute>
837     <attribute arch="maxsp" editor="importance" type="int">
838     Sometimes you'll want a monster to use one ability more than others.
839     To achieve this, set the &lt;importance&gt; to a value greater than
840     one. Abilities with this value zero/unset are counted to be of
841     &lt;importance&gt; one.
842 root 1.3
843 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
844     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
845     times the "small fireball".
846     </attribute>
847     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
848 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
849 root 1.1 If enabled, all spells produced by this ability will have magic
850     attacktype added to the usual attacktypes.
851 root 1.3
852 root 1.1 This should always be set for spell-like abilities. "Natural"
853     abilities like a dragon's firebreath are an exception.
854     Note that non-magical abilities are more dangerous because
855     magic resistance does not protect from those.</attribute>
856     </type>
857    
858     <!--####################################################################-->
859 elmex 1.46
860     <type number="81" name="Torch">
861     <description><![CDATA[
862 elmex 1.54 Torches are a special kind of Lamp that offer the option of lighting them
863     up without using a lighter (These torches are usually
864     called 'pyrophor torches'. See also the 'reignitable' setting).
865     The other kind of torches, that are reignitable, can be put out and
866     put on again using a lighter.]]>
867     </description>
868     <attribute arch="is_lightable" editor="reignitable" type="bool">
869     This flag controls whether the torch can be lit up again using
870     a lighter or whether it can only be used once, in which case
871     they can be enabled by simply applying them without any special tools.
872     </attribute>
873 elmex 1.46 <attribute arch="food" editor="burning duration" type="int">
874     This field specifies the burning duration of the torch.
875     </attribute>
876     <attribute arch="range" editor="enabled glow radius" type="int">
877     This field sets the glow radius of the torch if it is enabled.
878     If you want to make a torch that is already burning set the
879     "glow radius" field.
880     </attribute>
881 elmex 1.47 <attribute arch="level" editor="level" type="int">
882     If this field specyfies the cursed effect's level. If it is
883     0 no cursed effect will be generate. See also the "cursed" flag.
884     </attribute>
885     <attribute arch="cursed" editor="cursed" type="bool">
886     Cursed torches, which have a level above 0, explode if the
887     player applies them.
888     </attribute>
889 elmex 1.46 </type>
890    
891     <type number="82" name="Lamp">
892     <description><![CDATA[
893     Lamps are carryable light sources for players with a fuel tank.]]>
894     </description>
895     <attribute arch="speed" editor="burn speed" type="float">
896     This field is the speed of the lamp. (If the value 0.00208 is given
897     here the fuel field will specify the burning duration in minutes.)
898     </attribute>
899     <attribute arch="food" editor="fuel" type="int">
900     This field sets the burning duration of the lamp, which depends on the speed
901     field of this object.
902     </attribute>
903     <attribute arch="range" editor="enabled glow radius" type="int">
904     This field sets the glow radius of the lamp if it is enabled.
905     If you want to make a lamp that is already burning set the
906     "glow radius" field.
907     </attribute>
908 elmex 1.47 <attribute arch="level" editor="level" type="int">
909     If this field specyfies the cursed effect's level. If it is
910     0 no cursed effect will be generate. See also the "cursed" flag.
911     </attribute>
912     <attribute arch="cursed" editor="cursed" type="bool">
913     Cursed lamps, which have a level above 0, explode if the
914     player applies them.
915     </attribute>
916 elmex 1.46 </type>
917    
918     <!--####################################################################-->
919 root 1.1 <type number="18" name="Altar">
920     <ignore>
921     <ignore_list name="non_pickable" />
922     </ignore>
923     <description><![CDATA[
924     When a player puts a defined number of certain items on the altar,
925     then either a spell is casted (on the player) or a connector is
926     triggered. If the latter is the case, the altar works only once.
927 root 1.37 Either way, the sacrificed item disappears.]]>
928 root 1.1 </description>
929     <attribute arch="no_pick" value="1" type="fixed" />
930 root 1.9 &move_on;
931 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
932     This string specifies the item that must be put on the altar to
933     activate it. It can either be the name of an archetype, or directly
934     the name of an object. Yet, titles are not recognized by altars.
935 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
936     See also the "drop amount" attribute.
937 root 1.50 &match_compat;
938 root 1.1 </attribute>
939     <attribute arch="food" editor="drop amount" type="int">
940     The drop amount specifies the amount of items (specified
941 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
942 root 1.1
943     If &lt;match item name&gt; is set to "money", then the value of the
944     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
945 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
946 root 1.1
947     Note that the maximum possible for &lt;drop amount&gt; is 32767.
948     </attribute>
949 root 1.45 <attribute arch="connected" editor="connection" type="string">
950 root 1.1 If a connection value is set, the altar will trigger all objects
951     with the same value, when activated. This will only work once.
952     </attribute>
953     <attribute arch="sp" editor="spell" type="spell">
954     When activated, the selected &lt;spell&gt; will be casted (once, on the
955     player). This should work for any given spell. The altar will work
956 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
957 root 1.1 one altar.
958     </attribute>
959     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
960     This text will be displayed to the player
961     in the exact moment when the altar is activated.
962     </attribute>
963     </type>
964    
965     <!--####################################################################-->
966     <type number="31" name="Altar Trigger">
967     <ignore>
968     <ignore_list name="non_pickable" />
969     </ignore>
970     <description><![CDATA[
971     Altar_triggers work pretty much like normal altars
972     (drop sacrifice -> connection activated), except for the fact that
973 root 1.37 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
974 root 1.1 </description>
975     <use><![CDATA[
976     Altar_triggers are very useful if you want to charge a price for...
977     <UL>
978     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
979 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
980 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
981     </UL>
982     The big advantage over normal altars is the infinite usability
983     of altar_triggers! If there are ten players on one server, they're
984 root 1.37 quite grateful if things work more than once. =)]]>
985 root 1.1 </use>
986     <attribute arch="no_pick" value="1" type="fixed" />
987     <attribute arch="slaying" editor="match item name" type="string">
988     This string specifies the item that must be put on the altar to
989     activate it. It can either be the name of an archetype, or directly
990     the name of an object. Yet, titles are not recognized by altars.
991 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
992     See also the "drop amount" attribute.
993 root 1.50 &match_compat;
994 root 1.1 </attribute>
995     <attribute arch="food" editor="drop amount" type="int">
996     The drop amount specifies the amount of items (specified
997 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
998 root 1.1
999     If &lt;match item name&gt; is set to "money", then the value of the
1000     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
1001 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
1002 root 1.1
1003     Note that the maximum possible for &lt;drop amount&gt; is 32767.
1004     </attribute>
1005 root 1.45 <attribute arch="connected" editor="connection" type="string">
1006 root 1.1 If a connection value is set, the altar will trigger all objects
1007     with the same value, when activated. This will only work once.
1008     </attribute>
1009     <attribute arch="sp" editor="spell" type="spell">
1010     When activated, this &lt;spell&gt; will be casted (once, on the player).
1011 root 1.3 This should work for any given spell. The altar will work infinitely
1012 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1013     </attribute>
1014     <attribute arch="exp" editor="reset time" type="int">
1015     Being activated, the altar will reset after &lt;reset time&gt; ticks.
1016     After reset, the altar is ready to be activated once again.
1017     The default &lt;reset time&gt; is 30.
1018     </attribute>
1019     <attribute arch="last_sp" editor="ignore reset" type="bool">
1020     If this attribute is enabled, the altar_trigger won't push the
1021     connected value by altar reset. Only ONCE by dropping the sacrifice.
1022     This is typically used when the altar is connected to a creator,
1023 root 1.3 e.g. for selling tickets.
1024 root 1.1
1025     If this attribute is disabled (default), the altar_trigger
1026     will push the connected value TWICE per sacrifice: First by
1027     dropping sacrifice, second by reset. This mode is typically
1028     used for altars being connected to gates, resulting in the
1029     gate being opened and closed again.
1030     </attribute>
1031 root 1.9 &move_on;
1032 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1033     This text will be displayed to the player
1034     in the exact moment when the altar is activated.
1035     </attribute>
1036     </type>
1037    
1038     <!--####################################################################-->
1039 elmex 1.29 <type number="74" name="Skill Tool">
1040     <description><![CDATA[
1041     Wearing a skill tool will give the player the ability to use a skill.
1042 root 1.37 ]]>
1043 elmex 1.29 </description>
1044     <use><![CDATA[
1045     Feel free to assign resistancies and stats to a skill tools or change
1046     the skill that is given.
1047 root 1.37 ]]>
1048 elmex 1.29 </use>
1049     <attribute arch="skill" editor="skill name" type="string">
1050     This field describes which skill the player will be able to use wearing this item.
1051     </attribute>
1052     &player_stat_resist_sections;
1053     </type>
1054     <!--####################################################################-->
1055 root 1.1 <type number="39" name="Amulet">
1056     <description><![CDATA[
1057     Wearing an amulet, the object's stats will directly be inherited to
1058 root 1.37 the player. Amulets are usually meant for protection and defense.]]>
1059 root 1.1 </description>
1060     <use><![CDATA[
1061     Feel free to create your own special artifacts. However, it is very
1062 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1063 root 1.1 </use>
1064     <attribute arch="ac" editor="armour class" type="int">
1065     This value defines the amount of armour-class bonus for wearing
1066     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1067     values are better. It should usually be set only for armour-like equipment.
1068     </attribute>
1069     <attribute arch="wc" editor="weapon class" type="int">
1070     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1071     melee attacks. Weapon class improves the chance of hitting the opponent.
1072     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1073     be set only for weapon-like items. Lower values are better.
1074     </attribute>
1075     <attribute arch="item_power" editor="item power" type="int">
1076     The &lt;item power&gt; value measures how "powerful" an artifact is.
1077     Players will only be able to wear equipment with a certain total
1078     amount of &lt;item power&gt;, depending on their own level. This is the
1079     only way to prevent low level players to wear "undeserved" equipment
1080     (like gifts from other players or cheated items).
1081 root 1.3
1082 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1083 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1084 root 1.1 calculate a provisional value at runtime, but this is never
1085     going to be an accurate measurement of &lt;item power&gt;.
1086     </attribute>
1087     <attribute arch="damned" editor="damnation" type="bool">
1088     A damned piece of equipment cannot be unwielded unless the curse
1089     is removed. Removing damnations is a tick harder than removing curses.
1090     </attribute>
1091     <attribute arch="cursed" editor="curse" type="bool">
1092     A cursed piece of equipment cannot be unwielded
1093     unless the curse is removed.
1094     </attribute>
1095     <attribute arch="lifesave" editor="save life" type="bool">
1096     An item with this flag enabled will save the players life
1097     for one time: When the player is wearing this item and his
1098 root 1.3 health points reach zero, the item disappears, replenishing
1099 root 1.1 half of the player's health.
1100 root 1.3
1101 root 1.1 An item with &lt;save life&gt; should not have
1102     any decent additional bonuses!
1103     </attribute>
1104     <attribute arch="unique" editor="unique item" type="bool">
1105     Unique items exist only one time on a server. If the item
1106     is taken, lost or destroyed - it's gone for good.
1107     </attribute>
1108     <attribute arch="startequip" editor="godgiven item" type="bool">
1109     A godgiven item vanishes as soon as the player
1110     drops it to the ground.
1111     </attribute>
1112     <attribute arch="applied" editor="is applied" type="bool">
1113     If you put this item into the inventory of a monster, and
1114     you want the monster to use/wear the item - you must set
1115     &lt;is applied&gt;.
1116     Enabling this flag doesn't make any sense if the item
1117     is NOT in a monster's inventory.
1118     </attribute>
1119 elmex 1.29 &player_stat_resist_sections;
1120 root 1.1 <section name="misc">
1121     <attribute arch="luck" editor="luck bonus" type="int">
1122     With positive luck bonus, the player is more likely to
1123     succeed in all sorts of things (spellcasting, praying,...).
1124     Unless the &lt;luck bonus&gt; is very high, the effect will be
1125     barely visible in-game. Luck bonus on one piece of equipment
1126     should never exceed 3, and such bonus should not be too
1127     frequently available.
1128     </attribute>
1129     <attribute arch="hp" editor="health regen." type="int">
1130     Positive &lt;health regen.&gt; bonus speeds up the
1131     player's healing process. Negative values slow it down.
1132     </attribute>
1133     <attribute arch="sp" editor="mana regen." type="int">
1134     Positive &lt;mana regen.&gt; bonus speeds up the
1135     player's mana regeneration. Negative values slow it down.
1136     </attribute>
1137     <attribute arch="grace" editor="grace regen." type="int">
1138     Positive &lt;grace regen.&gt; bonus speeds up the
1139     player's grace regeneration. Negative values slow it down.
1140     Since grace can be regenerated rather easy with praying,
1141     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1142     </attribute>
1143     <attribute arch="food" editor="food bonus" type="int">
1144     Positive &lt;food bonus&gt; slows down the player's digestion,
1145     thus he consumes less food. Negative values speed it up.
1146 root 1.3
1147 root 1.1 Note that food is consumed not only for "being alive", but
1148     also for healing and mana-regeneration.
1149     &lt;food bonus&gt; only affects the amount of food consumed
1150     for "being alive". Hence, even with high &lt;food bonus&gt;,
1151     during a fight a player can run out of food quickly.
1152     </attribute>
1153     <attribute arch="xrays" editor="xray vision" type="bool">
1154     Xray vision allows the player to see through obstacles
1155     in a two-square-wide radius. This is extremely helpful and
1156 root 1.3 desirable, so don't give it away for cheap on equipment.
1157 root 1.1 </attribute>
1158     <attribute arch="stealth" editor="stealth" type="bool">
1159     Stealth allows the player to move silently.
1160     This comes to effect if a player turns himself
1161     invisible and tries to sneak around monsters.
1162     (At least that was the idea behind it)
1163     </attribute>
1164     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1165     If a player is wearing any piece of equipment with
1166     the ability to &lt;reflect spells&gt;, all kinds of
1167     spell-bullets and -beams will bounce off him.
1168     This works only about 90% of all times, to
1169     avoid players being completely immune to certain
1170     types of attacks.
1171 root 1.3
1172 root 1.1 This is a very powerful ability and it
1173     shouldn't be handed out cheap!
1174     </attribute>
1175     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1176     If a player is wearing any piece of equipment with
1177     the ability to &lt;reflect missiles&gt;, all kinds of
1178     projectiles (e.g. arrows, bolts, boulders) will
1179     bounce off him. This works only about 90% of all
1180     times, to avoid players being completely immune to
1181     certain types of attacks.
1182     </attribute>
1183 root 1.9 &move_type;
1184 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1185     Click on the &lt;attuned paths&gt; button to select spellpaths.
1186     The player will get attuned to the specified spellpaths
1187     while wearing this item.
1188     </attribute>
1189     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1190     Click on the &lt;repelled paths&gt; button to select spellpaths.
1191     The player will get repelled to the specified spellpaths
1192     while wearing this item.
1193     </attribute>
1194     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1195     Click on the &lt;denied paths&gt; button to select spellpaths.
1196     The specified spellpaths will be denied to the player
1197     while wearing this item.
1198     </attribute>
1199     </section>
1200     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1201     This text describes the item's "story". Every decent artifact
1202     should have such a description.
1203     </attribute>
1204     </type>
1205    
1206     <!--####################################################################-->
1207     <type number="58" name="Battleground">
1208     <ignore>
1209     <ignore_list name="non_pickable" />
1210     </ignore>
1211     <description><![CDATA[
1212     Battleground is very special: In short, players can die on battleground
1213     without any death penalties. They don't loose or gain experience
1214     while on battleground. Acid, draining and depletion effects don't
1215     work either.
1216     When a player dies on battleground, he gets teleported to an exit
1217 root 1.37 location which is defined in the battleground object.]]>
1218 root 1.1 </description>
1219     <use><![CDATA[
1220     Battleground is only meant for player vs. player duels. You can
1221     design combat arenas similiar to the one in scorn.<br>
1222     What should NEVER be done is placing battleground tiles in
1223     open dungeons or other free kinds of land.
1224     It must not be possible to gain significant treasure for fighting
1225     on battleground, because it bears no risk.<br><br>
1226     (Battleground will cease to work when the image or name is changed,
1227     or when it is placed beneath another floor tile.
1228     This is not a bug, it is there to prevent any attempts of placing
1229 root 1.37 "hidden" battleground tiles anywhere.)]]>
1230 root 1.1 </use>
1231     <attribute arch="no_pick" value="1" type="fixed" />
1232     <attribute arch="is_floor" value="1" type="fixed" />
1233     <attribute arch="hp" editor="destination X" type="int">
1234     The exit destinations define the (x, y)-coordinates where players
1235     get teleported after they died on this battleground.
1236     </attribute>
1237     <attribute arch="sp" editor="destination Y" type="int">
1238     The exit destinations define the (x, y)-coordinates where players
1239     get teleported after they died on this battleground.
1240     </attribute>
1241     </type>
1242    
1243     <!--####################################################################-->
1244 root 1.32 <type number="165" name="Safe ground">
1245 elmex 1.19 <ignore>
1246     <ignore_list name="non_pickable" />
1247     </ignore>
1248     <description><![CDATA[
1249     Safe ground is a special object that prevents any effects that might
1250     be harmful for the map, other players or items on the map.
1251     It blocks all magic and prayers, usage of alchemy, prevents potions
1252 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1253     do cast spells still work.
1254 root 1.37 ]]>
1255 elmex 1.19 </description>
1256     <use><![CDATA[
1257 elmex 1.20 Safe ground can be used to prevents any means of burning
1258     or destroying the items in a shop. Put this object below all floor tiles
1259     in your map and your shop will be safe. It's generally useful for making
1260     areas where really no kind of spell should be invoked by a player.
1261 root 1.37 ]]>
1262 elmex 1.19 </use>
1263 root 1.31 &movement_types_terrain;
1264 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1265     </type>
1266    
1267     <!--####################################################################-->
1268 root 1.1 <type number="8" name="Book">
1269     <description><![CDATA[
1270 root 1.37 Applying a book, the containing message is displayed to the player.]]>
1271 root 1.1 </description>
1272     <attribute arch="level" editor="literacy level" type="int">
1273     If this value is set to be greater than zero, the player needs a
1274     certain literacy level to succeed reading the book. The book can be
1275     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1276     book can be a nice idea, personally I like it when a player needs
1277     more than his fighting skills to solve a quest. However, keep the
1278     booklevel at least below 15 because it is quite hard to gain high
1279     mental levels.
1280     </attribute>
1281     <attribute arch="startequip" editor="godgiven item" type="bool">
1282     A godgiven item vanishes as soon as the player
1283     drops it to the ground.
1284     </attribute>
1285     <attribute arch="unique" editor="unique item" type="bool">
1286     Unique items exist only one time on a server. If the item
1287     is taken, lost or destroyed - it's gone for good.
1288     </attribute>
1289     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1290     This is the text that appears "written" in the book.
1291     </attribute>
1292 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1293     This is the key string of the book. The key string is checked by an inventory checker.
1294     (This is used eg. for the gate/port passes in scorn)
1295     </attribute>
1296 elmex 1.43 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1297     If this flag is true the player won't be able to identify this
1298     item with by using a skill.
1299     </attribute>
1300 root 1.1 </type>
1301    
1302     <!--####################################################################-->
1303 root 1.49 <type number="110" name="Inscribable">
1304     <description><![CDATA[
1305     Inscribable Item - when inscribed, it becomes another object.]]>
1306     </description>
1307     <attribute arch="startequip" editor="godgiven item" type="bool">
1308     A godgiven item vanishes as soon as the player
1309     drops it to the ground.
1310     </attribute>
1311     <attribute arch="unique" editor="unique item" type="bool">
1312     Unique items exist only one time on a server. If the item
1313     is taken, lost or destroyed - it's gone for good.
1314     </attribute>
1315     <attribute arch="other_arch" editor="book/scroll arch" type="string">
1316     This is the item created after being inscribed - scrolls are treated
1317     like spell scrolls, all else will have it's message replaced.
1318     </attribute>
1319     </type>
1320    
1321     <!--####################################################################-->
1322 root 1.1 <type number="99" name="Boots">
1323     <import_type name="Amulet" />
1324     <description><![CDATA[
1325     Wearing boots, the object's stats will directly be inherited to
1326     the player. Usually enhancing his speed, or granting some minor
1327 root 1.37 protection bonus.]]>
1328 root 1.1 </description>
1329     <use><![CDATA[
1330     Feel free to create your own special artifacts. However, it is very
1331 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1332 root 1.1 </use>
1333     <attribute arch="exp" editor="speed bonus" type="int">
1334     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1335     while worn. This kind of bonus is quite desirable for players of low-
1336     and medium level. High level players usually have fastest possible
1337     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1338     Still, this bonus is good for nice artifacts - not everything has
1339     to be for highest level.
1340     </attribute>
1341     <attribute arch="magic" editor="magic bonus" type="int">
1342     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1343     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1344     than direct armour-class bonus on the boots.
1345 root 1.3
1346 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1347     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1348     </attribute>
1349     </type>
1350    
1351     <!--####################################################################-->
1352 root 1.3 <type number="104" name="Bracers">
1353     <import_type name="Amulet" />
1354     <description><![CDATA[
1355     Bracers are armour-plates worn around the wrists.
1356     Wearing bracer, the object's stats will directly be inherited to
1357 root 1.37 the player. Usually enhancing his defense.]]>
1358 root 1.3 </description>
1359     <use><![CDATA[
1360     Feel free to create your own special artifacts. However, it is very
1361 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1362 root 1.3 </use>
1363     <attribute arch="magic" editor="magic bonus" type="int">
1364     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1365     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1366     than direct armour-class bonus on the bracers.
1367     </attribute>
1368     </type>
1369    
1370     <!--####################################################################-->
1371     <type number="16" name="Brestplate Armour">
1372     <import_type name="Amulet" />
1373     <description><![CDATA[
1374     Wearing an armour, the object's stats will directly be inherited to
1375 root 1.37 the player. Usually enhancing his defense.]]>
1376 root 1.3 </description>
1377     <use><![CDATA[
1378     Feel free to create your own special artifacts. However, it is very
1379 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1380 root 1.3 </use>
1381     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1382     This poses a penalty to spell regeneration speed, for wearing the armour.
1383     The bigger the spellpoint penalty, the worse.
1384     </attribute>
1385     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1386     Slowdown penalty reduces the player's walking speed when wearing the
1387     armour. Bigger values are worse - zero is best.
1388     </attribute>
1389     <attribute arch="magic" editor="magic bonus" type="int">
1390     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1391     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1392     than direct armour-class bonus on the armour.
1393     </attribute>
1394     </type>
1395    
1396     <!--####################################################################-->
1397 root 1.1 <type number="92" name="Button">
1398     <ignore>
1399     <ignore_list name="non_pickable" />
1400     </ignore>
1401     <description><![CDATA[
1402     When a predefined amount of weigh is placed on a button, the
1403     &lt;connection&gt; value is triggered. In most cases this happens when a
1404     player or monster steps on it. When the button is "released", the
1405 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1406 root 1.1 </description>
1407 root 1.9 &move_on;
1408     &move_off;
1409 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1410 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1411 root 1.1 The button is pressed (triggered), as soon as
1412     &lt;press weigh&gt; gram are placed ontop of it.
1413     </attribute>
1414 root 1.45 <attribute arch="connected" editor="connection" type="string">
1415 root 1.1 Every time the button is pressed or released, all objects
1416     with the same &lt;connection&gt; value are activated.
1417     </attribute>
1418     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1419     This text may describe the item. You can use this
1420     message to explain the button's purpose to the player.
1421     </attribute>
1422     </type>
1423    
1424     <!--####################################################################-->
1425 root 1.3 <type number="30" name="Button Trigger">
1426     <import_type name="Button" />
1427     <ignore>
1428     <ignore_list name="non_pickable" />
1429     </ignore>
1430     <description><![CDATA[
1431     Handle buttons are buttons which reset after a short period
1432     of time. Every time it is either applied or reset, the
1433 root 1.37 &lt;connection&gt; value is triggered.]]>
1434 root 1.3 </description>
1435     </type>
1436    
1437     <!--####################################################################-->
1438     <type number="37" name="Class Changer">
1439     <ignore>
1440     <ignore_list name="non_pickable" />
1441     </ignore>
1442     <description><![CDATA[
1443 root 1.37 Class changer are used while creating a character.]]>
1444 root 1.3 </description>
1445     <attribute arch="randomitems" editor="class items" type="treasurelist">
1446     This entry determines which initial items the character receives.
1447     </attribute>
1448     <section name="stats">
1449     <attribute arch="Str" editor="strength" type="int">
1450     The player's strength will rise by the given value if he chooses this
1451     class. (Negative values make strength fall)
1452     </attribute>
1453     <attribute arch="Dex" editor="dexterity" type="int">
1454     The player's dexterity will rise by the given value if he chooses this
1455     class. (Negative values make dexterity fall)
1456     </attribute>
1457     <attribute arch="Con" editor="constitution" type="int">
1458     The player's constitution will rise by the given value if he chooses this
1459     class. (Negative values make constitution fall)
1460     </attribute>
1461     <attribute arch="Int" editor="intelligence" type="int">
1462     The player's intelligence will rise by the given value if he chooses this
1463     class. (Negative values make intelligence fall)
1464     </attribute>
1465     <attribute arch="Pow" editor="power" type="int">
1466     The player's power will rise by the given value if he chooses this
1467     class. (Negative values make power fall)
1468     </attribute>
1469     <attribute arch="Wis" editor="wisdom" type="int">
1470     The player's wisdom will rise by the given value if he chooses this
1471     class. (Negative values make wisdom fall)
1472     </attribute>
1473     <attribute arch="Cha" editor="charisma" type="int">
1474     The player's charisma will rise by the given value if he chooses this
1475     class. (Negative values make charisma fall)
1476     </attribute>
1477     </section>
1478     </type>
1479    
1480     <!--####################################################################-->
1481 root 1.1 <type number="87" name="Cloak">
1482     <import_type name="Amulet" />
1483     <description><![CDATA[
1484     Wearing a cloak, the object's stats will directly be inherited to
1485     the player. Cloaks usually add minor &lt;armour class&gt; and
1486 root 1.37 sometimes a bit of resistance.]]>
1487 root 1.1 </description>
1488     <use><![CDATA[
1489     Feel free to create your own special artifacts. However, it is very
1490 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1491 root 1.1 </use>
1492     <attribute arch="magic" editor="magic bonus" type="int">
1493     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1494     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1495     than direct armour-class bonus on the cloak.
1496 root 1.3
1497 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1498     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1499     </attribute>
1500     </type>
1501    
1502     <!--####################################################################-->
1503     <type number="9" name="Clock">
1504     <description><![CDATA[
1505 root 1.37 Applying a clock, the time is displayed to the player.]]>
1506 root 1.1 </description>
1507     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1508     This text may describe the item
1509     </attribute>
1510     </type>
1511    
1512     <!--####################################################################-->
1513     <type number="122" name="Container">
1514     <description><![CDATA[
1515     A player can put (certain kinds of) items in the container.
1516     The overall weight of items is reduced when put inside a
1517     container, depending on the settings.
1518     <br><br>
1519     A special feature of containers is the "cauldron",
1520 root 1.37 capable of mixing alchemical receipes.]]>
1521 root 1.1 </description>
1522     <use><![CDATA[
1523     Note on chests - There are two types of chests:
1524     <UL>
1525     <LI> First the random treasure chests - Those are NOT containers
1526     (but object type Treasure), they create random treasures when
1527     applied. Archetype name is "chest".
1528     <LI> Second there are the permanent chests - Those are containers,
1529     they can be opened and closed again. Archetype name is "chest_2".
1530 root 1.37 </UL>]]>
1531 root 1.1 </use>
1532     <attribute arch="race" editor="container class" type="string">
1533     If set, the container will hold only certain types of objects.
1534     Possible choices for &lt;container class&gt; are: "gold and jewels",
1535 root 1.3 "arrows" and "keys".
1536    
1537 root 1.1 Unfortunately it is not easy to create new container
1538     classes, because items need a matching counterpiece-attribute
1539     to the &lt;container class&gt; before they can be put inside a
1540     container. This attribute ("race") is set only for the existing
1541     container classes.
1542     </attribute>
1543     <attribute arch="slaying" editor="key string" type="string">
1544     If &lt;key string&gt; is set, only players with a special key
1545     of matching &lt;key string&gt; are able to open the container.
1546     </attribute>
1547     <attribute arch="container" editor="maximum weight" type="int">
1548     The container can hold a maximum total weight of the given value
1549     in gram. Note that this weight limit is calculated *after* the
1550     weight reduction (&lt;reduce weight&gt;) has been applied.
1551     </attribute>
1552     <attribute arch="Str" editor="reduce weight %" type="int">
1553     This value determines how much the weight of items is reduced in
1554     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1555     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1556     Most default values are in the range of ten.
1557     </attribute>
1558     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1559     If set, the container can be used as alchemy-cauldron.
1560     The player can put ingredients inside, close it, cast alchemy
1561     and if his formulae is true, he'll get what he longed for.
1562     </attribute>
1563     <attribute arch="unique" editor="unique item" type="bool">
1564     Unique items exist only one time on a server. If the item
1565     is taken, lost or destroyed - it's gone for good.
1566     All contents of a unique container are unique as well.
1567     </attribute>
1568     <attribute arch="startequip" editor="godgiven item" type="bool">
1569     A godgiven item vanishes as soon as the player
1570     drops it to the ground.
1571     </attribute>
1572     <attribute arch="other_arch" editor="animation arch" type="string">
1573     This is used for a certain kind of... "animation" when
1574     opening the container. Stick to the default arches here
1575     and you won't get into trouble.
1576     </attribute>
1577     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1578     This text may contain a description of the container.
1579     </attribute>
1580     </type>
1581    
1582     <!--####################################################################-->
1583     <type number="103" name="Converter">
1584     <ignore>
1585     <attribute arch="value" />
1586     <attribute arch="nrof" />
1587     <attribute arch="name_pl" />
1588     <attribute arch="no_pick" />
1589 elmex 1.42 <attribute arch="unpaid" />
1590 root 1.1 <attribute arch="title" />
1591     </ignore>
1592     <description><![CDATA[
1593     Converters are like "exchange tables". When the player drops a
1594     specific type of items, they get converted into other items, at a
1595 root 1.37 predefined exchange-ratio.]]>
1596 root 1.1 </description>
1597     <use><![CDATA[
1598     Converters are better than shopping with doormats, because the
1599     converters never get sold out. For some items like food or jewels
1600     those "exchange tables" are really nice, while for the more important
1601     stuff like potions converters should not exist.
1602     <br><br>
1603     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1604     items on a converter, the stuff you get must be of equal or lesser
1605     value than before! (Except if you are using "rare" items like
1606     dragonscales for payment). The code will not check if your ratio is
1607 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1608 root 1.1 </use>
1609     <attribute arch="no_pick" value="1" type="fixed" />
1610     <attribute arch="slaying" editor="cost arch" type="string">
1611     &lt;cost arch&gt; is the name of the archetype the player has to
1612     put on the converter, as payment.
1613     </attribute>
1614     <attribute arch="food" editor="cost number" type="int">
1615     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1616     on the converter, in order to get &lt;receive number&gt; items
1617     of &lt;receive arch&gt;.
1618     </attribute>
1619     <attribute arch="other_arch" editor="receive arch" type="string">
1620     &lt;receive arch&gt; is the name of the archetype to convert into.
1621 root 1.2 This field is ignored if the converter has items in inventory. In this
1622     case one of the inventory items is duplicated. The duplicated item is
1623     randomly chosen from all items present.
1624 root 1.1 </attribute>
1625     <attribute arch="sp" editor="receive number" type="int">
1626     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1627     on the converter, in order to get &lt;receive number&gt; items
1628     of &lt;receive arch&gt;.
1629     </attribute>
1630     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1631     This text may contain a description of the converter.
1632     </attribute>
1633 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1634     If the converter has this flag set the generated items will
1635 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1636     (For instance for 'dragon scale' to 'dragon shield' converters in some
1637     armour shops.)
1638     </attribute>
1639 root 1.1 </type>
1640    
1641     <!--####################################################################-->
1642     <type number="42" name="Creator">
1643     <ignore>
1644     <ignore_list name="system_object" />
1645     </ignore>
1646     <description><![CDATA[
1647     A creator is an object which creates another object when it
1648     is triggered. The child object can be anything. Creators are
1649 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1650 root 1.37 periodically create things.]]>
1651 root 1.1 </description>
1652     <use><![CDATA[
1653     Don't hesitate to hide your creators under the floor.
1654 root 1.37 The created items will still always appear ontop of the floor.]]>
1655 root 1.1 </use>
1656     <attribute arch="no_pick" value="1" type="fixed" />
1657     <attribute arch="other_arch" editor="create arch" type="string">
1658     This string defines the object that will be created.
1659     You can choose any of the existing arches.
1660 root 1.2 This field is ignored if the creator has items in inventory. In this case
1661     one of the inventory items is duplicated. The duplicated item is randomly
1662     chosen from all items present.
1663 root 1.1 </attribute>
1664 root 1.45 <attribute arch="connected" editor="connection" type="string">
1665 root 1.1 Whenever the connection value is activated,
1666 root 1.3 the creator gets triggered.
1667 root 1.1 </attribute>
1668 elmex 1.16 &activate_on;
1669 root 1.56 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1670     If &lt;unlimited uses&gt; is set, the creator will work
1671 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1672 root 1.1 </attribute>
1673 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1674     When this field is set the creator will periodically create stuff
1675     (and will still do so when the connection is triggered).
1676     A value of 1 means roughly 8 times a second.
1677     </attribute>
1678 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1679     The creator can be triggered &lt;number of uses&gt; times, thus
1680     creating that many objects, before it dissappears.
1681     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1682     </attribute>
1683     <attribute arch="slaying" editor="name of creation" type="string">
1684 root 1.2 The created object will bear the name and title specified in &lt;name of
1685     creation&gt;. If nothing is set, the standard name and title of the
1686     archetype is used.
1687 root 1.1 </attribute>
1688     <attribute arch="level" editor="level of creation" type="int">
1689     The created object will be of that level. If zero/unset,
1690     the standard level of the archetype is used.
1691     </attribute>
1692     </type>
1693    
1694     <!--####################################################################-->
1695     <type number="51" name="Detector">
1696     <ignore>
1697     <ignore_list name="system_object" />
1698     </ignore>
1699     <description><![CDATA[
1700     Detectors work quite much like inv. checkers/pedestals: If the detector
1701     finds a specific object, it toggles its connected value.
1702     <br><br>
1703     What is "unique" about them, compared to inv. checkers/ pedestals?
1704     - First, detectors check their square for a match periodically, not
1705 root 1.51 instantly, so generate much higher server load
1706     Second, detectors check directly for object names. Third,
1707 root 1.37 detectors do not check the inventory of players/monsters.]]>
1708 root 1.1 </description>
1709 root 1.51 <use>
1710     Best avoid this type at all costs, use a pedestal instead.
1711 root 1.1 </use>
1712     <attribute arch="no_pick" value="1" type="fixed" />
1713     <attribute arch="slaying" editor="match name" type="string">
1714     &lt;match name&gt; specifies the name of the object we are looking for.
1715     Actually it does also check for the &lt;key string&gt; in key-objects,
1716     but for this case inventory checkers are often more powerful to use.
1717     </attribute>
1718 root 1.45 <attribute arch="connected" editor="connection" type="string">
1719 root 1.1 When the detector is triggered, all objects with the same
1720     connection value get activated.
1721     </attribute>
1722     <attribute arch="speed" editor="detection speed" type="float">
1723     This value defines the time between two detector-checks.
1724     If you want the detector to behave almost like pedestals/buttons,
1725     set speed rather high, like &lt;detection speed&gt; 1.0.
1726     </attribute>
1727 root 1.12 &speed_left;
1728     <attribute arch="speed_left" editor="speed left" type="float">
1729     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1730     If it is larger than 0, the detector checks, and the speed is decremented
1731     by 1.
1732     </attribute>
1733 root 1.1 </type>
1734    
1735     <!--####################################################################-->
1736 root 1.44 <type number="164" name="Map Script">
1737     <ignore>
1738     <ignore_list name="system_object" />
1739     </ignore>
1740     <description><![CDATA[
1741     The map script object is a very special object that can react to connected
1742 root 1.52 events and executes a perl script in the msg slot.
1743 root 1.44 ]]>
1744     </description>
1745     <use><![CDATA[
1746 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
1747     to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1748 root 1.44 ]]>
1749     </use>
1750 root 1.45 <attribute arch="connected" editor="connection" type="string">
1751 root 1.44 When the map script object is triggered, it will execute
1752     the perl script with the triggering object as $activator.
1753     </attribute>
1754     &activate_on;
1755     <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1756     This perl script will be executed each time the objetc is triggered.
1757     </attribute>
1758     </type>
1759    
1760     <!--####################################################################-->
1761 root 1.1 <type number="112" name="Director">
1762     <ignore>
1763     <ignore_list name="non_pickable" />
1764     </ignore>
1765     <description><![CDATA[
1766     Directors change the direction of spell objects and other projectiles
1767     that fly past. Unlike spinners, directors always move objects in the
1768     same direction. It does not make a difference from what angle you
1769     shoot into it.<br>
1770 root 1.37 Directors are visible per default.]]>
1771 root 1.1 </description>
1772     <use><![CDATA[
1773     Directors are rarely used in maps. Sometimes they are placed to
1774     change the direction of spells coming out of magic walls,
1775     "channeling" spell-projectiles in some direction. When doing this,
1776     <B>never place directors facing each other with magic walls fireing
1777     into them!</B> The spell-projectiles bouncing between the directors
1778     would accumulate to huge numbers and at some point slow down the
1779     server by eating memory- and CPU-time.
1780     <br><br>
1781     You'd better not place directors in monster vs. player combat
1782 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1783 root 1.1 </use>
1784     <attribute arch="sp" editor="direction" type="list_direction">
1785     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1786     A director with direction &lt;none&gt; simply stops projectiles.
1787     (The latter works out a bit strange for some spells).
1788     </attribute>
1789 root 1.9 &move_on;
1790 root 1.1 </type>
1791    
1792     <!--####################################################################-->
1793     <type number="158" name="Disease">
1794     <ignore>
1795     <ignore_list name="system_object" />
1796     </ignore>
1797     <description><![CDATA[
1798 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1799 root 1.1 Once casted, they can spread out and infect creatures in a large
1800     area. Being infected can have various effects, from amusing farts
1801 root 1.37 to horrible damage - almost everything is possible.]]>
1802 root 1.1 </description>
1803     <use><![CDATA[
1804     Diseases are extremely flexible and usable in a many ways.
1805     So far they are mostly used for causing bad, unwanted effects.
1806     You could just as well create a disease which helps the player
1807     (recharging mana for example).
1808 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1809 root 1.1 </use>
1810     <attribute arch="invisible" value="1" type="fixed" />
1811     <attribute arch="level" editor="plaque level" type="int">
1812     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1813     This mainly reflects in the &lt;damage&gt;. It has no effect on
1814     most other symptoms. Neverthless, it is a very important value for
1815     all damage-inflicting diseases.
1816     </attribute>
1817     <attribute arch="race" editor="infect race" type="string">
1818     The disease will only infect creatures of the specified &lt;race&gt;.
1819     "&lt;race&gt; *" means every creature can be infected.
1820     </attribute>
1821     <attribute arch="ac" editor="progressiveness" type="int">
1822     Every time the disease "moves" the severity of the symptoms are increased
1823     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1824     </attribute>
1825     <section name="spreading">
1826     <attribute arch="wc" editor="infectiosness" type="int">
1827     The &lt;infectiosness&gt; defines the chance of new creatures getting
1828     infected. If you set this too high, the disease is very likely to
1829     be too effective.
1830 root 1.3
1831 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1832     </attribute>
1833     <attribute arch="last_grace" editor="attenuation" type="int">
1834     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1835     everytime it infects someone new. This limits how many generations
1836     a disease can propagate.
1837     </attribute>
1838     <attribute arch="magic" editor="infection range" type="int">
1839     &lt;infection range&gt; sets the range at which infection may occur.
1840     If positive, the &lt;infection range&gt; is level dependant - If negative,
1841     it is not:
1842     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1843 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1844 root 1.1 </attribute>
1845     <attribute arch="maxhp" editor="persistence" type="int">
1846     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1847     The disease can "move" &lt;persistence&gt; times outside a host before it
1848     vanishes. A negative value means the disease lasts for permanent
1849     (which is only recommended to use in maps without monsters).
1850     </attribute>
1851     <attribute arch="maxgrace" editor="curing duration" type="int">
1852     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1853     (Assuming the host survives and doesn't use a curing spell).
1854     After this period the disease is naturally cured, which provides the
1855     host with immunity from this particular disease of lower or equal level.
1856 root 1.3
1857 root 1.1 A negative value means the disease can never be cured naturally.
1858 root 1.3
1859 root 1.1 Note that this value can be further modulated by spell-parameters,
1860     if the disease is registered as spell in the code. Due to that,
1861     most default diseases take a lot longer to cure than it seems.
1862     </attribute>
1863     <attribute arch="speed" editor="moving speed" type="float">
1864     The &lt;speed&gt; of the disease determines how fast the disease will
1865     "move", thus how fast the symptoms strike the host.
1866     </attribute>
1867 root 1.12 &speed_left;
1868 root 1.1 </section>
1869     <section name="symptoms">
1870     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1871     The disease will attack the host with the given &lt;attacktype&gt;.
1872     Godpower attacktype is commonly used for "unresistable" diseases.
1873     </attribute>
1874     <attribute arch="dam" editor="damage" type="int">
1875     A disease with a positive &lt;damage&gt; value will strike the player for that
1876     amount of damage every time the symptoms occur.
1877     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1878     the player's health is reduced by 10% every time the symptoms strike.
1879 root 1.3
1880 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1881     for players of all levels.
1882     </attribute>
1883     <attribute arch="other_arch" editor="create arch" type="string">
1884     If set, the specified arch is created and dropped every time the
1885     symptoms strike.
1886 root 1.3
1887 root 1.1 This can be various things: farts, body pieces, eggs ...
1888     Even monsters can be created that way. You could also make a
1889     disease where some exotic stuff like money/gems is created.
1890     </attribute>
1891     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1892     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1893     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1894     </attribute>
1895     <attribute arch="exp" editor="exp. for curing" type="int">
1896     When the player manages to cure this disease (with a curing spell),
1897     he is awarded with &lt;exp. for curing&gt; experience.
1898     </attribute>
1899     <attribute arch="maxsp" editor="mana depletion" type="int">
1900     Every time the disease "moves", the player's mana is
1901     reduced by the value of &lt;mana depletion&gt;.
1902     For negative values, a %-based amount is taken.
1903     </attribute>
1904     <attribute arch="last_eat" editor="food depletion" type="int">
1905     Every time the disease "moves", the player's food is
1906     reduced by the value of &lt;food depletion&gt;.
1907     For negative values, a %-based amount is taken.
1908     </attribute>
1909     <attribute arch="hp" editor="health regen." type="int">
1910     This value increases the player's healing rate.
1911     Negative values decrease it.
1912     </attribute>
1913     <attribute arch="sp" editor="mana regen." type="int">
1914     This value increases the player's rate of mana regeneration.
1915     Negative values decrease it.
1916     </attribute>
1917     </section>
1918     <section name="disability">
1919     <attribute arch="Str" editor="strength" type="int">
1920     The player's strength will rise by the given value
1921     while being infected. (Negative values make strength fall)
1922     </attribute>
1923     <attribute arch="Dex" editor="dexterity" type="int">
1924     The player's dexterity will rise by the given value
1925     while being infected. (Negative values make dexterity fall)
1926     </attribute>
1927     <attribute arch="Con" editor="constitution" type="int">
1928     The player's constitution will rise by the given value
1929     while being infected. (Negative values make constitution fall)
1930     </attribute>
1931     <attribute arch="Int" editor="intelligence" type="int">
1932     The player's intelligence will rise by the given value
1933     while being infected. (Negative values make intelligence fall)
1934     </attribute>
1935     <attribute arch="Pow" editor="power" type="int">
1936     The player's power will rise by the given value
1937     while being infected. (Negative values make power fall)
1938     </attribute>
1939     <attribute arch="Wis" editor="wisdom" type="int">
1940     The player's wisdom will rise by the given value
1941     while being infected. (Negative values make wisdom fall)
1942     </attribute>
1943     <attribute arch="Cha" editor="charisma" type="int">
1944     The player's charisma will rise by the given value
1945     while being infected. (Negative values make charisma fall)
1946     </attribute>
1947     </section>
1948     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1949     This text is displayed to the player every time the
1950     symptoms strike.
1951     </attribute>
1952     </type>
1953    
1954     <!--####################################################################-->
1955 root 1.3 <type number="23" name="Door">
1956     <ignore>
1957     <ignore_list name="non_pickable" />
1958     </ignore>
1959     <description><![CDATA[
1960 root 1.59 A door can be opened with any normal key. It also can be broken by attacking
1961 root 1.3 it, and it can be defeated with the lockpicking skill. If a door is
1962     defeated, horizontally and vertically adjacent doors are automatically
1963 root 1.37 removed.]]>
1964 root 1.3 </description>
1965     <attribute arch="no_pick" value="1" type="fixed" />
1966     <attribute arch="alive" value="1" type="fixed" />
1967 root 1.9 &movement_types_terrain;
1968 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1969     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1970     </attribute>
1971     <attribute arch="ac" editor="armour class" type="int">
1972     Doors of high &lt;armour class&gt; are less likely to get hit.
1973     &lt;armour class&gt; can be considered the "counterpiece" to
1974     &lt;weapon class&gt;.
1975     </attribute>
1976     <attribute arch="other_arch" editor="drop arch" type="string">
1977     This string defines the object that will be created when the door was
1978     defeated.
1979     </attribute>
1980     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1981     This entry determines what kind of traps will appear in the door.
1982     </attribute>
1983 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1984     Set this flag to move treasure items created into the environment (map)
1985     instead of putting them into the object.
1986     </attribute>
1987 root 1.3 </type>
1988    
1989     <!--####################################################################-->
1990 root 1.1 <type number="83" name="Duplicator">
1991     <ignore>
1992     <ignore_list name="system_object" />
1993     </ignore>
1994     <description><![CDATA[
1995     When activated, a duplicator can duplicate, multiply or destroy a pile of
1996     objects which lies somewhere on top of the duplicator.
1997     The duplicator has one arch name specified as &lt;target arch&gt;,
1998     and only objects of this archetype can be affected.<br>
1999     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
2000 root 1.37 If the latter is set to zero, it will destroy objects.]]>
2001 root 1.1 </description>
2002     <use><![CDATA[
2003     I hope it is clear that one must be very cautious when inserting a duplicator
2004     anywhere with &lt;multiply factor&gt; greater than one.
2005     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2006     It is <b>not acceptable</b> to allow duplication of anything other than
2007     coins, gold and jewels. Besides, it is very important that the chance to
2008     loose the input matches the chance to earn winnings.<br>
2009     A duplicator with &lt;multiply factor&gt; 3 for example should have a
2010 root 1.37 loosing rate of 2/3 = 67%.]]>
2011 root 1.1 </use>
2012     <attribute arch="other_arch" editor="target arch" type="string">
2013 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
2014     duplicated, multiplied or removed. All other objects will be ignored.
2015 root 1.1 </attribute>
2016     <attribute arch="level" editor="multiply factor" type="int">
2017     The number of items in the target pile will be multiplied by the
2018     &lt;multiply factor&gt;. If it is set to zero, all target objects
2019     will be destroyed.
2020     </attribute>
2021 root 1.45 <attribute arch="connected" editor="connection" type="string">
2022 root 1.1 An activator (lever, altar, button, etc) with matching connection value
2023     is able to trigger this duplicator. Be very careful that players cannot
2024     abuse it to create endless amounts of money or other valuable stuff!
2025     </attribute>
2026 elmex 1.16 &activate_on;
2027 root 1.1 </type>
2028    
2029     <!--####################################################################-->
2030     <type number="66" name="Exit">
2031     <ignore>
2032     <ignore_list name="non_pickable" />
2033     </ignore>
2034     <description><![CDATA[
2035     When the player applies an exit, he is transferred to a different location.
2036     (Monsters cannot use exits.) Depending on how it is set, the player applies
2037     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2038 root 1.37 the exit. ]]>
2039 root 1.1 </description>
2040     <use><![CDATA[
2041 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2042 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2043     detected with the show_invisible spell.
2044     <br><br>
2045     You can be quite creative with the outlook of secret exits (their "face").
2046 root 1.37 Don't forget to give the player relyable hints about them though.]]>
2047 root 1.1 </use>
2048     <attribute arch="slaying" editor="exit path" type="string">
2049     The exit path defines the map that the player is transferred to.
2050     You can enter an absolute path, beginning with '/' (for example
2051     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2052     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2053     relative path "Fire1"). Use relative paths whenever possible! Note that
2054     upper/lower case must always be set correctly. However, please use lower
2055 root 1.3 case only.
2056 root 1.1 It is well possible to have an exit pointing to the same map that the exit
2057     is on. If slaying is not set in an exit, the player will see a message like
2058     "the exit is closed".
2059     </attribute>
2060     <attribute arch="hp" editor="destination X" type="int">
2061     The exit destinations define the (x, y)-coordinates where the exit
2062     leads to.
2063     If both are set to zero, the player will be transferred to the "default
2064     enter location" of the destined map. The latter can be set in the map-
2065     properties as "Enter X/Y". Though, please DO NOT use that.
2066     It turned out to be a source for numerous map-bugs.
2067     </attribute>
2068     <attribute arch="sp" editor="destination Y" type="int">
2069     The exit destinations define the (x, y)-coordinates where the exit
2070     leads to.
2071     If both are set to zero, the player will be transferred to the "default
2072     enter location" of the destined map. The latter can be set in the map-
2073     properties as "Enter X/Y". Though, please DO NOT use that.
2074     It turned out to be a source for numerous map-bugs.
2075     </attribute>
2076 root 1.9 &move_on;
2077 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2078     If set, this message will be displayed to the player when he applies the exit.
2079     This is quite useful to throw in some "role-play feeling": "As you enter the
2080     dark cave you hear the sound of rustling dragonscales...". Well, my english
2081     is poor, but you get the point. =)
2082     </attribute>
2083 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
2084     If set, then players using this exit will have their savebed position
2085 root 1.26 set to the destination of the exit when passing through.
2086 root 1.1 </attribute>
2087     </type>
2088    
2089     <!--####################################################################-->
2090     <type number="72" name="Flesh">
2091     <description><![CDATA[
2092     Just like with food, the player can fill his stomache and gain a
2093     little health by eating flesh-objects. <br>
2094     For dragon players, flesh plays a very special role though: If the
2095     flesh has resistances set, a dragon player has a chance to gain resistance in
2096 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2097 root 1.1 Don't forget that flesh items with resistances have to be balanced
2098 root 1.37 according to map/monster difficulty.]]>
2099 root 1.1 </description>
2100     <use><![CDATA[
2101     For dragon players, flesh items can be highly valuable. Note that many
2102     standard monsters carry flesh items from their &lt;treasurelist&gt;.
2103     These flesh items "inherit" resistances and level from the monster they belong to.
2104     When you add special flesh items to the inventory of a monster, this is
2105     not the case - so you have to set it manually.
2106     <br><br>
2107     Generally adding special flesh-treaties for dragon players is a great thing
2108     to do. Always consider that dragon players might really not be interested
2109     in that special piece of weapon or armour, so don't let the dragon-fellows miss
2110 root 1.37 out on the reward completely.]]>
2111 root 1.1 </use>
2112     <attribute arch="food" editor="foodpoints" type="int">
2113     The player's stomache will get filled with this amount of foodpoints.
2114     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2115     </attribute>
2116     <attribute arch="level" editor="flesh level" type="int">
2117     The &lt;flesh level&gt; is not visible to the players and it affects only
2118     dragon players. Normally this value reflects the level of the monster
2119     from which the flesh item originates.
2120     Dragon players always search for flesh of highest level possible,
2121     because it bears the best chance to gain high resistances.
2122     </attribute>
2123     <attribute arch="startequip" editor="godgiven item" type="bool">
2124     A godgiven item vanishes as soon as the player
2125     drops it to the ground.
2126     </attribute>
2127 elmex 1.29 &resistances_flesh_section;
2128 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2129     This text may describe the item.
2130     </attribute>
2131     </type>
2132    
2133     <!--####################################################################-->
2134     <type number="0" name="Floor">
2135     <required>
2136     <attribute arch="is_floor" value="1" />
2137     <attribute arch="alive" value="0" />
2138     </required>
2139     <ignore>
2140     <ignore_list name="non_pickable" />
2141     </ignore>
2142     <description><![CDATA[
2143     Floor is a very basic thing whithout too much
2144 root 1.37 functionality. It's a floor - you stand on it.]]>
2145 root 1.1 </description>
2146     <attribute arch="is_floor" value="1" type="fixed" />
2147     <attribute arch="no_pick" value="1" type="fixed" />
2148     <section name="terrain">
2149 root 1.9 &movement_types_terrain;
2150 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2151     This flag indicates this spot contains wood or high grass.
2152     Players with activated woodsman skill can move faster here.
2153     </attribute>
2154     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2155     This flag indicates this spot contains hills or large rocks.
2156     Players with activated mountaineer skill can move faster here.
2157     </attribute>
2158     </section>
2159     <attribute arch="no_magic" editor="no spells" type="bool">
2160     If enabled, it is impossible for players to use (wizard-)
2161     spells on that spot.
2162     </attribute>
2163     <attribute arch="damned" editor="no prayers" type="bool">
2164     If enabled, it is impossible for players to use prayers
2165     on that spot. It also prevents players from saving.
2166     </attribute>
2167     <attribute arch="unique" editor="unique map" type="bool">
2168     Unique floor means that any items dropped on that spot
2169 root 1.48 will be saved beyond map reset. For permanent apartments,
2170 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2171     </attribute>
2172     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2173     This text may describe the object.
2174     </attribute>
2175     </type>
2176    
2177     <!--####################################################################-->
2178     <type number="67" name="Floor (Encounter)">
2179     <ignore>
2180     <ignore_list name="non_pickable" />
2181     </ignore>
2182     <description><![CDATA[
2183     Encounter-Floor is pretty much the same as normal floor.
2184     Most outdoor floor/ground-arches are set to be "encounters".
2185     That is kind of a relict from former code: When walking over
2186     encounter-floor, players sometimes got beamed to little maps
2187     with monsters on them. Nowadays this feature is disabled -
2188 root 1.37 Hence encounter floor is not different from normal floor.]]>
2189 root 1.1 </description>
2190     <attribute arch="is_floor" value="1" type="fixed" />
2191     <attribute arch="no_pick" value="1" type="fixed" />
2192     <section name="terrain">
2193 root 1.9 &movement_types_terrain;
2194 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2195     This flag indicates this spot contains wood or high grass.
2196     Players with activated woodsman skill can move faster here.
2197     </attribute>
2198     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2199     This flag indicates this spot contains hills or large rocks.
2200     Players with activated mountaineer skill can move faster here.
2201     </attribute>
2202     </section>
2203     <attribute arch="no_magic" editor="no spells" type="bool">
2204     If enabled, it is impossible for players to use (wizard-)
2205     spells on that spot.
2206     </attribute>
2207     <attribute arch="damned" editor="no prayers" type="bool">
2208     If enabled, it is impossible for players to use prayers
2209     on that spot. It also prevents players from saving.
2210     </attribute>
2211     <attribute arch="unique" editor="unique map" type="bool">
2212     Unique floor means that any items dropped on that spot
2213 root 1.48 will be saved beyond map reset. For permanent apartments,
2214 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2215     </attribute>
2216     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2217     This text may describe the object.
2218     </attribute>
2219     </type>
2220    
2221     <!--####################################################################-->
2222     <type number="6" name="Food">
2223     <description><![CDATA[
2224     By eating/drinking food-objects, the player can fill his
2225 root 1.37 stomache and gain a little health.]]>
2226 root 1.1 </description>
2227     <attribute arch="food" editor="foodpoints" type="int">
2228     The player's stomache will get filled with this amount of foodpoints.
2229     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2230     </attribute>
2231     <attribute arch="startequip" editor="godgiven item" type="bool">
2232     A godgiven item vanishes as soon as the player
2233     drops it to the ground.
2234     </attribute>
2235     </type>
2236    
2237     <!--####################################################################-->
2238     <type number="91" name="Gate">
2239     <ignore>
2240     <ignore_list name="non_pickable" />
2241     </ignore>
2242     <description><![CDATA[
2243 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2244 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2245     or carrying special key-objects (-> inventory checker).
2246     Unlike locked doors, gates can get shut again after a player has
2247 root 1.37 passed, which makes them more practical in many cases.]]>
2248 root 1.1 </description>
2249     <use><![CDATA[
2250     Use gates to divide your maps into seperated areas. After solving
2251     area A, the player gains access to area B, and so on. Make your
2252 root 1.37 maps more complex than "one-way".]]>
2253 root 1.1 </use>
2254     <attribute arch="no_pick" value="1" type="fixed" />
2255 elmex 1.15 <attribute arch="speed" value="1" type="float">
2256     The speed of the gate affects how fast it is closing/opening.
2257     </attribute>
2258 root 1.45 <attribute arch="connected" editor="connection" type="string">
2259 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2260     &lt;connection&gt; value get activated. This only makes sense together with
2261     &lt;blocking passage&gt; disabled.
2262     </attribute>
2263     <attribute arch="wc" editor="position state" type="int">
2264     The &lt;position state&gt; defines the position of the gate:
2265     Zero means completely open/down, the "number of animation-steps" (usually
2266     about 6 or 7) means completely closed/up state. I suggest you don't
2267     mess with this value - Leave the default in place.
2268     </attribute>
2269 root 1.9 &movement_types_terrain;
2270 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2271     Restricting the use of spells to pass this gate. This has
2272     an effect only if &lt;block view&gt; is disabled.
2273     </attribute>
2274     <attribute arch="damned" editor="restrict prayers" type="bool">
2275     Restricting the use of prayers to pass this door. This has
2276     an effect only if &lt;block view&gt; is disabled.
2277     </attribute>
2278     </type>
2279    
2280     <!--####################################################################-->
2281     <type number="113" name="Girdle">
2282     <import_type name="Amulet" />
2283     <description><![CDATA[
2284     Wearing a girdle, the object's stats will directly be inherited to
2285     the player. Girdles usually provide stats- or damage bonuses and no
2286 root 1.37 defense.]]>
2287 root 1.1 </description>
2288     <use><![CDATA[
2289     Feel free to create your own special artifacts. However, it is very
2290 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2291 root 1.1 </use>
2292     <attribute arch="magic" editor="magic bonus" type="int">
2293     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2294     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2295     than direct armour-class bonus on the helmet.
2296 root 1.3
2297 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2298     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2299     &lt;magic bonus&gt; is pointless here.
2300     </attribute>
2301     </type>
2302    
2303     <!--####################################################################-->
2304     <type number="100" name="Gloves">
2305     <import_type name="Amulet" />
2306     <description><![CDATA[
2307     Wearing gloves, the object's stats will directly be inherited to
2308 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2309 root 1.1 </description>
2310     <use><![CDATA[
2311     Feel free to create your own special artifacts. However, it is very
2312 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2313 root 1.1 </use>
2314     <attribute arch="magic" editor="magic bonus" type="int">
2315     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2316     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2317     will increase that.
2318     </attribute>
2319     </type>
2320    
2321     <!--####################################################################-->
2322     <type number="93" name="Handle">
2323     <ignore>
2324     <ignore_list name="non_pickable" />
2325     </ignore>
2326     <description><![CDATA[
2327     A handle can be applied by players and (certain) monsters.
2328 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2329 root 1.1 </description>
2330     <use><![CDATA[
2331     Handles are commonly used to move gates. When placing your lever,
2332     don't forget that some monsters are able to apply it.
2333     The ability to apply levers is rare among monsters -
2334 root 1.37 but vampires can do it for example.]]>
2335 root 1.1 </use>
2336     <attribute arch="no_pick" value="1" type="fixed" />
2337 root 1.45 <attribute arch="connected" editor="connection" type="string">
2338 root 1.1 Every time the handle is applied, all objects
2339     with the same &lt;connection&gt; value are activated.
2340     </attribute>
2341     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2342     This text may describe the item. You can use this
2343     message to explain the handle's purpose to the player.
2344     </attribute>
2345     </type>
2346    
2347     <!--####################################################################-->
2348     <type number="27" name="Handle Trigger">
2349     <import_type name="Handle" />
2350     <ignore>
2351     <ignore_list name="non_pickable" />
2352     </ignore>
2353     <description><![CDATA[
2354     Handle triggers are handles which reset after a short period
2355     of time. Every time it is either applied or reset, the
2356 root 1.37 &lt;connection&gt; value is triggered.]]>
2357 root 1.1 </description>
2358     <use><![CDATA[
2359     When you connect an ordinary handle to a gate, the gate normally remains
2360     opened after the first player passed. If you want to keep the gate shut,
2361 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2362 root 1.1 </use>
2363     </type>
2364    
2365     <!--####################################################################-->
2366     <type number="88" name="Hazard Floor">
2367     <required>
2368     <attribute arch="is_floor" value="1" />
2369     </required>
2370     <ignore>
2371     <ignore_list name="non_pickable" />
2372     </ignore>
2373     <description><![CDATA[
2374     The best example for Hazard Floor is lava. It works like standard
2375     floor, but damages all creatures standing on it.
2376 root 1.37 Damage is taken in regular time intervals.]]>
2377 root 1.1 </description>
2378     <use><![CDATA[
2379     The default lava for example does minor damage. But you can turn
2380     it up so that your hazard floor poses a real threat.<br>
2381     Like magic walls, such floors add a permanent thrill to your map.
2382     You can use that to safely chase off too-weak players, or just
2383 root 1.37 to have something different.]]>
2384 root 1.1 </use>
2385     <attribute arch="is_floor" value="1" type="fixed" />
2386     <attribute arch="lifesave" value="1" type="fixed" />
2387 root 1.9 &move_on;
2388 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2389     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2390     This attribute specifys the attacktypes that this floor uses to
2391     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2392     If you want a real tough hazard floor, add more than just one attacktype.
2393     </attribute>
2394     <attribute arch="dam" editor="base damage" type="int">
2395     The &lt;base damage&gt; defines how much damage is inflicted to the
2396     victim per hit. The final damage is influenced by several other
2397     factors like the victim's resistance and level.
2398     </attribute>
2399     <attribute arch="wc" editor="weaponclass" type="int">
2400     &lt;weapon class&gt; improves the chance of hitting the victim.
2401     Lower values are better.
2402     Usually, hazard floors like lava are supposed to hit the
2403     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2404     to something like -30.
2405     </attribute>
2406     <attribute arch="level" editor="attack level" type="int">
2407     I guess this value is supposed to work similar to monster levels.
2408     But in fact, it does not seem to have an effect. Set any non-zero
2409     value to be on the safe side.
2410     </attribute>
2411     <section name="terrain">
2412 root 1.9 &movement_types_terrain;
2413 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2414     This flag indicates this spot contains wood or high grass.
2415     Players with activated woodsman skill can move faster here.
2416     </attribute>
2417     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2418     This flag indicates this spot contains hills or large rocks.
2419     Players with activated mountaineer skill can move faster here.
2420     </attribute>
2421     </section>
2422     <attribute arch="no_magic" editor="no spells" type="bool">
2423     If enabled, it is impossible for players to use (wizard-)
2424     spells on that spot.
2425     </attribute>
2426     <attribute arch="damned" editor="no prayers" type="bool">
2427     If enabled, it is impossible for players to use prayers
2428     on that spot. It also prevents players from saving.
2429     </attribute>
2430     <attribute arch="unique" editor="unique map" type="bool">
2431     Unique floor means that any items dropped on that spot
2432 root 1.48 will be saved beyond map reset. For permanent apartments,
2433 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2434     </attribute>
2435     </type>
2436    
2437     <!--####################################################################-->
2438     <type number="34" name="Helmet">
2439     <import_type name="Amulet" />
2440     <description><![CDATA[
2441     Wearing a helmet, the object's stats will directly be inherited to
2442     the player. Normal helmets usually increase defense, while crowns
2443     add more special bonuses like stats/resistances paired with
2444 root 1.37 low defense.]]>
2445 root 1.1 </description>
2446     <use><![CDATA[
2447     Feel free to create your own special artifacts. However, it is very
2448 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2449 root 1.1 </use>
2450     <attribute arch="magic" editor="magic bonus" type="int">
2451     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2452     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2453     than direct armour-class bonus on the helmet.
2454 root 1.3
2455 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2456     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2457     Crowns for instance typically provide no &lt;amour class&gt;.
2458     </attribute>
2459     </type>
2460    
2461     <!--####################################################################-->
2462     <type number="56" name="Holy Altar">
2463     <ignore>
2464     <ignore_list name="non_pickable" />
2465     </ignore>
2466     <description><![CDATA[
2467 root 1.50 Holy Altars are altars for the various religions. Praying
2468 root 1.1 at a Holy_altar will make you a follower of that god, and
2469 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2470 root 1.1 </description>
2471     <attribute arch="no_pick" value="1" type="fixed" />
2472     <attribute arch="other_arch" editor="god name" type="string">
2473     The altar belongs to the god of the given name. Possible options for
2474     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2475 root 1.3 Gorokh, Valriel and Sorig.
2476    
2477 root 1.1 If you want to have an unconsecrated altar, set
2478     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2479     </attribute>
2480     <attribute arch="level" editor="reconsecrate level" type="int">
2481     To re-consecrate an altar, the player's wisdom level must be as
2482     high or higher than this value. In that way, some altars can not
2483 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2484    
2485 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2486 root 1.1 Some characters might need those altars, they would be very unhappy to
2487     see them re-consecrated to another cult.
2488     </attribute>
2489     </type>
2490    
2491     <!--####################################################################-->
2492     <type number="35" name="Horn">
2493     <ignore>
2494     <attribute arch="title" />
2495     </ignore>
2496     <description><![CDATA[
2497     Horns are very similar to rods. The difference is that horns regenerate
2498     spellpoints faster and thus are more valuable than rods.
2499     <br><br>
2500     A horn contains a spell. The player can use this spell by applying and
2501     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2502 root 1.37 used endlessly.]]>
2503 root 1.1 </description>
2504     <use><![CDATA[
2505     Horns are powerful due to their fast recharge rate. They should
2506     never contain high level attacking spells. Even curing/healing spells
2507 root 1.37 are almost too good on a horn.]]>
2508 root 1.1 </use>
2509     <attribute arch="sp" editor="spell" type="spell">
2510     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2511     horns to players, since they can be used endlessly without any mana cost!
2512     Horns with heal/ restoration/ protection spells, IF available, MUST be
2513     very very VERY hard to get!
2514     </attribute>
2515     <attribute arch="level" editor="casting level" type="int">
2516     The casting level of the &lt;spell&gt; determines it's power.
2517     For attack spells, level should not be set too high.
2518     </attribute>
2519     <attribute arch="hp" editor="initial spellpoints" type="int">
2520     This value represents the initial amount of spellpoints in the horn.
2521     Naturally, this is quite unimportant.
2522     </attribute>
2523     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2524     When the horn is fully charged up, it will hold this maximum amount of
2525     spellpoints. Make sure it is enough to cast the contained spell at least
2526     once. But don't set the value too high, as that might make the horn way
2527     too effective.
2528     </attribute>
2529     <attribute arch="startequip" editor="godgiven item" type="bool">
2530     A godgiven item vanishes as soon as the player
2531     drops it to the ground.
2532     </attribute>
2533     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2534     This text may contain a description of the horn.
2535     </attribute>
2536     </type>
2537    
2538     <!--####################################################################-->
2539     <type number="73" name="Inorganic">
2540     <description><![CDATA[
2541     Inorganic materials are generally used as ingredients for
2542     alchemical receipes. By themselves, they have no special
2543 root 1.37 functionalities.]]>
2544 root 1.1 </description>
2545     <attribute arch="is_dust" editor="is dust" type="bool">
2546     </attribute>
2547 elmex 1.29 &resistances_basic;
2548 root 1.1 </type>
2549    
2550     <!--####################################################################-->
2551     <type number="64" name="Inventory Checker">
2552     <ignore>
2553     <ignore_list name="system_object" />
2554     </ignore>
2555     <description><![CDATA[
2556     Inventory checkers passively check the players inventory for a
2557     specific object. You can set a connected value that is triggered
2558     either if that object is present or missing (-&gt; "last_sp") when a
2559     player walks over the inv. checker. A valid option is to remove the
2560     matching object (usually not recommended, see "last_heal").
2561     <br><br>
2562     Alternatively, you can set your inv. checker to block all players
2563 root 1.9 that do/don't carry the matching object.
2564 root 1.1 <br><br>
2565     As you can see, inv. checkers are quite powerful, holding a
2566 root 1.37 great variety of possibilities.]]>
2567 root 1.1 </description>
2568     <use><![CDATA[
2569     Putting a check_inventory space in front of a gate (one below) and
2570     one on the opposite side works reasonably well as a control mechanism.
2571     Unlike the key/door-combo, this one works infinite since it is
2572     independant from map reset. Use it to put a "structure" into your
2573     maps: Player must solve area A to gain access to area B. This concept
2574 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2575 root 1.1 </use>
2576     <attribute arch="no_pick" value="1" type="fixed" />
2577     <attribute arch="slaying" editor="match key string" type="string">
2578     This string specifies the object we are looking for: We have a match
2579     if the player does/don't carry a key object or a mark with identical
2580     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2581     this context. A typical example is the city gate mechanism of scorn.
2582     </attribute>
2583     <attribute arch="race" editor="match arch name" type="string">
2584     This string specifies the object we are looking for: We have a match
2585     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2586     </attribute>
2587     <attribute arch="hp" editor="match type" type="int">
2588     This value specifies the object we are looking for: We have a match
2589 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2590    
2591 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2592     enabled. Now you have an inv. checker blocking all players that carry any
2593     kind of melee weapon. To pass, a player is forced to leave behind all
2594     his weaponry... bad news for a warrior. ;)
2595     </attribute>
2596     <attribute arch="last_sp" editor="match = having" type="bool">
2597     Enabled means having that object is a match.
2598     Disabled means not having that object is a match.
2599     </attribute>
2600 root 1.45 <attribute arch="connected" editor="connection" type="string">
2601 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2602     &lt;connection&gt; value get activated. This only makes sense together with
2603     &lt;blocking passage&gt; disabled.
2604     </attribute>
2605 root 1.9 &movement_types_terrain;
2606 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2607     &lt;remove match&gt; means remove object if found. Setting this is usually not
2608     recommended because inv. checkers are in general invisible. So, unlike
2609     for altars/ locked doors, the player won't expect to lose an object when
2610 root 1.3 walking over that square. And he doesn't even get a message either.
2611    
2612 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2613     to inform the player what's going on!
2614     </attribute>
2615     </type>
2616    
2617     <!--####################################################################-->
2618 root 1.2 <type number="163" name="Item Transformer">
2619     <description><![CDATA[
2620     An item transformer is simply applied, after having marked a 'victim'
2621     item. If the victim is suitable, it will be transformed into something
2622     else.]]>
2623     </description>
2624     <use><![CDATA[
2625     To make an item transformable, you just have to fill the 'slaying' field.
2626     The syntax is:
2627     <br>
2628     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2629     <br>
2630     with [] denoting optional part, and * any number of preceding [].
2631     'new_item' must be the name of an existing archetype.
2632     <br><br>
2633     Example, for object apple: slaying knife:2 half_apple
2634     <br><br>
2635     This means that, when applying a knife (should be an Item Transformer),
2636     one 'apple' will be transformed into 2 'half_apple'.]]>
2637     </use>
2638     <attribute arch="food" editor="number of uses" type="int">
2639     &lt;number of uses&gt; controls how many times the item transformer can
2640     be used. The value 0 means "unlimited"
2641     </attribute>
2642     <attribute arch="slaying" editor="verb" type="string">
2643     Contains the verb that is used to construct a message to the player
2644     applying the item transformer.
2645     </attribute>
2646     <attribute arch="startequip" editor="godgiven item" type="bool">
2647     A godgiven item vanishes as soon as the player
2648     drops it to the ground.
2649     </attribute>
2650     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2651     This text may contain a description of the item transformer.
2652     </attribute>
2653     </type>
2654    
2655     <!--####################################################################-->
2656 root 1.1 <type number="60" name="Jewel">
2657     <description><![CDATA[
2658     Items of the type Gold &amp; Jewels are handled like a currency.
2659     Unlike for any other type of item, in shops, the buy- and selling
2660 root 1.37 prices differ only marginally.]]>
2661 root 1.1 </description>
2662     <attribute arch="race" value="gold and jewels" type="fixed" />
2663     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2664     This text may describe the object.
2665     </attribute>
2666     </type>
2667    
2668     <!--####################################################################-->
2669 root 1.3 <type number="24" name="Key">
2670     <description><![CDATA[
2671     When carrying a key, a normal door can be opened. The key will
2672 root 1.37 disappear.]]>
2673 root 1.3 </description>
2674     <attribute arch="startequip" editor="godgiven item" type="bool">
2675     A godgiven item vanishes as soon as the player
2676     drops it to the ground.
2677     </attribute>
2678     </type>
2679    
2680     <!--####################################################################-->
2681 root 1.1 <type number="20" name="Locked Door">
2682     <ignore>
2683     <ignore_list name="non_pickable" />
2684     </ignore>
2685     <description><![CDATA[
2686     A locked door can be opened only when carrying
2687 root 1.37 the appropriate special key.]]>
2688 root 1.1 </description>
2689     <use><![CDATA[
2690     If you want to create a locked door that cannot be opened (no key),
2691     set a &lt;key string&gt; like "no_key_available". This will clearify things
2692 root 1.3 and only a fool would create a key matching that string.
2693    
2694 root 1.1 Door-objects can not only be used for "doors". In many maps these
2695     are used with all kinds of faces/names, especially often as
2696     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2697     There you have magic forces (door objects) put under certain artifact
2698     items. To get your hands on the artifacts, you need to bring up the
2699 root 1.37 appropriate quest items (key objects).]]>
2700 root 1.1 </use>
2701 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2702 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2703     <attribute arch="slaying" editor="key string" type="string">
2704     The &lt;key string&gt; in the door must be identical with the
2705     &lt;key string&gt; in the special key, then the door is unlocked.
2706     It is VERY important to set the &lt;key string&gt; to something that
2707 root 1.32 is unique among the Deliantra mapset.
2708 root 1.3
2709 root 1.1 DONT EVER USE the default string "set_individual_value".
2710 root 1.59
2711     When the key string starts with "match ", then it is expected to
2712     be a match expression, which will be applied to the player, so
2713     you can use e.g. (match type=POTION in inv). Note that the matched
2714     object will be removed.
2715 root 1.1 </attribute>
2716     <attribute arch="no_magic" editor="restrict spells" type="bool">
2717     Restricting the use of spells to pass this door.
2718     This should be set in most cases.
2719     (Don't forget that the spell "dimension door" is easily
2720     available at about wisdom level 10).
2721     </attribute>
2722     <attribute arch="damned" editor="restrict prayers" type="bool">
2723     Restricting the use of prayers to pass this door.
2724     This should be set in most cases.
2725     </attribute>
2726     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2727     When a player is trying to open the door without carrying the
2728     appropriate key, this text is displayed to the player. This is
2729     a good opportunity to place hints about the special key needed
2730     to unlock the door.
2731     </attribute>
2732     </type>
2733    
2734     <!--####################################################################-->
2735     <type number="29" name="Magic Ear">
2736     <ignore>
2737     <ignore_list name="system_object" />
2738     </ignore>
2739     <description><![CDATA[
2740     Magic_ears trigger a connected value
2741 root 1.37 when the player speaks a specific keyword.]]>
2742 root 1.1 </description>
2743     <use><![CDATA[
2744     Whenever you put magic_ears on your maps, make sure there are
2745     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2746     something like a gate that is opened by speaking "open" or
2747     "sesame", expecting the player to figure this out all by himself.
2748     <br><br>
2749     Magic_ears are typically used for interaction with NPCs. You
2750     can create the impression that the NPC actually *does* something
2751     according to his conversation with a player. Mostly this means
2752     opening a gate or handing out some item, but you could be quite
2753 root 1.37 creative here.]]>
2754 root 1.1 </use>
2755     <attribute arch="no_pick" value="1" type="fixed" />
2756 root 1.45 <attribute arch="connected" editor="connection" type="string">
2757 root 1.1 The Magic_ear will trigger all objects with the
2758     same connection value, every time it is activated.
2759     </attribute>
2760     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2761     This textfield contains the keyword-matching-syntax. The text should
2762     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2763     Any number of keywords from one to infinite is allowed. Make sure
2764     they are seperated by a '|'.
2765 root 1.3
2766 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2767     value will be triggerd when the player speaks any of the given
2768     keywords within a two-square radius. IMPORTANT: Upper/lower case
2769     does not make a difference!
2770     </attribute>
2771     </type>
2772    
2773     <!--####################################################################-->
2774     <type number="62" name="Magic Wall">
2775     <ignore>
2776     <ignore_list name="non_pickable" />
2777     </ignore>
2778     <description><![CDATA[
2779     Magic walls fire spells in a given direction, in regular intervals.
2780     Magic walls can contain any spell. However, some spells do not
2781     operate very successfully in them. The only way to know is to test
2782     the spell you want to use with a wall.
2783     <br><br>
2784     Several types of magical walls are predefined for you in the
2785 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2786 root 1.1 </description>
2787     <use><![CDATA[
2788     Spellcasting walls pose an interesting alternative to monsters.
2789     Usually they are set to be undestroyable. Thus, while monsters
2790     in a map can be cleared out, the magic walls remain. Low level
2791     characters for example will not be able to pass through their
2792     spell-area, hence they cannot loot a map that a high level character
2793     might have cleared out.
2794     <br><br>
2795     Another point of magic walls is that if the player dies, he has to face
2796     them all again. Magic walls can add a kind of "permanent thrill" to
2797     your maps.
2798     <br><br>
2799     Be careful that your magic walls don't kill the monsters on a map. If
2800     placing monsters, eventually take ones that are immune to the
2801     walls' spell(s).
2802     <br><br>
2803     It is possible to make walls rotate when triggered. But that is so
2804     confusing (and useless IMHO) that I did not mention it above. You
2805     can find a working example on the map
2806 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2807 root 1.1 </use>
2808     <attribute arch="dam" editor="spell" type="spell">
2809     The magic wall will cast this &lt;spell&gt;.
2810     </attribute>
2811     <attribute arch="level" editor="spell level" type="int">
2812     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2813     walls cast spells at minimal strength. "level 100" walls cast deadly
2814     spells. Arch default is level 1 - you should always set this value
2815     to meet the overall difficulty of your map.
2816     </attribute>
2817 root 1.45 <attribute arch="connected" editor="connection" type="string">
2818 root 1.1 Every time the &lt;connection&gt; value is triggered, the wall will cast
2819     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2820     have much visible effect.
2821     </attribute>
2822 elmex 1.16 &activate_on;
2823 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2824     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2825     You can fine-tune how long the duration between two casts shall
2826     be. If you want to create a wall that can be activated (cast per
2827     trigger) via connected lever/button/etc, you must set "speed 0".
2828     </attribute>
2829 root 1.12 &speed_left;
2830 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2831     The magic wall will cast it's spells always in the specified
2832     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2833     always fire in a random direction.
2834     </attribute>
2835 root 1.9 &movement_types_terrain;
2836 root 1.1 <section name="destroyable">
2837     <attribute arch="alive" editor="is destroyable" type="bool">
2838     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2839     destroyed by the player. If disabled, all other attributes on
2840     this tab, as well as resistances, are meaningless.
2841     </attribute>
2842     <attribute arch="hp" editor="hitpoints" type="int">
2843     The more &lt;hitpoints&gt; the wall has, the longer
2844     it takes to be destroyed.
2845     </attribute>
2846     <attribute arch="maxhp" editor="max hitpoints" type="int">
2847     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2848     can have. This only makes sense if the wall can regain health.
2849     </attribute>
2850     <attribute arch="ac" editor="armour class" type="int">
2851     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2852     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2853     to &lt;weapon class&gt;.
2854     </attribute>
2855     </section>
2856 elmex 1.29 &resistances_basic;
2857 root 1.1 </type>
2858    
2859     <!--####################################################################-->
2860     <type number="55" name="Marker">
2861     <ignore>
2862     <ignore_list name="system_object" />
2863     </ignore>
2864     <description><![CDATA[
2865     A marker is an object that inserts an invisible force (a mark) into a
2866     player stepping on it. This force does nothing except containing a
2867     &lt;key string&gt; which can be discovered by detectors or inventory
2868 root 1.57 checkers. It is also possible to use markers for removing marks again
2869     (by setting the "name" slot to the name of the marker to be removed).
2870 root 1.1 <br><br>
2871     Note that the player has no possibility to "see" his own marks,
2872 root 1.37 except by the effect that they cause on the maps.]]>
2873 root 1.1 </description>
2874     <use><![CDATA[
2875     Markers hold real cool possibilities for map-making. I encourage
2876     you to use them frequently. However there is one negative point
2877     about markers: Players don't "see" what's going on with them. It is
2878     your task, as map-creator, to make sure the player is always well
2879     informed and never confused.
2880     <br><br>
2881     Please avoid infinite markers when they aren't needed. They're
2882     using a little space in the player file after all, so if there
2883 root 1.37 is no real purpose, set an expire time.]]>
2884 root 1.1 </use>
2885     <attribute arch="no_pick" value="1" type="fixed" />
2886     <attribute arch="slaying" editor="key string" type="string">
2887     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2888     If the player already has a force with that &lt;key string&gt;,
2889     there won't be inserted a second one.
2890     </attribute>
2891 root 1.45 <attribute arch="connected" editor="connection" type="string">
2892 root 1.1 When the detector is triggered, all objects with the same
2893     connection value get activated.
2894     </attribute>
2895     <attribute arch="speed" editor="marking speed" type="float">
2896     The &lt;marking speed&gt; defines how quickly it will mark something
2897     standing on the marker. Set this value rather high to make
2898     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2899     should do fine.
2900     </attribute>
2901 root 1.12 &speed_left;
2902 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2903     This value defines the duration of the force it inserts.
2904     If nonzero, the duration of the player's mark is finite:
2905     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2906     means the mark will stay on the player forever.
2907     </attribute>
2908     <attribute arch="name" editor="delete mark" type="string">
2909     When the player steps onto the marker, all existing forces in
2910     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2911     will be removed. If you don't want to remove any marks, leave
2912 root 1.3 this textfield empty.
2913    
2914 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2915     this marker. So don't be confused, and remember changing the
2916     name will take effect on the marker's functionality.
2917     </attribute>
2918     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2919     In the moment when the player gets marked, this text is displayed
2920     to him. You should really set a message in any marker you create,
2921     because it's the only way for the player to notice what's going on.
2922     </attribute>
2923     </type>
2924 root 1.3
2925 root 1.1 <!--####################################################################-->
2926 root 1.3 <type number="36" name="Money">
2927 root 1.2 <ignore>
2928 root 1.3 <attribute arch="unpaid" />
2929 root 1.2 </ignore>
2930     <description><![CDATA[
2931 root 1.3 Items of the type Money are handled as currency.
2932     Money cannot be sold/bought in shops. When money is dropped
2933     in a shop, it stays the same.<br>
2934     When a player picks an item from a shop and attempts to
2935     walk over the shop mat, the item's selling-price is automatically
2936     subtracted from the player's money.
2937     <br><br>
2938     For money, always use the default arches.
2939 root 1.37 Don't modify them.]]>
2940 root 1.2 </description>
2941 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2942 root 1.2 </type>
2943    
2944     <!--####################################################################-->
2945 root 1.3 <type number="0" name="Monster &amp; NPC">
2946     <required>
2947     <attribute arch="is_floor" value="0" />
2948     <attribute arch="alive" value="1" />
2949     <attribute arch="tear_down" value="0" />
2950     </required>
2951 root 1.1 <ignore>
2952 root 1.3 <attribute arch="material" />
2953     <attribute arch="name_pl" />
2954 root 1.1 <attribute arch="nrof" />
2955     <attribute arch="value" />
2956     <attribute arch="unpaid" />
2957     </ignore>
2958     <description><![CDATA[
2959     Monsters can behave in various kinds of ways.
2960     They can be aggressive, attacking the player. Or peaceful,
2961     helping the player - maybe joining him as pet.
2962     The unagressive creatures who communicate with players are
2963     usually called "NPCs" (Non Player Character), a well-known
2964 root 1.37 term in role-play environments.]]>
2965 root 1.1 </description>
2966     <use><![CDATA[
2967     Monsters play a central role in most maps. Choosing the right
2968     combination of monsters for your map is vital:
2969     <UL>
2970     <LI> Place only monsters of slightly varying (increasing) strength.
2971     It's no fun to play for two hours just to find out the last
2972     monster is unbeatable. Similar, it's not exciting to fight orcs
2973     after passing a room of dragons.<br>
2974     This rule applies only for linear maps (one room after the other),
2975     with treasure at the end. You can sprinkle the treasure around,
2976 root 1.3 or make non-linear maps - That is often more entertaining.
2977 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2978     Balrogs, Dragonmen and the likes should be at the end of a quest,
2979 root 1.3 not at the beginning.
2980 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2981     Fire- and cold dragons in one room for example is a bad idea.
2982     By weakening and killing each other they are easy prey for players,
2983     not worth the experience they hold.
2984     <LI> Create your own monsters, especially for "boss"-type monsters.
2985     Having stage-bosses guarding treasure is a lot of fun when done right.
2986     Avoid to create monsters with completely non-intuitive abilities:
2987     Don't give ice-spells to firedragons or vice versa. Don't add
2988     draining attack to trolls, etc. Additionally, you should inform the
2989     player before he bumps right into some very special/unusual monster.
2990     <LI> Last but not least: Always keep an eye on the experience your monsters
2991     hold. Design your maps in a way that high experience
2992     is always well-defended. Don't make large rooms full with only one kind
2993     of monster. Keep in mind the different abilities/techniques players
2994     can use.
2995     </UL>
2996     I know it's impossible to make the perfectly balanced map. There's always
2997     some part which is found too easy or too hard for a certain kind of player.
2998     Just give it your best shot. And listen to feedback from players if you
2999 root 1.37 receive some. :-)]]>
3000 root 1.1 </use>
3001     <attribute arch="alive" value="1" type="fixed" />
3002     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3003     When the monster is killed, items from the treasurelist will
3004     drop to the ground. This is a common way to reward players
3005     for killing (masses of) monsters.
3006 root 1.3
3007 root 1.1 Note that you can always put items into the monster's
3008     inventory. Those will drop-at-kill just like the stuff
3009     from the &lt;treasurelist&gt;.
3010     </attribute>
3011 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3012     Set this flag to move treasure items created into the environment (map)
3013     instead of putting them into the object.
3014     </attribute>
3015 root 1.1 <attribute arch="level" editor="level" type="int">
3016     A monster's &lt;level&gt; is the most important attribute.
3017     &lt;level&gt; affects the power of a monster in various ways.
3018     </attribute>
3019     <attribute arch="race" editor="race" type="string">
3020 root 1.12 Every monster should have a race set to categorize it.
3021 root 1.1 The monster's &lt;race&gt; can have different effects:
3022     Slaying weapons inflict tripple damage against enemy races
3023     and holy word kills only enemy races of the god.
3024     </attribute>
3025     <attribute arch="exp" editor="experience" type="int">
3026     When a player kills this monster, he will get exactly this
3027     amount of &lt;experience&gt;. The experience will flow into
3028 root 1.12 the skill-category the player used for the kill.
3029 root 1.3
3030 root 1.1 If you create special monsters of tweaked strenght/abilities,
3031     always make sure that the &lt;experience&gt; is set to a
3032     reasonable value. Compare with existing arches to get a feeling
3033     what reasonable means. Keep in mind that spellcasting monsters
3034     are a lot harder to kill than non-spellcasters!
3035     </attribute>
3036     <attribute arch="speed" editor="speed" type="float">
3037     The &lt;speed&gt; determines how fast a monster will both move
3038     and fight. High &lt;speed&gt; makes a monster considerably stronger.
3039     </attribute>
3040 root 1.12 &speed_left;
3041 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
3042     This only takes effect if &lt;multiply&gt; is enabled. The monster will
3043     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3044     can be set to any valid arch-name of a monster. Multipart monster
3045     should not be used.
3046     </attribute>
3047     <attribute arch="generator" editor="multiply" type="bool">
3048     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3049     every once in a while. Mice are a good example for this effect.
3050     If enabled, you must also set &lt;breed monster&gt; or check
3051     &lt;template generation&gt; and put other monsters in the inventory.
3052     </attribute>
3053     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3054     This only takes effect if &lt;multiply&gt; is enabled. The monster
3055     will create a new monster every once in a while by duplicating it's inventory.
3056     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3057     Each time the monster need to generate an object, it will be
3058     a randomly chosen item from the inventory. When generator is destroyed,
3059 root 1.3 inventory is destroyed.
3060 root 1.1 </attribute>
3061 root 1.9 &move_type;
3062 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3063     Several spells only affect undead monsters:
3064     turn undead, banish undead, holy word, etc.
3065     </attribute>
3066     <attribute arch="carrying" editor="carries weight" type="int">
3067     If a monster has something in the inventory, this
3068     value can be set to reflect the slowdown due to
3069     the carried weight.
3070     </attribute>
3071 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3072 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
3073 root 1.24 it should not be lightly destroyed. This is most useful on pets and
3074     keeps the server from destroying them on destroy_pets/monster floors
3075     and will try to save them when the player logs out.
3076     </attribute>
3077 root 1.3
3078 root 1.1 <section name="melee">
3079     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3080     This number is a bitmask, specifying the monster's attacktypes
3081     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3082     Strong monsters often have more than just physical attacktype.
3083 root 1.3
3084 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3085     as much damage as the "best" of it's attacktypes does. So, the more
3086     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3087     somehow exceptions.
3088     </attribute>
3089     <attribute arch="dam" editor="damage" type="int">
3090     Among other parameters, &lt;damage&gt; affects how much melee damage
3091     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3092     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3093     take effect on the melee damage of a monster.
3094     </attribute>
3095     <attribute arch="wc" editor="weapon class" type="int">
3096     Monsters of high &lt;weapon class&gt; are more likely to really hit
3097     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3098     to &lt;armour class&gt;.
3099     </attribute>
3100     <attribute arch="hp" editor="health points" type="int">
3101     The &lt;health points&gt; of a monster define how long it takes to
3102     kill it. With every successful hit from an opponent, &lt;health points&gt;
3103     get drained - The monster dies by zero &lt;health points&gt;.
3104     </attribute>
3105     <attribute arch="maxhp" editor="max health" type="int">
3106     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3107     monster can have.
3108     </attribute>
3109     <attribute arch="ac" editor="armour class" type="int">
3110     Monsters of low &lt;armour class&gt; are less likely to get hit from
3111     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3112     to &lt;weapon class&gt;.
3113     Values typically range between +20 (very bad) to -20 (quite good).
3114     </attribute>
3115     <attribute arch="Con" editor="healing rate" type="int">
3116 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3117     healing rate is independent of &lt;speed&gt;.
3118 root 1.1 </attribute>
3119     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3120     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3121     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3122     bounce off.
3123     </attribute>
3124     <attribute arch="hitback" editor="hitback" type="bool">
3125     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3126     to the amount of damage the *attacker* inflicted. This damage
3127     is additional to the regular melee damage of the monster.
3128     As far as I know, hitback uses acid attacktype, and it only takes
3129     effect if the monster actually has acid attacktype at it's disposal.
3130     Acid spheres for example use this feature.
3131     </attribute>
3132     <attribute arch="one_hit" editor="one hit only" type="bool">
3133     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3134     to a player.
3135     </attribute>
3136     </section>
3137 root 1.3
3138 root 1.1 <section name="spellcraft">
3139     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3140     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3141     Only wands/rods/etc can be used, given the appropriate abilities.
3142     </attribute>
3143     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3144     A monster with this flag has the ability to &lt;reflect spells&gt;,
3145     all kinds of spell-bullets and -beams will bounce off.
3146 root 1.3
3147 root 1.1 Generally this flag should not be set because it puts
3148     wizard-type players at an unfair disadvantage.
3149     </attribute>
3150     <attribute arch="sp" editor="spellpoints" type="int">
3151     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3152     them for both wizard- and prayer-spells. However, this value defines
3153     only the amount of *initial* spellpoints the monster starts with.
3154     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3155     and &lt;spellpoint regen.&gt; are more important than just initial
3156     &lt;spellpoints&gt;.
3157     </attribute>
3158     <attribute arch="maxsp" editor="max spellpoints" type="int">
3159     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3160     can hold. Setting this to high values has little effect unless
3161     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3162     "regenerate mana" at it's disposal.
3163     </attribute>
3164     <attribute arch="Pow" editor="spellpoint regen." type="int">
3165 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3166     spellpoint regeneration rate is independent of &lt;speed&gt;.
3167 root 1.3
3168 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3169     regeneration is most important. If your monster is still not casting
3170     fast enough, give it the spell-ability of "regenerate mana".
3171     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3172     </attribute>
3173     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3174     Click on the &lt;attuned paths&gt; button to select spellpaths.
3175     The creature will get attuned to the specified spellpaths.
3176     </attribute>
3177     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3178     Click on the &lt;repelled paths&gt; button to select spellpaths.
3179     The creature will get repelled to the specified spellpaths.
3180     </attribute>
3181     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3182     Click on the &lt;denied paths&gt; button to select spellpaths.
3183     The creature won't be able to cast spells of the specified paths.
3184     </attribute>
3185     </section>
3186 root 1.3
3187 root 1.1 <section name="ability">
3188     <attribute arch="Int" editor="detect hidden" type="int">
3189     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3190     hidden/invisible creatures. Higher values make for better
3191     detection-skills. Enabling &lt;see invisible&gt; makes this value
3192     obsolete.
3193     </attribute>
3194     <attribute arch="see_invisible" editor="see invisible" type="bool">
3195     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3196     with by invisible or hiding players. This flag is a must-have
3197     for high-level monsters. When a monster is unable to detect
3198     invisible players, it can be killed without fighting back.
3199     </attribute>
3200     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3201     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3202     by spells of darkness or dark maps. This flag is a "should-have"
3203     for high-level monsters. When a monster is unable to see in
3204     darkness, players can cast darkness and sneak around it safely.
3205     </attribute>
3206     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3207     Monster is able to wield weapon type objects.
3208     </attribute>
3209     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3210     Monster is able to use missile-weapon type objects.
3211     </attribute>
3212     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3213     Monster is able to wear protective equipment like brestplate
3214     armour, shields, helmets etc.
3215     </attribute>
3216     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3217     Monster is able to wear rings.
3218     </attribute>
3219     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3220     Monster is able to use wands and staves.
3221     </attribute>
3222     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3223     Monster is able to use rods.
3224     </attribute>
3225     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3226     Monster is able to read scrolls.
3227     </attribute>
3228     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3229     Monster is able to use skills from it's inventory.
3230     For example, you can put a throwing skill object and some
3231 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3232 root 1.1 </attribute>
3233     </section>
3234 root 1.3
3235 root 1.1 <section name="behave">
3236     <attribute arch="monster" editor="monster behaviour" type="bool">
3237     When &lt;monster behaviour&gt; is enabled, this object will behave
3238     like a monster: It can move and attack enemies (which are
3239     typically players).
3240     This flag should be set for all monsters as-such.
3241     Monsters which don't move, like guards, should also have
3242     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3243 root 1.3 It should *not* be set for things like immobile generators.
3244 root 1.1 </attribute>
3245     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3246     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3247     </attribute>
3248     <attribute arch="friendly" editor="friendly" type="bool">
3249     &lt;friendly&gt; monsters help the player, attacking any
3250     non-friendly monsters in range.
3251     </attribute>
3252     <attribute arch="stand_still" editor="stand still" type="bool">
3253     Monsters which &lt;stand still&gt; won't move to leave their position.
3254     When agressive, they will attack all enemies who get close to
3255     them. This behaviour is commonly known from castle guards.
3256 root 1.3
3257 root 1.32 In older versions of Deliantra it was possible to eventually
3258 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3259     I believe this is no longer possible. Neverthless, you should
3260     still be cautious when lining up &lt;stand still&gt;-monster in order
3261     to "defend" something: Such monsters are rather easy to kill.
3262     It's good for low level maps, but not much more.
3263     </attribute>
3264     <attribute arch="sleep" editor="asleep" type="bool">
3265     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3266     &lt;sensing range&gt; of the monster. Usually the sensing range is
3267     larger than the players line of sight. Due to that, in most cases
3268     the player won't ever notice weither a monster was asleep or not.
3269     </attribute>
3270     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3271     This entry defines which kinds of environment actions the
3272     creature is able to perform.
3273     </attribute>
3274     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3275     Click on the &lt;pick up&gt; button and select which types of objects
3276     the creature should try to pick up.
3277 root 1.3
3278 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3279     etc are set, then the creature will pick up the matching items even
3280     if this is not set here.
3281     </attribute>
3282     <attribute arch="Wis" editor="sensing range" type="int">
3283     &lt;sensing range&gt; determines how close a player needs to be before
3284     the creature wakes up. This is done as a square, for reasons of speed.
3285     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3286     11x11 square of the monster will wake the monster up. If the player
3287     has stealth, the size of this square is reduced in half plus 1.
3288     </attribute>
3289 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3290     If this is set to default, the standard mode of movement will be used.
3291     </attribute>
3292     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3293     This movement is not in effect when the monster has an enemy and should
3294     only be used for non agressive monsters.
3295 root 1.1 </attribute>
3296     <attribute arch="run_away" editor="run at % health" type="int">
3297     This is a percentage value in the range 0-100.
3298     When the monster's health points drop below this percentage
3299     (relative to max health), it attempts to run away from the
3300     attacker.
3301     </attribute>
3302     </section>
3303 elmex 1.29 &resistances_basic;
3304 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3305     </attribute>
3306     </type>
3307    
3308     <!--####################################################################-->
3309 root 1.3 <type number="28" name="Monster (Grimreaper)">
3310     <import_type name="Monster &amp; NPC" />
3311     <ignore>
3312     <attribute arch="material" />
3313     <attribute arch="name_pl" />
3314     <attribute arch="nrof" />
3315     <attribute arch="value" />
3316     <attribute arch="unpaid" />
3317     </ignore>
3318 elmex 1.27 <description>
3319 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3320 elmex 1.27 draining attacks.
3321 root 1.3 </description>
3322     <section name="grimreaper">
3323     <attribute arch="value" editor="attacks" type="int">
3324     The object vanishes after this number of draining attacks.
3325     </attribute>
3326     </section>
3327     </type>
3328    
3329     <!--####################################################################-->
3330 root 1.1 <type number="65" name="Mood Floor">
3331     <ignore>
3332     <ignore_list name="system_object" />
3333     </ignore>
3334     <description><![CDATA[
3335     As the name implies, mood floors can change the "mood" of
3336     a monsters/NPC. For example, an unagressive monster could be
3337     turned mad to start attacking. Similar, an agressive monster
3338 root 1.37 could be calmed.]]>
3339 root 1.1 </description>
3340     <use><![CDATA[
3341     Mood floors are absolutely cool for NPC interaction. To make an
3342     unaggressive monster/NPC attack, put a creator with "other_arch
3343     furious_floor" under it. Connect the creator to a magic_ear, so the
3344     player speaks a keyword like "stupid sucker" - and the monster attacks.
3345     <br><br>
3346     To turn an NPC into a pet, put a charm_floor under it and connect
3347     it directly to a magic_ear. Then the player speaks a keyword like
3348     "help me" - and the NPC joins him as pet.
3349     <br><br>
3350     (Of course you must always give clear hints about keywords!
3351     And there is no reason why you couldn't use a button/lever/pedestal
3352 root 1.37 etc. instead of a magic_ear.)]]>
3353 root 1.1 </use>
3354     <attribute arch="no_pick" value="1" type="fixed" />
3355     <attribute arch="last_sp" editor="mood" type="list_mood">
3356     &lt;mood&gt; is used to determine what will happen to the
3357     monster when affected by the mood floor:
3358 root 1.3
3359 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3360 root 1.3
3361 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3362 root 1.3
3363 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3364 root 1.3
3365 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3366 root 1.3
3367 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3368     who triggers the square. This setting is not
3369     enabled for continous operation, you need to
3370     insert a &lt;connection&gt; value!
3371     </attribute>
3372 root 1.45 <attribute arch="connected" editor="connection" type="string">
3373 root 1.1 This should only be set in combination with &lt;mood number&gt; 4.
3374     Normally, monsters are affected by the mood floor as soon as they
3375     step on it. But charming (monster -&gt; pet) is too powerful,
3376 root 1.3 so it needs to be activated.
3377    
3378 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3379     But a powerful pet could as well be the reward for solving a
3380     quest. Or even better: It could be *part* of a quest!
3381     </attribute>
3382     <attribute arch="no_magic" editor="no spells" type="bool">
3383     If enabled, it is impossible for players to use (wizard-)
3384     spells on that spot.
3385     </attribute>
3386     <attribute arch="damned" editor="no prayers" type="bool">
3387     If enabled, it is impossible for players to use prayers
3388     on that spot. It also prevents players from saving.
3389     </attribute>
3390     </type>
3391    
3392     <!--####################################################################-->
3393     <type number="40" name="Mover">
3394     <ignore>
3395     <ignore_list name="non_pickable" />
3396     </ignore>
3397     <description><![CDATA[
3398     Movers move the objects above them. However, only living objects
3399     are affected (monsters/NPCs always, players optional). Movers have
3400     a direction, so players can be made to move in a pattern, and so
3401     can monsters. Motion is involuntary. Additionally, players or
3402     monsters can be "frozen" while ontop of movers so that they MUST
3403     move along a chain of them.
3404     <br><br>
3405     Multisquare monsters can be moved as well, given
3406 root 1.37 enough space. Movers are usually invisible.]]>
3407 root 1.1 </description>
3408     <use><![CDATA[
3409     NEVER EVER consider a mover being unpassable in the backwards
3410     direction. Setting "forced movement" makes it seemingly impossible
3411     but there is still a trick: One player can push a second player
3412     past the mover, in opposite to the mover's direction! The more
3413     movers, the more players needed. Hence, don't make a treasure
3414     room that is surrounded by movers instead of solid walls/gates.
3415     <br><br>
3416     Btw, it does not make a difference putting movers above or
3417     below the floor. Moreover, movers that are set to be invisible
3418     cannot be discovered with the show_invisible spell.
3419     <br><br>
3420     Note that Movers and Directors are seperate objects, even though
3421     they look and act similar. Directors only do spells/missiles,
3422     while movers only do living creatures (depending on how it
3423 root 1.37 is set: monsters and players).]]>
3424 root 1.1 </use>
3425     <attribute arch="attacktype" editor="forced movement" type="bool">
3426     If forced movement is enabled, the mover "freezes" anyone it
3427     moves (so they are forced to move along a chain).
3428     For players there is no way to escape this forced movement,
3429     except being pushed by a second player.
3430     </attribute>
3431     <attribute arch="maxsp" editor="freeze duration" type="int">
3432     The player will be "frozen" for that many moves.
3433     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3434     enabled, then &lt;freeze duration&gt; gets assigned the
3435     "default value" 2 automatically.
3436     </attribute>
3437     <attribute arch="speed" editor="movement speed" type="float">
3438     The movement speed value determines how fast a chain of
3439     these movers will push a player along (default is -0.2).
3440     </attribute>
3441 root 1.12 &speed_left;
3442 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3443     The mover will push creatures in the specified &lt;direction&gt;.
3444     A mover with direction set to &lt;none&gt; will spin clockwise,
3445     thus pushing creatures in unpredictable directions.
3446     </attribute>
3447     <attribute arch="lifesave" editor="gets used up" type="bool">
3448     If enabled, the mover gets "used up" after a certain number of moves
3449 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3450 root 1.1 </attribute>
3451     <attribute arch="hp" editor="number of uses" type="int">
3452     This value has only a meaning if &lt;gets used up&gt; is set:
3453     &lt;number of uses&gt; is the number of times minus one, that it
3454     will move a creature before disappearing. (It will move
3455 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3456 root 1.1 </attribute>
3457     <section name="targets">
3458     <attribute arch="level" editor="move players" type="bool">
3459     If &lt;move players&gt; is enabled, both players and monsters will be
3460     moved. In the arches' default it is disabled - thus ONLY monsters
3461     get moved. Remember that "monsters" includes NPCs!
3462 root 1.3
3463 root 1.1 This feature provides you with the possibility to make NPCs
3464     literally "come to life". Example: The player is talking with an
3465     NPC, speaking a certain keyword. This triggers a magic_ear and
3466     activates creators, creating (per default: monster-only) movers
3467     under the NPC's feet. The NPC starts "walking" on a predefined
3468     route! Note that it's useful to set this NPC immune to everything,
3469     preventing the player to push the NPC off his trace.
3470     </attribute>
3471 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3472     Which movement types activate the mover.
3473 root 1.1 </attribute>
3474     </section>
3475     </type>
3476    
3477     <!--####################################################################-->
3478     <type number="17" name="Pedestal">
3479     <ignore>
3480     <ignore_list name="non_pickable" />
3481     </ignore>
3482     <description><![CDATA[
3483     Pedestals are designed to detect certain types of living objects.
3484     When a predefined type of living creature steps on the pedestal, the
3485 root 1.37 connected value is triggered.]]>
3486 root 1.1 </description>
3487     <use><![CDATA[
3488     If you want to create a place where only players of a certain race
3489     can enter, put a teleporter over your pedestal. So the teleporter is
3490     only activated for players of the matching race. Do not use gates,
3491     because many other players could sneak in. If you put powerful
3492     artifacts into such places, generally set "startequip 1", so that
3493 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3494 root 1.1 </use>
3495     <attribute arch="no_pick" value="1" type="fixed" />
3496     <attribute arch="slaying" editor="match race" type="string">
3497     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3498     matches the monster's or the player's race, we have a match.
3499     Yes, pedestals can detect a player's race! E.g. you could create a
3500 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3501    
3502 root 1.1 If it is set to "player", any player stepping on the pedestal
3503     is a match. Very useful if you want to open a gate for players
3504     but not for monsters.
3505 root 1.51
3506     &match_compat;
3507 root 1.1 </attribute>
3508 root 1.45 <attribute arch="connected" editor="connection" type="string">
3509 root 1.1 When the pedestal is triggered, all objects with the same
3510     connection value get activated.
3511     </attribute>
3512 root 1.9 &move_on;
3513 root 1.1 </type>
3514    
3515     <!--####################################################################-->
3516 root 1.55 <type number="32" name="Pedestal Trigger">
3517     <import_type name="Pedestal" />
3518     <ignore>
3519     <ignore_list name="non_pickable" />
3520     </ignore>
3521     <description><![CDATA[
3522     Pedestal triggers are pedestals which reset after a short period
3523     of time. Every time it is either applied or reset, the
3524     &lt;connection&gt; value is triggered.]]>
3525     </description>
3526     </type>
3527    
3528     <!--####################################################################-->
3529 root 1.52 <type number="19" name="Item Match">
3530     <ignore>
3531     <ignore_list name="non_pickable" />
3532     </ignore>
3533     <description><![CDATA[
3534     Match objects use the deliantra matching language
3535     (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3536     to match items on the same mapspace (if move_on/off are unset) or
3537     items trying to enter (if move_blocked is set).
3538    
3539     If a connected value is given, then it is triggered if the first object
3540     matching the expression is put on it, and the last is removed.]]>
3541     </description>
3542     <use><![CDATA[
3543     If you want to trigger something else (e.g. a gate) when an item is above this object,
3544     use the move_on/move_off settings.
3545    
3546     If you want to keep something from entering if it has (or lacks) a specific item,
3547     use the move_blocked setting.]]>
3548     </use>
3549     <attribute arch="no_pick" value="1" type="fixed" />
3550     <attribute arch="slaying" editor="match expression" type="string">
3551     &match_compat;
3552    
3553     Optionally you can leave out the "match " prefix.
3554     </attribute>
3555     <attribute arch="connected" editor="connection" type="string">
3556     When the match is triggered, all objects with the same
3557     connection value get activated.
3558     </attribute>
3559     &move_on;
3560     &move_off;
3561     &move_block;
3562     </type>
3563    
3564     <!--####################################################################-->
3565 root 1.1 <type number="94" name="Pit">
3566     <ignore>
3567     <ignore_list name="non_pickable" />
3568     </ignore>
3569     <description><![CDATA[
3570     Pits are holes, transporting the player when he walks (and falls) into them.
3571     A speciality about pits is that they don't transport the player to
3572 root 1.37 the exact destination, but within a configurable radius of the destination
3573 root 1.1 (never on blocked squares).<br>
3574     Optionally, pits can get closed and opened, similar to gates.<br><br>
3575     Monsters and items are affected by pits just as well as players.
3576 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3577 root 1.1 </description>
3578     <use><![CDATA[
3579     Pits can add interesting effects to your map. When using them, make
3580     sure to use them in a "logical way": Pits should always drop the
3581     player to some kind of lower level. They should not be used to
3582 root 1.37 randomly interconnect maps like teleporters do.]]>
3583 root 1.1 </use>
3584     <attribute arch="no_pick" value="1" type="fixed" />
3585 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3586 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3587 root 1.37 </attribute>
3588 root 1.45 <attribute arch="connected" editor="connection" type="string">
3589 root 1.1 When a &lt;connection&gt; value is set, the pit can be opened/closed
3590     by activating the connection.
3591     </attribute>
3592 elmex 1.16 &activate_on;
3593 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3594     The pit will transport creatures (and items) randomly into a two-square
3595     radius of the destination coordinates.
3596     If the destination square becomes blocked, the pit will act like
3597     being filled up and not work anymore!
3598     </attribute>
3599     <attribute arch="sp" editor="destination Y" type="int">
3600     The pit will transport creatures (and items) randomly into a two-square
3601     radius of the destination coordinates.
3602     If the destination square becomes blocked, the pit will act like
3603     being filled up and not work anymore!
3604     </attribute>
3605     <attribute arch="wc" editor="position state" type="int">
3606     The &lt;position state&gt; defines the position of the gate:
3607     Zero means completely open/down, the "number of animation-steps" (usually
3608     about 6 or 7) means completely closed/up state. I suggest you don't
3609     mess with this value - Leave the default in place.
3610     </attribute>
3611 root 1.9 &move_on;
3612 root 1.1 </type>
3613    
3614     <!--####################################################################-->
3615     <type number="7" name="Poison Food">
3616     <description><![CDATA[
3617     When eating, the player's stomache is drained by 1/4 of food.
3618 root 1.37 If his food drops to zero, the player might even die.]]>
3619 root 1.1 </description>
3620     </type>
3621    
3622     <!--####################################################################-->
3623     <type number="5" name="Potion">
3624     <description><![CDATA[
3625     The player can drink these and gain various kinds of benefits
3626 root 1.37 (/penalties) by doing so.]]>
3627 root 1.1 </description>
3628     <use><![CDATA[
3629 root 1.37 One potion should never give multiple benefits at once.]]>
3630 root 1.1 </use>
3631     <attribute arch="level" editor="potion level" type="int">
3632     If the potion contains a spell, the spell is cast at this level.
3633     For other potions it should be set at least to 1.
3634     </attribute>
3635     <attribute arch="sp" editor="spell" type="spell">
3636     When a player drinks this potion, the selected spell
3637     will be casted (once). This should work for any given spell.
3638     E.g. heal is "sp 35", magic power is "sp 67".
3639     </attribute>
3640     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3641     There are two types of special effects for potions:
3642     'life restoration' - restore the player's stats lost by death or draining
3643     (this has nothing in common with the restoration spell!)
3644 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3645 root 1.1 by a very small amount.
3646     </attribute>
3647     <attribute arch="cursed" editor="cursed" type="bool">
3648     If a potion is cursed, benefits generally turn into penalties.
3649     Note that potions can be "uncursed" by praying over an altar,
3650     with relative ease. *But* the potion must be identified to notice
3651     that it is cursed &gt;:)
3652     </attribute>
3653     <attribute arch="startequip" editor="godgiven item" type="bool">
3654     A godgiven item vanishes as soon as the player
3655     drops it to the ground.
3656     </attribute>
3657 elmex 1.29 &player_stat_resist_sections;
3658 root 1.1 </type>
3659    
3660     <!--####################################################################-->
3661     <type number="156" name="Power Crystal">
3662     <description><![CDATA[
3663     Power crystals can store a player's mana:
3664     When the player applies the crystal with full mana, half of
3665     it flows into the crystal. When the player applies it with
3666 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3667 root 1.1 </description>
3668     <attribute arch="sp" editor="initial mana" type="int">
3669     &lt;initial mana&gt; is the amount of spellpoints that the
3670     crystal holds when the map is loaded.
3671     </attribute>
3672     <attribute arch="maxsp" editor="mana capacity" type="int">
3673     The &lt;mana capacity&gt; defines how much mana can be stored
3674     in the crystal. This is what makes the crystal interesting.
3675     Wizard-players will always seek for crystals with large
3676     capacities.
3677     </attribute>
3678     </type>
3679    
3680     <!--####################################################################-->
3681     <type number="13" name="Projectile">
3682     <description><![CDATA[
3683     Projectiles like arrows/crossbow bolts are used as ammunition
3684     for shooting weapons.
3685     <br><br>
3686     It's very easy to add new pairs of weapons &amp; projectiles.
3687     Just set matching &lt;ammunition class&gt; both for shooting
3688 root 1.37 weapon and projectile.]]>
3689 root 1.1 </description>
3690     <use><![CDATA[
3691     If you want to create new kinds of projectiles, you could
3692     add an alchemical receipe to create these.
3693 root 1.3
3694 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3695     they really fullfill a useful purpose. In fact, even bows
3696 root 1.37 and crossbows are rarely ever used.]]>
3697 root 1.1 </use>
3698     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3699     This number is a bitmask, specifying the projectile's attacktypes.
3700     Attacktypes are: physical, magical, fire, cold.. etc.
3701     This works identical to melee weapons. Note that shooting
3702     weapons cannot have attacktypes.
3703     </attribute>
3704     <attribute arch="race" editor="ammunition class" type="string">
3705     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3706     these projectiles. For arrows set "arrows", for crossbow bolts
3707     set "crossbow bolts" (big surprise).
3708 root 1.3
3709 root 1.1 In certain cases, the ammunition class is displayed in the game.
3710     Hence, when you create a new ammunition class, choose an
3711     intuitive name like "missiles", "spirit bolts" - whatever.
3712 root 1.3
3713 root 1.1 You can also make special containers holding these projectiles
3714     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3715     </attribute>
3716     <attribute arch="slaying" editor="slaying race" type="string">
3717     Slaying means the weapon does tripple (3x) damage to monsters
3718     of the specified race. If &lt;slaying race&gt; matches an arch name,
3719     only monsters of that archtype receive tripple damage.
3720     Tripple damage is very effective.
3721     </attribute>
3722     <attribute arch="dam" editor="damage" type="int">
3723     The projectile &lt;damage&gt; significantly affects the damage
3724     done. Damage can be further increased by the shooting
3725     weapon's attributes.
3726     </attribute>
3727     <attribute arch="wc" editor="weaponclass" type="int">
3728     This value is supposed to be the base &lt;weaponclass&gt;,
3729     but it seems to have rather little effect.
3730     High values are good here, low values bad.
3731     </attribute>
3732     <attribute arch="food" editor="chance to break" type="int">
3733     The &lt;chance to break&gt; defines the breaking probability when this
3734     projectile hits an obstacle, e.g. wall or monster.
3735     The value is the %-chance to break, ranging from 0 (never breaking)
3736     to 100 (breaking at first shot).
3737     </attribute>
3738     <attribute arch="magic" editor="magic bonus" type="int">
3739     Magic bonus increases chance to hit and damage a little bit.
3740     </attribute>
3741     <attribute arch="unique" editor="unique item" type="bool">
3742     Unique items exist only one time on a server. If the item
3743     is taken, lost or destroyed - it's gone for good.
3744     </attribute>
3745     <attribute arch="startequip" editor="godgiven item" type="bool">
3746     A godgiven item vanishes as soon as the player
3747     drops it to the ground.
3748     </attribute>
3749     <attribute arch="no_drop" editor="don't drop" type="bool">
3750     When a monster carries a projectile with &lt;don't drop&gt;,
3751     this item will never drop to the ground but
3752     vanish instead. If this object is shot, it can still drop
3753     after hitting an obstacle. You can prevent this by
3754     setting &lt;chance to break&gt; 100.
3755     </attribute>
3756     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3757     This text may describe the projectile. This
3758     could be nice for very special ones.
3759     </attribute>
3760     </type>
3761    
3762     <!--####################################################################-->
3763     <type number="70" name="Ring">
3764     <import_type name="Amulet" />
3765     <description><![CDATA[
3766     Rings are worn on the hands - one ring each.
3767     Wearing rings, the object's stats will directly be inherited to
3768 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3769 root 1.1 </description>
3770     <use><![CDATA[
3771     When you create an artifact ring, never forget that players can
3772     wear <B>two</B> rings! Due to that it is extremely important to
3773     keep rings in balance with the game.
3774     <br><br>
3775     Also keep in mind that rings are generally the wizard's tools.
3776     They should primarily grant bonuses to spellcasting abilities
3777 root 1.37 and non-physical resistances.]]>
3778 root 1.1 </use>
3779     </type>
3780    
3781     <!--####################################################################-->
3782     <type number="3" name="Rod">
3783     <ignore>
3784     <attribute arch="title" />
3785     </ignore>
3786     <description><![CDATA[
3787     A rod contains a spell. The player can use this spell by applying and
3788     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3789     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3790 root 1.37 used endlessly.]]>
3791 root 1.1 </description>
3792     <use><![CDATA[
3793     Rods with healing/curing spells are extremely powerful. Usually, potions have
3794     to be used for that purpose. Though, potions are expensive and only good for
3795 root 1.37 one-time-use.<br>]]>
3796 root 1.1 </use>
3797     <attribute arch="sp" editor="spell" type="spell">
3798     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3799     rods to players, since they can be used endlessly without any mana cost!
3800     Rods with heal/ restoration/ protection spells, IF available, MUST be
3801     very very VERY hard to get!
3802     </attribute>
3803     <attribute arch="level" editor="casting level" type="int">
3804     The casting level of the &lt;spell&gt; determines it's power.
3805     For attack spells, level should be set to something reasonable.
3806     </attribute>
3807     <attribute arch="hp" editor="initial spellpoints" type="int">
3808     This value represents the initial amount of spellpoints in the rod.
3809     Naturally, this is quite unimportant.
3810     </attribute>
3811     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3812     When the rod is fully charged up, it will hold this maximum amount of
3813     spellpoints. Make sure it is enough to cast the contained spell at least
3814     once. But don't set the value too high, as that might make the rod
3815     too effective.
3816     </attribute>
3817     <attribute arch="startequip" editor="godgiven item" type="bool">
3818     A godgiven item vanishes as soon as the player
3819     drops it to the ground.
3820     </attribute>
3821     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3822     This text may contain a description of the rod.
3823     </attribute>
3824     </type>
3825    
3826     <!--####################################################################-->
3827     <type number="154" name="Rune">
3828     <ignore>
3829     <attribute arch="no_pick" />
3830     <attribute arch="title" />
3831     <attribute arch="name_pl" />
3832     <attribute arch="weight" />
3833     <attribute arch="value" />
3834     <attribute arch="material" />
3835     <attribute arch="unpaid" />
3836     </ignore>
3837     <description><![CDATA[
3838 root 1.3 A rune is a magical enscription on the dungeon floor.
3839 root 1.1 <br><br>
3840     Runes hit any monster or person who steps on them for 'dam' damage in
3841     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3842     and will cast this spell when it detonates. Yet another kind is the
3843     "summoning rune", summoning predefined monsters of any kind, at detonation.
3844     <br><br>
3845 root 1.37 Many runes are already defined in the archetypes.]]>
3846 root 1.1 </description>
3847     <use><![CDATA[
3848     Avoid monsters stepping on your runes. For example, summoning runes
3849 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3850 root 1.1 </use>
3851     <attribute arch="no_pick" value="1" type="fixed" />
3852 root 1.9 &move_on;
3853 root 1.1 <attribute arch="level" editor="rune level" type="int">
3854     This value sets the level the rune will cast the spell it contains at,
3855     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3856 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3857    
3858 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3859     how much experience the player gets for doing so. Beware: High level
3860     runes can be quite a cheap source of experience! So either make them
3861     tough, or keep the level low.
3862     </attribute>
3863     <attribute arch="Cha" editor="visibility" type="int">
3864     This value determines what fraction of the time the rune is visible:
3865     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3866     how easily the rune may be found.
3867     </attribute>
3868     <attribute arch="hp" editor="number of charges" type="int">
3869     The rune will detonate &lt;number of charges&gt; times before disappearing.
3870     </attribute>
3871     <attribute arch="dam" editor="direct damage" type="int">
3872     &lt;direct damage&gt; specifies how much damage is done by the rune,
3873     if it doesn't contain a spell. This should be set in reasonable
3874 root 1.3 relation to the rune's level.
3875 root 1.1 </attribute>
3876     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3877     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3878     attribute defines what attacktype to use for direct damage when
3879     the rune detonates.
3880     </attribute>
3881     <section name="spellcraft">
3882     <attribute arch="sp" editor="spell" type="spell">
3883     The selected &lt;spell&gt; defines the spell in the rune, if any.
3884     (Many runes do direct damage).
3885     </attribute>
3886     <attribute arch="slaying" editor="spell name" type="string">
3887     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3888     but if present, overrides the &lt;spell&gt; setting.
3889     </attribute>
3890     <attribute arch="other_arch" editor="spell arch" type="string">
3891     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3892     is optional, but if present, overrides the &lt;spell&gt; setting.
3893     You can choose any of the existing arches.
3894     </attribute>
3895     <attribute arch="maxsp" editor="direction" type="list_direction">
3896     If set, the rune will cast it's containing spell (if any) in
3897     this &lt;direction&gt;.In most cases this appears useless because
3898     the spell directly hits the player.
3899     </attribute>
3900     <attribute arch="race" editor="summon monster" type="string">
3901     If this is set to the arch name of any monster, together with
3902     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3903     of those on detonation. (dam and attacktype will still be ignored
3904     in this case). Runes are even capable of summoning multi-square
3905     monsters, given enough space. You'd better test it though.
3906     </attribute>
3907     <attribute arch="maxhp" editor="summon amount" type="int">
3908     This should only be set to a summoning rune. It will then summon
3909     that many creatures of the kind &lt;summon monster&gt;.
3910     </attribute>
3911     </section>
3912     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3913     When the rune detonates, this text is displayed to the
3914     victim. For especially powerful runes, create an appropriate
3915     thrilling description. ;)
3916     </attribute>
3917     </type>
3918    
3919     <!--####################################################################-->
3920     <type number="106" name="Savebed">
3921     <ignore>
3922     <ignore_list name="non_pickable" />
3923     </ignore>
3924     <description><![CDATA[
3925     When the player applies a savebed, he is not only saved. Both his
3926     respawn-after-death and his word-of-recall positions are pointing
3927 root 1.37 to the last-applied savebed.]]>
3928 root 1.1 </description>
3929     <use><![CDATA[
3930     Put savebed locations in towns, do not put them into dungeons.
3931     It is absolutely neccessary that a place with savebeds is 100% secure.
3932     That means:
3933     <UL>
3934     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3935     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3936 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3937 root 1.1 players get trapped in a savebed location.
3938     <LI> If possible, mark the whole site as no-spell area (Insert this
3939     arch called "dungeon_magic" everywhere). This is not required,
3940     but it makes the place much more safe.
3941 root 1.37 </UL>]]>
3942 root 1.1 </use>
3943     <attribute arch="no_pick" value="1" type="fixed" />
3944     <attribute arch="no_magic" value="1" type="fixed" />
3945     <attribute arch="damned" value="1" type="fixed" />
3946     </type>
3947    
3948     <!--####################################################################-->
3949 root 1.3 <type number="111" name="Scroll">
3950     <ignore>
3951     <attribute arch="title" />
3952     </ignore>
3953     <description><![CDATA[
3954     Scrolls contain spells (similar to spell-potions). Unlike potions,
3955     scrolls require a certain literacy skill to read successfully.
3956     Accordingly, for a successful reading, a small amount of
3957     experience is gained. Scrolls allow only one time usage, but
3958 root 1.37 usually they are sold in bulks.]]>
3959 root 1.3 </description>
3960     <use><![CDATA[
3961     For low level quests, scrolls of healing/curing-spells
3962     can be a nice reward. At higher levels, scrolls become less
3963 root 1.37 and less useful.]]>
3964 root 1.3 </use>
3965     <attribute arch="level" editor="casting level" type="int">
3966     The spell of the scroll will be casted at this level.
3967     This value should always be set, at least to 1.
3968     </attribute>
3969     <attribute arch="sp" editor="spell" type="spell">
3970     When a player/monster applies this scroll, the selected &lt;spell&gt;
3971     will be casted (once). This should work for any given spell.
3972     </attribute>
3973     <attribute arch="startequip" editor="godgiven item" type="bool">
3974     A godgiven item vanishes as soon as the player
3975     drops it to the ground.
3976     </attribute>
3977     </type>
3978    
3979     <!--####################################################################-->
3980     <type number="33" name="Shield">
3981     <import_type name="Amulet" />
3982     <description><![CDATA[
3983     Wearing a shield, the object's stats will directly be inherited to
3984     the player. Shields usually provide good defense, only surpassed
3985 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3986 root 1.3 </description>
3987     <use><![CDATA[
3988     Feel free to create your own special artifacts. However, it is very
3989 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3990 root 1.3 </use>
3991     <attribute arch="magic" editor="magic bonus" type="int">
3992     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3993     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3994     than direct armour-class bonus on the shield.
3995     </attribute>
3996     </type>
3997    
3998     <!--####################################################################-->
3999 root 1.1 <type number="14" name="Shooting Weapon">
4000     <description><![CDATA[
4001 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
4002 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4003     wielded both at the same time. Like with any other equipment,
4004     stats/bonuses from shooting weapons are directly inherited to the player.
4005     <br><br>
4006     It's very easy to add new pairs of weapons &amp; projectiles.
4007     Just set matching &lt;ammunition class&gt; both for shooting
4008 root 1.37 weapon and projectile.]]>
4009 root 1.1 </description>
4010     <use><![CDATA[
4011     Shooting weapons should not add bonuses in general. There's already
4012     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4013 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4014 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4015     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4016 root 1.37 - still crap.]]>
4017 root 1.1 </use>
4018     <attribute arch="race" editor="ammunition class" type="string">
4019     Only projectiles with matching &lt;ammunition class&gt; can be fired
4020     with this weapon. For normal bows set "arrows", for normal
4021     crossbows set "crossbow bolts".
4022 root 1.3
4023 root 1.1 In certain cases, the ammunition class is displayed in the game.
4024     Hence, when you create a new ammunition class, choose an
4025     intuitive name like "missiles", "spirit bolts" - whatever.
4026     </attribute>
4027     <attribute arch="sp" editor="shooting speed" type="int">
4028     After shooting a projectile, the player is frozen for a short
4029     period of time (to prevent shooting arrows machine-gun-like).
4030     The greater &lt;shooting speed&gt;, the shorter this period of time.
4031     1 is minimum (=worst) and 100 is maximum (=best) value.
4032 root 1.3
4033 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4034     SET IT TO ZERO! (That would freeze the player for eternety).
4035     </attribute>
4036     <attribute arch="dam" editor="base damage" type="int">
4037     The &lt;base damage&gt; significantly affects the damage done
4038     by using this weapon. This damage is added to the projectile
4039     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4040     according to the player's strength is added.
4041     </attribute>
4042     <attribute arch="wc" editor="weaponclass" type="int">
4043     This value is supposed to be the base &lt;weaponclass&gt;,
4044     but it seems to have rather little effect.
4045     High values are good here, low values bad.
4046     </attribute>
4047     <attribute arch="item_power" editor="item power" type="int">
4048     The &lt;item power&gt; value measures how "powerful" an artifact is.
4049     Players will only be able to wear equipment with a certain total
4050     amount of &lt;item power&gt;, depending on their own level. This is the
4051     only way to prevent low level players to wear "undeserved" equipment
4052     (like gifts from other players or cheated items).
4053 root 1.3
4054 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4055 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4056 root 1.1 calculate a provisional value at runtime, but this is never
4057     going to be an accurate measurement of &lt;item power&gt;.
4058     </attribute>
4059     <attribute arch="no_strength" editor="ignore strength" type="bool">
4060     Usually the player's strentgh takes effect on the damage
4061     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4062     the player's strength is ignored.
4063     </attribute>
4064     <attribute arch="damned" editor="damnation" type="bool">
4065     A damned shooting weapon cannot be unwielded unless
4066     the curse is removed. Removing damnations is
4067     a tick harder than removing curses.
4068     </attribute>
4069     <attribute arch="cursed" editor="curse" type="bool">
4070     A cursed shooting weapon cannot be unwielded unless
4071     the curse is removed.
4072     </attribute>
4073     <attribute arch="unique" editor="unique item" type="bool">
4074     Unique items exist only one time on a server. If the item
4075     is taken, lost or destroyed - it's gone for good.
4076     </attribute>
4077     <attribute arch="startequip" editor="godgiven item" type="bool">
4078     A godgiven item vanishes as soon as the player
4079     drops it to the ground.
4080     </attribute>
4081     <section name="stats">
4082     <attribute arch="Str" editor="strength" type="int">
4083     The player's strentgh will rise/fall by the given value
4084     while wearing this shooting weapon.
4085     </attribute>
4086     <attribute arch="Dex" editor="dexterity" type="int">
4087     The player's dexterity will rise/fall by the given value
4088     while wearing this shooting weapon.
4089     </attribute>
4090     <attribute arch="Con" editor="constitution" type="int">
4091     The player's constitution will rise/fall by the given value
4092     while wearing this shooting weapon.
4093     </attribute>
4094     <attribute arch="Int" editor="intelligence" type="int">
4095     The player's intelligence will rise/fall by the given value
4096     while wearing this shooting weapon.
4097     </attribute>
4098     <attribute arch="Pow" editor="power" type="int">
4099     The player's power will rise/fall by the given value
4100     while wearing this shooting weapon.
4101     </attribute>
4102     <attribute arch="Wis" editor="wisdom" type="int">
4103     The player's wisdom will rise/fall by the given value while
4104     wearing this shooting weapon.
4105     </attribute>
4106     <attribute arch="Cha" editor="charisma" type="int">
4107     The player's charisma will rise/fall by the given value
4108     while wearing this shooting weapon.
4109     </attribute>
4110     </section>
4111     <section name="bonus">
4112     <attribute arch="luck" editor="luck bonus" type="int">
4113     With positive luck bonus, the player is more likely to
4114     succeed in all sorts of things (spellcasting, praying,...).
4115     Unless the &lt;luck bonus&gt; is very high, the effect will be
4116     barely visible in-game. Luck bonus on one piece of equipment
4117     should never exceed 3, and such bonus should not be too
4118     frequently available.
4119     </attribute>
4120     <attribute arch="magic" editor="magic bonus" type="int">
4121     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4122     I'm not sure what exactly is increased - maybe weaponclass?
4123     However, &lt;magic bonus&gt; seems to have a little bit of positive
4124     influence on your chance to hit.
4125     </attribute>
4126     </section>
4127     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4128     This text describes the weapons's "story". Every decent artifact weapon
4129     should have such a description.
4130     </attribute>
4131     </type>
4132    
4133     <!--####################################################################-->
4134     <type number="68" name="Shop Floor">
4135     <ignore>
4136     <ignore_list name="non_pickable" />
4137     </ignore>
4138     <description><![CDATA[
4139     Shop floor is used for shops. It acts like a combination of the
4140     common floor- and the treasure type: When the map is loaded,
4141     randomitems (depending on the setings) are generated on it.
4142     These items are all flagged as unpaid.
4143     When a player drops an item onto shop floor, the item becomes
4144     unpaid and the player receives payment according to the item's
4145     selling-value.
4146     Shopfloor always prevents magic (To hinder players from burning
4147 root 1.37 or freezing the goods).]]>
4148 root 1.1 </description>
4149     <use><![CDATA[
4150     Tile your whole shop-interior space which shop floor.
4151     (That assures players receive payment for dropping items).
4152     Place shop mats to enter/leave the shop, and make sure
4153 root 1.37 there is no other exit than the shop mat.]]>
4154 root 1.1 </use>
4155     <attribute arch="is_floor" value="1" type="fixed" />
4156     <attribute arch="no_pick" value="1" type="fixed" />
4157     <attribute arch="no_magic" value="1" type="fixed" />
4158     <attribute arch="auto_apply" editor="generate goods" type="bool">
4159     If enabled, items will appear on this square when the map is loaded.
4160     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4161     are generated. The items will be unpaid.
4162     </attribute>
4163     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4164     This entry determines what kind of treasure will appear, when
4165     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4166     for details about existing treasurelists.
4167     </attribute>
4168     <attribute arch="exp" editor="quality level" type="int">
4169     The &lt;quality level&gt; will be used for the quality of the generated
4170     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4171     doesn't need to be set, unless you want extraordinarily good/bad
4172     quality. If you want to make a shop with very high quality, meaybe
4173     charge an entrance fee, or make the shop hard-to-come-by.
4174     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4175     and appearance of artifact-items.
4176     </attribute>
4177     <attribute arch="damned" editor="no prayers" type="bool">
4178     If enabled, it is impossible for players to use prayers
4179     on that spot. It also prevents players from saving.
4180     (Remember that &lt;no magic&gt; is always set for shop floors.)
4181     </attribute>
4182     </type>
4183    
4184     <!--####################################################################-->
4185     <type number="69" name="Shop Mat">
4186     <ignore>
4187     <ignore_list name="non_pickable" />
4188     </ignore>
4189     <description><![CDATA[
4190     Shop mats are used for entering/leaving shops. You should always
4191     have exactly TWO shop mats on your shop-map: One inside the
4192     "shopping-area" and one outside. Shop mats don't use exit paths/
4193     or -destinations. When stepping onto a shopmat the player gets beamed
4194     to the nearest other mat. If the player has unpaid items in his
4195     inventory, the price gets charged from his coins automatically.
4196     If the player has insufficient coins to buy his unpaid items, he
4197 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4198 root 1.1 </description>
4199     <use><![CDATA[
4200     As stated above, always place TWO shop mats into your shop.
4201 root 1.37 Not more and not less than that.]]>
4202 root 1.1 </use>
4203     <attribute arch="no_pick" value="1" type="fixed" />
4204 root 1.9 &move_on;
4205 root 1.1 </type>
4206    
4207     <!--####################################################################-->
4208     <type number="98" name="Sign &amp; MagicMouth">
4209     <ignore>
4210     <ignore_list name="non_pickable" />
4211     </ignore>
4212     <description><![CDATA[
4213     The purpose of a sign or magic_mouth is to display a certain message to
4214     the player. There are three ways to have the player get this message:
4215     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4216 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4217 root 1.1 </description>
4218     <use><![CDATA[
4219     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4220     some true roleplay feeling to your maps, support your storyline or give
4221     hints about hidden secrets/dangers. Place signs to provide the player
4222 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4223 root 1.1 </use>
4224 root 1.45 <attribute arch="connected" editor="connection" type="string">
4225 root 1.1 When a connection value is set, the message will be printed whenever
4226     the connection is triggered. This should be used in combination with
4227     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4228     If activating your magic_mouth this way, the message will not only be
4229     printed to one player, but all players on the current map.
4230     </attribute>
4231 elmex 1.16 &activate_on;
4232 root 1.9 &move_on;
4233 root 1.1 <attribute arch="food" editor="counter" type="int">
4234     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4235     (printing the message) only that many times. For signs this really shouldn't
4236     be used, while for magic_mouths it is extremely helpful.
4237     Monsters walking over the magic_mouth do not decrease the counter.
4238 root 1.3
4239 root 1.1 Often, you might want to have a message displayed only one time. For example:
4240     The player enters your map and you put a magic_mouth to tell him about the
4241     monsters and how dangerous they look and all. Later, when all the monsters
4242     are killed and the player leaves the map, displaying the same message a
4243     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4244     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4245     </attribute>
4246     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4247     This text will be displayed to the player.
4248     </attribute>
4249     </type>
4250    
4251 elmex 1.23 <type number="150" name="Shop Inventory">
4252     <ignore>
4253     <ignore_list name="non_pickable" />
4254     </ignore>
4255     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4256     </description>
4257     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4258     </use>
4259     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4260     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4261     the map that will be searched for unpaid items.
4262     </attribute>
4263     </type>
4264    
4265 root 1.1 <!--####################################################################-->
4266     <type number="43" name="Skill">
4267     <ignore>
4268     <ignore_list name="system_object" />
4269     </ignore>
4270     <description><![CDATA[
4271     Skills are objects which exist in the player/monster inventory.
4272     Both NPC/monsters and players use the same skill archetypes. Not all skills
4273 root 1.37 are enabled for monster use however.]]>
4274 root 1.1 </description>
4275     <use><![CDATA[
4276     For mapmaking, Skill objects serve two purposes:
4277     <p>First, the predefined skill archtypes (in the 'skills' directory)
4278     can be seen as the global skill definitions. A skill which doesn't
4279     exists as an archtype cannot be learned or used by players. When you
4280     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4281     of defined skill archtypes, because those strings are used as a reference in
4282     many skill-related objects.
4283     </p><p>
4284     Secondly, in order to enable monsters to use skills, you will need to
4285     copy default skill archtypes into the monsters' inventories.
4286     You can even customize the skills by changing stats. It is not
4287     recommended however, to use skills in your maps which are totally
4288 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4289 root 1.1 </use>
4290     <attribute arch="invisible" value="1" type="fixed" />
4291     <attribute arch="no_drop" value="1" type="fixed" />
4292     <attribute arch="skill" editor="skill name" type="string">
4293     The &lt;skill name&gt; is used for matchings. When a usable
4294     object has an identical &lt;skill name&gt;, players
4295     (or monsters) will need this skill to apply/use the object.
4296     </attribute>
4297     <attribute arch="expmul" editor="exp multiplier" type="float">
4298     This is the ratio of experience the players total should increase by
4299     when this skill is used. If this is zero, then experience only goes to
4300     to the skill. Values higher than 1 are allowed. Note that experience
4301     rewarded to the players total is in addition to that given to the
4302     skill. Eg, if player should get 500 exp for using a skill, and
4303     expmul is 1, the player will get 500 added to that skill as well as
4304     500 to their total.
4305     </attribute>
4306     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4307     The &lt;skill type&gt; defines the base functionality of the skill.
4308 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4309 root 1.1 create new skill types, but it requires a bit of server-coding.
4310     </attribute>
4311     <attribute arch="level" editor="level" type="int">
4312     </attribute>
4313     <attribute arch="exp" editor="experience" type="int">
4314     </attribute>
4315     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4316     The &lt;is native skill&gt; flag has an effect only when this
4317     skill object is placed in the inventory of a monster (or player).
4318     If it is set, the monster or player knows the skill natively, which
4319     means he does not need a skill tool to use it.
4320     </attribute>
4321     </type>
4322    
4323     <!--####################################################################-->
4324     <type number="130" name="Skill Scroll">
4325     <description><![CDATA[
4326     By reading a skill scroll, a player has a chance to learn the
4327 root 1.37 contained skill.]]>
4328 root 1.1 </description>
4329     <use><![CDATA[
4330     Skill scrolls are very much sought for by players. Currently,
4331     all skill scrolls are sold in shops randomly, which is in fact not
4332     a good system. It would be nice to have some cool quests with
4333 root 1.37 skill scrolls rewarded at the end.]]>
4334 root 1.1 </use>
4335     <attribute arch="race" value="scrolls" type="fixed" />
4336     <attribute arch="skill" editor="skill name" type="string">
4337     The &lt;skill name&gt; matches the skill object that can
4338     be learned from this scroll.
4339     </attribute>
4340     </type>
4341    
4342     <!--####################################################################-->
4343     <type number="21" name="Special Key">
4344     <ignore>
4345     <attribute arch="material" />
4346     </ignore>
4347     <description><![CDATA[
4348     When carrying the appropriate special key, a locked door can
4349     be opened. The key will dissapear.
4350     <br><br>
4351     This object-type can also be used for "passport"-like items:
4352     When walking onto an invetory checker, a gate for example might
4353 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4354 root 1.1 </description>
4355     <use><![CDATA[
4356     How to make a "passport": You take the special key arch
4357     (archetype name is "key2"), set the face to something like
4358     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4359     certainly must match with the appropiate inventory checker.
4360     <br><br>
4361     Of course you can be creative with names and faces of
4362     key-objects. A "mysterious crystal" or a "big dragon claw"
4363     (with appropriate faces) appear more interesting than just
4364 root 1.37 a "strange key", or "passport".]]>
4365 root 1.1 </use>
4366     <attribute arch="slaying" editor="key string" type="string">
4367     This string must be identical with the &lt;key string&gt; in the
4368     locked door, then it can be unlocked. It can also be used
4369     to trigger inventory checkers.
4370     </attribute>
4371     <attribute arch="material" editor="material" type="bitmask_material">
4372     For Special Keys, material should always be unset or set
4373     to Adamantite. This prevents the key from getting
4374     burned or otherwise destroyed.
4375     </attribute>
4376     <attribute arch="unique" editor="unique item" type="bool">
4377     Unique items exist only one time on a server. If the item
4378     is taken, lost or destroyed - it's gone for good.
4379 root 1.3
4380 root 1.1 This can be used if you want to sell apartments on your
4381     map: Simply sell a unique passport/key, and place
4382     an inventory checker at the entrance of your apartment.
4383     </attribute>
4384     <attribute arch="startequip" editor="godgiven item" type="bool">
4385     A godgiven item vanishes as soon as the player
4386     drops it to the ground.
4387     </attribute>
4388     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4389     This will add a description to the object. The player can read
4390     this text by clicking on the item in his inventory. Use this
4391     message to describe what the key/passport is good for. A player
4392     might have 50 different keys on his key-ring. Don't expect
4393     players to recall their purpose just by their names.
4394     </attribute>
4395     </type>
4396    
4397     <!--####################################################################-->
4398     <type number="101" name="Spell">
4399     <ignore>
4400     <ignore_list name="system_object" />
4401     </ignore>
4402     <description><![CDATA[
4403     Spell objects define a spell. When a spell is put in a spellbook,
4404     players can learn it by reading the book. Once learned, players
4405     can use the spell as often as they like. With increasing skill level
4406     of the player, spells may gain power but also increase cost.<br>
4407     Monsters can use spells which are put in their inventory (provided
4408     that certain "enabling" settings are correct). The monster's
4409 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4410 root 1.1 </description>
4411     <use><![CDATA[
4412     A lot of the spells' settings can be tuned and customized.
4413     When creating new spells which are accessible to players, it is
4414     important to think about balance. A single spell which is too
4415     powerful and/or too easy to use can eventually toss the whole skill
4416     and magic school system out of whack. Testing new spells is
4417 root 1.37 quite important therefore.]]>
4418 root 1.1 </use>
4419     <attribute arch="no_drop" value="1" type="fixed" />
4420     <attribute arch="invisible" value="1" type="fixed" />
4421     <attribute arch="skill" editor="skill name" type="string">
4422     The &lt;skill name&gt; matches the skill which is needed
4423     to cast this spell. This should be one out of "sorcery",
4424     "pyromancy", "evocation", "summoning" or "praying".
4425     If you want to fiddle with these, please take care not
4426     to upset the concept and balance of the various skills.
4427     </attribute>
4428     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4429     The &lt;spell type&gt; defines the basic type of spell.
4430     Some of these types are of a more generic nature than others.
4431     </attribute>
4432     <attribute arch="level" editor="spell level" type="int">
4433     </attribute>
4434     <attribute arch="casting_time" editor="casting time" type="int">
4435     </attribute>
4436     <attribute arch="duration" editor="duration" type="int">
4437     </attribute>
4438     <attribute arch="other_arch" editor="create object" type="string">
4439     </attribute>
4440     <attribute arch="sp" editor="cost spellpoints" type="int">
4441     </attribute>
4442     <attribute arch="grace" editor="cost grace" type="int">
4443     </attribute>
4444     <attribute arch="maxsp" editor="double cost per level" type="int">
4445     </attribute>
4446     </type>
4447    
4448     <!--####################################################################-->
4449     <type number="85" name="Spellbook">
4450     <description><![CDATA[
4451     By reading a spellbook, the player has a chance of learning the
4452     contained spell. Once learned from a book, the spell is available
4453     forever. Spellbooks with high level spells require some skill-level
4454     to read.<br><br>
4455     You can create widely customized spells only by adjusting the
4456     spell object in the spellbooks inventory. Refer to the description
4457     of spell objects for detailed information how to customize spells.<br>
4458     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4459 root 1.37 with a compilation of spells that the book may contain.]]>
4460 root 1.1 </description>
4461     <use><![CDATA[
4462     Don't put any of the godgiven spells into a spellbook! These are
4463     reserved for the followers of the appropriate cults. Handing them
4464     out in a spellbook would violate the balance between different religions.
4465     <br><br>
4466     Note that there is no fundamental difference between the spellbooks
4467     of varying schools (pyromancy, sorcery, evocation, summoning, and
4468     even praying). The difference lies only in the spells they contain.
4469     It is up to you, the mapmaker, to pick the right type of book
4470 root 1.37 for your spells.]]>
4471 root 1.1 </use>
4472     <attribute arch="skill" value="literacy" type="fixed" />
4473     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4474     There are two ways to put spells into a spellbook:
4475     1. Put a spell object in the books inventory. In this case,
4476     treasurelist must be set to &lt;none&gt;.
4477     2. Choose a treasurelist which contains spells.
4478     In that way, a spell will be chosen randomly from the list.
4479     </attribute>
4480     <attribute arch="startequip" editor="godgiven item" type="bool">
4481     A godgiven item vanishes as soon as the player
4482     drops it to the ground.
4483     </attribute>
4484     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4485     This text may contain a nice description
4486     of the spellbook's cover or something.
4487     </attribute>
4488     </type>
4489    
4490     <!--####################################################################-->
4491     <type number="90" name="Spinner">
4492     <ignore>
4493     <ignore_list name="non_pickable" />
4494     </ignore>
4495     <description><![CDATA[
4496     Spinners change the direction of spell objects and other projectiles
4497     that fly past. Unlike directors, it does make a difference from what
4498     angle you shoot into the spinner. The direction of objects flying past
4499 root 1.37 is always changed by a certain degree.]]>
4500 root 1.1 </description>
4501     <use><![CDATA[
4502     Spinners are very rarely used. I believe they are quite
4503     confusing and pointless. The only use I can think of is building
4504     some puzzle about where to shoot into spinners to shoot somewhere you
4505     otherwise couldn't.
4506 root 1.3
4507 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4508 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4509 root 1.1 </use>
4510     <attribute arch="sp" editor="direction number" type="int">
4511     The spinner will change the direction of flying objects by
4512     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4513     positive values counter clockwise.
4514 root 1.3
4515 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4516     </attribute>
4517 root 1.9 &move_on;
4518 root 1.1 </type>
4519    
4520     <!--####################################################################-->
4521     <type number="138" name="Swamp">
4522     <ignore>
4523     <ignore_list name="non_pickable" />
4524     </ignore>
4525     <description><![CDATA[
4526     Swamp areas show a special behaviour:
4527     When a player stands still on a swamp-square for too long,
4528     he will start to sink in and eventually drown and die.
4529     Items dropped on the swamp sink in and dissapear.
4530     Players with knowledge of the woodsman skill are a lot less likely
4531 root 1.37 to die in the swamp.]]>
4532 root 1.1 </description>
4533     <attribute arch="is_floor" value="1" type="fixed" />
4534     <attribute arch="is_wooded" value="1" type="fixed" />
4535     <attribute arch="speed" editor="drowning speed" type="float">
4536     The higher the &lt;drowning speed&gt;, the faster will players and items
4537     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4538     and unexpected death-trap. Players should get a warning before such areas.
4539     </attribute>
4540 root 1.12 &speed_left;
4541 root 1.9 &move_on;
4542     &movement_types_terrain;
4543 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4544     If enabled, it is impossible for players to use (wizard-)
4545     spells on that spot.
4546     </attribute>
4547     <attribute arch="damned" editor="no prayers" type="bool">
4548     If enabled, it is impossible for players to use prayers
4549     on that spot. It also prevents players from saving.
4550     </attribute>
4551     </type>
4552    
4553     <!--####################################################################-->
4554     <type number="41" name="Teleporter">
4555     <ignore>
4556     <ignore_list name="non_pickable" />
4557     </ignore>
4558     <description><![CDATA[
4559     When the player walks into a teleporter, he is transferred to a
4560     different location. The main difference to the object-type exit
4561     is the possibility to have teleporters connected to levers/buttons/etc.
4562     Sometimes teleporters are activated even against the players will.
4563     <br><br>
4564     Unlike exits, teleporters can also transfer items and
4565 root 1.37 monsters to different locations on the same map.]]>
4566 root 1.1 </description>
4567     <use><![CDATA[
4568     When creating maps, I guess sooner or later you'll want to have
4569     an invisible teleporter. If using "invisible 1", the teleporter
4570     can still be discovered with the show_invisible spell. And in
4571     some cases you can't place it under the floor to prevent this.
4572     <br><br>
4573     Fortunately, there is a cool trick to make a perfectly invisible
4574     teleporter: You simply add teleporter functionality to the floor
4575     itself. That means: You take the floor arch (e.g. "flagstone"),
4576 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4577 root 1.1 </use>
4578     <attribute arch="slaying" editor="exit path" type="string">
4579     The exit path specifies the map that the player is transferred to.
4580     &lt;exit path&gt; can be an absolute path, beginning with '/'
4581     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4582     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4583     for example I could use the relative path "Fire1"). Use relative
4584     paths whenever possible! Note that upper/lower case must always be
4585     set correctly. However, please use lower case only.
4586 root 1.3
4587 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4588     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4589     monsters and items. In this case, the destined map is automatically
4590     the same map the teleporter is on.
4591     </attribute>
4592     <attribute arch="hp" editor="destination X" type="int">
4593     The exit destinations define the (x, y)-coordinates where the exit
4594     leads to.
4595 root 1.3
4596 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4597     get teleported to another, randomly chosen teleporter on the same
4598     map (Slightly confusing for the player though). Make sure there
4599     actually *is* a second one in that case.
4600 root 1.3
4601 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4602     be transferred to the "default enter location" of the destined map.
4603     The latter can be set in the map-properties as "Enter X/Y". Though,
4604     please DO NOT use that. It turned out to be a source for numerous
4605     map-bugs.
4606     </attribute>
4607     <attribute arch="sp" editor="destination Y" type="int">
4608     The exit destinations define the (x, y)-coordinates where the exit
4609     leads to.
4610 root 1.3
4611 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4612     get teleported to another, randomly chosen teleporter on the same
4613     map (Slightly confusing for the player though). Make sure there
4614     actually *is* a second one in that case.
4615 root 1.3
4616 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4617     be transferred to the "default enter location" of the destined map.
4618     The latter can be set in the map-properties as "Enter X/Y". Though,
4619     please DO NOT use that. It turned out to be a source for numerous
4620     map-bugs.
4621     </attribute>
4622 root 1.45 <attribute arch="connected" editor="connection" type="string">
4623 root 1.1 If a connection value is set, the teleporter will be activated
4624     whenever the connection is triggered. To use this properly,
4625     &lt;activation speed&gt; must be zero.
4626     </attribute>
4627 elmex 1.16 &activate_on;
4628 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4629     If the &lt;activation speed&gt; is nonzero, the teleporter will
4630     automatically be activated in regular time-intervals. Hence, the
4631     player can just step on it and gets teleported sooner or later.
4632     The duration between two activates depends on the given value.
4633 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4634    
4635 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4636     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4637     </attribute>
4638 root 1.12 &speed_left;
4639 root 1.1 </type>
4640    
4641     <!--####################################################################-->
4642 root 1.3 <type number="26" name="Timed Gate">
4643     <ignore>
4644     <ignore_list name="non_pickable" />
4645     </ignore>
4646     <description><![CDATA[
4647 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4648 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4649     or carrying special key-objects (-> inventory checker).
4650     Unlike locked doors, gates can get shut again after a player has
4651     passed, which makes them more practical in many cases. Unlike normal
4652     gates, timed gates open when triggered but automatically close again
4653     after some time.]]>
4654     </description>
4655     <use><![CDATA[
4656     Use gates to divide your maps into separated areas. After solving
4657     area A, the player gains access to area B, and so on. Make your
4658 root 1.37 maps more complex than "one-way".]]>
4659 root 1.3 </use>
4660     <attribute arch="no_pick" value="1" type="fixed" />
4661 root 1.45 <attribute arch="connected" editor="connection" type="string">
4662 root 1.3 Whenever the inventory checker is triggered, all objects with identical
4663     &lt;connection&gt; value get activated. This only makes sense together with
4664     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4665     after some time.
4666     </attribute>
4667 elmex 1.16 &activate_on;
4668 root 1.3 <attribute arch="wc" editor="position state" type="int">
4669     The &lt;position state&gt; defines the position of the gate:
4670     Zero means completely open/down, the "number of animation-steps" (usually
4671     about 6 or 7) means completely closed/up state. I suggest you don't
4672     mess with this value - Leave the default in place.
4673     </attribute>
4674 root 1.9 &movement_types_terrain;
4675 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4676     Restricting the use of spells to pass this gate. This has
4677     an effect only if &lt;block view&gt; is disabled.
4678     </attribute>
4679     <attribute arch="damned" editor="restrict prayers" type="bool">
4680     Restricting the use of prayers to pass this door. This has
4681     an effect only if &lt;block view&gt; is disabled.
4682     </attribute>
4683     <attribute arch="hp" editor="open duration" type="int">
4684     Defines the duration the gate remains closed. This only takes effect
4685     if the gate is not connected.
4686     </attribute>
4687     </type>
4688    
4689     <!--####################################################################-->
4690 root 1.1 <type number="155" name="Trap">
4691     <ignore>
4692     <attribute arch="no_pick" />
4693     <attribute arch="title" />
4694     <attribute arch="name_pl" />
4695     <attribute arch="weight" />
4696     <attribute arch="value" />
4697     <attribute arch="material" />
4698     <attribute arch="unpaid" />
4699     </ignore>
4700     <description><![CDATA[
4701     A trap is a object that can either do damage or trigger another connected object
4702 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4703 root 1.1 and generally have either a physical attack or trigger a reaction.
4704     <br><br>
4705     Traps hit any monster or person who steps on them for 'dam' damage in
4706     'attacktype' attacktype and/or trigger a reaction.
4707     <br><br>
4708 root 1.28 Many traps are already defined in the archetypes.]]>
4709 root 1.1 </description>
4710     <use><![CDATA[
4711     Avoid monsters stepping on your traps. For example, a party of orcs setting
4712 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4713 root 1.1 </use>
4714     <attribute arch="no_pick" value="1" type="fixed" />
4715 root 1.9 &move_on;
4716 root 1.3 <attribute arch="level" editor="trap level" type="int">
4717 root 1.1 Level effects how easily a trap may be found and disarmed, and
4718     how much experience the player gets for doing so. Beware: High level
4719     traps can be quite a cheap source of experience! So either make them
4720     tough, or keep the level low.
4721     </attribute>
4722     <attribute arch="Cha" editor="visibility" type="int">
4723     This value determines what fraction of the time the trap is visible:
4724     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4725     how easily the trap may be found.
4726     </attribute>
4727     <attribute arch="hp" editor="number of charges" type="int">
4728     The trap will detonate &lt;number of charges&gt; times before disappearing.
4729     </attribute>
4730     <attribute arch="dam" editor="direct damage" type="int">
4731 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4732     This should be set in reasonable relation to the trap's level.
4733 root 1.1 </attribute>
4734     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4735     This attribute defines what attacktype to use for direct damage when
4736     the trap detonates.
4737     </attribute>
4738 root 1.45 <attribute arch="connected" editor="connection" type="string">
4739 root 1.1 When the trap is detonated, all objects with the same
4740     connection value get activated.
4741     </attribute>
4742     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4743     When the trap detonates, this text is displayed to the
4744     victim. For especially powerful or complex traps, create an appropriate
4745     and thrilling description. ;)
4746     </attribute>
4747     </type>
4748    
4749     <!--####################################################################-->
4750     <type number="95" name="Trapdoor">
4751     <ignore>
4752     <ignore_list name="non_pickable" />
4753     </ignore>
4754     <description><![CDATA[
4755     Trapdoors are very similar to pits. The difference is that they
4756     can not be closed. Instead, the weight of the object on the
4757     trapdoor determines weither it slams the trapdoor open and falls through
4758     or not.<br>
4759     Once a trapdoor has been opened (by a creature or items of sufficient
4760 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4761 root 1.1 </description>
4762     <use><![CDATA[
4763     Trapdoors should be used in the same fashion as pits:
4764     They should always drop the victims to some kind of lower level. They
4765 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4766 root 1.1 </use>
4767     <attribute arch="no_pick" value="1" type="fixed" />
4768 root 1.9 &move_on;
4769 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4770     This value defines how much weight the trapdoor can hold.
4771     Once items or creatures are gathered on the trapdoor, with
4772     a total weight surpassing this value, then the trapdoor will
4773     open and things start falling through.
4774     </attribute>
4775     <attribute arch="hp" editor="destination X" type="int">
4776     The trapdoor will transport creatures (and items) randomly into
4777     a two-square radius of the destination coordinates.
4778     If the destination square becomes blocked, the trapdoor will act like
4779     being filled up and not work anymore!
4780     </attribute>
4781     <attribute arch="sp" editor="destination Y" type="int">
4782     The trapdoor will transport creatures (and items) randomly into
4783     a two-square radius of the destination coordinates.
4784     If the destination square becomes blocked, the trapdoor will act like
4785     being filled up and not work anymore!
4786     </attribute>
4787     </type>
4788    
4789     <!--####################################################################-->
4790     <type number="4" name="Treasure">
4791     <ignore>
4792     <attribute arch="nrof" />
4793     <attribute arch="title" />
4794     <attribute arch="name_pl" />
4795     <attribute arch="weight" />
4796     <attribute arch="value" />
4797     <attribute arch="material" />
4798     </ignore>
4799     <description><![CDATA[
4800     A treasure-object turns into certain randomitems when the map is loaded
4801 root 1.37 into the game.]]>
4802 root 1.1 </description>
4803     <use><![CDATA[
4804     About usage of the "random-artifact" treasurelist:
4805     This will generate powerful stuff like girdles, xray helmets, special
4806     swords etc. If you put this as reward to your quest, players might be
4807     motivated to do it more than once. BUT, by doing so they will get a huge
4808     number of different artifacts! Besides, players will always seek the place
4809     with the most easy-to-get random artifact and ignore all others.
4810     My advice: Don't use it! Attract players with good fighting experience
4811 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4812 root 1.1 </use>
4813     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4814     This entry determines what kind of treasure will appear. Look into
4815     /crossfire/share/crossfire/treasures for details about existing
4816     treasurelists.
4817     </attribute>
4818     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4819     "Auto-generate" must be set in order to have the treasure be created
4820     when the map is loaded.
4821     If you want to create a random treasure chest, you unset this flag.
4822     That way, the player has to apply the object (the chest), then the
4823     treasure is generated.
4824     </attribute>
4825     <attribute arch="hp" editor="create number" type="int">
4826     "Create number" specifies how many pieces of the given treasurelist
4827     will appear. Note that for every piece there is a chance that nothing is
4828     generated. Also, sometimes there can be stacks of items generated, like
4829     for gems/money.
4830     </attribute>
4831     <attribute arch="exp" editor="quality level" type="int">
4832     The &lt;quality level&gt; will be used for the quality of the generated
4833     treasure instead of the map difficulty (as was done with shops).
4834     If zero/unset, the map difficulty will instead be used.
4835     (Example for comparison: Shop floors generate treasure of
4836     &lt;quality level&gt; 5 per default).
4837     </attribute>
4838     </type>
4839    
4840     <!--####################################################################-->
4841 root 1.3 <type number="52" name="Trigger Marker">
4842     <ignore>
4843     <ignore_list name="system_object" />
4844     </ignore>
4845     <description><![CDATA[
4846     A trigger marker is an object that inserts an invisible force (a mark) into a
4847     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4848     &lt;key string&gt; which can be discovered by detectors or inventory
4849     checkers. It is also possible to use markers for removing marks again.
4850 root 1.57 (by setting the "name" slot to the name of the marker to be removed).
4851 root 1.3 <br><br>
4852     Note that the player has no possibility to "see" his own marks,
4853 root 1.37 except by the effect that they cause on the maps.]]>
4854 root 1.3 </description>
4855     <use><![CDATA[
4856     Markers hold real cool possibilities for map-making. I encourage
4857     you to use them frequently. However there is one negative point
4858     about markers: Players don't "see" what's going on with them. It is
4859     your task, as map-creator, to make sure the player is always well
4860     informed and never confused.
4861     <br><br>
4862     Please avoid infinite markers when they aren't needed. They're
4863     using a little space in the player file after all, so if there
4864 root 1.37 is no real purpose, set an expire time.]]>
4865 root 1.3 </use>
4866     <attribute arch="no_pick" value="1" type="fixed" />
4867     <attribute arch="slaying" editor="key string" type="string">
4868     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4869     If the player already has a force with that &lt;key string&gt;,
4870     there won't be inserted a second one.
4871     </attribute>
4872 root 1.45 <attribute arch="connected" editor="connection" type="string">
4873 root 1.3 Unlike a regular marker this is the connection that triggers this marker to activate.
4874     </attribute>
4875     <attribute arch="food" editor="mark duration" type="int">
4876     This value defines the duration of the force it inserts.
4877     If nonzero, the duration of the player's mark is finite:
4878     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4879     means the mark will stay on the player forever.
4880     </attribute>
4881     <attribute arch="name" editor="delete mark" type="string">
4882     When the player steps onto the marker, all existing forces in
4883     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4884     will be removed. If you don't want to remove any marks, leave
4885     this textfield empty.
4886    
4887     Note that the string &lt;delete mark&gt; is set as the name of
4888     this marker. So don't be confused, and remember changing the
4889     name will take effect on the marker's functionality.
4890     </attribute>
4891     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4892     In the moment when the player gets marked, this text is displayed
4893     to him. You should really set a message in any marker you create,
4894     because it's the only way for the player to notice what's going on.
4895     </attribute>
4896     </type>
4897    
4898     <!--####################################################################-->
4899 root 1.1 <type number="0" name="Wall">
4900     <required>
4901     <attribute arch="is_floor" value="0" />
4902     <attribute arch="alive" value="0" />
4903 root 1.14 <attribute arch="no_pass" value="1" />
4904 root 1.1 </required>
4905     <ignore>
4906     <attribute arch="nrof" />
4907     <attribute arch="title" />
4908     <attribute arch="name_pl" />
4909     <attribute arch="value" />
4910     <attribute arch="unpaid" />
4911     </ignore>
4912     <description><![CDATA[
4913 root 1.37 Walls usually block passage and sight.]]>
4914 root 1.1 </description>
4915 root 1.9 &movement_types_terrain;
4916 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4917     If set, the object is able to "roll", so it can be pushed around.
4918     This setting is used for boulders and barrels.
4919     </attribute>
4920     <attribute arch="no_magic" editor="restrict spells" type="bool">
4921     This takes effect only with &lt;blocksview&gt; disabled.
4922     Restricting the use of spells to pass this wall.
4923     </attribute>
4924     <attribute arch="damned" editor="restrict prayers" type="bool">
4925     This takes effect only with &lt;blocksview&gt; disabled.
4926     Restricting the use of spells to pass this wall.
4927     </attribute>
4928     </type>
4929    
4930     <!--####################################################################-->
4931 root 1.3 <type number="109" name="Wand &amp; Staff">
4932     <description><![CDATA[
4933     Wands contain a certain spell. The player can apply (ready) and
4934     fire the wand. After a defined number of casts, the wand is
4935     "used up". It is possible to recharge a wand with scrolls of
4936 root 1.37 charging, but usually that isn't worth the cost.]]>
4937 root 1.3 </description>
4938     <use><![CDATA[
4939     Wands are quite seldomly used. The reason prolly is that they're
4940     generally not cost-efficient. Handing out high-level wands with
4941     powerful special spells isn't a good idea either, because of
4942     the recharge ability.
4943     <br><br>
4944     For low levels, staffs of healing/cure and word of recall are
4945 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4946 root 1.3 </use>
4947     <attribute arch="sp" editor="spell" type="spell">
4948     The &lt;spell&gt; specifies the contained spell.
4949     </attribute>
4950     <attribute arch="level" editor="casting level" type="int">
4951     The &lt;casting level&gt; of the wand determines it's power.
4952     An average level for wands in shops is about 10.
4953     </attribute>
4954     <attribute arch="food" editor="number of charges" type="int">
4955     The wand can be used &lt;number of charges&gt; times before it is
4956     used up. It can be recharged with scrolls of charging.
4957     </attribute>
4958     <attribute arch="startequip" editor="godgiven item" type="bool">
4959     A godgiven item vanishes as soon as the player
4960     drops it to the ground.
4961     </attribute>
4962     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4963     This text may contain a description of the wand.
4964     </attribute>
4965     </type>
4966    
4967     <!--####################################################################-->
4968 root 1.1 <type number="0" name="Weak Wall">
4969     <required>
4970     <attribute arch="is_floor" value="0" />
4971     <attribute arch="alive" value="1" />
4972     <attribute arch="tear_down" value="1" />
4973     </required>
4974     <ignore>
4975     <ignore_list name="non_pickable" />
4976     </ignore>
4977     <description><![CDATA[
4978     A weak wall is a breakable spot amidsts a solid wall. Typically
4979     these weak walls look similar to their solid "relatives" except
4980 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4981 root 1.1 </description>
4982     <use><![CDATA[
4983     If you want to create hidden rooms, using weak walls is alot
4984     better than completely indiscernible passages in a wall.<br>
4985     Anyways, there can be a lot more to weak walls than just finding
4986     them: Rising their defensive stats, weak walls can become a
4987     serious obstacle. An ice wall might only be torn down by a fire
4988     attack for example. A granite wall for instance might be very
4989 root 1.37 hard to destroy.]]>
4990 root 1.1 </use>
4991     <attribute arch="alive" value="1" type="fixed" />
4992     <attribute arch="no_pick" value="1" type="fixed" />
4993     <attribute arch="tear_down" value="1" type="fixed" />
4994     <attribute arch="race" editor="race" type="string">
4995     For weak walls, &lt;race&gt; should always be set to "wall",
4996     unless you create something fancy like a building which
4997     is in fact meant to be a huge animal.
4998     Note that shovels slay walls, so they do tripple damage
4999     against weak walls.
5000     </attribute>
5001     <attribute arch="level" editor="level" type="int">
5002     The &lt;level&gt; of a weak wall works similar to monster levels.
5003     Due to the fact that weak walls cannot attack, the level
5004     is much less important though.
5005     </attribute>
5006     <attribute arch="hp" editor="health points" type="int">
5007     The &lt;health points&gt; of a weak wall define how long it takes to
5008     tear it down. With every successful hit from an opponent,
5009     &lt;health points&gt; get drained.
5010     </attribute>
5011     <attribute arch="maxhp" editor="max health" type="int">
5012     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5013     weak wall can have. Since walls generally don't heal, I doubt
5014     this has much real effect.
5015     </attribute>
5016     <attribute arch="ac" editor="armour class" type="int">
5017     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5018     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5019     </attribute>
5020 elmex 1.29 &resistances_basic;
5021 root 1.1 </type>
5022    
5023     <!--####################################################################-->
5024     <type number="15" name="Weapon">
5025     <description><![CDATA[
5026     Wielding a weapon, the object's stats will directly be inherited to the
5027     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5028 root 1.37 be improved with scrolls.]]>
5029 root 1.1 </description>
5030     <use><![CDATA[
5031     If you create artifacts (equipment) with stats- or resistance-bonus:
5032     Keep playbalance in mind! Such items mustn't be reachable without hard
5033 root 1.37 fighting AND questing.]]>
5034 root 1.1 </use>
5035     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5036     This number is a bitmask, specifying the weapon's attacktypes.
5037     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5038     have no more than one or two attacktypes. Keep in mind that all weapons
5039     can be blessed by the player's diety, thus adding an additional attacktype.
5040 root 1.3
5041 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5042     then he will do as much damage as the "best" of his attacktypes does. So,
5043     the more attacktypes you've got, the better your chance to take advantage
5044     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5045     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5046     </attribute>
5047     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5048     The &lt;weapontype&gt; characterizes the weapon's type of physical
5049     attack. It could best be considered a "subclassification"
5050     of the physical attacktype. For now, this is only used for
5051     attack messages!
5052 root 1.3
5053 root 1.1 You should always set this correctly when creating new
5054     weapons for your maps.
5055     </attribute>
5056     <attribute arch="skill" editor="skill name" type="string">
5057     Matching &lt;skill name&gt; of the skill that is required
5058     to use this weapon.
5059     </attribute>
5060     <attribute arch="dam" editor="damage" type="int">
5061     The damage value is used as base value for how much damage the weapon
5062     does per hit. The actual damage involves more dependencies,
5063     like wielder's level and defender's level. Look at existing weapons
5064     to get a feel for the range of weapon damage values.
5065     </attribute>
5066     <attribute arch="slaying" editor="slaying race" type="string">
5067     Slaying means the weapon does tripple (3x) damage to monsters of the
5068     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5069     only monsters of that archtype are hit with tripple damage.
5070 root 1.3
5071 root 1.1 No god blessings are possible for weapons with a race set in this entry
5072     (That's because god blessings add tripple damage against their own
5073     enemy races). Tripple damage is very effective.
5074     </attribute>
5075     <attribute arch="last_sp" editor="weapon speed" type="int">
5076     The weapon speed determines how often the wielder can swing the weapon
5077     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5078     is best (that is lightning- fast). A typical average value is 8.
5079     Speed and damage should be kept in reasonable relation.
5080     </attribute>
5081     <attribute arch="wc" editor="weapon class" type="int">
5082     The weapon class value adds to the overall weapon class of the wielder's
5083     melee attacks. Weapon class improves the chance of hitting the opponent.
5084     </attribute>
5085     <attribute arch="magic" editor="magic bonus" type="int">
5086     For a weapon, magic bonus works just like weapon class, except that
5087     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5088     less useful than direct weapon class value on a weapon.
5089     </attribute>
5090     <attribute arch="item_power" editor="item power" type="int">
5091     The &lt;item power&gt; value measures how "powerful" an artifact is.
5092     Players will only be able to wear equipment with a certain total
5093     amount of &lt;item power&gt;, depending on their own level. This is the
5094     only way to prevent low level players to wear "undeserved" equipment
5095     (like gifts from other players or cheated items).
5096 root 1.3
5097 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5098 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
5099 root 1.1 calculate a provisional value at runtime, but this is never
5100     going to be an accurate measurement of &lt;item power&gt;.
5101     </attribute>
5102     <attribute arch="damned" editor="damnation" type="bool">
5103     A damned weapon cannot be unwielded unless
5104     the curse is removed. Removing damnations is
5105     a tick harder than removing curses.
5106     </attribute>
5107     <attribute arch="cursed" editor="curse" type="bool">
5108     A cursed weapon cannot be unwielded unless
5109     the curse is removed.
5110     </attribute>
5111     <attribute arch="lifesave" editor="save life" type="bool">
5112     An item with this flag enabled will save the players life
5113     for one time: When the player is wearing this item and his
5114 root 1.3 health points reach zero, the item disappears, replenishing
5115 root 1.1 half of the player's health.
5116 root 1.3
5117 root 1.1 An item with &lt;save life&gt; should not have
5118     any decent additional bonuses!
5119     </attribute>
5120     <attribute arch="unique" editor="unique item" type="bool">
5121     Unique items exist only one time on a server. If the item
5122     is taken, lost or destroyed - it's gone for good.
5123     </attribute>
5124     <attribute arch="startequip" editor="godgiven item" type="bool">
5125     A godgiven item vanishes as soon as the player
5126     drops it to the ground.
5127     </attribute>
5128 elmex 1.29 &player_stat_resist_sections;
5129 root 1.1 <section name="misc">
5130     <attribute arch="luck" editor="luck bonus" type="int">
5131     With positive luck bonus, the player is more likely to
5132     succeed in all sorts of things (spellcasting, praying,...).
5133     Unless the &lt;luck bonus&gt; is very high, the effect will be
5134     barely visible in-game. Luck bonus on one piece of equipment
5135     should never exceed 3, and such bonus should not be too
5136     frequently available.
5137     </attribute>
5138     <attribute arch="hp" editor="health regen." type="int">
5139     Positive &lt;health regen.&gt; bonus speeds up the
5140     player's healing process. Negative values slow it down.
5141     </attribute>
5142     <attribute arch="sp" editor="mana regen." type="int">
5143     Positive &lt;mana regen.&gt; bonus speeds up the
5144     player's mana regeneration. Negative values slow it down.
5145     </attribute>
5146     <attribute arch="grace" editor="grace regen." type="int">
5147     Positive &lt;grace regen.&gt; bonus speeds up the
5148     player's grace regeneration. Negative values slow it down.
5149     Since grace can be regenerated rather easy with praying,
5150     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5151     </attribute>
5152     <attribute arch="food" editor="food bonus" type="int">
5153     Positive &lt;food bonus&gt; slows down the player's digestion,
5154     thus he consumes less food. Negative values speed it up.
5155 root 1.3
5156 root 1.1 Note that food is consumed not only for "being alive", but
5157     also for healing and mana-regeneration.
5158     &lt;food bonus&gt; only affects the amount of food consumed
5159     for "being alive". Hence, even with high &lt;food bonus&gt;,
5160     during a fight a player can run out of food quickly.
5161     </attribute>
5162     <attribute arch="xrays" editor="xray vision" type="bool">
5163     Xray vision allows the player to see through obstacles
5164     in a two-square-wide radius. This is extremely helpful and
5165 root 1.3 desirable, so don't give it away for cheap on equipment.
5166 root 1.1 </attribute>
5167     <attribute arch="stealth" editor="stealth" type="bool">
5168     Stealth allows the player to move silently.
5169     This comes to effect if a player turns himself
5170     invisible and tries to sneak around monsters.
5171     (At least that was the idea behind it)
5172     </attribute>
5173     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5174     If a player is wearing any piece of equipment with
5175     the ability to &lt;reflect spells&gt;, all kinds of
5176     spell-bullets and -beams will bounce off him.
5177     This works only about 90% of all times, to
5178     avoid players being completely immune to certain
5179     types of attacks.
5180 root 1.3
5181 root 1.1 This is a very powerful ability and it
5182     shouldn't be handed out cheap!
5183     </attribute>
5184     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5185     If a player is wearing any piece of equipment with
5186     the ability to &lt;reflect missiles&gt;, all kinds of
5187     projectiles (e.g. arrows, bolts, boulders) will
5188     bounce off him. This works only about 90% of all
5189     times, to avoid players being completely immune to
5190     certain types of attacks.
5191     </attribute>
5192     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5193     Click on the &lt;attuned paths&gt; button to select spellpaths.
5194     The player will get attuned to the specified spellpaths
5195     while wearing this weapon.
5196     </attribute>
5197     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5198     Click on the &lt;repelled paths&gt; button to select spellpaths.
5199     The player will get repelled to the specified spellpaths
5200     while wearing this weapon.
5201     </attribute>
5202     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5203     Click on the &lt;denied paths&gt; button to select spellpaths.
5204     The specified spellpaths will be denied to the player
5205     while wearing this weapon.
5206     </attribute>
5207     </section>
5208     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5209     This text describes the weapons's "story". Every decent artifact weapon
5210     should have such a description.
5211     </attribute>
5212     </type>
5213    
5214 root 1.5 <type number="116" name="Event Connector">
5215     <description><![CDATA[
5216     Event connectors link specific events that happen to objects to
5217 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5218 root 1.5 </description>
5219     </type>
5220    
5221 root 1.1 </types>