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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.60
Committed: Thu Nov 5 15:18:21 2009 UTC (14 years, 6 months ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-1_29
Changes since 1.59: +5 -0 lines
Log Message:
*** empty log message ***

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 root 1.60
1547     When the key string starts with "match ", then it is expected to
1548     be a match expression, which will be applied to the player, so
1549     you can use e.g. (match type=POTION in inv). Note that the matched
1550     object will be removed.
1551 root 1.1 </attribute>
1552     <attribute arch="container" editor="maximum weight" type="int">
1553     The container can hold a maximum total weight of the given value
1554     in gram. Note that this weight limit is calculated *after* the
1555     weight reduction (&lt;reduce weight&gt;) has been applied.
1556     </attribute>
1557     <attribute arch="Str" editor="reduce weight %" type="int">
1558     This value determines how much the weight of items is reduced in
1559     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1560     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1561     Most default values are in the range of ten.
1562     </attribute>
1563     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1564     If set, the container can be used as alchemy-cauldron.
1565     The player can put ingredients inside, close it, cast alchemy
1566     and if his formulae is true, he'll get what he longed for.
1567     </attribute>
1568     <attribute arch="unique" editor="unique item" type="bool">
1569     Unique items exist only one time on a server. If the item
1570     is taken, lost or destroyed - it's gone for good.
1571     All contents of a unique container are unique as well.
1572     </attribute>
1573     <attribute arch="startequip" editor="godgiven item" type="bool">
1574     A godgiven item vanishes as soon as the player
1575     drops it to the ground.
1576     </attribute>
1577     <attribute arch="other_arch" editor="animation arch" type="string">
1578     This is used for a certain kind of... "animation" when
1579     opening the container. Stick to the default arches here
1580     and you won't get into trouble.
1581     </attribute>
1582     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1583     This text may contain a description of the container.
1584     </attribute>
1585     </type>
1586    
1587     <!--####################################################################-->
1588     <type number="103" name="Converter">
1589     <ignore>
1590     <attribute arch="value" />
1591     <attribute arch="nrof" />
1592     <attribute arch="name_pl" />
1593     <attribute arch="no_pick" />
1594 elmex 1.42 <attribute arch="unpaid" />
1595 root 1.1 <attribute arch="title" />
1596     </ignore>
1597     <description><![CDATA[
1598     Converters are like "exchange tables". When the player drops a
1599     specific type of items, they get converted into other items, at a
1600 root 1.37 predefined exchange-ratio.]]>
1601 root 1.1 </description>
1602     <use><![CDATA[
1603     Converters are better than shopping with doormats, because the
1604     converters never get sold out. For some items like food or jewels
1605     those "exchange tables" are really nice, while for the more important
1606     stuff like potions converters should not exist.
1607     <br><br>
1608     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1609     items on a converter, the stuff you get must be of equal or lesser
1610     value than before! (Except if you are using "rare" items like
1611     dragonscales for payment). The code will not check if your ratio is
1612 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1613 root 1.1 </use>
1614     <attribute arch="no_pick" value="1" type="fixed" />
1615     <attribute arch="slaying" editor="cost arch" type="string">
1616     &lt;cost arch&gt; is the name of the archetype the player has to
1617     put on the converter, as payment.
1618     </attribute>
1619     <attribute arch="food" editor="cost number" type="int">
1620     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1621     on the converter, in order to get &lt;receive number&gt; items
1622     of &lt;receive arch&gt;.
1623     </attribute>
1624     <attribute arch="other_arch" editor="receive arch" type="string">
1625     &lt;receive arch&gt; is the name of the archetype to convert into.
1626 root 1.2 This field is ignored if the converter has items in inventory. In this
1627     case one of the inventory items is duplicated. The duplicated item is
1628     randomly chosen from all items present.
1629 root 1.1 </attribute>
1630     <attribute arch="sp" editor="receive number" type="int">
1631     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1632     on the converter, in order to get &lt;receive number&gt; items
1633     of &lt;receive arch&gt;.
1634     </attribute>
1635     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1636     This text may contain a description of the converter.
1637     </attribute>
1638 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1639     If the converter has this flag set the generated items will
1640 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1641     (For instance for 'dragon scale' to 'dragon shield' converters in some
1642     armour shops.)
1643     </attribute>
1644 root 1.1 </type>
1645    
1646     <!--####################################################################-->
1647     <type number="42" name="Creator">
1648     <ignore>
1649     <ignore_list name="system_object" />
1650     </ignore>
1651     <description><![CDATA[
1652     A creator is an object which creates another object when it
1653     is triggered. The child object can be anything. Creators are
1654 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1655 root 1.37 periodically create things.]]>
1656 root 1.1 </description>
1657     <use><![CDATA[
1658     Don't hesitate to hide your creators under the floor.
1659 root 1.37 The created items will still always appear ontop of the floor.]]>
1660 root 1.1 </use>
1661     <attribute arch="no_pick" value="1" type="fixed" />
1662     <attribute arch="other_arch" editor="create arch" type="string">
1663     This string defines the object that will be created.
1664     You can choose any of the existing arches.
1665 root 1.2 This field is ignored if the creator has items in inventory. In this case
1666     one of the inventory items is duplicated. The duplicated item is randomly
1667     chosen from all items present.
1668 root 1.1 </attribute>
1669 root 1.45 <attribute arch="connected" editor="connection" type="string">
1670 root 1.1 Whenever the connection value is activated,
1671 root 1.3 the creator gets triggered.
1672 root 1.1 </attribute>
1673 elmex 1.16 &activate_on;
1674 root 1.56 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1675     If &lt;unlimited uses&gt; is set, the creator will work
1676 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1677 root 1.1 </attribute>
1678 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1679     When this field is set the creator will periodically create stuff
1680     (and will still do so when the connection is triggered).
1681     A value of 1 means roughly 8 times a second.
1682     </attribute>
1683 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1684     The creator can be triggered &lt;number of uses&gt; times, thus
1685     creating that many objects, before it dissappears.
1686     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1687     </attribute>
1688     <attribute arch="slaying" editor="name of creation" type="string">
1689 root 1.2 The created object will bear the name and title specified in &lt;name of
1690     creation&gt;. If nothing is set, the standard name and title of the
1691     archetype is used.
1692 root 1.1 </attribute>
1693     <attribute arch="level" editor="level of creation" type="int">
1694     The created object will be of that level. If zero/unset,
1695     the standard level of the archetype is used.
1696     </attribute>
1697     </type>
1698    
1699     <!--####################################################################-->
1700     <type number="51" name="Detector">
1701     <ignore>
1702     <ignore_list name="system_object" />
1703     </ignore>
1704     <description><![CDATA[
1705     Detectors work quite much like inv. checkers/pedestals: If the detector
1706     finds a specific object, it toggles its connected value.
1707     <br><br>
1708     What is "unique" about them, compared to inv. checkers/ pedestals?
1709     - First, detectors check their square for a match periodically, not
1710 root 1.51 instantly, so generate much higher server load
1711     Second, detectors check directly for object names. Third,
1712 root 1.37 detectors do not check the inventory of players/monsters.]]>
1713 root 1.1 </description>
1714 root 1.51 <use>
1715     Best avoid this type at all costs, use a pedestal instead.
1716 root 1.1 </use>
1717     <attribute arch="no_pick" value="1" type="fixed" />
1718     <attribute arch="slaying" editor="match name" type="string">
1719     &lt;match name&gt; specifies the name of the object we are looking for.
1720     Actually it does also check for the &lt;key string&gt; in key-objects,
1721     but for this case inventory checkers are often more powerful to use.
1722     </attribute>
1723 root 1.45 <attribute arch="connected" editor="connection" type="string">
1724 root 1.1 When the detector is triggered, all objects with the same
1725     connection value get activated.
1726     </attribute>
1727     <attribute arch="speed" editor="detection speed" type="float">
1728     This value defines the time between two detector-checks.
1729     If you want the detector to behave almost like pedestals/buttons,
1730     set speed rather high, like &lt;detection speed&gt; 1.0.
1731     </attribute>
1732 root 1.12 &speed_left;
1733     <attribute arch="speed_left" editor="speed left" type="float">
1734     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1735     If it is larger than 0, the detector checks, and the speed is decremented
1736     by 1.
1737     </attribute>
1738 root 1.1 </type>
1739    
1740     <!--####################################################################-->
1741 root 1.44 <type number="164" name="Map Script">
1742     <ignore>
1743     <ignore_list name="system_object" />
1744     </ignore>
1745     <description><![CDATA[
1746     The map script object is a very special object that can react to connected
1747 root 1.52 events and executes a perl script in the msg slot.
1748 root 1.44 ]]>
1749     </description>
1750     <use><![CDATA[
1751 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
1752     to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1753 root 1.44 ]]>
1754     </use>
1755 root 1.45 <attribute arch="connected" editor="connection" type="string">
1756 root 1.44 When the map script object is triggered, it will execute
1757     the perl script with the triggering object as $activator.
1758     </attribute>
1759     &activate_on;
1760     <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1761     This perl script will be executed each time the objetc is triggered.
1762     </attribute>
1763     </type>
1764    
1765     <!--####################################################################-->
1766 root 1.1 <type number="112" name="Director">
1767     <ignore>
1768     <ignore_list name="non_pickable" />
1769     </ignore>
1770     <description><![CDATA[
1771     Directors change the direction of spell objects and other projectiles
1772     that fly past. Unlike spinners, directors always move objects in the
1773     same direction. It does not make a difference from what angle you
1774     shoot into it.<br>
1775 root 1.37 Directors are visible per default.]]>
1776 root 1.1 </description>
1777     <use><![CDATA[
1778     Directors are rarely used in maps. Sometimes they are placed to
1779     change the direction of spells coming out of magic walls,
1780     "channeling" spell-projectiles in some direction. When doing this,
1781     <B>never place directors facing each other with magic walls fireing
1782     into them!</B> The spell-projectiles bouncing between the directors
1783     would accumulate to huge numbers and at some point slow down the
1784     server by eating memory- and CPU-time.
1785     <br><br>
1786     You'd better not place directors in monster vs. player combat
1787 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1788 root 1.1 </use>
1789     <attribute arch="sp" editor="direction" type="list_direction">
1790     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1791     A director with direction &lt;none&gt; simply stops projectiles.
1792     (The latter works out a bit strange for some spells).
1793     </attribute>
1794 root 1.9 &move_on;
1795 root 1.1 </type>
1796    
1797     <!--####################################################################-->
1798     <type number="158" name="Disease">
1799     <ignore>
1800     <ignore_list name="system_object" />
1801     </ignore>
1802     <description><![CDATA[
1803 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1804 root 1.1 Once casted, they can spread out and infect creatures in a large
1805     area. Being infected can have various effects, from amusing farts
1806 root 1.37 to horrible damage - almost everything is possible.]]>
1807 root 1.1 </description>
1808     <use><![CDATA[
1809     Diseases are extremely flexible and usable in a many ways.
1810     So far they are mostly used for causing bad, unwanted effects.
1811     You could just as well create a disease which helps the player
1812     (recharging mana for example).
1813 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1814 root 1.1 </use>
1815     <attribute arch="invisible" value="1" type="fixed" />
1816     <attribute arch="level" editor="plaque level" type="int">
1817     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1818     This mainly reflects in the &lt;damage&gt;. It has no effect on
1819     most other symptoms. Neverthless, it is a very important value for
1820     all damage-inflicting diseases.
1821     </attribute>
1822     <attribute arch="race" editor="infect race" type="string">
1823     The disease will only infect creatures of the specified &lt;race&gt;.
1824     "&lt;race&gt; *" means every creature can be infected.
1825     </attribute>
1826     <attribute arch="ac" editor="progressiveness" type="int">
1827     Every time the disease "moves" the severity of the symptoms are increased
1828     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1829     </attribute>
1830     <section name="spreading">
1831     <attribute arch="wc" editor="infectiosness" type="int">
1832     The &lt;infectiosness&gt; defines the chance of new creatures getting
1833     infected. If you set this too high, the disease is very likely to
1834     be too effective.
1835 root 1.3
1836 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1837     </attribute>
1838     <attribute arch="last_grace" editor="attenuation" type="int">
1839     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1840     everytime it infects someone new. This limits how many generations
1841     a disease can propagate.
1842     </attribute>
1843     <attribute arch="magic" editor="infection range" type="int">
1844     &lt;infection range&gt; sets the range at which infection may occur.
1845     If positive, the &lt;infection range&gt; is level dependant - If negative,
1846     it is not:
1847     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1848 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1849 root 1.1 </attribute>
1850     <attribute arch="maxhp" editor="persistence" type="int">
1851     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1852     The disease can "move" &lt;persistence&gt; times outside a host before it
1853     vanishes. A negative value means the disease lasts for permanent
1854     (which is only recommended to use in maps without monsters).
1855     </attribute>
1856     <attribute arch="maxgrace" editor="curing duration" type="int">
1857     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1858     (Assuming the host survives and doesn't use a curing spell).
1859     After this period the disease is naturally cured, which provides the
1860     host with immunity from this particular disease of lower or equal level.
1861 root 1.3
1862 root 1.1 A negative value means the disease can never be cured naturally.
1863 root 1.3
1864 root 1.1 Note that this value can be further modulated by spell-parameters,
1865     if the disease is registered as spell in the code. Due to that,
1866     most default diseases take a lot longer to cure than it seems.
1867     </attribute>
1868     <attribute arch="speed" editor="moving speed" type="float">
1869     The &lt;speed&gt; of the disease determines how fast the disease will
1870     "move", thus how fast the symptoms strike the host.
1871     </attribute>
1872 root 1.12 &speed_left;
1873 root 1.1 </section>
1874     <section name="symptoms">
1875     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1876     The disease will attack the host with the given &lt;attacktype&gt;.
1877     Godpower attacktype is commonly used for "unresistable" diseases.
1878     </attribute>
1879     <attribute arch="dam" editor="damage" type="int">
1880     A disease with a positive &lt;damage&gt; value will strike the player for that
1881     amount of damage every time the symptoms occur.
1882     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1883     the player's health is reduced by 10% every time the symptoms strike.
1884 root 1.3
1885 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1886     for players of all levels.
1887     </attribute>
1888     <attribute arch="other_arch" editor="create arch" type="string">
1889     If set, the specified arch is created and dropped every time the
1890     symptoms strike.
1891 root 1.3
1892 root 1.1 This can be various things: farts, body pieces, eggs ...
1893     Even monsters can be created that way. You could also make a
1894     disease where some exotic stuff like money/gems is created.
1895     </attribute>
1896     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1897     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1898     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1899     </attribute>
1900     <attribute arch="exp" editor="exp. for curing" type="int">
1901     When the player manages to cure this disease (with a curing spell),
1902     he is awarded with &lt;exp. for curing&gt; experience.
1903     </attribute>
1904     <attribute arch="maxsp" editor="mana depletion" type="int">
1905     Every time the disease "moves", the player's mana is
1906     reduced by the value of &lt;mana depletion&gt;.
1907     For negative values, a %-based amount is taken.
1908     </attribute>
1909     <attribute arch="last_eat" editor="food depletion" type="int">
1910     Every time the disease "moves", the player's food is
1911     reduced by the value of &lt;food depletion&gt;.
1912     For negative values, a %-based amount is taken.
1913     </attribute>
1914     <attribute arch="hp" editor="health regen." type="int">
1915     This value increases the player's healing rate.
1916     Negative values decrease it.
1917     </attribute>
1918     <attribute arch="sp" editor="mana regen." type="int">
1919     This value increases the player's rate of mana regeneration.
1920     Negative values decrease it.
1921     </attribute>
1922     </section>
1923     <section name="disability">
1924     <attribute arch="Str" editor="strength" type="int">
1925     The player's strength will rise by the given value
1926     while being infected. (Negative values make strength fall)
1927     </attribute>
1928     <attribute arch="Dex" editor="dexterity" type="int">
1929     The player's dexterity will rise by the given value
1930     while being infected. (Negative values make dexterity fall)
1931     </attribute>
1932     <attribute arch="Con" editor="constitution" type="int">
1933     The player's constitution will rise by the given value
1934     while being infected. (Negative values make constitution fall)
1935     </attribute>
1936     <attribute arch="Int" editor="intelligence" type="int">
1937     The player's intelligence will rise by the given value
1938     while being infected. (Negative values make intelligence fall)
1939     </attribute>
1940     <attribute arch="Pow" editor="power" type="int">
1941     The player's power will rise by the given value
1942     while being infected. (Negative values make power fall)
1943     </attribute>
1944     <attribute arch="Wis" editor="wisdom" type="int">
1945     The player's wisdom will rise by the given value
1946     while being infected. (Negative values make wisdom fall)
1947     </attribute>
1948     <attribute arch="Cha" editor="charisma" type="int">
1949     The player's charisma will rise by the given value
1950     while being infected. (Negative values make charisma fall)
1951     </attribute>
1952     </section>
1953     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1954     This text is displayed to the player every time the
1955     symptoms strike.
1956     </attribute>
1957     </type>
1958    
1959     <!--####################################################################-->
1960 root 1.3 <type number="23" name="Door">
1961     <ignore>
1962     <ignore_list name="non_pickable" />
1963     </ignore>
1964     <description><![CDATA[
1965 root 1.59 A door can be opened with any normal key. It also can be broken by attacking
1966 root 1.3 it, and it can be defeated with the lockpicking skill. If a door is
1967     defeated, horizontally and vertically adjacent doors are automatically
1968 root 1.37 removed.]]>
1969 root 1.3 </description>
1970     <attribute arch="no_pick" value="1" type="fixed" />
1971     <attribute arch="alive" value="1" type="fixed" />
1972 root 1.9 &movement_types_terrain;
1973 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1974     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1975     </attribute>
1976     <attribute arch="ac" editor="armour class" type="int">
1977     Doors of high &lt;armour class&gt; are less likely to get hit.
1978     &lt;armour class&gt; can be considered the "counterpiece" to
1979     &lt;weapon class&gt;.
1980     </attribute>
1981     <attribute arch="other_arch" editor="drop arch" type="string">
1982     This string defines the object that will be created when the door was
1983     defeated.
1984     </attribute>
1985     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1986     This entry determines what kind of traps will appear in the door.
1987     </attribute>
1988 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1989     Set this flag to move treasure items created into the environment (map)
1990     instead of putting them into the object.
1991     </attribute>
1992 root 1.3 </type>
1993    
1994     <!--####################################################################-->
1995 root 1.1 <type number="83" name="Duplicator">
1996     <ignore>
1997     <ignore_list name="system_object" />
1998     </ignore>
1999     <description><![CDATA[
2000     When activated, a duplicator can duplicate, multiply or destroy a pile of
2001     objects which lies somewhere on top of the duplicator.
2002     The duplicator has one arch name specified as &lt;target arch&gt;,
2003     and only objects of this archetype can be affected.<br>
2004     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
2005 root 1.37 If the latter is set to zero, it will destroy objects.]]>
2006 root 1.1 </description>
2007     <use><![CDATA[
2008     I hope it is clear that one must be very cautious when inserting a duplicator
2009     anywhere with &lt;multiply factor&gt; greater than one.
2010     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2011     It is <b>not acceptable</b> to allow duplication of anything other than
2012     coins, gold and jewels. Besides, it is very important that the chance to
2013     loose the input matches the chance to earn winnings.<br>
2014     A duplicator with &lt;multiply factor&gt; 3 for example should have a
2015 root 1.37 loosing rate of 2/3 = 67%.]]>
2016 root 1.1 </use>
2017     <attribute arch="other_arch" editor="target arch" type="string">
2018 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
2019     duplicated, multiplied or removed. All other objects will be ignored.
2020 root 1.1 </attribute>
2021     <attribute arch="level" editor="multiply factor" type="int">
2022     The number of items in the target pile will be multiplied by the
2023     &lt;multiply factor&gt;. If it is set to zero, all target objects
2024     will be destroyed.
2025     </attribute>
2026 root 1.45 <attribute arch="connected" editor="connection" type="string">
2027 root 1.1 An activator (lever, altar, button, etc) with matching connection value
2028     is able to trigger this duplicator. Be very careful that players cannot
2029     abuse it to create endless amounts of money or other valuable stuff!
2030     </attribute>
2031 elmex 1.16 &activate_on;
2032 root 1.1 </type>
2033    
2034     <!--####################################################################-->
2035     <type number="66" name="Exit">
2036     <ignore>
2037     <ignore_list name="non_pickable" />
2038     </ignore>
2039     <description><![CDATA[
2040     When the player applies an exit, he is transferred to a different location.
2041     (Monsters cannot use exits.) Depending on how it is set, the player applies
2042     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2043 root 1.37 the exit. ]]>
2044 root 1.1 </description>
2045     <use><![CDATA[
2046 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2047 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2048     detected with the show_invisible spell.
2049     <br><br>
2050     You can be quite creative with the outlook of secret exits (their "face").
2051 root 1.37 Don't forget to give the player relyable hints about them though.]]>
2052 root 1.1 </use>
2053     <attribute arch="slaying" editor="exit path" type="string">
2054     The exit path defines the map that the player is transferred to.
2055     You can enter an absolute path, beginning with '/' (for example
2056     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2057     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2058     relative path "Fire1"). Use relative paths whenever possible! Note that
2059     upper/lower case must always be set correctly. However, please use lower
2060 root 1.3 case only.
2061 root 1.1 It is well possible to have an exit pointing to the same map that the exit
2062     is on. If slaying is not set in an exit, the player will see a message like
2063     "the exit is closed".
2064     </attribute>
2065     <attribute arch="hp" editor="destination X" type="int">
2066     The exit destinations define the (x, y)-coordinates where the exit
2067     leads to.
2068     If both are set to zero, the player will be transferred to the "default
2069     enter location" of the destined map. The latter can be set in the map-
2070     properties as "Enter X/Y". Though, please DO NOT use that.
2071     It turned out to be a source for numerous map-bugs.
2072     </attribute>
2073     <attribute arch="sp" editor="destination Y" type="int">
2074     The exit destinations define the (x, y)-coordinates where the exit
2075     leads to.
2076     If both are set to zero, the player will be transferred to the "default
2077     enter location" of the destined map. The latter can be set in the map-
2078     properties as "Enter X/Y". Though, please DO NOT use that.
2079     It turned out to be a source for numerous map-bugs.
2080     </attribute>
2081 root 1.9 &move_on;
2082 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2083     If set, this message will be displayed to the player when he applies the exit.
2084     This is quite useful to throw in some "role-play feeling": "As you enter the
2085     dark cave you hear the sound of rustling dragonscales...". Well, my english
2086     is poor, but you get the point. =)
2087     </attribute>
2088 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
2089     If set, then players using this exit will have their savebed position
2090 root 1.26 set to the destination of the exit when passing through.
2091 root 1.1 </attribute>
2092     </type>
2093    
2094     <!--####################################################################-->
2095     <type number="72" name="Flesh">
2096     <description><![CDATA[
2097     Just like with food, the player can fill his stomache and gain a
2098     little health by eating flesh-objects. <br>
2099     For dragon players, flesh plays a very special role though: If the
2100     flesh has resistances set, a dragon player has a chance to gain resistance in
2101 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2102 root 1.1 Don't forget that flesh items with resistances have to be balanced
2103 root 1.37 according to map/monster difficulty.]]>
2104 root 1.1 </description>
2105     <use><![CDATA[
2106     For dragon players, flesh items can be highly valuable. Note that many
2107     standard monsters carry flesh items from their &lt;treasurelist&gt;.
2108     These flesh items "inherit" resistances and level from the monster they belong to.
2109     When you add special flesh items to the inventory of a monster, this is
2110     not the case - so you have to set it manually.
2111     <br><br>
2112     Generally adding special flesh-treaties for dragon players is a great thing
2113     to do. Always consider that dragon players might really not be interested
2114     in that special piece of weapon or armour, so don't let the dragon-fellows miss
2115 root 1.37 out on the reward completely.]]>
2116 root 1.1 </use>
2117     <attribute arch="food" editor="foodpoints" type="int">
2118     The player's stomache will get filled with this amount of foodpoints.
2119     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2120     </attribute>
2121     <attribute arch="level" editor="flesh level" type="int">
2122     The &lt;flesh level&gt; is not visible to the players and it affects only
2123     dragon players. Normally this value reflects the level of the monster
2124     from which the flesh item originates.
2125     Dragon players always search for flesh of highest level possible,
2126     because it bears the best chance to gain high resistances.
2127     </attribute>
2128     <attribute arch="startequip" editor="godgiven item" type="bool">
2129     A godgiven item vanishes as soon as the player
2130     drops it to the ground.
2131     </attribute>
2132 elmex 1.29 &resistances_flesh_section;
2133 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2134     This text may describe the item.
2135     </attribute>
2136     </type>
2137    
2138     <!--####################################################################-->
2139     <type number="0" name="Floor">
2140     <required>
2141     <attribute arch="is_floor" value="1" />
2142     <attribute arch="alive" value="0" />
2143     </required>
2144     <ignore>
2145     <ignore_list name="non_pickable" />
2146     </ignore>
2147     <description><![CDATA[
2148     Floor is a very basic thing whithout too much
2149 root 1.37 functionality. It's a floor - you stand on it.]]>
2150 root 1.1 </description>
2151     <attribute arch="is_floor" value="1" type="fixed" />
2152     <attribute arch="no_pick" value="1" type="fixed" />
2153     <section name="terrain">
2154 root 1.9 &movement_types_terrain;
2155 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2156     This flag indicates this spot contains wood or high grass.
2157     Players with activated woodsman skill can move faster here.
2158     </attribute>
2159     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2160     This flag indicates this spot contains hills or large rocks.
2161     Players with activated mountaineer skill can move faster here.
2162     </attribute>
2163     </section>
2164     <attribute arch="no_magic" editor="no spells" type="bool">
2165     If enabled, it is impossible for players to use (wizard-)
2166     spells on that spot.
2167     </attribute>
2168     <attribute arch="damned" editor="no prayers" type="bool">
2169     If enabled, it is impossible for players to use prayers
2170     on that spot. It also prevents players from saving.
2171     </attribute>
2172     <attribute arch="unique" editor="unique map" type="bool">
2173     Unique floor means that any items dropped on that spot
2174 root 1.48 will be saved beyond map reset. For permanent apartments,
2175 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2176     </attribute>
2177     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2178     This text may describe the object.
2179     </attribute>
2180     </type>
2181    
2182     <!--####################################################################-->
2183     <type number="67" name="Floor (Encounter)">
2184     <ignore>
2185     <ignore_list name="non_pickable" />
2186     </ignore>
2187     <description><![CDATA[
2188     Encounter-Floor is pretty much the same as normal floor.
2189     Most outdoor floor/ground-arches are set to be "encounters".
2190     That is kind of a relict from former code: When walking over
2191     encounter-floor, players sometimes got beamed to little maps
2192     with monsters on them. Nowadays this feature is disabled -
2193 root 1.37 Hence encounter floor is not different from normal floor.]]>
2194 root 1.1 </description>
2195     <attribute arch="is_floor" value="1" type="fixed" />
2196     <attribute arch="no_pick" value="1" type="fixed" />
2197     <section name="terrain">
2198 root 1.9 &movement_types_terrain;
2199 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2200     This flag indicates this spot contains wood or high grass.
2201     Players with activated woodsman skill can move faster here.
2202     </attribute>
2203     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2204     This flag indicates this spot contains hills or large rocks.
2205     Players with activated mountaineer skill can move faster here.
2206     </attribute>
2207     </section>
2208     <attribute arch="no_magic" editor="no spells" type="bool">
2209     If enabled, it is impossible for players to use (wizard-)
2210     spells on that spot.
2211     </attribute>
2212     <attribute arch="damned" editor="no prayers" type="bool">
2213     If enabled, it is impossible for players to use prayers
2214     on that spot. It also prevents players from saving.
2215     </attribute>
2216     <attribute arch="unique" editor="unique map" type="bool">
2217     Unique floor means that any items dropped on that spot
2218 root 1.48 will be saved beyond map reset. For permanent apartments,
2219 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2220     </attribute>
2221     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2222     This text may describe the object.
2223     </attribute>
2224     </type>
2225    
2226     <!--####################################################################-->
2227     <type number="6" name="Food">
2228     <description><![CDATA[
2229     By eating/drinking food-objects, the player can fill his
2230 root 1.37 stomache and gain a little health.]]>
2231 root 1.1 </description>
2232     <attribute arch="food" editor="foodpoints" type="int">
2233     The player's stomache will get filled with this amount of foodpoints.
2234     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2235     </attribute>
2236     <attribute arch="startequip" editor="godgiven item" type="bool">
2237     A godgiven item vanishes as soon as the player
2238     drops it to the ground.
2239     </attribute>
2240     </type>
2241    
2242     <!--####################################################################-->
2243     <type number="91" name="Gate">
2244     <ignore>
2245     <ignore_list name="non_pickable" />
2246     </ignore>
2247     <description><![CDATA[
2248 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2249 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2250     or carrying special key-objects (-> inventory checker).
2251     Unlike locked doors, gates can get shut again after a player has
2252 root 1.37 passed, which makes them more practical in many cases.]]>
2253 root 1.1 </description>
2254     <use><![CDATA[
2255     Use gates to divide your maps into seperated areas. After solving
2256     area A, the player gains access to area B, and so on. Make your
2257 root 1.37 maps more complex than "one-way".]]>
2258 root 1.1 </use>
2259     <attribute arch="no_pick" value="1" type="fixed" />
2260 elmex 1.15 <attribute arch="speed" value="1" type="float">
2261     The speed of the gate affects how fast it is closing/opening.
2262     </attribute>
2263 root 1.45 <attribute arch="connected" editor="connection" type="string">
2264 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2265     &lt;connection&gt; value get activated. This only makes sense together with
2266     &lt;blocking passage&gt; disabled.
2267     </attribute>
2268     <attribute arch="wc" editor="position state" type="int">
2269     The &lt;position state&gt; defines the position of the gate:
2270     Zero means completely open/down, the "number of animation-steps" (usually
2271     about 6 or 7) means completely closed/up state. I suggest you don't
2272     mess with this value - Leave the default in place.
2273     </attribute>
2274 root 1.9 &movement_types_terrain;
2275 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2276     Restricting the use of spells to pass this gate. This has
2277     an effect only if &lt;block view&gt; is disabled.
2278     </attribute>
2279     <attribute arch="damned" editor="restrict prayers" type="bool">
2280     Restricting the use of prayers to pass this door. This has
2281     an effect only if &lt;block view&gt; is disabled.
2282     </attribute>
2283     </type>
2284    
2285     <!--####################################################################-->
2286     <type number="113" name="Girdle">
2287     <import_type name="Amulet" />
2288     <description><![CDATA[
2289     Wearing a girdle, the object's stats will directly be inherited to
2290     the player. Girdles usually provide stats- or damage bonuses and no
2291 root 1.37 defense.]]>
2292 root 1.1 </description>
2293     <use><![CDATA[
2294     Feel free to create your own special artifacts. However, it is very
2295 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2296 root 1.1 </use>
2297     <attribute arch="magic" editor="magic bonus" type="int">
2298     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2299     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2300     than direct armour-class bonus on the helmet.
2301 root 1.3
2302 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2303     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2304     &lt;magic bonus&gt; is pointless here.
2305     </attribute>
2306     </type>
2307    
2308     <!--####################################################################-->
2309     <type number="100" name="Gloves">
2310     <import_type name="Amulet" />
2311     <description><![CDATA[
2312     Wearing gloves, the object's stats will directly be inherited to
2313 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2314 root 1.1 </description>
2315     <use><![CDATA[
2316     Feel free to create your own special artifacts. However, it is very
2317 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2318 root 1.1 </use>
2319     <attribute arch="magic" editor="magic bonus" type="int">
2320     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2321     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2322     will increase that.
2323     </attribute>
2324     </type>
2325    
2326     <!--####################################################################-->
2327     <type number="93" name="Handle">
2328     <ignore>
2329     <ignore_list name="non_pickable" />
2330     </ignore>
2331     <description><![CDATA[
2332     A handle can be applied by players and (certain) monsters.
2333 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2334 root 1.1 </description>
2335     <use><![CDATA[
2336     Handles are commonly used to move gates. When placing your lever,
2337     don't forget that some monsters are able to apply it.
2338     The ability to apply levers is rare among monsters -
2339 root 1.37 but vampires can do it for example.]]>
2340 root 1.1 </use>
2341     <attribute arch="no_pick" value="1" type="fixed" />
2342 root 1.45 <attribute arch="connected" editor="connection" type="string">
2343 root 1.1 Every time the handle is applied, all objects
2344     with the same &lt;connection&gt; value are activated.
2345     </attribute>
2346     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2347     This text may describe the item. You can use this
2348     message to explain the handle's purpose to the player.
2349     </attribute>
2350     </type>
2351    
2352     <!--####################################################################-->
2353     <type number="27" name="Handle Trigger">
2354     <import_type name="Handle" />
2355     <ignore>
2356     <ignore_list name="non_pickable" />
2357     </ignore>
2358     <description><![CDATA[
2359     Handle triggers are handles which reset after a short period
2360     of time. Every time it is either applied or reset, the
2361 root 1.37 &lt;connection&gt; value is triggered.]]>
2362 root 1.1 </description>
2363     <use><![CDATA[
2364     When you connect an ordinary handle to a gate, the gate normally remains
2365     opened after the first player passed. If you want to keep the gate shut,
2366 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2367 root 1.1 </use>
2368     </type>
2369    
2370     <!--####################################################################-->
2371     <type number="88" name="Hazard Floor">
2372     <required>
2373     <attribute arch="is_floor" value="1" />
2374     </required>
2375     <ignore>
2376     <ignore_list name="non_pickable" />
2377     </ignore>
2378     <description><![CDATA[
2379     The best example for Hazard Floor is lava. It works like standard
2380     floor, but damages all creatures standing on it.
2381 root 1.37 Damage is taken in regular time intervals.]]>
2382 root 1.1 </description>
2383     <use><![CDATA[
2384     The default lava for example does minor damage. But you can turn
2385     it up so that your hazard floor poses a real threat.<br>
2386     Like magic walls, such floors add a permanent thrill to your map.
2387     You can use that to safely chase off too-weak players, or just
2388 root 1.37 to have something different.]]>
2389 root 1.1 </use>
2390     <attribute arch="is_floor" value="1" type="fixed" />
2391     <attribute arch="lifesave" value="1" type="fixed" />
2392 root 1.9 &move_on;
2393 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2394     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2395     This attribute specifys the attacktypes that this floor uses to
2396     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2397     If you want a real tough hazard floor, add more than just one attacktype.
2398     </attribute>
2399     <attribute arch="dam" editor="base damage" type="int">
2400     The &lt;base damage&gt; defines how much damage is inflicted to the
2401     victim per hit. The final damage is influenced by several other
2402     factors like the victim's resistance and level.
2403     </attribute>
2404     <attribute arch="wc" editor="weaponclass" type="int">
2405     &lt;weapon class&gt; improves the chance of hitting the victim.
2406     Lower values are better.
2407     Usually, hazard floors like lava are supposed to hit the
2408     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2409     to something like -30.
2410     </attribute>
2411     <attribute arch="level" editor="attack level" type="int">
2412     I guess this value is supposed to work similar to monster levels.
2413     But in fact, it does not seem to have an effect. Set any non-zero
2414     value to be on the safe side.
2415     </attribute>
2416     <section name="terrain">
2417 root 1.9 &movement_types_terrain;
2418 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2419     This flag indicates this spot contains wood or high grass.
2420     Players with activated woodsman skill can move faster here.
2421     </attribute>
2422     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2423     This flag indicates this spot contains hills or large rocks.
2424     Players with activated mountaineer skill can move faster here.
2425     </attribute>
2426     </section>
2427     <attribute arch="no_magic" editor="no spells" type="bool">
2428     If enabled, it is impossible for players to use (wizard-)
2429     spells on that spot.
2430     </attribute>
2431     <attribute arch="damned" editor="no prayers" type="bool">
2432     If enabled, it is impossible for players to use prayers
2433     on that spot. It also prevents players from saving.
2434     </attribute>
2435     <attribute arch="unique" editor="unique map" type="bool">
2436     Unique floor means that any items dropped on that spot
2437 root 1.48 will be saved beyond map reset. For permanent apartments,
2438 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2439     </attribute>
2440     </type>
2441    
2442     <!--####################################################################-->
2443     <type number="34" name="Helmet">
2444     <import_type name="Amulet" />
2445     <description><![CDATA[
2446     Wearing a helmet, the object's stats will directly be inherited to
2447     the player. Normal helmets usually increase defense, while crowns
2448     add more special bonuses like stats/resistances paired with
2449 root 1.37 low defense.]]>
2450 root 1.1 </description>
2451     <use><![CDATA[
2452     Feel free to create your own special artifacts. However, it is very
2453 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2454 root 1.1 </use>
2455     <attribute arch="magic" editor="magic bonus" type="int">
2456     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2457     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2458     than direct armour-class bonus on the helmet.
2459 root 1.3
2460 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2461     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2462     Crowns for instance typically provide no &lt;amour class&gt;.
2463     </attribute>
2464     </type>
2465    
2466     <!--####################################################################-->
2467     <type number="56" name="Holy Altar">
2468     <ignore>
2469     <ignore_list name="non_pickable" />
2470     </ignore>
2471     <description><![CDATA[
2472 root 1.50 Holy Altars are altars for the various religions. Praying
2473 root 1.1 at a Holy_altar will make you a follower of that god, and
2474 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2475 root 1.1 </description>
2476     <attribute arch="no_pick" value="1" type="fixed" />
2477     <attribute arch="other_arch" editor="god name" type="string">
2478     The altar belongs to the god of the given name. Possible options for
2479     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2480 root 1.3 Gorokh, Valriel and Sorig.
2481    
2482 root 1.1 If you want to have an unconsecrated altar, set
2483     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2484     </attribute>
2485     <attribute arch="level" editor="reconsecrate level" type="int">
2486     To re-consecrate an altar, the player's wisdom level must be as
2487     high or higher than this value. In that way, some altars can not
2488 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2489    
2490 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2491 root 1.1 Some characters might need those altars, they would be very unhappy to
2492     see them re-consecrated to another cult.
2493     </attribute>
2494     </type>
2495    
2496     <!--####################################################################-->
2497     <type number="35" name="Horn">
2498     <ignore>
2499     <attribute arch="title" />
2500     </ignore>
2501     <description><![CDATA[
2502     Horns are very similar to rods. The difference is that horns regenerate
2503     spellpoints faster and thus are more valuable than rods.
2504     <br><br>
2505     A horn contains a spell. The player can use this spell by applying and
2506     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2507 root 1.37 used endlessly.]]>
2508 root 1.1 </description>
2509     <use><![CDATA[
2510     Horns are powerful due to their fast recharge rate. They should
2511     never contain high level attacking spells. Even curing/healing spells
2512 root 1.37 are almost too good on a horn.]]>
2513 root 1.1 </use>
2514     <attribute arch="sp" editor="spell" type="spell">
2515     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2516     horns to players, since they can be used endlessly without any mana cost!
2517     Horns with heal/ restoration/ protection spells, IF available, MUST be
2518     very very VERY hard to get!
2519     </attribute>
2520     <attribute arch="level" editor="casting level" type="int">
2521     The casting level of the &lt;spell&gt; determines it's power.
2522     For attack spells, level should not be set too high.
2523     </attribute>
2524     <attribute arch="hp" editor="initial spellpoints" type="int">
2525     This value represents the initial amount of spellpoints in the horn.
2526     Naturally, this is quite unimportant.
2527     </attribute>
2528     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2529     When the horn is fully charged up, it will hold this maximum amount of
2530     spellpoints. Make sure it is enough to cast the contained spell at least
2531     once. But don't set the value too high, as that might make the horn way
2532     too effective.
2533     </attribute>
2534     <attribute arch="startequip" editor="godgiven item" type="bool">
2535     A godgiven item vanishes as soon as the player
2536     drops it to the ground.
2537     </attribute>
2538     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2539     This text may contain a description of the horn.
2540     </attribute>
2541     </type>
2542    
2543     <!--####################################################################-->
2544     <type number="73" name="Inorganic">
2545     <description><![CDATA[
2546     Inorganic materials are generally used as ingredients for
2547     alchemical receipes. By themselves, they have no special
2548 root 1.37 functionalities.]]>
2549 root 1.1 </description>
2550     <attribute arch="is_dust" editor="is dust" type="bool">
2551     </attribute>
2552 elmex 1.29 &resistances_basic;
2553 root 1.1 </type>
2554    
2555     <!--####################################################################-->
2556     <type number="64" name="Inventory Checker">
2557     <ignore>
2558     <ignore_list name="system_object" />
2559     </ignore>
2560     <description><![CDATA[
2561     Inventory checkers passively check the players inventory for a
2562     specific object. You can set a connected value that is triggered
2563     either if that object is present or missing (-&gt; "last_sp") when a
2564     player walks over the inv. checker. A valid option is to remove the
2565     matching object (usually not recommended, see "last_heal").
2566     <br><br>
2567     Alternatively, you can set your inv. checker to block all players
2568 root 1.9 that do/don't carry the matching object.
2569 root 1.1 <br><br>
2570     As you can see, inv. checkers are quite powerful, holding a
2571 root 1.37 great variety of possibilities.]]>
2572 root 1.1 </description>
2573     <use><![CDATA[
2574     Putting a check_inventory space in front of a gate (one below) and
2575     one on the opposite side works reasonably well as a control mechanism.
2576     Unlike the key/door-combo, this one works infinite since it is
2577     independant from map reset. Use it to put a "structure" into your
2578     maps: Player must solve area A to gain access to area B. This concept
2579 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2580 root 1.1 </use>
2581     <attribute arch="no_pick" value="1" type="fixed" />
2582     <attribute arch="slaying" editor="match key string" type="string">
2583     This string specifies the object we are looking for: We have a match
2584     if the player does/don't carry a key object or a mark with identical
2585     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2586     this context. A typical example is the city gate mechanism of scorn.
2587     </attribute>
2588     <attribute arch="race" editor="match arch name" type="string">
2589     This string specifies the object we are looking for: We have a match
2590     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2591     </attribute>
2592     <attribute arch="hp" editor="match type" type="int">
2593     This value specifies the object we are looking for: We have a match
2594 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2595    
2596 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2597     enabled. Now you have an inv. checker blocking all players that carry any
2598     kind of melee weapon. To pass, a player is forced to leave behind all
2599     his weaponry... bad news for a warrior. ;)
2600     </attribute>
2601     <attribute arch="last_sp" editor="match = having" type="bool">
2602     Enabled means having that object is a match.
2603     Disabled means not having that object is a match.
2604     </attribute>
2605 root 1.45 <attribute arch="connected" editor="connection" type="string">
2606 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2607     &lt;connection&gt; value get activated. This only makes sense together with
2608     &lt;blocking passage&gt; disabled.
2609     </attribute>
2610 root 1.9 &movement_types_terrain;
2611 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2612     &lt;remove match&gt; means remove object if found. Setting this is usually not
2613     recommended because inv. checkers are in general invisible. So, unlike
2614     for altars/ locked doors, the player won't expect to lose an object when
2615 root 1.3 walking over that square. And he doesn't even get a message either.
2616    
2617 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2618     to inform the player what's going on!
2619     </attribute>
2620     </type>
2621    
2622     <!--####################################################################-->
2623 root 1.2 <type number="163" name="Item Transformer">
2624     <description><![CDATA[
2625     An item transformer is simply applied, after having marked a 'victim'
2626     item. If the victim is suitable, it will be transformed into something
2627     else.]]>
2628     </description>
2629     <use><![CDATA[
2630     To make an item transformable, you just have to fill the 'slaying' field.
2631     The syntax is:
2632     <br>
2633     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2634     <br>
2635     with [] denoting optional part, and * any number of preceding [].
2636     'new_item' must be the name of an existing archetype.
2637     <br><br>
2638     Example, for object apple: slaying knife:2 half_apple
2639     <br><br>
2640     This means that, when applying a knife (should be an Item Transformer),
2641     one 'apple' will be transformed into 2 'half_apple'.]]>
2642     </use>
2643     <attribute arch="food" editor="number of uses" type="int">
2644     &lt;number of uses&gt; controls how many times the item transformer can
2645     be used. The value 0 means "unlimited"
2646     </attribute>
2647     <attribute arch="slaying" editor="verb" type="string">
2648     Contains the verb that is used to construct a message to the player
2649     applying the item transformer.
2650     </attribute>
2651     <attribute arch="startequip" editor="godgiven item" type="bool">
2652     A godgiven item vanishes as soon as the player
2653     drops it to the ground.
2654     </attribute>
2655     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2656     This text may contain a description of the item transformer.
2657     </attribute>
2658     </type>
2659    
2660     <!--####################################################################-->
2661 root 1.1 <type number="60" name="Jewel">
2662     <description><![CDATA[
2663     Items of the type Gold &amp; Jewels are handled like a currency.
2664     Unlike for any other type of item, in shops, the buy- and selling
2665 root 1.37 prices differ only marginally.]]>
2666 root 1.1 </description>
2667     <attribute arch="race" value="gold and jewels" type="fixed" />
2668     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2669     This text may describe the object.
2670     </attribute>
2671     </type>
2672    
2673     <!--####################################################################-->
2674 root 1.3 <type number="24" name="Key">
2675     <description><![CDATA[
2676     When carrying a key, a normal door can be opened. The key will
2677 root 1.37 disappear.]]>
2678 root 1.3 </description>
2679     <attribute arch="startequip" editor="godgiven item" type="bool">
2680     A godgiven item vanishes as soon as the player
2681     drops it to the ground.
2682     </attribute>
2683     </type>
2684    
2685     <!--####################################################################-->
2686 root 1.1 <type number="20" name="Locked Door">
2687     <ignore>
2688     <ignore_list name="non_pickable" />
2689     </ignore>
2690     <description><![CDATA[
2691     A locked door can be opened only when carrying
2692 root 1.37 the appropriate special key.]]>
2693 root 1.1 </description>
2694     <use><![CDATA[
2695     If you want to create a locked door that cannot be opened (no key),
2696     set a &lt;key string&gt; like "no_key_available". This will clearify things
2697 root 1.3 and only a fool would create a key matching that string.
2698    
2699 root 1.1 Door-objects can not only be used for "doors". In many maps these
2700     are used with all kinds of faces/names, especially often as
2701     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2702     There you have magic forces (door objects) put under certain artifact
2703     items. To get your hands on the artifacts, you need to bring up the
2704 root 1.37 appropriate quest items (key objects).]]>
2705 root 1.1 </use>
2706 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2707 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2708     <attribute arch="slaying" editor="key string" type="string">
2709     The &lt;key string&gt; in the door must be identical with the
2710     &lt;key string&gt; in the special key, then the door is unlocked.
2711     It is VERY important to set the &lt;key string&gt; to something that
2712 root 1.32 is unique among the Deliantra mapset.
2713 root 1.3
2714 root 1.1 DONT EVER USE the default string "set_individual_value".
2715 root 1.59
2716     When the key string starts with "match ", then it is expected to
2717     be a match expression, which will be applied to the player, so
2718     you can use e.g. (match type=POTION in inv). Note that the matched
2719     object will be removed.
2720 root 1.1 </attribute>
2721     <attribute arch="no_magic" editor="restrict spells" type="bool">
2722     Restricting the use of spells to pass this door.
2723     This should be set in most cases.
2724     (Don't forget that the spell "dimension door" is easily
2725     available at about wisdom level 10).
2726     </attribute>
2727     <attribute arch="damned" editor="restrict prayers" type="bool">
2728     Restricting the use of prayers to pass this door.
2729     This should be set in most cases.
2730     </attribute>
2731     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2732     When a player is trying to open the door without carrying the
2733     appropriate key, this text is displayed to the player. This is
2734     a good opportunity to place hints about the special key needed
2735     to unlock the door.
2736     </attribute>
2737     </type>
2738    
2739     <!--####################################################################-->
2740     <type number="29" name="Magic Ear">
2741     <ignore>
2742     <ignore_list name="system_object" />
2743     </ignore>
2744     <description><![CDATA[
2745     Magic_ears trigger a connected value
2746 root 1.37 when the player speaks a specific keyword.]]>
2747 root 1.1 </description>
2748     <use><![CDATA[
2749     Whenever you put magic_ears on your maps, make sure there are
2750     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2751     something like a gate that is opened by speaking "open" or
2752     "sesame", expecting the player to figure this out all by himself.
2753     <br><br>
2754     Magic_ears are typically used for interaction with NPCs. You
2755     can create the impression that the NPC actually *does* something
2756     according to his conversation with a player. Mostly this means
2757     opening a gate or handing out some item, but you could be quite
2758 root 1.37 creative here.]]>
2759 root 1.1 </use>
2760     <attribute arch="no_pick" value="1" type="fixed" />
2761 root 1.45 <attribute arch="connected" editor="connection" type="string">
2762 root 1.1 The Magic_ear will trigger all objects with the
2763     same connection value, every time it is activated.
2764     </attribute>
2765     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2766     This textfield contains the keyword-matching-syntax. The text should
2767     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2768     Any number of keywords from one to infinite is allowed. Make sure
2769     they are seperated by a '|'.
2770 root 1.3
2771 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2772     value will be triggerd when the player speaks any of the given
2773     keywords within a two-square radius. IMPORTANT: Upper/lower case
2774     does not make a difference!
2775     </attribute>
2776     </type>
2777    
2778     <!--####################################################################-->
2779     <type number="62" name="Magic Wall">
2780     <ignore>
2781     <ignore_list name="non_pickable" />
2782     </ignore>
2783     <description><![CDATA[
2784     Magic walls fire spells in a given direction, in regular intervals.
2785     Magic walls can contain any spell. However, some spells do not
2786     operate very successfully in them. The only way to know is to test
2787     the spell you want to use with a wall.
2788     <br><br>
2789     Several types of magical walls are predefined for you in the
2790 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2791 root 1.1 </description>
2792     <use><![CDATA[
2793     Spellcasting walls pose an interesting alternative to monsters.
2794     Usually they are set to be undestroyable. Thus, while monsters
2795     in a map can be cleared out, the magic walls remain. Low level
2796     characters for example will not be able to pass through their
2797     spell-area, hence they cannot loot a map that a high level character
2798     might have cleared out.
2799     <br><br>
2800     Another point of magic walls is that if the player dies, he has to face
2801     them all again. Magic walls can add a kind of "permanent thrill" to
2802     your maps.
2803     <br><br>
2804     Be careful that your magic walls don't kill the monsters on a map. If
2805     placing monsters, eventually take ones that are immune to the
2806     walls' spell(s).
2807     <br><br>
2808     It is possible to make walls rotate when triggered. But that is so
2809     confusing (and useless IMHO) that I did not mention it above. You
2810     can find a working example on the map
2811 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2812 root 1.1 </use>
2813     <attribute arch="dam" editor="spell" type="spell">
2814     The magic wall will cast this &lt;spell&gt;.
2815     </attribute>
2816     <attribute arch="level" editor="spell level" type="int">
2817     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2818     walls cast spells at minimal strength. "level 100" walls cast deadly
2819     spells. Arch default is level 1 - you should always set this value
2820     to meet the overall difficulty of your map.
2821     </attribute>
2822 root 1.45 <attribute arch="connected" editor="connection" type="string">
2823 root 1.1 Every time the &lt;connection&gt; value is triggered, the wall will cast
2824     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2825     have much visible effect.
2826     </attribute>
2827 elmex 1.16 &activate_on;
2828 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2829     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2830     You can fine-tune how long the duration between two casts shall
2831     be. If you want to create a wall that can be activated (cast per
2832     trigger) via connected lever/button/etc, you must set "speed 0".
2833     </attribute>
2834 root 1.12 &speed_left;
2835 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2836     The magic wall will cast it's spells always in the specified
2837     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2838     always fire in a random direction.
2839     </attribute>
2840 root 1.9 &movement_types_terrain;
2841 root 1.1 <section name="destroyable">
2842     <attribute arch="alive" editor="is destroyable" type="bool">
2843     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2844     destroyed by the player. If disabled, all other attributes on
2845     this tab, as well as resistances, are meaningless.
2846     </attribute>
2847     <attribute arch="hp" editor="hitpoints" type="int">
2848     The more &lt;hitpoints&gt; the wall has, the longer
2849     it takes to be destroyed.
2850     </attribute>
2851     <attribute arch="maxhp" editor="max hitpoints" type="int">
2852     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2853     can have. This only makes sense if the wall can regain health.
2854     </attribute>
2855     <attribute arch="ac" editor="armour class" type="int">
2856     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2857     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2858     to &lt;weapon class&gt;.
2859     </attribute>
2860     </section>
2861 elmex 1.29 &resistances_basic;
2862 root 1.1 </type>
2863    
2864     <!--####################################################################-->
2865     <type number="55" name="Marker">
2866     <ignore>
2867     <ignore_list name="system_object" />
2868     </ignore>
2869     <description><![CDATA[
2870     A marker is an object that inserts an invisible force (a mark) into a
2871     player stepping on it. This force does nothing except containing a
2872     &lt;key string&gt; which can be discovered by detectors or inventory
2873 root 1.57 checkers. It is also possible to use markers for removing marks again
2874     (by setting the "name" slot to the name of the marker to be removed).
2875 root 1.1 <br><br>
2876     Note that the player has no possibility to "see" his own marks,
2877 root 1.37 except by the effect that they cause on the maps.]]>
2878 root 1.1 </description>
2879     <use><![CDATA[
2880     Markers hold real cool possibilities for map-making. I encourage
2881     you to use them frequently. However there is one negative point
2882     about markers: Players don't "see" what's going on with them. It is
2883     your task, as map-creator, to make sure the player is always well
2884     informed and never confused.
2885     <br><br>
2886     Please avoid infinite markers when they aren't needed. They're
2887     using a little space in the player file after all, so if there
2888 root 1.37 is no real purpose, set an expire time.]]>
2889 root 1.1 </use>
2890     <attribute arch="no_pick" value="1" type="fixed" />
2891     <attribute arch="slaying" editor="key string" type="string">
2892     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2893     If the player already has a force with that &lt;key string&gt;,
2894     there won't be inserted a second one.
2895     </attribute>
2896 root 1.45 <attribute arch="connected" editor="connection" type="string">
2897 root 1.1 When the detector is triggered, all objects with the same
2898     connection value get activated.
2899     </attribute>
2900     <attribute arch="speed" editor="marking speed" type="float">
2901     The &lt;marking speed&gt; defines how quickly it will mark something
2902     standing on the marker. Set this value rather high to make
2903     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2904     should do fine.
2905     </attribute>
2906 root 1.12 &speed_left;
2907 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2908     This value defines the duration of the force it inserts.
2909     If nonzero, the duration of the player's mark is finite:
2910     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2911     means the mark will stay on the player forever.
2912     </attribute>
2913     <attribute arch="name" editor="delete mark" type="string">
2914     When the player steps onto the marker, all existing forces in
2915     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2916     will be removed. If you don't want to remove any marks, leave
2917 root 1.3 this textfield empty.
2918    
2919 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2920     this marker. So don't be confused, and remember changing the
2921     name will take effect on the marker's functionality.
2922     </attribute>
2923     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2924     In the moment when the player gets marked, this text is displayed
2925     to him. You should really set a message in any marker you create,
2926     because it's the only way for the player to notice what's going on.
2927     </attribute>
2928     </type>
2929 root 1.3
2930 root 1.1 <!--####################################################################-->
2931 root 1.3 <type number="36" name="Money">
2932 root 1.2 <ignore>
2933 root 1.3 <attribute arch="unpaid" />
2934 root 1.2 </ignore>
2935     <description><![CDATA[
2936 root 1.3 Items of the type Money are handled as currency.
2937     Money cannot be sold/bought in shops. When money is dropped
2938     in a shop, it stays the same.<br>
2939     When a player picks an item from a shop and attempts to
2940     walk over the shop mat, the item's selling-price is automatically
2941     subtracted from the player's money.
2942     <br><br>
2943     For money, always use the default arches.
2944 root 1.37 Don't modify them.]]>
2945 root 1.2 </description>
2946 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2947 root 1.2 </type>
2948    
2949     <!--####################################################################-->
2950 root 1.3 <type number="0" name="Monster &amp; NPC">
2951     <required>
2952     <attribute arch="is_floor" value="0" />
2953     <attribute arch="alive" value="1" />
2954     <attribute arch="tear_down" value="0" />
2955     </required>
2956 root 1.1 <ignore>
2957 root 1.3 <attribute arch="material" />
2958     <attribute arch="name_pl" />
2959 root 1.1 <attribute arch="nrof" />
2960     <attribute arch="value" />
2961     <attribute arch="unpaid" />
2962     </ignore>
2963     <description><![CDATA[
2964     Monsters can behave in various kinds of ways.
2965     They can be aggressive, attacking the player. Or peaceful,
2966     helping the player - maybe joining him as pet.
2967     The unagressive creatures who communicate with players are
2968     usually called "NPCs" (Non Player Character), a well-known
2969 root 1.37 term in role-play environments.]]>
2970 root 1.1 </description>
2971     <use><![CDATA[
2972     Monsters play a central role in most maps. Choosing the right
2973     combination of monsters for your map is vital:
2974     <UL>
2975     <LI> Place only monsters of slightly varying (increasing) strength.
2976     It's no fun to play for two hours just to find out the last
2977     monster is unbeatable. Similar, it's not exciting to fight orcs
2978     after passing a room of dragons.<br>
2979     This rule applies only for linear maps (one room after the other),
2980     with treasure at the end. You can sprinkle the treasure around,
2981 root 1.3 or make non-linear maps - That is often more entertaining.
2982 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2983     Balrogs, Dragonmen and the likes should be at the end of a quest,
2984 root 1.3 not at the beginning.
2985 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
2986     Fire- and cold dragons in one room for example is a bad idea.
2987     By weakening and killing each other they are easy prey for players,
2988     not worth the experience they hold.
2989     <LI> Create your own monsters, especially for "boss"-type monsters.
2990     Having stage-bosses guarding treasure is a lot of fun when done right.
2991     Avoid to create monsters with completely non-intuitive abilities:
2992     Don't give ice-spells to firedragons or vice versa. Don't add
2993     draining attack to trolls, etc. Additionally, you should inform the
2994     player before he bumps right into some very special/unusual monster.
2995     <LI> Last but not least: Always keep an eye on the experience your monsters
2996     hold. Design your maps in a way that high experience
2997     is always well-defended. Don't make large rooms full with only one kind
2998     of monster. Keep in mind the different abilities/techniques players
2999     can use.
3000     </UL>
3001     I know it's impossible to make the perfectly balanced map. There's always
3002     some part which is found too easy or too hard for a certain kind of player.
3003     Just give it your best shot. And listen to feedback from players if you
3004 root 1.37 receive some. :-)]]>
3005 root 1.1 </use>
3006     <attribute arch="alive" value="1" type="fixed" />
3007     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3008     When the monster is killed, items from the treasurelist will
3009     drop to the ground. This is a common way to reward players
3010     for killing (masses of) monsters.
3011 root 1.3
3012 root 1.1 Note that you can always put items into the monster's
3013     inventory. Those will drop-at-kill just like the stuff
3014     from the &lt;treasurelist&gt;.
3015     </attribute>
3016 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3017     Set this flag to move treasure items created into the environment (map)
3018     instead of putting them into the object.
3019     </attribute>
3020 root 1.1 <attribute arch="level" editor="level" type="int">
3021     A monster's &lt;level&gt; is the most important attribute.
3022     &lt;level&gt; affects the power of a monster in various ways.
3023     </attribute>
3024     <attribute arch="race" editor="race" type="string">
3025 root 1.12 Every monster should have a race set to categorize it.
3026 root 1.1 The monster's &lt;race&gt; can have different effects:
3027     Slaying weapons inflict tripple damage against enemy races
3028     and holy word kills only enemy races of the god.
3029     </attribute>
3030     <attribute arch="exp" editor="experience" type="int">
3031     When a player kills this monster, he will get exactly this
3032     amount of &lt;experience&gt;. The experience will flow into
3033 root 1.12 the skill-category the player used for the kill.
3034 root 1.3
3035 root 1.1 If you create special monsters of tweaked strenght/abilities,
3036     always make sure that the &lt;experience&gt; is set to a
3037     reasonable value. Compare with existing arches to get a feeling
3038     what reasonable means. Keep in mind that spellcasting monsters
3039     are a lot harder to kill than non-spellcasters!
3040     </attribute>
3041     <attribute arch="speed" editor="speed" type="float">
3042     The &lt;speed&gt; determines how fast a monster will both move
3043     and fight. High &lt;speed&gt; makes a monster considerably stronger.
3044     </attribute>
3045 root 1.12 &speed_left;
3046 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
3047     This only takes effect if &lt;multiply&gt; is enabled. The monster will
3048     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3049     can be set to any valid arch-name of a monster. Multipart monster
3050     should not be used.
3051     </attribute>
3052     <attribute arch="generator" editor="multiply" type="bool">
3053     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3054     every once in a while. Mice are a good example for this effect.
3055     If enabled, you must also set &lt;breed monster&gt; or check
3056     &lt;template generation&gt; and put other monsters in the inventory.
3057     </attribute>
3058     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3059     This only takes effect if &lt;multiply&gt; is enabled. The monster
3060     will create a new monster every once in a while by duplicating it's inventory.
3061     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3062     Each time the monster need to generate an object, it will be
3063     a randomly chosen item from the inventory. When generator is destroyed,
3064 root 1.3 inventory is destroyed.
3065 root 1.1 </attribute>
3066 root 1.9 &move_type;
3067 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3068     Several spells only affect undead monsters:
3069     turn undead, banish undead, holy word, etc.
3070     </attribute>
3071     <attribute arch="carrying" editor="carries weight" type="int">
3072     If a monster has something in the inventory, this
3073     value can be set to reflect the slowdown due to
3074     the carried weight.
3075     </attribute>
3076 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3077 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
3078 root 1.24 it should not be lightly destroyed. This is most useful on pets and
3079     keeps the server from destroying them on destroy_pets/monster floors
3080     and will try to save them when the player logs out.
3081     </attribute>
3082 root 1.3
3083 root 1.1 <section name="melee">
3084     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3085     This number is a bitmask, specifying the monster's attacktypes
3086     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3087     Strong monsters often have more than just physical attacktype.
3088 root 1.3
3089 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3090     as much damage as the "best" of it's attacktypes does. So, the more
3091     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3092     somehow exceptions.
3093     </attribute>
3094     <attribute arch="dam" editor="damage" type="int">
3095     Among other parameters, &lt;damage&gt; affects how much melee damage
3096     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3097     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3098     take effect on the melee damage of a monster.
3099     </attribute>
3100     <attribute arch="wc" editor="weapon class" type="int">
3101     Monsters of high &lt;weapon class&gt; are more likely to really hit
3102     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3103     to &lt;armour class&gt;.
3104     </attribute>
3105     <attribute arch="hp" editor="health points" type="int">
3106     The &lt;health points&gt; of a monster define how long it takes to
3107     kill it. With every successful hit from an opponent, &lt;health points&gt;
3108     get drained - The monster dies by zero &lt;health points&gt;.
3109     </attribute>
3110     <attribute arch="maxhp" editor="max health" type="int">
3111     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3112     monster can have.
3113     </attribute>
3114     <attribute arch="ac" editor="armour class" type="int">
3115     Monsters of low &lt;armour class&gt; are less likely to get hit from
3116     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3117     to &lt;weapon class&gt;.
3118     Values typically range between +20 (very bad) to -20 (quite good).
3119     </attribute>
3120     <attribute arch="Con" editor="healing rate" type="int">
3121 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3122     healing rate is independent of &lt;speed&gt;.
3123 root 1.1 </attribute>
3124     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3125     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3126     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3127     bounce off.
3128     </attribute>
3129     <attribute arch="hitback" editor="hitback" type="bool">
3130     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3131     to the amount of damage the *attacker* inflicted. This damage
3132     is additional to the regular melee damage of the monster.
3133     As far as I know, hitback uses acid attacktype, and it only takes
3134     effect if the monster actually has acid attacktype at it's disposal.
3135     Acid spheres for example use this feature.
3136     </attribute>
3137     <attribute arch="one_hit" editor="one hit only" type="bool">
3138     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3139     to a player.
3140     </attribute>
3141     </section>
3142 root 1.3
3143 root 1.1 <section name="spellcraft">
3144     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3145     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3146     Only wands/rods/etc can be used, given the appropriate abilities.
3147     </attribute>
3148     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3149     A monster with this flag has the ability to &lt;reflect spells&gt;,
3150     all kinds of spell-bullets and -beams will bounce off.
3151 root 1.3
3152 root 1.1 Generally this flag should not be set because it puts
3153     wizard-type players at an unfair disadvantage.
3154     </attribute>
3155     <attribute arch="sp" editor="spellpoints" type="int">
3156     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3157     them for both wizard- and prayer-spells. However, this value defines
3158     only the amount of *initial* spellpoints the monster starts with.
3159     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3160     and &lt;spellpoint regen.&gt; are more important than just initial
3161     &lt;spellpoints&gt;.
3162     </attribute>
3163     <attribute arch="maxsp" editor="max spellpoints" type="int">
3164     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3165     can hold. Setting this to high values has little effect unless
3166     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3167     "regenerate mana" at it's disposal.
3168     </attribute>
3169     <attribute arch="Pow" editor="spellpoint regen." type="int">
3170 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3171     spellpoint regeneration rate is independent of &lt;speed&gt;.
3172 root 1.3
3173 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3174     regeneration is most important. If your monster is still not casting
3175     fast enough, give it the spell-ability of "regenerate mana".
3176     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3177     </attribute>
3178     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3179     Click on the &lt;attuned paths&gt; button to select spellpaths.
3180     The creature will get attuned to the specified spellpaths.
3181     </attribute>
3182     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3183     Click on the &lt;repelled paths&gt; button to select spellpaths.
3184     The creature will get repelled to the specified spellpaths.
3185     </attribute>
3186     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3187     Click on the &lt;denied paths&gt; button to select spellpaths.
3188     The creature won't be able to cast spells of the specified paths.
3189     </attribute>
3190     </section>
3191 root 1.3
3192 root 1.1 <section name="ability">
3193     <attribute arch="Int" editor="detect hidden" type="int">
3194     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3195     hidden/invisible creatures. Higher values make for better
3196     detection-skills. Enabling &lt;see invisible&gt; makes this value
3197     obsolete.
3198     </attribute>
3199     <attribute arch="see_invisible" editor="see invisible" type="bool">
3200     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3201     with by invisible or hiding players. This flag is a must-have
3202     for high-level monsters. When a monster is unable to detect
3203     invisible players, it can be killed without fighting back.
3204     </attribute>
3205     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3206     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3207     by spells of darkness or dark maps. This flag is a "should-have"
3208     for high-level monsters. When a monster is unable to see in
3209     darkness, players can cast darkness and sneak around it safely.
3210     </attribute>
3211     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3212     Monster is able to wield weapon type objects.
3213     </attribute>
3214     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3215     Monster is able to use missile-weapon type objects.
3216     </attribute>
3217     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3218     Monster is able to wear protective equipment like brestplate
3219     armour, shields, helmets etc.
3220     </attribute>
3221     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3222     Monster is able to wear rings.
3223     </attribute>
3224     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3225     Monster is able to use wands and staves.
3226     </attribute>
3227     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3228     Monster is able to use rods.
3229     </attribute>
3230     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3231     Monster is able to read scrolls.
3232     </attribute>
3233     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3234     Monster is able to use skills from it's inventory.
3235     For example, you can put a throwing skill object and some
3236 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3237 root 1.1 </attribute>
3238     </section>
3239 root 1.3
3240 root 1.1 <section name="behave">
3241     <attribute arch="monster" editor="monster behaviour" type="bool">
3242     When &lt;monster behaviour&gt; is enabled, this object will behave
3243     like a monster: It can move and attack enemies (which are
3244     typically players).
3245     This flag should be set for all monsters as-such.
3246     Monsters which don't move, like guards, should also have
3247     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3248 root 1.3 It should *not* be set for things like immobile generators.
3249 root 1.1 </attribute>
3250     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3251     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3252     </attribute>
3253     <attribute arch="friendly" editor="friendly" type="bool">
3254     &lt;friendly&gt; monsters help the player, attacking any
3255     non-friendly monsters in range.
3256     </attribute>
3257     <attribute arch="stand_still" editor="stand still" type="bool">
3258     Monsters which &lt;stand still&gt; won't move to leave their position.
3259     When agressive, they will attack all enemies who get close to
3260     them. This behaviour is commonly known from castle guards.
3261 root 1.3
3262 root 1.32 In older versions of Deliantra it was possible to eventually
3263 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3264     I believe this is no longer possible. Neverthless, you should
3265     still be cautious when lining up &lt;stand still&gt;-monster in order
3266     to "defend" something: Such monsters are rather easy to kill.
3267     It's good for low level maps, but not much more.
3268     </attribute>
3269     <attribute arch="sleep" editor="asleep" type="bool">
3270     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3271     &lt;sensing range&gt; of the monster. Usually the sensing range is
3272     larger than the players line of sight. Due to that, in most cases
3273     the player won't ever notice weither a monster was asleep or not.
3274     </attribute>
3275     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3276     This entry defines which kinds of environment actions the
3277     creature is able to perform.
3278     </attribute>
3279     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3280     Click on the &lt;pick up&gt; button and select which types of objects
3281     the creature should try to pick up.
3282 root 1.3
3283 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3284     etc are set, then the creature will pick up the matching items even
3285     if this is not set here.
3286     </attribute>
3287     <attribute arch="Wis" editor="sensing range" type="int">
3288     &lt;sensing range&gt; determines how close a player needs to be before
3289     the creature wakes up. This is done as a square, for reasons of speed.
3290     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3291     11x11 square of the monster will wake the monster up. If the player
3292     has stealth, the size of this square is reduced in half plus 1.
3293     </attribute>
3294 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3295     If this is set to default, the standard mode of movement will be used.
3296     </attribute>
3297     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3298     This movement is not in effect when the monster has an enemy and should
3299     only be used for non agressive monsters.
3300 root 1.1 </attribute>
3301     <attribute arch="run_away" editor="run at % health" type="int">
3302     This is a percentage value in the range 0-100.
3303     When the monster's health points drop below this percentage
3304     (relative to max health), it attempts to run away from the
3305     attacker.
3306     </attribute>
3307     </section>
3308 elmex 1.29 &resistances_basic;
3309 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3310     </attribute>
3311     </type>
3312    
3313     <!--####################################################################-->
3314 root 1.3 <type number="28" name="Monster (Grimreaper)">
3315     <import_type name="Monster &amp; NPC" />
3316     <ignore>
3317     <attribute arch="material" />
3318     <attribute arch="name_pl" />
3319     <attribute arch="nrof" />
3320     <attribute arch="value" />
3321     <attribute arch="unpaid" />
3322     </ignore>
3323 elmex 1.27 <description>
3324 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3325 elmex 1.27 draining attacks.
3326 root 1.3 </description>
3327     <section name="grimreaper">
3328     <attribute arch="value" editor="attacks" type="int">
3329     The object vanishes after this number of draining attacks.
3330     </attribute>
3331     </section>
3332     </type>
3333    
3334     <!--####################################################################-->
3335 root 1.1 <type number="65" name="Mood Floor">
3336     <ignore>
3337     <ignore_list name="system_object" />
3338     </ignore>
3339     <description><![CDATA[
3340     As the name implies, mood floors can change the "mood" of
3341     a monsters/NPC. For example, an unagressive monster could be
3342     turned mad to start attacking. Similar, an agressive monster
3343 root 1.37 could be calmed.]]>
3344 root 1.1 </description>
3345     <use><![CDATA[
3346     Mood floors are absolutely cool for NPC interaction. To make an
3347     unaggressive monster/NPC attack, put a creator with "other_arch
3348     furious_floor" under it. Connect the creator to a magic_ear, so the
3349     player speaks a keyword like "stupid sucker" - and the monster attacks.
3350     <br><br>
3351     To turn an NPC into a pet, put a charm_floor under it and connect
3352     it directly to a magic_ear. Then the player speaks a keyword like
3353     "help me" - and the NPC joins him as pet.
3354     <br><br>
3355     (Of course you must always give clear hints about keywords!
3356     And there is no reason why you couldn't use a button/lever/pedestal
3357 root 1.37 etc. instead of a magic_ear.)]]>
3358 root 1.1 </use>
3359     <attribute arch="no_pick" value="1" type="fixed" />
3360     <attribute arch="last_sp" editor="mood" type="list_mood">
3361     &lt;mood&gt; is used to determine what will happen to the
3362     monster when affected by the mood floor:
3363 root 1.3
3364 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3365 root 1.3
3366 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3367 root 1.3
3368 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3369 root 1.3
3370 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3371 root 1.3
3372 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3373     who triggers the square. This setting is not
3374     enabled for continous operation, you need to
3375     insert a &lt;connection&gt; value!
3376     </attribute>
3377 root 1.45 <attribute arch="connected" editor="connection" type="string">
3378 root 1.1 This should only be set in combination with &lt;mood number&gt; 4.
3379     Normally, monsters are affected by the mood floor as soon as they
3380     step on it. But charming (monster -&gt; pet) is too powerful,
3381 root 1.3 so it needs to be activated.
3382    
3383 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3384     But a powerful pet could as well be the reward for solving a
3385     quest. Or even better: It could be *part* of a quest!
3386     </attribute>
3387     <attribute arch="no_magic" editor="no spells" type="bool">
3388     If enabled, it is impossible for players to use (wizard-)
3389     spells on that spot.
3390     </attribute>
3391     <attribute arch="damned" editor="no prayers" type="bool">
3392     If enabled, it is impossible for players to use prayers
3393     on that spot. It also prevents players from saving.
3394     </attribute>
3395     </type>
3396    
3397     <!--####################################################################-->
3398     <type number="40" name="Mover">
3399     <ignore>
3400     <ignore_list name="non_pickable" />
3401     </ignore>
3402     <description><![CDATA[
3403     Movers move the objects above them. However, only living objects
3404     are affected (monsters/NPCs always, players optional). Movers have
3405     a direction, so players can be made to move in a pattern, and so
3406     can monsters. Motion is involuntary. Additionally, players or
3407     monsters can be "frozen" while ontop of movers so that they MUST
3408     move along a chain of them.
3409     <br><br>
3410     Multisquare monsters can be moved as well, given
3411 root 1.37 enough space. Movers are usually invisible.]]>
3412 root 1.1 </description>
3413     <use><![CDATA[
3414     NEVER EVER consider a mover being unpassable in the backwards
3415     direction. Setting "forced movement" makes it seemingly impossible
3416     but there is still a trick: One player can push a second player
3417     past the mover, in opposite to the mover's direction! The more
3418     movers, the more players needed. Hence, don't make a treasure
3419     room that is surrounded by movers instead of solid walls/gates.
3420     <br><br>
3421     Btw, it does not make a difference putting movers above or
3422     below the floor. Moreover, movers that are set to be invisible
3423     cannot be discovered with the show_invisible spell.
3424     <br><br>
3425     Note that Movers and Directors are seperate objects, even though
3426     they look and act similar. Directors only do spells/missiles,
3427     while movers only do living creatures (depending on how it
3428 root 1.37 is set: monsters and players).]]>
3429 root 1.1 </use>
3430     <attribute arch="attacktype" editor="forced movement" type="bool">
3431     If forced movement is enabled, the mover "freezes" anyone it
3432     moves (so they are forced to move along a chain).
3433     For players there is no way to escape this forced movement,
3434     except being pushed by a second player.
3435     </attribute>
3436     <attribute arch="maxsp" editor="freeze duration" type="int">
3437     The player will be "frozen" for that many moves.
3438     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3439     enabled, then &lt;freeze duration&gt; gets assigned the
3440     "default value" 2 automatically.
3441     </attribute>
3442     <attribute arch="speed" editor="movement speed" type="float">
3443     The movement speed value determines how fast a chain of
3444     these movers will push a player along (default is -0.2).
3445     </attribute>
3446 root 1.12 &speed_left;
3447 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3448     The mover will push creatures in the specified &lt;direction&gt;.
3449     A mover with direction set to &lt;none&gt; will spin clockwise,
3450     thus pushing creatures in unpredictable directions.
3451     </attribute>
3452     <attribute arch="lifesave" editor="gets used up" type="bool">
3453     If enabled, the mover gets "used up" after a certain number of moves
3454 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3455 root 1.1 </attribute>
3456     <attribute arch="hp" editor="number of uses" type="int">
3457     This value has only a meaning if &lt;gets used up&gt; is set:
3458     &lt;number of uses&gt; is the number of times minus one, that it
3459     will move a creature before disappearing. (It will move
3460 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3461 root 1.1 </attribute>
3462     <section name="targets">
3463     <attribute arch="level" editor="move players" type="bool">
3464     If &lt;move players&gt; is enabled, both players and monsters will be
3465     moved. In the arches' default it is disabled - thus ONLY monsters
3466     get moved. Remember that "monsters" includes NPCs!
3467 root 1.3
3468 root 1.1 This feature provides you with the possibility to make NPCs
3469     literally "come to life". Example: The player is talking with an
3470     NPC, speaking a certain keyword. This triggers a magic_ear and
3471     activates creators, creating (per default: monster-only) movers
3472     under the NPC's feet. The NPC starts "walking" on a predefined
3473     route! Note that it's useful to set this NPC immune to everything,
3474     preventing the player to push the NPC off his trace.
3475     </attribute>
3476 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3477     Which movement types activate the mover.
3478 root 1.1 </attribute>
3479     </section>
3480     </type>
3481    
3482     <!--####################################################################-->
3483     <type number="17" name="Pedestal">
3484     <ignore>
3485     <ignore_list name="non_pickable" />
3486     </ignore>
3487     <description><![CDATA[
3488     Pedestals are designed to detect certain types of living objects.
3489     When a predefined type of living creature steps on the pedestal, the
3490 root 1.37 connected value is triggered.]]>
3491 root 1.1 </description>
3492     <use><![CDATA[
3493     If you want to create a place where only players of a certain race
3494     can enter, put a teleporter over your pedestal. So the teleporter is
3495     only activated for players of the matching race. Do not use gates,
3496     because many other players could sneak in. If you put powerful
3497     artifacts into such places, generally set "startequip 1", so that
3498 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3499 root 1.1 </use>
3500     <attribute arch="no_pick" value="1" type="fixed" />
3501     <attribute arch="slaying" editor="match race" type="string">
3502     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3503     matches the monster's or the player's race, we have a match.
3504     Yes, pedestals can detect a player's race! E.g. you could create a
3505 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3506    
3507 root 1.1 If it is set to "player", any player stepping on the pedestal
3508     is a match. Very useful if you want to open a gate for players
3509     but not for monsters.
3510 root 1.51
3511     &match_compat;
3512 root 1.1 </attribute>
3513 root 1.45 <attribute arch="connected" editor="connection" type="string">
3514 root 1.1 When the pedestal is triggered, all objects with the same
3515     connection value get activated.
3516     </attribute>
3517 root 1.9 &move_on;
3518 root 1.1 </type>
3519    
3520     <!--####################################################################-->
3521 root 1.55 <type number="32" name="Pedestal Trigger">
3522     <import_type name="Pedestal" />
3523     <ignore>
3524     <ignore_list name="non_pickable" />
3525     </ignore>
3526     <description><![CDATA[
3527     Pedestal triggers are pedestals which reset after a short period
3528     of time. Every time it is either applied or reset, the
3529     &lt;connection&gt; value is triggered.]]>
3530     </description>
3531     </type>
3532    
3533     <!--####################################################################-->
3534 root 1.52 <type number="19" name="Item Match">
3535     <ignore>
3536     <ignore_list name="non_pickable" />
3537     </ignore>
3538     <description><![CDATA[
3539     Match objects use the deliantra matching language
3540     (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3541     to match items on the same mapspace (if move_on/off are unset) or
3542     items trying to enter (if move_blocked is set).
3543    
3544     If a connected value is given, then it is triggered if the first object
3545     matching the expression is put on it, and the last is removed.]]>
3546     </description>
3547     <use><![CDATA[
3548     If you want to trigger something else (e.g. a gate) when an item is above this object,
3549     use the move_on/move_off settings.
3550    
3551     If you want to keep something from entering if it has (or lacks) a specific item,
3552     use the move_blocked setting.]]>
3553     </use>
3554     <attribute arch="no_pick" value="1" type="fixed" />
3555     <attribute arch="slaying" editor="match expression" type="string">
3556     &match_compat;
3557    
3558     Optionally you can leave out the "match " prefix.
3559     </attribute>
3560     <attribute arch="connected" editor="connection" type="string">
3561     When the match is triggered, all objects with the same
3562     connection value get activated.
3563     </attribute>
3564     &move_on;
3565     &move_off;
3566     &move_block;
3567     </type>
3568    
3569     <!--####################################################################-->
3570 root 1.1 <type number="94" name="Pit">
3571     <ignore>
3572     <ignore_list name="non_pickable" />
3573     </ignore>
3574     <description><![CDATA[
3575     Pits are holes, transporting the player when he walks (and falls) into them.
3576     A speciality about pits is that they don't transport the player to
3577 root 1.37 the exact destination, but within a configurable radius of the destination
3578 root 1.1 (never on blocked squares).<br>
3579     Optionally, pits can get closed and opened, similar to gates.<br><br>
3580     Monsters and items are affected by pits just as well as players.
3581 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3582 root 1.1 </description>
3583     <use><![CDATA[
3584     Pits can add interesting effects to your map. When using them, make
3585     sure to use them in a "logical way": Pits should always drop the
3586     player to some kind of lower level. They should not be used to
3587 root 1.37 randomly interconnect maps like teleporters do.]]>
3588 root 1.1 </use>
3589     <attribute arch="no_pick" value="1" type="fixed" />
3590 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3591 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3592 root 1.37 </attribute>
3593 root 1.45 <attribute arch="connected" editor="connection" type="string">
3594 root 1.1 When a &lt;connection&gt; value is set, the pit can be opened/closed
3595     by activating the connection.
3596     </attribute>
3597 elmex 1.16 &activate_on;
3598 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3599     The pit will transport creatures (and items) randomly into a two-square
3600     radius of the destination coordinates.
3601     If the destination square becomes blocked, the pit will act like
3602     being filled up and not work anymore!
3603     </attribute>
3604     <attribute arch="sp" editor="destination Y" type="int">
3605     The pit will transport creatures (and items) randomly into a two-square
3606     radius of the destination coordinates.
3607     If the destination square becomes blocked, the pit will act like
3608     being filled up and not work anymore!
3609     </attribute>
3610     <attribute arch="wc" editor="position state" type="int">
3611     The &lt;position state&gt; defines the position of the gate:
3612     Zero means completely open/down, the "number of animation-steps" (usually
3613     about 6 or 7) means completely closed/up state. I suggest you don't
3614     mess with this value - Leave the default in place.
3615     </attribute>
3616 root 1.9 &move_on;
3617 root 1.1 </type>
3618    
3619     <!--####################################################################-->
3620     <type number="7" name="Poison Food">
3621     <description><![CDATA[
3622     When eating, the player's stomache is drained by 1/4 of food.
3623 root 1.37 If his food drops to zero, the player might even die.]]>
3624 root 1.1 </description>
3625     </type>
3626    
3627     <!--####################################################################-->
3628     <type number="5" name="Potion">
3629     <description><![CDATA[
3630     The player can drink these and gain various kinds of benefits
3631 root 1.37 (/penalties) by doing so.]]>
3632 root 1.1 </description>
3633     <use><![CDATA[
3634 root 1.37 One potion should never give multiple benefits at once.]]>
3635 root 1.1 </use>
3636     <attribute arch="level" editor="potion level" type="int">
3637     If the potion contains a spell, the spell is cast at this level.
3638     For other potions it should be set at least to 1.
3639     </attribute>
3640     <attribute arch="sp" editor="spell" type="spell">
3641     When a player drinks this potion, the selected spell
3642     will be casted (once). This should work for any given spell.
3643     E.g. heal is "sp 35", magic power is "sp 67".
3644     </attribute>
3645     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3646     There are two types of special effects for potions:
3647     'life restoration' - restore the player's stats lost by death or draining
3648     (this has nothing in common with the restoration spell!)
3649 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3650 root 1.1 by a very small amount.
3651     </attribute>
3652     <attribute arch="cursed" editor="cursed" type="bool">
3653     If a potion is cursed, benefits generally turn into penalties.
3654     Note that potions can be "uncursed" by praying over an altar,
3655     with relative ease. *But* the potion must be identified to notice
3656     that it is cursed &gt;:)
3657     </attribute>
3658     <attribute arch="startequip" editor="godgiven item" type="bool">
3659     A godgiven item vanishes as soon as the player
3660     drops it to the ground.
3661     </attribute>
3662 elmex 1.29 &player_stat_resist_sections;
3663 root 1.1 </type>
3664    
3665     <!--####################################################################-->
3666     <type number="156" name="Power Crystal">
3667     <description><![CDATA[
3668     Power crystals can store a player's mana:
3669     When the player applies the crystal with full mana, half of
3670     it flows into the crystal. When the player applies it with
3671 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3672 root 1.1 </description>
3673     <attribute arch="sp" editor="initial mana" type="int">
3674     &lt;initial mana&gt; is the amount of spellpoints that the
3675     crystal holds when the map is loaded.
3676     </attribute>
3677     <attribute arch="maxsp" editor="mana capacity" type="int">
3678     The &lt;mana capacity&gt; defines how much mana can be stored
3679     in the crystal. This is what makes the crystal interesting.
3680     Wizard-players will always seek for crystals with large
3681     capacities.
3682     </attribute>
3683     </type>
3684    
3685     <!--####################################################################-->
3686     <type number="13" name="Projectile">
3687     <description><![CDATA[
3688     Projectiles like arrows/crossbow bolts are used as ammunition
3689     for shooting weapons.
3690     <br><br>
3691     It's very easy to add new pairs of weapons &amp; projectiles.
3692     Just set matching &lt;ammunition class&gt; both for shooting
3693 root 1.37 weapon and projectile.]]>
3694 root 1.1 </description>
3695     <use><![CDATA[
3696     If you want to create new kinds of projectiles, you could
3697     add an alchemical receipe to create these.
3698 root 1.3
3699 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3700     they really fullfill a useful purpose. In fact, even bows
3701 root 1.37 and crossbows are rarely ever used.]]>
3702 root 1.1 </use>
3703     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3704     This number is a bitmask, specifying the projectile's attacktypes.
3705     Attacktypes are: physical, magical, fire, cold.. etc.
3706     This works identical to melee weapons. Note that shooting
3707     weapons cannot have attacktypes.
3708     </attribute>
3709     <attribute arch="race" editor="ammunition class" type="string">
3710     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3711     these projectiles. For arrows set "arrows", for crossbow bolts
3712     set "crossbow bolts" (big surprise).
3713 root 1.3
3714 root 1.1 In certain cases, the ammunition class is displayed in the game.
3715     Hence, when you create a new ammunition class, choose an
3716     intuitive name like "missiles", "spirit bolts" - whatever.
3717 root 1.3
3718 root 1.1 You can also make special containers holding these projectiles
3719     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3720     </attribute>
3721     <attribute arch="slaying" editor="slaying race" type="string">
3722     Slaying means the weapon does tripple (3x) damage to monsters
3723     of the specified race. If &lt;slaying race&gt; matches an arch name,
3724     only monsters of that archtype receive tripple damage.
3725     Tripple damage is very effective.
3726     </attribute>
3727     <attribute arch="dam" editor="damage" type="int">
3728     The projectile &lt;damage&gt; significantly affects the damage
3729     done. Damage can be further increased by the shooting
3730     weapon's attributes.
3731     </attribute>
3732     <attribute arch="wc" editor="weaponclass" type="int">
3733     This value is supposed to be the base &lt;weaponclass&gt;,
3734     but it seems to have rather little effect.
3735     High values are good here, low values bad.
3736     </attribute>
3737     <attribute arch="food" editor="chance to break" type="int">
3738     The &lt;chance to break&gt; defines the breaking probability when this
3739     projectile hits an obstacle, e.g. wall or monster.
3740     The value is the %-chance to break, ranging from 0 (never breaking)
3741     to 100 (breaking at first shot).
3742     </attribute>
3743     <attribute arch="magic" editor="magic bonus" type="int">
3744     Magic bonus increases chance to hit and damage a little bit.
3745     </attribute>
3746     <attribute arch="unique" editor="unique item" type="bool">
3747     Unique items exist only one time on a server. If the item
3748     is taken, lost or destroyed - it's gone for good.
3749     </attribute>
3750     <attribute arch="startequip" editor="godgiven item" type="bool">
3751     A godgiven item vanishes as soon as the player
3752     drops it to the ground.
3753     </attribute>
3754     <attribute arch="no_drop" editor="don't drop" type="bool">
3755     When a monster carries a projectile with &lt;don't drop&gt;,
3756     this item will never drop to the ground but
3757     vanish instead. If this object is shot, it can still drop
3758     after hitting an obstacle. You can prevent this by
3759     setting &lt;chance to break&gt; 100.
3760     </attribute>
3761     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3762     This text may describe the projectile. This
3763     could be nice for very special ones.
3764     </attribute>
3765     </type>
3766    
3767     <!--####################################################################-->
3768     <type number="70" name="Ring">
3769     <import_type name="Amulet" />
3770     <description><![CDATA[
3771     Rings are worn on the hands - one ring each.
3772     Wearing rings, the object's stats will directly be inherited to
3773 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3774 root 1.1 </description>
3775     <use><![CDATA[
3776     When you create an artifact ring, never forget that players can
3777     wear <B>two</B> rings! Due to that it is extremely important to
3778     keep rings in balance with the game.
3779     <br><br>
3780     Also keep in mind that rings are generally the wizard's tools.
3781     They should primarily grant bonuses to spellcasting abilities
3782 root 1.37 and non-physical resistances.]]>
3783 root 1.1 </use>
3784     </type>
3785    
3786     <!--####################################################################-->
3787     <type number="3" name="Rod">
3788     <ignore>
3789     <attribute arch="title" />
3790     </ignore>
3791     <description><![CDATA[
3792     A rod contains a spell. The player can use this spell by applying and
3793     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3794     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3795 root 1.37 used endlessly.]]>
3796 root 1.1 </description>
3797     <use><![CDATA[
3798     Rods with healing/curing spells are extremely powerful. Usually, potions have
3799     to be used for that purpose. Though, potions are expensive and only good for
3800 root 1.37 one-time-use.<br>]]>
3801 root 1.1 </use>
3802     <attribute arch="sp" editor="spell" type="spell">
3803     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3804     rods to players, since they can be used endlessly without any mana cost!
3805     Rods with heal/ restoration/ protection spells, IF available, MUST be
3806     very very VERY hard to get!
3807     </attribute>
3808     <attribute arch="level" editor="casting level" type="int">
3809     The casting level of the &lt;spell&gt; determines it's power.
3810     For attack spells, level should be set to something reasonable.
3811     </attribute>
3812     <attribute arch="hp" editor="initial spellpoints" type="int">
3813     This value represents the initial amount of spellpoints in the rod.
3814     Naturally, this is quite unimportant.
3815     </attribute>
3816     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3817     When the rod is fully charged up, it will hold this maximum amount of
3818     spellpoints. Make sure it is enough to cast the contained spell at least
3819     once. But don't set the value too high, as that might make the rod
3820     too effective.
3821     </attribute>
3822     <attribute arch="startequip" editor="godgiven item" type="bool">
3823     A godgiven item vanishes as soon as the player
3824     drops it to the ground.
3825     </attribute>
3826     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3827     This text may contain a description of the rod.
3828     </attribute>
3829     </type>
3830    
3831     <!--####################################################################-->
3832     <type number="154" name="Rune">
3833     <ignore>
3834     <attribute arch="no_pick" />
3835     <attribute arch="title" />
3836     <attribute arch="name_pl" />
3837     <attribute arch="weight" />
3838     <attribute arch="value" />
3839     <attribute arch="material" />
3840     <attribute arch="unpaid" />
3841     </ignore>
3842     <description><![CDATA[
3843 root 1.3 A rune is a magical enscription on the dungeon floor.
3844 root 1.1 <br><br>
3845     Runes hit any monster or person who steps on them for 'dam' damage in
3846     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3847     and will cast this spell when it detonates. Yet another kind is the
3848     "summoning rune", summoning predefined monsters of any kind, at detonation.
3849     <br><br>
3850 root 1.37 Many runes are already defined in the archetypes.]]>
3851 root 1.1 </description>
3852     <use><![CDATA[
3853     Avoid monsters stepping on your runes. For example, summoning runes
3854 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3855 root 1.1 </use>
3856     <attribute arch="no_pick" value="1" type="fixed" />
3857 root 1.9 &move_on;
3858 root 1.1 <attribute arch="level" editor="rune level" type="int">
3859     This value sets the level the rune will cast the spell it contains at,
3860     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3861 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3862    
3863 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3864     how much experience the player gets for doing so. Beware: High level
3865     runes can be quite a cheap source of experience! So either make them
3866     tough, or keep the level low.
3867     </attribute>
3868     <attribute arch="Cha" editor="visibility" type="int">
3869     This value determines what fraction of the time the rune is visible:
3870     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3871     how easily the rune may be found.
3872     </attribute>
3873     <attribute arch="hp" editor="number of charges" type="int">
3874     The rune will detonate &lt;number of charges&gt; times before disappearing.
3875     </attribute>
3876     <attribute arch="dam" editor="direct damage" type="int">
3877     &lt;direct damage&gt; specifies how much damage is done by the rune,
3878     if it doesn't contain a spell. This should be set in reasonable
3879 root 1.3 relation to the rune's level.
3880 root 1.1 </attribute>
3881     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3882     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3883     attribute defines what attacktype to use for direct damage when
3884     the rune detonates.
3885     </attribute>
3886     <section name="spellcraft">
3887     <attribute arch="sp" editor="spell" type="spell">
3888     The selected &lt;spell&gt; defines the spell in the rune, if any.
3889     (Many runes do direct damage).
3890     </attribute>
3891     <attribute arch="slaying" editor="spell name" type="string">
3892     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3893     but if present, overrides the &lt;spell&gt; setting.
3894     </attribute>
3895     <attribute arch="other_arch" editor="spell arch" type="string">
3896     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3897     is optional, but if present, overrides the &lt;spell&gt; setting.
3898     You can choose any of the existing arches.
3899     </attribute>
3900     <attribute arch="maxsp" editor="direction" type="list_direction">
3901     If set, the rune will cast it's containing spell (if any) in
3902     this &lt;direction&gt;.In most cases this appears useless because
3903     the spell directly hits the player.
3904     </attribute>
3905     <attribute arch="race" editor="summon monster" type="string">
3906     If this is set to the arch name of any monster, together with
3907     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3908     of those on detonation. (dam and attacktype will still be ignored
3909     in this case). Runes are even capable of summoning multi-square
3910     monsters, given enough space. You'd better test it though.
3911     </attribute>
3912     <attribute arch="maxhp" editor="summon amount" type="int">
3913     This should only be set to a summoning rune. It will then summon
3914     that many creatures of the kind &lt;summon monster&gt;.
3915     </attribute>
3916     </section>
3917     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3918     When the rune detonates, this text is displayed to the
3919     victim. For especially powerful runes, create an appropriate
3920     thrilling description. ;)
3921     </attribute>
3922     </type>
3923    
3924     <!--####################################################################-->
3925     <type number="106" name="Savebed">
3926     <ignore>
3927     <ignore_list name="non_pickable" />
3928     </ignore>
3929     <description><![CDATA[
3930     When the player applies a savebed, he is not only saved. Both his
3931     respawn-after-death and his word-of-recall positions are pointing
3932 root 1.37 to the last-applied savebed.]]>
3933 root 1.1 </description>
3934     <use><![CDATA[
3935     Put savebed locations in towns, do not put them into dungeons.
3936     It is absolutely neccessary that a place with savebeds is 100% secure.
3937     That means:
3938     <UL>
3939     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3940     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3941 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3942 root 1.1 players get trapped in a savebed location.
3943     <LI> If possible, mark the whole site as no-spell area (Insert this
3944     arch called "dungeon_magic" everywhere). This is not required,
3945     but it makes the place much more safe.
3946 root 1.37 </UL>]]>
3947 root 1.1 </use>
3948     <attribute arch="no_pick" value="1" type="fixed" />
3949     <attribute arch="no_magic" value="1" type="fixed" />
3950     <attribute arch="damned" value="1" type="fixed" />
3951     </type>
3952    
3953     <!--####################################################################-->
3954 root 1.3 <type number="111" name="Scroll">
3955     <ignore>
3956     <attribute arch="title" />
3957     </ignore>
3958     <description><![CDATA[
3959     Scrolls contain spells (similar to spell-potions). Unlike potions,
3960     scrolls require a certain literacy skill to read successfully.
3961     Accordingly, for a successful reading, a small amount of
3962     experience is gained. Scrolls allow only one time usage, but
3963 root 1.37 usually they are sold in bulks.]]>
3964 root 1.3 </description>
3965     <use><![CDATA[
3966     For low level quests, scrolls of healing/curing-spells
3967     can be a nice reward. At higher levels, scrolls become less
3968 root 1.37 and less useful.]]>
3969 root 1.3 </use>
3970     <attribute arch="level" editor="casting level" type="int">
3971     The spell of the scroll will be casted at this level.
3972     This value should always be set, at least to 1.
3973     </attribute>
3974     <attribute arch="sp" editor="spell" type="spell">
3975     When a player/monster applies this scroll, the selected &lt;spell&gt;
3976     will be casted (once). This should work for any given spell.
3977     </attribute>
3978     <attribute arch="startequip" editor="godgiven item" type="bool">
3979     A godgiven item vanishes as soon as the player
3980     drops it to the ground.
3981     </attribute>
3982     </type>
3983    
3984     <!--####################################################################-->
3985     <type number="33" name="Shield">
3986     <import_type name="Amulet" />
3987     <description><![CDATA[
3988     Wearing a shield, the object's stats will directly be inherited to
3989     the player. Shields usually provide good defense, only surpassed
3990 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3991 root 1.3 </description>
3992     <use><![CDATA[
3993     Feel free to create your own special artifacts. However, it is very
3994 root 1.37 important that you keep your artifact in balance with existing maps.]]>
3995 root 1.3 </use>
3996     <attribute arch="magic" editor="magic bonus" type="int">
3997     &lt;magic bonus&gt; works just like ac, except that it can be improved by
3998     "scrolls of Enchant Armour" or reduced by acid. It is less useful
3999     than direct armour-class bonus on the shield.
4000     </attribute>
4001     </type>
4002    
4003     <!--####################################################################-->
4004 root 1.1 <type number="14" name="Shooting Weapon">
4005     <description><![CDATA[
4006 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
4007 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4008     wielded both at the same time. Like with any other equipment,
4009     stats/bonuses from shooting weapons are directly inherited to the player.
4010     <br><br>
4011     It's very easy to add new pairs of weapons &amp; projectiles.
4012     Just set matching &lt;ammunition class&gt; both for shooting
4013 root 1.37 weapon and projectile.]]>
4014 root 1.1 </description>
4015     <use><![CDATA[
4016     Shooting weapons should not add bonuses in general. There's already
4017     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4018 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4019 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4020     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4021 root 1.37 - still crap.]]>
4022 root 1.1 </use>
4023     <attribute arch="race" editor="ammunition class" type="string">
4024     Only projectiles with matching &lt;ammunition class&gt; can be fired
4025     with this weapon. For normal bows set "arrows", for normal
4026     crossbows set "crossbow bolts".
4027 root 1.3
4028 root 1.1 In certain cases, the ammunition class is displayed in the game.
4029     Hence, when you create a new ammunition class, choose an
4030     intuitive name like "missiles", "spirit bolts" - whatever.
4031     </attribute>
4032     <attribute arch="sp" editor="shooting speed" type="int">
4033     After shooting a projectile, the player is frozen for a short
4034     period of time (to prevent shooting arrows machine-gun-like).
4035     The greater &lt;shooting speed&gt;, the shorter this period of time.
4036     1 is minimum (=worst) and 100 is maximum (=best) value.
4037 root 1.3
4038 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4039     SET IT TO ZERO! (That would freeze the player for eternety).
4040     </attribute>
4041     <attribute arch="dam" editor="base damage" type="int">
4042     The &lt;base damage&gt; significantly affects the damage done
4043     by using this weapon. This damage is added to the projectile
4044     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4045     according to the player's strength is added.
4046     </attribute>
4047     <attribute arch="wc" editor="weaponclass" type="int">
4048     This value is supposed to be the base &lt;weaponclass&gt;,
4049     but it seems to have rather little effect.
4050     High values are good here, low values bad.
4051     </attribute>
4052     <attribute arch="item_power" editor="item power" type="int">
4053     The &lt;item power&gt; value measures how "powerful" an artifact is.
4054     Players will only be able to wear equipment with a certain total
4055     amount of &lt;item power&gt;, depending on their own level. This is the
4056     only way to prevent low level players to wear "undeserved" equipment
4057     (like gifts from other players or cheated items).
4058 root 1.3
4059 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4060 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4061 root 1.1 calculate a provisional value at runtime, but this is never
4062     going to be an accurate measurement of &lt;item power&gt;.
4063     </attribute>
4064     <attribute arch="no_strength" editor="ignore strength" type="bool">
4065     Usually the player's strentgh takes effect on the damage
4066     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4067     the player's strength is ignored.
4068     </attribute>
4069     <attribute arch="damned" editor="damnation" type="bool">
4070     A damned shooting weapon cannot be unwielded unless
4071     the curse is removed. Removing damnations is
4072     a tick harder than removing curses.
4073     </attribute>
4074     <attribute arch="cursed" editor="curse" type="bool">
4075     A cursed shooting weapon cannot be unwielded unless
4076     the curse is removed.
4077     </attribute>
4078     <attribute arch="unique" editor="unique item" type="bool">
4079     Unique items exist only one time on a server. If the item
4080     is taken, lost or destroyed - it's gone for good.
4081     </attribute>
4082     <attribute arch="startequip" editor="godgiven item" type="bool">
4083     A godgiven item vanishes as soon as the player
4084     drops it to the ground.
4085     </attribute>
4086     <section name="stats">
4087     <attribute arch="Str" editor="strength" type="int">
4088     The player's strentgh will rise/fall by the given value
4089     while wearing this shooting weapon.
4090     </attribute>
4091     <attribute arch="Dex" editor="dexterity" type="int">
4092     The player's dexterity will rise/fall by the given value
4093     while wearing this shooting weapon.
4094     </attribute>
4095     <attribute arch="Con" editor="constitution" type="int">
4096     The player's constitution will rise/fall by the given value
4097     while wearing this shooting weapon.
4098     </attribute>
4099     <attribute arch="Int" editor="intelligence" type="int">
4100     The player's intelligence will rise/fall by the given value
4101     while wearing this shooting weapon.
4102     </attribute>
4103     <attribute arch="Pow" editor="power" type="int">
4104     The player's power will rise/fall by the given value
4105     while wearing this shooting weapon.
4106     </attribute>
4107     <attribute arch="Wis" editor="wisdom" type="int">
4108     The player's wisdom will rise/fall by the given value while
4109     wearing this shooting weapon.
4110     </attribute>
4111     <attribute arch="Cha" editor="charisma" type="int">
4112     The player's charisma will rise/fall by the given value
4113     while wearing this shooting weapon.
4114     </attribute>
4115     </section>
4116     <section name="bonus">
4117     <attribute arch="luck" editor="luck bonus" type="int">
4118     With positive luck bonus, the player is more likely to
4119     succeed in all sorts of things (spellcasting, praying,...).
4120     Unless the &lt;luck bonus&gt; is very high, the effect will be
4121     barely visible in-game. Luck bonus on one piece of equipment
4122     should never exceed 3, and such bonus should not be too
4123     frequently available.
4124     </attribute>
4125     <attribute arch="magic" editor="magic bonus" type="int">
4126     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4127     I'm not sure what exactly is increased - maybe weaponclass?
4128     However, &lt;magic bonus&gt; seems to have a little bit of positive
4129     influence on your chance to hit.
4130     </attribute>
4131     </section>
4132     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4133     This text describes the weapons's "story". Every decent artifact weapon
4134     should have such a description.
4135     </attribute>
4136     </type>
4137    
4138     <!--####################################################################-->
4139     <type number="68" name="Shop Floor">
4140     <ignore>
4141     <ignore_list name="non_pickable" />
4142     </ignore>
4143     <description><![CDATA[
4144     Shop floor is used for shops. It acts like a combination of the
4145     common floor- and the treasure type: When the map is loaded,
4146     randomitems (depending on the setings) are generated on it.
4147     These items are all flagged as unpaid.
4148     When a player drops an item onto shop floor, the item becomes
4149     unpaid and the player receives payment according to the item's
4150     selling-value.
4151     Shopfloor always prevents magic (To hinder players from burning
4152 root 1.37 or freezing the goods).]]>
4153 root 1.1 </description>
4154     <use><![CDATA[
4155     Tile your whole shop-interior space which shop floor.
4156     (That assures players receive payment for dropping items).
4157     Place shop mats to enter/leave the shop, and make sure
4158 root 1.37 there is no other exit than the shop mat.]]>
4159 root 1.1 </use>
4160     <attribute arch="is_floor" value="1" type="fixed" />
4161     <attribute arch="no_pick" value="1" type="fixed" />
4162     <attribute arch="no_magic" value="1" type="fixed" />
4163     <attribute arch="auto_apply" editor="generate goods" type="bool">
4164     If enabled, items will appear on this square when the map is loaded.
4165     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4166     are generated. The items will be unpaid.
4167     </attribute>
4168     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4169     This entry determines what kind of treasure will appear, when
4170     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4171     for details about existing treasurelists.
4172     </attribute>
4173     <attribute arch="exp" editor="quality level" type="int">
4174     The &lt;quality level&gt; will be used for the quality of the generated
4175     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4176     doesn't need to be set, unless you want extraordinarily good/bad
4177     quality. If you want to make a shop with very high quality, meaybe
4178     charge an entrance fee, or make the shop hard-to-come-by.
4179     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4180     and appearance of artifact-items.
4181     </attribute>
4182     <attribute arch="damned" editor="no prayers" type="bool">
4183     If enabled, it is impossible for players to use prayers
4184     on that spot. It also prevents players from saving.
4185     (Remember that &lt;no magic&gt; is always set for shop floors.)
4186     </attribute>
4187     </type>
4188    
4189     <!--####################################################################-->
4190     <type number="69" name="Shop Mat">
4191     <ignore>
4192     <ignore_list name="non_pickable" />
4193     </ignore>
4194     <description><![CDATA[
4195     Shop mats are used for entering/leaving shops. You should always
4196     have exactly TWO shop mats on your shop-map: One inside the
4197     "shopping-area" and one outside. Shop mats don't use exit paths/
4198     or -destinations. When stepping onto a shopmat the player gets beamed
4199     to the nearest other mat. If the player has unpaid items in his
4200     inventory, the price gets charged from his coins automatically.
4201     If the player has insufficient coins to buy his unpaid items, he
4202 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4203 root 1.1 </description>
4204     <use><![CDATA[
4205     As stated above, always place TWO shop mats into your shop.
4206 root 1.37 Not more and not less than that.]]>
4207 root 1.1 </use>
4208     <attribute arch="no_pick" value="1" type="fixed" />
4209 root 1.9 &move_on;
4210 root 1.1 </type>
4211    
4212     <!--####################################################################-->
4213     <type number="98" name="Sign &amp; MagicMouth">
4214     <ignore>
4215     <ignore_list name="non_pickable" />
4216     </ignore>
4217     <description><![CDATA[
4218     The purpose of a sign or magic_mouth is to display a certain message to
4219     the player. There are three ways to have the player get this message:
4220     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4221 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4222 root 1.1 </description>
4223     <use><![CDATA[
4224     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4225     some true roleplay feeling to your maps, support your storyline or give
4226     hints about hidden secrets/dangers. Place signs to provide the player
4227 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4228 root 1.1 </use>
4229 root 1.45 <attribute arch="connected" editor="connection" type="string">
4230 root 1.1 When a connection value is set, the message will be printed whenever
4231     the connection is triggered. This should be used in combination with
4232     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4233     If activating your magic_mouth this way, the message will not only be
4234     printed to one player, but all players on the current map.
4235     </attribute>
4236 elmex 1.16 &activate_on;
4237 root 1.9 &move_on;
4238 root 1.1 <attribute arch="food" editor="counter" type="int">
4239     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4240     (printing the message) only that many times. For signs this really shouldn't
4241     be used, while for magic_mouths it is extremely helpful.
4242     Monsters walking over the magic_mouth do not decrease the counter.
4243 root 1.3
4244 root 1.1 Often, you might want to have a message displayed only one time. For example:
4245     The player enters your map and you put a magic_mouth to tell him about the
4246     monsters and how dangerous they look and all. Later, when all the monsters
4247     are killed and the player leaves the map, displaying the same message a
4248     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4249     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4250     </attribute>
4251     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4252     This text will be displayed to the player.
4253     </attribute>
4254     </type>
4255    
4256 elmex 1.23 <type number="150" name="Shop Inventory">
4257     <ignore>
4258     <ignore_list name="non_pickable" />
4259     </ignore>
4260     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4261     </description>
4262     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4263     </use>
4264     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4265     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4266     the map that will be searched for unpaid items.
4267     </attribute>
4268     </type>
4269    
4270 root 1.1 <!--####################################################################-->
4271     <type number="43" name="Skill">
4272     <ignore>
4273     <ignore_list name="system_object" />
4274     </ignore>
4275     <description><![CDATA[
4276     Skills are objects which exist in the player/monster inventory.
4277     Both NPC/monsters and players use the same skill archetypes. Not all skills
4278 root 1.37 are enabled for monster use however.]]>
4279 root 1.1 </description>
4280     <use><![CDATA[
4281     For mapmaking, Skill objects serve two purposes:
4282     <p>First, the predefined skill archtypes (in the 'skills' directory)
4283     can be seen as the global skill definitions. A skill which doesn't
4284     exists as an archtype cannot be learned or used by players. When you
4285     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4286     of defined skill archtypes, because those strings are used as a reference in
4287     many skill-related objects.
4288     </p><p>
4289     Secondly, in order to enable monsters to use skills, you will need to
4290     copy default skill archtypes into the monsters' inventories.
4291     You can even customize the skills by changing stats. It is not
4292     recommended however, to use skills in your maps which are totally
4293 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4294 root 1.1 </use>
4295     <attribute arch="invisible" value="1" type="fixed" />
4296     <attribute arch="no_drop" value="1" type="fixed" />
4297     <attribute arch="skill" editor="skill name" type="string">
4298     The &lt;skill name&gt; is used for matchings. When a usable
4299     object has an identical &lt;skill name&gt;, players
4300     (or monsters) will need this skill to apply/use the object.
4301     </attribute>
4302     <attribute arch="expmul" editor="exp multiplier" type="float">
4303     This is the ratio of experience the players total should increase by
4304     when this skill is used. If this is zero, then experience only goes to
4305     to the skill. Values higher than 1 are allowed. Note that experience
4306     rewarded to the players total is in addition to that given to the
4307     skill. Eg, if player should get 500 exp for using a skill, and
4308     expmul is 1, the player will get 500 added to that skill as well as
4309     500 to their total.
4310     </attribute>
4311     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4312     The &lt;skill type&gt; defines the base functionality of the skill.
4313 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4314 root 1.1 create new skill types, but it requires a bit of server-coding.
4315     </attribute>
4316     <attribute arch="level" editor="level" type="int">
4317     </attribute>
4318     <attribute arch="exp" editor="experience" type="int">
4319     </attribute>
4320     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4321     The &lt;is native skill&gt; flag has an effect only when this
4322     skill object is placed in the inventory of a monster (or player).
4323     If it is set, the monster or player knows the skill natively, which
4324     means he does not need a skill tool to use it.
4325     </attribute>
4326     </type>
4327    
4328     <!--####################################################################-->
4329     <type number="130" name="Skill Scroll">
4330     <description><![CDATA[
4331     By reading a skill scroll, a player has a chance to learn the
4332 root 1.37 contained skill.]]>
4333 root 1.1 </description>
4334     <use><![CDATA[
4335     Skill scrolls are very much sought for by players. Currently,
4336     all skill scrolls are sold in shops randomly, which is in fact not
4337     a good system. It would be nice to have some cool quests with
4338 root 1.37 skill scrolls rewarded at the end.]]>
4339 root 1.1 </use>
4340     <attribute arch="race" value="scrolls" type="fixed" />
4341     <attribute arch="skill" editor="skill name" type="string">
4342     The &lt;skill name&gt; matches the skill object that can
4343     be learned from this scroll.
4344     </attribute>
4345     </type>
4346    
4347     <!--####################################################################-->
4348     <type number="21" name="Special Key">
4349     <ignore>
4350     <attribute arch="material" />
4351     </ignore>
4352     <description><![CDATA[
4353     When carrying the appropriate special key, a locked door can
4354     be opened. The key will dissapear.
4355     <br><br>
4356     This object-type can also be used for "passport"-like items:
4357     When walking onto an invetory checker, a gate for example might
4358 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4359 root 1.1 </description>
4360     <use><![CDATA[
4361     How to make a "passport": You take the special key arch
4362     (archetype name is "key2"), set the face to something like
4363     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4364     certainly must match with the appropiate inventory checker.
4365     <br><br>
4366     Of course you can be creative with names and faces of
4367     key-objects. A "mysterious crystal" or a "big dragon claw"
4368     (with appropriate faces) appear more interesting than just
4369 root 1.37 a "strange key", or "passport".]]>
4370 root 1.1 </use>
4371     <attribute arch="slaying" editor="key string" type="string">
4372     This string must be identical with the &lt;key string&gt; in the
4373     locked door, then it can be unlocked. It can also be used
4374     to trigger inventory checkers.
4375     </attribute>
4376     <attribute arch="material" editor="material" type="bitmask_material">
4377     For Special Keys, material should always be unset or set
4378     to Adamantite. This prevents the key from getting
4379     burned or otherwise destroyed.
4380     </attribute>
4381     <attribute arch="unique" editor="unique item" type="bool">
4382     Unique items exist only one time on a server. If the item
4383     is taken, lost or destroyed - it's gone for good.
4384 root 1.3
4385 root 1.1 This can be used if you want to sell apartments on your
4386     map: Simply sell a unique passport/key, and place
4387     an inventory checker at the entrance of your apartment.
4388     </attribute>
4389     <attribute arch="startequip" editor="godgiven item" type="bool">
4390     A godgiven item vanishes as soon as the player
4391     drops it to the ground.
4392     </attribute>
4393     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4394     This will add a description to the object. The player can read
4395     this text by clicking on the item in his inventory. Use this
4396     message to describe what the key/passport is good for. A player
4397     might have 50 different keys on his key-ring. Don't expect
4398     players to recall their purpose just by their names.
4399     </attribute>
4400     </type>
4401    
4402     <!--####################################################################-->
4403     <type number="101" name="Spell">
4404     <ignore>
4405     <ignore_list name="system_object" />
4406     </ignore>
4407     <description><![CDATA[
4408     Spell objects define a spell. When a spell is put in a spellbook,
4409     players can learn it by reading the book. Once learned, players
4410     can use the spell as often as they like. With increasing skill level
4411     of the player, spells may gain power but also increase cost.<br>
4412     Monsters can use spells which are put in their inventory (provided
4413     that certain "enabling" settings are correct). The monster's
4414 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4415 root 1.1 </description>
4416     <use><![CDATA[
4417     A lot of the spells' settings can be tuned and customized.
4418     When creating new spells which are accessible to players, it is
4419     important to think about balance. A single spell which is too
4420     powerful and/or too easy to use can eventually toss the whole skill
4421     and magic school system out of whack. Testing new spells is
4422 root 1.37 quite important therefore.]]>
4423 root 1.1 </use>
4424     <attribute arch="no_drop" value="1" type="fixed" />
4425     <attribute arch="invisible" value="1" type="fixed" />
4426     <attribute arch="skill" editor="skill name" type="string">
4427     The &lt;skill name&gt; matches the skill which is needed
4428     to cast this spell. This should be one out of "sorcery",
4429     "pyromancy", "evocation", "summoning" or "praying".
4430     If you want to fiddle with these, please take care not
4431     to upset the concept and balance of the various skills.
4432     </attribute>
4433     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4434     The &lt;spell type&gt; defines the basic type of spell.
4435     Some of these types are of a more generic nature than others.
4436     </attribute>
4437     <attribute arch="level" editor="spell level" type="int">
4438     </attribute>
4439     <attribute arch="casting_time" editor="casting time" type="int">
4440     </attribute>
4441     <attribute arch="duration" editor="duration" type="int">
4442     </attribute>
4443     <attribute arch="other_arch" editor="create object" type="string">
4444     </attribute>
4445     <attribute arch="sp" editor="cost spellpoints" type="int">
4446     </attribute>
4447     <attribute arch="grace" editor="cost grace" type="int">
4448     </attribute>
4449     <attribute arch="maxsp" editor="double cost per level" type="int">
4450     </attribute>
4451     </type>
4452    
4453     <!--####################################################################-->
4454     <type number="85" name="Spellbook">
4455     <description><![CDATA[
4456     By reading a spellbook, the player has a chance of learning the
4457     contained spell. Once learned from a book, the spell is available
4458     forever. Spellbooks with high level spells require some skill-level
4459     to read.<br><br>
4460     You can create widely customized spells only by adjusting the
4461     spell object in the spellbooks inventory. Refer to the description
4462     of spell objects for detailed information how to customize spells.<br>
4463     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4464 root 1.37 with a compilation of spells that the book may contain.]]>
4465 root 1.1 </description>
4466     <use><![CDATA[
4467     Don't put any of the godgiven spells into a spellbook! These are
4468     reserved for the followers of the appropriate cults. Handing them
4469     out in a spellbook would violate the balance between different religions.
4470     <br><br>
4471     Note that there is no fundamental difference between the spellbooks
4472     of varying schools (pyromancy, sorcery, evocation, summoning, and
4473     even praying). The difference lies only in the spells they contain.
4474     It is up to you, the mapmaker, to pick the right type of book
4475 root 1.37 for your spells.]]>
4476 root 1.1 </use>
4477     <attribute arch="skill" value="literacy" type="fixed" />
4478     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4479     There are two ways to put spells into a spellbook:
4480     1. Put a spell object in the books inventory. In this case,
4481     treasurelist must be set to &lt;none&gt;.
4482     2. Choose a treasurelist which contains spells.
4483     In that way, a spell will be chosen randomly from the list.
4484     </attribute>
4485     <attribute arch="startequip" editor="godgiven item" type="bool">
4486     A godgiven item vanishes as soon as the player
4487     drops it to the ground.
4488     </attribute>
4489     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4490     This text may contain a nice description
4491     of the spellbook's cover or something.
4492     </attribute>
4493     </type>
4494    
4495     <!--####################################################################-->
4496     <type number="90" name="Spinner">
4497     <ignore>
4498     <ignore_list name="non_pickable" />
4499     </ignore>
4500     <description><![CDATA[
4501     Spinners change the direction of spell objects and other projectiles
4502     that fly past. Unlike directors, it does make a difference from what
4503     angle you shoot into the spinner. The direction of objects flying past
4504 root 1.37 is always changed by a certain degree.]]>
4505 root 1.1 </description>
4506     <use><![CDATA[
4507     Spinners are very rarely used. I believe they are quite
4508     confusing and pointless. The only use I can think of is building
4509     some puzzle about where to shoot into spinners to shoot somewhere you
4510     otherwise couldn't.
4511 root 1.3
4512 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4513 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4514 root 1.1 </use>
4515     <attribute arch="sp" editor="direction number" type="int">
4516     The spinner will change the direction of flying objects by
4517     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4518     positive values counter clockwise.
4519 root 1.3
4520 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4521     </attribute>
4522 root 1.9 &move_on;
4523 root 1.1 </type>
4524    
4525     <!--####################################################################-->
4526     <type number="138" name="Swamp">
4527     <ignore>
4528     <ignore_list name="non_pickable" />
4529     </ignore>
4530     <description><![CDATA[
4531     Swamp areas show a special behaviour:
4532     When a player stands still on a swamp-square for too long,
4533     he will start to sink in and eventually drown and die.
4534     Items dropped on the swamp sink in and dissapear.
4535     Players with knowledge of the woodsman skill are a lot less likely
4536 root 1.37 to die in the swamp.]]>
4537 root 1.1 </description>
4538     <attribute arch="is_floor" value="1" type="fixed" />
4539     <attribute arch="is_wooded" value="1" type="fixed" />
4540     <attribute arch="speed" editor="drowning speed" type="float">
4541     The higher the &lt;drowning speed&gt;, the faster will players and items
4542     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4543     and unexpected death-trap. Players should get a warning before such areas.
4544     </attribute>
4545 root 1.12 &speed_left;
4546 root 1.9 &move_on;
4547     &movement_types_terrain;
4548 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4549     If enabled, it is impossible for players to use (wizard-)
4550     spells on that spot.
4551     </attribute>
4552     <attribute arch="damned" editor="no prayers" type="bool">
4553     If enabled, it is impossible for players to use prayers
4554     on that spot. It also prevents players from saving.
4555     </attribute>
4556     </type>
4557    
4558     <!--####################################################################-->
4559     <type number="41" name="Teleporter">
4560     <ignore>
4561     <ignore_list name="non_pickable" />
4562     </ignore>
4563     <description><![CDATA[
4564     When the player walks into a teleporter, he is transferred to a
4565     different location. The main difference to the object-type exit
4566     is the possibility to have teleporters connected to levers/buttons/etc.
4567     Sometimes teleporters are activated even against the players will.
4568     <br><br>
4569     Unlike exits, teleporters can also transfer items and
4570 root 1.37 monsters to different locations on the same map.]]>
4571 root 1.1 </description>
4572     <use><![CDATA[
4573     When creating maps, I guess sooner or later you'll want to have
4574     an invisible teleporter. If using "invisible 1", the teleporter
4575     can still be discovered with the show_invisible spell. And in
4576     some cases you can't place it under the floor to prevent this.
4577     <br><br>
4578     Fortunately, there is a cool trick to make a perfectly invisible
4579     teleporter: You simply add teleporter functionality to the floor
4580     itself. That means: You take the floor arch (e.g. "flagstone"),
4581 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4582 root 1.1 </use>
4583     <attribute arch="slaying" editor="exit path" type="string">
4584     The exit path specifies the map that the player is transferred to.
4585     &lt;exit path&gt; can be an absolute path, beginning with '/'
4586     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4587     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4588     for example I could use the relative path "Fire1"). Use relative
4589     paths whenever possible! Note that upper/lower case must always be
4590     set correctly. However, please use lower case only.
4591 root 1.3
4592 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4593     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4594     monsters and items. In this case, the destined map is automatically
4595     the same map the teleporter is on.
4596     </attribute>
4597     <attribute arch="hp" editor="destination X" type="int">
4598     The exit destinations define the (x, y)-coordinates where the exit
4599     leads to.
4600 root 1.3
4601 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4602     get teleported to another, randomly chosen teleporter on the same
4603     map (Slightly confusing for the player though). Make sure there
4604     actually *is* a second one in that case.
4605 root 1.3
4606 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4607     be transferred to the "default enter location" of the destined map.
4608     The latter can be set in the map-properties as "Enter X/Y". Though,
4609     please DO NOT use that. It turned out to be a source for numerous
4610     map-bugs.
4611     </attribute>
4612     <attribute arch="sp" editor="destination Y" type="int">
4613     The exit destinations define the (x, y)-coordinates where the exit
4614     leads to.
4615 root 1.3
4616 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4617     get teleported to another, randomly chosen teleporter on the same
4618     map (Slightly confusing for the player though). Make sure there
4619     actually *is* a second one in that case.
4620 root 1.3
4621 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4622     be transferred to the "default enter location" of the destined map.
4623     The latter can be set in the map-properties as "Enter X/Y". Though,
4624     please DO NOT use that. It turned out to be a source for numerous
4625     map-bugs.
4626     </attribute>
4627 root 1.45 <attribute arch="connected" editor="connection" type="string">
4628 root 1.1 If a connection value is set, the teleporter will be activated
4629     whenever the connection is triggered. To use this properly,
4630     &lt;activation speed&gt; must be zero.
4631     </attribute>
4632 elmex 1.16 &activate_on;
4633 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4634     If the &lt;activation speed&gt; is nonzero, the teleporter will
4635     automatically be activated in regular time-intervals. Hence, the
4636     player can just step on it and gets teleported sooner or later.
4637     The duration between two activates depends on the given value.
4638 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4639    
4640 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4641     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4642     </attribute>
4643 root 1.12 &speed_left;
4644 root 1.1 </type>
4645    
4646     <!--####################################################################-->
4647 root 1.3 <type number="26" name="Timed Gate">
4648     <ignore>
4649     <ignore_list name="non_pickable" />
4650     </ignore>
4651     <description><![CDATA[
4652 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4653 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4654     or carrying special key-objects (-> inventory checker).
4655     Unlike locked doors, gates can get shut again after a player has
4656     passed, which makes them more practical in many cases. Unlike normal
4657     gates, timed gates open when triggered but automatically close again
4658     after some time.]]>
4659     </description>
4660     <use><![CDATA[
4661     Use gates to divide your maps into separated areas. After solving
4662     area A, the player gains access to area B, and so on. Make your
4663 root 1.37 maps more complex than "one-way".]]>
4664 root 1.3 </use>
4665     <attribute arch="no_pick" value="1" type="fixed" />
4666 root 1.45 <attribute arch="connected" editor="connection" type="string">
4667 root 1.3 Whenever the inventory checker is triggered, all objects with identical
4668     &lt;connection&gt; value get activated. This only makes sense together with
4669     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4670     after some time.
4671     </attribute>
4672 elmex 1.16 &activate_on;
4673 root 1.3 <attribute arch="wc" editor="position state" type="int">
4674     The &lt;position state&gt; defines the position of the gate:
4675     Zero means completely open/down, the "number of animation-steps" (usually
4676     about 6 or 7) means completely closed/up state. I suggest you don't
4677     mess with this value - Leave the default in place.
4678     </attribute>
4679 root 1.9 &movement_types_terrain;
4680 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4681     Restricting the use of spells to pass this gate. This has
4682     an effect only if &lt;block view&gt; is disabled.
4683     </attribute>
4684     <attribute arch="damned" editor="restrict prayers" type="bool">
4685     Restricting the use of prayers to pass this door. This has
4686     an effect only if &lt;block view&gt; is disabled.
4687     </attribute>
4688     <attribute arch="hp" editor="open duration" type="int">
4689     Defines the duration the gate remains closed. This only takes effect
4690     if the gate is not connected.
4691     </attribute>
4692     </type>
4693    
4694     <!--####################################################################-->
4695 root 1.1 <type number="155" name="Trap">
4696     <ignore>
4697     <attribute arch="no_pick" />
4698     <attribute arch="title" />
4699     <attribute arch="name_pl" />
4700     <attribute arch="weight" />
4701     <attribute arch="value" />
4702     <attribute arch="material" />
4703     <attribute arch="unpaid" />
4704     </ignore>
4705     <description><![CDATA[
4706     A trap is a object that can either do damage or trigger another connected object
4707 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4708 root 1.1 and generally have either a physical attack or trigger a reaction.
4709     <br><br>
4710     Traps hit any monster or person who steps on them for 'dam' damage in
4711     'attacktype' attacktype and/or trigger a reaction.
4712     <br><br>
4713 root 1.28 Many traps are already defined in the archetypes.]]>
4714 root 1.1 </description>
4715     <use><![CDATA[
4716     Avoid monsters stepping on your traps. For example, a party of orcs setting
4717 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4718 root 1.1 </use>
4719     <attribute arch="no_pick" value="1" type="fixed" />
4720 root 1.9 &move_on;
4721 root 1.3 <attribute arch="level" editor="trap level" type="int">
4722 root 1.1 Level effects how easily a trap may be found and disarmed, and
4723     how much experience the player gets for doing so. Beware: High level
4724     traps can be quite a cheap source of experience! So either make them
4725     tough, or keep the level low.
4726     </attribute>
4727     <attribute arch="Cha" editor="visibility" type="int">
4728     This value determines what fraction of the time the trap is visible:
4729     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4730     how easily the trap may be found.
4731     </attribute>
4732     <attribute arch="hp" editor="number of charges" type="int">
4733     The trap will detonate &lt;number of charges&gt; times before disappearing.
4734     </attribute>
4735     <attribute arch="dam" editor="direct damage" type="int">
4736 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4737     This should be set in reasonable relation to the trap's level.
4738 root 1.1 </attribute>
4739     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4740     This attribute defines what attacktype to use for direct damage when
4741     the trap detonates.
4742     </attribute>
4743 root 1.45 <attribute arch="connected" editor="connection" type="string">
4744 root 1.1 When the trap is detonated, all objects with the same
4745     connection value get activated.
4746     </attribute>
4747     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4748     When the trap detonates, this text is displayed to the
4749     victim. For especially powerful or complex traps, create an appropriate
4750     and thrilling description. ;)
4751     </attribute>
4752     </type>
4753    
4754     <!--####################################################################-->
4755     <type number="95" name="Trapdoor">
4756     <ignore>
4757     <ignore_list name="non_pickable" />
4758     </ignore>
4759     <description><![CDATA[
4760     Trapdoors are very similar to pits. The difference is that they
4761     can not be closed. Instead, the weight of the object on the
4762     trapdoor determines weither it slams the trapdoor open and falls through
4763     or not.<br>
4764     Once a trapdoor has been opened (by a creature or items of sufficient
4765 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4766 root 1.1 </description>
4767     <use><![CDATA[
4768     Trapdoors should be used in the same fashion as pits:
4769     They should always drop the victims to some kind of lower level. They
4770 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4771 root 1.1 </use>
4772     <attribute arch="no_pick" value="1" type="fixed" />
4773 root 1.9 &move_on;
4774 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4775     This value defines how much weight the trapdoor can hold.
4776     Once items or creatures are gathered on the trapdoor, with
4777     a total weight surpassing this value, then the trapdoor will
4778     open and things start falling through.
4779     </attribute>
4780     <attribute arch="hp" editor="destination X" type="int">
4781     The trapdoor will transport creatures (and items) randomly into
4782     a two-square radius of the destination coordinates.
4783     If the destination square becomes blocked, the trapdoor will act like
4784     being filled up and not work anymore!
4785     </attribute>
4786     <attribute arch="sp" editor="destination Y" type="int">
4787     The trapdoor will transport creatures (and items) randomly into
4788     a two-square radius of the destination coordinates.
4789     If the destination square becomes blocked, the trapdoor will act like
4790     being filled up and not work anymore!
4791     </attribute>
4792     </type>
4793    
4794     <!--####################################################################-->
4795     <type number="4" name="Treasure">
4796     <ignore>
4797     <attribute arch="nrof" />
4798     <attribute arch="title" />
4799     <attribute arch="name_pl" />
4800     <attribute arch="weight" />
4801     <attribute arch="value" />
4802     <attribute arch="material" />
4803     </ignore>
4804     <description><![CDATA[
4805     A treasure-object turns into certain randomitems when the map is loaded
4806 root 1.37 into the game.]]>
4807 root 1.1 </description>
4808     <use><![CDATA[
4809     About usage of the "random-artifact" treasurelist:
4810     This will generate powerful stuff like girdles, xray helmets, special
4811     swords etc. If you put this as reward to your quest, players might be
4812     motivated to do it more than once. BUT, by doing so they will get a huge
4813     number of different artifacts! Besides, players will always seek the place
4814     with the most easy-to-get random artifact and ignore all others.
4815     My advice: Don't use it! Attract players with good fighting experience
4816 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4817 root 1.1 </use>
4818     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4819     This entry determines what kind of treasure will appear. Look into
4820     /crossfire/share/crossfire/treasures for details about existing
4821     treasurelists.
4822     </attribute>
4823     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4824     "Auto-generate" must be set in order to have the treasure be created
4825     when the map is loaded.
4826     If you want to create a random treasure chest, you unset this flag.
4827     That way, the player has to apply the object (the chest), then the
4828     treasure is generated.
4829     </attribute>
4830     <attribute arch="hp" editor="create number" type="int">
4831     "Create number" specifies how many pieces of the given treasurelist
4832     will appear. Note that for every piece there is a chance that nothing is
4833     generated. Also, sometimes there can be stacks of items generated, like
4834     for gems/money.
4835     </attribute>
4836     <attribute arch="exp" editor="quality level" type="int">
4837     The &lt;quality level&gt; will be used for the quality of the generated
4838     treasure instead of the map difficulty (as was done with shops).
4839     If zero/unset, the map difficulty will instead be used.
4840     (Example for comparison: Shop floors generate treasure of
4841     &lt;quality level&gt; 5 per default).
4842     </attribute>
4843     </type>
4844    
4845     <!--####################################################################-->
4846 root 1.3 <type number="52" name="Trigger Marker">
4847     <ignore>
4848     <ignore_list name="system_object" />
4849     </ignore>
4850     <description><![CDATA[
4851     A trigger marker is an object that inserts an invisible force (a mark) into a
4852     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4853     &lt;key string&gt; which can be discovered by detectors or inventory
4854     checkers. It is also possible to use markers for removing marks again.
4855 root 1.57 (by setting the "name" slot to the name of the marker to be removed).
4856 root 1.3 <br><br>
4857     Note that the player has no possibility to "see" his own marks,
4858 root 1.37 except by the effect that they cause on the maps.]]>
4859 root 1.3 </description>
4860     <use><![CDATA[
4861     Markers hold real cool possibilities for map-making. I encourage
4862     you to use them frequently. However there is one negative point
4863     about markers: Players don't "see" what's going on with them. It is
4864     your task, as map-creator, to make sure the player is always well
4865     informed and never confused.
4866     <br><br>
4867     Please avoid infinite markers when they aren't needed. They're
4868     using a little space in the player file after all, so if there
4869 root 1.37 is no real purpose, set an expire time.]]>
4870 root 1.3 </use>
4871     <attribute arch="no_pick" value="1" type="fixed" />
4872     <attribute arch="slaying" editor="key string" type="string">
4873     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4874     If the player already has a force with that &lt;key string&gt;,
4875     there won't be inserted a second one.
4876     </attribute>
4877 root 1.45 <attribute arch="connected" editor="connection" type="string">
4878 root 1.3 Unlike a regular marker this is the connection that triggers this marker to activate.
4879     </attribute>
4880     <attribute arch="food" editor="mark duration" type="int">
4881     This value defines the duration of the force it inserts.
4882     If nonzero, the duration of the player's mark is finite:
4883     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4884     means the mark will stay on the player forever.
4885     </attribute>
4886     <attribute arch="name" editor="delete mark" type="string">
4887     When the player steps onto the marker, all existing forces in
4888     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4889     will be removed. If you don't want to remove any marks, leave
4890     this textfield empty.
4891    
4892     Note that the string &lt;delete mark&gt; is set as the name of
4893     this marker. So don't be confused, and remember changing the
4894     name will take effect on the marker's functionality.
4895     </attribute>
4896     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4897     In the moment when the player gets marked, this text is displayed
4898     to him. You should really set a message in any marker you create,
4899     because it's the only way for the player to notice what's going on.
4900     </attribute>
4901     </type>
4902    
4903     <!--####################################################################-->
4904 root 1.1 <type number="0" name="Wall">
4905     <required>
4906     <attribute arch="is_floor" value="0" />
4907     <attribute arch="alive" value="0" />
4908 root 1.14 <attribute arch="no_pass" value="1" />
4909 root 1.1 </required>
4910     <ignore>
4911     <attribute arch="nrof" />
4912     <attribute arch="title" />
4913     <attribute arch="name_pl" />
4914     <attribute arch="value" />
4915     <attribute arch="unpaid" />
4916     </ignore>
4917     <description><![CDATA[
4918 root 1.37 Walls usually block passage and sight.]]>
4919 root 1.1 </description>
4920 root 1.9 &movement_types_terrain;
4921 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4922     If set, the object is able to "roll", so it can be pushed around.
4923     This setting is used for boulders and barrels.
4924     </attribute>
4925     <attribute arch="no_magic" editor="restrict spells" type="bool">
4926     This takes effect only with &lt;blocksview&gt; disabled.
4927     Restricting the use of spells to pass this wall.
4928     </attribute>
4929     <attribute arch="damned" editor="restrict prayers" type="bool">
4930     This takes effect only with &lt;blocksview&gt; disabled.
4931     Restricting the use of spells to pass this wall.
4932     </attribute>
4933     </type>
4934    
4935     <!--####################################################################-->
4936 root 1.3 <type number="109" name="Wand &amp; Staff">
4937     <description><![CDATA[
4938     Wands contain a certain spell. The player can apply (ready) and
4939     fire the wand. After a defined number of casts, the wand is
4940     "used up". It is possible to recharge a wand with scrolls of
4941 root 1.37 charging, but usually that isn't worth the cost.]]>
4942 root 1.3 </description>
4943     <use><![CDATA[
4944     Wands are quite seldomly used. The reason prolly is that they're
4945     generally not cost-efficient. Handing out high-level wands with
4946     powerful special spells isn't a good idea either, because of
4947     the recharge ability.
4948     <br><br>
4949     For low levels, staffs of healing/cure and word of recall are
4950 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4951 root 1.3 </use>
4952     <attribute arch="sp" editor="spell" type="spell">
4953     The &lt;spell&gt; specifies the contained spell.
4954     </attribute>
4955     <attribute arch="level" editor="casting level" type="int">
4956     The &lt;casting level&gt; of the wand determines it's power.
4957     An average level for wands in shops is about 10.
4958     </attribute>
4959     <attribute arch="food" editor="number of charges" type="int">
4960     The wand can be used &lt;number of charges&gt; times before it is
4961     used up. It can be recharged with scrolls of charging.
4962     </attribute>
4963     <attribute arch="startequip" editor="godgiven item" type="bool">
4964     A godgiven item vanishes as soon as the player
4965     drops it to the ground.
4966     </attribute>
4967     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4968     This text may contain a description of the wand.
4969     </attribute>
4970     </type>
4971    
4972     <!--####################################################################-->
4973 root 1.1 <type number="0" name="Weak Wall">
4974     <required>
4975     <attribute arch="is_floor" value="0" />
4976     <attribute arch="alive" value="1" />
4977     <attribute arch="tear_down" value="1" />
4978     </required>
4979     <ignore>
4980     <ignore_list name="non_pickable" />
4981     </ignore>
4982     <description><![CDATA[
4983     A weak wall is a breakable spot amidsts a solid wall. Typically
4984     these weak walls look similar to their solid "relatives" except
4985 root 1.37 for a small crack or little chunks of wall on the ground.]]>
4986 root 1.1 </description>
4987     <use><![CDATA[
4988     If you want to create hidden rooms, using weak walls is alot
4989     better than completely indiscernible passages in a wall.<br>
4990     Anyways, there can be a lot more to weak walls than just finding
4991     them: Rising their defensive stats, weak walls can become a
4992     serious obstacle. An ice wall might only be torn down by a fire
4993     attack for example. A granite wall for instance might be very
4994 root 1.37 hard to destroy.]]>
4995 root 1.1 </use>
4996     <attribute arch="alive" value="1" type="fixed" />
4997     <attribute arch="no_pick" value="1" type="fixed" />
4998     <attribute arch="tear_down" value="1" type="fixed" />
4999     <attribute arch="race" editor="race" type="string">
5000     For weak walls, &lt;race&gt; should always be set to "wall",
5001     unless you create something fancy like a building which
5002     is in fact meant to be a huge animal.
5003     Note that shovels slay walls, so they do tripple damage
5004     against weak walls.
5005     </attribute>
5006     <attribute arch="level" editor="level" type="int">
5007     The &lt;level&gt; of a weak wall works similar to monster levels.
5008     Due to the fact that weak walls cannot attack, the level
5009     is much less important though.
5010     </attribute>
5011     <attribute arch="hp" editor="health points" type="int">
5012     The &lt;health points&gt; of a weak wall define how long it takes to
5013     tear it down. With every successful hit from an opponent,
5014     &lt;health points&gt; get drained.
5015     </attribute>
5016     <attribute arch="maxhp" editor="max health" type="int">
5017     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5018     weak wall can have. Since walls generally don't heal, I doubt
5019     this has much real effect.
5020     </attribute>
5021     <attribute arch="ac" editor="armour class" type="int">
5022     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5023     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5024     </attribute>
5025 elmex 1.29 &resistances_basic;
5026 root 1.1 </type>
5027    
5028     <!--####################################################################-->
5029     <type number="15" name="Weapon">
5030     <description><![CDATA[
5031     Wielding a weapon, the object's stats will directly be inherited to the
5032     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5033 root 1.37 be improved with scrolls.]]>
5034 root 1.1 </description>
5035     <use><![CDATA[
5036     If you create artifacts (equipment) with stats- or resistance-bonus:
5037     Keep playbalance in mind! Such items mustn't be reachable without hard
5038 root 1.37 fighting AND questing.]]>
5039 root 1.1 </use>
5040     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5041     This number is a bitmask, specifying the weapon's attacktypes.
5042     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5043     have no more than one or two attacktypes. Keep in mind that all weapons
5044     can be blessed by the player's diety, thus adding an additional attacktype.
5045 root 1.3
5046 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5047     then he will do as much damage as the "best" of his attacktypes does. So,
5048     the more attacktypes you've got, the better your chance to take advantage
5049     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5050     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5051     </attribute>
5052     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5053     The &lt;weapontype&gt; characterizes the weapon's type of physical
5054     attack. It could best be considered a "subclassification"
5055     of the physical attacktype. For now, this is only used for
5056     attack messages!
5057 root 1.3
5058 root 1.1 You should always set this correctly when creating new
5059     weapons for your maps.
5060     </attribute>
5061     <attribute arch="skill" editor="skill name" type="string">
5062     Matching &lt;skill name&gt; of the skill that is required
5063     to use this weapon.
5064     </attribute>
5065     <attribute arch="dam" editor="damage" type="int">
5066     The damage value is used as base value for how much damage the weapon
5067     does per hit. The actual damage involves more dependencies,
5068     like wielder's level and defender's level. Look at existing weapons
5069     to get a feel for the range of weapon damage values.
5070     </attribute>
5071     <attribute arch="slaying" editor="slaying race" type="string">
5072     Slaying means the weapon does tripple (3x) damage to monsters of the
5073     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5074     only monsters of that archtype are hit with tripple damage.
5075 root 1.3
5076 root 1.1 No god blessings are possible for weapons with a race set in this entry
5077     (That's because god blessings add tripple damage against their own
5078     enemy races). Tripple damage is very effective.
5079     </attribute>
5080     <attribute arch="last_sp" editor="weapon speed" type="int">
5081     The weapon speed determines how often the wielder can swing the weapon
5082     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5083     is best (that is lightning- fast). A typical average value is 8.
5084     Speed and damage should be kept in reasonable relation.
5085     </attribute>
5086     <attribute arch="wc" editor="weapon class" type="int">
5087     The weapon class value adds to the overall weapon class of the wielder's
5088     melee attacks. Weapon class improves the chance of hitting the opponent.
5089     </attribute>
5090     <attribute arch="magic" editor="magic bonus" type="int">
5091     For a weapon, magic bonus works just like weapon class, except that
5092     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5093     less useful than direct weapon class value on a weapon.
5094     </attribute>
5095     <attribute arch="item_power" editor="item power" type="int">
5096     The &lt;item power&gt; value measures how "powerful" an artifact is.
5097     Players will only be able to wear equipment with a certain total
5098     amount of &lt;item power&gt;, depending on their own level. This is the
5099     only way to prevent low level players to wear "undeserved" equipment
5100     (like gifts from other players or cheated items).
5101 root 1.3
5102 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5103 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
5104 root 1.1 calculate a provisional value at runtime, but this is never
5105     going to be an accurate measurement of &lt;item power&gt;.
5106     </attribute>
5107     <attribute arch="damned" editor="damnation" type="bool">
5108     A damned weapon cannot be unwielded unless
5109     the curse is removed. Removing damnations is
5110     a tick harder than removing curses.
5111     </attribute>
5112     <attribute arch="cursed" editor="curse" type="bool">
5113     A cursed weapon cannot be unwielded unless
5114     the curse is removed.
5115     </attribute>
5116     <attribute arch="lifesave" editor="save life" type="bool">
5117     An item with this flag enabled will save the players life
5118     for one time: When the player is wearing this item and his
5119 root 1.3 health points reach zero, the item disappears, replenishing
5120 root 1.1 half of the player's health.
5121 root 1.3
5122 root 1.1 An item with &lt;save life&gt; should not have
5123     any decent additional bonuses!
5124     </attribute>
5125     <attribute arch="unique" editor="unique item" type="bool">
5126     Unique items exist only one time on a server. If the item
5127     is taken, lost or destroyed - it's gone for good.
5128     </attribute>
5129     <attribute arch="startequip" editor="godgiven item" type="bool">
5130     A godgiven item vanishes as soon as the player
5131     drops it to the ground.
5132     </attribute>
5133 elmex 1.29 &player_stat_resist_sections;
5134 root 1.1 <section name="misc">
5135     <attribute arch="luck" editor="luck bonus" type="int">
5136     With positive luck bonus, the player is more likely to
5137     succeed in all sorts of things (spellcasting, praying,...).
5138     Unless the &lt;luck bonus&gt; is very high, the effect will be
5139     barely visible in-game. Luck bonus on one piece of equipment
5140     should never exceed 3, and such bonus should not be too
5141     frequently available.
5142     </attribute>
5143     <attribute arch="hp" editor="health regen." type="int">
5144     Positive &lt;health regen.&gt; bonus speeds up the
5145     player's healing process. Negative values slow it down.
5146     </attribute>
5147     <attribute arch="sp" editor="mana regen." type="int">
5148     Positive &lt;mana regen.&gt; bonus speeds up the
5149     player's mana regeneration. Negative values slow it down.
5150     </attribute>
5151     <attribute arch="grace" editor="grace regen." type="int">
5152     Positive &lt;grace regen.&gt; bonus speeds up the
5153     player's grace regeneration. Negative values slow it down.
5154     Since grace can be regenerated rather easy with praying,
5155     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5156     </attribute>
5157     <attribute arch="food" editor="food bonus" type="int">
5158     Positive &lt;food bonus&gt; slows down the player's digestion,
5159     thus he consumes less food. Negative values speed it up.
5160 root 1.3
5161 root 1.1 Note that food is consumed not only for "being alive", but
5162     also for healing and mana-regeneration.
5163     &lt;food bonus&gt; only affects the amount of food consumed
5164     for "being alive". Hence, even with high &lt;food bonus&gt;,
5165     during a fight a player can run out of food quickly.
5166     </attribute>
5167     <attribute arch="xrays" editor="xray vision" type="bool">
5168     Xray vision allows the player to see through obstacles
5169     in a two-square-wide radius. This is extremely helpful and
5170 root 1.3 desirable, so don't give it away for cheap on equipment.
5171 root 1.1 </attribute>
5172     <attribute arch="stealth" editor="stealth" type="bool">
5173     Stealth allows the player to move silently.
5174     This comes to effect if a player turns himself
5175     invisible and tries to sneak around monsters.
5176     (At least that was the idea behind it)
5177     </attribute>
5178     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5179     If a player is wearing any piece of equipment with
5180     the ability to &lt;reflect spells&gt;, all kinds of
5181     spell-bullets and -beams will bounce off him.
5182     This works only about 90% of all times, to
5183     avoid players being completely immune to certain
5184     types of attacks.
5185 root 1.3
5186 root 1.1 This is a very powerful ability and it
5187     shouldn't be handed out cheap!
5188     </attribute>
5189     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5190     If a player is wearing any piece of equipment with
5191     the ability to &lt;reflect missiles&gt;, all kinds of
5192     projectiles (e.g. arrows, bolts, boulders) will
5193     bounce off him. This works only about 90% of all
5194     times, to avoid players being completely immune to
5195     certain types of attacks.
5196     </attribute>
5197     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5198     Click on the &lt;attuned paths&gt; button to select spellpaths.
5199     The player will get attuned to the specified spellpaths
5200     while wearing this weapon.
5201     </attribute>
5202     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5203     Click on the &lt;repelled paths&gt; button to select spellpaths.
5204     The player will get repelled to the specified spellpaths
5205     while wearing this weapon.
5206     </attribute>
5207     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5208     Click on the &lt;denied paths&gt; button to select spellpaths.
5209     The specified spellpaths will be denied to the player
5210     while wearing this weapon.
5211     </attribute>
5212     </section>
5213     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5214     This text describes the weapons's "story". Every decent artifact weapon
5215     should have such a description.
5216     </attribute>
5217     </type>
5218    
5219 root 1.5 <type number="116" name="Event Connector">
5220     <description><![CDATA[
5221     Event connectors link specific events that happen to objects to
5222 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5223 root 1.5 </description>
5224     </type>
5225    
5226 root 1.1 </types>