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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.61
Committed: Tue Mar 9 15:20:01 2010 UTC (14 years, 2 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.60: +14 -0 lines
Log Message:
added unique and buildable flags.

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 elmex 1.61 <attribute arch="unique" editor="unique" type="bool">
729     Unique items exist only one time on a server. If the item
730     is taken, lost or destroyed - it's gone for good.
731     </attribute>
732 root 1.1 </default_type>
733    
734     <!-- This ignorelist is for all system objects which are non pickable
735     and invisible. They don't interact with players at all. -->
736     <ignore_list name="system_object">
737     <attribute arch="value" />
738     <attribute arch="nrof" />
739     <attribute arch="weight" />
740     <attribute arch="name_pl" />
741     <attribute arch="material" />
742     <attribute arch="no_pick" />
743     <attribute arch="unpaid" />
744     <attribute arch="title" />
745     <attribute arch="glow_radius" />
746     <attribute arch="identified" />
747     <attribute arch="blocksview" />
748     <attribute arch="invisible" />
749     </ignore_list>
750    
751     <!-- This ignorelist is for non-pickable objects. They can be seen by
752     the player, but don't have values like material or weight. -->
753     <ignore_list name="non_pickable">
754     <attribute arch="value" />
755     <attribute arch="nrof" />
756     <attribute arch="weight" />
757     <attribute arch="name_pl" />
758     <attribute arch="material" />
759     <attribute arch="no_pick" />
760     <attribute arch="unpaid" />
761     <attribute arch="title" />
762     <attribute arch="identified" />
763     </ignore_list>
764    
765     <!--####################################################################-->
766     <type number="0" name="Misc">
767     <required>
768     <!-- this is a special case: The "misc" type with type number 0 is
769     the fallback for all types which don't match any other defined types.
770     The required attribute "misc x" prevents that it gets confused with
771     other types like "monster & npc" which also have type number 0. -->
772     <attribute arch="misc" value="x" />
773     </required>
774 root 1.9 &movement_types_terrain;
775 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
776     Curses can have various effects: On equipment and food,
777     they generally harm the player in some way.
778     </attribute>
779     <attribute arch="damned" editor="damned" type="bool">
780     A damned item/floor on the ground makes it impossible for players
781     to use prayers on that spot. It also prevents players from saving.
782     Damnation on equipment works similar to a curse.
783     </attribute>
784     <attribute arch="unique" editor="unique item" type="bool">
785     Unique items exist only one time on a server. If the item
786     is taken, lost or destroyed - it's gone for good.
787     </attribute>
788     <attribute arch="startequip" editor="godgiven item" type="bool">
789     A godgiven item vanishes as soon as the player
790     drops it to the ground.
791     </attribute>
792     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
793     This text may describe the object.
794     </attribute>
795     </type>
796    
797     <!--####################################################################-->
798 root 1.40 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
799     <type number="999" name="Ability">
800 root 1.1 <ignore>
801     <ignore_list name="system_object" />
802     </ignore>
803     <description><![CDATA[
804     Abilities are to be put in a monster's inventory. They grant monsters the
805     knowledge to cast spells. Spells from abilities are usually magical in
806     nature, thus adding magic attacktype to the spell-damage they produce.
807     <br><br>
808     A particularly nice feature of abilities is that they can hold two
809 root 1.39 spells: One for short range - and one for long range use.
810 root 1.1 \n\n
811     You should know that spellcasting monsters receive abilities via
812 root 1.37 &lt;treasurelist&gt;.]]>
813 root 1.1 </description>
814     <use><![CDATA[
815     If you want to create "customized" spellcasting monsters, you
816     should use abilities (rather than spellbooks/wands or something).
817     The long/short-range spell feature can make boss-monsters more
818     interesting and challenging.
819     <br><br>
820     You should keep in mind that magic abilities allow players
821     to get better resistance. You can turn off the magic part to
822     make the spells more dangerous. However, this really shouldn't
823     be neccessary unless you work on very high level maps.
824 root 1.37 And what fun is a magic resistance cloak when it has no effect?]]>
825 root 1.1 </use>
826     <attribute arch="invisible" value="1" type="fixed" />
827     <attribute arch="no_drop" value="1" type="fixed" />
828     <attribute arch="sp" editor="short range spell" type="spell">
829     The monster will use the specified &lt;short range spell&gt;
830     when the player is within 6-square radius (of the
831     monster's head).
832     </attribute>
833     <attribute arch="hp" editor="long range spell" type="nz_spell">
834     The monster will use the specified &lt;long range spell&gt;
835     when the player is at least 6 squares away (from the
836     monster's head).
837 root 1.3
838 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
839     &lt;short range spell&gt; gets used all the time.
840     </attribute>
841     <attribute arch="maxsp" editor="importance" type="int">
842     Sometimes you'll want a monster to use one ability more than others.
843     To achieve this, set the &lt;importance&gt; to a value greater than
844     one. Abilities with this value zero/unset are counted to be of
845     &lt;importance&gt; one.
846 root 1.3
847 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
848     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
849     times the "small fireball".
850     </attribute>
851     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
852 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
853 root 1.1 If enabled, all spells produced by this ability will have magic
854     attacktype added to the usual attacktypes.
855 root 1.3
856 root 1.1 This should always be set for spell-like abilities. "Natural"
857     abilities like a dragon's firebreath are an exception.
858     Note that non-magical abilities are more dangerous because
859     magic resistance does not protect from those.</attribute>
860     </type>
861    
862     <!--####################################################################-->
863 elmex 1.46
864     <type number="81" name="Torch">
865     <description><![CDATA[
866 elmex 1.54 Torches are a special kind of Lamp that offer the option of lighting them
867     up without using a lighter (These torches are usually
868     called 'pyrophor torches'. See also the 'reignitable' setting).
869     The other kind of torches, that are reignitable, can be put out and
870     put on again using a lighter.]]>
871     </description>
872     <attribute arch="is_lightable" editor="reignitable" type="bool">
873     This flag controls whether the torch can be lit up again using
874     a lighter or whether it can only be used once, in which case
875     they can be enabled by simply applying them without any special tools.
876     </attribute>
877 elmex 1.46 <attribute arch="food" editor="burning duration" type="int">
878     This field specifies the burning duration of the torch.
879     </attribute>
880     <attribute arch="range" editor="enabled glow radius" type="int">
881     This field sets the glow radius of the torch if it is enabled.
882     If you want to make a torch that is already burning set the
883     "glow radius" field.
884     </attribute>
885 elmex 1.47 <attribute arch="level" editor="level" type="int">
886     If this field specyfies the cursed effect's level. If it is
887     0 no cursed effect will be generate. See also the "cursed" flag.
888     </attribute>
889     <attribute arch="cursed" editor="cursed" type="bool">
890     Cursed torches, which have a level above 0, explode if the
891     player applies them.
892     </attribute>
893 elmex 1.46 </type>
894    
895     <type number="82" name="Lamp">
896     <description><![CDATA[
897     Lamps are carryable light sources for players with a fuel tank.]]>
898     </description>
899     <attribute arch="speed" editor="burn speed" type="float">
900     This field is the speed of the lamp. (If the value 0.00208 is given
901     here the fuel field will specify the burning duration in minutes.)
902     </attribute>
903     <attribute arch="food" editor="fuel" type="int">
904     This field sets the burning duration of the lamp, which depends on the speed
905     field of this object.
906     </attribute>
907     <attribute arch="range" editor="enabled glow radius" type="int">
908     This field sets the glow radius of the lamp if it is enabled.
909     If you want to make a lamp that is already burning set the
910     "glow radius" field.
911     </attribute>
912 elmex 1.47 <attribute arch="level" editor="level" type="int">
913     If this field specyfies the cursed effect's level. If it is
914     0 no cursed effect will be generate. See also the "cursed" flag.
915     </attribute>
916     <attribute arch="cursed" editor="cursed" type="bool">
917     Cursed lamps, which have a level above 0, explode if the
918     player applies them.
919     </attribute>
920 elmex 1.46 </type>
921    
922     <!--####################################################################-->
923 root 1.1 <type number="18" name="Altar">
924     <ignore>
925     <ignore_list name="non_pickable" />
926     </ignore>
927     <description><![CDATA[
928     When a player puts a defined number of certain items on the altar,
929     then either a spell is casted (on the player) or a connector is
930     triggered. If the latter is the case, the altar works only once.
931 root 1.37 Either way, the sacrificed item disappears.]]>
932 root 1.1 </description>
933     <attribute arch="no_pick" value="1" type="fixed" />
934 root 1.9 &move_on;
935 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
936     This string specifies the item that must be put on the altar to
937     activate it. It can either be the name of an archetype, or directly
938     the name of an object. Yet, titles are not recognized by altars.
939 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
940     See also the "drop amount" attribute.
941 root 1.50 &match_compat;
942 root 1.1 </attribute>
943     <attribute arch="food" editor="drop amount" type="int">
944     The drop amount specifies the amount of items (specified
945 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
946 root 1.1
947     If &lt;match item name&gt; is set to "money", then the value of the
948     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
949 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
950 root 1.1
951     Note that the maximum possible for &lt;drop amount&gt; is 32767.
952     </attribute>
953 root 1.45 <attribute arch="connected" editor="connection" type="string">
954 root 1.1 If a connection value is set, the altar will trigger all objects
955     with the same value, when activated. This will only work once.
956     </attribute>
957     <attribute arch="sp" editor="spell" type="spell">
958     When activated, the selected &lt;spell&gt; will be casted (once, on the
959     player). This should work for any given spell. The altar will work
960 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
961 root 1.1 one altar.
962     </attribute>
963     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
964     This text will be displayed to the player
965     in the exact moment when the altar is activated.
966     </attribute>
967     </type>
968    
969     <!--####################################################################-->
970     <type number="31" name="Altar Trigger">
971     <ignore>
972     <ignore_list name="non_pickable" />
973     </ignore>
974     <description><![CDATA[
975     Altar_triggers work pretty much like normal altars
976     (drop sacrifice -> connection activated), except for the fact that
977 root 1.37 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
978 root 1.1 </description>
979     <use><![CDATA[
980     Altar_triggers are very useful if you want to charge a price for...
981     <UL>
982     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
983 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
984 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
985     </UL>
986     The big advantage over normal altars is the infinite usability
987     of altar_triggers! If there are ten players on one server, they're
988 root 1.37 quite grateful if things work more than once. =)]]>
989 root 1.1 </use>
990     <attribute arch="no_pick" value="1" type="fixed" />
991     <attribute arch="slaying" editor="match item name" type="string">
992     This string specifies the item that must be put on the altar to
993     activate it. It can either be the name of an archetype, or directly
994     the name of an object. Yet, titles are not recognized by altars.
995 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
996     See also the "drop amount" attribute.
997 root 1.50 &match_compat;
998 root 1.1 </attribute>
999     <attribute arch="food" editor="drop amount" type="int">
1000     The drop amount specifies the amount of items (specified
1001 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
1002 root 1.1
1003     If &lt;match item name&gt; is set to "money", then the value of the
1004     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
1005 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
1006 root 1.1
1007     Note that the maximum possible for &lt;drop amount&gt; is 32767.
1008     </attribute>
1009 root 1.45 <attribute arch="connected" editor="connection" type="string">
1010 root 1.1 If a connection value is set, the altar will trigger all objects
1011     with the same value, when activated. This will only work once.
1012     </attribute>
1013     <attribute arch="sp" editor="spell" type="spell">
1014     When activated, this &lt;spell&gt; will be casted (once, on the player).
1015 root 1.3 This should work for any given spell. The altar will work infinitely
1016 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1017     </attribute>
1018     <attribute arch="exp" editor="reset time" type="int">
1019     Being activated, the altar will reset after &lt;reset time&gt; ticks.
1020     After reset, the altar is ready to be activated once again.
1021     The default &lt;reset time&gt; is 30.
1022     </attribute>
1023     <attribute arch="last_sp" editor="ignore reset" type="bool">
1024     If this attribute is enabled, the altar_trigger won't push the
1025     connected value by altar reset. Only ONCE by dropping the sacrifice.
1026     This is typically used when the altar is connected to a creator,
1027 root 1.3 e.g. for selling tickets.
1028 root 1.1
1029     If this attribute is disabled (default), the altar_trigger
1030     will push the connected value TWICE per sacrifice: First by
1031     dropping sacrifice, second by reset. This mode is typically
1032     used for altars being connected to gates, resulting in the
1033     gate being opened and closed again.
1034     </attribute>
1035 root 1.9 &move_on;
1036 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1037     This text will be displayed to the player
1038     in the exact moment when the altar is activated.
1039     </attribute>
1040     </type>
1041    
1042     <!--####################################################################-->
1043 elmex 1.29 <type number="74" name="Skill Tool">
1044     <description><![CDATA[
1045     Wearing a skill tool will give the player the ability to use a skill.
1046 root 1.37 ]]>
1047 elmex 1.29 </description>
1048     <use><![CDATA[
1049     Feel free to assign resistancies and stats to a skill tools or change
1050     the skill that is given.
1051 root 1.37 ]]>
1052 elmex 1.29 </use>
1053     <attribute arch="skill" editor="skill name" type="string">
1054     This field describes which skill the player will be able to use wearing this item.
1055     </attribute>
1056     &player_stat_resist_sections;
1057     </type>
1058     <!--####################################################################-->
1059 root 1.1 <type number="39" name="Amulet">
1060     <description><![CDATA[
1061     Wearing an amulet, the object's stats will directly be inherited to
1062 root 1.37 the player. Amulets are usually meant for protection and defense.]]>
1063 root 1.1 </description>
1064     <use><![CDATA[
1065     Feel free to create your own special artifacts. However, it is very
1066 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1067 root 1.1 </use>
1068     <attribute arch="ac" editor="armour class" type="int">
1069     This value defines the amount of armour-class bonus for wearing
1070     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1071     values are better. It should usually be set only for armour-like equipment.
1072     </attribute>
1073     <attribute arch="wc" editor="weapon class" type="int">
1074     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1075     melee attacks. Weapon class improves the chance of hitting the opponent.
1076     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1077     be set only for weapon-like items. Lower values are better.
1078     </attribute>
1079     <attribute arch="item_power" editor="item power" type="int">
1080     The &lt;item power&gt; value measures how "powerful" an artifact is.
1081     Players will only be able to wear equipment with a certain total
1082     amount of &lt;item power&gt;, depending on their own level. This is the
1083     only way to prevent low level players to wear "undeserved" equipment
1084     (like gifts from other players or cheated items).
1085 root 1.3
1086 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1087 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1088 root 1.1 calculate a provisional value at runtime, but this is never
1089     going to be an accurate measurement of &lt;item power&gt;.
1090     </attribute>
1091     <attribute arch="damned" editor="damnation" type="bool">
1092     A damned piece of equipment cannot be unwielded unless the curse
1093     is removed. Removing damnations is a tick harder than removing curses.
1094     </attribute>
1095     <attribute arch="cursed" editor="curse" type="bool">
1096     A cursed piece of equipment cannot be unwielded
1097     unless the curse is removed.
1098     </attribute>
1099     <attribute arch="lifesave" editor="save life" type="bool">
1100     An item with this flag enabled will save the players life
1101     for one time: When the player is wearing this item and his
1102 root 1.3 health points reach zero, the item disappears, replenishing
1103 root 1.1 half of the player's health.
1104 root 1.3
1105 root 1.1 An item with &lt;save life&gt; should not have
1106     any decent additional bonuses!
1107     </attribute>
1108     <attribute arch="unique" editor="unique item" type="bool">
1109     Unique items exist only one time on a server. If the item
1110     is taken, lost or destroyed - it's gone for good.
1111     </attribute>
1112     <attribute arch="startequip" editor="godgiven item" type="bool">
1113     A godgiven item vanishes as soon as the player
1114     drops it to the ground.
1115     </attribute>
1116     <attribute arch="applied" editor="is applied" type="bool">
1117     If you put this item into the inventory of a monster, and
1118     you want the monster to use/wear the item - you must set
1119     &lt;is applied&gt;.
1120     Enabling this flag doesn't make any sense if the item
1121     is NOT in a monster's inventory.
1122     </attribute>
1123 elmex 1.29 &player_stat_resist_sections;
1124 root 1.1 <section name="misc">
1125     <attribute arch="luck" editor="luck bonus" type="int">
1126     With positive luck bonus, the player is more likely to
1127     succeed in all sorts of things (spellcasting, praying,...).
1128     Unless the &lt;luck bonus&gt; is very high, the effect will be
1129     barely visible in-game. Luck bonus on one piece of equipment
1130     should never exceed 3, and such bonus should not be too
1131     frequently available.
1132     </attribute>
1133     <attribute arch="hp" editor="health regen." type="int">
1134     Positive &lt;health regen.&gt; bonus speeds up the
1135     player's healing process. Negative values slow it down.
1136     </attribute>
1137     <attribute arch="sp" editor="mana regen." type="int">
1138     Positive &lt;mana regen.&gt; bonus speeds up the
1139     player's mana regeneration. Negative values slow it down.
1140     </attribute>
1141     <attribute arch="grace" editor="grace regen." type="int">
1142     Positive &lt;grace regen.&gt; bonus speeds up the
1143     player's grace regeneration. Negative values slow it down.
1144     Since grace can be regenerated rather easy with praying,
1145     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1146     </attribute>
1147     <attribute arch="food" editor="food bonus" type="int">
1148     Positive &lt;food bonus&gt; slows down the player's digestion,
1149     thus he consumes less food. Negative values speed it up.
1150 root 1.3
1151 root 1.1 Note that food is consumed not only for "being alive", but
1152     also for healing and mana-regeneration.
1153     &lt;food bonus&gt; only affects the amount of food consumed
1154     for "being alive". Hence, even with high &lt;food bonus&gt;,
1155     during a fight a player can run out of food quickly.
1156     </attribute>
1157     <attribute arch="xrays" editor="xray vision" type="bool">
1158     Xray vision allows the player to see through obstacles
1159     in a two-square-wide radius. This is extremely helpful and
1160 root 1.3 desirable, so don't give it away for cheap on equipment.
1161 root 1.1 </attribute>
1162     <attribute arch="stealth" editor="stealth" type="bool">
1163     Stealth allows the player to move silently.
1164     This comes to effect if a player turns himself
1165     invisible and tries to sneak around monsters.
1166     (At least that was the idea behind it)
1167     </attribute>
1168     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1169     If a player is wearing any piece of equipment with
1170     the ability to &lt;reflect spells&gt;, all kinds of
1171     spell-bullets and -beams will bounce off him.
1172     This works only about 90% of all times, to
1173     avoid players being completely immune to certain
1174     types of attacks.
1175 root 1.3
1176 root 1.1 This is a very powerful ability and it
1177     shouldn't be handed out cheap!
1178     </attribute>
1179     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1180     If a player is wearing any piece of equipment with
1181     the ability to &lt;reflect missiles&gt;, all kinds of
1182     projectiles (e.g. arrows, bolts, boulders) will
1183     bounce off him. This works only about 90% of all
1184     times, to avoid players being completely immune to
1185     certain types of attacks.
1186     </attribute>
1187 root 1.9 &move_type;
1188 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1189     Click on the &lt;attuned paths&gt; button to select spellpaths.
1190     The player will get attuned to the specified spellpaths
1191     while wearing this item.
1192     </attribute>
1193     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1194     Click on the &lt;repelled paths&gt; button to select spellpaths.
1195     The player will get repelled to the specified spellpaths
1196     while wearing this item.
1197     </attribute>
1198     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1199     Click on the &lt;denied paths&gt; button to select spellpaths.
1200     The specified spellpaths will be denied to the player
1201     while wearing this item.
1202     </attribute>
1203     </section>
1204     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1205     This text describes the item's "story". Every decent artifact
1206     should have such a description.
1207     </attribute>
1208     </type>
1209    
1210     <!--####################################################################-->
1211     <type number="58" name="Battleground">
1212     <ignore>
1213     <ignore_list name="non_pickable" />
1214     </ignore>
1215     <description><![CDATA[
1216     Battleground is very special: In short, players can die on battleground
1217     without any death penalties. They don't loose or gain experience
1218     while on battleground. Acid, draining and depletion effects don't
1219     work either.
1220     When a player dies on battleground, he gets teleported to an exit
1221 root 1.37 location which is defined in the battleground object.]]>
1222 root 1.1 </description>
1223     <use><![CDATA[
1224     Battleground is only meant for player vs. player duels. You can
1225     design combat arenas similiar to the one in scorn.<br>
1226     What should NEVER be done is placing battleground tiles in
1227     open dungeons or other free kinds of land.
1228     It must not be possible to gain significant treasure for fighting
1229     on battleground, because it bears no risk.<br><br>
1230     (Battleground will cease to work when the image or name is changed,
1231     or when it is placed beneath another floor tile.
1232     This is not a bug, it is there to prevent any attempts of placing
1233 root 1.37 "hidden" battleground tiles anywhere.)]]>
1234 root 1.1 </use>
1235     <attribute arch="no_pick" value="1" type="fixed" />
1236     <attribute arch="is_floor" value="1" type="fixed" />
1237     <attribute arch="hp" editor="destination X" 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     <attribute arch="sp" editor="destination Y" type="int">
1242     The exit destinations define the (x, y)-coordinates where players
1243     get teleported after they died on this battleground.
1244     </attribute>
1245     </type>
1246    
1247     <!--####################################################################-->
1248 root 1.32 <type number="165" name="Safe ground">
1249 elmex 1.19 <ignore>
1250     <ignore_list name="non_pickable" />
1251     </ignore>
1252     <description><![CDATA[
1253     Safe ground is a special object that prevents any effects that might
1254     be harmful for the map, other players or items on the map.
1255     It blocks all magic and prayers, usage of alchemy, prevents potions
1256 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1257     do cast spells still work.
1258 root 1.37 ]]>
1259 elmex 1.19 </description>
1260     <use><![CDATA[
1261 elmex 1.20 Safe ground can be used to prevents any means of burning
1262     or destroying the items in a shop. Put this object below all floor tiles
1263     in your map and your shop will be safe. It's generally useful for making
1264     areas where really no kind of spell should be invoked by a player.
1265 root 1.37 ]]>
1266 elmex 1.19 </use>
1267 root 1.31 &movement_types_terrain;
1268 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1269     </type>
1270    
1271     <!--####################################################################-->
1272 root 1.1 <type number="8" name="Book">
1273     <description><![CDATA[
1274 root 1.37 Applying a book, the containing message is displayed to the player.]]>
1275 root 1.1 </description>
1276     <attribute arch="level" editor="literacy level" type="int">
1277     If this value is set to be greater than zero, the player needs a
1278     certain literacy level to succeed reading the book. The book can be
1279     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1280     book can be a nice idea, personally I like it when a player needs
1281     more than his fighting skills to solve a quest. However, keep the
1282     booklevel at least below 15 because it is quite hard to gain high
1283     mental levels.
1284     </attribute>
1285     <attribute arch="startequip" editor="godgiven item" type="bool">
1286     A godgiven item vanishes as soon as the player
1287     drops it to the ground.
1288     </attribute>
1289     <attribute arch="unique" editor="unique item" type="bool">
1290     Unique items exist only one time on a server. If the item
1291     is taken, lost or destroyed - it's gone for good.
1292     </attribute>
1293     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1294     This is the text that appears "written" in the book.
1295     </attribute>
1296 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1297     This is the key string of the book. The key string is checked by an inventory checker.
1298     (This is used eg. for the gate/port passes in scorn)
1299     </attribute>
1300 elmex 1.43 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1301     If this flag is true the player won't be able to identify this
1302     item with by using a skill.
1303     </attribute>
1304 root 1.1 </type>
1305    
1306     <!--####################################################################-->
1307 root 1.49 <type number="110" name="Inscribable">
1308     <description><![CDATA[
1309     Inscribable Item - when inscribed, it becomes another object.]]>
1310     </description>
1311     <attribute arch="startequip" editor="godgiven item" type="bool">
1312     A godgiven item vanishes as soon as the player
1313     drops it to the ground.
1314     </attribute>
1315     <attribute arch="unique" editor="unique item" type="bool">
1316     Unique items exist only one time on a server. If the item
1317     is taken, lost or destroyed - it's gone for good.
1318     </attribute>
1319     <attribute arch="other_arch" editor="book/scroll arch" type="string">
1320     This is the item created after being inscribed - scrolls are treated
1321     like spell scrolls, all else will have it's message replaced.
1322     </attribute>
1323     </type>
1324    
1325     <!--####################################################################-->
1326 root 1.1 <type number="99" name="Boots">
1327     <import_type name="Amulet" />
1328     <description><![CDATA[
1329     Wearing boots, the object's stats will directly be inherited to
1330     the player. Usually enhancing his speed, or granting some minor
1331 root 1.37 protection bonus.]]>
1332 root 1.1 </description>
1333     <use><![CDATA[
1334     Feel free to create your own special artifacts. However, it is very
1335 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1336 root 1.1 </use>
1337     <attribute arch="exp" editor="speed bonus" type="int">
1338     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1339     while worn. This kind of bonus is quite desirable for players of low-
1340     and medium level. High level players usually have fastest possible
1341     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1342     Still, this bonus is good for nice artifacts - not everything has
1343     to be for highest level.
1344     </attribute>
1345     <attribute arch="magic" editor="magic bonus" type="int">
1346     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1347     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1348     than direct armour-class bonus on the boots.
1349 root 1.3
1350 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1351     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1352     </attribute>
1353     </type>
1354    
1355     <!--####################################################################-->
1356 root 1.3 <type number="104" name="Bracers">
1357     <import_type name="Amulet" />
1358     <description><![CDATA[
1359     Bracers are armour-plates worn around the wrists.
1360     Wearing bracer, the object's stats will directly be inherited to
1361 root 1.37 the player. Usually enhancing his defense.]]>
1362 root 1.3 </description>
1363     <use><![CDATA[
1364     Feel free to create your own special artifacts. However, it is very
1365 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1366 root 1.3 </use>
1367     <attribute arch="magic" editor="magic bonus" type="int">
1368     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1369     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1370     than direct armour-class bonus on the bracers.
1371     </attribute>
1372     </type>
1373    
1374     <!--####################################################################-->
1375     <type number="16" name="Brestplate Armour">
1376     <import_type name="Amulet" />
1377     <description><![CDATA[
1378     Wearing an armour, the object's stats will directly be inherited to
1379 root 1.37 the player. Usually enhancing his defense.]]>
1380 root 1.3 </description>
1381     <use><![CDATA[
1382     Feel free to create your own special artifacts. However, it is very
1383 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1384 root 1.3 </use>
1385     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1386     This poses a penalty to spell regeneration speed, for wearing the armour.
1387     The bigger the spellpoint penalty, the worse.
1388     </attribute>
1389     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1390     Slowdown penalty reduces the player's walking speed when wearing the
1391     armour. Bigger values are worse - zero is best.
1392     </attribute>
1393     <attribute arch="magic" editor="magic bonus" type="int">
1394     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1395     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1396     than direct armour-class bonus on the armour.
1397     </attribute>
1398     </type>
1399    
1400     <!--####################################################################-->
1401 root 1.1 <type number="92" name="Button">
1402     <ignore>
1403     <ignore_list name="non_pickable" />
1404     </ignore>
1405     <description><![CDATA[
1406     When a predefined amount of weigh is placed on a button, the
1407     &lt;connection&gt; value is triggered. In most cases this happens when a
1408     player or monster steps on it. When the button is "released", the
1409 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1410 root 1.1 </description>
1411 root 1.9 &move_on;
1412     &move_off;
1413 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1414 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1415 root 1.1 The button is pressed (triggered), as soon as
1416     &lt;press weigh&gt; gram are placed ontop of it.
1417     </attribute>
1418 root 1.45 <attribute arch="connected" editor="connection" type="string">
1419 root 1.1 Every time the button is pressed or released, all objects
1420     with the same &lt;connection&gt; value are activated.
1421     </attribute>
1422     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1423     This text may describe the item. You can use this
1424     message to explain the button's purpose to the player.
1425     </attribute>
1426     </type>
1427    
1428     <!--####################################################################-->
1429 root 1.3 <type number="30" name="Button Trigger">
1430     <import_type name="Button" />
1431     <ignore>
1432     <ignore_list name="non_pickable" />
1433     </ignore>
1434     <description><![CDATA[
1435     Handle buttons are buttons which reset after a short period
1436     of time. Every time it is either applied or reset, the
1437 root 1.37 &lt;connection&gt; value is triggered.]]>
1438 root 1.3 </description>
1439     </type>
1440    
1441     <!--####################################################################-->
1442     <type number="37" name="Class Changer">
1443     <ignore>
1444     <ignore_list name="non_pickable" />
1445     </ignore>
1446     <description><![CDATA[
1447 root 1.37 Class changer are used while creating a character.]]>
1448 root 1.3 </description>
1449     <attribute arch="randomitems" editor="class items" type="treasurelist">
1450     This entry determines which initial items the character receives.
1451     </attribute>
1452     <section name="stats">
1453     <attribute arch="Str" editor="strength" type="int">
1454     The player's strength will rise by the given value if he chooses this
1455     class. (Negative values make strength fall)
1456     </attribute>
1457     <attribute arch="Dex" editor="dexterity" type="int">
1458     The player's dexterity will rise by the given value if he chooses this
1459     class. (Negative values make dexterity fall)
1460     </attribute>
1461     <attribute arch="Con" editor="constitution" type="int">
1462     The player's constitution will rise by the given value if he chooses this
1463     class. (Negative values make constitution fall)
1464     </attribute>
1465     <attribute arch="Int" editor="intelligence" type="int">
1466     The player's intelligence will rise by the given value if he chooses this
1467     class. (Negative values make intelligence fall)
1468     </attribute>
1469     <attribute arch="Pow" editor="power" type="int">
1470     The player's power will rise by the given value if he chooses this
1471     class. (Negative values make power fall)
1472     </attribute>
1473     <attribute arch="Wis" editor="wisdom" type="int">
1474     The player's wisdom will rise by the given value if he chooses this
1475     class. (Negative values make wisdom fall)
1476     </attribute>
1477     <attribute arch="Cha" editor="charisma" type="int">
1478     The player's charisma will rise by the given value if he chooses this
1479     class. (Negative values make charisma fall)
1480     </attribute>
1481     </section>
1482     </type>
1483    
1484     <!--####################################################################-->
1485 root 1.1 <type number="87" name="Cloak">
1486     <import_type name="Amulet" />
1487     <description><![CDATA[
1488     Wearing a cloak, the object's stats will directly be inherited to
1489     the player. Cloaks usually add minor &lt;armour class&gt; and
1490 root 1.37 sometimes a bit of resistance.]]>
1491 root 1.1 </description>
1492     <use><![CDATA[
1493     Feel free to create your own special artifacts. However, it is very
1494 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1495 root 1.1 </use>
1496     <attribute arch="magic" editor="magic bonus" type="int">
1497     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1498     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1499     than direct armour-class bonus on the cloak.
1500 root 1.3
1501 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1502     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1503     </attribute>
1504     </type>
1505    
1506     <!--####################################################################-->
1507     <type number="9" name="Clock">
1508     <description><![CDATA[
1509 root 1.37 Applying a clock, the time is displayed to the player.]]>
1510 root 1.1 </description>
1511     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1512     This text may describe the item
1513     </attribute>
1514     </type>
1515    
1516     <!--####################################################################-->
1517     <type number="122" name="Container">
1518     <description><![CDATA[
1519     A player can put (certain kinds of) items in the container.
1520     The overall weight of items is reduced when put inside a
1521     container, depending on the settings.
1522     <br><br>
1523     A special feature of containers is the "cauldron",
1524 root 1.37 capable of mixing alchemical receipes.]]>
1525 root 1.1 </description>
1526     <use><![CDATA[
1527     Note on chests - There are two types of chests:
1528     <UL>
1529     <LI> First the random treasure chests - Those are NOT containers
1530     (but object type Treasure), they create random treasures when
1531     applied. Archetype name is "chest".
1532     <LI> Second there are the permanent chests - Those are containers,
1533     they can be opened and closed again. Archetype name is "chest_2".
1534 root 1.37 </UL>]]>
1535 root 1.1 </use>
1536     <attribute arch="race" editor="container class" type="string">
1537     If set, the container will hold only certain types of objects.
1538     Possible choices for &lt;container class&gt; are: "gold and jewels",
1539 root 1.3 "arrows" and "keys".
1540    
1541 root 1.1 Unfortunately it is not easy to create new container
1542     classes, because items need a matching counterpiece-attribute
1543     to the &lt;container class&gt; before they can be put inside a
1544     container. This attribute ("race") is set only for the existing
1545     container classes.
1546     </attribute>
1547     <attribute arch="slaying" editor="key string" type="string">
1548     If &lt;key string&gt; is set, only players with a special key
1549     of matching &lt;key string&gt; are able to open the container.
1550 root 1.60
1551     When the key string starts with "match ", then it is expected to
1552     be a match expression, which will be applied to the player, so
1553     you can use e.g. (match type=POTION in inv). Note that the matched
1554     object will be removed.
1555 root 1.1 </attribute>
1556     <attribute arch="container" editor="maximum weight" type="int">
1557     The container can hold a maximum total weight of the given value
1558     in gram. Note that this weight limit is calculated *after* the
1559     weight reduction (&lt;reduce weight&gt;) has been applied.
1560     </attribute>
1561     <attribute arch="Str" editor="reduce weight %" type="int">
1562     This value determines how much the weight of items is reduced in
1563     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1564     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1565     Most default values are in the range of ten.
1566     </attribute>
1567     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1568     If set, the container can be used as alchemy-cauldron.
1569     The player can put ingredients inside, close it, cast alchemy
1570     and if his formulae is true, he'll get what he longed for.
1571     </attribute>
1572     <attribute arch="unique" editor="unique item" type="bool">
1573     Unique items exist only one time on a server. If the item
1574     is taken, lost or destroyed - it's gone for good.
1575     All contents of a unique container are unique as well.
1576     </attribute>
1577     <attribute arch="startequip" editor="godgiven item" type="bool">
1578     A godgiven item vanishes as soon as the player
1579     drops it to the ground.
1580     </attribute>
1581     <attribute arch="other_arch" editor="animation arch" type="string">
1582     This is used for a certain kind of... "animation" when
1583     opening the container. Stick to the default arches here
1584     and you won't get into trouble.
1585     </attribute>
1586     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1587     This text may contain a description of the container.
1588     </attribute>
1589     </type>
1590    
1591     <!--####################################################################-->
1592     <type number="103" name="Converter">
1593     <ignore>
1594     <attribute arch="value" />
1595     <attribute arch="nrof" />
1596     <attribute arch="name_pl" />
1597     <attribute arch="no_pick" />
1598 elmex 1.42 <attribute arch="unpaid" />
1599 root 1.1 <attribute arch="title" />
1600     </ignore>
1601     <description><![CDATA[
1602     Converters are like "exchange tables". When the player drops a
1603     specific type of items, they get converted into other items, at a
1604 root 1.37 predefined exchange-ratio.]]>
1605 root 1.1 </description>
1606     <use><![CDATA[
1607     Converters are better than shopping with doormats, because the
1608     converters never get sold out. For some items like food or jewels
1609     those "exchange tables" are really nice, while for the more important
1610     stuff like potions converters should not exist.
1611     <br><br>
1612     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1613     items on a converter, the stuff you get must be of equal or lesser
1614     value than before! (Except if you are using "rare" items like
1615     dragonscales for payment). The code will not check if your ratio is
1616 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1617 root 1.1 </use>
1618     <attribute arch="no_pick" value="1" type="fixed" />
1619     <attribute arch="slaying" editor="cost arch" type="string">
1620     &lt;cost arch&gt; is the name of the archetype the player has to
1621     put on the converter, as payment.
1622     </attribute>
1623     <attribute arch="food" editor="cost number" type="int">
1624     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1625     on the converter, in order to get &lt;receive number&gt; items
1626     of &lt;receive arch&gt;.
1627     </attribute>
1628     <attribute arch="other_arch" editor="receive arch" type="string">
1629     &lt;receive arch&gt; is the name of the archetype to convert into.
1630 root 1.2 This field is ignored if the converter has items in inventory. In this
1631     case one of the inventory items is duplicated. The duplicated item is
1632     randomly chosen from all items present.
1633 root 1.1 </attribute>
1634     <attribute arch="sp" editor="receive number" type="int">
1635     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1636     on the converter, in order to get &lt;receive number&gt; items
1637     of &lt;receive arch&gt;.
1638     </attribute>
1639     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1640     This text may contain a description of the converter.
1641     </attribute>
1642 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1643     If the converter has this flag set the generated items will
1644 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1645     (For instance for 'dragon scale' to 'dragon shield' converters in some
1646     armour shops.)
1647     </attribute>
1648 root 1.1 </type>
1649    
1650     <!--####################################################################-->
1651     <type number="42" name="Creator">
1652     <ignore>
1653     <ignore_list name="system_object" />
1654     </ignore>
1655     <description><![CDATA[
1656     A creator is an object which creates another object when it
1657     is triggered. The child object can be anything. Creators are
1658 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1659 root 1.37 periodically create things.]]>
1660 root 1.1 </description>
1661     <use><![CDATA[
1662     Don't hesitate to hide your creators under the floor.
1663 root 1.37 The created items will still always appear ontop of the floor.]]>
1664 root 1.1 </use>
1665     <attribute arch="no_pick" value="1" type="fixed" />
1666     <attribute arch="other_arch" editor="create arch" type="string">
1667     This string defines the object that will be created.
1668     You can choose any of the existing arches.
1669 root 1.2 This field is ignored if the creator has items in inventory. In this case
1670     one of the inventory items is duplicated. The duplicated item is randomly
1671     chosen from all items present.
1672 root 1.1 </attribute>
1673 root 1.45 <attribute arch="connected" editor="connection" type="string">
1674 root 1.1 Whenever the connection value is activated,
1675 root 1.3 the creator gets triggered.
1676 root 1.1 </attribute>
1677 elmex 1.16 &activate_on;
1678 root 1.56 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1679     If &lt;unlimited uses&gt; is set, the creator will work
1680 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1681 root 1.1 </attribute>
1682 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1683     When this field is set the creator will periodically create stuff
1684     (and will still do so when the connection is triggered).
1685     A value of 1 means roughly 8 times a second.
1686     </attribute>
1687 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1688     The creator can be triggered &lt;number of uses&gt; times, thus
1689     creating that many objects, before it dissappears.
1690     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1691     </attribute>
1692     <attribute arch="slaying" editor="name of creation" type="string">
1693 root 1.2 The created object will bear the name and title specified in &lt;name of
1694     creation&gt;. If nothing is set, the standard name and title of the
1695     archetype is used.
1696 root 1.1 </attribute>
1697     <attribute arch="level" editor="level of creation" type="int">
1698     The created object will be of that level. If zero/unset,
1699     the standard level of the archetype is used.
1700     </attribute>
1701     </type>
1702    
1703     <!--####################################################################-->
1704     <type number="51" name="Detector">
1705     <ignore>
1706     <ignore_list name="system_object" />
1707     </ignore>
1708     <description><![CDATA[
1709     Detectors work quite much like inv. checkers/pedestals: If the detector
1710     finds a specific object, it toggles its connected value.
1711     <br><br>
1712     What is "unique" about them, compared to inv. checkers/ pedestals?
1713     - First, detectors check their square for a match periodically, not
1714 root 1.51 instantly, so generate much higher server load
1715     Second, detectors check directly for object names. Third,
1716 root 1.37 detectors do not check the inventory of players/monsters.]]>
1717 root 1.1 </description>
1718 root 1.51 <use>
1719     Best avoid this type at all costs, use a pedestal instead.
1720 root 1.1 </use>
1721     <attribute arch="no_pick" value="1" type="fixed" />
1722     <attribute arch="slaying" editor="match name" type="string">
1723     &lt;match name&gt; specifies the name of the object we are looking for.
1724     Actually it does also check for the &lt;key string&gt; in key-objects,
1725     but for this case inventory checkers are often more powerful to use.
1726     </attribute>
1727 root 1.45 <attribute arch="connected" editor="connection" type="string">
1728 root 1.1 When the detector is triggered, all objects with the same
1729     connection value get activated.
1730     </attribute>
1731     <attribute arch="speed" editor="detection speed" type="float">
1732     This value defines the time between two detector-checks.
1733     If you want the detector to behave almost like pedestals/buttons,
1734     set speed rather high, like &lt;detection speed&gt; 1.0.
1735     </attribute>
1736 root 1.12 &speed_left;
1737     <attribute arch="speed_left" editor="speed left" type="float">
1738     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1739     If it is larger than 0, the detector checks, and the speed is decremented
1740     by 1.
1741     </attribute>
1742 root 1.1 </type>
1743    
1744     <!--####################################################################-->
1745 root 1.44 <type number="164" name="Map Script">
1746     <ignore>
1747     <ignore_list name="system_object" />
1748     </ignore>
1749     <description><![CDATA[
1750     The map script object is a very special object that can react to connected
1751 root 1.52 events and executes a perl script in the msg slot.
1752 root 1.44 ]]>
1753     </description>
1754     <use><![CDATA[
1755 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
1756     to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1757 root 1.44 ]]>
1758     </use>
1759 root 1.45 <attribute arch="connected" editor="connection" type="string">
1760 root 1.44 When the map script object is triggered, it will execute
1761     the perl script with the triggering object as $activator.
1762     </attribute>
1763     &activate_on;
1764     <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1765     This perl script will be executed each time the objetc is triggered.
1766     </attribute>
1767     </type>
1768    
1769     <!--####################################################################-->
1770 root 1.1 <type number="112" name="Director">
1771     <ignore>
1772     <ignore_list name="non_pickable" />
1773     </ignore>
1774     <description><![CDATA[
1775     Directors change the direction of spell objects and other projectiles
1776     that fly past. Unlike spinners, directors always move objects in the
1777     same direction. It does not make a difference from what angle you
1778     shoot into it.<br>
1779 root 1.37 Directors are visible per default.]]>
1780 root 1.1 </description>
1781     <use><![CDATA[
1782     Directors are rarely used in maps. Sometimes they are placed to
1783     change the direction of spells coming out of magic walls,
1784     "channeling" spell-projectiles in some direction. When doing this,
1785     <B>never place directors facing each other with magic walls fireing
1786     into them!</B> The spell-projectiles bouncing between the directors
1787     would accumulate to huge numbers and at some point slow down the
1788     server by eating memory- and CPU-time.
1789     <br><br>
1790     You'd better not place directors in monster vs. player combat
1791 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1792 root 1.1 </use>
1793     <attribute arch="sp" editor="direction" type="list_direction">
1794     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1795     A director with direction &lt;none&gt; simply stops projectiles.
1796     (The latter works out a bit strange for some spells).
1797     </attribute>
1798 root 1.9 &move_on;
1799 root 1.1 </type>
1800    
1801     <!--####################################################################-->
1802     <type number="158" name="Disease">
1803     <ignore>
1804     <ignore_list name="system_object" />
1805     </ignore>
1806     <description><![CDATA[
1807 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1808 root 1.1 Once casted, they can spread out and infect creatures in a large
1809     area. Being infected can have various effects, from amusing farts
1810 root 1.37 to horrible damage - almost everything is possible.]]>
1811 root 1.1 </description>
1812     <use><![CDATA[
1813     Diseases are extremely flexible and usable in a many ways.
1814     So far they are mostly used for causing bad, unwanted effects.
1815     You could just as well create a disease which helps the player
1816     (recharging mana for example).
1817 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1818 root 1.1 </use>
1819     <attribute arch="invisible" value="1" type="fixed" />
1820     <attribute arch="level" editor="plaque level" type="int">
1821     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1822     This mainly reflects in the &lt;damage&gt;. It has no effect on
1823     most other symptoms. Neverthless, it is a very important value for
1824     all damage-inflicting diseases.
1825     </attribute>
1826     <attribute arch="race" editor="infect race" type="string">
1827     The disease will only infect creatures of the specified &lt;race&gt;.
1828     "&lt;race&gt; *" means every creature can be infected.
1829     </attribute>
1830     <attribute arch="ac" editor="progressiveness" type="int">
1831     Every time the disease "moves" the severity of the symptoms are increased
1832     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1833     </attribute>
1834     <section name="spreading">
1835     <attribute arch="wc" editor="infectiosness" type="int">
1836     The &lt;infectiosness&gt; defines the chance of new creatures getting
1837     infected. If you set this too high, the disease is very likely to
1838     be too effective.
1839 root 1.3
1840 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1841     </attribute>
1842     <attribute arch="last_grace" editor="attenuation" type="int">
1843     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1844     everytime it infects someone new. This limits how many generations
1845     a disease can propagate.
1846     </attribute>
1847     <attribute arch="magic" editor="infection range" type="int">
1848     &lt;infection range&gt; sets the range at which infection may occur.
1849     If positive, the &lt;infection range&gt; is level dependant - If negative,
1850     it is not:
1851     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1852 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1853 root 1.1 </attribute>
1854     <attribute arch="maxhp" editor="persistence" type="int">
1855     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1856     The disease can "move" &lt;persistence&gt; times outside a host before it
1857     vanishes. A negative value means the disease lasts for permanent
1858     (which is only recommended to use in maps without monsters).
1859     </attribute>
1860     <attribute arch="maxgrace" editor="curing duration" type="int">
1861     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1862     (Assuming the host survives and doesn't use a curing spell).
1863     After this period the disease is naturally cured, which provides the
1864     host with immunity from this particular disease of lower or equal level.
1865 root 1.3
1866 root 1.1 A negative value means the disease can never be cured naturally.
1867 root 1.3
1868 root 1.1 Note that this value can be further modulated by spell-parameters,
1869     if the disease is registered as spell in the code. Due to that,
1870     most default diseases take a lot longer to cure than it seems.
1871     </attribute>
1872     <attribute arch="speed" editor="moving speed" type="float">
1873     The &lt;speed&gt; of the disease determines how fast the disease will
1874     "move", thus how fast the symptoms strike the host.
1875     </attribute>
1876 root 1.12 &speed_left;
1877 root 1.1 </section>
1878     <section name="symptoms">
1879     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1880     The disease will attack the host with the given &lt;attacktype&gt;.
1881     Godpower attacktype is commonly used for "unresistable" diseases.
1882     </attribute>
1883     <attribute arch="dam" editor="damage" type="int">
1884     A disease with a positive &lt;damage&gt; value will strike the player for that
1885     amount of damage every time the symptoms occur.
1886     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1887     the player's health is reduced by 10% every time the symptoms strike.
1888 root 1.3
1889 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1890     for players of all levels.
1891     </attribute>
1892     <attribute arch="other_arch" editor="create arch" type="string">
1893     If set, the specified arch is created and dropped every time the
1894     symptoms strike.
1895 root 1.3
1896 root 1.1 This can be various things: farts, body pieces, eggs ...
1897     Even monsters can be created that way. You could also make a
1898     disease where some exotic stuff like money/gems is created.
1899     </attribute>
1900     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1901     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1902     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1903     </attribute>
1904     <attribute arch="exp" editor="exp. for curing" type="int">
1905     When the player manages to cure this disease (with a curing spell),
1906     he is awarded with &lt;exp. for curing&gt; experience.
1907     </attribute>
1908     <attribute arch="maxsp" editor="mana depletion" type="int">
1909     Every time the disease "moves", the player's mana is
1910     reduced by the value of &lt;mana depletion&gt;.
1911     For negative values, a %-based amount is taken.
1912     </attribute>
1913     <attribute arch="last_eat" editor="food depletion" type="int">
1914     Every time the disease "moves", the player's food is
1915     reduced by the value of &lt;food depletion&gt;.
1916     For negative values, a %-based amount is taken.
1917     </attribute>
1918     <attribute arch="hp" editor="health regen." type="int">
1919     This value increases the player's healing rate.
1920     Negative values decrease it.
1921     </attribute>
1922     <attribute arch="sp" editor="mana regen." type="int">
1923     This value increases the player's rate of mana regeneration.
1924     Negative values decrease it.
1925     </attribute>
1926     </section>
1927     <section name="disability">
1928     <attribute arch="Str" editor="strength" type="int">
1929     The player's strength will rise by the given value
1930     while being infected. (Negative values make strength fall)
1931     </attribute>
1932     <attribute arch="Dex" editor="dexterity" type="int">
1933     The player's dexterity will rise by the given value
1934     while being infected. (Negative values make dexterity fall)
1935     </attribute>
1936     <attribute arch="Con" editor="constitution" type="int">
1937     The player's constitution will rise by the given value
1938     while being infected. (Negative values make constitution fall)
1939     </attribute>
1940     <attribute arch="Int" editor="intelligence" type="int">
1941     The player's intelligence will rise by the given value
1942     while being infected. (Negative values make intelligence fall)
1943     </attribute>
1944     <attribute arch="Pow" editor="power" type="int">
1945     The player's power will rise by the given value
1946     while being infected. (Negative values make power fall)
1947     </attribute>
1948     <attribute arch="Wis" editor="wisdom" type="int">
1949     The player's wisdom will rise by the given value
1950     while being infected. (Negative values make wisdom fall)
1951     </attribute>
1952     <attribute arch="Cha" editor="charisma" type="int">
1953     The player's charisma will rise by the given value
1954     while being infected. (Negative values make charisma fall)
1955     </attribute>
1956     </section>
1957     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1958     This text is displayed to the player every time the
1959     symptoms strike.
1960     </attribute>
1961     </type>
1962    
1963     <!--####################################################################-->
1964 root 1.3 <type number="23" name="Door">
1965     <ignore>
1966     <ignore_list name="non_pickable" />
1967     </ignore>
1968     <description><![CDATA[
1969 root 1.59 A door can be opened with any normal key. It also can be broken by attacking
1970 root 1.3 it, and it can be defeated with the lockpicking skill. If a door is
1971     defeated, horizontally and vertically adjacent doors are automatically
1972 root 1.37 removed.]]>
1973 root 1.3 </description>
1974     <attribute arch="no_pick" value="1" type="fixed" />
1975     <attribute arch="alive" value="1" type="fixed" />
1976 root 1.9 &movement_types_terrain;
1977 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1978     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1979     </attribute>
1980     <attribute arch="ac" editor="armour class" type="int">
1981     Doors of high &lt;armour class&gt; are less likely to get hit.
1982     &lt;armour class&gt; can be considered the "counterpiece" to
1983     &lt;weapon class&gt;.
1984     </attribute>
1985     <attribute arch="other_arch" editor="drop arch" type="string">
1986     This string defines the object that will be created when the door was
1987     defeated.
1988     </attribute>
1989     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1990     This entry determines what kind of traps will appear in the door.
1991     </attribute>
1992 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1993     Set this flag to move treasure items created into the environment (map)
1994     instead of putting them into the object.
1995     </attribute>
1996 root 1.3 </type>
1997    
1998     <!--####################################################################-->
1999 root 1.1 <type number="83" name="Duplicator">
2000     <ignore>
2001     <ignore_list name="system_object" />
2002     </ignore>
2003     <description><![CDATA[
2004     When activated, a duplicator can duplicate, multiply or destroy a pile of
2005     objects which lies somewhere on top of the duplicator.
2006     The duplicator has one arch name specified as &lt;target arch&gt;,
2007     and only objects of this archetype can be affected.<br>
2008     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
2009 root 1.37 If the latter is set to zero, it will destroy objects.]]>
2010 root 1.1 </description>
2011     <use><![CDATA[
2012     I hope it is clear that one must be very cautious when inserting a duplicator
2013     anywhere with &lt;multiply factor&gt; greater than one.
2014     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2015     It is <b>not acceptable</b> to allow duplication of anything other than
2016     coins, gold and jewels. Besides, it is very important that the chance to
2017     loose the input matches the chance to earn winnings.<br>
2018     A duplicator with &lt;multiply factor&gt; 3 for example should have a
2019 root 1.37 loosing rate of 2/3 = 67%.]]>
2020 root 1.1 </use>
2021     <attribute arch="other_arch" editor="target arch" type="string">
2022 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
2023     duplicated, multiplied or removed. All other objects will be ignored.
2024 root 1.1 </attribute>
2025     <attribute arch="level" editor="multiply factor" type="int">
2026     The number of items in the target pile will be multiplied by the
2027     &lt;multiply factor&gt;. If it is set to zero, all target objects
2028     will be destroyed.
2029     </attribute>
2030 root 1.45 <attribute arch="connected" editor="connection" type="string">
2031 root 1.1 An activator (lever, altar, button, etc) with matching connection value
2032     is able to trigger this duplicator. Be very careful that players cannot
2033     abuse it to create endless amounts of money or other valuable stuff!
2034     </attribute>
2035 elmex 1.16 &activate_on;
2036 root 1.1 </type>
2037    
2038     <!--####################################################################-->
2039     <type number="66" name="Exit">
2040     <ignore>
2041     <ignore_list name="non_pickable" />
2042     </ignore>
2043     <description><![CDATA[
2044     When the player applies an exit, he is transferred to a different location.
2045     (Monsters cannot use exits.) Depending on how it is set, the player applies
2046     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2047 root 1.37 the exit. ]]>
2048 root 1.1 </description>
2049     <use><![CDATA[
2050 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2051 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2052     detected with the show_invisible spell.
2053     <br><br>
2054     You can be quite creative with the outlook of secret exits (their "face").
2055 root 1.37 Don't forget to give the player relyable hints about them though.]]>
2056 root 1.1 </use>
2057     <attribute arch="slaying" editor="exit path" type="string">
2058     The exit path defines the map that the player is transferred to.
2059     You can enter an absolute path, beginning with '/' (for example
2060     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2061     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2062     relative path "Fire1"). Use relative paths whenever possible! Note that
2063     upper/lower case must always be set correctly. However, please use lower
2064 root 1.3 case only.
2065 root 1.1 It is well possible to have an exit pointing to the same map that the exit
2066     is on. If slaying is not set in an exit, the player will see a message like
2067     "the exit is closed".
2068     </attribute>
2069     <attribute arch="hp" editor="destination X" type="int">
2070     The exit destinations define the (x, y)-coordinates where the exit
2071     leads to.
2072     If both are set to zero, the player will be transferred to the "default
2073     enter location" of the destined map. The latter can be set in the map-
2074     properties as "Enter X/Y". Though, please DO NOT use that.
2075     It turned out to be a source for numerous map-bugs.
2076     </attribute>
2077     <attribute arch="sp" editor="destination Y" type="int">
2078     The exit destinations define the (x, y)-coordinates where the exit
2079     leads to.
2080     If both are set to zero, the player will be transferred to the "default
2081     enter location" of the destined map. The latter can be set in the map-
2082     properties as "Enter X/Y". Though, please DO NOT use that.
2083     It turned out to be a source for numerous map-bugs.
2084     </attribute>
2085 root 1.9 &move_on;
2086 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2087     If set, this message will be displayed to the player when he applies the exit.
2088     This is quite useful to throw in some "role-play feeling": "As you enter the
2089     dark cave you hear the sound of rustling dragonscales...". Well, my english
2090     is poor, but you get the point. =)
2091     </attribute>
2092 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
2093     If set, then players using this exit will have their savebed position
2094 root 1.26 set to the destination of the exit when passing through.
2095 root 1.1 </attribute>
2096     </type>
2097    
2098     <!--####################################################################-->
2099     <type number="72" name="Flesh">
2100     <description><![CDATA[
2101     Just like with food, the player can fill his stomache and gain a
2102     little health by eating flesh-objects. <br>
2103     For dragon players, flesh plays a very special role though: If the
2104     flesh has resistances set, a dragon player has a chance to gain resistance in
2105 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2106 root 1.1 Don't forget that flesh items with resistances have to be balanced
2107 root 1.37 according to map/monster difficulty.]]>
2108 root 1.1 </description>
2109     <use><![CDATA[
2110     For dragon players, flesh items can be highly valuable. Note that many
2111     standard monsters carry flesh items from their &lt;treasurelist&gt;.
2112     These flesh items "inherit" resistances and level from the monster they belong to.
2113     When you add special flesh items to the inventory of a monster, this is
2114     not the case - so you have to set it manually.
2115     <br><br>
2116     Generally adding special flesh-treaties for dragon players is a great thing
2117     to do. Always consider that dragon players might really not be interested
2118     in that special piece of weapon or armour, so don't let the dragon-fellows miss
2119 root 1.37 out on the reward completely.]]>
2120 root 1.1 </use>
2121     <attribute arch="food" editor="foodpoints" type="int">
2122     The player's stomache will get filled with this amount of foodpoints.
2123     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2124     </attribute>
2125     <attribute arch="level" editor="flesh level" type="int">
2126     The &lt;flesh level&gt; is not visible to the players and it affects only
2127     dragon players. Normally this value reflects the level of the monster
2128     from which the flesh item originates.
2129     Dragon players always search for flesh of highest level possible,
2130     because it bears the best chance to gain high resistances.
2131     </attribute>
2132     <attribute arch="startequip" editor="godgiven item" type="bool">
2133     A godgiven item vanishes as soon as the player
2134     drops it to the ground.
2135     </attribute>
2136 elmex 1.29 &resistances_flesh_section;
2137 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2138     This text may describe the item.
2139     </attribute>
2140     </type>
2141    
2142     <!--####################################################################-->
2143     <type number="0" name="Floor">
2144     <required>
2145     <attribute arch="is_floor" value="1" />
2146     <attribute arch="alive" value="0" />
2147     </required>
2148     <ignore>
2149     <ignore_list name="non_pickable" />
2150     </ignore>
2151     <description><![CDATA[
2152     Floor is a very basic thing whithout too much
2153 root 1.37 functionality. It's a floor - you stand on it.]]>
2154 root 1.1 </description>
2155     <attribute arch="is_floor" value="1" type="fixed" />
2156     <attribute arch="no_pick" value="1" type="fixed" />
2157     <section name="terrain">
2158 root 1.9 &movement_types_terrain;
2159 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2160     This flag indicates this spot contains wood or high grass.
2161     Players with activated woodsman skill can move faster here.
2162     </attribute>
2163     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2164     This flag indicates this spot contains hills or large rocks.
2165     Players with activated mountaineer skill can move faster here.
2166     </attribute>
2167     </section>
2168     <attribute arch="no_magic" editor="no spells" type="bool">
2169     If enabled, it is impossible for players to use (wizard-)
2170     spells on that spot.
2171     </attribute>
2172     <attribute arch="damned" editor="no prayers" type="bool">
2173     If enabled, it is impossible for players to use prayers
2174     on that spot. It also prevents players from saving.
2175     </attribute>
2176     <attribute arch="unique" editor="unique map" type="bool">
2177     Unique floor means that any items dropped on that spot
2178 root 1.48 will be saved beyond map reset. For permanent apartments,
2179 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2180     </attribute>
2181 elmex 1.61 <attribute arch="buildable" editor="buildable" type="bool">
2182     A buildable can be built upon. This is usually used in combination with
2183     the unique attribute for player apartments or guild storages. But it's
2184     use is not limited to private maps.
2185     </attribute>
2186 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2187     This text may describe the object.
2188     </attribute>
2189     </type>
2190    
2191     <!--####################################################################-->
2192     <type number="67" name="Floor (Encounter)">
2193     <ignore>
2194     <ignore_list name="non_pickable" />
2195     </ignore>
2196     <description><![CDATA[
2197     Encounter-Floor is pretty much the same as normal floor.
2198     Most outdoor floor/ground-arches are set to be "encounters".
2199     That is kind of a relict from former code: When walking over
2200     encounter-floor, players sometimes got beamed to little maps
2201     with monsters on them. Nowadays this feature is disabled -
2202 root 1.37 Hence encounter floor is not different from normal floor.]]>
2203 root 1.1 </description>
2204     <attribute arch="is_floor" value="1" type="fixed" />
2205     <attribute arch="no_pick" value="1" type="fixed" />
2206     <section name="terrain">
2207 root 1.9 &movement_types_terrain;
2208 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2209     This flag indicates this spot contains wood or high grass.
2210     Players with activated woodsman skill can move faster here.
2211     </attribute>
2212     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2213     This flag indicates this spot contains hills or large rocks.
2214     Players with activated mountaineer skill can move faster here.
2215     </attribute>
2216     </section>
2217     <attribute arch="no_magic" editor="no spells" type="bool">
2218     If enabled, it is impossible for players to use (wizard-)
2219     spells on that spot.
2220     </attribute>
2221     <attribute arch="damned" editor="no prayers" type="bool">
2222     If enabled, it is impossible for players to use prayers
2223     on that spot. It also prevents players from saving.
2224     </attribute>
2225     <attribute arch="unique" editor="unique map" type="bool">
2226     Unique floor means that any items dropped on that spot
2227 root 1.48 will be saved beyond map reset. For permanent apartments,
2228 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2229     </attribute>
2230 elmex 1.61 <attribute arch="buildable" editor="buildable" type="bool">
2231     A buildable can be built upon. This is usually used in combination with
2232     the unique attribute for player apartments or guild storages. But it's
2233     use is not limited to private maps.
2234     </attribute>
2235 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2236     This text may describe the object.
2237     </attribute>
2238     </type>
2239    
2240     <!--####################################################################-->
2241     <type number="6" name="Food">
2242     <description><![CDATA[
2243     By eating/drinking food-objects, the player can fill his
2244 root 1.37 stomache and gain a little health.]]>
2245 root 1.1 </description>
2246     <attribute arch="food" editor="foodpoints" type="int">
2247     The player's stomache will get filled with this amount of foodpoints.
2248     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2249     </attribute>
2250     <attribute arch="startequip" editor="godgiven item" type="bool">
2251     A godgiven item vanishes as soon as the player
2252     drops it to the ground.
2253     </attribute>
2254     </type>
2255    
2256     <!--####################################################################-->
2257     <type number="91" name="Gate">
2258     <ignore>
2259     <ignore_list name="non_pickable" />
2260     </ignore>
2261     <description><![CDATA[
2262 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2263 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2264     or carrying special key-objects (-> inventory checker).
2265     Unlike locked doors, gates can get shut again after a player has
2266 root 1.37 passed, which makes them more practical in many cases.]]>
2267 root 1.1 </description>
2268     <use><![CDATA[
2269     Use gates to divide your maps into seperated areas. After solving
2270     area A, the player gains access to area B, and so on. Make your
2271 root 1.37 maps more complex than "one-way".]]>
2272 root 1.1 </use>
2273     <attribute arch="no_pick" value="1" type="fixed" />
2274 elmex 1.15 <attribute arch="speed" value="1" type="float">
2275     The speed of the gate affects how fast it is closing/opening.
2276     </attribute>
2277 root 1.45 <attribute arch="connected" editor="connection" type="string">
2278 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2279     &lt;connection&gt; value get activated. This only makes sense together with
2280     &lt;blocking passage&gt; disabled.
2281     </attribute>
2282     <attribute arch="wc" editor="position state" type="int">
2283     The &lt;position state&gt; defines the position of the gate:
2284     Zero means completely open/down, the "number of animation-steps" (usually
2285     about 6 or 7) means completely closed/up state. I suggest you don't
2286     mess with this value - Leave the default in place.
2287     </attribute>
2288 root 1.9 &movement_types_terrain;
2289 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2290     Restricting the use of spells to pass this gate. This has
2291     an effect only if &lt;block view&gt; is disabled.
2292     </attribute>
2293     <attribute arch="damned" editor="restrict prayers" type="bool">
2294     Restricting the use of prayers to pass this door. This has
2295     an effect only if &lt;block view&gt; is disabled.
2296     </attribute>
2297     </type>
2298    
2299     <!--####################################################################-->
2300     <type number="113" name="Girdle">
2301     <import_type name="Amulet" />
2302     <description><![CDATA[
2303     Wearing a girdle, the object's stats will directly be inherited to
2304     the player. Girdles usually provide stats- or damage bonuses and no
2305 root 1.37 defense.]]>
2306 root 1.1 </description>
2307     <use><![CDATA[
2308     Feel free to create your own special artifacts. However, it is very
2309 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2310 root 1.1 </use>
2311     <attribute arch="magic" editor="magic bonus" type="int">
2312     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2313     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2314     than direct armour-class bonus on the helmet.
2315 root 1.3
2316 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2317     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2318     &lt;magic bonus&gt; is pointless here.
2319     </attribute>
2320     </type>
2321    
2322     <!--####################################################################-->
2323     <type number="100" name="Gloves">
2324     <import_type name="Amulet" />
2325     <description><![CDATA[
2326     Wearing gloves, the object's stats will directly be inherited to
2327 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2328 root 1.1 </description>
2329     <use><![CDATA[
2330     Feel free to create your own special artifacts. However, it is very
2331 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2332 root 1.1 </use>
2333     <attribute arch="magic" editor="magic bonus" type="int">
2334     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2335     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2336     will increase that.
2337     </attribute>
2338     </type>
2339    
2340     <!--####################################################################-->
2341     <type number="93" name="Handle">
2342     <ignore>
2343     <ignore_list name="non_pickable" />
2344     </ignore>
2345     <description><![CDATA[
2346     A handle can be applied by players and (certain) monsters.
2347 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2348 root 1.1 </description>
2349     <use><![CDATA[
2350     Handles are commonly used to move gates. When placing your lever,
2351     don't forget that some monsters are able to apply it.
2352     The ability to apply levers is rare among monsters -
2353 root 1.37 but vampires can do it for example.]]>
2354 root 1.1 </use>
2355     <attribute arch="no_pick" value="1" type="fixed" />
2356 root 1.45 <attribute arch="connected" editor="connection" type="string">
2357 root 1.1 Every time the handle is applied, all objects
2358     with the same &lt;connection&gt; value are activated.
2359     </attribute>
2360     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2361     This text may describe the item. You can use this
2362     message to explain the handle's purpose to the player.
2363     </attribute>
2364     </type>
2365    
2366     <!--####################################################################-->
2367     <type number="27" name="Handle Trigger">
2368     <import_type name="Handle" />
2369     <ignore>
2370     <ignore_list name="non_pickable" />
2371     </ignore>
2372     <description><![CDATA[
2373     Handle triggers are handles which reset after a short period
2374     of time. Every time it is either applied or reset, the
2375 root 1.37 &lt;connection&gt; value is triggered.]]>
2376 root 1.1 </description>
2377     <use><![CDATA[
2378     When you connect an ordinary handle to a gate, the gate normally remains
2379     opened after the first player passed. If you want to keep the gate shut,
2380 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2381 root 1.1 </use>
2382     </type>
2383    
2384     <!--####################################################################-->
2385     <type number="88" name="Hazard Floor">
2386     <required>
2387     <attribute arch="is_floor" value="1" />
2388     </required>
2389     <ignore>
2390     <ignore_list name="non_pickable" />
2391     </ignore>
2392     <description><![CDATA[
2393     The best example for Hazard Floor is lava. It works like standard
2394     floor, but damages all creatures standing on it.
2395 root 1.37 Damage is taken in regular time intervals.]]>
2396 root 1.1 </description>
2397     <use><![CDATA[
2398     The default lava for example does minor damage. But you can turn
2399     it up so that your hazard floor poses a real threat.<br>
2400     Like magic walls, such floors add a permanent thrill to your map.
2401     You can use that to safely chase off too-weak players, or just
2402 root 1.37 to have something different.]]>
2403 root 1.1 </use>
2404     <attribute arch="is_floor" value="1" type="fixed" />
2405     <attribute arch="lifesave" value="1" type="fixed" />
2406 root 1.9 &move_on;
2407 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2408     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2409     This attribute specifys the attacktypes that this floor uses to
2410     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2411     If you want a real tough hazard floor, add more than just one attacktype.
2412     </attribute>
2413     <attribute arch="dam" editor="base damage" type="int">
2414     The &lt;base damage&gt; defines how much damage is inflicted to the
2415     victim per hit. The final damage is influenced by several other
2416     factors like the victim's resistance and level.
2417     </attribute>
2418     <attribute arch="wc" editor="weaponclass" type="int">
2419     &lt;weapon class&gt; improves the chance of hitting the victim.
2420     Lower values are better.
2421     Usually, hazard floors like lava are supposed to hit the
2422     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2423     to something like -30.
2424     </attribute>
2425     <attribute arch="level" editor="attack level" type="int">
2426     I guess this value is supposed to work similar to monster levels.
2427     But in fact, it does not seem to have an effect. Set any non-zero
2428     value to be on the safe side.
2429     </attribute>
2430     <section name="terrain">
2431 root 1.9 &movement_types_terrain;
2432 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2433     This flag indicates this spot contains wood or high grass.
2434     Players with activated woodsman skill can move faster here.
2435     </attribute>
2436     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2437     This flag indicates this spot contains hills or large rocks.
2438     Players with activated mountaineer skill can move faster here.
2439     </attribute>
2440     </section>
2441     <attribute arch="no_magic" editor="no spells" type="bool">
2442     If enabled, it is impossible for players to use (wizard-)
2443     spells on that spot.
2444     </attribute>
2445     <attribute arch="damned" editor="no prayers" type="bool">
2446     If enabled, it is impossible for players to use prayers
2447     on that spot. It also prevents players from saving.
2448     </attribute>
2449     <attribute arch="unique" editor="unique map" type="bool">
2450     Unique floor means that any items dropped on that spot
2451 root 1.48 will be saved beyond map reset. For permanent apartments,
2452 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2453     </attribute>
2454     </type>
2455    
2456     <!--####################################################################-->
2457     <type number="34" name="Helmet">
2458     <import_type name="Amulet" />
2459     <description><![CDATA[
2460     Wearing a helmet, the object's stats will directly be inherited to
2461     the player. Normal helmets usually increase defense, while crowns
2462     add more special bonuses like stats/resistances paired with
2463 root 1.37 low defense.]]>
2464 root 1.1 </description>
2465     <use><![CDATA[
2466     Feel free to create your own special artifacts. However, it is very
2467 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2468 root 1.1 </use>
2469     <attribute arch="magic" editor="magic bonus" type="int">
2470     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2471     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2472     than direct armour-class bonus on the helmet.
2473 root 1.3
2474 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2475     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2476     Crowns for instance typically provide no &lt;amour class&gt;.
2477     </attribute>
2478     </type>
2479    
2480     <!--####################################################################-->
2481     <type number="56" name="Holy Altar">
2482     <ignore>
2483     <ignore_list name="non_pickable" />
2484     </ignore>
2485     <description><![CDATA[
2486 root 1.50 Holy Altars are altars for the various religions. Praying
2487 root 1.1 at a Holy_altar will make you a follower of that god, and
2488 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2489 root 1.1 </description>
2490     <attribute arch="no_pick" value="1" type="fixed" />
2491     <attribute arch="other_arch" editor="god name" type="string">
2492     The altar belongs to the god of the given name. Possible options for
2493     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2494 root 1.3 Gorokh, Valriel and Sorig.
2495    
2496 root 1.1 If you want to have an unconsecrated altar, set
2497     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2498     </attribute>
2499     <attribute arch="level" editor="reconsecrate level" type="int">
2500     To re-consecrate an altar, the player's wisdom level must be as
2501     high or higher than this value. In that way, some altars can not
2502 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2503    
2504 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2505 root 1.1 Some characters might need those altars, they would be very unhappy to
2506     see them re-consecrated to another cult.
2507     </attribute>
2508     </type>
2509    
2510     <!--####################################################################-->
2511     <type number="35" name="Horn">
2512     <ignore>
2513     <attribute arch="title" />
2514     </ignore>
2515     <description><![CDATA[
2516     Horns are very similar to rods. The difference is that horns regenerate
2517     spellpoints faster and thus are more valuable than rods.
2518     <br><br>
2519     A horn contains a spell. The player can use this spell by applying and
2520     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2521 root 1.37 used endlessly.]]>
2522 root 1.1 </description>
2523     <use><![CDATA[
2524     Horns are powerful due to their fast recharge rate. They should
2525     never contain high level attacking spells. Even curing/healing spells
2526 root 1.37 are almost too good on a horn.]]>
2527 root 1.1 </use>
2528     <attribute arch="sp" editor="spell" type="spell">
2529     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2530     horns to players, since they can be used endlessly without any mana cost!
2531     Horns with heal/ restoration/ protection spells, IF available, MUST be
2532     very very VERY hard to get!
2533     </attribute>
2534     <attribute arch="level" editor="casting level" type="int">
2535     The casting level of the &lt;spell&gt; determines it's power.
2536     For attack spells, level should not be set too high.
2537     </attribute>
2538     <attribute arch="hp" editor="initial spellpoints" type="int">
2539     This value represents the initial amount of spellpoints in the horn.
2540     Naturally, this is quite unimportant.
2541     </attribute>
2542     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2543     When the horn is fully charged up, it will hold this maximum amount of
2544     spellpoints. Make sure it is enough to cast the contained spell at least
2545     once. But don't set the value too high, as that might make the horn way
2546     too effective.
2547     </attribute>
2548     <attribute arch="startequip" editor="godgiven item" type="bool">
2549     A godgiven item vanishes as soon as the player
2550     drops it to the ground.
2551     </attribute>
2552     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2553     This text may contain a description of the horn.
2554     </attribute>
2555     </type>
2556    
2557     <!--####################################################################-->
2558     <type number="73" name="Inorganic">
2559     <description><![CDATA[
2560     Inorganic materials are generally used as ingredients for
2561     alchemical receipes. By themselves, they have no special
2562 root 1.37 functionalities.]]>
2563 root 1.1 </description>
2564     <attribute arch="is_dust" editor="is dust" type="bool">
2565     </attribute>
2566 elmex 1.29 &resistances_basic;
2567 root 1.1 </type>
2568    
2569     <!--####################################################################-->
2570     <type number="64" name="Inventory Checker">
2571     <ignore>
2572     <ignore_list name="system_object" />
2573     </ignore>
2574     <description><![CDATA[
2575     Inventory checkers passively check the players inventory for a
2576     specific object. You can set a connected value that is triggered
2577     either if that object is present or missing (-&gt; "last_sp") when a
2578     player walks over the inv. checker. A valid option is to remove the
2579     matching object (usually not recommended, see "last_heal").
2580     <br><br>
2581     Alternatively, you can set your inv. checker to block all players
2582 root 1.9 that do/don't carry the matching object.
2583 root 1.1 <br><br>
2584     As you can see, inv. checkers are quite powerful, holding a
2585 root 1.37 great variety of possibilities.]]>
2586 root 1.1 </description>
2587     <use><![CDATA[
2588     Putting a check_inventory space in front of a gate (one below) and
2589     one on the opposite side works reasonably well as a control mechanism.
2590     Unlike the key/door-combo, this one works infinite since it is
2591     independant from map reset. Use it to put a "structure" into your
2592     maps: Player must solve area A to gain access to area B. This concept
2593 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2594 root 1.1 </use>
2595     <attribute arch="no_pick" value="1" type="fixed" />
2596     <attribute arch="slaying" editor="match key string" type="string">
2597     This string specifies the object we are looking for: We have a match
2598     if the player does/don't carry a key object or a mark with identical
2599     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2600     this context. A typical example is the city gate mechanism of scorn.
2601     </attribute>
2602     <attribute arch="race" editor="match arch name" type="string">
2603     This string specifies the object we are looking for: We have a match
2604     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2605     </attribute>
2606     <attribute arch="hp" editor="match type" type="int">
2607     This value specifies the object we are looking for: We have a match
2608 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2609    
2610 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2611     enabled. Now you have an inv. checker blocking all players that carry any
2612     kind of melee weapon. To pass, a player is forced to leave behind all
2613     his weaponry... bad news for a warrior. ;)
2614     </attribute>
2615     <attribute arch="last_sp" editor="match = having" type="bool">
2616     Enabled means having that object is a match.
2617     Disabled means not having that object is a match.
2618     </attribute>
2619 root 1.45 <attribute arch="connected" editor="connection" type="string">
2620 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2621     &lt;connection&gt; value get activated. This only makes sense together with
2622     &lt;blocking passage&gt; disabled.
2623     </attribute>
2624 root 1.9 &movement_types_terrain;
2625 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2626     &lt;remove match&gt; means remove object if found. Setting this is usually not
2627     recommended because inv. checkers are in general invisible. So, unlike
2628     for altars/ locked doors, the player won't expect to lose an object when
2629 root 1.3 walking over that square. And he doesn't even get a message either.
2630    
2631 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2632     to inform the player what's going on!
2633     </attribute>
2634     </type>
2635    
2636     <!--####################################################################-->
2637 root 1.2 <type number="163" name="Item Transformer">
2638     <description><![CDATA[
2639     An item transformer is simply applied, after having marked a 'victim'
2640     item. If the victim is suitable, it will be transformed into something
2641     else.]]>
2642     </description>
2643     <use><![CDATA[
2644     To make an item transformable, you just have to fill the 'slaying' field.
2645     The syntax is:
2646     <br>
2647     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2648     <br>
2649     with [] denoting optional part, and * any number of preceding [].
2650     'new_item' must be the name of an existing archetype.
2651     <br><br>
2652     Example, for object apple: slaying knife:2 half_apple
2653     <br><br>
2654     This means that, when applying a knife (should be an Item Transformer),
2655     one 'apple' will be transformed into 2 'half_apple'.]]>
2656     </use>
2657     <attribute arch="food" editor="number of uses" type="int">
2658     &lt;number of uses&gt; controls how many times the item transformer can
2659     be used. The value 0 means "unlimited"
2660     </attribute>
2661     <attribute arch="slaying" editor="verb" type="string">
2662     Contains the verb that is used to construct a message to the player
2663     applying the item transformer.
2664     </attribute>
2665     <attribute arch="startequip" editor="godgiven item" type="bool">
2666     A godgiven item vanishes as soon as the player
2667     drops it to the ground.
2668     </attribute>
2669     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2670     This text may contain a description of the item transformer.
2671     </attribute>
2672     </type>
2673    
2674     <!--####################################################################-->
2675 root 1.1 <type number="60" name="Jewel">
2676     <description><![CDATA[
2677     Items of the type Gold &amp; Jewels are handled like a currency.
2678     Unlike for any other type of item, in shops, the buy- and selling
2679 root 1.37 prices differ only marginally.]]>
2680 root 1.1 </description>
2681     <attribute arch="race" value="gold and jewels" type="fixed" />
2682     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2683     This text may describe the object.
2684     </attribute>
2685     </type>
2686    
2687     <!--####################################################################-->
2688 root 1.3 <type number="24" name="Key">
2689     <description><![CDATA[
2690     When carrying a key, a normal door can be opened. The key will
2691 root 1.37 disappear.]]>
2692 root 1.3 </description>
2693     <attribute arch="startequip" editor="godgiven item" type="bool">
2694     A godgiven item vanishes as soon as the player
2695     drops it to the ground.
2696     </attribute>
2697     </type>
2698    
2699     <!--####################################################################-->
2700 root 1.1 <type number="20" name="Locked Door">
2701     <ignore>
2702     <ignore_list name="non_pickable" />
2703     </ignore>
2704     <description><![CDATA[
2705     A locked door can be opened only when carrying
2706 root 1.37 the appropriate special key.]]>
2707 root 1.1 </description>
2708     <use><![CDATA[
2709     If you want to create a locked door that cannot be opened (no key),
2710     set a &lt;key string&gt; like "no_key_available". This will clearify things
2711 root 1.3 and only a fool would create a key matching that string.
2712    
2713 root 1.1 Door-objects can not only be used for "doors". In many maps these
2714     are used with all kinds of faces/names, especially often as
2715     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2716     There you have magic forces (door objects) put under certain artifact
2717     items. To get your hands on the artifacts, you need to bring up the
2718 root 1.37 appropriate quest items (key objects).]]>
2719 root 1.1 </use>
2720 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2721 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2722     <attribute arch="slaying" editor="key string" type="string">
2723     The &lt;key string&gt; in the door must be identical with the
2724     &lt;key string&gt; in the special key, then the door is unlocked.
2725     It is VERY important to set the &lt;key string&gt; to something that
2726 root 1.32 is unique among the Deliantra mapset.
2727 root 1.3
2728 root 1.1 DONT EVER USE the default string "set_individual_value".
2729 root 1.59
2730     When the key string starts with "match ", then it is expected to
2731     be a match expression, which will be applied to the player, so
2732     you can use e.g. (match type=POTION in inv). Note that the matched
2733     object will be removed.
2734 root 1.1 </attribute>
2735     <attribute arch="no_magic" editor="restrict spells" type="bool">
2736     Restricting the use of spells to pass this door.
2737     This should be set in most cases.
2738     (Don't forget that the spell "dimension door" is easily
2739     available at about wisdom level 10).
2740     </attribute>
2741     <attribute arch="damned" editor="restrict prayers" type="bool">
2742     Restricting the use of prayers to pass this door.
2743     This should be set in most cases.
2744     </attribute>
2745     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2746     When a player is trying to open the door without carrying the
2747     appropriate key, this text is displayed to the player. This is
2748     a good opportunity to place hints about the special key needed
2749     to unlock the door.
2750     </attribute>
2751     </type>
2752    
2753     <!--####################################################################-->
2754     <type number="29" name="Magic Ear">
2755     <ignore>
2756     <ignore_list name="system_object" />
2757     </ignore>
2758     <description><![CDATA[
2759     Magic_ears trigger a connected value
2760 root 1.37 when the player speaks a specific keyword.]]>
2761 root 1.1 </description>
2762     <use><![CDATA[
2763     Whenever you put magic_ears on your maps, make sure there are
2764     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2765     something like a gate that is opened by speaking "open" or
2766     "sesame", expecting the player to figure this out all by himself.
2767     <br><br>
2768     Magic_ears are typically used for interaction with NPCs. You
2769     can create the impression that the NPC actually *does* something
2770     according to his conversation with a player. Mostly this means
2771     opening a gate or handing out some item, but you could be quite
2772 root 1.37 creative here.]]>
2773 root 1.1 </use>
2774     <attribute arch="no_pick" value="1" type="fixed" />
2775 root 1.45 <attribute arch="connected" editor="connection" type="string">
2776 root 1.1 The Magic_ear will trigger all objects with the
2777     same connection value, every time it is activated.
2778     </attribute>
2779     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2780     This textfield contains the keyword-matching-syntax. The text should
2781     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2782     Any number of keywords from one to infinite is allowed. Make sure
2783     they are seperated by a '|'.
2784 root 1.3
2785 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2786     value will be triggerd when the player speaks any of the given
2787     keywords within a two-square radius. IMPORTANT: Upper/lower case
2788     does not make a difference!
2789     </attribute>
2790     </type>
2791    
2792     <!--####################################################################-->
2793     <type number="62" name="Magic Wall">
2794     <ignore>
2795     <ignore_list name="non_pickable" />
2796     </ignore>
2797     <description><![CDATA[
2798     Magic walls fire spells in a given direction, in regular intervals.
2799     Magic walls can contain any spell. However, some spells do not
2800     operate very successfully in them. The only way to know is to test
2801     the spell you want to use with a wall.
2802     <br><br>
2803     Several types of magical walls are predefined for you in the
2804 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2805 root 1.1 </description>
2806     <use><![CDATA[
2807     Spellcasting walls pose an interesting alternative to monsters.
2808     Usually they are set to be undestroyable. Thus, while monsters
2809     in a map can be cleared out, the magic walls remain. Low level
2810     characters for example will not be able to pass through their
2811     spell-area, hence they cannot loot a map that a high level character
2812     might have cleared out.
2813     <br><br>
2814     Another point of magic walls is that if the player dies, he has to face
2815     them all again. Magic walls can add a kind of "permanent thrill" to
2816     your maps.
2817     <br><br>
2818     Be careful that your magic walls don't kill the monsters on a map. If
2819     placing monsters, eventually take ones that are immune to the
2820     walls' spell(s).
2821     <br><br>
2822     It is possible to make walls rotate when triggered. But that is so
2823     confusing (and useless IMHO) that I did not mention it above. You
2824     can find a working example on the map
2825 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2826 root 1.1 </use>
2827     <attribute arch="dam" editor="spell" type="spell">
2828     The magic wall will cast this &lt;spell&gt;.
2829     </attribute>
2830     <attribute arch="level" editor="spell level" type="int">
2831     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2832     walls cast spells at minimal strength. "level 100" walls cast deadly
2833     spells. Arch default is level 1 - you should always set this value
2834     to meet the overall difficulty of your map.
2835     </attribute>
2836 root 1.45 <attribute arch="connected" editor="connection" type="string">
2837 root 1.1 Every time the &lt;connection&gt; value is triggered, the wall will cast
2838     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2839     have much visible effect.
2840     </attribute>
2841 elmex 1.16 &activate_on;
2842 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2843     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2844     You can fine-tune how long the duration between two casts shall
2845     be. If you want to create a wall that can be activated (cast per
2846     trigger) via connected lever/button/etc, you must set "speed 0".
2847     </attribute>
2848 root 1.12 &speed_left;
2849 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2850     The magic wall will cast it's spells always in the specified
2851     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2852     always fire in a random direction.
2853     </attribute>
2854 root 1.9 &movement_types_terrain;
2855 root 1.1 <section name="destroyable">
2856     <attribute arch="alive" editor="is destroyable" type="bool">
2857     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2858     destroyed by the player. If disabled, all other attributes on
2859     this tab, as well as resistances, are meaningless.
2860     </attribute>
2861     <attribute arch="hp" editor="hitpoints" type="int">
2862     The more &lt;hitpoints&gt; the wall has, the longer
2863     it takes to be destroyed.
2864     </attribute>
2865     <attribute arch="maxhp" editor="max hitpoints" type="int">
2866     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2867     can have. This only makes sense if the wall can regain health.
2868     </attribute>
2869     <attribute arch="ac" editor="armour class" type="int">
2870     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2871     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2872     to &lt;weapon class&gt;.
2873     </attribute>
2874     </section>
2875 elmex 1.29 &resistances_basic;
2876 root 1.1 </type>
2877    
2878     <!--####################################################################-->
2879     <type number="55" name="Marker">
2880     <ignore>
2881     <ignore_list name="system_object" />
2882     </ignore>
2883     <description><![CDATA[
2884     A marker is an object that inserts an invisible force (a mark) into a
2885     player stepping on it. This force does nothing except containing a
2886     &lt;key string&gt; which can be discovered by detectors or inventory
2887 root 1.57 checkers. It is also possible to use markers for removing marks again
2888     (by setting the "name" slot to the name of the marker to be removed).
2889 root 1.1 <br><br>
2890     Note that the player has no possibility to "see" his own marks,
2891 root 1.37 except by the effect that they cause on the maps.]]>
2892 root 1.1 </description>
2893     <use><![CDATA[
2894     Markers hold real cool possibilities for map-making. I encourage
2895     you to use them frequently. However there is one negative point
2896     about markers: Players don't "see" what's going on with them. It is
2897     your task, as map-creator, to make sure the player is always well
2898     informed and never confused.
2899     <br><br>
2900     Please avoid infinite markers when they aren't needed. They're
2901     using a little space in the player file after all, so if there
2902 root 1.37 is no real purpose, set an expire time.]]>
2903 root 1.1 </use>
2904     <attribute arch="no_pick" value="1" type="fixed" />
2905     <attribute arch="slaying" editor="key string" type="string">
2906     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2907     If the player already has a force with that &lt;key string&gt;,
2908     there won't be inserted a second one.
2909     </attribute>
2910 root 1.45 <attribute arch="connected" editor="connection" type="string">
2911 root 1.1 When the detector is triggered, all objects with the same
2912     connection value get activated.
2913     </attribute>
2914     <attribute arch="speed" editor="marking speed" type="float">
2915     The &lt;marking speed&gt; defines how quickly it will mark something
2916     standing on the marker. Set this value rather high to make
2917     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2918     should do fine.
2919     </attribute>
2920 root 1.12 &speed_left;
2921 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2922     This value defines the duration of the force it inserts.
2923     If nonzero, the duration of the player's mark is finite:
2924     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2925     means the mark will stay on the player forever.
2926     </attribute>
2927     <attribute arch="name" editor="delete mark" type="string">
2928     When the player steps onto the marker, all existing forces in
2929     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2930     will be removed. If you don't want to remove any marks, leave
2931 root 1.3 this textfield empty.
2932    
2933 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2934     this marker. So don't be confused, and remember changing the
2935     name will take effect on the marker's functionality.
2936     </attribute>
2937     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2938     In the moment when the player gets marked, this text is displayed
2939     to him. You should really set a message in any marker you create,
2940     because it's the only way for the player to notice what's going on.
2941     </attribute>
2942     </type>
2943 root 1.3
2944 root 1.1 <!--####################################################################-->
2945 root 1.3 <type number="36" name="Money">
2946 root 1.2 <ignore>
2947 root 1.3 <attribute arch="unpaid" />
2948 root 1.2 </ignore>
2949     <description><![CDATA[
2950 root 1.3 Items of the type Money are handled as currency.
2951     Money cannot be sold/bought in shops. When money is dropped
2952     in a shop, it stays the same.<br>
2953     When a player picks an item from a shop and attempts to
2954     walk over the shop mat, the item's selling-price is automatically
2955     subtracted from the player's money.
2956     <br><br>
2957     For money, always use the default arches.
2958 root 1.37 Don't modify them.]]>
2959 root 1.2 </description>
2960 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2961 root 1.2 </type>
2962    
2963     <!--####################################################################-->
2964 root 1.3 <type number="0" name="Monster &amp; NPC">
2965     <required>
2966     <attribute arch="is_floor" value="0" />
2967     <attribute arch="alive" value="1" />
2968     <attribute arch="tear_down" value="0" />
2969     </required>
2970 root 1.1 <ignore>
2971 root 1.3 <attribute arch="material" />
2972     <attribute arch="name_pl" />
2973 root 1.1 <attribute arch="nrof" />
2974     <attribute arch="value" />
2975     <attribute arch="unpaid" />
2976     </ignore>
2977     <description><![CDATA[
2978     Monsters can behave in various kinds of ways.
2979     They can be aggressive, attacking the player. Or peaceful,
2980     helping the player - maybe joining him as pet.
2981     The unagressive creatures who communicate with players are
2982     usually called "NPCs" (Non Player Character), a well-known
2983 root 1.37 term in role-play environments.]]>
2984 root 1.1 </description>
2985     <use><![CDATA[
2986     Monsters play a central role in most maps. Choosing the right
2987     combination of monsters for your map is vital:
2988     <UL>
2989     <LI> Place only monsters of slightly varying (increasing) strength.
2990     It's no fun to play for two hours just to find out the last
2991     monster is unbeatable. Similar, it's not exciting to fight orcs
2992     after passing a room of dragons.<br>
2993     This rule applies only for linear maps (one room after the other),
2994     with treasure at the end. You can sprinkle the treasure around,
2995 root 1.3 or make non-linear maps - That is often more entertaining.
2996 root 1.1 <LI> Places with high level monsters must not be easy to reach.
2997     Balrogs, Dragonmen and the likes should be at the end of a quest,
2998 root 1.3 not at the beginning.
2999 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
3000     Fire- and cold dragons in one room for example is a bad idea.
3001     By weakening and killing each other they are easy prey for players,
3002     not worth the experience they hold.
3003     <LI> Create your own monsters, especially for "boss"-type monsters.
3004     Having stage-bosses guarding treasure is a lot of fun when done right.
3005     Avoid to create monsters with completely non-intuitive abilities:
3006     Don't give ice-spells to firedragons or vice versa. Don't add
3007     draining attack to trolls, etc. Additionally, you should inform the
3008     player before he bumps right into some very special/unusual monster.
3009     <LI> Last but not least: Always keep an eye on the experience your monsters
3010     hold. Design your maps in a way that high experience
3011     is always well-defended. Don't make large rooms full with only one kind
3012     of monster. Keep in mind the different abilities/techniques players
3013     can use.
3014     </UL>
3015     I know it's impossible to make the perfectly balanced map. There's always
3016     some part which is found too easy or too hard for a certain kind of player.
3017     Just give it your best shot. And listen to feedback from players if you
3018 root 1.37 receive some. :-)]]>
3019 root 1.1 </use>
3020     <attribute arch="alive" value="1" type="fixed" />
3021     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3022     When the monster is killed, items from the treasurelist will
3023     drop to the ground. This is a common way to reward players
3024     for killing (masses of) monsters.
3025 root 1.3
3026 root 1.1 Note that you can always put items into the monster's
3027     inventory. Those will drop-at-kill just like the stuff
3028     from the &lt;treasurelist&gt;.
3029     </attribute>
3030 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3031     Set this flag to move treasure items created into the environment (map)
3032     instead of putting them into the object.
3033     </attribute>
3034 root 1.1 <attribute arch="level" editor="level" type="int">
3035     A monster's &lt;level&gt; is the most important attribute.
3036     &lt;level&gt; affects the power of a monster in various ways.
3037     </attribute>
3038     <attribute arch="race" editor="race" type="string">
3039 root 1.12 Every monster should have a race set to categorize it.
3040 root 1.1 The monster's &lt;race&gt; can have different effects:
3041     Slaying weapons inflict tripple damage against enemy races
3042     and holy word kills only enemy races of the god.
3043     </attribute>
3044     <attribute arch="exp" editor="experience" type="int">
3045     When a player kills this monster, he will get exactly this
3046     amount of &lt;experience&gt;. The experience will flow into
3047 root 1.12 the skill-category the player used for the kill.
3048 root 1.3
3049 root 1.1 If you create special monsters of tweaked strenght/abilities,
3050     always make sure that the &lt;experience&gt; is set to a
3051     reasonable value. Compare with existing arches to get a feeling
3052     what reasonable means. Keep in mind that spellcasting monsters
3053     are a lot harder to kill than non-spellcasters!
3054     </attribute>
3055     <attribute arch="speed" editor="speed" type="float">
3056     The &lt;speed&gt; determines how fast a monster will both move
3057     and fight. High &lt;speed&gt; makes a monster considerably stronger.
3058     </attribute>
3059 root 1.12 &speed_left;
3060 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
3061     This only takes effect if &lt;multiply&gt; is enabled. The monster will
3062     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3063     can be set to any valid arch-name of a monster. Multipart monster
3064     should not be used.
3065     </attribute>
3066     <attribute arch="generator" editor="multiply" type="bool">
3067     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3068     every once in a while. Mice are a good example for this effect.
3069     If enabled, you must also set &lt;breed monster&gt; or check
3070     &lt;template generation&gt; and put other monsters in the inventory.
3071     </attribute>
3072     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3073     This only takes effect if &lt;multiply&gt; is enabled. The monster
3074     will create a new monster every once in a while by duplicating it's inventory.
3075     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3076     Each time the monster need to generate an object, it will be
3077     a randomly chosen item from the inventory. When generator is destroyed,
3078 root 1.3 inventory is destroyed.
3079 root 1.1 </attribute>
3080 root 1.9 &move_type;
3081 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3082     Several spells only affect undead monsters:
3083     turn undead, banish undead, holy word, etc.
3084     </attribute>
3085     <attribute arch="carrying" editor="carries weight" type="int">
3086     If a monster has something in the inventory, this
3087     value can be set to reflect the slowdown due to
3088     the carried weight.
3089     </attribute>
3090 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3091 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
3092 root 1.24 it should not be lightly destroyed. This is most useful on pets and
3093     keeps the server from destroying them on destroy_pets/monster floors
3094     and will try to save them when the player logs out.
3095     </attribute>
3096 root 1.3
3097 root 1.1 <section name="melee">
3098     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3099     This number is a bitmask, specifying the monster's attacktypes
3100     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3101     Strong monsters often have more than just physical attacktype.
3102 root 1.3
3103 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3104     as much damage as the "best" of it's attacktypes does. So, the more
3105     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3106     somehow exceptions.
3107     </attribute>
3108     <attribute arch="dam" editor="damage" type="int">
3109     Among other parameters, &lt;damage&gt; affects how much melee damage
3110     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3111     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3112     take effect on the melee damage of a monster.
3113     </attribute>
3114     <attribute arch="wc" editor="weapon class" type="int">
3115     Monsters of high &lt;weapon class&gt; are more likely to really hit
3116     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3117     to &lt;armour class&gt;.
3118     </attribute>
3119     <attribute arch="hp" editor="health points" type="int">
3120     The &lt;health points&gt; of a monster define how long it takes to
3121     kill it. With every successful hit from an opponent, &lt;health points&gt;
3122     get drained - The monster dies by zero &lt;health points&gt;.
3123     </attribute>
3124     <attribute arch="maxhp" editor="max health" type="int">
3125     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3126     monster can have.
3127     </attribute>
3128     <attribute arch="ac" editor="armour class" type="int">
3129     Monsters of low &lt;armour class&gt; are less likely to get hit from
3130     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3131     to &lt;weapon class&gt;.
3132     Values typically range between +20 (very bad) to -20 (quite good).
3133     </attribute>
3134     <attribute arch="Con" editor="healing rate" type="int">
3135 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3136     healing rate is independent of &lt;speed&gt;.
3137 root 1.1 </attribute>
3138     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3139     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3140     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3141     bounce off.
3142     </attribute>
3143     <attribute arch="hitback" editor="hitback" type="bool">
3144     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3145     to the amount of damage the *attacker* inflicted. This damage
3146     is additional to the regular melee damage of the monster.
3147     As far as I know, hitback uses acid attacktype, and it only takes
3148     effect if the monster actually has acid attacktype at it's disposal.
3149     Acid spheres for example use this feature.
3150     </attribute>
3151     <attribute arch="one_hit" editor="one hit only" type="bool">
3152     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3153     to a player.
3154     </attribute>
3155     </section>
3156 root 1.3
3157 root 1.1 <section name="spellcraft">
3158     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3159     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3160     Only wands/rods/etc can be used, given the appropriate abilities.
3161     </attribute>
3162     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3163     A monster with this flag has the ability to &lt;reflect spells&gt;,
3164     all kinds of spell-bullets and -beams will bounce off.
3165 root 1.3
3166 root 1.1 Generally this flag should not be set because it puts
3167     wizard-type players at an unfair disadvantage.
3168     </attribute>
3169     <attribute arch="sp" editor="spellpoints" type="int">
3170     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3171     them for both wizard- and prayer-spells. However, this value defines
3172     only the amount of *initial* spellpoints the monster starts with.
3173     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3174     and &lt;spellpoint regen.&gt; are more important than just initial
3175     &lt;spellpoints&gt;.
3176     </attribute>
3177     <attribute arch="maxsp" editor="max spellpoints" type="int">
3178     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3179     can hold. Setting this to high values has little effect unless
3180     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3181     "regenerate mana" at it's disposal.
3182     </attribute>
3183     <attribute arch="Pow" editor="spellpoint regen." type="int">
3184 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3185     spellpoint regeneration rate is independent of &lt;speed&gt;.
3186 root 1.3
3187 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3188     regeneration is most important. If your monster is still not casting
3189     fast enough, give it the spell-ability of "regenerate mana".
3190     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3191     </attribute>
3192     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3193     Click on the &lt;attuned paths&gt; button to select spellpaths.
3194     The creature will get attuned to the specified spellpaths.
3195     </attribute>
3196     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3197     Click on the &lt;repelled paths&gt; button to select spellpaths.
3198     The creature will get repelled to the specified spellpaths.
3199     </attribute>
3200     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3201     Click on the &lt;denied paths&gt; button to select spellpaths.
3202     The creature won't be able to cast spells of the specified paths.
3203     </attribute>
3204     </section>
3205 root 1.3
3206 root 1.1 <section name="ability">
3207     <attribute arch="Int" editor="detect hidden" type="int">
3208     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3209     hidden/invisible creatures. Higher values make for better
3210     detection-skills. Enabling &lt;see invisible&gt; makes this value
3211     obsolete.
3212     </attribute>
3213     <attribute arch="see_invisible" editor="see invisible" type="bool">
3214     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3215     with by invisible or hiding players. This flag is a must-have
3216     for high-level monsters. When a monster is unable to detect
3217     invisible players, it can be killed without fighting back.
3218     </attribute>
3219     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3220     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3221     by spells of darkness or dark maps. This flag is a "should-have"
3222     for high-level monsters. When a monster is unable to see in
3223     darkness, players can cast darkness and sneak around it safely.
3224     </attribute>
3225     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3226     Monster is able to wield weapon type objects.
3227     </attribute>
3228     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3229     Monster is able to use missile-weapon type objects.
3230     </attribute>
3231     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3232     Monster is able to wear protective equipment like brestplate
3233     armour, shields, helmets etc.
3234     </attribute>
3235     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3236     Monster is able to wear rings.
3237     </attribute>
3238     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3239     Monster is able to use wands and staves.
3240     </attribute>
3241     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3242     Monster is able to use rods.
3243     </attribute>
3244     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3245     Monster is able to read scrolls.
3246     </attribute>
3247     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3248     Monster is able to use skills from it's inventory.
3249     For example, you can put a throwing skill object and some
3250 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3251 root 1.1 </attribute>
3252     </section>
3253 root 1.3
3254 root 1.1 <section name="behave">
3255     <attribute arch="monster" editor="monster behaviour" type="bool">
3256     When &lt;monster behaviour&gt; is enabled, this object will behave
3257     like a monster: It can move and attack enemies (which are
3258     typically players).
3259     This flag should be set for all monsters as-such.
3260     Monsters which don't move, like guards, should also have
3261     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3262 root 1.3 It should *not* be set for things like immobile generators.
3263 root 1.1 </attribute>
3264     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3265     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3266     </attribute>
3267     <attribute arch="friendly" editor="friendly" type="bool">
3268     &lt;friendly&gt; monsters help the player, attacking any
3269     non-friendly monsters in range.
3270     </attribute>
3271     <attribute arch="stand_still" editor="stand still" type="bool">
3272     Monsters which &lt;stand still&gt; won't move to leave their position.
3273     When agressive, they will attack all enemies who get close to
3274     them. This behaviour is commonly known from castle guards.
3275 root 1.3
3276 root 1.32 In older versions of Deliantra it was possible to eventually
3277 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3278     I believe this is no longer possible. Neverthless, you should
3279     still be cautious when lining up &lt;stand still&gt;-monster in order
3280     to "defend" something: Such monsters are rather easy to kill.
3281     It's good for low level maps, but not much more.
3282     </attribute>
3283     <attribute arch="sleep" editor="asleep" type="bool">
3284     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3285     &lt;sensing range&gt; of the monster. Usually the sensing range is
3286     larger than the players line of sight. Due to that, in most cases
3287     the player won't ever notice weither a monster was asleep or not.
3288     </attribute>
3289     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3290     This entry defines which kinds of environment actions the
3291     creature is able to perform.
3292     </attribute>
3293     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3294     Click on the &lt;pick up&gt; button and select which types of objects
3295     the creature should try to pick up.
3296 root 1.3
3297 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3298     etc are set, then the creature will pick up the matching items even
3299     if this is not set here.
3300     </attribute>
3301     <attribute arch="Wis" editor="sensing range" type="int">
3302     &lt;sensing range&gt; determines how close a player needs to be before
3303     the creature wakes up. This is done as a square, for reasons of speed.
3304     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3305     11x11 square of the monster will wake the monster up. If the player
3306     has stealth, the size of this square is reduced in half plus 1.
3307     </attribute>
3308 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3309     If this is set to default, the standard mode of movement will be used.
3310     </attribute>
3311     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3312     This movement is not in effect when the monster has an enemy and should
3313     only be used for non agressive monsters.
3314 root 1.1 </attribute>
3315     <attribute arch="run_away" editor="run at % health" type="int">
3316     This is a percentage value in the range 0-100.
3317     When the monster's health points drop below this percentage
3318     (relative to max health), it attempts to run away from the
3319     attacker.
3320     </attribute>
3321     </section>
3322 elmex 1.29 &resistances_basic;
3323 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3324     </attribute>
3325     </type>
3326    
3327     <!--####################################################################-->
3328 root 1.3 <type number="28" name="Monster (Grimreaper)">
3329     <import_type name="Monster &amp; NPC" />
3330     <ignore>
3331     <attribute arch="material" />
3332     <attribute arch="name_pl" />
3333     <attribute arch="nrof" />
3334     <attribute arch="value" />
3335     <attribute arch="unpaid" />
3336     </ignore>
3337 elmex 1.27 <description>
3338 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3339 elmex 1.27 draining attacks.
3340 root 1.3 </description>
3341     <section name="grimreaper">
3342     <attribute arch="value" editor="attacks" type="int">
3343     The object vanishes after this number of draining attacks.
3344     </attribute>
3345     </section>
3346     </type>
3347    
3348     <!--####################################################################-->
3349 root 1.1 <type number="65" name="Mood Floor">
3350     <ignore>
3351     <ignore_list name="system_object" />
3352     </ignore>
3353     <description><![CDATA[
3354     As the name implies, mood floors can change the "mood" of
3355     a monsters/NPC. For example, an unagressive monster could be
3356     turned mad to start attacking. Similar, an agressive monster
3357 root 1.37 could be calmed.]]>
3358 root 1.1 </description>
3359     <use><![CDATA[
3360     Mood floors are absolutely cool for NPC interaction. To make an
3361     unaggressive monster/NPC attack, put a creator with "other_arch
3362     furious_floor" under it. Connect the creator to a magic_ear, so the
3363     player speaks a keyword like "stupid sucker" - and the monster attacks.
3364     <br><br>
3365     To turn an NPC into a pet, put a charm_floor under it and connect
3366     it directly to a magic_ear. Then the player speaks a keyword like
3367     "help me" - and the NPC joins him as pet.
3368     <br><br>
3369     (Of course you must always give clear hints about keywords!
3370     And there is no reason why you couldn't use a button/lever/pedestal
3371 root 1.37 etc. instead of a magic_ear.)]]>
3372 root 1.1 </use>
3373     <attribute arch="no_pick" value="1" type="fixed" />
3374     <attribute arch="last_sp" editor="mood" type="list_mood">
3375     &lt;mood&gt; is used to determine what will happen to the
3376     monster when affected by the mood floor:
3377 root 1.3
3378 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3379 root 1.3
3380 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3381 root 1.3
3382 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3383 root 1.3
3384 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3385 root 1.3
3386 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3387     who triggers the square. This setting is not
3388     enabled for continous operation, you need to
3389     insert a &lt;connection&gt; value!
3390     </attribute>
3391 root 1.45 <attribute arch="connected" editor="connection" type="string">
3392 root 1.1 This should only be set in combination with &lt;mood number&gt; 4.
3393     Normally, monsters are affected by the mood floor as soon as they
3394     step on it. But charming (monster -&gt; pet) is too powerful,
3395 root 1.3 so it needs to be activated.
3396    
3397 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3398     But a powerful pet could as well be the reward for solving a
3399     quest. Or even better: It could be *part* of a quest!
3400     </attribute>
3401     <attribute arch="no_magic" editor="no spells" type="bool">
3402     If enabled, it is impossible for players to use (wizard-)
3403     spells on that spot.
3404     </attribute>
3405     <attribute arch="damned" editor="no prayers" type="bool">
3406     If enabled, it is impossible for players to use prayers
3407     on that spot. It also prevents players from saving.
3408     </attribute>
3409     </type>
3410    
3411     <!--####################################################################-->
3412     <type number="40" name="Mover">
3413     <ignore>
3414     <ignore_list name="non_pickable" />
3415     </ignore>
3416     <description><![CDATA[
3417     Movers move the objects above them. However, only living objects
3418     are affected (monsters/NPCs always, players optional). Movers have
3419     a direction, so players can be made to move in a pattern, and so
3420     can monsters. Motion is involuntary. Additionally, players or
3421     monsters can be "frozen" while ontop of movers so that they MUST
3422     move along a chain of them.
3423     <br><br>
3424     Multisquare monsters can be moved as well, given
3425 root 1.37 enough space. Movers are usually invisible.]]>
3426 root 1.1 </description>
3427     <use><![CDATA[
3428     NEVER EVER consider a mover being unpassable in the backwards
3429     direction. Setting "forced movement" makes it seemingly impossible
3430     but there is still a trick: One player can push a second player
3431     past the mover, in opposite to the mover's direction! The more
3432     movers, the more players needed. Hence, don't make a treasure
3433     room that is surrounded by movers instead of solid walls/gates.
3434     <br><br>
3435     Btw, it does not make a difference putting movers above or
3436     below the floor. Moreover, movers that are set to be invisible
3437     cannot be discovered with the show_invisible spell.
3438     <br><br>
3439     Note that Movers and Directors are seperate objects, even though
3440     they look and act similar. Directors only do spells/missiles,
3441     while movers only do living creatures (depending on how it
3442 root 1.37 is set: monsters and players).]]>
3443 root 1.1 </use>
3444     <attribute arch="attacktype" editor="forced movement" type="bool">
3445     If forced movement is enabled, the mover "freezes" anyone it
3446     moves (so they are forced to move along a chain).
3447     For players there is no way to escape this forced movement,
3448     except being pushed by a second player.
3449     </attribute>
3450     <attribute arch="maxsp" editor="freeze duration" type="int">
3451     The player will be "frozen" for that many moves.
3452     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3453     enabled, then &lt;freeze duration&gt; gets assigned the
3454     "default value" 2 automatically.
3455     </attribute>
3456     <attribute arch="speed" editor="movement speed" type="float">
3457     The movement speed value determines how fast a chain of
3458     these movers will push a player along (default is -0.2).
3459     </attribute>
3460 root 1.12 &speed_left;
3461 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3462     The mover will push creatures in the specified &lt;direction&gt;.
3463     A mover with direction set to &lt;none&gt; will spin clockwise,
3464     thus pushing creatures in unpredictable directions.
3465     </attribute>
3466     <attribute arch="lifesave" editor="gets used up" type="bool">
3467     If enabled, the mover gets "used up" after a certain number of moves
3468 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3469 root 1.1 </attribute>
3470     <attribute arch="hp" editor="number of uses" type="int">
3471     This value has only a meaning if &lt;gets used up&gt; is set:
3472     &lt;number of uses&gt; is the number of times minus one, that it
3473     will move a creature before disappearing. (It will move
3474 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3475 root 1.1 </attribute>
3476     <section name="targets">
3477     <attribute arch="level" editor="move players" type="bool">
3478     If &lt;move players&gt; is enabled, both players and monsters will be
3479     moved. In the arches' default it is disabled - thus ONLY monsters
3480     get moved. Remember that "monsters" includes NPCs!
3481 root 1.3
3482 root 1.1 This feature provides you with the possibility to make NPCs
3483     literally "come to life". Example: The player is talking with an
3484     NPC, speaking a certain keyword. This triggers a magic_ear and
3485     activates creators, creating (per default: monster-only) movers
3486     under the NPC's feet. The NPC starts "walking" on a predefined
3487     route! Note that it's useful to set this NPC immune to everything,
3488     preventing the player to push the NPC off his trace.
3489     </attribute>
3490 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3491     Which movement types activate the mover.
3492 root 1.1 </attribute>
3493     </section>
3494     </type>
3495    
3496     <!--####################################################################-->
3497     <type number="17" name="Pedestal">
3498     <ignore>
3499     <ignore_list name="non_pickable" />
3500     </ignore>
3501     <description><![CDATA[
3502     Pedestals are designed to detect certain types of living objects.
3503     When a predefined type of living creature steps on the pedestal, the
3504 root 1.37 connected value is triggered.]]>
3505 root 1.1 </description>
3506     <use><![CDATA[
3507     If you want to create a place where only players of a certain race
3508     can enter, put a teleporter over your pedestal. So the teleporter is
3509     only activated for players of the matching race. Do not use gates,
3510     because many other players could sneak in. If you put powerful
3511     artifacts into such places, generally set "startequip 1", so that
3512 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3513 root 1.1 </use>
3514     <attribute arch="no_pick" value="1" type="fixed" />
3515     <attribute arch="slaying" editor="match race" type="string">
3516     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3517     matches the monster's or the player's race, we have a match.
3518     Yes, pedestals can detect a player's race! E.g. you could create a
3519 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3520    
3521 root 1.1 If it is set to "player", any player stepping on the pedestal
3522     is a match. Very useful if you want to open a gate for players
3523     but not for monsters.
3524 root 1.51
3525     &match_compat;
3526 root 1.1 </attribute>
3527 root 1.45 <attribute arch="connected" editor="connection" type="string">
3528 root 1.1 When the pedestal is triggered, all objects with the same
3529     connection value get activated.
3530     </attribute>
3531 root 1.9 &move_on;
3532 root 1.1 </type>
3533    
3534     <!--####################################################################-->
3535 root 1.55 <type number="32" name="Pedestal Trigger">
3536     <import_type name="Pedestal" />
3537     <ignore>
3538     <ignore_list name="non_pickable" />
3539     </ignore>
3540     <description><![CDATA[
3541     Pedestal triggers are pedestals which reset after a short period
3542     of time. Every time it is either applied or reset, the
3543     &lt;connection&gt; value is triggered.]]>
3544     </description>
3545     </type>
3546    
3547     <!--####################################################################-->
3548 root 1.52 <type number="19" name="Item Match">
3549     <ignore>
3550     <ignore_list name="non_pickable" />
3551     </ignore>
3552     <description><![CDATA[
3553     Match objects use the deliantra matching language
3554     (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3555     to match items on the same mapspace (if move_on/off are unset) or
3556     items trying to enter (if move_blocked is set).
3557    
3558     If a connected value is given, then it is triggered if the first object
3559     matching the expression is put on it, and the last is removed.]]>
3560     </description>
3561     <use><![CDATA[
3562     If you want to trigger something else (e.g. a gate) when an item is above this object,
3563     use the move_on/move_off settings.
3564    
3565     If you want to keep something from entering if it has (or lacks) a specific item,
3566     use the move_blocked setting.]]>
3567     </use>
3568     <attribute arch="no_pick" value="1" type="fixed" />
3569     <attribute arch="slaying" editor="match expression" type="string">
3570     &match_compat;
3571    
3572     Optionally you can leave out the "match " prefix.
3573     </attribute>
3574     <attribute arch="connected" editor="connection" type="string">
3575     When the match is triggered, all objects with the same
3576     connection value get activated.
3577     </attribute>
3578     &move_on;
3579     &move_off;
3580     &move_block;
3581     </type>
3582    
3583     <!--####################################################################-->
3584 root 1.1 <type number="94" name="Pit">
3585     <ignore>
3586     <ignore_list name="non_pickable" />
3587     </ignore>
3588     <description><![CDATA[
3589     Pits are holes, transporting the player when he walks (and falls) into them.
3590     A speciality about pits is that they don't transport the player to
3591 root 1.37 the exact destination, but within a configurable radius of the destination
3592 root 1.1 (never on blocked squares).<br>
3593     Optionally, pits can get closed and opened, similar to gates.<br><br>
3594     Monsters and items are affected by pits just as well as players.
3595 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3596 root 1.1 </description>
3597     <use><![CDATA[
3598     Pits can add interesting effects to your map. When using them, make
3599     sure to use them in a "logical way": Pits should always drop the
3600     player to some kind of lower level. They should not be used to
3601 root 1.37 randomly interconnect maps like teleporters do.]]>
3602 root 1.1 </use>
3603     <attribute arch="no_pick" value="1" type="fixed" />
3604 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3605 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3606 root 1.37 </attribute>
3607 root 1.45 <attribute arch="connected" editor="connection" type="string">
3608 root 1.1 When a &lt;connection&gt; value is set, the pit can be opened/closed
3609     by activating the connection.
3610     </attribute>
3611 elmex 1.16 &activate_on;
3612 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3613     The pit will transport creatures (and items) randomly into a two-square
3614     radius of the destination coordinates.
3615     If the destination square becomes blocked, the pit will act like
3616     being filled up and not work anymore!
3617     </attribute>
3618     <attribute arch="sp" editor="destination Y" type="int">
3619     The pit will transport creatures (and items) randomly into a two-square
3620     radius of the destination coordinates.
3621     If the destination square becomes blocked, the pit will act like
3622     being filled up and not work anymore!
3623     </attribute>
3624     <attribute arch="wc" editor="position state" type="int">
3625     The &lt;position state&gt; defines the position of the gate:
3626     Zero means completely open/down, the "number of animation-steps" (usually
3627     about 6 or 7) means completely closed/up state. I suggest you don't
3628     mess with this value - Leave the default in place.
3629     </attribute>
3630 root 1.9 &move_on;
3631 root 1.1 </type>
3632    
3633     <!--####################################################################-->
3634     <type number="7" name="Poison Food">
3635     <description><![CDATA[
3636     When eating, the player's stomache is drained by 1/4 of food.
3637 root 1.37 If his food drops to zero, the player might even die.]]>
3638 root 1.1 </description>
3639     </type>
3640    
3641     <!--####################################################################-->
3642     <type number="5" name="Potion">
3643     <description><![CDATA[
3644     The player can drink these and gain various kinds of benefits
3645 root 1.37 (/penalties) by doing so.]]>
3646 root 1.1 </description>
3647     <use><![CDATA[
3648 root 1.37 One potion should never give multiple benefits at once.]]>
3649 root 1.1 </use>
3650     <attribute arch="level" editor="potion level" type="int">
3651     If the potion contains a spell, the spell is cast at this level.
3652     For other potions it should be set at least to 1.
3653     </attribute>
3654     <attribute arch="sp" editor="spell" type="spell">
3655     When a player drinks this potion, the selected spell
3656     will be casted (once). This should work for any given spell.
3657     E.g. heal is "sp 35", magic power is "sp 67".
3658     </attribute>
3659     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3660     There are two types of special effects for potions:
3661     'life restoration' - restore the player's stats lost by death or draining
3662     (this has nothing in common with the restoration spell!)
3663 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3664 root 1.1 by a very small amount.
3665     </attribute>
3666     <attribute arch="cursed" editor="cursed" type="bool">
3667     If a potion is cursed, benefits generally turn into penalties.
3668     Note that potions can be "uncursed" by praying over an altar,
3669     with relative ease. *But* the potion must be identified to notice
3670     that it is cursed &gt;:)
3671     </attribute>
3672     <attribute arch="startequip" editor="godgiven item" type="bool">
3673     A godgiven item vanishes as soon as the player
3674     drops it to the ground.
3675     </attribute>
3676 elmex 1.29 &player_stat_resist_sections;
3677 root 1.1 </type>
3678    
3679     <!--####################################################################-->
3680     <type number="156" name="Power Crystal">
3681     <description><![CDATA[
3682     Power crystals can store a player's mana:
3683     When the player applies the crystal with full mana, half of
3684     it flows into the crystal. When the player applies it with
3685 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3686 root 1.1 </description>
3687     <attribute arch="sp" editor="initial mana" type="int">
3688     &lt;initial mana&gt; is the amount of spellpoints that the
3689     crystal holds when the map is loaded.
3690     </attribute>
3691     <attribute arch="maxsp" editor="mana capacity" type="int">
3692     The &lt;mana capacity&gt; defines how much mana can be stored
3693     in the crystal. This is what makes the crystal interesting.
3694     Wizard-players will always seek for crystals with large
3695     capacities.
3696     </attribute>
3697     </type>
3698    
3699     <!--####################################################################-->
3700     <type number="13" name="Projectile">
3701     <description><![CDATA[
3702     Projectiles like arrows/crossbow bolts are used as ammunition
3703     for shooting weapons.
3704     <br><br>
3705     It's very easy to add new pairs of weapons &amp; projectiles.
3706     Just set matching &lt;ammunition class&gt; both for shooting
3707 root 1.37 weapon and projectile.]]>
3708 root 1.1 </description>
3709     <use><![CDATA[
3710     If you want to create new kinds of projectiles, you could
3711     add an alchemical receipe to create these.
3712 root 1.3
3713 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3714     they really fullfill a useful purpose. In fact, even bows
3715 root 1.37 and crossbows are rarely ever used.]]>
3716 root 1.1 </use>
3717     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3718     This number is a bitmask, specifying the projectile's attacktypes.
3719     Attacktypes are: physical, magical, fire, cold.. etc.
3720     This works identical to melee weapons. Note that shooting
3721     weapons cannot have attacktypes.
3722     </attribute>
3723     <attribute arch="race" editor="ammunition class" type="string">
3724     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3725     these projectiles. For arrows set "arrows", for crossbow bolts
3726     set "crossbow bolts" (big surprise).
3727 root 1.3
3728 root 1.1 In certain cases, the ammunition class is displayed in the game.
3729     Hence, when you create a new ammunition class, choose an
3730     intuitive name like "missiles", "spirit bolts" - whatever.
3731 root 1.3
3732 root 1.1 You can also make special containers holding these projectiles
3733     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3734     </attribute>
3735     <attribute arch="slaying" editor="slaying race" type="string">
3736     Slaying means the weapon does tripple (3x) damage to monsters
3737     of the specified race. If &lt;slaying race&gt; matches an arch name,
3738     only monsters of that archtype receive tripple damage.
3739     Tripple damage is very effective.
3740     </attribute>
3741     <attribute arch="dam" editor="damage" type="int">
3742     The projectile &lt;damage&gt; significantly affects the damage
3743     done. Damage can be further increased by the shooting
3744     weapon's attributes.
3745     </attribute>
3746     <attribute arch="wc" editor="weaponclass" type="int">
3747     This value is supposed to be the base &lt;weaponclass&gt;,
3748     but it seems to have rather little effect.
3749     High values are good here, low values bad.
3750     </attribute>
3751     <attribute arch="food" editor="chance to break" type="int">
3752     The &lt;chance to break&gt; defines the breaking probability when this
3753     projectile hits an obstacle, e.g. wall or monster.
3754     The value is the %-chance to break, ranging from 0 (never breaking)
3755     to 100 (breaking at first shot).
3756     </attribute>
3757     <attribute arch="magic" editor="magic bonus" type="int">
3758     Magic bonus increases chance to hit and damage a little bit.
3759     </attribute>
3760     <attribute arch="unique" editor="unique item" type="bool">
3761     Unique items exist only one time on a server. If the item
3762     is taken, lost or destroyed - it's gone for good.
3763     </attribute>
3764     <attribute arch="startequip" editor="godgiven item" type="bool">
3765     A godgiven item vanishes as soon as the player
3766     drops it to the ground.
3767     </attribute>
3768     <attribute arch="no_drop" editor="don't drop" type="bool">
3769     When a monster carries a projectile with &lt;don't drop&gt;,
3770     this item will never drop to the ground but
3771     vanish instead. If this object is shot, it can still drop
3772     after hitting an obstacle. You can prevent this by
3773     setting &lt;chance to break&gt; 100.
3774     </attribute>
3775     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3776     This text may describe the projectile. This
3777     could be nice for very special ones.
3778     </attribute>
3779     </type>
3780    
3781     <!--####################################################################-->
3782     <type number="70" name="Ring">
3783     <import_type name="Amulet" />
3784     <description><![CDATA[
3785     Rings are worn on the hands - one ring each.
3786     Wearing rings, the object's stats will directly be inherited to
3787 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3788 root 1.1 </description>
3789     <use><![CDATA[
3790     When you create an artifact ring, never forget that players can
3791     wear <B>two</B> rings! Due to that it is extremely important to
3792     keep rings in balance with the game.
3793     <br><br>
3794     Also keep in mind that rings are generally the wizard's tools.
3795     They should primarily grant bonuses to spellcasting abilities
3796 root 1.37 and non-physical resistances.]]>
3797 root 1.1 </use>
3798     </type>
3799    
3800     <!--####################################################################-->
3801     <type number="3" name="Rod">
3802     <ignore>
3803     <attribute arch="title" />
3804     </ignore>
3805     <description><![CDATA[
3806     A rod contains a spell. The player can use this spell by applying and
3807     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3808     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3809 root 1.37 used endlessly.]]>
3810 root 1.1 </description>
3811     <use><![CDATA[
3812     Rods with healing/curing spells are extremely powerful. Usually, potions have
3813     to be used for that purpose. Though, potions are expensive and only good for
3814 root 1.37 one-time-use.<br>]]>
3815 root 1.1 </use>
3816     <attribute arch="sp" editor="spell" type="spell">
3817     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3818     rods to players, since they can be used endlessly without any mana cost!
3819     Rods with heal/ restoration/ protection spells, IF available, MUST be
3820     very very VERY hard to get!
3821     </attribute>
3822     <attribute arch="level" editor="casting level" type="int">
3823     The casting level of the &lt;spell&gt; determines it's power.
3824     For attack spells, level should be set to something reasonable.
3825     </attribute>
3826     <attribute arch="hp" editor="initial spellpoints" type="int">
3827     This value represents the initial amount of spellpoints in the rod.
3828     Naturally, this is quite unimportant.
3829     </attribute>
3830     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3831     When the rod is fully charged up, it will hold this maximum amount of
3832     spellpoints. Make sure it is enough to cast the contained spell at least
3833     once. But don't set the value too high, as that might make the rod
3834     too effective.
3835     </attribute>
3836     <attribute arch="startequip" editor="godgiven item" type="bool">
3837     A godgiven item vanishes as soon as the player
3838     drops it to the ground.
3839     </attribute>
3840     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3841     This text may contain a description of the rod.
3842     </attribute>
3843     </type>
3844    
3845     <!--####################################################################-->
3846     <type number="154" name="Rune">
3847     <ignore>
3848     <attribute arch="no_pick" />
3849     <attribute arch="title" />
3850     <attribute arch="name_pl" />
3851     <attribute arch="weight" />
3852     <attribute arch="value" />
3853     <attribute arch="material" />
3854     <attribute arch="unpaid" />
3855     </ignore>
3856     <description><![CDATA[
3857 root 1.3 A rune is a magical enscription on the dungeon floor.
3858 root 1.1 <br><br>
3859     Runes hit any monster or person who steps on them for 'dam' damage in
3860     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3861     and will cast this spell when it detonates. Yet another kind is the
3862     "summoning rune", summoning predefined monsters of any kind, at detonation.
3863     <br><br>
3864 root 1.37 Many runes are already defined in the archetypes.]]>
3865 root 1.1 </description>
3866     <use><![CDATA[
3867     Avoid monsters stepping on your runes. For example, summoning runes
3868 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3869 root 1.1 </use>
3870     <attribute arch="no_pick" value="1" type="fixed" />
3871 root 1.9 &move_on;
3872 root 1.1 <attribute arch="level" editor="rune level" type="int">
3873     This value sets the level the rune will cast the spell it contains at,
3874     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3875 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3876    
3877 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3878     how much experience the player gets for doing so. Beware: High level
3879     runes can be quite a cheap source of experience! So either make them
3880     tough, or keep the level low.
3881     </attribute>
3882     <attribute arch="Cha" editor="visibility" type="int">
3883     This value determines what fraction of the time the rune is visible:
3884     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3885     how easily the rune may be found.
3886     </attribute>
3887     <attribute arch="hp" editor="number of charges" type="int">
3888     The rune will detonate &lt;number of charges&gt; times before disappearing.
3889     </attribute>
3890     <attribute arch="dam" editor="direct damage" type="int">
3891     &lt;direct damage&gt; specifies how much damage is done by the rune,
3892     if it doesn't contain a spell. This should be set in reasonable
3893 root 1.3 relation to the rune's level.
3894 root 1.1 </attribute>
3895     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3896     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3897     attribute defines what attacktype to use for direct damage when
3898     the rune detonates.
3899     </attribute>
3900     <section name="spellcraft">
3901     <attribute arch="sp" editor="spell" type="spell">
3902     The selected &lt;spell&gt; defines the spell in the rune, if any.
3903     (Many runes do direct damage).
3904     </attribute>
3905     <attribute arch="slaying" editor="spell name" type="string">
3906     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3907     but if present, overrides the &lt;spell&gt; setting.
3908     </attribute>
3909     <attribute arch="other_arch" editor="spell arch" type="string">
3910     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3911     is optional, but if present, overrides the &lt;spell&gt; setting.
3912     You can choose any of the existing arches.
3913     </attribute>
3914     <attribute arch="maxsp" editor="direction" type="list_direction">
3915     If set, the rune will cast it's containing spell (if any) in
3916     this &lt;direction&gt;.In most cases this appears useless because
3917     the spell directly hits the player.
3918     </attribute>
3919     <attribute arch="race" editor="summon monster" type="string">
3920     If this is set to the arch name of any monster, together with
3921     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3922     of those on detonation. (dam and attacktype will still be ignored
3923     in this case). Runes are even capable of summoning multi-square
3924     monsters, given enough space. You'd better test it though.
3925     </attribute>
3926     <attribute arch="maxhp" editor="summon amount" type="int">
3927     This should only be set to a summoning rune. It will then summon
3928     that many creatures of the kind &lt;summon monster&gt;.
3929     </attribute>
3930     </section>
3931     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3932     When the rune detonates, this text is displayed to the
3933     victim. For especially powerful runes, create an appropriate
3934     thrilling description. ;)
3935     </attribute>
3936     </type>
3937    
3938     <!--####################################################################-->
3939     <type number="106" name="Savebed">
3940     <ignore>
3941     <ignore_list name="non_pickable" />
3942     </ignore>
3943     <description><![CDATA[
3944     When the player applies a savebed, he is not only saved. Both his
3945     respawn-after-death and his word-of-recall positions are pointing
3946 root 1.37 to the last-applied savebed.]]>
3947 root 1.1 </description>
3948     <use><![CDATA[
3949     Put savebed locations in towns, do not put them into dungeons.
3950     It is absolutely neccessary that a place with savebeds is 100% secure.
3951     That means:
3952     <UL>
3953     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3954     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3955 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3956 root 1.1 players get trapped in a savebed location.
3957     <LI> If possible, mark the whole site as no-spell area (Insert this
3958     arch called "dungeon_magic" everywhere). This is not required,
3959     but it makes the place much more safe.
3960 root 1.37 </UL>]]>
3961 root 1.1 </use>
3962     <attribute arch="no_pick" value="1" type="fixed" />
3963     <attribute arch="no_magic" value="1" type="fixed" />
3964     <attribute arch="damned" value="1" type="fixed" />
3965     </type>
3966    
3967     <!--####################################################################-->
3968 root 1.3 <type number="111" name="Scroll">
3969     <ignore>
3970     <attribute arch="title" />
3971     </ignore>
3972     <description><![CDATA[
3973     Scrolls contain spells (similar to spell-potions). Unlike potions,
3974     scrolls require a certain literacy skill to read successfully.
3975     Accordingly, for a successful reading, a small amount of
3976     experience is gained. Scrolls allow only one time usage, but
3977 root 1.37 usually they are sold in bulks.]]>
3978 root 1.3 </description>
3979     <use><![CDATA[
3980     For low level quests, scrolls of healing/curing-spells
3981     can be a nice reward. At higher levels, scrolls become less
3982 root 1.37 and less useful.]]>
3983 root 1.3 </use>
3984     <attribute arch="level" editor="casting level" type="int">
3985     The spell of the scroll will be casted at this level.
3986     This value should always be set, at least to 1.
3987     </attribute>
3988     <attribute arch="sp" editor="spell" type="spell">
3989     When a player/monster applies this scroll, the selected &lt;spell&gt;
3990     will be casted (once). This should work for any given spell.
3991     </attribute>
3992     <attribute arch="startequip" editor="godgiven item" type="bool">
3993     A godgiven item vanishes as soon as the player
3994     drops it to the ground.
3995     </attribute>
3996     </type>
3997    
3998     <!--####################################################################-->
3999     <type number="33" name="Shield">
4000     <import_type name="Amulet" />
4001     <description><![CDATA[
4002     Wearing a shield, the object's stats will directly be inherited to
4003     the player. Shields usually provide good defense, only surpassed
4004 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4005 root 1.3 </description>
4006     <use><![CDATA[
4007     Feel free to create your own special artifacts. However, it is very
4008 root 1.37 important that you keep your artifact in balance with existing maps.]]>
4009 root 1.3 </use>
4010     <attribute arch="magic" editor="magic bonus" type="int">
4011     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4012     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4013     than direct armour-class bonus on the shield.
4014     </attribute>
4015     </type>
4016    
4017     <!--####################################################################-->
4018 root 1.1 <type number="14" name="Shooting Weapon">
4019     <description><![CDATA[
4020 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
4021 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4022     wielded both at the same time. Like with any other equipment,
4023     stats/bonuses from shooting weapons are directly inherited to the player.
4024     <br><br>
4025     It's very easy to add new pairs of weapons &amp; projectiles.
4026     Just set matching &lt;ammunition class&gt; both for shooting
4027 root 1.37 weapon and projectile.]]>
4028 root 1.1 </description>
4029     <use><![CDATA[
4030     Shooting weapons should not add bonuses in general. There's already
4031     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4032 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4033 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4034     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4035 root 1.37 - still crap.]]>
4036 root 1.1 </use>
4037     <attribute arch="race" editor="ammunition class" type="string">
4038     Only projectiles with matching &lt;ammunition class&gt; can be fired
4039     with this weapon. For normal bows set "arrows", for normal
4040     crossbows set "crossbow bolts".
4041 root 1.3
4042 root 1.1 In certain cases, the ammunition class is displayed in the game.
4043     Hence, when you create a new ammunition class, choose an
4044     intuitive name like "missiles", "spirit bolts" - whatever.
4045     </attribute>
4046     <attribute arch="sp" editor="shooting speed" type="int">
4047     After shooting a projectile, the player is frozen for a short
4048     period of time (to prevent shooting arrows machine-gun-like).
4049     The greater &lt;shooting speed&gt;, the shorter this period of time.
4050     1 is minimum (=worst) and 100 is maximum (=best) value.
4051 root 1.3
4052 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4053     SET IT TO ZERO! (That would freeze the player for eternety).
4054     </attribute>
4055     <attribute arch="dam" editor="base damage" type="int">
4056     The &lt;base damage&gt; significantly affects the damage done
4057     by using this weapon. This damage is added to the projectile
4058     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4059     according to the player's strength is added.
4060     </attribute>
4061     <attribute arch="wc" editor="weaponclass" type="int">
4062     This value is supposed to be the base &lt;weaponclass&gt;,
4063     but it seems to have rather little effect.
4064     High values are good here, low values bad.
4065     </attribute>
4066     <attribute arch="item_power" editor="item power" type="int">
4067     The &lt;item power&gt; value measures how "powerful" an artifact is.
4068     Players will only be able to wear equipment with a certain total
4069     amount of &lt;item power&gt;, depending on their own level. This is the
4070     only way to prevent low level players to wear "undeserved" equipment
4071     (like gifts from other players or cheated items).
4072 root 1.3
4073 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4074 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4075 root 1.1 calculate a provisional value at runtime, but this is never
4076     going to be an accurate measurement of &lt;item power&gt;.
4077     </attribute>
4078     <attribute arch="no_strength" editor="ignore strength" type="bool">
4079     Usually the player's strentgh takes effect on the damage
4080     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4081     the player's strength is ignored.
4082     </attribute>
4083     <attribute arch="damned" editor="damnation" type="bool">
4084     A damned shooting weapon cannot be unwielded unless
4085     the curse is removed. Removing damnations is
4086     a tick harder than removing curses.
4087     </attribute>
4088     <attribute arch="cursed" editor="curse" type="bool">
4089     A cursed shooting weapon cannot be unwielded unless
4090     the curse is removed.
4091     </attribute>
4092     <attribute arch="unique" editor="unique item" type="bool">
4093     Unique items exist only one time on a server. If the item
4094     is taken, lost or destroyed - it's gone for good.
4095     </attribute>
4096     <attribute arch="startequip" editor="godgiven item" type="bool">
4097     A godgiven item vanishes as soon as the player
4098     drops it to the ground.
4099     </attribute>
4100     <section name="stats">
4101     <attribute arch="Str" editor="strength" type="int">
4102     The player's strentgh will rise/fall by the given value
4103     while wearing this shooting weapon.
4104     </attribute>
4105     <attribute arch="Dex" editor="dexterity" type="int">
4106     The player's dexterity will rise/fall by the given value
4107     while wearing this shooting weapon.
4108     </attribute>
4109     <attribute arch="Con" editor="constitution" type="int">
4110     The player's constitution will rise/fall by the given value
4111     while wearing this shooting weapon.
4112     </attribute>
4113     <attribute arch="Int" editor="intelligence" type="int">
4114     The player's intelligence will rise/fall by the given value
4115     while wearing this shooting weapon.
4116     </attribute>
4117     <attribute arch="Pow" editor="power" type="int">
4118     The player's power will rise/fall by the given value
4119     while wearing this shooting weapon.
4120     </attribute>
4121     <attribute arch="Wis" editor="wisdom" type="int">
4122     The player's wisdom will rise/fall by the given value while
4123     wearing this shooting weapon.
4124     </attribute>
4125     <attribute arch="Cha" editor="charisma" type="int">
4126     The player's charisma will rise/fall by the given value
4127     while wearing this shooting weapon.
4128     </attribute>
4129     </section>
4130     <section name="bonus">
4131     <attribute arch="luck" editor="luck bonus" type="int">
4132     With positive luck bonus, the player is more likely to
4133     succeed in all sorts of things (spellcasting, praying,...).
4134     Unless the &lt;luck bonus&gt; is very high, the effect will be
4135     barely visible in-game. Luck bonus on one piece of equipment
4136     should never exceed 3, and such bonus should not be too
4137     frequently available.
4138     </attribute>
4139     <attribute arch="magic" editor="magic bonus" type="int">
4140     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4141     I'm not sure what exactly is increased - maybe weaponclass?
4142     However, &lt;magic bonus&gt; seems to have a little bit of positive
4143     influence on your chance to hit.
4144     </attribute>
4145     </section>
4146     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4147     This text describes the weapons's "story". Every decent artifact weapon
4148     should have such a description.
4149     </attribute>
4150     </type>
4151    
4152     <!--####################################################################-->
4153     <type number="68" name="Shop Floor">
4154     <ignore>
4155     <ignore_list name="non_pickable" />
4156     </ignore>
4157     <description><![CDATA[
4158     Shop floor is used for shops. It acts like a combination of the
4159     common floor- and the treasure type: When the map is loaded,
4160     randomitems (depending on the setings) are generated on it.
4161     These items are all flagged as unpaid.
4162     When a player drops an item onto shop floor, the item becomes
4163     unpaid and the player receives payment according to the item's
4164     selling-value.
4165     Shopfloor always prevents magic (To hinder players from burning
4166 root 1.37 or freezing the goods).]]>
4167 root 1.1 </description>
4168     <use><![CDATA[
4169     Tile your whole shop-interior space which shop floor.
4170     (That assures players receive payment for dropping items).
4171     Place shop mats to enter/leave the shop, and make sure
4172 root 1.37 there is no other exit than the shop mat.]]>
4173 root 1.1 </use>
4174     <attribute arch="is_floor" value="1" type="fixed" />
4175     <attribute arch="no_pick" value="1" type="fixed" />
4176     <attribute arch="no_magic" value="1" type="fixed" />
4177     <attribute arch="auto_apply" editor="generate goods" type="bool">
4178     If enabled, items will appear on this square when the map is loaded.
4179     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4180     are generated. The items will be unpaid.
4181     </attribute>
4182     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4183     This entry determines what kind of treasure will appear, when
4184     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4185     for details about existing treasurelists.
4186     </attribute>
4187     <attribute arch="exp" editor="quality level" type="int">
4188     The &lt;quality level&gt; will be used for the quality of the generated
4189     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4190     doesn't need to be set, unless you want extraordinarily good/bad
4191     quality. If you want to make a shop with very high quality, meaybe
4192     charge an entrance fee, or make the shop hard-to-come-by.
4193     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4194     and appearance of artifact-items.
4195     </attribute>
4196     <attribute arch="damned" editor="no prayers" type="bool">
4197     If enabled, it is impossible for players to use prayers
4198     on that spot. It also prevents players from saving.
4199     (Remember that &lt;no magic&gt; is always set for shop floors.)
4200     </attribute>
4201     </type>
4202    
4203     <!--####################################################################-->
4204     <type number="69" name="Shop Mat">
4205     <ignore>
4206     <ignore_list name="non_pickable" />
4207     </ignore>
4208     <description><![CDATA[
4209     Shop mats are used for entering/leaving shops. You should always
4210     have exactly TWO shop mats on your shop-map: One inside the
4211     "shopping-area" and one outside. Shop mats don't use exit paths/
4212     or -destinations. When stepping onto a shopmat the player gets beamed
4213     to the nearest other mat. If the player has unpaid items in his
4214     inventory, the price gets charged from his coins automatically.
4215     If the player has insufficient coins to buy his unpaid items, he
4216 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4217 root 1.1 </description>
4218     <use><![CDATA[
4219     As stated above, always place TWO shop mats into your shop.
4220 root 1.37 Not more and not less than that.]]>
4221 root 1.1 </use>
4222     <attribute arch="no_pick" value="1" type="fixed" />
4223 root 1.9 &move_on;
4224 root 1.1 </type>
4225    
4226     <!--####################################################################-->
4227     <type number="98" name="Sign &amp; MagicMouth">
4228     <ignore>
4229     <ignore_list name="non_pickable" />
4230     </ignore>
4231     <description><![CDATA[
4232     The purpose of a sign or magic_mouth is to display a certain message to
4233     the player. There are three ways to have the player get this message:
4234     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4235 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4236 root 1.1 </description>
4237     <use><![CDATA[
4238     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4239     some true roleplay feeling to your maps, support your storyline or give
4240     hints about hidden secrets/dangers. Place signs to provide the player
4241 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4242 root 1.1 </use>
4243 root 1.45 <attribute arch="connected" editor="connection" type="string">
4244 root 1.1 When a connection value is set, the message will be printed whenever
4245     the connection is triggered. This should be used in combination with
4246     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4247     If activating your magic_mouth this way, the message will not only be
4248     printed to one player, but all players on the current map.
4249     </attribute>
4250 elmex 1.16 &activate_on;
4251 root 1.9 &move_on;
4252 root 1.1 <attribute arch="food" editor="counter" type="int">
4253     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4254     (printing the message) only that many times. For signs this really shouldn't
4255     be used, while for magic_mouths it is extremely helpful.
4256     Monsters walking over the magic_mouth do not decrease the counter.
4257 root 1.3
4258 root 1.1 Often, you might want to have a message displayed only one time. For example:
4259     The player enters your map and you put a magic_mouth to tell him about the
4260     monsters and how dangerous they look and all. Later, when all the monsters
4261     are killed and the player leaves the map, displaying the same message a
4262     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4263     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4264     </attribute>
4265     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4266     This text will be displayed to the player.
4267     </attribute>
4268     </type>
4269    
4270 elmex 1.23 <type number="150" name="Shop Inventory">
4271     <ignore>
4272     <ignore_list name="non_pickable" />
4273     </ignore>
4274     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4275     </description>
4276     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4277     </use>
4278     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4279     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4280     the map that will be searched for unpaid items.
4281     </attribute>
4282     </type>
4283    
4284 root 1.1 <!--####################################################################-->
4285     <type number="43" name="Skill">
4286     <ignore>
4287     <ignore_list name="system_object" />
4288     </ignore>
4289     <description><![CDATA[
4290     Skills are objects which exist in the player/monster inventory.
4291     Both NPC/monsters and players use the same skill archetypes. Not all skills
4292 root 1.37 are enabled for monster use however.]]>
4293 root 1.1 </description>
4294     <use><![CDATA[
4295     For mapmaking, Skill objects serve two purposes:
4296     <p>First, the predefined skill archtypes (in the 'skills' directory)
4297     can be seen as the global skill definitions. A skill which doesn't
4298     exists as an archtype cannot be learned or used by players. When you
4299     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4300     of defined skill archtypes, because those strings are used as a reference in
4301     many skill-related objects.
4302     </p><p>
4303     Secondly, in order to enable monsters to use skills, you will need to
4304     copy default skill archtypes into the monsters' inventories.
4305     You can even customize the skills by changing stats. It is not
4306     recommended however, to use skills in your maps which are totally
4307 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4308 root 1.1 </use>
4309     <attribute arch="invisible" value="1" type="fixed" />
4310     <attribute arch="no_drop" value="1" type="fixed" />
4311     <attribute arch="skill" editor="skill name" type="string">
4312     The &lt;skill name&gt; is used for matchings. When a usable
4313     object has an identical &lt;skill name&gt;, players
4314     (or monsters) will need this skill to apply/use the object.
4315     </attribute>
4316     <attribute arch="expmul" editor="exp multiplier" type="float">
4317     This is the ratio of experience the players total should increase by
4318     when this skill is used. If this is zero, then experience only goes to
4319     to the skill. Values higher than 1 are allowed. Note that experience
4320     rewarded to the players total is in addition to that given to the
4321     skill. Eg, if player should get 500 exp for using a skill, and
4322     expmul is 1, the player will get 500 added to that skill as well as
4323     500 to their total.
4324     </attribute>
4325     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4326     The &lt;skill type&gt; defines the base functionality of the skill.
4327 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4328 root 1.1 create new skill types, but it requires a bit of server-coding.
4329     </attribute>
4330     <attribute arch="level" editor="level" type="int">
4331     </attribute>
4332     <attribute arch="exp" editor="experience" type="int">
4333     </attribute>
4334     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4335     The &lt;is native skill&gt; flag has an effect only when this
4336     skill object is placed in the inventory of a monster (or player).
4337     If it is set, the monster or player knows the skill natively, which
4338     means he does not need a skill tool to use it.
4339     </attribute>
4340     </type>
4341    
4342     <!--####################################################################-->
4343     <type number="130" name="Skill Scroll">
4344     <description><![CDATA[
4345     By reading a skill scroll, a player has a chance to learn the
4346 root 1.37 contained skill.]]>
4347 root 1.1 </description>
4348     <use><![CDATA[
4349     Skill scrolls are very much sought for by players. Currently,
4350     all skill scrolls are sold in shops randomly, which is in fact not
4351     a good system. It would be nice to have some cool quests with
4352 root 1.37 skill scrolls rewarded at the end.]]>
4353 root 1.1 </use>
4354     <attribute arch="race" value="scrolls" type="fixed" />
4355     <attribute arch="skill" editor="skill name" type="string">
4356     The &lt;skill name&gt; matches the skill object that can
4357     be learned from this scroll.
4358     </attribute>
4359     </type>
4360    
4361     <!--####################################################################-->
4362     <type number="21" name="Special Key">
4363     <ignore>
4364     <attribute arch="material" />
4365     </ignore>
4366     <description><![CDATA[
4367     When carrying the appropriate special key, a locked door can
4368     be opened. The key will dissapear.
4369     <br><br>
4370     This object-type can also be used for "passport"-like items:
4371     When walking onto an invetory checker, a gate for example might
4372 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4373 root 1.1 </description>
4374     <use><![CDATA[
4375     How to make a "passport": You take the special key arch
4376     (archetype name is "key2"), set the face to something like
4377     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4378     certainly must match with the appropiate inventory checker.
4379     <br><br>
4380     Of course you can be creative with names and faces of
4381     key-objects. A "mysterious crystal" or a "big dragon claw"
4382     (with appropriate faces) appear more interesting than just
4383 root 1.37 a "strange key", or "passport".]]>
4384 root 1.1 </use>
4385     <attribute arch="slaying" editor="key string" type="string">
4386     This string must be identical with the &lt;key string&gt; in the
4387     locked door, then it can be unlocked. It can also be used
4388     to trigger inventory checkers.
4389     </attribute>
4390     <attribute arch="material" editor="material" type="bitmask_material">
4391     For Special Keys, material should always be unset or set
4392     to Adamantite. This prevents the key from getting
4393     burned or otherwise destroyed.
4394     </attribute>
4395     <attribute arch="unique" editor="unique item" type="bool">
4396     Unique items exist only one time on a server. If the item
4397     is taken, lost or destroyed - it's gone for good.
4398 root 1.3
4399 root 1.1 This can be used if you want to sell apartments on your
4400     map: Simply sell a unique passport/key, and place
4401     an inventory checker at the entrance of your apartment.
4402     </attribute>
4403     <attribute arch="startequip" editor="godgiven item" type="bool">
4404     A godgiven item vanishes as soon as the player
4405     drops it to the ground.
4406     </attribute>
4407     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4408     This will add a description to the object. The player can read
4409     this text by clicking on the item in his inventory. Use this
4410     message to describe what the key/passport is good for. A player
4411     might have 50 different keys on his key-ring. Don't expect
4412     players to recall their purpose just by their names.
4413     </attribute>
4414     </type>
4415    
4416     <!--####################################################################-->
4417     <type number="101" name="Spell">
4418     <ignore>
4419     <ignore_list name="system_object" />
4420     </ignore>
4421     <description><![CDATA[
4422     Spell objects define a spell. When a spell is put in a spellbook,
4423     players can learn it by reading the book. Once learned, players
4424     can use the spell as often as they like. With increasing skill level
4425     of the player, spells may gain power but also increase cost.<br>
4426     Monsters can use spells which are put in their inventory (provided
4427     that certain "enabling" settings are correct). The monster's
4428 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4429 root 1.1 </description>
4430     <use><![CDATA[
4431     A lot of the spells' settings can be tuned and customized.
4432     When creating new spells which are accessible to players, it is
4433     important to think about balance. A single spell which is too
4434     powerful and/or too easy to use can eventually toss the whole skill
4435     and magic school system out of whack. Testing new spells is
4436 root 1.37 quite important therefore.]]>
4437 root 1.1 </use>
4438     <attribute arch="no_drop" value="1" type="fixed" />
4439     <attribute arch="invisible" value="1" type="fixed" />
4440     <attribute arch="skill" editor="skill name" type="string">
4441     The &lt;skill name&gt; matches the skill which is needed
4442     to cast this spell. This should be one out of "sorcery",
4443     "pyromancy", "evocation", "summoning" or "praying".
4444     If you want to fiddle with these, please take care not
4445     to upset the concept and balance of the various skills.
4446     </attribute>
4447     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4448     The &lt;spell type&gt; defines the basic type of spell.
4449     Some of these types are of a more generic nature than others.
4450     </attribute>
4451     <attribute arch="level" editor="spell level" type="int">
4452     </attribute>
4453     <attribute arch="casting_time" editor="casting time" type="int">
4454     </attribute>
4455     <attribute arch="duration" editor="duration" type="int">
4456     </attribute>
4457     <attribute arch="other_arch" editor="create object" type="string">
4458     </attribute>
4459     <attribute arch="sp" editor="cost spellpoints" type="int">
4460     </attribute>
4461     <attribute arch="grace" editor="cost grace" type="int">
4462     </attribute>
4463     <attribute arch="maxsp" editor="double cost per level" type="int">
4464     </attribute>
4465     </type>
4466    
4467     <!--####################################################################-->
4468     <type number="85" name="Spellbook">
4469     <description><![CDATA[
4470     By reading a spellbook, the player has a chance of learning the
4471     contained spell. Once learned from a book, the spell is available
4472     forever. Spellbooks with high level spells require some skill-level
4473     to read.<br><br>
4474     You can create widely customized spells only by adjusting the
4475     spell object in the spellbooks inventory. Refer to the description
4476     of spell objects for detailed information how to customize spells.<br>
4477     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4478 root 1.37 with a compilation of spells that the book may contain.]]>
4479 root 1.1 </description>
4480     <use><![CDATA[
4481     Don't put any of the godgiven spells into a spellbook! These are
4482     reserved for the followers of the appropriate cults. Handing them
4483     out in a spellbook would violate the balance between different religions.
4484     <br><br>
4485     Note that there is no fundamental difference between the spellbooks
4486     of varying schools (pyromancy, sorcery, evocation, summoning, and
4487     even praying). The difference lies only in the spells they contain.
4488     It is up to you, the mapmaker, to pick the right type of book
4489 root 1.37 for your spells.]]>
4490 root 1.1 </use>
4491     <attribute arch="skill" value="literacy" type="fixed" />
4492     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4493     There are two ways to put spells into a spellbook:
4494     1. Put a spell object in the books inventory. In this case,
4495     treasurelist must be set to &lt;none&gt;.
4496     2. Choose a treasurelist which contains spells.
4497     In that way, a spell will be chosen randomly from the list.
4498     </attribute>
4499     <attribute arch="startequip" editor="godgiven item" type="bool">
4500     A godgiven item vanishes as soon as the player
4501     drops it to the ground.
4502     </attribute>
4503     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4504     This text may contain a nice description
4505     of the spellbook's cover or something.
4506     </attribute>
4507     </type>
4508    
4509     <!--####################################################################-->
4510     <type number="90" name="Spinner">
4511     <ignore>
4512     <ignore_list name="non_pickable" />
4513     </ignore>
4514     <description><![CDATA[
4515     Spinners change the direction of spell objects and other projectiles
4516     that fly past. Unlike directors, it does make a difference from what
4517     angle you shoot into the spinner. The direction of objects flying past
4518 root 1.37 is always changed by a certain degree.]]>
4519 root 1.1 </description>
4520     <use><![CDATA[
4521     Spinners are very rarely used. I believe they are quite
4522     confusing and pointless. The only use I can think of is building
4523     some puzzle about where to shoot into spinners to shoot somewhere you
4524     otherwise couldn't.
4525 root 1.3
4526 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4527 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4528 root 1.1 </use>
4529     <attribute arch="sp" editor="direction number" type="int">
4530     The spinner will change the direction of flying objects by
4531     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4532     positive values counter clockwise.
4533 root 1.3
4534 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4535     </attribute>
4536 root 1.9 &move_on;
4537 root 1.1 </type>
4538    
4539     <!--####################################################################-->
4540     <type number="138" name="Swamp">
4541     <ignore>
4542     <ignore_list name="non_pickable" />
4543     </ignore>
4544     <description><![CDATA[
4545     Swamp areas show a special behaviour:
4546     When a player stands still on a swamp-square for too long,
4547     he will start to sink in and eventually drown and die.
4548     Items dropped on the swamp sink in and dissapear.
4549     Players with knowledge of the woodsman skill are a lot less likely
4550 root 1.37 to die in the swamp.]]>
4551 root 1.1 </description>
4552     <attribute arch="is_floor" value="1" type="fixed" />
4553     <attribute arch="is_wooded" value="1" type="fixed" />
4554     <attribute arch="speed" editor="drowning speed" type="float">
4555     The higher the &lt;drowning speed&gt;, the faster will players and items
4556     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4557     and unexpected death-trap. Players should get a warning before such areas.
4558     </attribute>
4559 root 1.12 &speed_left;
4560 root 1.9 &move_on;
4561     &movement_types_terrain;
4562 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4563     If enabled, it is impossible for players to use (wizard-)
4564     spells on that spot.
4565     </attribute>
4566     <attribute arch="damned" editor="no prayers" type="bool">
4567     If enabled, it is impossible for players to use prayers
4568     on that spot. It also prevents players from saving.
4569     </attribute>
4570     </type>
4571    
4572     <!--####################################################################-->
4573     <type number="41" name="Teleporter">
4574     <ignore>
4575     <ignore_list name="non_pickable" />
4576     </ignore>
4577     <description><![CDATA[
4578     When the player walks into a teleporter, he is transferred to a
4579     different location. The main difference to the object-type exit
4580     is the possibility to have teleporters connected to levers/buttons/etc.
4581     Sometimes teleporters are activated even against the players will.
4582     <br><br>
4583     Unlike exits, teleporters can also transfer items and
4584 root 1.37 monsters to different locations on the same map.]]>
4585 root 1.1 </description>
4586     <use><![CDATA[
4587     When creating maps, I guess sooner or later you'll want to have
4588     an invisible teleporter. If using "invisible 1", the teleporter
4589     can still be discovered with the show_invisible spell. And in
4590     some cases you can't place it under the floor to prevent this.
4591     <br><br>
4592     Fortunately, there is a cool trick to make a perfectly invisible
4593     teleporter: You simply add teleporter functionality to the floor
4594     itself. That means: You take the floor arch (e.g. "flagstone"),
4595 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4596 root 1.1 </use>
4597     <attribute arch="slaying" editor="exit path" type="string">
4598     The exit path specifies the map that the player is transferred to.
4599     &lt;exit path&gt; can be an absolute path, beginning with '/'
4600     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4601     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4602     for example I could use the relative path "Fire1"). Use relative
4603     paths whenever possible! Note that upper/lower case must always be
4604     set correctly. However, please use lower case only.
4605 root 1.3
4606 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4607     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4608     monsters and items. In this case, the destined map is automatically
4609     the same map the teleporter is on.
4610     </attribute>
4611     <attribute arch="hp" editor="destination X" type="int">
4612     The exit destinations define the (x, y)-coordinates where the exit
4613     leads to.
4614 root 1.3
4615 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4616     get teleported to another, randomly chosen teleporter on the same
4617     map (Slightly confusing for the player though). Make sure there
4618     actually *is* a second one in that case.
4619 root 1.3
4620 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4621     be transferred to the "default enter location" of the destined map.
4622     The latter can be set in the map-properties as "Enter X/Y". Though,
4623     please DO NOT use that. It turned out to be a source for numerous
4624     map-bugs.
4625     </attribute>
4626     <attribute arch="sp" editor="destination Y" type="int">
4627     The exit destinations define the (x, y)-coordinates where the exit
4628     leads to.
4629 root 1.3
4630 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4631     get teleported to another, randomly chosen teleporter on the same
4632     map (Slightly confusing for the player though). Make sure there
4633     actually *is* a second one in that case.
4634 root 1.3
4635 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4636     be transferred to the "default enter location" of the destined map.
4637     The latter can be set in the map-properties as "Enter X/Y". Though,
4638     please DO NOT use that. It turned out to be a source for numerous
4639     map-bugs.
4640     </attribute>
4641 root 1.45 <attribute arch="connected" editor="connection" type="string">
4642 root 1.1 If a connection value is set, the teleporter will be activated
4643     whenever the connection is triggered. To use this properly,
4644     &lt;activation speed&gt; must be zero.
4645     </attribute>
4646 elmex 1.16 &activate_on;
4647 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4648     If the &lt;activation speed&gt; is nonzero, the teleporter will
4649     automatically be activated in regular time-intervals. Hence, the
4650     player can just step on it and gets teleported sooner or later.
4651     The duration between two activates depends on the given value.
4652 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4653    
4654 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4655     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4656     </attribute>
4657 root 1.12 &speed_left;
4658 root 1.1 </type>
4659    
4660     <!--####################################################################-->
4661 root 1.3 <type number="26" name="Timed Gate">
4662     <ignore>
4663     <ignore_list name="non_pickable" />
4664     </ignore>
4665     <description><![CDATA[
4666 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4667 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4668     or carrying special key-objects (-> inventory checker).
4669     Unlike locked doors, gates can get shut again after a player has
4670     passed, which makes them more practical in many cases. Unlike normal
4671     gates, timed gates open when triggered but automatically close again
4672     after some time.]]>
4673     </description>
4674     <use><![CDATA[
4675     Use gates to divide your maps into separated areas. After solving
4676     area A, the player gains access to area B, and so on. Make your
4677 root 1.37 maps more complex than "one-way".]]>
4678 root 1.3 </use>
4679     <attribute arch="no_pick" value="1" type="fixed" />
4680 root 1.45 <attribute arch="connected" editor="connection" type="string">
4681 root 1.3 Whenever the inventory checker is triggered, all objects with identical
4682     &lt;connection&gt; value get activated. This only makes sense together with
4683     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4684     after some time.
4685     </attribute>
4686 elmex 1.16 &activate_on;
4687 root 1.3 <attribute arch="wc" editor="position state" type="int">
4688     The &lt;position state&gt; defines the position of the gate:
4689     Zero means completely open/down, the "number of animation-steps" (usually
4690     about 6 or 7) means completely closed/up state. I suggest you don't
4691     mess with this value - Leave the default in place.
4692     </attribute>
4693 root 1.9 &movement_types_terrain;
4694 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4695     Restricting the use of spells to pass this gate. This has
4696     an effect only if &lt;block view&gt; is disabled.
4697     </attribute>
4698     <attribute arch="damned" editor="restrict prayers" type="bool">
4699     Restricting the use of prayers to pass this door. This has
4700     an effect only if &lt;block view&gt; is disabled.
4701     </attribute>
4702     <attribute arch="hp" editor="open duration" type="int">
4703     Defines the duration the gate remains closed. This only takes effect
4704     if the gate is not connected.
4705     </attribute>
4706     </type>
4707    
4708     <!--####################################################################-->
4709 root 1.1 <type number="155" name="Trap">
4710     <ignore>
4711     <attribute arch="no_pick" />
4712     <attribute arch="title" />
4713     <attribute arch="name_pl" />
4714     <attribute arch="weight" />
4715     <attribute arch="value" />
4716     <attribute arch="material" />
4717     <attribute arch="unpaid" />
4718     </ignore>
4719     <description><![CDATA[
4720     A trap is a object that can either do damage or trigger another connected object
4721 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4722 root 1.1 and generally have either a physical attack or trigger a reaction.
4723     <br><br>
4724     Traps hit any monster or person who steps on them for 'dam' damage in
4725     'attacktype' attacktype and/or trigger a reaction.
4726     <br><br>
4727 root 1.28 Many traps are already defined in the archetypes.]]>
4728 root 1.1 </description>
4729     <use><![CDATA[
4730     Avoid monsters stepping on your traps. For example, a party of orcs setting
4731 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4732 root 1.1 </use>
4733     <attribute arch="no_pick" value="1" type="fixed" />
4734 root 1.9 &move_on;
4735 root 1.3 <attribute arch="level" editor="trap level" type="int">
4736 root 1.1 Level effects how easily a trap may be found and disarmed, and
4737     how much experience the player gets for doing so. Beware: High level
4738     traps can be quite a cheap source of experience! So either make them
4739     tough, or keep the level low.
4740     </attribute>
4741     <attribute arch="Cha" editor="visibility" type="int">
4742     This value determines what fraction of the time the trap is visible:
4743     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4744     how easily the trap may be found.
4745     </attribute>
4746     <attribute arch="hp" editor="number of charges" type="int">
4747     The trap will detonate &lt;number of charges&gt; times before disappearing.
4748     </attribute>
4749     <attribute arch="dam" editor="direct damage" type="int">
4750 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4751     This should be set in reasonable relation to the trap's level.
4752 root 1.1 </attribute>
4753     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4754     This attribute defines what attacktype to use for direct damage when
4755     the trap detonates.
4756     </attribute>
4757 root 1.45 <attribute arch="connected" editor="connection" type="string">
4758 root 1.1 When the trap is detonated, all objects with the same
4759     connection value get activated.
4760     </attribute>
4761     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4762     When the trap detonates, this text is displayed to the
4763     victim. For especially powerful or complex traps, create an appropriate
4764     and thrilling description. ;)
4765     </attribute>
4766     </type>
4767    
4768     <!--####################################################################-->
4769     <type number="95" name="Trapdoor">
4770     <ignore>
4771     <ignore_list name="non_pickable" />
4772     </ignore>
4773     <description><![CDATA[
4774     Trapdoors are very similar to pits. The difference is that they
4775     can not be closed. Instead, the weight of the object on the
4776     trapdoor determines weither it slams the trapdoor open and falls through
4777     or not.<br>
4778     Once a trapdoor has been opened (by a creature or items of sufficient
4779 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4780 root 1.1 </description>
4781     <use><![CDATA[
4782     Trapdoors should be used in the same fashion as pits:
4783     They should always drop the victims to some kind of lower level. They
4784 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4785 root 1.1 </use>
4786     <attribute arch="no_pick" value="1" type="fixed" />
4787 root 1.9 &move_on;
4788 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4789     This value defines how much weight the trapdoor can hold.
4790     Once items or creatures are gathered on the trapdoor, with
4791     a total weight surpassing this value, then the trapdoor will
4792     open and things start falling through.
4793     </attribute>
4794     <attribute arch="hp" editor="destination X" type="int">
4795     The trapdoor will transport creatures (and items) randomly into
4796     a two-square radius of the destination coordinates.
4797     If the destination square becomes blocked, the trapdoor will act like
4798     being filled up and not work anymore!
4799     </attribute>
4800     <attribute arch="sp" editor="destination Y" type="int">
4801     The trapdoor will transport creatures (and items) randomly into
4802     a two-square radius of the destination coordinates.
4803     If the destination square becomes blocked, the trapdoor will act like
4804     being filled up and not work anymore!
4805     </attribute>
4806     </type>
4807    
4808     <!--####################################################################-->
4809     <type number="4" name="Treasure">
4810     <ignore>
4811     <attribute arch="nrof" />
4812     <attribute arch="title" />
4813     <attribute arch="name_pl" />
4814     <attribute arch="weight" />
4815     <attribute arch="value" />
4816     <attribute arch="material" />
4817     </ignore>
4818     <description><![CDATA[
4819     A treasure-object turns into certain randomitems when the map is loaded
4820 root 1.37 into the game.]]>
4821 root 1.1 </description>
4822     <use><![CDATA[
4823     About usage of the "random-artifact" treasurelist:
4824     This will generate powerful stuff like girdles, xray helmets, special
4825     swords etc. If you put this as reward to your quest, players might be
4826     motivated to do it more than once. BUT, by doing so they will get a huge
4827     number of different artifacts! Besides, players will always seek the place
4828     with the most easy-to-get random artifact and ignore all others.
4829     My advice: Don't use it! Attract players with good fighting experience
4830 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4831 root 1.1 </use>
4832     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4833     This entry determines what kind of treasure will appear. Look into
4834     /crossfire/share/crossfire/treasures for details about existing
4835     treasurelists.
4836     </attribute>
4837     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4838     "Auto-generate" must be set in order to have the treasure be created
4839     when the map is loaded.
4840     If you want to create a random treasure chest, you unset this flag.
4841     That way, the player has to apply the object (the chest), then the
4842     treasure is generated.
4843     </attribute>
4844     <attribute arch="hp" editor="create number" type="int">
4845     "Create number" specifies how many pieces of the given treasurelist
4846     will appear. Note that for every piece there is a chance that nothing is
4847     generated. Also, sometimes there can be stacks of items generated, like
4848     for gems/money.
4849     </attribute>
4850     <attribute arch="exp" editor="quality level" type="int">
4851     The &lt;quality level&gt; will be used for the quality of the generated
4852     treasure instead of the map difficulty (as was done with shops).
4853     If zero/unset, the map difficulty will instead be used.
4854     (Example for comparison: Shop floors generate treasure of
4855     &lt;quality level&gt; 5 per default).
4856     </attribute>
4857     </type>
4858    
4859     <!--####################################################################-->
4860 root 1.3 <type number="52" name="Trigger Marker">
4861     <ignore>
4862     <ignore_list name="system_object" />
4863     </ignore>
4864     <description><![CDATA[
4865     A trigger marker is an object that inserts an invisible force (a mark) into a
4866     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4867     &lt;key string&gt; which can be discovered by detectors or inventory
4868     checkers. It is also possible to use markers for removing marks again.
4869 root 1.57 (by setting the "name" slot to the name of the marker to be removed).
4870 root 1.3 <br><br>
4871     Note that the player has no possibility to "see" his own marks,
4872 root 1.37 except by the effect that they cause on the maps.]]>
4873 root 1.3 </description>
4874     <use><![CDATA[
4875     Markers hold real cool possibilities for map-making. I encourage
4876     you to use them frequently. However there is one negative point
4877     about markers: Players don't "see" what's going on with them. It is
4878     your task, as map-creator, to make sure the player is always well
4879     informed and never confused.
4880     <br><br>
4881     Please avoid infinite markers when they aren't needed. They're
4882     using a little space in the player file after all, so if there
4883 root 1.37 is no real purpose, set an expire time.]]>
4884 root 1.3 </use>
4885     <attribute arch="no_pick" value="1" type="fixed" />
4886     <attribute arch="slaying" editor="key string" type="string">
4887     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4888     If the player already has a force with that &lt;key string&gt;,
4889     there won't be inserted a second one.
4890     </attribute>
4891 root 1.45 <attribute arch="connected" editor="connection" type="string">
4892 root 1.3 Unlike a regular marker this is the connection that triggers this marker to activate.
4893     </attribute>
4894     <attribute arch="food" editor="mark duration" type="int">
4895     This value defines the duration of the force it inserts.
4896     If nonzero, the duration of the player's mark is finite:
4897     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4898     means the mark will stay on the player forever.
4899     </attribute>
4900     <attribute arch="name" editor="delete mark" type="string">
4901     When the player steps onto the marker, all existing forces in
4902     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4903     will be removed. If you don't want to remove any marks, leave
4904     this textfield empty.
4905    
4906     Note that the string &lt;delete mark&gt; is set as the name of
4907     this marker. So don't be confused, and remember changing the
4908     name will take effect on the marker's functionality.
4909     </attribute>
4910     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4911     In the moment when the player gets marked, this text is displayed
4912     to him. You should really set a message in any marker you create,
4913     because it's the only way for the player to notice what's going on.
4914     </attribute>
4915     </type>
4916    
4917     <!--####################################################################-->
4918 root 1.1 <type number="0" name="Wall">
4919     <required>
4920     <attribute arch="is_floor" value="0" />
4921     <attribute arch="alive" value="0" />
4922 root 1.14 <attribute arch="no_pass" value="1" />
4923 root 1.1 </required>
4924     <ignore>
4925     <attribute arch="nrof" />
4926     <attribute arch="title" />
4927     <attribute arch="name_pl" />
4928     <attribute arch="value" />
4929     <attribute arch="unpaid" />
4930     </ignore>
4931     <description><![CDATA[
4932 root 1.37 Walls usually block passage and sight.]]>
4933 root 1.1 </description>
4934 root 1.9 &movement_types_terrain;
4935 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4936     If set, the object is able to "roll", so it can be pushed around.
4937     This setting is used for boulders and barrels.
4938     </attribute>
4939     <attribute arch="no_magic" editor="restrict spells" type="bool">
4940     This takes effect only with &lt;blocksview&gt; disabled.
4941     Restricting the use of spells to pass this wall.
4942     </attribute>
4943     <attribute arch="damned" editor="restrict prayers" type="bool">
4944     This takes effect only with &lt;blocksview&gt; disabled.
4945     Restricting the use of spells to pass this wall.
4946     </attribute>
4947     </type>
4948    
4949     <!--####################################################################-->
4950 root 1.3 <type number="109" name="Wand &amp; Staff">
4951     <description><![CDATA[
4952     Wands contain a certain spell. The player can apply (ready) and
4953     fire the wand. After a defined number of casts, the wand is
4954     "used up". It is possible to recharge a wand with scrolls of
4955 root 1.37 charging, but usually that isn't worth the cost.]]>
4956 root 1.3 </description>
4957     <use><![CDATA[
4958     Wands are quite seldomly used. The reason prolly is that they're
4959     generally not cost-efficient. Handing out high-level wands with
4960     powerful special spells isn't a good idea either, because of
4961     the recharge ability.
4962     <br><br>
4963     For low levels, staffs of healing/cure and word of recall are
4964 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4965 root 1.3 </use>
4966     <attribute arch="sp" editor="spell" type="spell">
4967     The &lt;spell&gt; specifies the contained spell.
4968     </attribute>
4969     <attribute arch="level" editor="casting level" type="int">
4970     The &lt;casting level&gt; of the wand determines it's power.
4971     An average level for wands in shops is about 10.
4972     </attribute>
4973     <attribute arch="food" editor="number of charges" type="int">
4974     The wand can be used &lt;number of charges&gt; times before it is
4975     used up. It can be recharged with scrolls of charging.
4976     </attribute>
4977     <attribute arch="startequip" editor="godgiven item" type="bool">
4978     A godgiven item vanishes as soon as the player
4979     drops it to the ground.
4980     </attribute>
4981     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4982     This text may contain a description of the wand.
4983     </attribute>
4984     </type>
4985    
4986     <!--####################################################################-->
4987 root 1.1 <type number="0" name="Weak Wall">
4988     <required>
4989     <attribute arch="is_floor" value="0" />
4990     <attribute arch="alive" value="1" />
4991     <attribute arch="tear_down" value="1" />
4992     </required>
4993     <ignore>
4994     <ignore_list name="non_pickable" />
4995     </ignore>
4996     <description><![CDATA[
4997     A weak wall is a breakable spot amidsts a solid wall. Typically
4998     these weak walls look similar to their solid "relatives" except
4999 root 1.37 for a small crack or little chunks of wall on the ground.]]>
5000 root 1.1 </description>
5001     <use><![CDATA[
5002     If you want to create hidden rooms, using weak walls is alot
5003     better than completely indiscernible passages in a wall.<br>
5004     Anyways, there can be a lot more to weak walls than just finding
5005     them: Rising their defensive stats, weak walls can become a
5006     serious obstacle. An ice wall might only be torn down by a fire
5007     attack for example. A granite wall for instance might be very
5008 root 1.37 hard to destroy.]]>
5009 root 1.1 </use>
5010     <attribute arch="alive" value="1" type="fixed" />
5011     <attribute arch="no_pick" value="1" type="fixed" />
5012     <attribute arch="tear_down" value="1" type="fixed" />
5013     <attribute arch="race" editor="race" type="string">
5014     For weak walls, &lt;race&gt; should always be set to "wall",
5015     unless you create something fancy like a building which
5016     is in fact meant to be a huge animal.
5017     Note that shovels slay walls, so they do tripple damage
5018     against weak walls.
5019     </attribute>
5020     <attribute arch="level" editor="level" type="int">
5021     The &lt;level&gt; of a weak wall works similar to monster levels.
5022     Due to the fact that weak walls cannot attack, the level
5023     is much less important though.
5024     </attribute>
5025     <attribute arch="hp" editor="health points" type="int">
5026     The &lt;health points&gt; of a weak wall define how long it takes to
5027     tear it down. With every successful hit from an opponent,
5028     &lt;health points&gt; get drained.
5029     </attribute>
5030     <attribute arch="maxhp" editor="max health" type="int">
5031     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5032     weak wall can have. Since walls generally don't heal, I doubt
5033     this has much real effect.
5034     </attribute>
5035     <attribute arch="ac" editor="armour class" type="int">
5036     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5037     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5038     </attribute>
5039 elmex 1.29 &resistances_basic;
5040 root 1.1 </type>
5041    
5042     <!--####################################################################-->
5043     <type number="15" name="Weapon">
5044     <description><![CDATA[
5045     Wielding a weapon, the object's stats will directly be inherited to the
5046     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5047 root 1.37 be improved with scrolls.]]>
5048 root 1.1 </description>
5049     <use><![CDATA[
5050     If you create artifacts (equipment) with stats- or resistance-bonus:
5051     Keep playbalance in mind! Such items mustn't be reachable without hard
5052 root 1.37 fighting AND questing.]]>
5053 root 1.1 </use>
5054     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5055     This number is a bitmask, specifying the weapon's attacktypes.
5056     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5057     have no more than one or two attacktypes. Keep in mind that all weapons
5058     can be blessed by the player's diety, thus adding an additional attacktype.
5059 root 1.3
5060 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5061     then he will do as much damage as the "best" of his attacktypes does. So,
5062     the more attacktypes you've got, the better your chance to take advantage
5063     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5064     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5065     </attribute>
5066     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5067     The &lt;weapontype&gt; characterizes the weapon's type of physical
5068     attack. It could best be considered a "subclassification"
5069     of the physical attacktype. For now, this is only used for
5070     attack messages!
5071 root 1.3
5072 root 1.1 You should always set this correctly when creating new
5073     weapons for your maps.
5074     </attribute>
5075     <attribute arch="skill" editor="skill name" type="string">
5076     Matching &lt;skill name&gt; of the skill that is required
5077     to use this weapon.
5078     </attribute>
5079     <attribute arch="dam" editor="damage" type="int">
5080     The damage value is used as base value for how much damage the weapon
5081     does per hit. The actual damage involves more dependencies,
5082     like wielder's level and defender's level. Look at existing weapons
5083     to get a feel for the range of weapon damage values.
5084     </attribute>
5085     <attribute arch="slaying" editor="slaying race" type="string">
5086     Slaying means the weapon does tripple (3x) damage to monsters of the
5087     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5088     only monsters of that archtype are hit with tripple damage.
5089 root 1.3
5090 root 1.1 No god blessings are possible for weapons with a race set in this entry
5091     (That's because god blessings add tripple damage against their own
5092     enemy races). Tripple damage is very effective.
5093     </attribute>
5094     <attribute arch="last_sp" editor="weapon speed" type="int">
5095     The weapon speed determines how often the wielder can swing the weapon
5096     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5097     is best (that is lightning- fast). A typical average value is 8.
5098     Speed and damage should be kept in reasonable relation.
5099     </attribute>
5100     <attribute arch="wc" editor="weapon class" type="int">
5101     The weapon class value adds to the overall weapon class of the wielder's
5102     melee attacks. Weapon class improves the chance of hitting the opponent.
5103     </attribute>
5104     <attribute arch="magic" editor="magic bonus" type="int">
5105     For a weapon, magic bonus works just like weapon class, except that
5106     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5107     less useful than direct weapon class value on a weapon.
5108     </attribute>
5109     <attribute arch="item_power" editor="item power" type="int">
5110     The &lt;item power&gt; value measures how "powerful" an artifact is.
5111     Players will only be able to wear equipment with a certain total
5112     amount of &lt;item power&gt;, depending on their own level. This is the
5113     only way to prevent low level players to wear "undeserved" equipment
5114     (like gifts from other players or cheated items).
5115 root 1.3
5116 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5117 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
5118 root 1.1 calculate a provisional value at runtime, but this is never
5119     going to be an accurate measurement of &lt;item power&gt;.
5120     </attribute>
5121     <attribute arch="damned" editor="damnation" type="bool">
5122     A damned weapon cannot be unwielded unless
5123     the curse is removed. Removing damnations is
5124     a tick harder than removing curses.
5125     </attribute>
5126     <attribute arch="cursed" editor="curse" type="bool">
5127     A cursed weapon cannot be unwielded unless
5128     the curse is removed.
5129     </attribute>
5130     <attribute arch="lifesave" editor="save life" type="bool">
5131     An item with this flag enabled will save the players life
5132     for one time: When the player is wearing this item and his
5133 root 1.3 health points reach zero, the item disappears, replenishing
5134 root 1.1 half of the player's health.
5135 root 1.3
5136 root 1.1 An item with &lt;save life&gt; should not have
5137     any decent additional bonuses!
5138     </attribute>
5139     <attribute arch="unique" editor="unique item" type="bool">
5140     Unique items exist only one time on a server. If the item
5141     is taken, lost or destroyed - it's gone for good.
5142     </attribute>
5143     <attribute arch="startequip" editor="godgiven item" type="bool">
5144     A godgiven item vanishes as soon as the player
5145     drops it to the ground.
5146     </attribute>
5147 elmex 1.29 &player_stat_resist_sections;
5148 root 1.1 <section name="misc">
5149     <attribute arch="luck" editor="luck bonus" type="int">
5150     With positive luck bonus, the player is more likely to
5151     succeed in all sorts of things (spellcasting, praying,...).
5152     Unless the &lt;luck bonus&gt; is very high, the effect will be
5153     barely visible in-game. Luck bonus on one piece of equipment
5154     should never exceed 3, and such bonus should not be too
5155     frequently available.
5156     </attribute>
5157     <attribute arch="hp" editor="health regen." type="int">
5158     Positive &lt;health regen.&gt; bonus speeds up the
5159     player's healing process. Negative values slow it down.
5160     </attribute>
5161     <attribute arch="sp" editor="mana regen." type="int">
5162     Positive &lt;mana regen.&gt; bonus speeds up the
5163     player's mana regeneration. Negative values slow it down.
5164     </attribute>
5165     <attribute arch="grace" editor="grace regen." type="int">
5166     Positive &lt;grace regen.&gt; bonus speeds up the
5167     player's grace regeneration. Negative values slow it down.
5168     Since grace can be regenerated rather easy with praying,
5169     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5170     </attribute>
5171     <attribute arch="food" editor="food bonus" type="int">
5172     Positive &lt;food bonus&gt; slows down the player's digestion,
5173     thus he consumes less food. Negative values speed it up.
5174 root 1.3
5175 root 1.1 Note that food is consumed not only for "being alive", but
5176     also for healing and mana-regeneration.
5177     &lt;food bonus&gt; only affects the amount of food consumed
5178     for "being alive". Hence, even with high &lt;food bonus&gt;,
5179     during a fight a player can run out of food quickly.
5180     </attribute>
5181     <attribute arch="xrays" editor="xray vision" type="bool">
5182     Xray vision allows the player to see through obstacles
5183     in a two-square-wide radius. This is extremely helpful and
5184 root 1.3 desirable, so don't give it away for cheap on equipment.
5185 root 1.1 </attribute>
5186     <attribute arch="stealth" editor="stealth" type="bool">
5187     Stealth allows the player to move silently.
5188     This comes to effect if a player turns himself
5189     invisible and tries to sneak around monsters.
5190     (At least that was the idea behind it)
5191     </attribute>
5192     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5193     If a player is wearing any piece of equipment with
5194     the ability to &lt;reflect spells&gt;, all kinds of
5195     spell-bullets and -beams will bounce off him.
5196     This works only about 90% of all times, to
5197     avoid players being completely immune to certain
5198     types of attacks.
5199 root 1.3
5200 root 1.1 This is a very powerful ability and it
5201     shouldn't be handed out cheap!
5202     </attribute>
5203     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5204     If a player is wearing any piece of equipment with
5205     the ability to &lt;reflect missiles&gt;, all kinds of
5206     projectiles (e.g. arrows, bolts, boulders) will
5207     bounce off him. This works only about 90% of all
5208     times, to avoid players being completely immune to
5209     certain types of attacks.
5210     </attribute>
5211     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5212     Click on the &lt;attuned paths&gt; button to select spellpaths.
5213     The player will get attuned to the specified spellpaths
5214     while wearing this weapon.
5215     </attribute>
5216     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5217     Click on the &lt;repelled paths&gt; button to select spellpaths.
5218     The player will get repelled to the specified spellpaths
5219     while wearing this weapon.
5220     </attribute>
5221     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5222     Click on the &lt;denied paths&gt; button to select spellpaths.
5223     The specified spellpaths will be denied to the player
5224     while wearing this weapon.
5225     </attribute>
5226     </section>
5227     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5228     This text describes the weapons's "story". Every decent artifact weapon
5229     should have such a description.
5230     </attribute>
5231     </type>
5232    
5233 root 1.5 <type number="116" name="Event Connector">
5234     <description><![CDATA[
5235     Event connectors link specific events that happen to objects to
5236 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5237 root 1.5 </description>
5238     </type>
5239    
5240 root 1.1 </types>