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Revision: 1.62
Committed: Fri Mar 19 21:38:15 2010 UTC (14 years, 2 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.61: +27 -0 lines
Log Message:
added broken connected field.

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 elmex 1.62 <attribute arch="connected" editor="connection" type="string">
733     For "normal" objects the connected value is mainly used for scripting purposes.
734     You can write a string in this field that can be used from a Perl script (find_link function)
735     to find this object, or all objects that got this connected value.
736     </attribute>
737 root 1.1 </default_type>
738    
739     <!-- This ignorelist is for all system objects which are non pickable
740     and invisible. They don't interact with players at all. -->
741     <ignore_list name="system_object">
742     <attribute arch="value" />
743     <attribute arch="nrof" />
744     <attribute arch="weight" />
745     <attribute arch="name_pl" />
746     <attribute arch="material" />
747     <attribute arch="no_pick" />
748     <attribute arch="unpaid" />
749     <attribute arch="title" />
750     <attribute arch="glow_radius" />
751     <attribute arch="identified" />
752     <attribute arch="blocksview" />
753     <attribute arch="invisible" />
754     </ignore_list>
755    
756     <!-- This ignorelist is for non-pickable objects. They can be seen by
757     the player, but don't have values like material or weight. -->
758     <ignore_list name="non_pickable">
759     <attribute arch="value" />
760     <attribute arch="nrof" />
761     <attribute arch="weight" />
762     <attribute arch="name_pl" />
763     <attribute arch="material" />
764     <attribute arch="no_pick" />
765     <attribute arch="unpaid" />
766     <attribute arch="title" />
767     <attribute arch="identified" />
768     </ignore_list>
769    
770     <!--####################################################################-->
771     <type number="0" name="Misc">
772     <required>
773     <!-- this is a special case: The "misc" type with type number 0 is
774     the fallback for all types which don't match any other defined types.
775     The required attribute "misc x" prevents that it gets confused with
776     other types like "monster & npc" which also have type number 0. -->
777     <attribute arch="misc" value="x" />
778     </required>
779 root 1.9 &movement_types_terrain;
780 root 1.1 <attribute arch="cursed" editor="cursed" type="bool">
781     Curses can have various effects: On equipment and food,
782     they generally harm the player in some way.
783     </attribute>
784     <attribute arch="damned" editor="damned" type="bool">
785     A damned item/floor on the ground makes it impossible for players
786     to use prayers on that spot. It also prevents players from saving.
787     Damnation on equipment works similar to a curse.
788     </attribute>
789     <attribute arch="unique" editor="unique item" type="bool">
790     Unique items exist only one time on a server. If the item
791     is taken, lost or destroyed - it's gone for good.
792     </attribute>
793     <attribute arch="startequip" editor="godgiven item" type="bool">
794     A godgiven item vanishes as soon as the player
795     drops it to the ground.
796     </attribute>
797     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
798     This text may describe the object.
799     </attribute>
800     </type>
801    
802     <!--####################################################################-->
803 root 1.40 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
804     <type number="999" name="Ability">
805 root 1.1 <ignore>
806     <ignore_list name="system_object" />
807     </ignore>
808     <description><![CDATA[
809     Abilities are to be put in a monster's inventory. They grant monsters the
810     knowledge to cast spells. Spells from abilities are usually magical in
811     nature, thus adding magic attacktype to the spell-damage they produce.
812     <br><br>
813     A particularly nice feature of abilities is that they can hold two
814 root 1.39 spells: One for short range - and one for long range use.
815 root 1.1 \n\n
816     You should know that spellcasting monsters receive abilities via
817 root 1.37 &lt;treasurelist&gt;.]]>
818 root 1.1 </description>
819     <use><![CDATA[
820     If you want to create "customized" spellcasting monsters, you
821     should use abilities (rather than spellbooks/wands or something).
822     The long/short-range spell feature can make boss-monsters more
823     interesting and challenging.
824     <br><br>
825     You should keep in mind that magic abilities allow players
826     to get better resistance. You can turn off the magic part to
827     make the spells more dangerous. However, this really shouldn't
828     be neccessary unless you work on very high level maps.
829 root 1.37 And what fun is a magic resistance cloak when it has no effect?]]>
830 root 1.1 </use>
831     <attribute arch="invisible" value="1" type="fixed" />
832     <attribute arch="no_drop" value="1" type="fixed" />
833     <attribute arch="sp" editor="short range spell" type="spell">
834     The monster will use the specified &lt;short range spell&gt;
835     when the player is within 6-square radius (of the
836     monster's head).
837     </attribute>
838     <attribute arch="hp" editor="long range spell" type="nz_spell">
839     The monster will use the specified &lt;long range spell&gt;
840     when the player is at least 6 squares away (from the
841     monster's head).
842 root 1.3
843 root 1.1 Setting a &lt;long range spell&gt; is optional. If unset, the
844     &lt;short range spell&gt; gets used all the time.
845     </attribute>
846     <attribute arch="maxsp" editor="importance" type="int">
847     Sometimes you'll want a monster to use one ability more than others.
848     To achieve this, set the &lt;importance&gt; to a value greater than
849     one. Abilities with this value zero/unset are counted to be of
850     &lt;importance&gt; one.
851 root 1.3
852 root 1.1 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
853     "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
854     times the "small fireball".
855     </attribute>
856     <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
857 root 1.3 This flag specifies whether the ability &lt;is magical&gt; in nature.
858 root 1.1 If enabled, all spells produced by this ability will have magic
859     attacktype added to the usual attacktypes.
860 root 1.3
861 root 1.1 This should always be set for spell-like abilities. "Natural"
862     abilities like a dragon's firebreath are an exception.
863     Note that non-magical abilities are more dangerous because
864     magic resistance does not protect from those.</attribute>
865     </type>
866    
867     <!--####################################################################-->
868 elmex 1.46
869     <type number="81" name="Torch">
870     <description><![CDATA[
871 elmex 1.54 Torches are a special kind of Lamp that offer the option of lighting them
872     up without using a lighter (These torches are usually
873     called 'pyrophor torches'. See also the 'reignitable' setting).
874     The other kind of torches, that are reignitable, can be put out and
875     put on again using a lighter.]]>
876     </description>
877     <attribute arch="is_lightable" editor="reignitable" type="bool">
878     This flag controls whether the torch can be lit up again using
879     a lighter or whether it can only be used once, in which case
880     they can be enabled by simply applying them without any special tools.
881     </attribute>
882 elmex 1.46 <attribute arch="food" editor="burning duration" type="int">
883     This field specifies the burning duration of the torch.
884     </attribute>
885     <attribute arch="range" editor="enabled glow radius" type="int">
886     This field sets the glow radius of the torch if it is enabled.
887     If you want to make a torch that is already burning set the
888     "glow radius" field.
889     </attribute>
890 elmex 1.47 <attribute arch="level" editor="level" type="int">
891     If this field specyfies the cursed effect's level. If it is
892     0 no cursed effect will be generate. See also the "cursed" flag.
893     </attribute>
894     <attribute arch="cursed" editor="cursed" type="bool">
895     Cursed torches, which have a level above 0, explode if the
896     player applies them.
897     </attribute>
898 elmex 1.46 </type>
899    
900     <type number="82" name="Lamp">
901     <description><![CDATA[
902     Lamps are carryable light sources for players with a fuel tank.]]>
903     </description>
904     <attribute arch="speed" editor="burn speed" type="float">
905     This field is the speed of the lamp. (If the value 0.00208 is given
906     here the fuel field will specify the burning duration in minutes.)
907     </attribute>
908     <attribute arch="food" editor="fuel" type="int">
909     This field sets the burning duration of the lamp, which depends on the speed
910     field of this object.
911     </attribute>
912     <attribute arch="range" editor="enabled glow radius" type="int">
913     This field sets the glow radius of the lamp if it is enabled.
914     If you want to make a lamp that is already burning set the
915     "glow radius" field.
916     </attribute>
917 elmex 1.47 <attribute arch="level" editor="level" type="int">
918     If this field specyfies the cursed effect's level. If it is
919     0 no cursed effect will be generate. See also the "cursed" flag.
920     </attribute>
921     <attribute arch="cursed" editor="cursed" type="bool">
922     Cursed lamps, which have a level above 0, explode if the
923     player applies them.
924     </attribute>
925 elmex 1.46 </type>
926    
927     <!--####################################################################-->
928 root 1.1 <type number="18" name="Altar">
929     <ignore>
930     <ignore_list name="non_pickable" />
931 elmex 1.62 <attribute arch="connected"/>
932 root 1.1 </ignore>
933     <description><![CDATA[
934     When a player puts a defined number of certain items on the altar,
935     then either a spell is casted (on the player) or a connector is
936     triggered. If the latter is the case, the altar works only once.
937 root 1.37 Either way, the sacrificed item disappears.]]>
938 root 1.1 </description>
939     <attribute arch="no_pick" value="1" type="fixed" />
940 root 1.9 &move_on;
941 root 1.1 <attribute arch="slaying" editor="match item name" type="string">
942     This string specifies the item that must be put on the altar to
943     activate it. It can either be the name of an archetype, or directly
944     the name of an object. Yet, titles are not recognized by altars.
945 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
946     See also the "drop amount" attribute.
947 root 1.50 &match_compat;
948 root 1.1 </attribute>
949     <attribute arch="food" editor="drop amount" type="int">
950     The drop amount specifies the amount of items (specified
951 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
952 root 1.1
953     If &lt;match item name&gt; is set to "money", then the value of the
954     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
955 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
956 root 1.1
957     Note that the maximum possible for &lt;drop amount&gt; is 32767.
958     </attribute>
959 root 1.45 <attribute arch="connected" editor="connection" type="string">
960 root 1.1 If a connection value is set, the altar will trigger all objects
961     with the same value, when activated. This will only work once.
962     </attribute>
963     <attribute arch="sp" editor="spell" type="spell">
964     When activated, the selected &lt;spell&gt; will be casted (once, on the
965     player). This should work for any given spell. The altar will work
966 root 1.3 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
967 root 1.1 one altar.
968     </attribute>
969     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
970     This text will be displayed to the player
971     in the exact moment when the altar is activated.
972     </attribute>
973     </type>
974    
975     <!--####################################################################-->
976     <type number="31" name="Altar Trigger">
977     <ignore>
978     <ignore_list name="non_pickable" />
979 elmex 1.62 <attribute arch="connected"/>
980 root 1.1 </ignore>
981     <description><![CDATA[
982     Altar_triggers work pretty much like normal altars
983     (drop sacrifice -> connection activated), except for the fact that
984 root 1.37 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
985 root 1.1 </description>
986     <use><![CDATA[
987     Altar_triggers are very useful if you want to charge a price for...
988     <UL>
989     <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
990 root 1.3 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
991 root 1.1 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
992     </UL>
993     The big advantage over normal altars is the infinite usability
994     of altar_triggers! If there are ten players on one server, they're
995 root 1.37 quite grateful if things work more than once. =)]]>
996 root 1.1 </use>
997     <attribute arch="no_pick" value="1" type="fixed" />
998     <attribute arch="slaying" editor="match item name" type="string">
999     This string specifies the item that must be put on the altar to
1000     activate it. It can either be the name of an archetype, or directly
1001     the name of an object. Yet, titles are not recognized by altars.
1002 elmex 1.34 If you want the player to have to drop a specific amount of money use "money".
1003     See also the "drop amount" attribute.
1004 root 1.50 &match_compat;
1005 root 1.1 </attribute>
1006     <attribute arch="food" editor="drop amount" type="int">
1007     The drop amount specifies the amount of items (specified
1008 root 1.3 in &lt;match item name&gt;) that must be dropped to activate the altar.
1009 root 1.1
1010     If &lt;match item name&gt; is set to "money", then the value of the
1011     sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
1012 root 1.3 200 silver, 20 gold, or 4 platinum will all work.)
1013 root 1.1
1014     Note that the maximum possible for &lt;drop amount&gt; is 32767.
1015     </attribute>
1016 root 1.45 <attribute arch="connected" editor="connection" type="string">
1017 root 1.1 If a connection value is set, the altar will trigger all objects
1018     with the same value, when activated. This will only work once.
1019     </attribute>
1020     <attribute arch="sp" editor="spell" type="spell">
1021     When activated, this &lt;spell&gt; will be casted (once, on the player).
1022 root 1.3 This should work for any given spell. The altar will work infinitely
1023 root 1.1 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1024     </attribute>
1025     <attribute arch="exp" editor="reset time" type="int">
1026     Being activated, the altar will reset after &lt;reset time&gt; ticks.
1027     After reset, the altar is ready to be activated once again.
1028     The default &lt;reset time&gt; is 30.
1029     </attribute>
1030     <attribute arch="last_sp" editor="ignore reset" type="bool">
1031     If this attribute is enabled, the altar_trigger won't push the
1032     connected value by altar reset. Only ONCE by dropping the sacrifice.
1033     This is typically used when the altar is connected to a creator,
1034 root 1.3 e.g. for selling tickets.
1035 root 1.1
1036     If this attribute is disabled (default), the altar_trigger
1037     will push the connected value TWICE per sacrifice: First by
1038     dropping sacrifice, second by reset. This mode is typically
1039     used for altars being connected to gates, resulting in the
1040     gate being opened and closed again.
1041     </attribute>
1042 root 1.9 &move_on;
1043 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1044     This text will be displayed to the player
1045     in the exact moment when the altar is activated.
1046     </attribute>
1047     </type>
1048    
1049     <!--####################################################################-->
1050 elmex 1.29 <type number="74" name="Skill Tool">
1051     <description><![CDATA[
1052     Wearing a skill tool will give the player the ability to use a skill.
1053 root 1.37 ]]>
1054 elmex 1.29 </description>
1055     <use><![CDATA[
1056     Feel free to assign resistancies and stats to a skill tools or change
1057     the skill that is given.
1058 root 1.37 ]]>
1059 elmex 1.29 </use>
1060     <attribute arch="skill" editor="skill name" type="string">
1061     This field describes which skill the player will be able to use wearing this item.
1062     </attribute>
1063     &player_stat_resist_sections;
1064     </type>
1065     <!--####################################################################-->
1066 root 1.1 <type number="39" name="Amulet">
1067     <description><![CDATA[
1068     Wearing an amulet, the object's stats will directly be inherited to
1069 root 1.37 the player. Amulets are usually meant for protection and defense.]]>
1070 root 1.1 </description>
1071     <use><![CDATA[
1072     Feel free to create your own special artifacts. However, it is very
1073 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1074 root 1.1 </use>
1075     <attribute arch="ac" editor="armour class" type="int">
1076     This value defines the amount of armour-class bonus for wearing
1077     this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1078     values are better. It should usually be set only for armour-like equipment.
1079     </attribute>
1080     <attribute arch="wc" editor="weapon class" type="int">
1081     The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1082     melee attacks. Weapon class improves the chance of hitting the opponent.
1083     Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1084     be set only for weapon-like items. Lower values are better.
1085     </attribute>
1086     <attribute arch="item_power" editor="item power" type="int">
1087     The &lt;item power&gt; value measures how "powerful" an artifact is.
1088     Players will only be able to wear equipment with a certain total
1089     amount of &lt;item power&gt;, depending on their own level. This is the
1090     only way to prevent low level players to wear "undeserved" equipment
1091     (like gifts from other players or cheated items).
1092 root 1.3
1093 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
1094 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
1095 root 1.1 calculate a provisional value at runtime, but this is never
1096     going to be an accurate measurement of &lt;item power&gt;.
1097     </attribute>
1098     <attribute arch="damned" editor="damnation" type="bool">
1099     A damned piece of equipment cannot be unwielded unless the curse
1100     is removed. Removing damnations is a tick harder than removing curses.
1101     </attribute>
1102     <attribute arch="cursed" editor="curse" type="bool">
1103     A cursed piece of equipment cannot be unwielded
1104     unless the curse is removed.
1105     </attribute>
1106     <attribute arch="lifesave" editor="save life" type="bool">
1107     An item with this flag enabled will save the players life
1108     for one time: When the player is wearing this item and his
1109 root 1.3 health points reach zero, the item disappears, replenishing
1110 root 1.1 half of the player's health.
1111 root 1.3
1112 root 1.1 An item with &lt;save life&gt; should not have
1113     any decent additional bonuses!
1114     </attribute>
1115     <attribute arch="unique" editor="unique item" type="bool">
1116     Unique items exist only one time on a server. If the item
1117     is taken, lost or destroyed - it's gone for good.
1118     </attribute>
1119     <attribute arch="startequip" editor="godgiven item" type="bool">
1120     A godgiven item vanishes as soon as the player
1121     drops it to the ground.
1122     </attribute>
1123     <attribute arch="applied" editor="is applied" type="bool">
1124     If you put this item into the inventory of a monster, and
1125     you want the monster to use/wear the item - you must set
1126     &lt;is applied&gt;.
1127     Enabling this flag doesn't make any sense if the item
1128     is NOT in a monster's inventory.
1129     </attribute>
1130 elmex 1.29 &player_stat_resist_sections;
1131 root 1.1 <section name="misc">
1132     <attribute arch="luck" editor="luck bonus" type="int">
1133     With positive luck bonus, the player is more likely to
1134     succeed in all sorts of things (spellcasting, praying,...).
1135     Unless the &lt;luck bonus&gt; is very high, the effect will be
1136     barely visible in-game. Luck bonus on one piece of equipment
1137     should never exceed 3, and such bonus should not be too
1138     frequently available.
1139     </attribute>
1140     <attribute arch="hp" editor="health regen." type="int">
1141     Positive &lt;health regen.&gt; bonus speeds up the
1142     player's healing process. Negative values slow it down.
1143     </attribute>
1144     <attribute arch="sp" editor="mana regen." type="int">
1145     Positive &lt;mana regen.&gt; bonus speeds up the
1146     player's mana regeneration. Negative values slow it down.
1147     </attribute>
1148     <attribute arch="grace" editor="grace regen." type="int">
1149     Positive &lt;grace regen.&gt; bonus speeds up the
1150     player's grace regeneration. Negative values slow it down.
1151     Since grace can be regenerated rather easy with praying,
1152     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1153     </attribute>
1154     <attribute arch="food" editor="food bonus" type="int">
1155     Positive &lt;food bonus&gt; slows down the player's digestion,
1156     thus he consumes less food. Negative values speed it up.
1157 root 1.3
1158 root 1.1 Note that food is consumed not only for "being alive", but
1159     also for healing and mana-regeneration.
1160     &lt;food bonus&gt; only affects the amount of food consumed
1161     for "being alive". Hence, even with high &lt;food bonus&gt;,
1162     during a fight a player can run out of food quickly.
1163     </attribute>
1164     <attribute arch="xrays" editor="xray vision" type="bool">
1165     Xray vision allows the player to see through obstacles
1166     in a two-square-wide radius. This is extremely helpful and
1167 root 1.3 desirable, so don't give it away for cheap on equipment.
1168 root 1.1 </attribute>
1169     <attribute arch="stealth" editor="stealth" type="bool">
1170     Stealth allows the player to move silently.
1171     This comes to effect if a player turns himself
1172     invisible and tries to sneak around monsters.
1173     (At least that was the idea behind it)
1174     </attribute>
1175     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1176     If a player is wearing any piece of equipment with
1177     the ability to &lt;reflect spells&gt;, all kinds of
1178     spell-bullets and -beams will bounce off him.
1179     This works only about 90% of all times, to
1180     avoid players being completely immune to certain
1181     types of attacks.
1182 root 1.3
1183 root 1.1 This is a very powerful ability and it
1184     shouldn't be handed out cheap!
1185     </attribute>
1186     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1187     If a player is wearing any piece of equipment with
1188     the ability to &lt;reflect missiles&gt;, all kinds of
1189     projectiles (e.g. arrows, bolts, boulders) will
1190     bounce off him. This works only about 90% of all
1191     times, to avoid players being completely immune to
1192     certain types of attacks.
1193     </attribute>
1194 root 1.9 &move_type;
1195 root 1.1 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1196     Click on the &lt;attuned paths&gt; button to select spellpaths.
1197     The player will get attuned to the specified spellpaths
1198     while wearing this item.
1199     </attribute>
1200     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1201     Click on the &lt;repelled paths&gt; button to select spellpaths.
1202     The player will get repelled to the specified spellpaths
1203     while wearing this item.
1204     </attribute>
1205     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1206     Click on the &lt;denied paths&gt; button to select spellpaths.
1207     The specified spellpaths will be denied to the player
1208     while wearing this item.
1209     </attribute>
1210     </section>
1211     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1212     This text describes the item's "story". Every decent artifact
1213     should have such a description.
1214     </attribute>
1215     </type>
1216    
1217     <!--####################################################################-->
1218     <type number="58" name="Battleground">
1219     <ignore>
1220     <ignore_list name="non_pickable" />
1221     </ignore>
1222     <description><![CDATA[
1223     Battleground is very special: In short, players can die on battleground
1224     without any death penalties. They don't loose or gain experience
1225     while on battleground. Acid, draining and depletion effects don't
1226     work either.
1227     When a player dies on battleground, he gets teleported to an exit
1228 root 1.37 location which is defined in the battleground object.]]>
1229 root 1.1 </description>
1230     <use><![CDATA[
1231     Battleground is only meant for player vs. player duels. You can
1232     design combat arenas similiar to the one in scorn.<br>
1233     What should NEVER be done is placing battleground tiles in
1234     open dungeons or other free kinds of land.
1235     It must not be possible to gain significant treasure for fighting
1236     on battleground, because it bears no risk.<br><br>
1237     (Battleground will cease to work when the image or name is changed,
1238     or when it is placed beneath another floor tile.
1239     This is not a bug, it is there to prevent any attempts of placing
1240 root 1.37 "hidden" battleground tiles anywhere.)]]>
1241 root 1.1 </use>
1242     <attribute arch="no_pick" value="1" type="fixed" />
1243     <attribute arch="is_floor" value="1" type="fixed" />
1244     <attribute arch="hp" editor="destination X" type="int">
1245     The exit destinations define the (x, y)-coordinates where players
1246     get teleported after they died on this battleground.
1247     </attribute>
1248     <attribute arch="sp" editor="destination Y" type="int">
1249     The exit destinations define the (x, y)-coordinates where players
1250     get teleported after they died on this battleground.
1251     </attribute>
1252     </type>
1253    
1254     <!--####################################################################-->
1255 root 1.32 <type number="165" name="Safe ground">
1256 elmex 1.19 <ignore>
1257     <ignore_list name="non_pickable" />
1258     </ignore>
1259     <description><![CDATA[
1260     Safe ground is a special object that prevents any effects that might
1261     be harmful for the map, other players or items on the map.
1262     It blocks all magic and prayers, usage of alchemy, prevents potions
1263 elmex 1.20 from being used and blocks bombs from exploding. Note that altars that
1264     do cast spells still work.
1265 root 1.37 ]]>
1266 elmex 1.19 </description>
1267     <use><![CDATA[
1268 elmex 1.20 Safe ground can be used to prevents any means of burning
1269     or destroying the items in a shop. Put this object below all floor tiles
1270     in your map and your shop will be safe. It's generally useful for making
1271     areas where really no kind of spell should be invoked by a player.
1272 root 1.37 ]]>
1273 elmex 1.19 </use>
1274 root 1.31 &movement_types_terrain;
1275 elmex 1.19 <attribute arch="no_pick" value="1" type="fixed" />
1276     </type>
1277    
1278     <!--####################################################################-->
1279 root 1.1 <type number="8" name="Book">
1280     <description><![CDATA[
1281 root 1.37 Applying a book, the containing message is displayed to the player.]]>
1282 root 1.1 </description>
1283     <attribute arch="level" editor="literacy level" type="int">
1284     If this value is set to be greater than zero, the player needs a
1285     certain literacy level to succeed reading the book. The book can be
1286     read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1287     book can be a nice idea, personally I like it when a player needs
1288     more than his fighting skills to solve a quest. However, keep the
1289     booklevel at least below 15 because it is quite hard to gain high
1290     mental levels.
1291     </attribute>
1292     <attribute arch="startequip" editor="godgiven item" type="bool">
1293     A godgiven item vanishes as soon as the player
1294     drops it to the ground.
1295     </attribute>
1296     <attribute arch="unique" editor="unique item" type="bool">
1297     Unique items exist only one time on a server. If the item
1298     is taken, lost or destroyed - it's gone for good.
1299     </attribute>
1300     <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1301     This is the text that appears "written" in the book.
1302     </attribute>
1303 elmex 1.8 <attribute arch="slaying" editor="key string" type="string">
1304     This is the key string of the book. The key string is checked by an inventory checker.
1305     (This is used eg. for the gate/port passes in scorn)
1306     </attribute>
1307 elmex 1.43 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1308     If this flag is true the player won't be able to identify this
1309     item with by using a skill.
1310     </attribute>
1311 root 1.1 </type>
1312    
1313     <!--####################################################################-->
1314 root 1.49 <type number="110" name="Inscribable">
1315     <description><![CDATA[
1316     Inscribable Item - when inscribed, it becomes another object.]]>
1317     </description>
1318     <attribute arch="startequip" editor="godgiven item" type="bool">
1319     A godgiven item vanishes as soon as the player
1320     drops it to the ground.
1321     </attribute>
1322     <attribute arch="unique" editor="unique item" type="bool">
1323     Unique items exist only one time on a server. If the item
1324     is taken, lost or destroyed - it's gone for good.
1325     </attribute>
1326     <attribute arch="other_arch" editor="book/scroll arch" type="string">
1327     This is the item created after being inscribed - scrolls are treated
1328     like spell scrolls, all else will have it's message replaced.
1329     </attribute>
1330     </type>
1331    
1332     <!--####################################################################-->
1333 root 1.1 <type number="99" name="Boots">
1334     <import_type name="Amulet" />
1335     <description><![CDATA[
1336     Wearing boots, the object's stats will directly be inherited to
1337     the player. Usually enhancing his speed, or granting some minor
1338 root 1.37 protection bonus.]]>
1339 root 1.1 </description>
1340     <use><![CDATA[
1341     Feel free to create your own special artifacts. However, it is very
1342 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1343 root 1.1 </use>
1344     <attribute arch="exp" editor="speed bonus" type="int">
1345     Boots with &lt;speed bonus&gt; will increase the player's walking speed
1346     while worn. This kind of bonus is quite desirable for players of low-
1347     and medium level. High level players usually have fastest possible
1348     walking speed and thus don't need &lt;speed bonus&gt; anymore.
1349     Still, this bonus is good for nice artifacts - not everything has
1350     to be for highest level.
1351     </attribute>
1352     <attribute arch="magic" editor="magic bonus" type="int">
1353     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1354     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1355     than direct armour-class bonus on the boots.
1356 root 1.3
1357 root 1.1 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1358     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1359     </attribute>
1360     </type>
1361    
1362     <!--####################################################################-->
1363 root 1.3 <type number="104" name="Bracers">
1364     <import_type name="Amulet" />
1365     <description><![CDATA[
1366     Bracers are armour-plates worn around the wrists.
1367     Wearing bracer, the object's stats will directly be inherited to
1368 root 1.37 the player. Usually enhancing his defense.]]>
1369 root 1.3 </description>
1370     <use><![CDATA[
1371     Feel free to create your own special artifacts. However, it is very
1372 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1373 root 1.3 </use>
1374     <attribute arch="magic" editor="magic bonus" type="int">
1375     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1376     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1377     than direct armour-class bonus on the bracers.
1378     </attribute>
1379     </type>
1380    
1381     <!--####################################################################-->
1382     <type number="16" name="Brestplate Armour">
1383     <import_type name="Amulet" />
1384     <description><![CDATA[
1385     Wearing an armour, the object's stats will directly be inherited to
1386 root 1.37 the player. Usually enhancing his defense.]]>
1387 root 1.3 </description>
1388     <use><![CDATA[
1389     Feel free to create your own special artifacts. However, it is very
1390 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1391 root 1.3 </use>
1392     <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1393     This poses a penalty to spell regeneration speed, for wearing the armour.
1394     The bigger the spellpoint penalty, the worse.
1395     </attribute>
1396     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1397     Slowdown penalty reduces the player's walking speed when wearing the
1398     armour. Bigger values are worse - zero is best.
1399     </attribute>
1400     <attribute arch="magic" editor="magic bonus" type="int">
1401     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1402     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1403     than direct armour-class bonus on the armour.
1404     </attribute>
1405     </type>
1406    
1407     <!--####################################################################-->
1408 root 1.1 <type number="92" name="Button">
1409     <ignore>
1410     <ignore_list name="non_pickable" />
1411 elmex 1.62 <attribute arch="connected"/>
1412 root 1.1 </ignore>
1413     <description><![CDATA[
1414     When a predefined amount of weigh is placed on a button, the
1415     &lt;connection&gt; value is triggered. In most cases this happens when a
1416     player or monster steps on it. When the button is "released", the
1417 root 1.37 &lt;connection&gt; value get's triggered a second time.]]>
1418 root 1.1 </description>
1419 root 1.9 &move_on;
1420     &move_off;
1421 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
1422 root 1.3 <attribute arch="weight" editor="press weight" type="int">
1423 root 1.1 The button is pressed (triggered), as soon as
1424     &lt;press weigh&gt; gram are placed ontop of it.
1425     </attribute>
1426 root 1.45 <attribute arch="connected" editor="connection" type="string">
1427 root 1.1 Every time the button is pressed or released, all objects
1428     with the same &lt;connection&gt; value are activated.
1429     </attribute>
1430     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1431     This text may describe the item. You can use this
1432     message to explain the button's purpose to the player.
1433     </attribute>
1434     </type>
1435    
1436     <!--####################################################################-->
1437 root 1.3 <type number="30" name="Button Trigger">
1438     <import_type name="Button" />
1439     <ignore>
1440     <ignore_list name="non_pickable" />
1441     </ignore>
1442     <description><![CDATA[
1443     Handle buttons are buttons which reset after a short period
1444     of time. Every time it is either applied or reset, the
1445 root 1.37 &lt;connection&gt; value is triggered.]]>
1446 root 1.3 </description>
1447     </type>
1448    
1449     <!--####################################################################-->
1450     <type number="37" name="Class Changer">
1451     <ignore>
1452     <ignore_list name="non_pickable" />
1453     </ignore>
1454     <description><![CDATA[
1455 root 1.37 Class changer are used while creating a character.]]>
1456 root 1.3 </description>
1457     <attribute arch="randomitems" editor="class items" type="treasurelist">
1458     This entry determines which initial items the character receives.
1459     </attribute>
1460     <section name="stats">
1461     <attribute arch="Str" editor="strength" type="int">
1462     The player's strength will rise by the given value if he chooses this
1463     class. (Negative values make strength fall)
1464     </attribute>
1465     <attribute arch="Dex" editor="dexterity" type="int">
1466     The player's dexterity will rise by the given value if he chooses this
1467     class. (Negative values make dexterity fall)
1468     </attribute>
1469     <attribute arch="Con" editor="constitution" type="int">
1470     The player's constitution will rise by the given value if he chooses this
1471     class. (Negative values make constitution fall)
1472     </attribute>
1473     <attribute arch="Int" editor="intelligence" type="int">
1474     The player's intelligence will rise by the given value if he chooses this
1475     class. (Negative values make intelligence fall)
1476     </attribute>
1477     <attribute arch="Pow" editor="power" type="int">
1478     The player's power will rise by the given value if he chooses this
1479     class. (Negative values make power fall)
1480     </attribute>
1481     <attribute arch="Wis" editor="wisdom" type="int">
1482     The player's wisdom will rise by the given value if he chooses this
1483     class. (Negative values make wisdom fall)
1484     </attribute>
1485     <attribute arch="Cha" editor="charisma" type="int">
1486     The player's charisma will rise by the given value if he chooses this
1487     class. (Negative values make charisma fall)
1488     </attribute>
1489     </section>
1490     </type>
1491    
1492     <!--####################################################################-->
1493 root 1.1 <type number="87" name="Cloak">
1494     <import_type name="Amulet" />
1495     <description><![CDATA[
1496     Wearing a cloak, the object's stats will directly be inherited to
1497     the player. Cloaks usually add minor &lt;armour class&gt; and
1498 root 1.37 sometimes a bit of resistance.]]>
1499 root 1.1 </description>
1500     <use><![CDATA[
1501     Feel free to create your own special artifacts. However, it is very
1502 root 1.37 important that you keep your artifact in balance with existing maps.]]>
1503 root 1.1 </use>
1504     <attribute arch="magic" editor="magic bonus" type="int">
1505     &lt;magic bonus&gt; works just like ac, except that it can be improved by
1506     "scrolls of Enchant Armour" or reduced by acid. It is less useful
1507     than direct armour-class bonus on the cloak.
1508 root 1.3
1509 root 1.1 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1510     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1511     </attribute>
1512     </type>
1513    
1514     <!--####################################################################-->
1515     <type number="9" name="Clock">
1516     <description><![CDATA[
1517 root 1.37 Applying a clock, the time is displayed to the player.]]>
1518 root 1.1 </description>
1519     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1520     This text may describe the item
1521     </attribute>
1522     </type>
1523    
1524     <!--####################################################################-->
1525     <type number="122" name="Container">
1526     <description><![CDATA[
1527     A player can put (certain kinds of) items in the container.
1528     The overall weight of items is reduced when put inside a
1529     container, depending on the settings.
1530     <br><br>
1531     A special feature of containers is the "cauldron",
1532 root 1.37 capable of mixing alchemical receipes.]]>
1533 root 1.1 </description>
1534     <use><![CDATA[
1535     Note on chests - There are two types of chests:
1536     <UL>
1537     <LI> First the random treasure chests - Those are NOT containers
1538     (but object type Treasure), they create random treasures when
1539     applied. Archetype name is "chest".
1540     <LI> Second there are the permanent chests - Those are containers,
1541     they can be opened and closed again. Archetype name is "chest_2".
1542 root 1.37 </UL>]]>
1543 root 1.1 </use>
1544     <attribute arch="race" editor="container class" type="string">
1545     If set, the container will hold only certain types of objects.
1546     Possible choices for &lt;container class&gt; are: "gold and jewels",
1547 root 1.3 "arrows" and "keys".
1548    
1549 root 1.1 Unfortunately it is not easy to create new container
1550     classes, because items need a matching counterpiece-attribute
1551     to the &lt;container class&gt; before they can be put inside a
1552     container. This attribute ("race") is set only for the existing
1553     container classes.
1554     </attribute>
1555     <attribute arch="slaying" editor="key string" type="string">
1556     If &lt;key string&gt; is set, only players with a special key
1557     of matching &lt;key string&gt; are able to open the container.
1558 root 1.60
1559     When the key string starts with "match ", then it is expected to
1560     be a match expression, which will be applied to the player, so
1561     you can use e.g. (match type=POTION in inv). Note that the matched
1562     object will be removed.
1563 root 1.1 </attribute>
1564     <attribute arch="container" editor="maximum weight" type="int">
1565     The container can hold a maximum total weight of the given value
1566     in gram. Note that this weight limit is calculated *after* the
1567     weight reduction (&lt;reduce weight&gt;) has been applied.
1568     </attribute>
1569     <attribute arch="Str" editor="reduce weight %" type="int">
1570     This value determines how much the weight of items is reduced in
1571     percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1572     reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1573     Most default values are in the range of ten.
1574     </attribute>
1575     <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1576     If set, the container can be used as alchemy-cauldron.
1577     The player can put ingredients inside, close it, cast alchemy
1578     and if his formulae is true, he'll get what he longed for.
1579     </attribute>
1580     <attribute arch="unique" editor="unique item" type="bool">
1581     Unique items exist only one time on a server. If the item
1582     is taken, lost or destroyed - it's gone for good.
1583     All contents of a unique container are unique as well.
1584     </attribute>
1585     <attribute arch="startequip" editor="godgiven item" type="bool">
1586     A godgiven item vanishes as soon as the player
1587     drops it to the ground.
1588     </attribute>
1589     <attribute arch="other_arch" editor="animation arch" type="string">
1590     This is used for a certain kind of... "animation" when
1591     opening the container. Stick to the default arches here
1592     and you won't get into trouble.
1593     </attribute>
1594     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1595     This text may contain a description of the container.
1596     </attribute>
1597     </type>
1598    
1599     <!--####################################################################-->
1600     <type number="103" name="Converter">
1601     <ignore>
1602     <attribute arch="value" />
1603     <attribute arch="nrof" />
1604     <attribute arch="name_pl" />
1605     <attribute arch="no_pick" />
1606 elmex 1.42 <attribute arch="unpaid" />
1607 root 1.1 <attribute arch="title" />
1608     </ignore>
1609     <description><![CDATA[
1610     Converters are like "exchange tables". When the player drops a
1611     specific type of items, they get converted into other items, at a
1612 root 1.37 predefined exchange-ratio.]]>
1613 root 1.1 </description>
1614     <use><![CDATA[
1615     Converters are better than shopping with doormats, because the
1616     converters never get sold out. For some items like food or jewels
1617     those "exchange tables" are really nice, while for the more important
1618     stuff like potions converters should not exist.
1619     <br><br>
1620     VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1621     items on a converter, the stuff you get must be of equal or lesser
1622     value than before! (Except if you are using "rare" items like
1623     dragonscales for payment). The code will not check if your ratio is
1624 root 1.37 sane, so the player could gain infinite wealth by using your converter.]]>
1625 root 1.1 </use>
1626     <attribute arch="no_pick" value="1" type="fixed" />
1627     <attribute arch="slaying" editor="cost arch" type="string">
1628     &lt;cost arch&gt; is the name of the archetype the player has to
1629     put on the converter, as payment.
1630     </attribute>
1631     <attribute arch="food" editor="cost number" type="int">
1632     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1633     on the converter, in order to get &lt;receive number&gt; items
1634     of &lt;receive arch&gt;.
1635     </attribute>
1636     <attribute arch="other_arch" editor="receive arch" type="string">
1637     &lt;receive arch&gt; is the name of the archetype to convert into.
1638 root 1.2 This field is ignored if the converter has items in inventory. In this
1639     case one of the inventory items is duplicated. The duplicated item is
1640     randomly chosen from all items present.
1641 root 1.1 </attribute>
1642     <attribute arch="sp" editor="receive number" type="int">
1643     The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1644     on the converter, in order to get &lt;receive number&gt; items
1645     of &lt;receive arch&gt;.
1646     </attribute>
1647     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1648     This text may contain a description of the converter.
1649     </attribute>
1650 elmex 1.42 <attribute arch="precious" editor="output unpaid" type="bool">
1651     If the converter has this flag set the generated items will
1652 elmex 1.41 be flagged as unpaid. Useful if you want to make a converter in a shop.
1653     (For instance for 'dragon scale' to 'dragon shield' converters in some
1654     armour shops.)
1655     </attribute>
1656 root 1.1 </type>
1657    
1658     <!--####################################################################-->
1659     <type number="42" name="Creator">
1660     <ignore>
1661     <ignore_list name="system_object" />
1662 elmex 1.62 <attribute arch="connected"/>
1663 root 1.1 </ignore>
1664     <description><![CDATA[
1665     A creator is an object which creates another object when it
1666     is triggered. The child object can be anything. Creators are
1667 elmex 1.21 VERY useful for all kinds of map-mechanisms. They can even
1668 root 1.37 periodically create things.]]>
1669 root 1.1 </description>
1670     <use><![CDATA[
1671     Don't hesitate to hide your creators under the floor.
1672 root 1.37 The created items will still always appear ontop of the floor.]]>
1673 root 1.1 </use>
1674     <attribute arch="no_pick" value="1" type="fixed" />
1675     <attribute arch="other_arch" editor="create arch" type="string">
1676     This string defines the object that will be created.
1677     You can choose any of the existing arches.
1678 root 1.2 This field is ignored if the creator has items in inventory. In this case
1679     one of the inventory items is duplicated. The duplicated item is randomly
1680     chosen from all items present.
1681 root 1.1 </attribute>
1682 root 1.45 <attribute arch="connected" editor="connection" type="string">
1683 root 1.1 Whenever the connection value is activated,
1684 root 1.3 the creator gets triggered.
1685 root 1.1 </attribute>
1686 elmex 1.16 &activate_on;
1687 root 1.56 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1688     If &lt;unlimited uses&gt; is set, the creator will work
1689 root 1.3 infinitely, regardless of the value in &lt;number of uses&gt;.
1690 root 1.1 </attribute>
1691 elmex 1.21 <attribute arch="speed" editor="speed" type="float">
1692     When this field is set the creator will periodically create stuff
1693     (and will still do so when the connection is triggered).
1694     A value of 1 means roughly 8 times a second.
1695     </attribute>
1696 root 1.1 <attribute arch="hp" editor="number of uses" type="int">
1697     The creator can be triggered &lt;number of uses&gt; times, thus
1698     creating that many objects, before it dissappears.
1699     Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1700     </attribute>
1701     <attribute arch="slaying" editor="name of creation" type="string">
1702 root 1.2 The created object will bear the name and title specified in &lt;name of
1703     creation&gt;. If nothing is set, the standard name and title of the
1704     archetype is used.
1705 root 1.1 </attribute>
1706     <attribute arch="level" editor="level of creation" type="int">
1707     The created object will be of that level. If zero/unset,
1708     the standard level of the archetype is used.
1709     </attribute>
1710     </type>
1711    
1712     <!--####################################################################-->
1713     <type number="51" name="Detector">
1714     <ignore>
1715     <ignore_list name="system_object" />
1716 elmex 1.62 <attribute arch="connected"/>
1717 root 1.1 </ignore>
1718     <description><![CDATA[
1719     Detectors work quite much like inv. checkers/pedestals: If the detector
1720     finds a specific object, it toggles its connected value.
1721     <br><br>
1722     What is "unique" about them, compared to inv. checkers/ pedestals?
1723     - First, detectors check their square for a match periodically, not
1724 root 1.51 instantly, so generate much higher server load
1725     Second, detectors check directly for object names. Third,
1726 root 1.37 detectors do not check the inventory of players/monsters.]]>
1727 root 1.1 </description>
1728 root 1.51 <use>
1729     Best avoid this type at all costs, use a pedestal instead.
1730 root 1.1 </use>
1731     <attribute arch="no_pick" value="1" type="fixed" />
1732     <attribute arch="slaying" editor="match name" type="string">
1733     &lt;match name&gt; specifies the name of the object we are looking for.
1734     Actually it does also check for the &lt;key string&gt; in key-objects,
1735     but for this case inventory checkers are often more powerful to use.
1736     </attribute>
1737 root 1.45 <attribute arch="connected" editor="connection" type="string">
1738 root 1.1 When the detector is triggered, all objects with the same
1739     connection value get activated.
1740     </attribute>
1741     <attribute arch="speed" editor="detection speed" type="float">
1742     This value defines the time between two detector-checks.
1743     If you want the detector to behave almost like pedestals/buttons,
1744     set speed rather high, like &lt;detection speed&gt; 1.0.
1745     </attribute>
1746 root 1.12 &speed_left;
1747     <attribute arch="speed_left" editor="speed left" type="float">
1748     The speed left. This value is incremented by &lt;speed&gt; on every tick.
1749     If it is larger than 0, the detector checks, and the speed is decremented
1750     by 1.
1751     </attribute>
1752 root 1.1 </type>
1753    
1754     <!--####################################################################-->
1755 root 1.44 <type number="164" name="Map Script">
1756     <ignore>
1757     <ignore_list name="system_object" />
1758 elmex 1.62 <attribute arch="connected"/>
1759 root 1.44 </ignore>
1760     <description><![CDATA[
1761     The map script object is a very special object that can react to connected
1762 root 1.52 events and executes a perl script in the msg slot.
1763 root 1.44 ]]>
1764     </description>
1765     <use><![CDATA[
1766 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
1767     to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1768 root 1.44 ]]>
1769     </use>
1770 root 1.45 <attribute arch="connected" editor="connection" type="string">
1771 root 1.44 When the map script object is triggered, it will execute
1772     the perl script with the triggering object as $activator.
1773     </attribute>
1774     &activate_on;
1775     <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1776     This perl script will be executed each time the objetc is triggered.
1777     </attribute>
1778     </type>
1779    
1780     <!--####################################################################-->
1781 root 1.1 <type number="112" name="Director">
1782     <ignore>
1783     <ignore_list name="non_pickable" />
1784     </ignore>
1785     <description><![CDATA[
1786     Directors change the direction of spell objects and other projectiles
1787     that fly past. Unlike spinners, directors always move objects in the
1788     same direction. It does not make a difference from what angle you
1789     shoot into it.<br>
1790 root 1.37 Directors are visible per default.]]>
1791 root 1.1 </description>
1792     <use><![CDATA[
1793     Directors are rarely used in maps. Sometimes they are placed to
1794     change the direction of spells coming out of magic walls,
1795     "channeling" spell-projectiles in some direction. When doing this,
1796     <B>never place directors facing each other with magic walls fireing
1797     into them!</B> The spell-projectiles bouncing between the directors
1798     would accumulate to huge numbers and at some point slow down the
1799     server by eating memory- and CPU-time.
1800     <br><br>
1801     You'd better not place directors in monster vs. player combat
1802 root 1.37 areas too much, because that freaks out wizard-type players.]]>
1803 root 1.1 </use>
1804     <attribute arch="sp" editor="direction" type="list_direction">
1805     Projectiles will leave the director flying in the selected &lt;direction&gt;.
1806     A director with direction &lt;none&gt; simply stops projectiles.
1807     (The latter works out a bit strange for some spells).
1808     </attribute>
1809 root 1.9 &move_on;
1810 root 1.1 </type>
1811    
1812     <!--####################################################################-->
1813     <type number="158" name="Disease">
1814     <ignore>
1815     <ignore_list name="system_object" />
1816     </ignore>
1817     <description><![CDATA[
1818 root 1.32 Diseases are an intersting form of spellcraft in Deliantra.
1819 root 1.1 Once casted, they can spread out and infect creatures in a large
1820     area. Being infected can have various effects, from amusing farts
1821 root 1.37 to horrible damage - almost everything is possible.]]>
1822 root 1.1 </description>
1823     <use><![CDATA[
1824     Diseases are extremely flexible and usable in a many ways.
1825     So far they are mostly used for causing bad, unwanted effects.
1826     You could just as well create a disease which helps the player
1827     (recharging mana for example).
1828 root 1.37 Infection with a "positive disease" could even be a quest reward.]]>
1829 root 1.1 </use>
1830     <attribute arch="invisible" value="1" type="fixed" />
1831     <attribute arch="level" editor="plaque level" type="int">
1832     The &lt;plaque level&gt; is proportional to the disease's deadliness.
1833     This mainly reflects in the &lt;damage&gt;. It has no effect on
1834     most other symptoms. Neverthless, it is a very important value for
1835     all damage-inflicting diseases.
1836     </attribute>
1837     <attribute arch="race" editor="infect race" type="string">
1838     The disease will only infect creatures of the specified &lt;race&gt;.
1839     "&lt;race&gt; *" means every creature can be infected.
1840     </attribute>
1841     <attribute arch="ac" editor="progressiveness" type="int">
1842     Every time the disease "moves" the severity of the symptoms are increased
1843     by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1844     </attribute>
1845     <section name="spreading">
1846     <attribute arch="wc" editor="infectiosness" type="int">
1847     The &lt;infectiosness&gt; defines the chance of new creatures getting
1848     infected. If you set this too high, the disease is very likely to
1849     be too effective.
1850 root 1.3
1851 root 1.1 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1852     </attribute>
1853     <attribute arch="last_grace" editor="attenuation" type="int">
1854     The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1855     everytime it infects someone new. This limits how many generations
1856     a disease can propagate.
1857     </attribute>
1858     <attribute arch="magic" editor="infection range" type="int">
1859     &lt;infection range&gt; sets the range at which infection may occur.
1860     If positive, the &lt;infection range&gt; is level dependant - If negative,
1861     it is not:
1862     E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1863 root 1.3 six square range, and &lt;plaque level&gt; doesn't modify that.
1864 root 1.1 </attribute>
1865     <attribute arch="maxhp" editor="persistence" type="int">
1866     &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1867     The disease can "move" &lt;persistence&gt; times outside a host before it
1868     vanishes. A negative value means the disease lasts for permanent
1869     (which is only recommended to use in maps without monsters).
1870     </attribute>
1871     <attribute arch="maxgrace" editor="curing duration" type="int">
1872     The disease will last in the host for &lt;curing duration&gt; "disease moves"
1873     (Assuming the host survives and doesn't use a curing spell).
1874     After this period the disease is naturally cured, which provides the
1875     host with immunity from this particular disease of lower or equal level.
1876 root 1.3
1877 root 1.1 A negative value means the disease can never be cured naturally.
1878 root 1.3
1879 root 1.1 Note that this value can be further modulated by spell-parameters,
1880     if the disease is registered as spell in the code. Due to that,
1881     most default diseases take a lot longer to cure than it seems.
1882     </attribute>
1883     <attribute arch="speed" editor="moving speed" type="float">
1884     The &lt;speed&gt; of the disease determines how fast the disease will
1885     "move", thus how fast the symptoms strike the host.
1886     </attribute>
1887 root 1.12 &speed_left;
1888 root 1.1 </section>
1889     <section name="symptoms">
1890     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1891     The disease will attack the host with the given &lt;attacktype&gt;.
1892     Godpower attacktype is commonly used for "unresistable" diseases.
1893     </attribute>
1894     <attribute arch="dam" editor="damage" type="int">
1895     A disease with a positive &lt;damage&gt; value will strike the player for that
1896     amount of damage every time the symptoms occur.
1897     A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1898     the player's health is reduced by 10% every time the symptoms strike.
1899 root 1.3
1900 root 1.1 Diseases with %-based damage can be dangerous - but not deadly -
1901     for players of all levels.
1902     </attribute>
1903     <attribute arch="other_arch" editor="create arch" type="string">
1904     If set, the specified arch is created and dropped every time the
1905     symptoms strike.
1906 root 1.3
1907 root 1.1 This can be various things: farts, body pieces, eggs ...
1908     Even monsters can be created that way. You could also make a
1909     disease where some exotic stuff like money/gems is created.
1910     </attribute>
1911     <attribute arch="last_sp" editor="slowdown penalty" type="int">
1912     If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1913     The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1914     </attribute>
1915     <attribute arch="exp" editor="exp. for curing" type="int">
1916     When the player manages to cure this disease (with a curing spell),
1917     he is awarded with &lt;exp. for curing&gt; experience.
1918     </attribute>
1919     <attribute arch="maxsp" editor="mana depletion" type="int">
1920     Every time the disease "moves", the player's mana is
1921     reduced by the value of &lt;mana depletion&gt;.
1922     For negative values, a %-based amount is taken.
1923     </attribute>
1924     <attribute arch="last_eat" editor="food depletion" type="int">
1925     Every time the disease "moves", the player's food is
1926     reduced by the value of &lt;food depletion&gt;.
1927     For negative values, a %-based amount is taken.
1928     </attribute>
1929     <attribute arch="hp" editor="health regen." type="int">
1930     This value increases the player's healing rate.
1931     Negative values decrease it.
1932     </attribute>
1933     <attribute arch="sp" editor="mana regen." type="int">
1934     This value increases the player's rate of mana regeneration.
1935     Negative values decrease it.
1936     </attribute>
1937     </section>
1938     <section name="disability">
1939     <attribute arch="Str" editor="strength" type="int">
1940     The player's strength will rise by the given value
1941     while being infected. (Negative values make strength fall)
1942     </attribute>
1943     <attribute arch="Dex" editor="dexterity" type="int">
1944     The player's dexterity will rise by the given value
1945     while being infected. (Negative values make dexterity fall)
1946     </attribute>
1947     <attribute arch="Con" editor="constitution" type="int">
1948     The player's constitution will rise by the given value
1949     while being infected. (Negative values make constitution fall)
1950     </attribute>
1951     <attribute arch="Int" editor="intelligence" type="int">
1952     The player's intelligence will rise by the given value
1953     while being infected. (Negative values make intelligence fall)
1954     </attribute>
1955     <attribute arch="Pow" editor="power" type="int">
1956     The player's power will rise by the given value
1957     while being infected. (Negative values make power fall)
1958     </attribute>
1959     <attribute arch="Wis" editor="wisdom" type="int">
1960     The player's wisdom will rise by the given value
1961     while being infected. (Negative values make wisdom fall)
1962     </attribute>
1963     <attribute arch="Cha" editor="charisma" type="int">
1964     The player's charisma will rise by the given value
1965     while being infected. (Negative values make charisma fall)
1966     </attribute>
1967     </section>
1968     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1969     This text is displayed to the player every time the
1970     symptoms strike.
1971     </attribute>
1972     </type>
1973    
1974     <!--####################################################################-->
1975 root 1.3 <type number="23" name="Door">
1976     <ignore>
1977     <ignore_list name="non_pickable" />
1978     </ignore>
1979     <description><![CDATA[
1980 root 1.59 A door can be opened with any normal key. It also can be broken by attacking
1981 root 1.3 it, and it can be defeated with the lockpicking skill. If a door is
1982     defeated, horizontally and vertically adjacent doors are automatically
1983 root 1.37 removed.]]>
1984 root 1.3 </description>
1985     <attribute arch="no_pick" value="1" type="fixed" />
1986     <attribute arch="alive" value="1" type="fixed" />
1987 root 1.9 &movement_types_terrain;
1988 root 1.3 <attribute arch="hp" editor="hitpoints" type="int">
1989     The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1990     </attribute>
1991     <attribute arch="ac" editor="armour class" type="int">
1992     Doors of high &lt;armour class&gt; are less likely to get hit.
1993     &lt;armour class&gt; can be considered the "counterpiece" to
1994     &lt;weapon class&gt;.
1995     </attribute>
1996     <attribute arch="other_arch" editor="drop arch" type="string">
1997     This string defines the object that will be created when the door was
1998     defeated.
1999     </attribute>
2000     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2001     This entry determines what kind of traps will appear in the door.
2002     </attribute>
2003 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2004     Set this flag to move treasure items created into the environment (map)
2005     instead of putting them into the object.
2006     </attribute>
2007 root 1.3 </type>
2008    
2009     <!--####################################################################-->
2010 root 1.1 <type number="83" name="Duplicator">
2011     <ignore>
2012     <ignore_list name="system_object" />
2013 elmex 1.62 <attribute arch="connected"/>
2014 root 1.1 </ignore>
2015     <description><![CDATA[
2016     When activated, a duplicator can duplicate, multiply or destroy a pile of
2017     objects which lies somewhere on top of the duplicator.
2018     The duplicator has one arch name specified as &lt;target arch&gt;,
2019     and only objects of this archetype can be affected.<br>
2020     It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
2021 root 1.37 If the latter is set to zero, it will destroy objects.]]>
2022 root 1.1 </description>
2023     <use><![CDATA[
2024     I hope it is clear that one must be very cautious when inserting a duplicator
2025     anywhere with &lt;multiply factor&gt; greater than one.
2026     It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2027     It is <b>not acceptable</b> to allow duplication of anything other than
2028     coins, gold and jewels. Besides, it is very important that the chance to
2029     loose the input matches the chance to earn winnings.<br>
2030     A duplicator with &lt;multiply factor&gt; 3 for example should have a
2031 root 1.37 loosing rate of 2/3 = 67%.]]>
2032 root 1.1 </use>
2033     <attribute arch="other_arch" editor="target arch" type="string">
2034 elmex 1.17 Only objects of matching archtype, lying ontop of the duplicator will be
2035     duplicated, multiplied or removed. All other objects will be ignored.
2036 root 1.1 </attribute>
2037     <attribute arch="level" editor="multiply factor" type="int">
2038     The number of items in the target pile will be multiplied by the
2039     &lt;multiply factor&gt;. If it is set to zero, all target objects
2040     will be destroyed.
2041     </attribute>
2042 root 1.45 <attribute arch="connected" editor="connection" type="string">
2043 root 1.1 An activator (lever, altar, button, etc) with matching connection value
2044     is able to trigger this duplicator. Be very careful that players cannot
2045     abuse it to create endless amounts of money or other valuable stuff!
2046     </attribute>
2047 elmex 1.16 &activate_on;
2048 root 1.1 </type>
2049    
2050     <!--####################################################################-->
2051     <type number="66" name="Exit">
2052     <ignore>
2053     <ignore_list name="non_pickable" />
2054     </ignore>
2055     <description><![CDATA[
2056     When the player applies an exit, he is transferred to a different location.
2057     (Monsters cannot use exits.) Depending on how it is set, the player applies
2058     the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2059 root 1.37 the exit. ]]>
2060 root 1.1 </description>
2061     <use><![CDATA[
2062 root 1.3 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2063 root 1.1 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2064     detected with the show_invisible spell.
2065     <br><br>
2066     You can be quite creative with the outlook of secret exits (their "face").
2067 root 1.37 Don't forget to give the player relyable hints about them though.]]>
2068 root 1.1 </use>
2069     <attribute arch="slaying" editor="exit path" type="string">
2070     The exit path defines the map that the player is transferred to.
2071     You can enter an absolute path, beginning with '/' (for example
2072     "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2073     with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2074     relative path "Fire1"). Use relative paths whenever possible! Note that
2075     upper/lower case must always be set correctly. However, please use lower
2076 root 1.3 case only.
2077 root 1.1 It is well possible to have an exit pointing to the same map that the exit
2078     is on. If slaying is not set in an exit, the player will see a message like
2079     "the exit is closed".
2080     </attribute>
2081     <attribute arch="hp" editor="destination X" type="int">
2082     The exit destinations define the (x, y)-coordinates where the exit
2083     leads to.
2084     If both are set to zero, the player will be transferred to the "default
2085     enter location" of the destined map. The latter can be set in the map-
2086     properties as "Enter X/Y". Though, please DO NOT use that.
2087     It turned out to be a source for numerous map-bugs.
2088     </attribute>
2089     <attribute arch="sp" editor="destination Y" type="int">
2090     The exit destinations define the (x, y)-coordinates where the exit
2091     leads to.
2092     If both are set to zero, the player will be transferred to the "default
2093     enter location" of the destined map. The latter can be set in the map-
2094     properties as "Enter X/Y". Though, please DO NOT use that.
2095     It turned out to be a source for numerous map-bugs.
2096     </attribute>
2097 root 1.9 &move_on;
2098 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2099     If set, this message will be displayed to the player when he applies the exit.
2100     This is quite useful to throw in some "role-play feeling": "As you enter the
2101     dark cave you hear the sound of rustling dragonscales...". Well, my english
2102     is poor, but you get the point. =)
2103     </attribute>
2104 root 1.25 <attribute arch="damned" editor="set savebed" type="bool">
2105     If set, then players using this exit will have their savebed position
2106 root 1.26 set to the destination of the exit when passing through.
2107 root 1.1 </attribute>
2108     </type>
2109    
2110     <!--####################################################################-->
2111     <type number="72" name="Flesh">
2112     <description><![CDATA[
2113     Just like with food, the player can fill his stomache and gain a
2114     little health by eating flesh-objects. <br>
2115     For dragon players, flesh plays a very special role though: If the
2116     flesh has resistances set, a dragon player has a chance to gain resistance in
2117 root 1.12 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2118 root 1.1 Don't forget that flesh items with resistances have to be balanced
2119 root 1.37 according to map/monster difficulty.]]>
2120 root 1.1 </description>
2121     <use><![CDATA[
2122     For dragon players, flesh items can be highly valuable. Note that many
2123     standard monsters carry flesh items from their &lt;treasurelist&gt;.
2124     These flesh items "inherit" resistances and level from the monster they belong to.
2125     When you add special flesh items to the inventory of a monster, this is
2126     not the case - so you have to set it manually.
2127     <br><br>
2128     Generally adding special flesh-treaties for dragon players is a great thing
2129     to do. Always consider that dragon players might really not be interested
2130     in that special piece of weapon or armour, so don't let the dragon-fellows miss
2131 root 1.37 out on the reward completely.]]>
2132 root 1.1 </use>
2133     <attribute arch="food" editor="foodpoints" type="int">
2134     The player's stomache will get filled with this amount of foodpoints.
2135     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2136     </attribute>
2137     <attribute arch="level" editor="flesh level" type="int">
2138     The &lt;flesh level&gt; is not visible to the players and it affects only
2139     dragon players. Normally this value reflects the level of the monster
2140     from which the flesh item originates.
2141     Dragon players always search for flesh of highest level possible,
2142     because it bears the best chance to gain high resistances.
2143     </attribute>
2144     <attribute arch="startequip" editor="godgiven item" type="bool">
2145     A godgiven item vanishes as soon as the player
2146     drops it to the ground.
2147     </attribute>
2148 elmex 1.29 &resistances_flesh_section;
2149 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2150     This text may describe the item.
2151     </attribute>
2152     </type>
2153    
2154     <!--####################################################################-->
2155     <type number="0" name="Floor">
2156     <required>
2157     <attribute arch="is_floor" value="1" />
2158     <attribute arch="alive" value="0" />
2159     </required>
2160     <ignore>
2161     <ignore_list name="non_pickable" />
2162     </ignore>
2163     <description><![CDATA[
2164     Floor is a very basic thing whithout too much
2165 root 1.37 functionality. It's a floor - you stand on it.]]>
2166 root 1.1 </description>
2167     <attribute arch="is_floor" value="1" type="fixed" />
2168     <attribute arch="no_pick" value="1" type="fixed" />
2169     <section name="terrain">
2170 root 1.9 &movement_types_terrain;
2171 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2172     This flag indicates this spot contains wood or high grass.
2173     Players with activated woodsman skill can move faster here.
2174     </attribute>
2175     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2176     This flag indicates this spot contains hills or large rocks.
2177     Players with activated mountaineer skill can move faster here.
2178     </attribute>
2179     </section>
2180     <attribute arch="no_magic" editor="no spells" type="bool">
2181     If enabled, it is impossible for players to use (wizard-)
2182     spells on that spot.
2183     </attribute>
2184     <attribute arch="damned" editor="no prayers" type="bool">
2185     If enabled, it is impossible for players to use prayers
2186     on that spot. It also prevents players from saving.
2187     </attribute>
2188     <attribute arch="unique" editor="unique map" type="bool">
2189     Unique floor means that any items dropped on that spot
2190 root 1.48 will be saved beyond map reset. For permanent apartments,
2191 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2192     </attribute>
2193 elmex 1.61 <attribute arch="buildable" editor="buildable" type="bool">
2194     A buildable can be built upon. This is usually used in combination with
2195     the unique attribute for player apartments or guild storages. But it's
2196     use is not limited to private maps.
2197     </attribute>
2198 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2199     This text may describe the object.
2200     </attribute>
2201     </type>
2202    
2203     <!--####################################################################-->
2204     <type number="67" name="Floor (Encounter)">
2205     <ignore>
2206     <ignore_list name="non_pickable" />
2207     </ignore>
2208     <description><![CDATA[
2209     Encounter-Floor is pretty much the same as normal floor.
2210     Most outdoor floor/ground-arches are set to be "encounters".
2211     That is kind of a relict from former code: When walking over
2212     encounter-floor, players sometimes got beamed to little maps
2213     with monsters on them. Nowadays this feature is disabled -
2214 root 1.37 Hence encounter floor is not different from normal floor.]]>
2215 root 1.1 </description>
2216     <attribute arch="is_floor" value="1" type="fixed" />
2217     <attribute arch="no_pick" value="1" type="fixed" />
2218     <section name="terrain">
2219 root 1.9 &movement_types_terrain;
2220 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2221     This flag indicates this spot contains wood or high grass.
2222     Players with activated woodsman skill can move faster here.
2223     </attribute>
2224     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2225     This flag indicates this spot contains hills or large rocks.
2226     Players with activated mountaineer skill can move faster here.
2227     </attribute>
2228     </section>
2229     <attribute arch="no_magic" editor="no spells" type="bool">
2230     If enabled, it is impossible for players to use (wizard-)
2231     spells on that spot.
2232     </attribute>
2233     <attribute arch="damned" editor="no prayers" type="bool">
2234     If enabled, it is impossible for players to use prayers
2235     on that spot. It also prevents players from saving.
2236     </attribute>
2237     <attribute arch="unique" editor="unique map" type="bool">
2238     Unique floor means that any items dropped on that spot
2239 root 1.48 will be saved beyond map reset. For permanent apartments,
2240 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2241     </attribute>
2242 elmex 1.61 <attribute arch="buildable" editor="buildable" type="bool">
2243     A buildable can be built upon. This is usually used in combination with
2244     the unique attribute for player apartments or guild storages. But it's
2245     use is not limited to private maps.
2246     </attribute>
2247 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2248     This text may describe the object.
2249     </attribute>
2250     </type>
2251    
2252     <!--####################################################################-->
2253     <type number="6" name="Food">
2254     <description><![CDATA[
2255     By eating/drinking food-objects, the player can fill his
2256 root 1.37 stomache and gain a little health.]]>
2257 root 1.1 </description>
2258     <attribute arch="food" editor="foodpoints" type="int">
2259     The player's stomache will get filled with this amount of foodpoints.
2260     The player's health will increase by &lt;foodpoints&gt;/50 hp.
2261     </attribute>
2262     <attribute arch="startequip" editor="godgiven item" type="bool">
2263     A godgiven item vanishes as soon as the player
2264     drops it to the ground.
2265     </attribute>
2266     </type>
2267    
2268     <!--####################################################################-->
2269     <type number="91" name="Gate">
2270     <ignore>
2271     <ignore_list name="non_pickable" />
2272 elmex 1.62 <attribute arch="connected"/>
2273 root 1.1 </ignore>
2274     <description><![CDATA[
2275 root 1.32 Gates play an important role in Deliantra. Gates can be opened
2276 root 1.1 by activating a button/trigger, by speaking passwords (-> magic_ear)
2277     or carrying special key-objects (-> inventory checker).
2278     Unlike locked doors, gates can get shut again after a player has
2279 root 1.37 passed, which makes them more practical in many cases.]]>
2280 root 1.1 </description>
2281     <use><![CDATA[
2282     Use gates to divide your maps into seperated areas. After solving
2283     area A, the player gains access to area B, and so on. Make your
2284 root 1.37 maps more complex than "one-way".]]>
2285 root 1.1 </use>
2286     <attribute arch="no_pick" value="1" type="fixed" />
2287 elmex 1.15 <attribute arch="speed" value="1" type="float">
2288     The speed of the gate affects how fast it is closing/opening.
2289     </attribute>
2290 root 1.45 <attribute arch="connected" editor="connection" type="string">
2291 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2292     &lt;connection&gt; value get activated. This only makes sense together with
2293     &lt;blocking passage&gt; disabled.
2294     </attribute>
2295     <attribute arch="wc" editor="position state" type="int">
2296     The &lt;position state&gt; defines the position of the gate:
2297     Zero means completely open/down, the "number of animation-steps" (usually
2298     about 6 or 7) means completely closed/up state. I suggest you don't
2299     mess with this value - Leave the default in place.
2300     </attribute>
2301 root 1.9 &movement_types_terrain;
2302 root 1.1 <attribute arch="no_magic" editor="restrict spells" type="bool">
2303     Restricting the use of spells to pass this gate. This has
2304     an effect only if &lt;block view&gt; is disabled.
2305     </attribute>
2306     <attribute arch="damned" editor="restrict prayers" type="bool">
2307     Restricting the use of prayers to pass this door. This has
2308     an effect only if &lt;block view&gt; is disabled.
2309     </attribute>
2310     </type>
2311    
2312     <!--####################################################################-->
2313     <type number="113" name="Girdle">
2314     <import_type name="Amulet" />
2315     <description><![CDATA[
2316     Wearing a girdle, the object's stats will directly be inherited to
2317     the player. Girdles usually provide stats- or damage bonuses and no
2318 root 1.37 defense.]]>
2319 root 1.1 </description>
2320     <use><![CDATA[
2321     Feel free to create your own special artifacts. However, it is very
2322 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2323 root 1.1 </use>
2324     <attribute arch="magic" editor="magic bonus" type="int">
2325     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2326     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2327     than direct armour-class bonus on the helmet.
2328 root 1.3
2329 root 1.1 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2330     &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2331     &lt;magic bonus&gt; is pointless here.
2332     </attribute>
2333     </type>
2334    
2335     <!--####################################################################-->
2336     <type number="100" name="Gloves">
2337     <import_type name="Amulet" />
2338     <description><![CDATA[
2339     Wearing gloves, the object's stats will directly be inherited to
2340 root 1.37 the player. Gloves can add defense or damage bonuses.]]>
2341 root 1.1 </description>
2342     <use><![CDATA[
2343     Feel free to create your own special artifacts. However, it is very
2344 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2345 root 1.1 </use>
2346     <attribute arch="magic" editor="magic bonus" type="int">
2347     If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2348     If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2349     will increase that.
2350     </attribute>
2351     </type>
2352    
2353     <!--####################################################################-->
2354     <type number="93" name="Handle">
2355     <ignore>
2356     <ignore_list name="non_pickable" />
2357 elmex 1.62 <attribute arch="connected"/>
2358 root 1.1 </ignore>
2359     <description><![CDATA[
2360     A handle can be applied by players and (certain) monsters.
2361 root 1.37 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2362 root 1.1 </description>
2363     <use><![CDATA[
2364     Handles are commonly used to move gates. When placing your lever,
2365     don't forget that some monsters are able to apply it.
2366     The ability to apply levers is rare among monsters -
2367 root 1.37 but vampires can do it for example.]]>
2368 root 1.1 </use>
2369     <attribute arch="no_pick" value="1" type="fixed" />
2370 root 1.45 <attribute arch="connected" editor="connection" type="string">
2371 root 1.1 Every time the handle is applied, all objects
2372     with the same &lt;connection&gt; value are activated.
2373     </attribute>
2374     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2375     This text may describe the item. You can use this
2376     message to explain the handle's purpose to the player.
2377     </attribute>
2378     </type>
2379    
2380     <!--####################################################################-->
2381     <type number="27" name="Handle Trigger">
2382     <import_type name="Handle" />
2383     <ignore>
2384     <ignore_list name="non_pickable" />
2385     </ignore>
2386     <description><![CDATA[
2387     Handle triggers are handles which reset after a short period
2388     of time. Every time it is either applied or reset, the
2389 root 1.37 &lt;connection&gt; value is triggered.]]>
2390 root 1.1 </description>
2391     <use><![CDATA[
2392     When you connect an ordinary handle to a gate, the gate normally remains
2393     opened after the first player passed. If you want to keep the gate shut,
2394 root 1.37 connecting it to a handle trigger is an easy solution. ]]>
2395 root 1.1 </use>
2396     </type>
2397    
2398     <!--####################################################################-->
2399     <type number="88" name="Hazard Floor">
2400     <required>
2401     <attribute arch="is_floor" value="1" />
2402     </required>
2403     <ignore>
2404     <ignore_list name="non_pickable" />
2405     </ignore>
2406     <description><![CDATA[
2407     The best example for Hazard Floor is lava. It works like standard
2408     floor, but damages all creatures standing on it.
2409 root 1.37 Damage is taken in regular time intervals.]]>
2410 root 1.1 </description>
2411     <use><![CDATA[
2412     The default lava for example does minor damage. But you can turn
2413     it up so that your hazard floor poses a real threat.<br>
2414     Like magic walls, such floors add a permanent thrill to your map.
2415     You can use that to safely chase off too-weak players, or just
2416 root 1.37 to have something different.]]>
2417 root 1.1 </use>
2418     <attribute arch="is_floor" value="1" type="fixed" />
2419     <attribute arch="lifesave" value="1" type="fixed" />
2420 root 1.9 &move_on;
2421 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2422     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2423     This attribute specifys the attacktypes that this floor uses to
2424     damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2425     If you want a real tough hazard floor, add more than just one attacktype.
2426     </attribute>
2427     <attribute arch="dam" editor="base damage" type="int">
2428     The &lt;base damage&gt; defines how much damage is inflicted to the
2429     victim per hit. The final damage is influenced by several other
2430     factors like the victim's resistance and level.
2431     </attribute>
2432     <attribute arch="wc" editor="weaponclass" type="int">
2433     &lt;weapon class&gt; improves the chance of hitting the victim.
2434     Lower values are better.
2435     Usually, hazard floors like lava are supposed to hit the
2436     victim all the time. Therefore, &lt;weaponclass&gt; should be set
2437     to something like -30.
2438     </attribute>
2439     <attribute arch="level" editor="attack level" type="int">
2440     I guess this value is supposed to work similar to monster levels.
2441     But in fact, it does not seem to have an effect. Set any non-zero
2442     value to be on the safe side.
2443     </attribute>
2444     <section name="terrain">
2445 root 1.9 &movement_types_terrain;
2446 root 1.1 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2447     This flag indicates this spot contains wood or high grass.
2448     Players with activated woodsman skill can move faster here.
2449     </attribute>
2450     <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2451     This flag indicates this spot contains hills or large rocks.
2452     Players with activated mountaineer skill can move faster here.
2453     </attribute>
2454     </section>
2455     <attribute arch="no_magic" editor="no spells" type="bool">
2456     If enabled, it is impossible for players to use (wizard-)
2457     spells on that spot.
2458     </attribute>
2459     <attribute arch="damned" editor="no prayers" type="bool">
2460     If enabled, it is impossible for players to use prayers
2461     on that spot. It also prevents players from saving.
2462     </attribute>
2463     <attribute arch="unique" editor="unique map" type="bool">
2464     Unique floor means that any items dropped on that spot
2465 root 1.48 will be saved beyond map reset. For permanent apartments,
2466 root 1.1 all floor tiles must be set &lt;unique map&gt;.
2467     </attribute>
2468     </type>
2469    
2470     <!--####################################################################-->
2471     <type number="34" name="Helmet">
2472     <import_type name="Amulet" />
2473     <description><![CDATA[
2474     Wearing a helmet, the object's stats will directly be inherited to
2475     the player. Normal helmets usually increase defense, while crowns
2476     add more special bonuses like stats/resistances paired with
2477 root 1.37 low defense.]]>
2478 root 1.1 </description>
2479     <use><![CDATA[
2480     Feel free to create your own special artifacts. However, it is very
2481 root 1.37 important that you keep your artifact in balance with existing maps.]]>
2482 root 1.1 </use>
2483     <attribute arch="magic" editor="magic bonus" type="int">
2484     &lt;magic bonus&gt; works just like ac, except that it can be improved by
2485     "scrolls of Enchant Armour" or reduced by acid. It is less useful
2486     than direct armour-class bonus on the helmet.
2487 root 1.3
2488 root 1.1 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2489     &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2490     Crowns for instance typically provide no &lt;amour class&gt;.
2491     </attribute>
2492     </type>
2493    
2494     <!--####################################################################-->
2495     <type number="56" name="Holy Altar">
2496     <ignore>
2497     <ignore_list name="non_pickable" />
2498     </ignore>
2499     <description><![CDATA[
2500 root 1.50 Holy Altars are altars for the various religions. Praying
2501 root 1.1 at a Holy_altar will make you a follower of that god, and
2502 root 1.37 if you already follow that god, you may get some extra bonus.]]>
2503 root 1.1 </description>
2504     <attribute arch="no_pick" value="1" type="fixed" />
2505     <attribute arch="other_arch" editor="god name" type="string">
2506     The altar belongs to the god of the given name. Possible options for
2507     &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2508 root 1.3 Gorokh, Valriel and Sorig.
2509    
2510 root 1.1 If you want to have an unconsecrated altar, set
2511     &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2512     </attribute>
2513     <attribute arch="level" editor="reconsecrate level" type="int">
2514     To re-consecrate an altar, the player's wisdom level must be as
2515     high or higher than this value. In that way, some altars can not
2516 root 1.3 be re-consecrated, while other altars, like those in dungeons, could be.
2517    
2518 elmex 1.17 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2519 root 1.1 Some characters might need those altars, they would be very unhappy to
2520     see them re-consecrated to another cult.
2521     </attribute>
2522     </type>
2523    
2524     <!--####################################################################-->
2525     <type number="35" name="Horn">
2526     <ignore>
2527     <attribute arch="title" />
2528     </ignore>
2529     <description><![CDATA[
2530     Horns are very similar to rods. The difference is that horns regenerate
2531     spellpoints faster and thus are more valuable than rods.
2532     <br><br>
2533     A horn contains a spell. The player can use this spell by applying and
2534     "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2535 root 1.37 used endlessly.]]>
2536 root 1.1 </description>
2537     <use><![CDATA[
2538     Horns are powerful due to their fast recharge rate. They should
2539     never contain high level attacking spells. Even curing/healing spells
2540 root 1.37 are almost too good on a horn.]]>
2541 root 1.1 </use>
2542     <attribute arch="sp" editor="spell" type="spell">
2543     Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2544     horns to players, since they can be used endlessly without any mana cost!
2545     Horns with heal/ restoration/ protection spells, IF available, MUST be
2546     very very VERY hard to get!
2547     </attribute>
2548     <attribute arch="level" editor="casting level" type="int">
2549     The casting level of the &lt;spell&gt; determines it's power.
2550     For attack spells, level should not be set too high.
2551     </attribute>
2552     <attribute arch="hp" editor="initial spellpoints" type="int">
2553     This value represents the initial amount of spellpoints in the horn.
2554     Naturally, this is quite unimportant.
2555     </attribute>
2556     <attribute arch="maxhp" editor="max. spellpoints" type="int">
2557     When the horn is fully charged up, it will hold this maximum amount of
2558     spellpoints. Make sure it is enough to cast the contained spell at least
2559     once. But don't set the value too high, as that might make the horn way
2560     too effective.
2561     </attribute>
2562     <attribute arch="startequip" editor="godgiven item" type="bool">
2563     A godgiven item vanishes as soon as the player
2564     drops it to the ground.
2565     </attribute>
2566     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2567     This text may contain a description of the horn.
2568     </attribute>
2569     </type>
2570    
2571     <!--####################################################################-->
2572     <type number="73" name="Inorganic">
2573     <description><![CDATA[
2574     Inorganic materials are generally used as ingredients for
2575     alchemical receipes. By themselves, they have no special
2576 root 1.37 functionalities.]]>
2577 root 1.1 </description>
2578     <attribute arch="is_dust" editor="is dust" type="bool">
2579     </attribute>
2580 elmex 1.29 &resistances_basic;
2581 root 1.1 </type>
2582    
2583     <!--####################################################################-->
2584     <type number="64" name="Inventory Checker">
2585     <ignore>
2586     <ignore_list name="system_object" />
2587 elmex 1.62 <attribute arch="connected"/>
2588 root 1.1 </ignore>
2589     <description><![CDATA[
2590     Inventory checkers passively check the players inventory for a
2591     specific object. You can set a connected value that is triggered
2592     either if that object is present or missing (-&gt; "last_sp") when a
2593     player walks over the inv. checker. A valid option is to remove the
2594     matching object (usually not recommended, see "last_heal").
2595     <br><br>
2596     Alternatively, you can set your inv. checker to block all players
2597 root 1.9 that do/don't carry the matching object.
2598 root 1.1 <br><br>
2599     As you can see, inv. checkers are quite powerful, holding a
2600 root 1.37 great variety of possibilities.]]>
2601 root 1.1 </description>
2602     <use><![CDATA[
2603     Putting a check_inventory space in front of a gate (one below) and
2604     one on the opposite side works reasonably well as a control mechanism.
2605     Unlike the key/door-combo, this one works infinite since it is
2606     independant from map reset. Use it to put a "structure" into your
2607     maps: Player must solve area A to gain access to area B. This concept
2608 root 1.37 can be found in nearly every RPG - simple but effective.]]>
2609 root 1.1 </use>
2610     <attribute arch="no_pick" value="1" type="fixed" />
2611     <attribute arch="slaying" editor="match key string" type="string">
2612     This string specifies the object we are looking for: We have a match
2613     if the player does/don't carry a key object or a mark with identical
2614     &lt;key string&gt;. Note that key objects usually appear as "passports" in
2615     this context. A typical example is the city gate mechanism of scorn.
2616     </attribute>
2617     <attribute arch="race" editor="match arch name" type="string">
2618     This string specifies the object we are looking for: We have a match
2619     if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2620     </attribute>
2621     <attribute arch="hp" editor="match type" type="int">
2622     This value specifies the object we are looking for: We have a match
2623 root 1.3 if the player does/don't carry an object that is of type &lt;match type&gt;.
2624    
2625 root 1.1 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2626     enabled. Now you have an inv. checker blocking all players that carry any
2627     kind of melee weapon. To pass, a player is forced to leave behind all
2628     his weaponry... bad news for a warrior. ;)
2629     </attribute>
2630     <attribute arch="last_sp" editor="match = having" type="bool">
2631     Enabled means having that object is a match.
2632     Disabled means not having that object is a match.
2633     </attribute>
2634 root 1.45 <attribute arch="connected" editor="connection" type="string">
2635 root 1.1 Whenever the inventory checker is triggered, all objects with identical
2636     &lt;connection&gt; value get activated. This only makes sense together with
2637     &lt;blocking passage&gt; disabled.
2638     </attribute>
2639 root 1.9 &movement_types_terrain;
2640 root 1.1 <attribute arch="last_heal" editor="remove match" type="bool">
2641     &lt;remove match&gt; means remove object if found. Setting this is usually not
2642     recommended because inv. checkers are in general invisible. So, unlike
2643     for altars/ locked doors, the player won't expect to lose an object when
2644 root 1.3 walking over that square. And he doesn't even get a message either.
2645    
2646 root 1.1 So, *if* you enable &lt;remove match&gt;, make sure
2647     to inform the player what's going on!
2648     </attribute>
2649     </type>
2650    
2651     <!--####################################################################-->
2652 root 1.2 <type number="163" name="Item Transformer">
2653     <description><![CDATA[
2654     An item transformer is simply applied, after having marked a 'victim'
2655     item. If the victim is suitable, it will be transformed into something
2656     else.]]>
2657     </description>
2658     <use><![CDATA[
2659     To make an item transformable, you just have to fill the 'slaying' field.
2660     The syntax is:
2661     <br>
2662     <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2663     <br>
2664     with [] denoting optional part, and * any number of preceding [].
2665     'new_item' must be the name of an existing archetype.
2666     <br><br>
2667     Example, for object apple: slaying knife:2 half_apple
2668     <br><br>
2669     This means that, when applying a knife (should be an Item Transformer),
2670     one 'apple' will be transformed into 2 'half_apple'.]]>
2671     </use>
2672     <attribute arch="food" editor="number of uses" type="int">
2673     &lt;number of uses&gt; controls how many times the item transformer can
2674     be used. The value 0 means "unlimited"
2675     </attribute>
2676     <attribute arch="slaying" editor="verb" type="string">
2677     Contains the verb that is used to construct a message to the player
2678     applying the item transformer.
2679     </attribute>
2680     <attribute arch="startequip" editor="godgiven item" type="bool">
2681     A godgiven item vanishes as soon as the player
2682     drops it to the ground.
2683     </attribute>
2684     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2685     This text may contain a description of the item transformer.
2686     </attribute>
2687     </type>
2688    
2689     <!--####################################################################-->
2690 root 1.1 <type number="60" name="Jewel">
2691     <description><![CDATA[
2692     Items of the type Gold &amp; Jewels are handled like a currency.
2693     Unlike for any other type of item, in shops, the buy- and selling
2694 root 1.37 prices differ only marginally.]]>
2695 root 1.1 </description>
2696     <attribute arch="race" value="gold and jewels" type="fixed" />
2697     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2698     This text may describe the object.
2699     </attribute>
2700     </type>
2701    
2702     <!--####################################################################-->
2703 root 1.3 <type number="24" name="Key">
2704     <description><![CDATA[
2705     When carrying a key, a normal door can be opened. The key will
2706 root 1.37 disappear.]]>
2707 root 1.3 </description>
2708     <attribute arch="startequip" editor="godgiven item" type="bool">
2709     A godgiven item vanishes as soon as the player
2710     drops it to the ground.
2711     </attribute>
2712     </type>
2713    
2714     <!--####################################################################-->
2715 root 1.1 <type number="20" name="Locked Door">
2716     <ignore>
2717     <ignore_list name="non_pickable" />
2718     </ignore>
2719     <description><![CDATA[
2720     A locked door can be opened only when carrying
2721 root 1.37 the appropriate special key.]]>
2722 root 1.1 </description>
2723     <use><![CDATA[
2724     If you want to create a locked door that cannot be opened (no key),
2725     set a &lt;key string&gt; like "no_key_available". This will clearify things
2726 root 1.3 and only a fool would create a key matching that string.
2727    
2728 root 1.1 Door-objects can not only be used for "doors". In many maps these
2729     are used with all kinds of faces/names, especially often as
2730     "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2731     There you have magic forces (door objects) put under certain artifact
2732     items. To get your hands on the artifacts, you need to bring up the
2733 root 1.37 appropriate quest items (key objects).]]>
2734 root 1.1 </use>
2735 root 1.9 <attribute arch="move_type" value="0" type="fixed" />
2736 root 1.1 <attribute arch="no_pick" value="1" type="fixed" />
2737     <attribute arch="slaying" editor="key string" type="string">
2738     The &lt;key string&gt; in the door must be identical with the
2739     &lt;key string&gt; in the special key, then the door is unlocked.
2740     It is VERY important to set the &lt;key string&gt; to something that
2741 root 1.32 is unique among the Deliantra mapset.
2742 root 1.3
2743 root 1.1 DONT EVER USE the default string "set_individual_value".
2744 root 1.59
2745     When the key string starts with "match ", then it is expected to
2746     be a match expression, which will be applied to the player, so
2747     you can use e.g. (match type=POTION in inv). Note that the matched
2748     object will be removed.
2749 root 1.1 </attribute>
2750     <attribute arch="no_magic" editor="restrict spells" type="bool">
2751     Restricting the use of spells to pass this door.
2752     This should be set in most cases.
2753     (Don't forget that the spell "dimension door" is easily
2754     available at about wisdom level 10).
2755     </attribute>
2756     <attribute arch="damned" editor="restrict prayers" type="bool">
2757     Restricting the use of prayers to pass this door.
2758     This should be set in most cases.
2759     </attribute>
2760     <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2761     When a player is trying to open the door without carrying the
2762     appropriate key, this text is displayed to the player. This is
2763     a good opportunity to place hints about the special key needed
2764     to unlock the door.
2765     </attribute>
2766     </type>
2767    
2768     <!--####################################################################-->
2769     <type number="29" name="Magic Ear">
2770     <ignore>
2771     <ignore_list name="system_object" />
2772 elmex 1.62 <attribute arch="connected"/>
2773 root 1.1 </ignore>
2774     <description><![CDATA[
2775     Magic_ears trigger a connected value
2776 root 1.37 when the player speaks a specific keyword.]]>
2777 root 1.1 </description>
2778     <use><![CDATA[
2779     Whenever you put magic_ears on your maps, make sure there are
2780     CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2781     something like a gate that is opened by speaking "open" or
2782     "sesame", expecting the player to figure this out all by himself.
2783     <br><br>
2784     Magic_ears are typically used for interaction with NPCs. You
2785     can create the impression that the NPC actually *does* something
2786     according to his conversation with a player. Mostly this means
2787     opening a gate or handing out some item, but you could be quite
2788 root 1.37 creative here.]]>
2789 root 1.1 </use>
2790     <attribute arch="no_pick" value="1" type="fixed" />
2791 root 1.45 <attribute arch="connected" editor="connection" type="string">
2792 root 1.1 The Magic_ear will trigger all objects with the
2793     same connection value, every time it is activated.
2794     </attribute>
2795     <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2796     This textfield contains the keyword-matching-syntax. The text should
2797     have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2798     Any number of keywords from one to infinite is allowed. Make sure
2799     they are seperated by a '|'.
2800 root 1.3
2801 root 1.1 Examples: "@match yes", "@match gold|treasure". The connected
2802     value will be triggerd when the player speaks any of the given
2803     keywords within a two-square radius. IMPORTANT: Upper/lower case
2804     does not make a difference!
2805     </attribute>
2806     </type>
2807    
2808     <!--####################################################################-->
2809     <type number="62" name="Magic Wall">
2810     <ignore>
2811     <ignore_list name="non_pickable" />
2812 elmex 1.62 <attribute arch="connected"/>
2813 root 1.1 </ignore>
2814     <description><![CDATA[
2815     Magic walls fire spells in a given direction, in regular intervals.
2816     Magic walls can contain any spell. However, some spells do not
2817     operate very successfully in them. The only way to know is to test
2818     the spell you want to use with a wall.
2819     <br><br>
2820     Several types of magical walls are predefined for you in the
2821 root 1.37 archetypes, and can be found on the "connected" Pickmap.]]>
2822 root 1.1 </description>
2823     <use><![CDATA[
2824     Spellcasting walls pose an interesting alternative to monsters.
2825     Usually they are set to be undestroyable. Thus, while monsters
2826     in a map can be cleared out, the magic walls remain. Low level
2827     characters for example will not be able to pass through their
2828     spell-area, hence they cannot loot a map that a high level character
2829     might have cleared out.
2830     <br><br>
2831     Another point of magic walls is that if the player dies, he has to face
2832     them all again. Magic walls can add a kind of "permanent thrill" to
2833     your maps.
2834     <br><br>
2835     Be careful that your magic walls don't kill the monsters on a map. If
2836     placing monsters, eventually take ones that are immune to the
2837     walls' spell(s).
2838     <br><br>
2839     It is possible to make walls rotate when triggered. But that is so
2840     confusing (and useless IMHO) that I did not mention it above. You
2841     can find a working example on the map
2842 root 1.37 "/pup_land/castle_eureca/castle_eureca8".]]>
2843 root 1.1 </use>
2844     <attribute arch="dam" editor="spell" type="spell">
2845     The magic wall will cast this &lt;spell&gt;.
2846     </attribute>
2847     <attribute arch="level" editor="spell level" type="int">
2848     The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2849     walls cast spells at minimal strength. "level 100" walls cast deadly
2850     spells. Arch default is level 1 - you should always set this value
2851     to meet the overall difficulty of your map.
2852     </attribute>
2853 root 1.45 <attribute arch="connected" editor="connection" type="string">
2854 root 1.1 Every time the &lt;connection&gt; value is triggered, the wall will cast
2855     it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2856     have much visible effect.
2857     </attribute>
2858 elmex 1.16 &activate_on;
2859 root 1.1 <attribute arch="speed" editor="casting speed" type="float">
2860     The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2861     You can fine-tune how long the duration between two casts shall
2862     be. If you want to create a wall that can be activated (cast per
2863     trigger) via connected lever/button/etc, you must set "speed 0".
2864     </attribute>
2865 root 1.12 &speed_left;
2866 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
2867     The magic wall will cast it's spells always in the specified
2868     &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2869     always fire in a random direction.
2870     </attribute>
2871 root 1.9 &movement_types_terrain;
2872 root 1.1 <section name="destroyable">
2873     <attribute arch="alive" editor="is destroyable" type="bool">
2874     Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2875     destroyed by the player. If disabled, all other attributes on
2876     this tab, as well as resistances, are meaningless.
2877     </attribute>
2878     <attribute arch="hp" editor="hitpoints" type="int">
2879     The more &lt;hitpoints&gt; the wall has, the longer
2880     it takes to be destroyed.
2881     </attribute>
2882     <attribute arch="maxhp" editor="max hitpoints" type="int">
2883     &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2884     can have. This only makes sense if the wall can regain health.
2885     </attribute>
2886     <attribute arch="ac" editor="armour class" type="int">
2887     A magic wall of high &lt;armour class&gt; is less likely to get hit from
2888     an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2889     to &lt;weapon class&gt;.
2890     </attribute>
2891     </section>
2892 elmex 1.29 &resistances_basic;
2893 root 1.1 </type>
2894    
2895     <!--####################################################################-->
2896     <type number="55" name="Marker">
2897     <ignore>
2898     <ignore_list name="system_object" />
2899 elmex 1.62 <attribute arch="connected"/>
2900 root 1.1 </ignore>
2901     <description><![CDATA[
2902     A marker is an object that inserts an invisible force (a mark) into a
2903     player stepping on it. This force does nothing except containing a
2904     &lt;key string&gt; which can be discovered by detectors or inventory
2905 root 1.57 checkers. It is also possible to use markers for removing marks again
2906     (by setting the "name" slot to the name of the marker to be removed).
2907 root 1.1 <br><br>
2908     Note that the player has no possibility to "see" his own marks,
2909 root 1.37 except by the effect that they cause on the maps.]]>
2910 root 1.1 </description>
2911     <use><![CDATA[
2912     Markers hold real cool possibilities for map-making. I encourage
2913     you to use them frequently. However there is one negative point
2914     about markers: Players don't "see" what's going on with them. It is
2915     your task, as map-creator, to make sure the player is always well
2916     informed and never confused.
2917     <br><br>
2918     Please avoid infinite markers when they aren't needed. They're
2919     using a little space in the player file after all, so if there
2920 root 1.37 is no real purpose, set an expire time.]]>
2921 root 1.1 </use>
2922     <attribute arch="no_pick" value="1" type="fixed" />
2923     <attribute arch="slaying" editor="key string" type="string">
2924     The &lt;key string&gt; can be detected by inv. checkers/detectors.
2925     If the player already has a force with that &lt;key string&gt;,
2926     there won't be inserted a second one.
2927     </attribute>
2928 root 1.45 <attribute arch="connected" editor="connection" type="string">
2929 root 1.1 When the detector is triggered, all objects with the same
2930     connection value get activated.
2931     </attribute>
2932     <attribute arch="speed" editor="marking speed" type="float">
2933     The &lt;marking speed&gt; defines how quickly it will mark something
2934     standing on the marker. Set this value rather high to make
2935     sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2936     should do fine.
2937     </attribute>
2938 root 1.12 &speed_left;
2939 root 1.1 <attribute arch="food" editor="mark duration" type="int">
2940     This value defines the duration of the force it inserts.
2941     If nonzero, the duration of the player's mark is finite:
2942     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2943     means the mark will stay on the player forever.
2944     </attribute>
2945     <attribute arch="name" editor="delete mark" type="string">
2946     When the player steps onto the marker, all existing forces in
2947     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2948     will be removed. If you don't want to remove any marks, leave
2949 root 1.3 this textfield empty.
2950    
2951 root 1.1 Note that the string &lt;delete mark&gt; is set as the name of
2952     this marker. So don't be confused, and remember changing the
2953     name will take effect on the marker's functionality.
2954     </attribute>
2955     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2956     In the moment when the player gets marked, this text is displayed
2957     to him. You should really set a message in any marker you create,
2958     because it's the only way for the player to notice what's going on.
2959     </attribute>
2960     </type>
2961 root 1.3
2962 root 1.1 <!--####################################################################-->
2963 root 1.3 <type number="36" name="Money">
2964 root 1.2 <ignore>
2965 root 1.3 <attribute arch="unpaid" />
2966 root 1.2 </ignore>
2967     <description><![CDATA[
2968 root 1.3 Items of the type Money are handled as currency.
2969     Money cannot be sold/bought in shops. When money is dropped
2970     in a shop, it stays the same.<br>
2971     When a player picks an item from a shop and attempts to
2972     walk over the shop mat, the item's selling-price is automatically
2973     subtracted from the player's money.
2974     <br><br>
2975     For money, always use the default arches.
2976 root 1.37 Don't modify them.]]>
2977 root 1.2 </description>
2978 root 1.3 <attribute arch="race" value="gold and jewels" type="fixed" />
2979 root 1.2 </type>
2980    
2981     <!--####################################################################-->
2982 root 1.3 <type number="0" name="Monster &amp; NPC">
2983     <required>
2984     <attribute arch="is_floor" value="0" />
2985     <attribute arch="alive" value="1" />
2986     <attribute arch="tear_down" value="0" />
2987     </required>
2988 root 1.1 <ignore>
2989 root 1.3 <attribute arch="material" />
2990     <attribute arch="name_pl" />
2991 root 1.1 <attribute arch="nrof" />
2992     <attribute arch="value" />
2993     <attribute arch="unpaid" />
2994     </ignore>
2995     <description><![CDATA[
2996     Monsters can behave in various kinds of ways.
2997     They can be aggressive, attacking the player. Or peaceful,
2998     helping the player - maybe joining him as pet.
2999     The unagressive creatures who communicate with players are
3000     usually called "NPCs" (Non Player Character), a well-known
3001 root 1.37 term in role-play environments.]]>
3002 root 1.1 </description>
3003     <use><![CDATA[
3004     Monsters play a central role in most maps. Choosing the right
3005     combination of monsters for your map is vital:
3006     <UL>
3007     <LI> Place only monsters of slightly varying (increasing) strength.
3008     It's no fun to play for two hours just to find out the last
3009     monster is unbeatable. Similar, it's not exciting to fight orcs
3010     after passing a room of dragons.<br>
3011     This rule applies only for linear maps (one room after the other),
3012     with treasure at the end. You can sprinkle the treasure around,
3013 root 1.3 or make non-linear maps - That is often more entertaining.
3014 root 1.1 <LI> Places with high level monsters must not be easy to reach.
3015     Balrogs, Dragonmen and the likes should be at the end of a quest,
3016 root 1.3 not at the beginning.
3017 root 1.1 <LI> Don't stick monsters together that tend to kill each other.
3018     Fire- and cold dragons in one room for example is a bad idea.
3019     By weakening and killing each other they are easy prey for players,
3020     not worth the experience they hold.
3021     <LI> Create your own monsters, especially for "boss"-type monsters.
3022     Having stage-bosses guarding treasure is a lot of fun when done right.
3023     Avoid to create monsters with completely non-intuitive abilities:
3024     Don't give ice-spells to firedragons or vice versa. Don't add
3025     draining attack to trolls, etc. Additionally, you should inform the
3026     player before he bumps right into some very special/unusual monster.
3027     <LI> Last but not least: Always keep an eye on the experience your monsters
3028     hold. Design your maps in a way that high experience
3029     is always well-defended. Don't make large rooms full with only one kind
3030     of monster. Keep in mind the different abilities/techniques players
3031     can use.
3032     </UL>
3033     I know it's impossible to make the perfectly balanced map. There's always
3034     some part which is found too easy or too hard for a certain kind of player.
3035     Just give it your best shot. And listen to feedback from players if you
3036 root 1.37 receive some. :-)]]>
3037 root 1.1 </use>
3038     <attribute arch="alive" value="1" type="fixed" />
3039     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3040     When the monster is killed, items from the treasurelist will
3041     drop to the ground. This is a common way to reward players
3042     for killing (masses of) monsters.
3043 root 1.3
3044 root 1.1 Note that you can always put items into the monster's
3045     inventory. Those will drop-at-kill just like the stuff
3046     from the &lt;treasurelist&gt;.
3047     </attribute>
3048 root 1.24 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3049     Set this flag to move treasure items created into the environment (map)
3050     instead of putting them into the object.
3051     </attribute>
3052 root 1.1 <attribute arch="level" editor="level" type="int">
3053     A monster's &lt;level&gt; is the most important attribute.
3054     &lt;level&gt; affects the power of a monster in various ways.
3055     </attribute>
3056     <attribute arch="race" editor="race" type="string">
3057 root 1.12 Every monster should have a race set to categorize it.
3058 root 1.1 The monster's &lt;race&gt; can have different effects:
3059     Slaying weapons inflict tripple damage against enemy races
3060     and holy word kills only enemy races of the god.
3061     </attribute>
3062     <attribute arch="exp" editor="experience" type="int">
3063     When a player kills this monster, he will get exactly this
3064     amount of &lt;experience&gt;. The experience will flow into
3065 root 1.12 the skill-category the player used for the kill.
3066 root 1.3
3067 root 1.1 If you create special monsters of tweaked strenght/abilities,
3068     always make sure that the &lt;experience&gt; is set to a
3069     reasonable value. Compare with existing arches to get a feeling
3070     what reasonable means. Keep in mind that spellcasting monsters
3071     are a lot harder to kill than non-spellcasters!
3072     </attribute>
3073     <attribute arch="speed" editor="speed" type="float">
3074     The &lt;speed&gt; determines how fast a monster will both move
3075     and fight. High &lt;speed&gt; makes a monster considerably stronger.
3076     </attribute>
3077 root 1.12 &speed_left;
3078 root 1.1 <attribute arch="other_arch" editor="breed monster" type="string">
3079     This only takes effect if &lt;multiply&gt; is enabled. The monster will
3080     create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3081     can be set to any valid arch-name of a monster. Multipart monster
3082     should not be used.
3083     </attribute>
3084     <attribute arch="generator" editor="multiply" type="bool">
3085     Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3086     every once in a while. Mice are a good example for this effect.
3087     If enabled, you must also set &lt;breed monster&gt; or check
3088     &lt;template generation&gt; and put other monsters in the inventory.
3089     </attribute>
3090     <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3091     This only takes effect if &lt;multiply&gt; is enabled. The monster
3092     will create a new monster every once in a while by duplicating it's inventory.
3093     In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3094     Each time the monster need to generate an object, it will be
3095     a randomly chosen item from the inventory. When generator is destroyed,
3096 root 1.3 inventory is destroyed.
3097 root 1.1 </attribute>
3098 root 1.9 &move_type;
3099 root 1.1 <attribute arch="undead" editor="undead" type="bool">
3100     Several spells only affect undead monsters:
3101     turn undead, banish undead, holy word, etc.
3102     </attribute>
3103     <attribute arch="carrying" editor="carries weight" type="int">
3104     If a monster has something in the inventory, this
3105     value can be set to reflect the slowdown due to
3106     the carried weight.
3107     </attribute>
3108 root 1.24 <attribute arch="precious" editor="precious" type="bool">
3109 elmex 1.27 Set this flag to indicate that this monster is precious, i.e.
3110 root 1.24 it should not be lightly destroyed. This is most useful on pets and
3111     keeps the server from destroying them on destroy_pets/monster floors
3112     and will try to save them when the player logs out.
3113     </attribute>
3114 root 1.3
3115 root 1.1 <section name="melee">
3116     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3117     This number is a bitmask, specifying the monster's attacktypes
3118     for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3119     Strong monsters often have more than just physical attacktype.
3120 root 1.3
3121 root 1.1 When a monster with multiple attacktypes hits aan oponent, it will do
3122     as much damage as the "best" of it's attacktypes does. So, the more
3123     attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3124     somehow exceptions.
3125     </attribute>
3126     <attribute arch="dam" editor="damage" type="int">
3127     Among other parameters, &lt;damage&gt; affects how much melee damage
3128     a monster inflicts. &lt;damage&gt; is used as base value for damage per
3129     hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3130     take effect on the melee damage of a monster.
3131     </attribute>
3132     <attribute arch="wc" editor="weapon class" type="int">
3133     Monsters of high &lt;weapon class&gt; are more likely to really hit
3134     their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3135     to &lt;armour class&gt;.
3136     </attribute>
3137     <attribute arch="hp" editor="health points" type="int">
3138     The &lt;health points&gt; of a monster define how long it takes to
3139     kill it. With every successful hit from an opponent, &lt;health points&gt;
3140     get drained - The monster dies by zero &lt;health points&gt;.
3141     </attribute>
3142     <attribute arch="maxhp" editor="max health" type="int">
3143     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3144     monster can have.
3145     </attribute>
3146     <attribute arch="ac" editor="armour class" type="int">
3147     Monsters of low &lt;armour class&gt; are less likely to get hit from
3148     their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3149     to &lt;weapon class&gt;.
3150     Values typically range between +20 (very bad) to -20 (quite good).
3151     </attribute>
3152     <attribute arch="Con" editor="healing rate" type="int">
3153 root 1.2 Monsters regenerate this many health points each 4 ticks. Hence, the
3154     healing rate is independent of &lt;speed&gt;.
3155 root 1.1 </attribute>
3156     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3157     A monster with this flag has the ability to &lt;reflect missiles&gt;,
3158     all kinds of projectiles (e.g. arrows, bolts, boulders) will
3159     bounce off.
3160     </attribute>
3161     <attribute arch="hitback" editor="hitback" type="bool">
3162     Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3163     to the amount of damage the *attacker* inflicted. This damage
3164     is additional to the regular melee damage of the monster.
3165     As far as I know, hitback uses acid attacktype, and it only takes
3166     effect if the monster actually has acid attacktype at it's disposal.
3167     Acid spheres for example use this feature.
3168     </attribute>
3169     <attribute arch="one_hit" editor="one hit only" type="bool">
3170     Monsters with &lt;one hit only&gt; dissapear after one successful hit
3171     to a player.
3172     </attribute>
3173     </section>
3174 root 1.3
3175 root 1.1 <section name="spellcraft">
3176     <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3177     If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3178     Only wands/rods/etc can be used, given the appropriate abilities.
3179     </attribute>
3180     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3181     A monster with this flag has the ability to &lt;reflect spells&gt;,
3182     all kinds of spell-bullets and -beams will bounce off.
3183 root 1.3
3184 root 1.1 Generally this flag should not be set because it puts
3185     wizard-type players at an unfair disadvantage.
3186     </attribute>
3187     <attribute arch="sp" editor="spellpoints" type="int">
3188     Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3189     them for both wizard- and prayer-spells. However, this value defines
3190     only the amount of *initial* spellpoints the monster starts with.
3191     When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3192     and &lt;spellpoint regen.&gt; are more important than just initial
3193     &lt;spellpoints&gt;.
3194     </attribute>
3195     <attribute arch="maxsp" editor="max spellpoints" type="int">
3196     &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3197     can hold. Setting this to high values has little effect unless
3198     the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3199     "regenerate mana" at it's disposal.
3200     </attribute>
3201     <attribute arch="Pow" editor="spellpoint regen." type="int">
3202 root 1.2 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3203     spellpoint regeneration rate is independent of &lt;speed&gt;.
3204 root 1.3
3205 root 1.1 To make a real tough spellcasting monster, the rate of spellpoint
3206     regeneration is most important. If your monster is still not casting
3207     fast enough, give it the spell-ability of "regenerate mana".
3208     That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3209     </attribute>
3210     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3211     Click on the &lt;attuned paths&gt; button to select spellpaths.
3212     The creature will get attuned to the specified spellpaths.
3213     </attribute>
3214     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3215     Click on the &lt;repelled paths&gt; button to select spellpaths.
3216     The creature will get repelled to the specified spellpaths.
3217     </attribute>
3218     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3219     Click on the &lt;denied paths&gt; button to select spellpaths.
3220     The creature won't be able to cast spells of the specified paths.
3221     </attribute>
3222     </section>
3223 root 1.3
3224 root 1.1 <section name="ability">
3225     <attribute arch="Int" editor="detect hidden" type="int">
3226     The &lt;detect hidden&gt; value gives monsters the ablitity to find
3227     hidden/invisible creatures. Higher values make for better
3228     detection-skills. Enabling &lt;see invisible&gt; makes this value
3229     obsolete.
3230     </attribute>
3231     <attribute arch="see_invisible" editor="see invisible" type="bool">
3232     A monster with the ability to &lt;see invisible&gt; cannot be fooled
3233     with by invisible or hiding players. This flag is a must-have
3234     for high-level monsters. When a monster is unable to detect
3235     invisible players, it can be killed without fighting back.
3236     </attribute>
3237     <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3238     A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3239     by spells of darkness or dark maps. This flag is a "should-have"
3240     for high-level monsters. When a monster is unable to see in
3241     darkness, players can cast darkness and sneak around it safely.
3242     </attribute>
3243     <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3244     Monster is able to wield weapon type objects.
3245     </attribute>
3246     <attribute arch="can_use_bow" editor="can use bows" type="bool">
3247     Monster is able to use missile-weapon type objects.
3248     </attribute>
3249     <attribute arch="can_use_armour" editor="can use armour" type="bool">
3250     Monster is able to wear protective equipment like brestplate
3251     armour, shields, helmets etc.
3252     </attribute>
3253     <attribute arch="can_use_ring" editor="can use rings" type="bool">
3254     Monster is able to wear rings.
3255     </attribute>
3256     <attribute arch="can_use_wand" editor="can use wands" type="bool">
3257     Monster is able to use wands and staves.
3258     </attribute>
3259     <attribute arch="can_use_rod" editor="can use rods" type="bool">
3260     Monster is able to use rods.
3261     </attribute>
3262     <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3263     Monster is able to read scrolls.
3264     </attribute>
3265     <attribute arch="can_use_skill" editor="can use skills" type="bool">
3266     Monster is able to use skills from it's inventory.
3267     For example, you can put a throwing skill object and some
3268 root 1.3 boulders into the monster's object and set &lt;can use skills&gt;.
3269 root 1.1 </attribute>
3270     </section>
3271 root 1.3
3272 root 1.1 <section name="behave">
3273     <attribute arch="monster" editor="monster behaviour" type="bool">
3274     When &lt;monster behaviour&gt; is enabled, this object will behave
3275     like a monster: It can move and attack enemies (which are
3276     typically players).
3277     This flag should be set for all monsters as-such.
3278     Monsters which don't move, like guards, should also have
3279     &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3280 root 1.3 It should *not* be set for things like immobile generators.
3281 root 1.1 </attribute>
3282     <attribute arch="unaggressive" editor="unaggressive" type="bool">
3283     &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3284     </attribute>
3285     <attribute arch="friendly" editor="friendly" type="bool">
3286     &lt;friendly&gt; monsters help the player, attacking any
3287     non-friendly monsters in range.
3288     </attribute>
3289     <attribute arch="stand_still" editor="stand still" type="bool">
3290     Monsters which &lt;stand still&gt; won't move to leave their position.
3291     When agressive, they will attack all enemies who get close to
3292     them. This behaviour is commonly known from castle guards.
3293 root 1.3
3294 root 1.32 In older versions of Deliantra it was possible to eventually
3295 root 1.1 push a &lt;stand still&gt;-monster out of position by force.
3296     I believe this is no longer possible. Neverthless, you should
3297     still be cautious when lining up &lt;stand still&gt;-monster in order
3298     to "defend" something: Such monsters are rather easy to kill.
3299     It's good for low level maps, but not much more.
3300     </attribute>
3301     <attribute arch="sleep" editor="asleep" type="bool">
3302     Being &lt;asleep&gt;, a monster won't move unless a player enters the
3303     &lt;sensing range&gt; of the monster. Usually the sensing range is
3304     larger than the players line of sight. Due to that, in most cases
3305     the player won't ever notice weither a monster was asleep or not.
3306     </attribute>
3307     <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3308     This entry defines which kinds of environment actions the
3309     creature is able to perform.
3310     </attribute>
3311     <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3312     Click on the &lt;pick up&gt; button and select which types of objects
3313     the creature should try to pick up.
3314 root 1.3
3315 root 1.1 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3316     etc are set, then the creature will pick up the matching items even
3317     if this is not set here.
3318     </attribute>
3319     <attribute arch="Wis" editor="sensing range" type="int">
3320     &lt;sensing range&gt; determines how close a player needs to be before
3321     the creature wakes up. This is done as a square, for reasons of speed.
3322     Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3323     11x11 square of the monster will wake the monster up. If the player
3324     has stealth, the size of this square is reduced in half plus 1.
3325     </attribute>
3326 root 1.10 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3327     If this is set to default, the standard mode of movement will be used.
3328     </attribute>
3329     <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3330     This movement is not in effect when the monster has an enemy and should
3331     only be used for non agressive monsters.
3332 root 1.1 </attribute>
3333     <attribute arch="run_away" editor="run at % health" type="int">
3334     This is a percentage value in the range 0-100.
3335     When the monster's health points drop below this percentage
3336     (relative to max health), it attempts to run away from the
3337     attacker.
3338     </attribute>
3339     </section>
3340 elmex 1.29 &resistances_basic;
3341 root 1.1 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3342     </attribute>
3343     </type>
3344    
3345     <!--####################################################################-->
3346 root 1.3 <type number="28" name="Monster (Grimreaper)">
3347     <import_type name="Monster &amp; NPC" />
3348     <ignore>
3349     <attribute arch="material" />
3350     <attribute arch="name_pl" />
3351     <attribute arch="nrof" />
3352     <attribute arch="value" />
3353     <attribute arch="unpaid" />
3354     </ignore>
3355 elmex 1.27 <description>
3356 root 1.3 A grimreaper is a monster that vanishes after it did some number of
3357 elmex 1.27 draining attacks.
3358 root 1.3 </description>
3359     <section name="grimreaper">
3360     <attribute arch="value" editor="attacks" type="int">
3361     The object vanishes after this number of draining attacks.
3362     </attribute>
3363     </section>
3364     </type>
3365    
3366     <!--####################################################################-->
3367 root 1.1 <type number="65" name="Mood Floor">
3368     <ignore>
3369     <ignore_list name="system_object" />
3370 elmex 1.62 <attribute arch="connected"/>
3371 root 1.1 </ignore>
3372     <description><![CDATA[
3373     As the name implies, mood floors can change the "mood" of
3374     a monsters/NPC. For example, an unagressive monster could be
3375     turned mad to start attacking. Similar, an agressive monster
3376 root 1.37 could be calmed.]]>
3377 root 1.1 </description>
3378     <use><![CDATA[
3379     Mood floors are absolutely cool for NPC interaction. To make an
3380     unaggressive monster/NPC attack, put a creator with "other_arch
3381     furious_floor" under it. Connect the creator to a magic_ear, so the
3382     player speaks a keyword like "stupid sucker" - and the monster attacks.
3383     <br><br>
3384     To turn an NPC into a pet, put a charm_floor under it and connect
3385     it directly to a magic_ear. Then the player speaks a keyword like
3386     "help me" - and the NPC joins him as pet.
3387     <br><br>
3388     (Of course you must always give clear hints about keywords!
3389     And there is no reason why you couldn't use a button/lever/pedestal
3390 root 1.37 etc. instead of a magic_ear.)]]>
3391 root 1.1 </use>
3392     <attribute arch="no_pick" value="1" type="fixed" />
3393     <attribute arch="last_sp" editor="mood" type="list_mood">
3394     &lt;mood&gt; is used to determine what will happen to the
3395     monster when affected by the mood floor:
3396 root 1.3
3397 root 1.1 &lt;mood&gt; 'furious': Makes all monsters aggressive
3398 root 1.3
3399 root 1.1 &lt;mood&gt; 'angry': As above but pets are unaffected
3400 root 1.3
3401 root 1.1 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3402 root 1.3
3403 root 1.1 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3404 root 1.3
3405 root 1.1 &lt;mood&gt; 'charm': Turns monster into a pet of person
3406     who triggers the square. This setting is not
3407     enabled for continous operation, you need to
3408     insert a &lt;connection&gt; value!
3409     </attribute>
3410 root 1.45 <attribute arch="connected" editor="connection" type="string">
3411 root 1.1 This should only be set in combination with &lt;mood number&gt; 4.
3412     Normally, monsters are affected by the mood floor as soon as they
3413     step on it. But charming (monster -&gt; pet) is too powerful,
3414 root 1.3 so it needs to be activated.
3415    
3416 root 1.1 Typically it is connected to an altar, for buying a "hireling".
3417     But a powerful pet could as well be the reward for solving a
3418     quest. Or even better: It could be *part* of a quest!
3419     </attribute>
3420     <attribute arch="no_magic" editor="no spells" type="bool">
3421     If enabled, it is impossible for players to use (wizard-)
3422     spells on that spot.
3423     </attribute>
3424     <attribute arch="damned" editor="no prayers" type="bool">
3425     If enabled, it is impossible for players to use prayers
3426     on that spot. It also prevents players from saving.
3427     </attribute>
3428     </type>
3429    
3430     <!--####################################################################-->
3431     <type number="40" name="Mover">
3432     <ignore>
3433     <ignore_list name="non_pickable" />
3434     </ignore>
3435     <description><![CDATA[
3436     Movers move the objects above them. However, only living objects
3437     are affected (monsters/NPCs always, players optional). Movers have
3438     a direction, so players can be made to move in a pattern, and so
3439     can monsters. Motion is involuntary. Additionally, players or
3440     monsters can be "frozen" while ontop of movers so that they MUST
3441     move along a chain of them.
3442     <br><br>
3443     Multisquare monsters can be moved as well, given
3444 root 1.37 enough space. Movers are usually invisible.]]>
3445 root 1.1 </description>
3446     <use><![CDATA[
3447     NEVER EVER consider a mover being unpassable in the backwards
3448     direction. Setting "forced movement" makes it seemingly impossible
3449     but there is still a trick: One player can push a second player
3450     past the mover, in opposite to the mover's direction! The more
3451     movers, the more players needed. Hence, don't make a treasure
3452     room that is surrounded by movers instead of solid walls/gates.
3453     <br><br>
3454     Btw, it does not make a difference putting movers above or
3455     below the floor. Moreover, movers that are set to be invisible
3456     cannot be discovered with the show_invisible spell.
3457     <br><br>
3458     Note that Movers and Directors are seperate objects, even though
3459     they look and act similar. Directors only do spells/missiles,
3460     while movers only do living creatures (depending on how it
3461 root 1.37 is set: monsters and players).]]>
3462 root 1.1 </use>
3463     <attribute arch="attacktype" editor="forced movement" type="bool">
3464     If forced movement is enabled, the mover "freezes" anyone it
3465     moves (so they are forced to move along a chain).
3466     For players there is no way to escape this forced movement,
3467     except being pushed by a second player.
3468     </attribute>
3469     <attribute arch="maxsp" editor="freeze duration" type="int">
3470     The player will be "frozen" for that many moves.
3471     If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3472     enabled, then &lt;freeze duration&gt; gets assigned the
3473     "default value" 2 automatically.
3474     </attribute>
3475     <attribute arch="speed" editor="movement speed" type="float">
3476     The movement speed value determines how fast a chain of
3477     these movers will push a player along (default is -0.2).
3478     </attribute>
3479 root 1.12 &speed_left;
3480 root 1.1 <attribute arch="sp" editor="direction" type="list_direction">
3481     The mover will push creatures in the specified &lt;direction&gt;.
3482     A mover with direction set to &lt;none&gt; will spin clockwise,
3483     thus pushing creatures in unpredictable directions.
3484     </attribute>
3485     <attribute arch="lifesave" editor="gets used up" type="bool">
3486     If enabled, the mover gets "used up" after a certain number of moves
3487 root 1.3 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3488 root 1.1 </attribute>
3489     <attribute arch="hp" editor="number of uses" type="int">
3490     This value has only a meaning if &lt;gets used up&gt; is set:
3491     &lt;number of uses&gt; is the number of times minus one, that it
3492     will move a creature before disappearing. (It will move
3493 root 1.3 someone &lt;number of uses&gt;+1 times, then vanish).
3494 root 1.1 </attribute>
3495     <section name="targets">
3496     <attribute arch="level" editor="move players" type="bool">
3497     If &lt;move players&gt; is enabled, both players and monsters will be
3498     moved. In the arches' default it is disabled - thus ONLY monsters
3499     get moved. Remember that "monsters" includes NPCs!
3500 root 1.3
3501 root 1.1 This feature provides you with the possibility to make NPCs
3502     literally "come to life". Example: The player is talking with an
3503     NPC, speaking a certain keyword. This triggers a magic_ear and
3504     activates creators, creating (per default: monster-only) movers
3505     under the NPC's feet. The NPC starts "walking" on a predefined
3506     route! Note that it's useful to set this NPC immune to everything,
3507     preventing the player to push the NPC off his trace.
3508     </attribute>
3509 root 1.9 <attribute arch="move_on" editor="movement type" type="movement_type">
3510     Which movement types activate the mover.
3511 root 1.1 </attribute>
3512     </section>
3513     </type>
3514    
3515     <!--####################################################################-->
3516     <type number="17" name="Pedestal">
3517     <ignore>
3518     <ignore_list name="non_pickable" />
3519 elmex 1.62 <attribute arch="connected"/>
3520 root 1.1 </ignore>
3521     <description><![CDATA[
3522     Pedestals are designed to detect certain types of living objects.
3523     When a predefined type of living creature steps on the pedestal, the
3524 root 1.37 connected value is triggered.]]>
3525 root 1.1 </description>
3526     <use><![CDATA[
3527     If you want to create a place where only players of a certain race
3528     can enter, put a teleporter over your pedestal. So the teleporter is
3529     only activated for players of the matching race. Do not use gates,
3530     because many other players could sneak in. If you put powerful
3531     artifacts into such places, generally set "startequip 1", so that
3532 root 1.37 they are preserved for that one race and can't be traded to others.]]>
3533 root 1.1 </use>
3534     <attribute arch="no_pick" value="1" type="fixed" />
3535     <attribute arch="slaying" editor="match race" type="string">
3536     the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3537     matches the monster's or the player's race, we have a match.
3538     Yes, pedestals can detect a player's race! E.g. you could create a
3539 root 1.3 place where only fireborns can enter, by setting "slaying unnatural".
3540    
3541 root 1.1 If it is set to "player", any player stepping on the pedestal
3542     is a match. Very useful if you want to open a gate for players
3543     but not for monsters.
3544 root 1.51
3545     &match_compat;
3546 root 1.1 </attribute>
3547 root 1.45 <attribute arch="connected" editor="connection" type="string">
3548 root 1.1 When the pedestal is triggered, all objects with the same
3549     connection value get activated.
3550     </attribute>
3551 root 1.9 &move_on;
3552 root 1.1 </type>
3553    
3554     <!--####################################################################-->
3555 root 1.55 <type number="32" name="Pedestal Trigger">
3556     <import_type name="Pedestal" />
3557     <ignore>
3558     <ignore_list name="non_pickable" />
3559     </ignore>
3560     <description><![CDATA[
3561     Pedestal triggers are pedestals which reset after a short period
3562     of time. Every time it is either applied or reset, the
3563     &lt;connection&gt; value is triggered.]]>
3564     </description>
3565     </type>
3566    
3567     <!--####################################################################-->
3568 root 1.52 <type number="19" name="Item Match">
3569     <ignore>
3570     <ignore_list name="non_pickable" />
3571 elmex 1.62 <attribute arch="connected"/>
3572 root 1.52 </ignore>
3573     <description><![CDATA[
3574     Match objects use the deliantra matching language
3575     (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3576     to match items on the same mapspace (if move_on/off are unset) or
3577     items trying to enter (if move_blocked is set).
3578    
3579     If a connected value is given, then it is triggered if the first object
3580     matching the expression is put on it, and the last is removed.]]>
3581     </description>
3582     <use><![CDATA[
3583     If you want to trigger something else (e.g. a gate) when an item is above this object,
3584     use the move_on/move_off settings.
3585    
3586     If you want to keep something from entering if it has (or lacks) a specific item,
3587     use the move_blocked setting.]]>
3588     </use>
3589     <attribute arch="no_pick" value="1" type="fixed" />
3590     <attribute arch="slaying" editor="match expression" type="string">
3591     &match_compat;
3592    
3593     Optionally you can leave out the "match " prefix.
3594     </attribute>
3595     <attribute arch="connected" editor="connection" type="string">
3596     When the match is triggered, all objects with the same
3597     connection value get activated.
3598     </attribute>
3599     &move_on;
3600     &move_off;
3601     &move_block;
3602     </type>
3603    
3604     <!--####################################################################-->
3605 root 1.1 <type number="94" name="Pit">
3606     <ignore>
3607     <ignore_list name="non_pickable" />
3608 elmex 1.62 <attribute arch="connected"/>
3609 root 1.1 </ignore>
3610     <description><![CDATA[
3611     Pits are holes, transporting the player when he walks (and falls) into them.
3612     A speciality about pits is that they don't transport the player to
3613 root 1.37 the exact destination, but within a configurable radius of the destination
3614 root 1.1 (never on blocked squares).<br>
3615     Optionally, pits can get closed and opened, similar to gates.<br><br>
3616     Monsters and items are affected by pits just as well as players.
3617 root 1.37 Even multipart monsters can fall through them, given enough space.]]>
3618 root 1.1 </description>
3619     <use><![CDATA[
3620     Pits can add interesting effects to your map. When using them, make
3621     sure to use them in a "logical way": Pits should always drop the
3622     player to some kind of lower level. They should not be used to
3623 root 1.37 randomly interconnect maps like teleporters do.]]>
3624 root 1.1 </use>
3625     <attribute arch="no_pick" value="1" type="fixed" />
3626 root 1.38 <attribute arch="range" editor="spread radius" type="int">
3627 root 1.39 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3628 root 1.37 </attribute>
3629 root 1.45 <attribute arch="connected" editor="connection" type="string">
3630 root 1.1 When a &lt;connection&gt; value is set, the pit can be opened/closed
3631     by activating the connection.
3632     </attribute>
3633 elmex 1.16 &activate_on;
3634 root 1.1 <attribute arch="hp" editor="destination X" type="int">
3635     The pit will transport creatures (and items) randomly into a two-square
3636     radius of the destination coordinates.
3637     If the destination square becomes blocked, the pit will act like
3638     being filled up and not work anymore!
3639     </attribute>
3640     <attribute arch="sp" editor="destination Y" type="int">
3641     The pit will transport creatures (and items) randomly into a two-square
3642     radius of the destination coordinates.
3643     If the destination square becomes blocked, the pit will act like
3644     being filled up and not work anymore!
3645     </attribute>
3646     <attribute arch="wc" editor="position state" type="int">
3647     The &lt;position state&gt; defines the position of the gate:
3648     Zero means completely open/down, the "number of animation-steps" (usually
3649     about 6 or 7) means completely closed/up state. I suggest you don't
3650     mess with this value - Leave the default in place.
3651     </attribute>
3652 root 1.9 &move_on;
3653 root 1.1 </type>
3654    
3655     <!--####################################################################-->
3656     <type number="7" name="Poison Food">
3657     <description><![CDATA[
3658     When eating, the player's stomache is drained by 1/4 of food.
3659 root 1.37 If his food drops to zero, the player might even die.]]>
3660 root 1.1 </description>
3661     </type>
3662    
3663     <!--####################################################################-->
3664     <type number="5" name="Potion">
3665     <description><![CDATA[
3666     The player can drink these and gain various kinds of benefits
3667 root 1.37 (/penalties) by doing so.]]>
3668 root 1.1 </description>
3669     <use><![CDATA[
3670 root 1.37 One potion should never give multiple benefits at once.]]>
3671 root 1.1 </use>
3672     <attribute arch="level" editor="potion level" type="int">
3673     If the potion contains a spell, the spell is cast at this level.
3674     For other potions it should be set at least to 1.
3675     </attribute>
3676     <attribute arch="sp" editor="spell" type="spell">
3677     When a player drinks this potion, the selected spell
3678     will be casted (once). This should work for any given spell.
3679     E.g. heal is "sp 35", magic power is "sp 67".
3680     </attribute>
3681     <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3682     There are two types of special effects for potions:
3683     'life restoration' - restore the player's stats lost by death or draining
3684     (this has nothing in common with the restoration spell!)
3685 root 1.3 'improvement' - increase the player's maximum health/mana/grace
3686 root 1.1 by a very small amount.
3687     </attribute>
3688     <attribute arch="cursed" editor="cursed" type="bool">
3689     If a potion is cursed, benefits generally turn into penalties.
3690     Note that potions can be "uncursed" by praying over an altar,
3691     with relative ease. *But* the potion must be identified to notice
3692     that it is cursed &gt;:)
3693     </attribute>
3694     <attribute arch="startequip" editor="godgiven item" type="bool">
3695     A godgiven item vanishes as soon as the player
3696     drops it to the ground.
3697     </attribute>
3698 elmex 1.29 &player_stat_resist_sections;
3699 root 1.1 </type>
3700    
3701     <!--####################################################################-->
3702     <type number="156" name="Power Crystal">
3703     <description><![CDATA[
3704     Power crystals can store a player's mana:
3705     When the player applies the crystal with full mana, half of
3706     it flows into the crystal. When the player applies it with
3707 root 1.37 lacking mana, the crystal replenishes the player's mana.]]>
3708 root 1.1 </description>
3709     <attribute arch="sp" editor="initial mana" type="int">
3710     &lt;initial mana&gt; is the amount of spellpoints that the
3711     crystal holds when the map is loaded.
3712     </attribute>
3713     <attribute arch="maxsp" editor="mana capacity" type="int">
3714     The &lt;mana capacity&gt; defines how much mana can be stored
3715     in the crystal. This is what makes the crystal interesting.
3716     Wizard-players will always seek for crystals with large
3717     capacities.
3718     </attribute>
3719     </type>
3720    
3721     <!--####################################################################-->
3722     <type number="13" name="Projectile">
3723     <description><![CDATA[
3724     Projectiles like arrows/crossbow bolts are used as ammunition
3725     for shooting weapons.
3726     <br><br>
3727     It's very easy to add new pairs of weapons &amp; projectiles.
3728     Just set matching &lt;ammunition class&gt; both for shooting
3729 root 1.37 weapon and projectile.]]>
3730 root 1.1 </description>
3731     <use><![CDATA[
3732     If you want to create new kinds of projectiles, you could
3733     add an alchemical receipe to create these.
3734 root 1.3
3735 root 1.1 Don't create new pairs of weapons &amp; projectiles unless
3736     they really fullfill a useful purpose. In fact, even bows
3737 root 1.37 and crossbows are rarely ever used.]]>
3738 root 1.1 </use>
3739     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3740     This number is a bitmask, specifying the projectile's attacktypes.
3741     Attacktypes are: physical, magical, fire, cold.. etc.
3742     This works identical to melee weapons. Note that shooting
3743     weapons cannot have attacktypes.
3744     </attribute>
3745     <attribute arch="race" editor="ammunition class" type="string">
3746     Only shooting weapons with matching &lt;ammunition class&gt; can fire
3747     these projectiles. For arrows set "arrows", for crossbow bolts
3748     set "crossbow bolts" (big surprise).
3749 root 1.3
3750 root 1.1 In certain cases, the ammunition class is displayed in the game.
3751     Hence, when you create a new ammunition class, choose an
3752     intuitive name like "missiles", "spirit bolts" - whatever.
3753 root 1.3
3754 root 1.1 You can also make special containers holding these projectiles
3755     by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3756     </attribute>
3757     <attribute arch="slaying" editor="slaying race" type="string">
3758     Slaying means the weapon does tripple (3x) damage to monsters
3759     of the specified race. If &lt;slaying race&gt; matches an arch name,
3760     only monsters of that archtype receive tripple damage.
3761     Tripple damage is very effective.
3762     </attribute>
3763     <attribute arch="dam" editor="damage" type="int">
3764     The projectile &lt;damage&gt; significantly affects the damage
3765     done. Damage can be further increased by the shooting
3766     weapon's attributes.
3767     </attribute>
3768     <attribute arch="wc" editor="weaponclass" type="int">
3769     This value is supposed to be the base &lt;weaponclass&gt;,
3770     but it seems to have rather little effect.
3771     High values are good here, low values bad.
3772     </attribute>
3773     <attribute arch="food" editor="chance to break" type="int">
3774     The &lt;chance to break&gt; defines the breaking probability when this
3775     projectile hits an obstacle, e.g. wall or monster.
3776     The value is the %-chance to break, ranging from 0 (never breaking)
3777     to 100 (breaking at first shot).
3778     </attribute>
3779     <attribute arch="magic" editor="magic bonus" type="int">
3780     Magic bonus increases chance to hit and damage a little bit.
3781     </attribute>
3782     <attribute arch="unique" editor="unique item" type="bool">
3783     Unique items exist only one time on a server. If the item
3784     is taken, lost or destroyed - it's gone for good.
3785     </attribute>
3786     <attribute arch="startequip" editor="godgiven item" type="bool">
3787     A godgiven item vanishes as soon as the player
3788     drops it to the ground.
3789     </attribute>
3790     <attribute arch="no_drop" editor="don't drop" type="bool">
3791     When a monster carries a projectile with &lt;don't drop&gt;,
3792     this item will never drop to the ground but
3793     vanish instead. If this object is shot, it can still drop
3794     after hitting an obstacle. You can prevent this by
3795     setting &lt;chance to break&gt; 100.
3796     </attribute>
3797     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3798     This text may describe the projectile. This
3799     could be nice for very special ones.
3800     </attribute>
3801     </type>
3802    
3803     <!--####################################################################-->
3804     <type number="70" name="Ring">
3805     <import_type name="Amulet" />
3806     <description><![CDATA[
3807     Rings are worn on the hands - one ring each.
3808     Wearing rings, the object's stats will directly be inherited to
3809 root 1.37 the player. Usually enhancing his spellcasting potential.]]>
3810 root 1.1 </description>
3811     <use><![CDATA[
3812     When you create an artifact ring, never forget that players can
3813     wear <B>two</B> rings! Due to that it is extremely important to
3814     keep rings in balance with the game.
3815     <br><br>
3816     Also keep in mind that rings are generally the wizard's tools.
3817     They should primarily grant bonuses to spellcasting abilities
3818 root 1.37 and non-physical resistances.]]>
3819 root 1.1 </use>
3820     </type>
3821    
3822     <!--####################################################################-->
3823     <type number="3" name="Rod">
3824     <ignore>
3825     <attribute arch="title" />
3826     </ignore>
3827     <description><![CDATA[
3828     A rod contains a spell. The player can use this spell by applying and
3829     fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3830     lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3831 root 1.37 used endlessly.]]>
3832 root 1.1 </description>
3833     <use><![CDATA[
3834     Rods with healing/curing spells are extremely powerful. Usually, potions have
3835     to be used for that purpose. Though, potions are expensive and only good for
3836 root 1.37 one-time-use.<br>]]>
3837 root 1.1 </use>
3838     <attribute arch="sp" editor="spell" type="spell">
3839     Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3840     rods to players, since they can be used endlessly without any mana cost!
3841     Rods with heal/ restoration/ protection spells, IF available, MUST be
3842     very very VERY hard to get!
3843     </attribute>
3844     <attribute arch="level" editor="casting level" type="int">
3845     The casting level of the &lt;spell&gt; determines it's power.
3846     For attack spells, level should be set to something reasonable.
3847     </attribute>
3848     <attribute arch="hp" editor="initial spellpoints" type="int">
3849     This value represents the initial amount of spellpoints in the rod.
3850     Naturally, this is quite unimportant.
3851     </attribute>
3852     <attribute arch="maxhp" editor="max. spellpoints" type="int">
3853     When the rod is fully charged up, it will hold this maximum amount of
3854     spellpoints. Make sure it is enough to cast the contained spell at least
3855     once. But don't set the value too high, as that might make the rod
3856     too effective.
3857     </attribute>
3858     <attribute arch="startequip" editor="godgiven item" type="bool">
3859     A godgiven item vanishes as soon as the player
3860     drops it to the ground.
3861     </attribute>
3862     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3863     This text may contain a description of the rod.
3864     </attribute>
3865     </type>
3866    
3867     <!--####################################################################-->
3868     <type number="154" name="Rune">
3869     <ignore>
3870     <attribute arch="no_pick" />
3871     <attribute arch="title" />
3872     <attribute arch="name_pl" />
3873     <attribute arch="weight" />
3874     <attribute arch="value" />
3875     <attribute arch="material" />
3876     <attribute arch="unpaid" />
3877     </ignore>
3878     <description><![CDATA[
3879 root 1.3 A rune is a magical enscription on the dungeon floor.
3880 root 1.1 <br><br>
3881     Runes hit any monster or person who steps on them for 'dam' damage in
3882     'attacktype' attacktype. Alternatively, the rune could contain any spell,
3883     and will cast this spell when it detonates. Yet another kind is the
3884     "summoning rune", summoning predefined monsters of any kind, at detonation.
3885     <br><br>
3886 root 1.37 Many runes are already defined in the archetypes.]]>
3887 root 1.1 </description>
3888     <use><![CDATA[
3889     Avoid monsters stepping on your runes. For example, summoning runes
3890 root 1.37 together with spellcasting- and attack-runes is usually a bad idea.]]>
3891 root 1.1 </use>
3892     <attribute arch="no_pick" value="1" type="fixed" />
3893 root 1.9 &move_on;
3894 root 1.1 <attribute arch="level" editor="rune level" type="int">
3895     This value sets the level the rune will cast the spell it contains at,
3896     if applicable. A level 99 rune casts a very, very mean spell of whatever.
3897 root 1.3 (&lt;rune level&gt; 0 runes won't detonate at all!)
3898    
3899 root 1.1 Level Also effects how easily a rune may be found and disarmed, and
3900     how much experience the player gets for doing so. Beware: High level
3901     runes can be quite a cheap source of experience! So either make them
3902     tough, or keep the level low.
3903     </attribute>
3904     <attribute arch="Cha" editor="visibility" type="int">
3905     This value determines what fraction of the time the rune is visible:
3906     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3907     how easily the rune may be found.
3908     </attribute>
3909     <attribute arch="hp" editor="number of charges" type="int">
3910     The rune will detonate &lt;number of charges&gt; times before disappearing.
3911     </attribute>
3912     <attribute arch="dam" editor="direct damage" type="int">
3913     &lt;direct damage&gt; specifies how much damage is done by the rune,
3914     if it doesn't contain a spell. This should be set in reasonable
3915 root 1.3 relation to the rune's level.
3916 root 1.1 </attribute>
3917     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3918     If there isn't any spell (and &lt;summon monster&gt; is unset), this
3919     attribute defines what attacktype to use for direct damage when
3920     the rune detonates.
3921     </attribute>
3922     <section name="spellcraft">
3923     <attribute arch="sp" editor="spell" type="spell">
3924     The selected &lt;spell&gt; defines the spell in the rune, if any.
3925     (Many runes do direct damage).
3926     </attribute>
3927     <attribute arch="slaying" editor="spell name" type="string">
3928     Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3929     but if present, overrides the &lt;spell&gt; setting.
3930     </attribute>
3931     <attribute arch="other_arch" editor="spell arch" type="string">
3932     This string defines the spell in the rune, if any. &lt;spell arch&gt;
3933     is optional, but if present, overrides the &lt;spell&gt; setting.
3934     You can choose any of the existing arches.
3935     </attribute>
3936     <attribute arch="maxsp" editor="direction" type="list_direction">
3937     If set, the rune will cast it's containing spell (if any) in
3938     this &lt;direction&gt;.In most cases this appears useless because
3939     the spell directly hits the player.
3940     </attribute>
3941     <attribute arch="race" editor="summon monster" type="string">
3942     If this is set to the arch name of any monster, together with
3943     &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3944     of those on detonation. (dam and attacktype will still be ignored
3945     in this case). Runes are even capable of summoning multi-square
3946     monsters, given enough space. You'd better test it though.
3947     </attribute>
3948     <attribute arch="maxhp" editor="summon amount" type="int">
3949     This should only be set to a summoning rune. It will then summon
3950     that many creatures of the kind &lt;summon monster&gt;.
3951     </attribute>
3952     </section>
3953     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3954     When the rune detonates, this text is displayed to the
3955     victim. For especially powerful runes, create an appropriate
3956     thrilling description. ;)
3957     </attribute>
3958     </type>
3959    
3960     <!--####################################################################-->
3961     <type number="106" name="Savebed">
3962     <ignore>
3963     <ignore_list name="non_pickable" />
3964     </ignore>
3965     <description><![CDATA[
3966     When the player applies a savebed, he is not only saved. Both his
3967     respawn-after-death and his word-of-recall positions are pointing
3968 root 1.37 to the last-applied savebed.]]>
3969 root 1.1 </description>
3970     <use><![CDATA[
3971     Put savebed locations in towns, do not put them into dungeons.
3972     It is absolutely neccessary that a place with savebeds is 100% secure.
3973     That means:
3974     <UL>
3975     <LI> Monsters must not be able to reach the savebeds under any circumstances!
3976     <LI> If there are NPCs around, make sure they have the friendly-flag set.
3977 root 1.31 <LI> Insert a reliable exit! Make sure there is no possibility that
3978 root 1.1 players get trapped in a savebed location.
3979     <LI> If possible, mark the whole site as no-spell area (Insert this
3980     arch called "dungeon_magic" everywhere). This is not required,
3981     but it makes the place much more safe.
3982 root 1.37 </UL>]]>
3983 root 1.1 </use>
3984     <attribute arch="no_pick" value="1" type="fixed" />
3985     <attribute arch="no_magic" value="1" type="fixed" />
3986     <attribute arch="damned" value="1" type="fixed" />
3987     </type>
3988    
3989     <!--####################################################################-->
3990 root 1.3 <type number="111" name="Scroll">
3991     <ignore>
3992     <attribute arch="title" />
3993     </ignore>
3994     <description><![CDATA[
3995     Scrolls contain spells (similar to spell-potions). Unlike potions,
3996     scrolls require a certain literacy skill to read successfully.
3997     Accordingly, for a successful reading, a small amount of
3998     experience is gained. Scrolls allow only one time usage, but
3999 root 1.37 usually they are sold in bulks.]]>
4000 root 1.3 </description>
4001     <use><![CDATA[
4002     For low level quests, scrolls of healing/curing-spells
4003     can be a nice reward. At higher levels, scrolls become less
4004 root 1.37 and less useful.]]>
4005 root 1.3 </use>
4006     <attribute arch="level" editor="casting level" type="int">
4007     The spell of the scroll will be casted at this level.
4008     This value should always be set, at least to 1.
4009     </attribute>
4010     <attribute arch="sp" editor="spell" type="spell">
4011     When a player/monster applies this scroll, the selected &lt;spell&gt;
4012     will be casted (once). This should work for any given spell.
4013     </attribute>
4014     <attribute arch="startequip" editor="godgiven item" type="bool">
4015     A godgiven item vanishes as soon as the player
4016     drops it to the ground.
4017     </attribute>
4018     </type>
4019    
4020     <!--####################################################################-->
4021     <type number="33" name="Shield">
4022     <import_type name="Amulet" />
4023     <description><![CDATA[
4024     Wearing a shield, the object's stats will directly be inherited to
4025     the player. Shields usually provide good defense, only surpassed
4026 root 1.37 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4027 root 1.3 </description>
4028     <use><![CDATA[
4029     Feel free to create your own special artifacts. However, it is very
4030 root 1.37 important that you keep your artifact in balance with existing maps.]]>
4031 root 1.3 </use>
4032     <attribute arch="magic" editor="magic bonus" type="int">
4033     &lt;magic bonus&gt; works just like ac, except that it can be improved by
4034     "scrolls of Enchant Armour" or reduced by acid. It is less useful
4035     than direct armour-class bonus on the shield.
4036     </attribute>
4037     </type>
4038    
4039     <!--####################################################################-->
4040 root 1.1 <type number="14" name="Shooting Weapon">
4041     <description><![CDATA[
4042 elmex 1.17 Shooting weapons like bows/crossbows are used to shoot projectiles
4043 root 1.1 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4044     wielded both at the same time. Like with any other equipment,
4045     stats/bonuses from shooting weapons are directly inherited to the player.
4046     <br><br>
4047     It's very easy to add new pairs of weapons &amp; projectiles.
4048     Just set matching &lt;ammunition class&gt; both for shooting
4049 root 1.37 weapon and projectile.]]>
4050 root 1.1 </description>
4051     <use><![CDATA[
4052     Shooting weapons should not add bonuses in general. There's already
4053     enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4054 elmex 1.17 Shooting weapons should especially not add bonuses to the player
4055 root 1.1 that have nothing to do with schooting. A Wisdom bonus on a bow
4056     is crap for example! A name like "Longbow of great Wisdom" doesn't help
4057 root 1.37 - still crap.]]>
4058 root 1.1 </use>
4059     <attribute arch="race" editor="ammunition class" type="string">
4060     Only projectiles with matching &lt;ammunition class&gt; can be fired
4061     with this weapon. For normal bows set "arrows", for normal
4062     crossbows set "crossbow bolts".
4063 root 1.3
4064 root 1.1 In certain cases, the ammunition class is displayed in the game.
4065     Hence, when you create a new ammunition class, choose an
4066     intuitive name like "missiles", "spirit bolts" - whatever.
4067     </attribute>
4068     <attribute arch="sp" editor="shooting speed" type="int">
4069     After shooting a projectile, the player is frozen for a short
4070     period of time (to prevent shooting arrows machine-gun-like).
4071     The greater &lt;shooting speed&gt;, the shorter this period of time.
4072     1 is minimum (=worst) and 100 is maximum (=best) value.
4073 root 1.3
4074 root 1.1 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4075     SET IT TO ZERO! (That would freeze the player for eternety).
4076     </attribute>
4077     <attribute arch="dam" editor="base damage" type="int">
4078     The &lt;base damage&gt; significantly affects the damage done
4079     by using this weapon. This damage is added to the projectile
4080     damage and then (if &lt;ignore strength&gt; disabled) a bonus
4081     according to the player's strength is added.
4082     </attribute>
4083     <attribute arch="wc" editor="weaponclass" type="int">
4084     This value is supposed to be the base &lt;weaponclass&gt;,
4085     but it seems to have rather little effect.
4086     High values are good here, low values bad.
4087     </attribute>
4088     <attribute arch="item_power" editor="item power" type="int">
4089     The &lt;item power&gt; value measures how "powerful" an artifact is.
4090     Players will only be able to wear equipment with a certain total
4091     amount of &lt;item power&gt;, depending on their own level. This is the
4092     only way to prevent low level players to wear "undeserved" equipment
4093     (like gifts from other players or cheated items).
4094 root 1.3
4095 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
4096 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
4097 root 1.1 calculate a provisional value at runtime, but this is never
4098     going to be an accurate measurement of &lt;item power&gt;.
4099     </attribute>
4100     <attribute arch="no_strength" editor="ignore strength" type="bool">
4101     Usually the player's strentgh takes effect on the damage
4102     done by the shooting weapon. If &lt;ignore strength&gt; is set,
4103     the player's strength is ignored.
4104     </attribute>
4105     <attribute arch="damned" editor="damnation" type="bool">
4106     A damned shooting weapon cannot be unwielded unless
4107     the curse is removed. Removing damnations is
4108     a tick harder than removing curses.
4109     </attribute>
4110     <attribute arch="cursed" editor="curse" type="bool">
4111     A cursed shooting weapon cannot be unwielded unless
4112     the curse is removed.
4113     </attribute>
4114     <attribute arch="unique" editor="unique item" type="bool">
4115     Unique items exist only one time on a server. If the item
4116     is taken, lost or destroyed - it's gone for good.
4117     </attribute>
4118     <attribute arch="startequip" editor="godgiven item" type="bool">
4119     A godgiven item vanishes as soon as the player
4120     drops it to the ground.
4121     </attribute>
4122     <section name="stats">
4123     <attribute arch="Str" editor="strength" type="int">
4124     The player's strentgh will rise/fall by the given value
4125     while wearing this shooting weapon.
4126     </attribute>
4127     <attribute arch="Dex" editor="dexterity" type="int">
4128     The player's dexterity will rise/fall by the given value
4129     while wearing this shooting weapon.
4130     </attribute>
4131     <attribute arch="Con" editor="constitution" type="int">
4132     The player's constitution will rise/fall by the given value
4133     while wearing this shooting weapon.
4134     </attribute>
4135     <attribute arch="Int" editor="intelligence" type="int">
4136     The player's intelligence will rise/fall by the given value
4137     while wearing this shooting weapon.
4138     </attribute>
4139     <attribute arch="Pow" editor="power" type="int">
4140     The player's power will rise/fall by the given value
4141     while wearing this shooting weapon.
4142     </attribute>
4143     <attribute arch="Wis" editor="wisdom" type="int">
4144     The player's wisdom will rise/fall by the given value while
4145     wearing this shooting weapon.
4146     </attribute>
4147     <attribute arch="Cha" editor="charisma" type="int">
4148     The player's charisma will rise/fall by the given value
4149     while wearing this shooting weapon.
4150     </attribute>
4151     </section>
4152     <section name="bonus">
4153     <attribute arch="luck" editor="luck bonus" type="int">
4154     With positive luck bonus, the player is more likely to
4155     succeed in all sorts of things (spellcasting, praying,...).
4156     Unless the &lt;luck bonus&gt; is very high, the effect will be
4157     barely visible in-game. Luck bonus on one piece of equipment
4158     should never exceed 3, and such bonus should not be too
4159     frequently available.
4160     </attribute>
4161     <attribute arch="magic" editor="magic bonus" type="int">
4162     &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4163     I'm not sure what exactly is increased - maybe weaponclass?
4164     However, &lt;magic bonus&gt; seems to have a little bit of positive
4165     influence on your chance to hit.
4166     </attribute>
4167     </section>
4168     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4169     This text describes the weapons's "story". Every decent artifact weapon
4170     should have such a description.
4171     </attribute>
4172     </type>
4173    
4174     <!--####################################################################-->
4175     <type number="68" name="Shop Floor">
4176     <ignore>
4177     <ignore_list name="non_pickable" />
4178     </ignore>
4179     <description><![CDATA[
4180     Shop floor is used for shops. It acts like a combination of the
4181     common floor- and the treasure type: When the map is loaded,
4182     randomitems (depending on the setings) are generated on it.
4183     These items are all flagged as unpaid.
4184     When a player drops an item onto shop floor, the item becomes
4185     unpaid and the player receives payment according to the item's
4186     selling-value.
4187     Shopfloor always prevents magic (To hinder players from burning
4188 root 1.37 or freezing the goods).]]>
4189 root 1.1 </description>
4190     <use><![CDATA[
4191     Tile your whole shop-interior space which shop floor.
4192     (That assures players receive payment for dropping items).
4193     Place shop mats to enter/leave the shop, and make sure
4194 root 1.37 there is no other exit than the shop mat.]]>
4195 root 1.1 </use>
4196     <attribute arch="is_floor" value="1" type="fixed" />
4197     <attribute arch="no_pick" value="1" type="fixed" />
4198     <attribute arch="no_magic" value="1" type="fixed" />
4199     <attribute arch="auto_apply" editor="generate goods" type="bool">
4200     If enabled, items will appear on this square when the map is loaded.
4201     You need to specify a &lt;treasurelist&gt; to define what kinds of items
4202     are generated. The items will be unpaid.
4203     </attribute>
4204     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4205     This entry determines what kind of treasure will appear, when
4206     &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4207     for details about existing treasurelists.
4208     </attribute>
4209     <attribute arch="exp" editor="quality level" type="int">
4210     The &lt;quality level&gt; will be used for the quality of the generated
4211     goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4212     doesn't need to be set, unless you want extraordinarily good/bad
4213     quality. If you want to make a shop with very high quality, meaybe
4214     charge an entrance fee, or make the shop hard-to-come-by.
4215     Note that &lt;quality level&gt; mainly affects chance of magic bonus
4216     and appearance of artifact-items.
4217     </attribute>
4218     <attribute arch="damned" editor="no prayers" type="bool">
4219     If enabled, it is impossible for players to use prayers
4220     on that spot. It also prevents players from saving.
4221     (Remember that &lt;no magic&gt; is always set for shop floors.)
4222     </attribute>
4223     </type>
4224    
4225     <!--####################################################################-->
4226     <type number="69" name="Shop Mat">
4227     <ignore>
4228     <ignore_list name="non_pickable" />
4229     </ignore>
4230     <description><![CDATA[
4231     Shop mats are used for entering/leaving shops. You should always
4232     have exactly TWO shop mats on your shop-map: One inside the
4233     "shopping-area" and one outside. Shop mats don't use exit paths/
4234     or -destinations. When stepping onto a shopmat the player gets beamed
4235     to the nearest other mat. If the player has unpaid items in his
4236     inventory, the price gets charged from his coins automatically.
4237     If the player has insufficient coins to buy his unpaid items, he
4238 root 1.37 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4239 root 1.1 </description>
4240     <use><![CDATA[
4241     As stated above, always place TWO shop mats into your shop.
4242 root 1.37 Not more and not less than that.]]>
4243 root 1.1 </use>
4244     <attribute arch="no_pick" value="1" type="fixed" />
4245 root 1.9 &move_on;
4246 root 1.1 </type>
4247    
4248     <!--####################################################################-->
4249     <type number="98" name="Sign &amp; MagicMouth">
4250     <ignore>
4251     <ignore_list name="non_pickable" />
4252 elmex 1.62 <attribute arch="connected"/>
4253 root 1.1 </ignore>
4254     <description><![CDATA[
4255     The purpose of a sign or magic_mouth is to display a certain message to
4256     the player. There are three ways to have the player get this message:
4257     The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4258 root 1.37 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4259 root 1.1 </description>
4260     <use><![CDATA[
4261     Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4262     some true roleplay feeling to your maps, support your storyline or give
4263     hints about hidden secrets/dangers. Place signs to provide the player
4264 root 1.37 with all kinds of useful information for getting along in your maps.]]>
4265 root 1.1 </use>
4266 root 1.45 <attribute arch="connected" editor="connection" type="string">
4267 root 1.1 When a connection value is set, the message will be printed whenever
4268     the connection is triggered. This should be used in combination with
4269     &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4270     If activating your magic_mouth this way, the message will not only be
4271     printed to one player, but all players on the current map.
4272     </attribute>
4273 elmex 1.16 &activate_on;
4274 root 1.9 &move_on;
4275 root 1.1 <attribute arch="food" editor="counter" type="int">
4276     If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4277     (printing the message) only that many times. For signs this really shouldn't
4278     be used, while for magic_mouths it is extremely helpful.
4279     Monsters walking over the magic_mouth do not decrease the counter.
4280 root 1.3
4281 root 1.1 Often, you might want to have a message displayed only one time. For example:
4282     The player enters your map and you put a magic_mouth to tell him about the
4283     monsters and how dangerous they look and all. Later, when all the monsters
4284     are killed and the player leaves the map, displaying the same message a
4285     second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4286     Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4287     </attribute>
4288     <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4289     This text will be displayed to the player.
4290     </attribute>
4291     </type>
4292    
4293 elmex 1.23 <type number="150" name="Shop Inventory">
4294     <ignore>
4295     <ignore_list name="non_pickable" />
4296     </ignore>
4297     <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4298     </description>
4299     <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4300     </use>
4301     <attribute arch="shop_coords" editor="shop rectangle" type="string">
4302     The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4303     the map that will be searched for unpaid items.
4304     </attribute>
4305     </type>
4306    
4307 root 1.1 <!--####################################################################-->
4308     <type number="43" name="Skill">
4309     <ignore>
4310     <ignore_list name="system_object" />
4311     </ignore>
4312     <description><![CDATA[
4313     Skills are objects which exist in the player/monster inventory.
4314     Both NPC/monsters and players use the same skill archetypes. Not all skills
4315 root 1.37 are enabled for monster use however.]]>
4316 root 1.1 </description>
4317     <use><![CDATA[
4318     For mapmaking, Skill objects serve two purposes:
4319     <p>First, the predefined skill archtypes (in the 'skills' directory)
4320     can be seen as the global skill definitions. A skill which doesn't
4321     exists as an archtype cannot be learned or used by players. When you
4322     want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4323     of defined skill archtypes, because those strings are used as a reference in
4324     many skill-related objects.
4325     </p><p>
4326     Secondly, in order to enable monsters to use skills, you will need to
4327     copy default skill archtypes into the monsters' inventories.
4328     You can even customize the skills by changing stats. It is not
4329     recommended however, to use skills in your maps which are totally
4330 root 1.37 unrelated to any predefined skill archtype.</p>]]>
4331 root 1.1 </use>
4332     <attribute arch="invisible" value="1" type="fixed" />
4333     <attribute arch="no_drop" value="1" type="fixed" />
4334     <attribute arch="skill" editor="skill name" type="string">
4335     The &lt;skill name&gt; is used for matchings. When a usable
4336     object has an identical &lt;skill name&gt;, players
4337     (or monsters) will need this skill to apply/use the object.
4338     </attribute>
4339     <attribute arch="expmul" editor="exp multiplier" type="float">
4340     This is the ratio of experience the players total should increase by
4341     when this skill is used. If this is zero, then experience only goes to
4342     to the skill. Values higher than 1 are allowed. Note that experience
4343     rewarded to the players total is in addition to that given to the
4344     skill. Eg, if player should get 500 exp for using a skill, and
4345     expmul is 1, the player will get 500 added to that skill as well as
4346     500 to their total.
4347     </attribute>
4348     <attribute arch="subtype" editor="skill type" type="list_skill_type">
4349     The &lt;skill type&gt; defines the base functionality of the skill.
4350 root 1.32 Skill types are hardcoded in the Deliantra server. It isn't hard to
4351 root 1.1 create new skill types, but it requires a bit of server-coding.
4352     </attribute>
4353     <attribute arch="level" editor="level" type="int">
4354     </attribute>
4355     <attribute arch="exp" editor="experience" type="int">
4356     </attribute>
4357     <attribute arch="can_use_skill" editor="is native skill" type="bool">
4358     The &lt;is native skill&gt; flag has an effect only when this
4359     skill object is placed in the inventory of a monster (or player).
4360     If it is set, the monster or player knows the skill natively, which
4361     means he does not need a skill tool to use it.
4362     </attribute>
4363     </type>
4364    
4365     <!--####################################################################-->
4366     <type number="130" name="Skill Scroll">
4367     <description><![CDATA[
4368     By reading a skill scroll, a player has a chance to learn the
4369 root 1.37 contained skill.]]>
4370 root 1.1 </description>
4371     <use><![CDATA[
4372     Skill scrolls are very much sought for by players. Currently,
4373     all skill scrolls are sold in shops randomly, which is in fact not
4374     a good system. It would be nice to have some cool quests with
4375 root 1.37 skill scrolls rewarded at the end.]]>
4376 root 1.1 </use>
4377     <attribute arch="race" value="scrolls" type="fixed" />
4378     <attribute arch="skill" editor="skill name" type="string">
4379     The &lt;skill name&gt; matches the skill object that can
4380     be learned from this scroll.
4381     </attribute>
4382     </type>
4383    
4384     <!--####################################################################-->
4385     <type number="21" name="Special Key">
4386     <ignore>
4387     <attribute arch="material" />
4388     </ignore>
4389     <description><![CDATA[
4390     When carrying the appropriate special key, a locked door can
4391     be opened. The key will dissapear.
4392     <br><br>
4393     This object-type can also be used for "passport"-like items:
4394     When walking onto an invetory checker, a gate for example might
4395 root 1.37 get opened. The "passport" will stay in the player's inventory.]]>
4396 root 1.1 </description>
4397     <use><![CDATA[
4398     How to make a "passport": You take the special key arch
4399     (archetype name is "key2"), set the face to something like
4400     card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4401     certainly must match with the appropiate inventory checker.
4402     <br><br>
4403     Of course you can be creative with names and faces of
4404     key-objects. A "mysterious crystal" or a "big dragon claw"
4405     (with appropriate faces) appear more interesting than just
4406 root 1.37 a "strange key", or "passport".]]>
4407 root 1.1 </use>
4408     <attribute arch="slaying" editor="key string" type="string">
4409     This string must be identical with the &lt;key string&gt; in the
4410     locked door, then it can be unlocked. It can also be used
4411     to trigger inventory checkers.
4412     </attribute>
4413     <attribute arch="material" editor="material" type="bitmask_material">
4414     For Special Keys, material should always be unset or set
4415     to Adamantite. This prevents the key from getting
4416     burned or otherwise destroyed.
4417     </attribute>
4418     <attribute arch="unique" editor="unique item" type="bool">
4419     Unique items exist only one time on a server. If the item
4420     is taken, lost or destroyed - it's gone for good.
4421 root 1.3
4422 root 1.1 This can be used if you want to sell apartments on your
4423     map: Simply sell a unique passport/key, and place
4424     an inventory checker at the entrance of your apartment.
4425     </attribute>
4426     <attribute arch="startequip" editor="godgiven item" type="bool">
4427     A godgiven item vanishes as soon as the player
4428     drops it to the ground.
4429     </attribute>
4430     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4431     This will add a description to the object. The player can read
4432     this text by clicking on the item in his inventory. Use this
4433     message to describe what the key/passport is good for. A player
4434     might have 50 different keys on his key-ring. Don't expect
4435     players to recall their purpose just by their names.
4436     </attribute>
4437     </type>
4438    
4439     <!--####################################################################-->
4440     <type number="101" name="Spell">
4441     <ignore>
4442     <ignore_list name="system_object" />
4443     </ignore>
4444     <description><![CDATA[
4445     Spell objects define a spell. When a spell is put in a spellbook,
4446     players can learn it by reading the book. Once learned, players
4447     can use the spell as often as they like. With increasing skill level
4448     of the player, spells may gain power but also increase cost.<br>
4449     Monsters can use spells which are put in their inventory (provided
4450     that certain "enabling" settings are correct). The monster's
4451 root 1.37 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4452 root 1.1 </description>
4453     <use><![CDATA[
4454     A lot of the spells' settings can be tuned and customized.
4455     When creating new spells which are accessible to players, it is
4456     important to think about balance. A single spell which is too
4457     powerful and/or too easy to use can eventually toss the whole skill
4458     and magic school system out of whack. Testing new spells is
4459 root 1.37 quite important therefore.]]>
4460 root 1.1 </use>
4461     <attribute arch="no_drop" value="1" type="fixed" />
4462     <attribute arch="invisible" value="1" type="fixed" />
4463     <attribute arch="skill" editor="skill name" type="string">
4464     The &lt;skill name&gt; matches the skill which is needed
4465     to cast this spell. This should be one out of "sorcery",
4466     "pyromancy", "evocation", "summoning" or "praying".
4467     If you want to fiddle with these, please take care not
4468     to upset the concept and balance of the various skills.
4469     </attribute>
4470     <attribute arch="subtype" editor="spell type" type="list_spell_type">
4471     The &lt;spell type&gt; defines the basic type of spell.
4472     Some of these types are of a more generic nature than others.
4473     </attribute>
4474     <attribute arch="level" editor="spell level" type="int">
4475     </attribute>
4476     <attribute arch="casting_time" editor="casting time" type="int">
4477     </attribute>
4478     <attribute arch="duration" editor="duration" type="int">
4479     </attribute>
4480     <attribute arch="other_arch" editor="create object" type="string">
4481     </attribute>
4482     <attribute arch="sp" editor="cost spellpoints" type="int">
4483     </attribute>
4484     <attribute arch="grace" editor="cost grace" type="int">
4485     </attribute>
4486     <attribute arch="maxsp" editor="double cost per level" type="int">
4487     </attribute>
4488     </type>
4489    
4490     <!--####################################################################-->
4491     <type number="85" name="Spellbook">
4492     <description><![CDATA[
4493     By reading a spellbook, the player has a chance of learning the
4494     contained spell. Once learned from a book, the spell is available
4495     forever. Spellbooks with high level spells require some skill-level
4496     to read.<br><br>
4497     You can create widely customized spells only by adjusting the
4498     spell object in the spellbooks inventory. Refer to the description
4499     of spell objects for detailed information how to customize spells.<br>
4500     If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4501 root 1.37 with a compilation of spells that the book may contain.]]>
4502 root 1.1 </description>
4503     <use><![CDATA[
4504     Don't put any of the godgiven spells into a spellbook! These are
4505     reserved for the followers of the appropriate cults. Handing them
4506     out in a spellbook would violate the balance between different religions.
4507     <br><br>
4508     Note that there is no fundamental difference between the spellbooks
4509     of varying schools (pyromancy, sorcery, evocation, summoning, and
4510     even praying). The difference lies only in the spells they contain.
4511     It is up to you, the mapmaker, to pick the right type of book
4512 root 1.37 for your spells.]]>
4513 root 1.1 </use>
4514     <attribute arch="skill" value="literacy" type="fixed" />
4515     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4516     There are two ways to put spells into a spellbook:
4517     1. Put a spell object in the books inventory. In this case,
4518     treasurelist must be set to &lt;none&gt;.
4519     2. Choose a treasurelist which contains spells.
4520     In that way, a spell will be chosen randomly from the list.
4521     </attribute>
4522     <attribute arch="startequip" editor="godgiven item" type="bool">
4523     A godgiven item vanishes as soon as the player
4524     drops it to the ground.
4525     </attribute>
4526     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4527     This text may contain a nice description
4528     of the spellbook's cover or something.
4529     </attribute>
4530     </type>
4531    
4532     <!--####################################################################-->
4533     <type number="90" name="Spinner">
4534     <ignore>
4535     <ignore_list name="non_pickable" />
4536     </ignore>
4537     <description><![CDATA[
4538     Spinners change the direction of spell objects and other projectiles
4539     that fly past. Unlike directors, it does make a difference from what
4540     angle you shoot into the spinner. The direction of objects flying past
4541 root 1.37 is always changed by a certain degree.]]>
4542 root 1.1 </description>
4543     <use><![CDATA[
4544     Spinners are very rarely used. I believe they are quite
4545     confusing and pointless. The only use I can think of is building
4546     some puzzle about where to shoot into spinners to shoot somewhere you
4547     otherwise couldn't.
4548 root 1.3
4549 root 1.1 When placing spinners on a map with magic walls, make sure the spell-
4550 root 1.37 projectiles from magic walls don't get to fly in loops.]]>
4551 root 1.1 </use>
4552     <attribute arch="sp" editor="direction number" type="int">
4553     The spinner will change the direction of flying objects by
4554     45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4555     positive values counter clockwise.
4556 root 1.3
4557 root 1.1 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4558     </attribute>
4559 root 1.9 &move_on;
4560 root 1.1 </type>
4561    
4562     <!--####################################################################-->
4563     <type number="138" name="Swamp">
4564     <ignore>
4565     <ignore_list name="non_pickable" />
4566     </ignore>
4567     <description><![CDATA[
4568     Swamp areas show a special behaviour:
4569     When a player stands still on a swamp-square for too long,
4570     he will start to sink in and eventually drown and die.
4571     Items dropped on the swamp sink in and dissapear.
4572     Players with knowledge of the woodsman skill are a lot less likely
4573 root 1.37 to die in the swamp.]]>
4574 root 1.1 </description>
4575     <attribute arch="is_floor" value="1" type="fixed" />
4576     <attribute arch="is_wooded" value="1" type="fixed" />
4577     <attribute arch="speed" editor="drowning speed" type="float">
4578     The higher the &lt;drowning speed&gt;, the faster will players and items
4579     sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4580     and unexpected death-trap. Players should get a warning before such areas.
4581     </attribute>
4582 root 1.12 &speed_left;
4583 root 1.9 &move_on;
4584     &movement_types_terrain;
4585 root 1.1 <attribute arch="no_magic" editor="no spells" type="bool">
4586     If enabled, it is impossible for players to use (wizard-)
4587     spells on that spot.
4588     </attribute>
4589     <attribute arch="damned" editor="no prayers" type="bool">
4590     If enabled, it is impossible for players to use prayers
4591     on that spot. It also prevents players from saving.
4592     </attribute>
4593     </type>
4594    
4595     <!--####################################################################-->
4596     <type number="41" name="Teleporter">
4597     <ignore>
4598     <ignore_list name="non_pickable" />
4599 elmex 1.62 <attribute arch="connected"/>
4600 root 1.1 </ignore>
4601     <description><![CDATA[
4602     When the player walks into a teleporter, he is transferred to a
4603     different location. The main difference to the object-type exit
4604     is the possibility to have teleporters connected to levers/buttons/etc.
4605     Sometimes teleporters are activated even against the players will.
4606     <br><br>
4607     Unlike exits, teleporters can also transfer items and
4608 root 1.37 monsters to different locations on the same map.]]>
4609 root 1.1 </description>
4610     <use><![CDATA[
4611     When creating maps, I guess sooner or later you'll want to have
4612     an invisible teleporter. If using "invisible 1", the teleporter
4613     can still be discovered with the show_invisible spell. And in
4614     some cases you can't place it under the floor to prevent this.
4615     <br><br>
4616     Fortunately, there is a cool trick to make a perfectly invisible
4617     teleporter: You simply add teleporter functionality to the floor
4618     itself. That means: You take the floor arch (e.g. "flagstone"),
4619 root 1.37 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4620 root 1.1 </use>
4621     <attribute arch="slaying" editor="exit path" type="string">
4622     The exit path specifies the map that the player is transferred to.
4623     &lt;exit path&gt; can be an absolute path, beginning with '/'
4624     (for example "/peterm/FireTemple/fire1"). It can also be a relative
4625     path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4626     for example I could use the relative path "Fire1"). Use relative
4627     paths whenever possible! Note that upper/lower case must always be
4628     set correctly. However, please use lower case only.
4629 root 1.3
4630 root 1.1 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4631     &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4632     monsters and items. In this case, the destined map is automatically
4633     the same map the teleporter is on.
4634     </attribute>
4635     <attribute arch="hp" editor="destination X" type="int">
4636     The exit destinations define the (x, y)-coordinates where the exit
4637     leads to.
4638 root 1.3
4639 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4640     get teleported to another, randomly chosen teleporter on the same
4641     map (Slightly confusing for the player though). Make sure there
4642     actually *is* a second one in that case.
4643 root 1.3
4644 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4645     be transferred to the "default enter location" of the destined map.
4646     The latter can be set in the map-properties as "Enter X/Y". Though,
4647     please DO NOT use that. It turned out to be a source for numerous
4648     map-bugs.
4649     </attribute>
4650     <attribute arch="sp" editor="destination Y" type="int">
4651     The exit destinations define the (x, y)-coordinates where the exit
4652     leads to.
4653 root 1.3
4654 root 1.1 If both are set to zero and &lt;exit path&gt; is empty, the player will
4655     get teleported to another, randomly chosen teleporter on the same
4656     map (Slightly confusing for the player though). Make sure there
4657     actually *is* a second one in that case.
4658 root 1.3
4659 root 1.1 If both are set to zero and &lt;exit path&gt; is set, the player will
4660     be transferred to the "default enter location" of the destined map.
4661     The latter can be set in the map-properties as "Enter X/Y". Though,
4662     please DO NOT use that. It turned out to be a source for numerous
4663     map-bugs.
4664     </attribute>
4665 root 1.45 <attribute arch="connected" editor="connection" type="string">
4666 root 1.1 If a connection value is set, the teleporter will be activated
4667     whenever the connection is triggered. To use this properly,
4668     &lt;activation speed&gt; must be zero.
4669     </attribute>
4670 elmex 1.16 &activate_on;
4671 root 1.1 <attribute arch="speed" editor="activation speed" type="float">
4672     If the &lt;activation speed&gt; is nonzero, the teleporter will
4673     automatically be activated in regular time-intervals. Hence, the
4674     player can just step on it and gets teleported sooner or later.
4675     The duration between two activates depends on the given value.
4676 root 1.3 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4677    
4678 root 1.1 VERY IMPORTANT: If you want to have your teleporter activated via
4679     button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4680     </attribute>
4681 root 1.12 &speed_left;
4682 root 1.1 </type>
4683    
4684     <!--####################################################################-->
4685 root 1.3 <type number="26" name="Timed Gate">
4686     <ignore>
4687     <ignore_list name="non_pickable" />
4688 elmex 1.62 <attribute arch="connected"/>
4689 root 1.3 </ignore>
4690     <description><![CDATA[
4691 root 1.32 Gates play an important role in Deliantra. Gates can be opened
4692 root 1.3 by activating a button/trigger, by speaking passwords (-> magic_ear)
4693     or carrying special key-objects (-> inventory checker).
4694     Unlike locked doors, gates can get shut again after a player has
4695     passed, which makes them more practical in many cases. Unlike normal
4696     gates, timed gates open when triggered but automatically close again
4697     after some time.]]>
4698     </description>
4699     <use><![CDATA[
4700     Use gates to divide your maps into separated areas. After solving
4701     area A, the player gains access to area B, and so on. Make your
4702 root 1.37 maps more complex than "one-way".]]>
4703 root 1.3 </use>
4704     <attribute arch="no_pick" value="1" type="fixed" />
4705 root 1.45 <attribute arch="connected" editor="connection" type="string">
4706 root 1.3 Whenever the inventory checker is triggered, all objects with identical
4707     &lt;connection&gt; value get activated. This only makes sense together with
4708     &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4709     after some time.
4710     </attribute>
4711 elmex 1.16 &activate_on;
4712 root 1.3 <attribute arch="wc" editor="position state" type="int">
4713     The &lt;position state&gt; defines the position of the gate:
4714     Zero means completely open/down, the "number of animation-steps" (usually
4715     about 6 or 7) means completely closed/up state. I suggest you don't
4716     mess with this value - Leave the default in place.
4717     </attribute>
4718 root 1.9 &movement_types_terrain;
4719 root 1.3 <attribute arch="no_magic" editor="restrict spells" type="bool">
4720     Restricting the use of spells to pass this gate. This has
4721     an effect only if &lt;block view&gt; is disabled.
4722     </attribute>
4723     <attribute arch="damned" editor="restrict prayers" type="bool">
4724     Restricting the use of prayers to pass this door. This has
4725     an effect only if &lt;block view&gt; is disabled.
4726     </attribute>
4727     <attribute arch="hp" editor="open duration" type="int">
4728     Defines the duration the gate remains closed. This only takes effect
4729     if the gate is not connected.
4730     </attribute>
4731     </type>
4732    
4733     <!--####################################################################-->
4734 root 1.1 <type number="155" name="Trap">
4735     <ignore>
4736     <attribute arch="no_pick" />
4737     <attribute arch="title" />
4738     <attribute arch="name_pl" />
4739     <attribute arch="weight" />
4740     <attribute arch="value" />
4741     <attribute arch="material" />
4742     <attribute arch="unpaid" />
4743 elmex 1.62 <attribute arch="connected"/>
4744 root 1.1 </ignore>
4745     <description><![CDATA[
4746     A trap is a object that can either do damage or trigger another connected object
4747 root 1.3 when detonated. Traps are like runes except they are not magical in nature,
4748 root 1.1 and generally have either a physical attack or trigger a reaction.
4749     <br><br>
4750     Traps hit any monster or person who steps on them for 'dam' damage in
4751     'attacktype' attacktype and/or trigger a reaction.
4752     <br><br>
4753 root 1.28 Many traps are already defined in the archetypes.]]>
4754 root 1.1 </description>
4755     <use><![CDATA[
4756     Avoid monsters stepping on your traps. For example, a party of orcs setting
4757 root 1.28 off your lightning wall and pit trap is usually a bad idea.]]>
4758 root 1.1 </use>
4759     <attribute arch="no_pick" value="1" type="fixed" />
4760 root 1.9 &move_on;
4761 root 1.3 <attribute arch="level" editor="trap level" type="int">
4762 root 1.1 Level effects how easily a trap may be found and disarmed, and
4763     how much experience the player gets for doing so. Beware: High level
4764     traps can be quite a cheap source of experience! So either make them
4765     tough, or keep the level low.
4766     </attribute>
4767     <attribute arch="Cha" editor="visibility" type="int">
4768     This value determines what fraction of the time the trap is visible:
4769     It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4770     how easily the trap may be found.
4771     </attribute>
4772     <attribute arch="hp" editor="number of charges" type="int">
4773     The trap will detonate &lt;number of charges&gt; times before disappearing.
4774     </attribute>
4775     <attribute arch="dam" editor="direct damage" type="int">
4776 root 1.3 &lt;direct damage&gt; specifies how much damage is done by the trap.
4777     This should be set in reasonable relation to the trap's level.
4778 root 1.1 </attribute>
4779     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4780     This attribute defines what attacktype to use for direct damage when
4781     the trap detonates.
4782     </attribute>
4783 root 1.45 <attribute arch="connected" editor="connection" type="string">
4784 root 1.1 When the trap is detonated, all objects with the same
4785     connection value get activated.
4786     </attribute>
4787     <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4788     When the trap detonates, this text is displayed to the
4789     victim. For especially powerful or complex traps, create an appropriate
4790     and thrilling description. ;)
4791     </attribute>
4792     </type>
4793    
4794     <!--####################################################################-->
4795     <type number="95" name="Trapdoor">
4796     <ignore>
4797     <ignore_list name="non_pickable" />
4798     </ignore>
4799     <description><![CDATA[
4800     Trapdoors are very similar to pits. The difference is that they
4801     can not be closed. Instead, the weight of the object on the
4802     trapdoor determines weither it slams the trapdoor open and falls through
4803     or not.<br>
4804     Once a trapdoor has been opened (by a creature or items of sufficient
4805 root 1.37 weight,) it remains open, acting like an opened pit.]]>
4806 root 1.1 </description>
4807     <use><![CDATA[
4808     Trapdoors should be used in the same fashion as pits:
4809     They should always drop the victims to some kind of lower level. They
4810 root 1.37 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4811 root 1.1 </use>
4812     <attribute arch="no_pick" value="1" type="fixed" />
4813 root 1.9 &move_on;
4814 root 1.1 <attribute arch="weight" editor="hold weight" type="int">
4815     This value defines how much weight the trapdoor can hold.
4816     Once items or creatures are gathered on the trapdoor, with
4817     a total weight surpassing this value, then the trapdoor will
4818     open and things start falling through.
4819     </attribute>
4820     <attribute arch="hp" editor="destination X" type="int">
4821     The trapdoor will transport creatures (and items) randomly into
4822     a two-square radius of the destination coordinates.
4823     If the destination square becomes blocked, the trapdoor will act like
4824     being filled up and not work anymore!
4825     </attribute>
4826     <attribute arch="sp" editor="destination Y" type="int">
4827     The trapdoor will transport creatures (and items) randomly into
4828     a two-square radius of the destination coordinates.
4829     If the destination square becomes blocked, the trapdoor will act like
4830     being filled up and not work anymore!
4831     </attribute>
4832     </type>
4833    
4834     <!--####################################################################-->
4835     <type number="4" name="Treasure">
4836     <ignore>
4837     <attribute arch="nrof" />
4838     <attribute arch="title" />
4839     <attribute arch="name_pl" />
4840     <attribute arch="weight" />
4841     <attribute arch="value" />
4842     <attribute arch="material" />
4843     </ignore>
4844     <description><![CDATA[
4845     A treasure-object turns into certain randomitems when the map is loaded
4846 root 1.37 into the game.]]>
4847 root 1.1 </description>
4848     <use><![CDATA[
4849     About usage of the "random-artifact" treasurelist:
4850     This will generate powerful stuff like girdles, xray helmets, special
4851     swords etc. If you put this as reward to your quest, players might be
4852     motivated to do it more than once. BUT, by doing so they will get a huge
4853     number of different artifacts! Besides, players will always seek the place
4854     with the most easy-to-get random artifact and ignore all others.
4855     My advice: Don't use it! Attract players with good fighting experience
4856 root 1.37 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4857 root 1.1 </use>
4858     <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4859     This entry determines what kind of treasure will appear. Look into
4860     /crossfire/share/crossfire/treasures for details about existing
4861     treasurelists.
4862     </attribute>
4863     <attribute arch="auto_apply" editor="auto-generate" type="bool">
4864     "Auto-generate" must be set in order to have the treasure be created
4865     when the map is loaded.
4866     If you want to create a random treasure chest, you unset this flag.
4867     That way, the player has to apply the object (the chest), then the
4868     treasure is generated.
4869     </attribute>
4870     <attribute arch="hp" editor="create number" type="int">
4871     "Create number" specifies how many pieces of the given treasurelist
4872     will appear. Note that for every piece there is a chance that nothing is
4873     generated. Also, sometimes there can be stacks of items generated, like
4874     for gems/money.
4875     </attribute>
4876     <attribute arch="exp" editor="quality level" type="int">
4877     The &lt;quality level&gt; will be used for the quality of the generated
4878     treasure instead of the map difficulty (as was done with shops).
4879     If zero/unset, the map difficulty will instead be used.
4880     (Example for comparison: Shop floors generate treasure of
4881     &lt;quality level&gt; 5 per default).
4882     </attribute>
4883     </type>
4884    
4885     <!--####################################################################-->
4886 root 1.3 <type number="52" name="Trigger Marker">
4887     <ignore>
4888     <ignore_list name="system_object" />
4889 elmex 1.62 <attribute arch="connected"/>
4890 root 1.3 </ignore>
4891     <description><![CDATA[
4892     A trigger marker is an object that inserts an invisible force (a mark) into a
4893     player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4894     &lt;key string&gt; which can be discovered by detectors or inventory
4895     checkers. It is also possible to use markers for removing marks again.
4896 root 1.57 (by setting the "name" slot to the name of the marker to be removed).
4897 root 1.3 <br><br>
4898     Note that the player has no possibility to "see" his own marks,
4899 root 1.37 except by the effect that they cause on the maps.]]>
4900 root 1.3 </description>
4901     <use><![CDATA[
4902     Markers hold real cool possibilities for map-making. I encourage
4903     you to use them frequently. However there is one negative point
4904     about markers: Players don't "see" what's going on with them. It is
4905     your task, as map-creator, to make sure the player is always well
4906     informed and never confused.
4907     <br><br>
4908     Please avoid infinite markers when they aren't needed. They're
4909     using a little space in the player file after all, so if there
4910 root 1.37 is no real purpose, set an expire time.]]>
4911 root 1.3 </use>
4912     <attribute arch="no_pick" value="1" type="fixed" />
4913     <attribute arch="slaying" editor="key string" type="string">
4914     The &lt;key string&gt; can be detected by inv. checkers/detectors.
4915     If the player already has a force with that &lt;key string&gt;,
4916     there won't be inserted a second one.
4917     </attribute>
4918 root 1.45 <attribute arch="connected" editor="connection" type="string">
4919 root 1.3 Unlike a regular marker this is the connection that triggers this marker to activate.
4920     </attribute>
4921     <attribute arch="food" editor="mark duration" type="int">
4922     This value defines the duration of the force it inserts.
4923     If nonzero, the duration of the player's mark is finite:
4924     about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4925     means the mark will stay on the player forever.
4926     </attribute>
4927     <attribute arch="name" editor="delete mark" type="string">
4928     When the player steps onto the marker, all existing forces in
4929     the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4930     will be removed. If you don't want to remove any marks, leave
4931     this textfield empty.
4932    
4933     Note that the string &lt;delete mark&gt; is set as the name of
4934     this marker. So don't be confused, and remember changing the
4935     name will take effect on the marker's functionality.
4936     </attribute>
4937     <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4938     In the moment when the player gets marked, this text is displayed
4939     to him. You should really set a message in any marker you create,
4940     because it's the only way for the player to notice what's going on.
4941     </attribute>
4942     </type>
4943    
4944     <!--####################################################################-->
4945 root 1.1 <type number="0" name="Wall">
4946     <required>
4947     <attribute arch="is_floor" value="0" />
4948     <attribute arch="alive" value="0" />
4949 root 1.14 <attribute arch="no_pass" value="1" />
4950 root 1.1 </required>
4951     <ignore>
4952     <attribute arch="nrof" />
4953     <attribute arch="title" />
4954     <attribute arch="name_pl" />
4955     <attribute arch="value" />
4956     <attribute arch="unpaid" />
4957     </ignore>
4958     <description><![CDATA[
4959 root 1.37 Walls usually block passage and sight.]]>
4960 root 1.1 </description>
4961 root 1.9 &movement_types_terrain;
4962 root 1.1 <attribute arch="can_roll" editor="moveable" type="bool">
4963     If set, the object is able to "roll", so it can be pushed around.
4964     This setting is used for boulders and barrels.
4965     </attribute>
4966     <attribute arch="no_magic" editor="restrict spells" type="bool">
4967     This takes effect only with &lt;blocksview&gt; disabled.
4968     Restricting the use of spells to pass this wall.
4969     </attribute>
4970     <attribute arch="damned" editor="restrict prayers" type="bool">
4971     This takes effect only with &lt;blocksview&gt; disabled.
4972     Restricting the use of spells to pass this wall.
4973     </attribute>
4974     </type>
4975    
4976     <!--####################################################################-->
4977 root 1.3 <type number="109" name="Wand &amp; Staff">
4978     <description><![CDATA[
4979     Wands contain a certain spell. The player can apply (ready) and
4980     fire the wand. After a defined number of casts, the wand is
4981     "used up". It is possible to recharge a wand with scrolls of
4982 root 1.37 charging, but usually that isn't worth the cost.]]>
4983 root 1.3 </description>
4984     <use><![CDATA[
4985     Wands are quite seldomly used. The reason prolly is that they're
4986     generally not cost-efficient. Handing out high-level wands with
4987     powerful special spells isn't a good idea either, because of
4988     the recharge ability.
4989     <br><br>
4990     For low levels, staffs of healing/cure and word of recall are
4991 root 1.37 quite desirable though. Ideal rewards for low level quests.]]>
4992 root 1.3 </use>
4993     <attribute arch="sp" editor="spell" type="spell">
4994     The &lt;spell&gt; specifies the contained spell.
4995     </attribute>
4996     <attribute arch="level" editor="casting level" type="int">
4997     The &lt;casting level&gt; of the wand determines it's power.
4998     An average level for wands in shops is about 10.
4999     </attribute>
5000     <attribute arch="food" editor="number of charges" type="int">
5001     The wand can be used &lt;number of charges&gt; times before it is
5002     used up. It can be recharged with scrolls of charging.
5003     </attribute>
5004     <attribute arch="startequip" editor="godgiven item" type="bool">
5005     A godgiven item vanishes as soon as the player
5006     drops it to the ground.
5007     </attribute>
5008     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5009     This text may contain a description of the wand.
5010     </attribute>
5011     </type>
5012    
5013     <!--####################################################################-->
5014 root 1.1 <type number="0" name="Weak Wall">
5015     <required>
5016     <attribute arch="is_floor" value="0" />
5017     <attribute arch="alive" value="1" />
5018     <attribute arch="tear_down" value="1" />
5019     </required>
5020     <ignore>
5021     <ignore_list name="non_pickable" />
5022     </ignore>
5023     <description><![CDATA[
5024     A weak wall is a breakable spot amidsts a solid wall. Typically
5025     these weak walls look similar to their solid "relatives" except
5026 root 1.37 for a small crack or little chunks of wall on the ground.]]>
5027 root 1.1 </description>
5028     <use><![CDATA[
5029     If you want to create hidden rooms, using weak walls is alot
5030     better than completely indiscernible passages in a wall.<br>
5031     Anyways, there can be a lot more to weak walls than just finding
5032     them: Rising their defensive stats, weak walls can become a
5033     serious obstacle. An ice wall might only be torn down by a fire
5034     attack for example. A granite wall for instance might be very
5035 root 1.37 hard to destroy.]]>
5036 root 1.1 </use>
5037     <attribute arch="alive" value="1" type="fixed" />
5038     <attribute arch="no_pick" value="1" type="fixed" />
5039     <attribute arch="tear_down" value="1" type="fixed" />
5040     <attribute arch="race" editor="race" type="string">
5041     For weak walls, &lt;race&gt; should always be set to "wall",
5042     unless you create something fancy like a building which
5043     is in fact meant to be a huge animal.
5044     Note that shovels slay walls, so they do tripple damage
5045     against weak walls.
5046     </attribute>
5047     <attribute arch="level" editor="level" type="int">
5048     The &lt;level&gt; of a weak wall works similar to monster levels.
5049     Due to the fact that weak walls cannot attack, the level
5050     is much less important though.
5051     </attribute>
5052     <attribute arch="hp" editor="health points" type="int">
5053     The &lt;health points&gt; of a weak wall define how long it takes to
5054     tear it down. With every successful hit from an opponent,
5055     &lt;health points&gt; get drained.
5056     </attribute>
5057     <attribute arch="maxhp" editor="max health" type="int">
5058     &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5059     weak wall can have. Since walls generally don't heal, I doubt
5060     this has much real effect.
5061     </attribute>
5062     <attribute arch="ac" editor="armour class" type="int">
5063     Weak walls of high &lt;armour class&gt; are less likely to get hit.
5064     &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5065     </attribute>
5066 elmex 1.29 &resistances_basic;
5067 root 1.1 </type>
5068    
5069     <!--####################################################################-->
5070     <type number="15" name="Weapon">
5071     <description><![CDATA[
5072     Wielding a weapon, the object's stats will directly be inherited to the
5073     player. Usually enhancing his fighting-abilities. Non-magical weapons can
5074 root 1.37 be improved with scrolls.]]>
5075 root 1.1 </description>
5076     <use><![CDATA[
5077     If you create artifacts (equipment) with stats- or resistance-bonus:
5078     Keep playbalance in mind! Such items mustn't be reachable without hard
5079 root 1.37 fighting AND questing.]]>
5080 root 1.1 </use>
5081     <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5082     This number is a bitmask, specifying the weapon's attacktypes.
5083     Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5084     have no more than one or two attacktypes. Keep in mind that all weapons
5085     can be blessed by the player's diety, thus adding an additional attacktype.
5086 root 1.3
5087 root 1.1 When a player hits a monster with a weapon that has more than one attacktype,
5088     then he will do as much damage as the "best" of his attacktypes does. So,
5089     the more attacktypes you've got, the better your chance to take advantage
5090     of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5091     player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5092     </attribute>
5093     <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5094     The &lt;weapontype&gt; characterizes the weapon's type of physical
5095     attack. It could best be considered a "subclassification"
5096     of the physical attacktype. For now, this is only used for
5097     attack messages!
5098 root 1.3
5099 root 1.1 You should always set this correctly when creating new
5100     weapons for your maps.
5101     </attribute>
5102     <attribute arch="skill" editor="skill name" type="string">
5103     Matching &lt;skill name&gt; of the skill that is required
5104     to use this weapon.
5105     </attribute>
5106     <attribute arch="dam" editor="damage" type="int">
5107     The damage value is used as base value for how much damage the weapon
5108     does per hit. The actual damage involves more dependencies,
5109     like wielder's level and defender's level. Look at existing weapons
5110     to get a feel for the range of weapon damage values.
5111     </attribute>
5112     <attribute arch="slaying" editor="slaying race" type="string">
5113     Slaying means the weapon does tripple (3x) damage to monsters of the
5114     specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5115     only monsters of that archtype are hit with tripple damage.
5116 root 1.3
5117 root 1.1 No god blessings are possible for weapons with a race set in this entry
5118     (That's because god blessings add tripple damage against their own
5119     enemy races). Tripple damage is very effective.
5120     </attribute>
5121     <attribute arch="last_sp" editor="weapon speed" type="int">
5122     The weapon speed determines how often the wielder can swing the weapon
5123     during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5124     is best (that is lightning- fast). A typical average value is 8.
5125     Speed and damage should be kept in reasonable relation.
5126     </attribute>
5127     <attribute arch="wc" editor="weapon class" type="int">
5128     The weapon class value adds to the overall weapon class of the wielder's
5129     melee attacks. Weapon class improves the chance of hitting the opponent.
5130     </attribute>
5131     <attribute arch="magic" editor="magic bonus" type="int">
5132     For a weapon, magic bonus works just like weapon class, except that
5133     magic bonus can be improved by the gods or reduced by acid. Hence, it is
5134     less useful than direct weapon class value on a weapon.
5135     </attribute>
5136     <attribute arch="item_power" editor="item power" type="int">
5137     The &lt;item power&gt; value measures how "powerful" an artifact is.
5138     Players will only be able to wear equipment with a certain total
5139     amount of &lt;item power&gt;, depending on their own level. This is the
5140     only way to prevent low level players to wear "undeserved" equipment
5141     (like gifts from other players or cheated items).
5142 root 1.3
5143 root 1.1 It is very important to adjust the &lt;item power&gt; value carefully
5144 root 1.32 for every artifact you create! If zero/unset, the Deliantra server will
5145 root 1.1 calculate a provisional value at runtime, but this is never
5146     going to be an accurate measurement of &lt;item power&gt;.
5147     </attribute>
5148     <attribute arch="damned" editor="damnation" type="bool">
5149     A damned weapon cannot be unwielded unless
5150     the curse is removed. Removing damnations is
5151     a tick harder than removing curses.
5152     </attribute>
5153     <attribute arch="cursed" editor="curse" type="bool">
5154     A cursed weapon cannot be unwielded unless
5155     the curse is removed.
5156     </attribute>
5157     <attribute arch="lifesave" editor="save life" type="bool">
5158     An item with this flag enabled will save the players life
5159     for one time: When the player is wearing this item and his
5160 root 1.3 health points reach zero, the item disappears, replenishing
5161 root 1.1 half of the player's health.
5162 root 1.3
5163 root 1.1 An item with &lt;save life&gt; should not have
5164     any decent additional bonuses!
5165     </attribute>
5166     <attribute arch="unique" editor="unique item" type="bool">
5167     Unique items exist only one time on a server. If the item
5168     is taken, lost or destroyed - it's gone for good.
5169     </attribute>
5170     <attribute arch="startequip" editor="godgiven item" type="bool">
5171     A godgiven item vanishes as soon as the player
5172     drops it to the ground.
5173     </attribute>
5174 elmex 1.29 &player_stat_resist_sections;
5175 root 1.1 <section name="misc">
5176     <attribute arch="luck" editor="luck bonus" type="int">
5177     With positive luck bonus, the player is more likely to
5178     succeed in all sorts of things (spellcasting, praying,...).
5179     Unless the &lt;luck bonus&gt; is very high, the effect will be
5180     barely visible in-game. Luck bonus on one piece of equipment
5181     should never exceed 3, and such bonus should not be too
5182     frequently available.
5183     </attribute>
5184     <attribute arch="hp" editor="health regen." type="int">
5185     Positive &lt;health regen.&gt; bonus speeds up the
5186     player's healing process. Negative values slow it down.
5187     </attribute>
5188     <attribute arch="sp" editor="mana regen." type="int">
5189     Positive &lt;mana regen.&gt; bonus speeds up the
5190     player's mana regeneration. Negative values slow it down.
5191     </attribute>
5192     <attribute arch="grace" editor="grace regen." type="int">
5193     Positive &lt;grace regen.&gt; bonus speeds up the
5194     player's grace regeneration. Negative values slow it down.
5195     Since grace can be regenerated rather easy with praying,
5196     additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5197     </attribute>
5198     <attribute arch="food" editor="food bonus" type="int">
5199     Positive &lt;food bonus&gt; slows down the player's digestion,
5200     thus he consumes less food. Negative values speed it up.
5201 root 1.3
5202 root 1.1 Note that food is consumed not only for "being alive", but
5203     also for healing and mana-regeneration.
5204     &lt;food bonus&gt; only affects the amount of food consumed
5205     for "being alive". Hence, even with high &lt;food bonus&gt;,
5206     during a fight a player can run out of food quickly.
5207     </attribute>
5208     <attribute arch="xrays" editor="xray vision" type="bool">
5209     Xray vision allows the player to see through obstacles
5210     in a two-square-wide radius. This is extremely helpful and
5211 root 1.3 desirable, so don't give it away for cheap on equipment.
5212 root 1.1 </attribute>
5213     <attribute arch="stealth" editor="stealth" type="bool">
5214     Stealth allows the player to move silently.
5215     This comes to effect if a player turns himself
5216     invisible and tries to sneak around monsters.
5217     (At least that was the idea behind it)
5218     </attribute>
5219     <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5220     If a player is wearing any piece of equipment with
5221     the ability to &lt;reflect spells&gt;, all kinds of
5222     spell-bullets and -beams will bounce off him.
5223     This works only about 90% of all times, to
5224     avoid players being completely immune to certain
5225     types of attacks.
5226 root 1.3
5227 root 1.1 This is a very powerful ability and it
5228     shouldn't be handed out cheap!
5229     </attribute>
5230     <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5231     If a player is wearing any piece of equipment with
5232     the ability to &lt;reflect missiles&gt;, all kinds of
5233     projectiles (e.g. arrows, bolts, boulders) will
5234     bounce off him. This works only about 90% of all
5235     times, to avoid players being completely immune to
5236     certain types of attacks.
5237     </attribute>
5238     <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5239     Click on the &lt;attuned paths&gt; button to select spellpaths.
5240     The player will get attuned to the specified spellpaths
5241     while wearing this weapon.
5242     </attribute>
5243     <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5244     Click on the &lt;repelled paths&gt; button to select spellpaths.
5245     The player will get repelled to the specified spellpaths
5246     while wearing this weapon.
5247     </attribute>
5248     <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5249     Click on the &lt;denied paths&gt; button to select spellpaths.
5250     The specified spellpaths will be denied to the player
5251     while wearing this weapon.
5252     </attribute>
5253     </section>
5254     <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5255     This text describes the weapons's "story". Every decent artifact weapon
5256     should have such a description.
5257     </attribute>
5258     </type>
5259    
5260 root 1.5 <type number="116" name="Event Connector">
5261     <description><![CDATA[
5262     Event connectors link specific events that happen to objects to
5263 root 1.37 a crossfire plug-in. They are not used at all in Deliantra.]]>
5264 root 1.5 </description>
5265     </type>
5266    
5267 root 1.1 </types>